Future Patch Ideas Fixes
Created by Wildbill_69
These are the changes suggested that myself and other players could see benefiting the game.
Bold comments in ( ) are for possibilities or examples.
General changes:
-Allow notifications of new items to be turned off. Currently bugged to keep notifying you of already known items.
-Harsher AFK punishment - in game if you are standing still with no input it should have a pop up saying "are you still there" and if you miss it too much get suspensions/bans
-Match timing out in a 1v1 situation should go to the higher health player instead of draws. (This keeps runners from ties if they are about to die.)
-Leaving match should cause minimum of 5 minutes unable to reconnect to matchmaking. (can only be done once disconnects are better).
-Pick character in order to choose matchmaking and search by hero level/gear. (extra filter)
-Revenge gain should only be valid if coming from outside source. (increase revenge loss if unlocking).
-(REVENGE DEF/ATK should be multipliers instead of replacing normal stat numbers) (ie. max revenge def = 1.5x normal max revenge atk = 1.5x normal, min def/atk = 1.1x normal)
-Revenge defense should be stronger than attack (def max could be 2x max instead of 1.5 max). Everything else is fine.
-increase revenge parry/counter from activation and include shoves/guard breaks to prevent immediate CC.
-Unblockable knocks in revenge should not get free knockdown. This causes advantage to only a few heroes that can spam it. (if you keep knockdowns from unblockables, allow counter guard breaks to knock down as well if you have revenge)
-Unblockables that cannot be parried should cost at least 30% stam to reduce spamming.
-Unlocking from opponent should force feint on ALL attacks and abilities to prevent unlock "tech". This also gives an extra feint to everyone. (or fix unlocking to only unlock after a current attack is complete)
-fix locking on to nearest enemy so you don't lock on to empty target when one is close to you.
-Parry should not include a free Guard Break. This should be counterable, however still allow free attacks. (this will fix the major throwing classes that want to turtle for parry into ledge).
-Increase stamina per light attack in chain to reduce light spamming. Stamina increase will fall off once stamina regen begins.
-Make tracking of like-abilities the same across the board. (example would be all top dash attacks)
-Increase block damage attribute to further punish turtling.
-Reduction stats that have counterparts should be less than the assaulting stat.(block damage resistance should not cancel out block damage more than 50%) (defense should not defend more than 75% of attack damage).
-Stagger from being hit with light attacks should be reduced.
-Knock downs when not out of stamina should allow dodging from half recovery as if you pushed off ground with your hand. It could be a roll as to not cause deflect properties and cost no stam.
-Reduce max revive speed time to 1.5 - 2.5 seconds or more to allow reaction from enemies. (gear should not stack with feats for revive - this allows for alternative selecting of gear/abilities).
-Increase friendly damage to at least 50%. This will increase awareness and make a penalty for team killing. (like you lose points in dom/skirmish). (if more than 1 team kill prevent spawn next round in brawl-elim style).
-Similar feats, (such as traps and arrows/thrown weapons, should do the same damage across the board) This will allow feats across factions to be more interchangeable instead of only picking the "strongest" feat.
-ALL AOE feat damage should be reduced depending on number of players hit. (including teammates) Splash damage should not be the same damage if more people take hits. (this prevents 1 shot kills for an entire team if closed off). (possibly assign damage of aoe to 100% damage in center and less as you move out of center - i.e the edge of feat only does 25% but stuns or drains stamina for being hit)
-Trap feats should be put down at same speed for all classes. (using faster setup to compare to other feats)
Class Changes:
Warden - Reduce Thick Blood feat to 50% bleed reduction instead of immune.
Conqueror - Shield Bash miss should allow free guard break as a punish. Currently the quick ones only allow for counter for specific heroes. If not a free guard break, allow some sort of stagger if it doesn't hit anyone for an attack punish. (charged heavy attack unblockable)
*Give more abilities to attack without forcing shield bash. CC should not be the root of attacking.
Peacekeeper - Increase heavy feint stamina cost to reduce light spamming. Make Sharpened Blades feat only apply on non bleed attacks. Allow some type of block on guard break bleed after the first stab or reduce bleeds. (if adding a block allow changing of sides for PK).
Lawbringer - Free shove into light attack after block increases the turtle/defense meta that players want to move away from. Activating Revenge AFTER shove should not knock down an opponent. Only shoves while IN revenge should knock down. (or follow revenge change from previously stated)
Raider - Increase speed on attacks (lower damage to balance). more stun tap damage/blur, reduce enemy stamina. Increased speed of Light attacks to help with openers.
Warlord - Guard break push should cost stamina drain while pushing. (this would force a low stam warlord to push less) (guard break push should be reduced by 50%)
Valk - Slow down sweep speed by 100-200 ms to allow more reactions. Increase dodge counter window to allow more abilities to be used over current spam.
Berserker - Make dashing speed and distance similar to other assassins. Fix uninterruptible on side dash attacks on start of spin. Make top heavy chain finisher unblockable.
-Throwing axe should do same damage as other thrown/shooting weapons and reduce charges to 1.
-Possible unblockable stun holding back and guard breaking attack head with both axes. (no/little damage but stun like others for opener).
-Reduce stagger from light attacks and make guard faster to compare with pk blocking.
-Make zone feintable after 2 hits to counter the parry.
-adjust parry window slightly more to allow reactions on guard changing.
Kensei - Speed up Zone Attack.
Shugoki - Remove free guard break using hyper armor on attackers. Remove Demon's Embrace on an opponent that is currently guard broken. (unless Demon's embrace does less damage and takes stamina from opponent).
Orochi - Storm Rush (possibly unblockable) should reduce distance and increase speed to coincide with riptide speed. (possible guard break on deflect but lowering top heavy to help balance the free hit.)
Nobushi - (Hidden stance less stamina cost and faster recovery afterwards)
-Increase Swift Recoil distance. (no stam cost)
Collection of input:
WildBill_69 - Creator - Plays All Characters (rep 3+ on each hero)
Ackturi - Main Editor - Berserker Main
Kinseymister - Nobushi Main
RockyNoHands - Raider Main
GIF_Bluehawk - Lawbringer Main
Dotele - Nobushi Main
3 people found this helpful