Originally Posted by
kweassa1917
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If you look at from my angle closely, you'll also notice that this "defensive meta" is also very closely related to the class-balance problem.
The current "OP-4" (Warden, Conq, Warlord, PK), despite being different classes with different skills, actually all share a common trait.
1. Commonly despised and loathed by many, the Warden's "vortex" set of moves are comprised of moves that are quite difficult to counter due to fast activation, and it forces a 50/50 guessing game which is currently the single most efficient method of bypassing the "defense meta" that relies on passive blocks and parries. The 'vortex' is a rare case in FH where the variant attacks are usually too fast to react and counter for even people with good reflexes, and therefore the reliability of the 'passive defense' is greatly lowered than usual, as the defender cannot truly 'react,' but only 'guess.' This moveset also offers some 'guaranteed damage' and is relatively safe even when countered, with true 'punishment' not very likely to happen.
2. Warlord relies on an unblockable, spammable headbutt that is also quick to activate and difficult to counter for most people -- which, with a successful hit also has a guaranteed hit. Add to this the shield-based defense and revenge system, and what you get is a class that is very resilient, very quick to fire up revenge, and then spams a quick unblockable that KNOCKS DOWN while revenge is activated, thus leading to MORE GUARANTEED DAMAGE.
3. Conqs work similarly as Warlords, but instead relies on shield bashes that has a very small window of punishment. Basic combat methodology is also similar to Warlord, and also boasts a UNBLOCKABLE KNOCKDOWN that leads to MORE GUARANTEED DAMAGE on hit.
4. PKs are light on their feet and have an absolutely superior dodge, best in both distance covered and speed of travel. This allows her to engage/disengage at will, and when coupled with the fact that the radar-stealth also lets her start the fight the way she wants, this means the PK simply dictates the fight in that she is free to fight battles under her own terms, and simply refuse a fight when she doesn't feel comfortable with it. So any fight that is against a PK usually means the PK player is confident with the situation, thus gaining the initiative. The speed of her light attacks are one of the few attacks in the game that is actually quite challenging to one's reflexes and you may be overwhelmed by sheer amount of incoming attacks -- especially when you are forced to split your concentration between matching the guard direction and looking out for incoming GBs that lead to ton of bleed damage. The PK's a rare case of not relying on guaranteed damage, but can simply overwhelm the opponent's defenses with superior attack specs.
5. The Orochi was considered one of the "OP-4" in the opening phases of the game, but since then has come down a tier and is now cosidered middle~ upper middle tier. The Orochi is basically a middle point between the Warden and the PK, or can be viewed as a neutered down version of the Warden without the 'vortex'. Fast attacks, superior dodge motion, but when it comes to attacking, it doesn't have the above 'common traits' -- hence it fell down to middle tier.
6. The recent rise of the Shugoki -- an alternate form of spamming a 'relatively safe' attack that can bypass the "defense meta" totally -- the Oni Charge. A superior charging attack that gains priority over almost all other moves due to the superarmor(uninterruptable state), easy to spam, weirdly difficult to evade due to him being so pot-bellied, that knocks the other guy down AND THEN ALSO OFFERS A GUARANTEED ATTACK.
The two traits of OP classes, thus, can be categorized as:
(1) easy, quick, relatively safe-to-use = spammable attacks or method of attack that bypasses the 'defense meta'
(2) a repeatedly 'guaranteed damage' component/element that is attached to (1)
Basically, too many situations that reward the player in the form of 'guaranteed damage' is about half of what makes current OP classes 'OP'.