Shugoki's can hyper-armour through it. I think the Lawbringer can shove through it. Assassins are fast enough to light-attack it if their reflexes are good.
My best advice - Don't get in their face. At immediate close range, there's no right decision. If you have some range on them, their guard-break won't reach unless they stall it out, and their charge is slow enough to recognize it's legit and avoid it.
....Break the grab then. As a Warden main for most of the time i spent in the Aplha, 2 bclosed betas, open beta and now the full game....Warden has a predictable offense that requires most skill to make effective against a viable opponent. Warlord had and STILL has more to work with before and after his move/tactic was removed. Its like I say eslewhere in these forums...Gamers will NEVER be satisfied with characters in a fighting game..Someone will always ***** about something instead of either using a different character or adapting.Originally Posted by Umngyr Go to original post
It's not about player skill at all, it's about game design.Originally Posted by B1ood_R3d Go to original post
As someone who has been heavily invested into fighting games and part of the fighting game community since the 90's, I've seen hundreds of fighting games and I understand how the fundamental design aspects work. You don't make characters like this, full stop. You can't justify it by pointing at some other character that might also be broken and say "well look see what he can do". These are valid objections that need to be addressed across the board. Nobody here is saying that Warden is the only character with a flawed design. There are other problems with other characters as well.
Furthermore, it is not a matter of some way to "deal with" his kit. it does not mean anything to say that it requires a high amount of skill to beat a single hero because skill always matters in fighting games regardless of how a character is designed. Even if there are specific moves that a proficient player can use to defeat his kit, at best that's a work-around, but not a solution. The imbalance of the move itself still needs to be addressed, not in comparison to what other heroes can do, or how skilled a player needs to be, but as a game design decision in a fighting game compared to other extremely well designed fighting games that have already shown us what works and what doesn't through decades of trial-and-error.
Completely untrue. Source: I play a warden and have played against wardensOriginally Posted by GamerBucketXbox Go to original post
Such an ignorant statement right here from someone who is supposedly experienced at the game.Originally Posted by B1ood_R3d Go to original post
People saying dodge it or counter the guardbreak don't understand the problem, the shoulderbash cancel to guardbreak has no visual indication, if you tried to dodge the shoulderbash it's literally impossible to break the grab since you cant counter GB while dodging and the warden gets free guaranteed damage, if you dodge early the bash will just track you and hit anyway. Sidestepping as an assassin class works and double dodging also works with every class
There is no reliable counterplay to a wardens shoulder bash mix-up and imo is as toxic as headbutt used to be.
Give it the same nerfs headbutt recieved. Shorten its range and completely remove the guardbreak. Wardens who rely on this cheese combo might be a lil bit salty at first but the rest of the playerbase will be happy.
It is? You will get hit once, obviously, but you will be able to roll out of the actual vortex.Originally Posted by a_goblin Go to original post
So, the warden starts shoulder bashing alternating completing it with cancelling into GB. If you dodge and he completes it, then you are good to go. But if he cancels it and you dodge, doesn't he get an guaranteed GB because you dodged? And if you don't dodge anticipating the GB, he gets free light attacks on you and can continue the chain. It seems like the only "counter" is to double dash away and re-engage.
Honestly I feel like it wouldn't be a problem at all if you could tech a gb after a dash, but then I guess that would add other balancing problems. Idk, either way it seems like something is not working quite as intended with the shoulder bash mechanic right now.
Yes, you can avoid the vortex by rolling. The problem with this is that rolling costs about 1/4-1/3 your stamina, often leaving you exhausted. Then all the Warden has to do is dodge forward>shoulder bash and you're stuck in the same spot. There's no escaping the problem, just delaying the inevitable coin flip.Originally Posted by GamerBucketXbox Go to original post