This is a response to a certain individual (you know who you are). Hopefully you find this thread useful.
The reasons are simple:
1) Predictable attacks: Due to the nature of using a Naginata, the vast majority of her attacks will involve a lunge. Add to the fact that changing guard with the Nobushi is quite clunky, it is easy to understand that where her guard is determines where her attack comes from. Even when you use the Sidewinder (with a delay), it is easy to differentiate this move from Cobra strike as one is immediate whilst one is delayed.
2) Attack Speed: The speed of her side attacks are not good, but not bad either. They are at a reasonable speed, but are very easy to parry. This also applies to her top light which comes out slower than her side attacks. Attacking from Hidden Stance also presents the same attack speed (in regards to the first light attack which counts as the second attack in a light chain).
As for Cobra Strike, the attack is also not slow BUT not fast either, and again (due to the nature of the Naginata), makes the attack very mediocre at high level play. The same applies the Sidewinder (which was described above). As for Vipers Retreat, it is understandable that this move is not lightning fast due to the bleed property.
3) Risk vs Reward: The big problem with the Nobushi is that the R.V.R element can be achieved with other characters that are much easier to play. Even light attacking with the Nobushi is extremely risky as most characters get a free side heavy which leaves the Nobushi with little over half HP. As mentioned above, adding to the fact that the Naginata requires most of the moves to involve a lunge, the Nobushi is simply too easy parry.
Even the Sidewinder can easily be parried easily when a player understands how the Nobushi works (which most players do at high level of play). At this point, a Nobushi is left to poke with Vipers retreat, but even this move is easily parried and forces Nobushi players to give up map control for little to no gain. As most of you know, the 1vs1 maps in this game are not the greatest (not enough space, too much un-level ground & etc), thus you can not zone for ever or you will be trapped in an un-favourable position on the map.
This then leads to HS, which can (in certain scenarios), be extremely powerful. The question is whether it warrants the risk. Yes, you can dodge heavy attacks and subsequently get two guaranteed lights (the last hit being a bleed), but is it consistent in actual combat? Only Nobushi mains will honestly be able to answer this question. I for one play with a controller, and as controller players know, the tolerance for HS is extremely small. Not to mention that once your opponent see's you using HS, they will simply turtle / feint bait until they can get a parry (which is also a symptom of the current meta).
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At the moment, the amount of effort required to effectively play the Nobushi just isn't worth the effort in comparison to other heroes. Yes, you can catch people off guard initially with the fancy HS and Sidewinder / Cobra Strike mix ups, but at high level play the vast majority of these attacks are easily parried. This is why you see so many Nobushi players turtle up after a while, because playing the parry / GB game is much more effective than continually be parried for close to half of your HP.
Some simple balance changes could include:
1) Increase the speed of HS light attacks: I suggest increasing the speed of the HS light attacks by 5 - 10ms. Whilst this might sound like a small increase, you need to look at the bigger picture. If the opposing player is used to parrying normal Nobushi light attacks (which is a very easy to do), the small ms difference could help alleviate the excessive parrying of the HS attacks which would make it more effective.
The reason why I wouldn't increase the speed of the heavy attacks is because they do considerable damage already.
2) Equalise attack speed for all normal light attacks: As many of you Nobushi mains know, the attack speed of the normal top light is slower than the side lights. By equalising the speed of all three attack directions, it will allow Nobushi players to increase their attack initiation from 2 to 3 directions (if they are using light attacks of course). This
3) ]Allow the Kick to be delayed by 5- 10ms more: This would allow the Nobushi to have a greater chance of having this attack actually hit. The reason I highlighted this point in red is because this move can also be performed unlocked. if the devs confirm that they intended to have certain moves be more effective unlocked, then this suggestion should be ignored.
4) Increase tolerance of HS for controller: Slightly increasing the zone of which HS is activated (on controller), would make the move more reliable in high octane fights. Right now, even if a Nobushi player can hit HS most of the time, there are certain time where the slightest margin of error leads to the Nobushi failing to activate the move and thus take damage.
5) Reconsider light attack punishment*: The reason this point is highlighted in red is because this point depends on what the next balance patch will look like. Nobushi mains know that having a light attack is severely punishing at the moment (considering how easy and predictable they are to parry). Perhaps you developers could look into this because to be frank, it is ridiculous and goes against the whole notion of Nobushis being "light, aggressive fighters" as stated in your marketing.
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Bugs that need addressing
1) Guard Stance needs to be looked at as it appears to have a delay. I have been informed that this issue is known to the developers, however, I wanted to re-post it here just to be sure.
2) The Viper Retreat bleed can be applied without hitting the opponent. If a Nobushi keeps activating this move when the bleed tick happens, the bleed will be re-applied even if the Nobushi has not damaged the opposing player.
3) When the Nobushi walks back, unlock, ZA's and then lock back on, it does a very buggy attack that is extremely hard to predict. It is clear that this is not working as intended, so this needs to be addressed; and no, it is NOT tech.
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If a Dev comes across this thread, then by all means take these ideas back to HQ. Thanks for reading!
1) I don't think you realize how little 5-10mS are. Let me give you prospective... Your lights are approximately 500mS (give or take). They are actually 33mS faster than orochi side lights and about 40mS slower than PK side lights.Originally Posted by lDelicious Go to original post
2) Non-equalized makes sense on a lot of the classes. It makes you think about what move you take from what direction. Since the damage isn't equalized either, you may chose a top light punish and side lights on regular attacks. Same with heavies.
3) God I hate this unlock buggy stuff people are using. I hope they fix it soon.
4) Use steam big picture to set your controller tolerances up. Or get an Xbox elite one controller if you got the money.
5) Nobushi has a range which means she can't exactly be guard broken if played right like everyone else which means she is punished less for parries than other classes.