Although there's no official patch notes, it was clear to see in early streams that the PK bleed nerf was significant, to the point where it may not even viable anymore as the majority of damage was relied upon bleeds. I agree that it did indeed need a slight nerf, but I feel that it may have been a bit too much.
This is just my personal opinion from what I have seen so far. I shall save my full judgement until I have actually tested the changes myself, but thus far I'm slightly disappointed.
Well I mentioned nothing about my game centred around it. I enjoyed playing the character, you apply bleeds then crack on with the rest of the duel, now it's looks as if it's not worth applying the bleeds at all. And I think the correct spelling is "git gud."Originally Posted by The_Quieter Go to original post
Honestly, I'm fine with it dealing a large amount of damage, just not as quickly as it does. It feels like it's little different from a standard attack.
They hit you, you bleed for 60 damage, and the damage comes so quickly it might as well have come immediately. It's only on huge stacks of bleeds that there's any meaningful time between the attack and when the bleed comes all the way through.
The Peacekeeper still has plenty of tools to do really well without the massive damage from Grab & Stab™
It's still a nice feature to have to do a little bit of extra damage after a guardbreak. Now it's much more viable to perhaps do two stabs, cancel into throw against a wall and continue from there - as an example.
A change to bleed out time would've been more welcome, even on top of a slight nerf, I wouldn't mind that instead of what they have in place currently. When you bleed an opponent, it puts pressure on them, which could lead to them making mistakes. The bleed now doesn't look significant enough to make them feel that pressure.Originally Posted by ThePollie Go to original post
The bleed just doesn't feel any different from a heavy strike. The damage comes in so fast, it doesn't feel like the pressure a DoT applies. Why feel pressure? It comes in so fast you can't possibly do anything about it, so you might as well ignore it.
If it took a while longer to fully apply the damage, I'd feel more inclined to do something before it could, but right now that sense of urgency just isn't there.
From what i have seen so far
Side Heavy + unblockable > 3 Stabs.
This is kinda ridiculous because it makes the 3 Stabs basicially useless because there is a move in the same situation which is outright better.
The grab + 3 stabs needs an overhaul imo a good way to balance it would be giving the player options different options after the grab, I just pull out some numbers so you can get an idea of how I would balance it the numbers are only there to show how much damage one attack could do proportional to another:
So after the grab you have options:
(1 Option) Lets say the Heavy + unblockable does 100 dmg just to get an easy number
(2 Option)Then let the first stab be unblockable and do 50 DMG. the second stab comes with a small block window for the grabbed guy and does another 50 dmg, the last stab comes with an even bigger block window for the opponent and does another 50 dmg. Now you have 1.5 times the dmg the "safe" attack would do but with the risk of doing only 0,5 times the dmg possible, ofc this numbers need testing and tweaking you could set different varations here the point is to have a "Risk vs Reward" Option.
(3 Option) With a mixture of Option 2 but reduce the recovery time after the PK throws people off to ensure atleast a light attack gets in if the enemy is thrown into a wall
Originally Posted by ThePollie Go to original post
This is so true and just enforces an overhaul of the grab + 3 stabs ...