Who the **** said warden should have the two quickest attacks in the game. Seriously.
Alright the zone attack. "But it eats so much stamina"
Nope. 1st. It's not that much for the value you get out of it. 2. Not only is it guaranteed dmg, unparriable, it can be used vs ANY OTHER ATTACK minus shogki including all lights and it makes the stamina spent from whoever your hitting a waste so the net change in stamina is almost 0.
But then the over head. Ohhhh the over head. "So you know the zone attack thats meant for more than 1 person? 'yeah?' well give the same speed to their top light. OH and give it and auto block as well, because beating every light in speed wasn't enough. We want people to accidentally do free heavy dmg because they're already spamming lights."
and then shield bash. You know. the one that you can't block, grab, parry, doge, interrupt your way out of unless they start a charge from half the screen away.
TLDR:
5 years of development, millions of dollars, thousands if not millions of man hours, and this is released as a full game.
I actually agree.
If I can somehow tolerate his ability to cancel shoulder bash into immediate guardbreak, I can't really justify that he his area strike is too fast to constantly react. Also it's range makes it a top tier punish tool. It can't be fixed just by making it cost a lot of stamina to perform - it just should be slower. Similar goes to Orochi's area attack.
Cant stress how much I agree with this post to a degree first and for most I can say I main an orochi. secondly I can say that theres bigger issues then class balance currently within the game. first and formost ill start with a topic the OP has stated.
Automated Defense
As the op has stated there is currently within this game no incentive to actualy defend ones self. Defense is buy far the easiest thing to do currently in for honor. all you need to do is go put yourself in the same guard stance as your opponent and if he swings at the same side youl block the attack 100% automatically. The Problem with this exactly is it gives no incentive for the player to think tacticaly or to say "what side is my opponent coming from. Sure your vanguard classes, Heavy Classes, and Hybrid classes display what guard stance there in. but again they don't have to do the blocking. Again its all automated. As ive suggested in other threads. Defense needs to be non automated. This will ensure a player actualy has to block incoming attacks. This fortunately was how it was in the open beta. As it stood int he open beta you had to move the thumbstick ( using xbox controls as example) in the direction of the incoming attack to block. That's honestly how blocking should work within for Honor. This also Brings the game to a level and makes it about Player skill vs player skill. On an added note while blocking will become more manual. Granted for other classes minus assassin classes. Youl still be showing what guard stance your in but it will be more of a display as to what side your attacks will be coming from. Exactly as it was in the open beta.
Parrying
I will next address parrying. Parrying within the Open beta wasn't as simple to pull off in the open beta as it is the live version of For Honor. Within the Open beta Much like a deflect. one had to hold the Thumbstick int he Direction of the attack ( aka block) and hit the right trigger when the opponents guard flashed red. Within the live version Parrying is a joke to pull off all yah need to do is be in the same guard stance and pull right trigger. That's 50 percent of the defense mechanisms automated. Again no Incentive to actualy defend ones self.
My suggested fixes
1. un automate blocking. make the players have to block the incoming attacks
2. make parrys work like Deflects when you go to block and hold the Thumbstick within the direction of the incoming attack then you hit the heavy attack button to excute a Parry.
The Next Problem and probly the biggest problem that's been addressed since the beta is the ablity to counter a guard break. Currently within the live version of For Honor Guard Break interrupts are practicaly impossible to pull off. Have I seen other players pull them off. Sure have indeed I will agree they can be done. but for a player like me who spams the guard break button to interrupt the guard break when pulled off it simply dosent work. This is due in part that the time frame to pull off the Guard Break Intterupt is Rediculous. Its about a 1.5 to 2 second time frame. In my Opinion for players that tend to button mash when it comes to situations like guard break that's to small a time frame to counter guard break.
My Suggestion. increase the time frame for countering guard break from 1.5 to 2 seconds to about 3-4 seconds. that should be plenty of time to counter guard break. weather its done off a feint or parry. or simplky done cause you left yourself open. It will give the player enough time to be able to react to it. and if they don't. then its on them for sleeping at the wheel.
the only other real gameplay issue is the ablity to deflect. the only simple problem there. is the time frame to deflect. the time frame to pull off a deflect is exactly. 1.5 seconds. this I would say needs to be widend to about 3 seconds.
In closing upon those getting fixed youl see the start of a much more balanced For Honor