For those saying the warden is fine, I just want you all to realize the argument isn't for him to be buffed, it's for him to get a few tools. By the end of alpha I didn't feel underpowered or at any real disadvantage to my opponents, I just had half the repertoire they did.
Many of the arguments I see that "warden is fine" say to parry, to guard break, to follow with a heavy attack. This is great play, good mixups, and I applaud you for the well done strategy! But there's just one problem: Every class can do this. What stops a raider from parrying a strike, guard breaking, and then hitting a heavy attack? Well, maybe the fact that they could parry, stunning tap, and unblockable strike... Or guard break, grab and take you to a wall, THEN do the unblockable strike.
The warden just doesn't have many options, and while that doesn't seem to be an issue NOW, they become predictable, and in the future when we've had the game for a year we will all know exactly what a warden will do, at least with warden using the current kit.
I definitely agree he needs more to his kit. The top counter is alarmingly powerful, and the shoulder charge is no slouch (Quickly firing it off for a stun, or aiming it to go short and comboing into other moves is also quite powerful), but these two moves are very straightforward and don't offer many moments of interesting play.
So basically, he's not weak now, but he may be in the future. Adding these tools won't be a direct buff, but it will give him more options to use. That said, the primary thought that never occurred to me was the zone attack, so maybe that's what I was missing in my playing warden, and what would give me the tools I need to feel like I can mix it up correctly. As is, suggesting abilities and combos available to everyone just isn't gonna cut it.
Yep!
The Warden's special "moves" are the top-counter (which is not thaaaat useful if an enemy goes into a fight with some brain-power and avoids attacking from the top if the Warden is blocking. If the Warden is stunned, then you can attack from the top), the quick left-right-double-light-attack which is good for chipping away health and the shoulder-bash, which can be dashes/dodged away.
So all in all I'd say 2-3 powerful special-moves, where 1 move (top-counter or shoulderbash) is not always that effective) + the basic repertoire all classes have, like guardbreak, throw, etc.
And while the Warden might not be "underpowered" per se, his role is a very basic and defensive one while his toolset is also fairly basic. Giving him one special move or another chain-attack with a heavy attack at the end might be a good thing to make things rounder overall.