the first thing that comes to mind is the current hardest class to play: the Lawbringer. the Lawbringer is meant to be a counter-attacking class based around parrying and blocking, which I thought was a great idea, but things about the class make it very hard to play the way it was designed. First, his attacks are extremely slow with even the side light attacks being commonly parried and barely doing the damage of a warden light attack, which is much faster. second, Most classes have a guaranteed hit or mix up during or after a bash, for example the Nobushi and her free bleed after kick, the Warlord and his free stab after his insanely fast headbutt, and the Valkyrie with the trip/ guard break mix up after her bash, and the Warden free side light attacks after his bash (and even a free overhead heavy with the fully charged bash), but Lawbringer has no guaranteed hit after his slow bash. Third, (this one can be taken positively or negatively) Lawbringer has some great combos with the final hits doing some extra damage, BUT they all include a heavy attack that has a high change of being parried or just blocked by any mediocre player. Finally, the guard stance switch time is actually slower than some attacks, making them impossible to block such as the Peacekeeper zone attack and side light attacks, the Orochi zone attack, and Warden zone attacks are all faster than the Lawbringer guard stance switch change time, making them unblockable without predicting the attack before it is started. I have tried to be formal about this but I definitely think the Lawbringer needs a considerable buff due to the slow speed of his attacks, his inability to get a free hit after a bash slower than the Warlord's (who does get a free hit after bash), and his slow guard change making some attacks impossible to block without prediction.
The second thing I noticed during and since open beta was the Warlord, who has multiple advantages over most other classes. The first and most complained about advantage is his headbutt and here is why: it is extremely fast with the only stamina efficient way to dodge is to either side, because dashing back causes the headbutt to track all the way to where you landed and get the guaranteed light attack, and since the headbutt can be repeated the warlord can continuously headbutt and stab (even with the enemy in revenge mode) and cant be countered unless you attack during the startup animation. The second advantage the Warlord has is his guard break push which carries even longer than the Raider's, goes in any direction, and dazes when the push is over (if you are not already off a ledge) and almost guarantees being shoved into a wall or off a ledge. There is a thin line between being op and not op, and the Warlord's zone attack walks that line because of its speed to damage ratio. The Warlord's zone attack can kill its enemy from any point in the red zone of the health bar, which takes two light attacks or one heavy attack on every other hero (unless their zone attacks consist of two separate hits) and is faster than the light attack, basically allowing the Warlord to take an enemy out from any point in the red zone of health with a light attack that does nearly the damage of a heavy attack. I think that all these advantages combined makes warlord much more versatile (and that's putting it kindly) than most other heroes and needs a nerf to level the battlefield.
The third and final thing I noticed not long ago being feats in elimination mode. I'm not sure if this is a bug or not but in elimination mode, every round the feats reset, and this alone is not the issue, but some feats come in charges and allow a short cooldown because of the limited amount of times the ability can be used, for example, the kunai or the healing feats, which is smart, but there is a flaw. In elimination mode the feats reset every round, meaning every single round of elimination someone can heal 4 times, throw 3 kunai, Etc. making those feats stronger and more useful than they were meant to be.
Now for some suggestions that are just my opinion, but are backed up by logic.
I have been in my fair share of ganks and have taken some notes that could make it a bit more balanced, for example, when in revenge mode, killing anyone should execute so that classes with slow executes such as Lawbringer don't have to worry about the person they just killed re-joining the battle because it would be an endless cycle of killing and reviving eventually ending up with the gankers still standing.
I touched a bit on feats earlier but never mentioned my opinion on them because I was stating facts, but now it is time for my opinion. some feats such as the bow & arrow, javelin, and catapult do insane amounts of damage (particularly the catapult which will insta-kill anyone caught in the blow) and should have their damage reduced. It can be argued that these feats are 3 and 4 star feats and will only be used once or twice per match, which is true in most game modes, but in elimination these feats can be used once per round after they are earned which is about 4 kills/ assists for the 3 star, and 5 kills/ assists for the 4 star feats meaning every round someone will get shot with a bow, hit by a javelin, or have a catapult instantly end their lives and anyone standing near them if the enemy team has the heroes that use these feats. then factor in that all heroes of the knight faction can use the catapult, the Kinsei, Orochi, and Shoguki can all use the bow & arrow, and the Valkyrie can use the javelin, meaning that almost every game you play with knights or samurai on the other team will have one or more of these feats to bring your health down to the red zone or completely kill you.
These have been my suggestions and I hope that everyone who read this thinks seriously about all points I made in the paper and thanks for reading all the way through
Realy? When you have the last bar of health you can just spam headbut to kill the enemy. How is that not OP? And after a parry he can get rid of your entire stamina.Originally Posted by oSquashxD Go to original post