Anyone who plays the LB should know that I'm referring to the heavy, light, heavy combo. The last heavy works just fine for shoving if it's a top attack. Finish with a side heavy though, and you won't be able to shove off of it, even if your life depended on it. Seems like a clear case of oversight on the devs part. Now in the case of Blind Justice (top heavy parry counter, unblockable), I can sort of see why it doesn't chain into shove. But it would be really nice if it did![]()
The devs have stated as much in their two Warriors Den videos thus far. I just want to make sure that at the very least they fix the broken aspects of his move set. Hopefully (but doubtfully) the devs will also eliminate the ability of assassins to phase through horizontal attacks that clearly hit them. They should either get the deflect, or eat the hit. If they don't want to risk getting hit by horizobtals at all, they should have to back step/dodge.Originally Posted by Klaziknadi Go to original post
Those are just core fixes that need to happen, in my mind. For the more opinionated balance issues, I think Impaling Charge should consume less stamina. It's so easy to block that it's hardly worth losing most (or all, if parried) of your stamina (It's also extremely easy to dodge, apparently, even when trying to compensate for that dodge). Blind Justice also needs to be feintable; that wind up is atrocious.
The combo lights could use a slight damage buff (they do significantly less than the top opener), and in general the LB could use an attack speed increase. Nothing drastic, of course. We don't want him outpacing the Raider. Speaking of speed; the LB's feints are painfully slow. The only person you're going to fool with them is your grandma.
Now for some overhaul-level stuff (this one is not my original idea; I think it was Dreegan). Long Arm should not be (as) spammable. Perhaps it would be best to change it into a something similar to Demon's Embrace; it will do health damage, while retaining its stamina damage. But, the animation should play out in such a way that *nothing* after
dropping/slamming the enemy is guaranteed. This way, the move itself has use, aside from mostly just being good for neutralizing revenge (which is not guaranteed since the spam *can* be dodged out of).
I also like the idea of allowing any normal heavy being chainable into the Light Riposte, but this one probably is a bit too much. The LB already has a lot of options compared to other characters; adding this could be overkill. It likely would be best simply to tighten up his core moves, rather than add more to it.
And now for the iconic maneuver that just can't get it done at high level gameplay; Shove. I get why Shove can't get guaranteed damage; it can work off of block or heavy hits, which can't be dodged when used in those ways. But Shove off of dodge...it is *extremely punishable, to the point that using Shove that way is a very, very, bad idea in most circumstances. One way we could make dodge-Shove less crappy is to give it a guaranteed light if it connects. This way, it can be a useful tool.
One last thing; a little wish of mine. I want Blind Justice to be chainable into Shove. That would give the LB some serious counter attack potential, especially with light parties. That about wraps up my ideas for improving the Lawbringer. Altogether, these changes may be too crazy. But, at least one or two shouldn't be overly powerful. I just hope the devs take them into consideration (in particular the Long Arm change).