ok so I know a lot of you are tired of the wardens shoulder charge vortex but removing the GB cancel imo is not the answer the real problem is how many times he can do it before he runs out of stamina, It takes less than 1/10 your bar of stamina to initiate the shoulder charge, i believe increasing the amount of stamina consumed 10-15% would have drastic effect, its a subtle easy patch to what could be an over all balanced character
his zone attack is a bit OP but i can more often than not parry his overhead slash, but the charge is a problem, a good player doesn't even have to guess how you'll respond they can react to your dodge because of how late you can GB cancel it and to be clear i don't think this is OP i just think its OP how many times you can do it before running out of staminaOriginally Posted by The_Mensan Go to original post
Kind of hilarious how people point at the Warden now for the shoulder bash which is really... easily counter-able by a quick slash and the same kind of people do the monkey whenever someone mentions the general perception of Peacekeeper which is NOT just easily counter-able by a quick slash... Im also 90% sure its ALWAYS coming from Peacekeepers or Berserkers or maybe Warlords because thats the only bunch that might suddenly not find themselves to be able to steamroll wardens like they used to pretty much.
i think it would be healthier if 1 of these was fixedOriginally Posted by Thuse_ Go to original post
unless your an assassin, just keeping your guard to the left will stop zone attack spam, but i agree it is too fast to react to. the thing that really sucks about op zone attacks is the attack indicator lies first when it first comes out, making you guard the wrong way (warden, orochi, PK, even warlord but his isnt quite as fast) i actually got over this by turning off the ui for a while to get used to character animations rather than guard indicators.
honestly running right attack is fine. if you expect it youre safe, if you get hit its just one light attack, he cant exactly spam that
vortex is an issue though. i do think raising the stamina cost would help, because its spammable right now. rolling away seems to work most of the time for me, but a stamina cost of a roll against a spammer makes it so he can run you into exhaustion and then throw you to the ground with the cancel>gb. on top of that, heavier characters have a much harder time dodging, but that doesnt even matter because as someone else mentioned warden has priority in canceling into gb anyways. i know some characters can light attack in response, but realistically only very fast light attacks can hit, otherwise you have to predict.
I think a cool solution would be let him cancel into gb, but remove tracking from it so if you dodge back, youre safe, but unable to gb back for a heavy punish.
The wardens zone attack does very little damage but costs a very high amount of stamina. It is quick, to give wardens a (very costly) chance to interrupt unblockables, because their dodge is lousy.Originally Posted by Thuse_ Go to original post
Rushing slash is not a high damage move and has zero crowd control. Actually, I found the damage it deals lack luster for something, that can be blocked and always comes from the same side. If you are duelling a warden, you know where to put your guard, when he charges you. Look at the warlords head splitter opener - it does more damage, while being basically the same move. PKs can open up with a GB, raiders tackle you with a disorient effect, if you hit an obstacle, the nobishi can set off a bleed (light attack) and gets a buff for their next attacks.
Show me the hero, that does not have one or two opening strikes or even charges, that can even cc you. Some of the openers are unblockable and some are basically borderline op, because of their possible follow ups. The wardens charge is fast but low damage and can be blocked.
The shoulder bash cancel into GB should go but the warden is limited and basically balanced, also because of this. Don't get me wrong - this thing should go but the warden would need an equaliser, like the other vanguards have - a blind or disorienting hilt or pommel strike.