Unbiased Balance Diagnosis
[Edit as of 2/12/17 at the end of the open beta: my views have changed immensely since the creation of this thread. please disregard much of this thread, some points remain valid but i have moved on my stance for most. Considering making an updated post in the future.]
Hello there, Brother Olrad here, the following is my perspective on balance within the mechanics of combat including disparity between classes or other general mechanics such as parries and guard breaks etc.
Let us begin with the general mechanics:
Guard breaks
Guard breaking is often used excessively because of its relative reliability in scoring free damage, the reason being that the window for guard breaking is very small. I have been practicing counter guard breaking and have come to a conclusion, the reason it is so difficult is because you both have to wait for the proper window, but also not let it pass you by, most of my failed guard break counters are because I actually try to counter too early. It seems to me that one shouldn't be punished for high reaction time in a game like this. This mechanic is abused by some more than others (looking at you peacekeepers) to quite destructive effect.
The solution here feels like extending the counter window into earlier frames, thereby making the maneuver more attainable while not nerfing it into oblivion. Also the guard break kind of propels itself forward in a lot of positions and tracks very well, many times I have attempted to dodge backwards or to the sides only for the guard break to track and close with me. The guard break should not be a rush in my opinion.
Parries
Parries are less common but used by experienced players often to gain a footing and open up combos or often score a free hit after. The problem with parries comes down to how the mechanic interacts with different classes. I will be doing more testing on this in the future to discover specific interactions, I have mained conqueror for this test and I often notice when I parry, the animation and time it takes to actually throw out an attack is slightly longer than other classes like say a warden. When a conqueror parries it is often not enough time to land a heavy attack. If a warden or orochi parries, they often land a free heavy attack before you can put your block up again. I begin to wonder if the disparity on this front comes from the animation for the class who is parrying, or if its simply the time it takes to throw out a heavy attack for that class. One or the other, or both. The other thing I have noticed with parries is the stamina damage it inflicts. Again from the perspective of a conqueror, I have fought multiple capable players who parry often. Here is an example: On several occasions fighting a nobushi my conquerors heavy attack will get parried, while im recoiling they will combo with a poke into kick. From full stamina, that one heavy attack getting countered does a MASSIVE amount of stamina damage, followed with the kick, I actually run 100% out of stamina, opening me up to a flurry of blows from which it is very difficult to recover. TLDR: Literally throwing a single heavy from full stamina can lead to complete drain against a capable player. Again, I need to do more testing on this front to see if the stamina damage values vary from class to class and attack to attack.
I do not feel comfortable suggesting any fix for this without extensive testing, but at the moment I will loosely say that parry stamina damage should be lowered in general, and that all classes should benefit the same amount from successfully using a general combat mechanic, as such the animations and time it takes to be able to attack after parrying should be the exact same for all classes unless the class is specifically supposed to take advantage of this mechanic more than others.
Rush Attacks
In general I think rush attacks either need a reduced hit box or tracking. Think of the conquerors notorious shield rush spam, the wardens iconic shoulder rush spam or the warlords headbutt. These attacks are sometimes dodgeable, but even when you dodge, they either track or clip you from the side and the combo continues even though you made the correct input. Sometimes it will work, but its not consistent. This to me seems like a problem that must be questioned diagnosed, and solved.
Class Mechanic Disparity
Alright, so this is the touchy subject, there are many perspectives. You have the perspectives from each individual classes players, and beyond that you have the perspectives from people of many different skill levels. Some classes excel against people still learning the game, but become drastically easier to fight after developing more of an understanding. Similarly, there are classes that seem perfectly fair or even underwhelming, but in the hands of an experienced player who knows how to work the mechanics you can get something that is extremely difficult to find an opening against. So, as a player who has been through 3 tests and gotten to at least prestige/reputation 2 each time, this is my perspective.
This is a game where speed is key, that is the nature of the combat in this game and others like it, having a kit that will either help you make the enemy slip up, or having access to movesets that are fast enough to score free damage is king. On this point I will move to the next section.
Assassins
The assassin classes are the strongest selection you can make within the mechanics of this game. Damage avoidance on these classes converts directly into damage, whereas other classes do not have this option. This is the core of what makes the assassins so strong. Offense is the best defense and if you can turn your defense into offense as fluidly as the assassin dodge mechanics allow, you have a massive edge. Throwing light attacks at assassin classes and chipping them down is much safer than throwing heavy attacks. Heavy attacks are dodged and then immediately countered without the chance of blocking before the open up even more of a combo on you.
Assassins also boast the most mobility in the game, as an assassin should. But coupled with the speed in combat they already possess, a skilled assassin player will completely control the pace of combat, ducking in and out of combat as they see fit, and even in combat, their high speed yields higher probability of damage. They are essentially the ultimate counter attackers whilst simultaneously being the most powerful in straight combat. I shall now continue into specific class thoughts.
Orochi
Orochi has the strongest kit in the game in my opinion, light attack oriented, fantastic engage and disengage, deflection into free damage, high damage guard break (heavy up finisher), dodge mobility into free damage. This kit is extremely abused in the hands of the capable. There is no opening to attack, at best you have a situation where there's a lull in combat and you get to wonder if they will try to open with a guard break or a physical attack. You have to wait for the orochi to make a move, otherwise he will side dodge and open into a combo, that or try to engage with a light attack if you don't have a good gap closer. Even then if you do hit he can easily dodge the next part of the chain or deflect. Which also begins another combo. I also believe the damage on the Orochi is too high for what it is. I have been in duels as a Conqueror where both me and an orochi are low hp. (The low hp after you regen a bit of health - The Last Stand resovoir if you will) I've landed a guard break and gone for the free side heavy attack, its not enough to finish him. He guard breaks me, does a heavy up attack, I die. This is ironic considering the conqueror is described as "Strong Defense and Heavy Hitter" in game where as the orochi is "Agile and Counter-Attacker"
I believe that the damage of the Orochi should be reduced somewhat. But I do need to do more testing to figure out what other things could be done. It seems to me that the very core mechanics of this class are the real problem, but it's still a fun looking class to play and it has its roots in what its supposed to thematically be, finding a middle ground between what it wants to be and being balanced is difficult. I may edit this post in the future to revise or add thoughts.
Peace Keeper
Weaker than the Orochi but in combination with the needed tweaks to the guard break mechanic, still very very strong. A peace keeper takes all the general problems of the assassin classes, and then adds in a guard break attack that is fairly easy to preform, but does damage that is highly disproportionate to the difficulty of the maneuver. The design idea could be something like "Well its a damage over time right? So it should be more total damage because you have to wait for it!" This might not be a problem except coupled with the disengage and speed of the assassin classes in general, there is no way to close with a peacekeeper while they wait out the damage. The answer is guard break counter, which is easy in theory but difficult in practice with the other stimuli in the game you have to worry about.
Either the bleed needs to be reduced, or the guard break window should be increased as described above, the two factors together make for something that is generally too powerful. Especially with the peer to peer connection and the possibility of latency ruining an otherwise successful counter guard break timing.
Berserker
The berserker is the most balanced of the assassins, it can still abuse the dodge into side attack spam, which is often easy and free damage, but can be countered to an extent by light attacks. Other than that, the Berserker kit is okay, in fact, if you were to nerf the ease of the side dodge attacks,I would say this class would probably need a buff.
Assassin overall:
I believe the side dodge into attacks are too easy to pull off in general, but they should definitely be a mechanic and it fits well with the classes. I feel like they are just too forgiving on timing for what they are. Something should be done to tone them down a little bit.
Vanguards
Warden
I believe overall the warden is in a good spot. Balanced all around, but the kit is lack luster, not in any balance perspective really, but it feels as though its missing something, not enough combos, or moves to really be all too engaging in the long run. I have heard many wanting the addition of some sort of gap closer, but it seems to me that the shoulder rush when charged is fairly capable of this. The warden is balanced more aless, just a tad on the boring side, this comes from many conversations with Warden players and a fairly limited time playing warden myself.
Raider
Fairly balanced overall, the overhead poke stun is what makes or breaks this class in my opinion. I could be mistaken but it seems like in this test the stamina damage inflicted by this attack has been increased substantially, i didn't really notice it in the previous builds. It inflicts A LOT of stamina damage for such a fast attack. You can keep an opponents stamina reserve very low and apply lots of pressure on the resource, in turn limiting their short term options for offense, and by extension allowing yourself time for a furious assault without fear of as much of a reprisal. Getting guard broken and rammed into a wall by this class is almost always going to end with you getting hit with that side unblockable attack.. I HAVE parried it... Once. It's possible. but barely. This wouldn't be as much of a problem if guard breaks were more counterable, again, please see the above thoughts on the topic. The side unblockable is the best unblockable in the sense that dodges pretty much don't work, dodging backwards still puts you into its range even despite it looking like it will miss. I did manage to dodge it once by dodging right but it seemed buggy, dodging left does nothing however. This means that the attack pretty much must be countered with a parry, and there is no other way unless you have some sort of special class mechanic that allows it otherwise. This in contrast to the kensei unblockable makes the kensei look comparatively weak vertical unblockables are very easily dodged, and I very rarely get hit by them but I really enjoy the idea that there are attacks that can only be countered with parries at the same time. All and I I think the raider is fairly well balanced and doesn't need much, if any work.
Kensei
I wish I saw more Kensei to be honest, I feel like I can't give a good diagnosis for this class because of lack of experience fighting them and I personally have not played them. Fights against Kensei have always felt fair when I DO find them however. All around a respectable class. I ask any kensei to reach out to me and share some experiences or thoughts, maybe I will revise this section after some testing.
Heavy
Warlord
This class strikes me as very strong but I'm still developing more of an understanding of it. It's ability to score free damage is pretty intense, though the damage inflicted is less than other classes that can do similar things. The class specific light attack parries are a very powerful tool in the hands of the capable, in addition to their iron solid defense its very difficult to exchange with this class. Your attacks will be reversed and you will be hit with free light attacks without good mix ups. The headbutt is very spamable and tracks quite well and also covers a fair distance, and the resulting stagger on a foe allows for the free attack and possibility of a continued combo. Fighting warlords usually comes down to a lot of guard breaking and environment usage. A very skilled Warlord is tough to take down, but it is possible, but in a straight up fight without using guard breaks to throw them into walls its nearly impossible to find an opening in the defense.
I think the class is fairly balanced, the points of conflict are probably the headbutt rush attack, which travels too far, and tracks too much which leads to too much free damage. I feel like I can't say much more about this class because I need to experience it for longer and collect data. Like the kensei, feel free to reach out to me in regards to this class and experiences you may have had.
Conqueror.
My home boy since my first test. I am quite familiar with him. I believe there have been some fairly large changes since my first test using this class. The heavy attack into shield rush combo is the bread and butter of this class. It is both the source of its power and its weakness. I feel that the conqueror is a one trick pony, and this is coming from a current reputation 2. You always know what a conqueror is going to do. It can do only one thing as far as a cohesive combo that can compare to the free damage other classes get. The heavy shield rush spam is extremely stamina intensive, as it should be. parrying the first heavy attack assuming it didn't come after a successful guard break completely throws a wrench into the combo because the stamina damage is O V E R W H E L M I N G. The rush does not travel very far but has a fairly large hit box, and tracks pretty well. Too well sometime, sometimes it cannot be dodged, which brings me to my next point. For some inexplicable reason the shield rush seems to stagger some classes more than others or has some sort of variable that decides the stagger time that can change or something. I have done 2v2s where I fight both opponents and the rush works to different effect depending on the class im fighting. For example: I fight a warden or a raider, if i begin the combo, it seems like 95% of the time, they cannot dodge to the side to escape the pain train combo, however using the same exact combo/move on a berserker or a peacekeeper seems to result in them escaping about 60% of the time with a side dodge. Do assassin classes stagger less than other classes or is this some strange instance of RNG effects in the game? I don't like using this combo because it feels unfair.. if it works... and if it doesn't work then you're pretty much out of luck... unless you can use the conquerors secret "heavy attack parry" reliably, which coupled with its superior block stun CAN lead to free damage. I say CAN because it doesn't often work, sometimes it works just fine, sometimes ill release the trigger as i block the attack and am still in block animation and it achieves nothing, and gets blocked anyways, but the speed CAN trip people up. I guess its not free damage,but it is surprising, which is a big step in the right direction. The conqueror is kind of a strange beast. It feels like he needs more abilities or mechanics to make him feel like less of a one trick pony, and what he does have is less effective than a lot of the other classes in the current build. By comparison, the Warlords light attack parries apply 100% of the time if used correctly, whereas the conquerors heavy parries do not land reliably when used correctly. Aside from that ability, the conqueror has the infamous heavy shield rush, which I fear is what the future of the class is doomed to be, he has so much more potential than that.
I think the Conqueror (and rush attacks in general ((ie warden shoulder rush - warlord headbutt etc))) needs less tracking on the rush... that or smaller hitbox, or some combination of the two. I also feel like the inability to feint hurts him DRASTICALLY as a possible competitive character. His speed is too slow and his reach is too short which makes players rely entirely on the heavy shield rush combo to apply damage and keep a foe engaged. He has no decent mix ups and his entire kit is oriented around heavy attacks which are pretty much just parry bait. Basically the conqueror feels really strong early game when people are just learning the game, but against anyone who can parry reliably, the conquerors offensive options are DRASTICALLY limited. For this reason I feel like the conqueror is overpowered until you know how to counter his one trick, and then laughable when you do.
Hybrid
Nobushi
Again this is a class that I feel that I need more experience with before passing any judgement, I've fought them and won, and fought them and lost but never felt like anything was out of my control, I always noticed I had made mistakes. I do believe that their attack speed is very high considering that they can stack those bleeds, but I don't know if I would call it TOO FAST. Again, I will need to get more data on this character. As said before, any nobushi players or anyone wanting to share their experience fighting nobushi, feel free to contact me with your opinions.
Conclusion:
After the games release I intend to do some digging in frame data to get to the bottom of some things and see if these perceived disparities are fact or fiction. I hope the thoughts here have been able to help everyone develop a decent understanding of the state of the games balance. I tried to remain as unbiased as possible. I hope that I achieved that goal. I have looked forward to this game for a long time and I really want to love this game with all of my heart, I intend to stream it and make videos often. I also hope that Ubisoft finds this message helpful.
I am at anyones disposal for comments questions and other feedback.
Cheers.
9 people found this helpful