I agree. It isn't fun on either side. It's about as enjoyable as running head-long into another person and whoever's skull is split the least is the winner.
The Warden's kit is viable without the charge and mixup, I'd rather see it removed and replaced with something more fair. Until then, I'll keep to playing without it.
I think the also issue with the Warlord's headbutt is the range, as that video on the previous page showed the distance it travelled on the pre-emptive back dodge was insane (so much that even the animation of Warlord didn't reach that far). If you time your back dodge perfectly (this isn't as easy as many would like to make out since it comes out so fast and can be delayed) it'll come up short, if you're too late you get hit which is fine, but if you time it a little too early and still get hit because it tracks and travels a huge distance, which is too strong. It works the same with side dodges where if you're a fraction too early it tracks you and still connects - same with the Warden's shoulder bash but that's not as fast as the Warlord's so the window is a bit bigger (Conq's is even slower so doesn't factor in this discussion as the window to dodge it is huge).
Feels a bit too strong since dodging is the only counter to the headbutt (since we saw in that video even Warden's lightning fast top attack will only win if it's pre-emptive) so having such a tight window against easily spammable moves makes them abusable against all but the best players.
Too much of an advantage for the Warlord since he has the easiest wall stun, given his throw is almost as long as the Raider but can be used in any direction. Against Raider or LB you can position yourself accordingly to avoid a wall stun opportunity, against Warlord he laughs at your positioning and throws you into the nearest hazard. That would mean the Warlord had a much better source of free heavies than anyone else on top of everything else available to him.Originally Posted by TCTF_SWAT Go to original post