It only takes one gb and one wall to get a guaranteed DE, or a knockdown. As for warlord he has pretty much no cons. He's got everything in his kit. Too lazy to list off but one character shouldn't have that much. I have a pretty good amount of playtime between them all. Conq is trash.Originally Posted by Joseph_2017 Go to original post
Meh I think arguining realism in this game doesn't make sense. Orochi gets UI off a deflect and in real life a tiny Asian man sliding his sword across yours wouldn't make him be able to withstand a blow to the face. I think the UI on warlord alone isn't a terrible idea but with every thing else he has its kinda out of hand. The guy is perfect, all the strengths of the of the rest of the cast with none of the weaknesses.Originally Posted by kweassa1917 Go to original post
I guess you initially bringing up shugs size made me think you were going the realism route. Personally I get more use out of shug having a UI on everything but having a timer than I have with warlords UI on heavies. I just turtle up when someone's broke the my UI until it comes back and make the trades. It's pretty crazy to me how warlord has been relatively untouched and it's even crazier to me when people try and argue that he isn't in a class of his own.Originally Posted by kweassa1917 Go to original post
I'm fine with the concept of a heavy. I just don't feel like they got the design even close to alright for 2 of the 3 heavies.Originally Posted by JamaasK Go to original post
As for your comments on goki...
I could have sworn he did. I guess the people I was fighting back when I used goki were not aware they could block it. Regardless I still feel it's way too strong in a 1v1 situation.
I'm completely aware even a failed GB removes it and that he takes more damage with it off. I can't always throw out a GB to break it though. Nor should I. I really don't care about the penalties when a wall stun completely ignores those.
Most 1v1 maps I enjoy playing on have some wall or surface easily accessible. Not many duel maps are open enough to avoid wall throws entirely.
Though after talking with some friends I want to change up stuff with goki.
His super armor only goes on lights or only on charged heavies. and always on demons embrace.
DE can do more damage/get more health in critical. but it can't one shot you from full health ever.
thanks for taking the time to read my salty ish rant. My ideas could be a bit more refined. Main point I wanted to get across though was that I feel the heavy class is the weakest from a balance perspective.Originally Posted by UbiNoty Go to original post
I don't put myself near walls. I get pushed to them on duel maps pretty easily because most duel maps are small enough that it doesn't take long to reach one or a ledge. Goki commands more space than you give him credit for. If it was a 4v4 mode yeah it's totally my fault. But in duels the smaller maps kind of make it difficult. I don't hate the warlord or any character. That still doesn't mean it's okay on a fundamentel level or a balance level to give 1 of your characters all the tools and not require at least a semi high learning curve for the character. I agree my changes on the conq are the weakest of my suggestions. I mainly just want him to be a bit more punishable but able to do a bit more besides literally turtle.Originally Posted by Joseph_2017 Go to original post
The comparisons were not to show that the heavies need the same tools. It was to point out how much better designed they were. the heavies are too simple as their concepts and don't fit balance imo. The rumored heavy that will have a big 2h sword and switches between attack and defense stances sounds as a concept far more solid than these 3 do. as the attack stance can't parry or block. just dodge as a defense.
In order for me to feel like the heavies are in a good spot conq needs more options, warlord needs less and more risk, and goki just needs more risk. Goki of the 3 is the best designed to me. and really isn't far from being in a good spot balance wise.
Conqueror and Shugoki have very defined playstyle, while feels unique and very fun.
If anything the Warlord suffers from being good at pretty much everything and being the god of trades and reactive/ defensive gameplay (basically representing everything that is wrong with the meta).
I can't read what his design choice was. What were supposed to be his trade-offs? Lack of combos? Lack of range? Neither really hurt him, as he can poke and trade his way to victory, being the tankiest hero in game and having uninterruptable heavies, as well as having superb control and punishing capabilities with the headbutts and ripostes.
I agree Shugoki's embrace should NOT instakill people under any circumstances. But I disagree with limiting the heal and damage. It is an extremely dangerous and punishable move. It SHOULD be very strong when it connects. Also, a wall stagger does not guarantee embrace against all classes, Most classes can escape before it lands (depends on the distance you are from the wall). PK can escape trivially. Other than that, Shugoki's hyper-armor trade mechanic is fine. It's easy enough to remove (even a grab removes it, even if he breaks it) and he then takes extra damage and becomes very vulnerable with his slow easy-to-read attacks.
I agree Conqueror has some problems, but nothing gamebreaking. Out of the 3 heavies, I enjoy his kit the most (even if he is generally a worse pick than the other 2 against good players). The flail is a very fun weapon.