A few heroes are missing very crucial pieces in their kit to make them viable...
=== Raider.
Raider has no reliable way of landing a heavy attack, he can't do it after a GB nor after a parry. His Heavies are also slow enough that it would never hit by itself.
This class currently based too much of its worth on "stunning tap" and environmental kills, neither of which is reliable at high level play. Stun does very little for a slow character who can be blocked without indicator anyways, it basically help him land Light attacks a bit more often, maybe. In fact his heavies are so slow that his even his hard feints are useless. People can block him so late into his attack animation, they don't need to react until the feint window passed. So they can block top until you are about to hit with your slow side Heavy, and then he can quickly switch guard and maybe even parry you safely.
Raider needs a way to make his GB respected in a place with no Env Kill. The solution is to maybe lower one of his Heavy's damage (maybe the top one) but make it fast enough to hit after a GB.
=== Orochi.
I made numerous argument in my tier list and Orochi threads [1] about why Orochi isn't High Tier (he's at most mid tier, probably low tier) due to the "complete" lack of real 50/50 options against top opponents. What can they do to open up someone with a perfect block / parry? We can't. Some kind of unblockable and or some mixup option would be great. The problem is that... If Orochis do get a good 50/50, they risk being the next Warden. So maybe instead of giving Orochis a good 50/50, give them stronger deflect punish. This also solves the problem of Parry > Deflect most of the time.
So basically, we should polarize his role further. Right now, most hero can be just as hard to hit as Orochi all while having better offensive options at top level game play. If you give Orochi better defense, you can avoid making a Warden clone while fixing Orochi's fundamental problem.
A minor fix that can help with the mixup that's BARELY a real advantage... Give us L>L>H instead of the useless H>L>L (useful against noobs only). If most of the gaming population don't understand how this improves the Orochi, even better, lol... Give us L>L>H ! Take either H>L>L (preferred) or take L>L>L if you must.
[1] http://forums.ubi.com/showthread.php...Orochi-is-dead
=== Berserker
Similar issue as Orochi, low health with no real 50/50 offensively speaking. But it's not a defensive character, so instead give it something like maybe lowering the uninterruptable trigger to 3 attacks or something
I like your effort, but, i really think the core game needs to open up way more than just doing changes like this.
Encouraging combos for example. At decent+ level you pretty much never use a combo.
More interaction needs to be done. Here is one thread that talks about that:
http://forums.ubi.com/showthread.php...-character-PLZ!!!
The combo thing is interesting.Originally Posted by Maaci Go to original post
Most combos you make vs. AI are basically the dodge attacks (with mixed success) double heavy after a punish (the second attack is blocked often) and things like the shovel (overhead throw of the lb). Most attack chains however, are blocked by the AI, because they are too long and the AI will not let you use them.
How to fix
Orochi: Give us back the dash speed from the beta without the spamable option obviously, that way it can be used as a combo and not be just a free parry or our parry feint.
Raider: wtf are you talking about he can get an unblockable off a gb, idk how maybe lag the last few nights, but it's happening.
Lawbringer: get rid of this pos system you have for it and give that sweat *** halbered some fkn range baby, also take away his shove spam and make it long -medium range bladestorm spam!
Warlord: shield recovery after ****ing up needs to take longer
Conqueror: Shield recovery after ****ing up needs to take longer no reason a heavy character dual wielding with a shield should be able to **** up and counter his punish. also take away his heavy charge and spread the dmg through out all his attacks to give him some fierce dmg that can catch him up to warlords.
Kensai: probably fin, he seems to have more range than you'd expect, and they have better side attack game than some assassins.
Zerker: Slightly faster top light attack, you always know a zerker is going to start with a side attack for their combo because they are faster, higher chance of hitting which makes him 33% easier to parry, deflect.
Shugoki: take out the game breaking glitches, not going to post them, make his passive more obvious to the enemy, and make his movement a little faster.
Just my 2 cents from 250+hrs in betas and the main game. I think on top of the patch were already waiting for this could put us in a healthier direction. also dedicated servers will help alot with balancing taking out all the p2p nonsense from creating abnormalities.
There's something very special about L>L>H for Orochi. It will make him a lot better. A combo isn't just meant for damage or spam attacks, lol... A L>L>H combo to replace L>L>L or H>L>L with probably give an Orochi a boost into the next tier because it's the magic chain that it's missing for a infinite mixup game akin to Warden's.Originally Posted by Maaci Go to original post
Nope, unfortunately. It gives more than enough time to be parried. I have been parried and I have parried against an unblockable off a GB and even the carry that grounds you.Originally Posted by STGxDante Go to original post