Hi!
I have now played around 40 hours of the closed and open beta combined and these in my opinion are the main issues with the game's balance. Keep in mind that I only list issues that should be fixed or that are relevant to the ones that should be fixed.
Conqueror:
He is a one trick pony. His charged heavy attack hits hard, but is very easy to parry and can be interrupted with GB. The only way to really use it is with mindgames: release the attack when the enemy is trying to use GB on you. Even if you use the charge attack with superior block property, it can still be parried. Second problem is that his shield bash often pushes enemies too far away to be able to use light attack on them. This makes the shield bash very hard to use effectively.
So here's how to fix him:
- Superior block property should guarantee that the heavy attack hits, i.e. it shouldn't be possible to parry/block it.
- Create a new combo that allows to do a follow-up attack to the shield bash. This attack should be guaranteed.
Some might think that these changes would make him overpowered, but he is really underpowered at the moment. He's really slow, easy to avoid, has low range and low damage (excluding charged heavy).
Raider:
Another hero that is very underpowered. He is extremely strong against new players, but once you learn to parry, tech and dodge, Raider becomes very lackluster. One problem is that his moveset is very limited and doesn't allow for a high skill-ceiling. I am very aware of feinting heavy into pommel strike, dodging into guardbreak and all of his more "advanced" moves. The problem is that all of these are very predictable and easy to avoid. For example, heavy into pommel can easily be dodged to the side and even punished by attacking from there. Still, the biggest shortcoming of Raider is his inability to punish the opponent. His guardbreak has very short range, which means that he often can't do a guaranteed GB after a parry. But even if you manage to land the GB, the most you can do as a guaranteed follow-up is a light attack. The one exception is when you manage to carry and throw the opponent into the ground. At this time, you get a guaranteed unblockable (according to my knowledge).
How to fix him:
- Give Raider a guaranteed heavy after a wall stun, like all the other heroes. I can not understand why this isn't the case. At the moment, his heavy attacks are way too slow to utilize in almost any way, except for feinting.
- He needs more range for his GB. It's way too hard to punish parries as things are now.
- Needs some more variety to his moveset, but I'm unsure what that would be.
Peacekeeper:
She is actually almost in a good spot, but still needs a small nerf to her stab, although not why you would think. It's true that at high level the stab is very hard to land, because players are exceptionally good at teching. However, the problem is that trying to stab has a very low risk, while having a HUGE reward when succeeding. Interrupting the GB doesn't guarantee you any attacks, but if you miss one GB, you lose 1/3 of your hp to the bleed. The most sensible nerf would be a 25-50% damage reduction to the stab bleed.
Warden:
Also almost balanced, but has one problem: getting a guaranteed side heavy from GB is too strong. To my knowledge, Warden is the only hero that can do this. All the others need to get a wall stun to get a guaranteed heavy.
Lastly, a small fix is needed to Elimination (and possibly Dominion). The time it takes to revive is WAY too small. It should AT LEAST be doubled. Currently, it's possible to just run past your enemy to revive your teammate before the enemy can catch you. This is simply broken.
TL;DR Raider and Conqueror are UP, Warden and Peacekeeper are slightly OP. Revive time needs to be increased in Elimination.
EDIT: I'm not sure about this, but I think that you get a guaranteed GB against the Conqueror if you block one of his light attacks. If true, this is absolutely ridiculous and should be removed.