At the moment i feel almost every class is balanced apart from 1, the Samurai Nobushi.
He is able to sprint forwards and backwards and stab as if physics mean nothing to him.
You parry him and his spear cuts through your parry as if i parried in the wrong direction.
His attack animations are so fast he literally switched attacks constantly without a chance for the defender of these attacks to react in a timely fashion.
I think he can be improved and balanced generally just by decreasing his running speed and his attack speed, and im not sure if the hitting through the parry thing is actually a game mechanic or a bug but either way please fix. Everyone is playing as one of these spear weeaboos and not challenging me in a honorable 1v1 as a knight!
I personally found that the Knight speed class was unbalanced. They can change their attack direction at a ridiculous rate, and they have that unblockable shield bash to stagger you.
I think the unblockable attacks are somewhat game breaking. It'd be better if, instead of being unblockable, they were able to damage you through the guard, but without staggering you. That's half the pain with those things. And they're too damn easy to use. If you're gonna have unblockable attacks that stagger the opponent, they should only be triggerable when you're down on your health, or something. That way, instead of being a spam move, they turn into a last-ditch-attempt kind of thing. It's a little irritating being two moves into a fight and suddenly they're all glowing orange and wailing on you.
Nobushi's charge is easy to block if you can see the direction of his pre-charge stance. And he is supposed to switch attack direction constantly, as well as dodge very fast - these are his main strengths. He never was easy to fight against but he isn't OP right now.
Yes i agree now, i've played against them a little bit more and they do become somewhat predictable, my problem now is the knights assassin class using me as a climbing frame constantly, i also dont see how they can literally stack combo after combo on to you with out you being able to respond.
Knight classes are too fast? lol they are super slow in comparison to these others and yes that's the point but this is a balancing issue, ofc tweaks should be made
First off, all the bleed attacks are high, all the forward and backward dash attacks are high, and the sidestep attacks are the direction opposite of what she dashes (IE, if she dashes left and starts to windup, you know it'll be a right block, and vice versa). Memorize that. Every character in this game is part memorization of attack patterns. Experience is key. Also, play as the character awhile, when you get beat, and recognize what beats you, you'll know how to counter them.Originally Posted by TheSpartan10 Go to original post
Second, I've played the Nobushi a bit so far, and against it, and never had any issues parrying. The Nobushi's attacks are slow, are you sure you timed the parry right? Unless you mean block, and that might be because they start a side attack then cancel it into a backstep thrust. If you think the Nobushi is fast, wait till the game releases and you play against the Valkyrie. SHE is fast. Nobushi is kinda slow in comparison.
Unblockable attacks, and I mean every single one in this game, is either parryable if it does damage, or dodgeable. Warden Shoulder Bash has a windup that's very noticable. When he dashes, if he pulls the sword arm backwards instead of bringing it up (since ALL Warden attacks bring the sword arm UP before going off, no matter the direction the attack is coming from), then the opponent is going to shoulder bash. That's your queue to prepare to dodge left or right. If you are mid-heavy attack, then press E (or whatever the controller equivolent is) to cancel it ASAP and prepare to dodge left or right, then punish. If the Warden doesn't charge it (just does a quick bash instead of a charged up one), then it goes short enough that some characters, like the Assassin classes and Nobushi, can dash BACKWARDS out of range. Shoulder Bash has a MASSIVE lag on whiff, easy to punish even with a slow Heavy attack.Originally Posted by Bananafritter91 Go to original post
Also, remember that Warden can only Shoulder Bash off of a light attack OR a dash. So if after the first light attack he's not still swinging that sword, he's going to shoulder bash or back off. If he dashes and doesn't swing at you, he's going to bash or back off. Just gotta pay attention and be prepared. 90% of the Warden's entire fighting kit is balanced around that bash, that and his overhead Superior Block and his quick Zone Attack for knocking the unprepared off of cliffs.
I know I have a lot to learn on this game, as I'm not the greatest with combos, however skill-matchups should be taken into consideration so people aren't just completely outclassed.
I think the Vikings warriors are quite under-powered though. I mean the berserker isn't powerful or fast, I get its a hard difficulty but I assumed short range would be a lot faster than the heavy classes, and dodging would be miles easier, yet the downfall would be attacks would be greatly reduced in power.. but it seems that there is no real upside to them, I constantly get overpowered even when I am clearly winning, just one 6-combo attack people pull out there ***, ends the battle. I for one dislike slow characters and two-handed weapons, I much prefer the one-handed style of fighting which makes the game just less fun when I am always getting annihilated one-on-one or can't even think of handling two-on-one. I think there should be a clear difference in speeds of classes, so either the assassin classes dodge must faster than the attack so don't get randomly hit on attacks that seem to just carry until a hit. I think the difference in power is already there, which is why the assassin classes will be harder to use. I also find it doesn't work for me if I try as a heavy against a short range, but thats probably cause I'm not very good.
I just hope ubisoft perfect the balancing as it is an awesome game, but I would like it to be more clear-cut so it is more fun and generally you know if you're playing badly, so its frustrating when you're getting into the swing of a class, and some mad attack warnings glitch in a frenzy or you have about 1 millisecond to react, however I think thats probably down to bad servers.
I mean no matter what happens i'm not buying it without a declaration that there will be dedicated servers, i refuse to pay for a service where some 12 year old kid still using dial-up at his grandmas could host a game and completely ruin any thought of me potentially enjoying their match. This is not a 'necessary evil' to allow the developers to keep costs low. Ubisoft is a TRIPLE A PUBLISHER, and if they are not funding their games with TRIPLE A FUNDING, why should i pay the equivalent of a TRIPLE A TITLE when it's obviously not.
Assassins have a much longer dash range, the deflect mechanic (which is insanely key to all the assassin's playstyles, especially the Berserker), and the ability to hide their block stance till the last second, keeping the time an opponent has to react to the direction of your attack to a minimum. The Berserker is feeling alot better this test. Especially with the free grab on deflect.Originally Posted by AssassinDavies Go to original post
The strength of the Berserker, in my opinion, is how flexible it is. It can dodge after any whiffed attack, to keep from being punished, and it can start it's chain attacks FROM it's dodge attacks, which all have Super Armor (For those who don't play fighting games, it's when your attack can't be interrupted, but you still take damage). Berserkers are the ones who swing at you, and if they miss because you dodged, they dash closer, make a dash attack, take your counterattack, shrug it off, and keep coming at you with it's combos. It takes practice.
Peacekeepers are the masters of disruption and patience. They kill slower, but their unblockable bleed counterattack from deflect will win the game, over time, as well as triple stab from their grab.
I haven't touched Orochis yet, neither in this test nor the last, but I plan to tomorrow, but I'm sure they have a particular mechanic that they focus on, which looking at their moveset seems to be full counter based, with reactions of which counter to use based on which combo attack you deflect (early moves, with LMB, finishers with the RMB). Someone who knows more can confirm or expand on this.
Okay, so after testing all the characters I can afford at this point, here's my thoughts:
Knight Balance: Interesting Block and dual purpose attacks, but generally too slow for my tastes.
Knight Mace Dude: the unlimited light attack is too spamtastic, especially when combined with the all direction block and unblockable shield bashing
Viking Single axe: Spamtastic as all living hell. Beating the crap out of people with this guy doesn't feel rewarding. Unblockable charge needs to die.
Viking shield dude: Too slow to be fun
Viking double axe: again, unlimited chaining is too spammy, but this character isn't as bad as the mace. Quite fun.
Kensei: Nice easy Character to come to grips with. Versatile moveset, but too slow for me. Not as versatile as knight balance guy.
Spear girl: Just no.
Orochi: My favourite character. Rewards skillful gameplay, and when you die, it's because you did something wrong. Perfectly balanced.
I'd restrict the chaining on mace boy and double axes, and take away mr. big viking's super duper charge ability.
The Raider absolutely destroys the nobushi. It isn't even competitive.