So I've just come out of a rage quit brawl session as my orochi due to the fact that it placed me against a valkyrie and a kensei with god mod active. The kensei's triple light attack are basically unavoidable because your character recovers at an inconsistent rate making it impossible to work out whether hes going to be able to dodge or bring his guard up in time so 90% of the time you take all 3 hits and thats half of my health gone. Then we have the joy of joys that is the valkyrie, parrys every one of my guard break attempts regardless of how theyre set up and if by some miracle she doesnt then she recovers and parries the shot herself before it lands then continues the banjoing session she was handing out, I've not managed a single intensional guard break in online play, im mashing the button as soon as i get the red pop up and nothing, i dont know whether its the server refresh or what but it's infuriating because bots block 80% of them at level 2 and I've only once managed to defend against the peacemaker triple stab, I've tried parrying blocking counter guardbreak dodging everything and nothing works. Played the advanced training and i can hit every single counter guard break easy, why doesnt multiplayer work like this? Im just fed up of feeling so helpless in situations like this, i have no idea what counters to use and when one works I've no idea why because the next time i try it it fails miserably and just end up getting fed up and leaving. Give is an explanation in game as to what to do in these situations because the tutorials dont do the job at all.
Oh and berserkers, ability to recover so fast that it's impossible to chain an attack and guardbreak because they just wheel up their heavy attack spam and its game over because, like the kensei, if you get hit by one your hero just stands there like a lemon refusing to block, parry or dodge for all but 5% of the times. If the orochi isnt fast enough to get out the way of or defend against a second hit then how exactly is it a counter striker? The timing for blocking in campaign and multiplayer is also completely different which further leads me to believe that it's a refresh rate issue and that the netcode is physically incapable of handling such short windows for counters.
Really disappointed that these issues have made it to release, theyve been the same since the closed alpha and the only thing that was changed was the orochi now recovers slower making it even less likely that youll get away from the unstoppable combos alive. So of the things that happen are so mind bogglingly stupid in this game i'd genuinely love to sit in a room with a lead game designer and watch them try and explain that that's the way it's meant to work because i can almost guarentee it isnt.
Counter guard break is 100% broken - especially as another Orochi. I can't even get it to proc in the Advanced Practice area. I've come to realize that it only works when I PREEMPTIVELY hit guard break, ergo, I only counter guard break when I mean to guard break but the other person had the same idea and happened to hit the button near simultaneously.
Overall, the balance in this game felt much more on point in the closed and open betas. This game is honestly a hot mess right now and every time I log in the game reminds me why I shut it off last.
Definitely agree that the berserker shouldn't be "stunning" your character like they do, though I've not tried the class out myself.
As far as guard block counters go: the icon seems to be an alert, but to counter it you have to guard break right when their character grabs yours. I just don't have the reaction time for it, or I press it too early. It seems like some people have already mastered it, though.