I mostly want to address the Centurions light parry punish; however the solution(s) I will suggest will be more broad.

Currently if a Centurion parries a light attack they are guaranteed 60 dmg (the highest by 10); 3 CC's in the form of the pin, punch, and Eagle's Talon; and on top of all this a large stamina drain.

In 1v1 you can win with 2 light parries against most characters, while the LB (a character defined as a counter attacker) has to do it in 3. This promotes the centurion (who is suppose to be an aggressive, in your face fighter) to actually be a counter-striker.

in 2v2/4v4 Its a little different, while on one hand the damage/cc/stamina drain allow for 2 players to potentially 100-0 someone; the fact that he has to do 3 long animations to achieve it giving others the chance to interrupt/damage him, which could make it seem fair. Using the LB as an example, if he parries a light, its just 1 heavy animation for 50 dmg.

Proposed Solution(s)

  • Remove Pin From 1st Heavy. - If you could, somehow instead guarantee a light punch, by making the C. heavy stagger instead. This is mostly to deal with his team fight ability; spamming C. heavies in team fights is too strong, it only takes landing 1 to essentially gank someone. This way if you do land the charge version you at least rewarded with a light punch

  • Light Parries Guarantee Charge Punch - After a parry, you can go right into a charged punch into Eagle's Talon; TBH the whole "C. heavy, C. Punch, E.T" combo, its very tedious and as mentioned above in group fights there's too many opportunities to interrupt. This would clean up the whole punish while still giving the centurion the high dmg and bad *** uppercut into Eagle's Talon.

    *This is the main proposal, but I do realize a potential flaw, being that players could accidentally do the knee follow up instead, as they are the same button. However the timing for the knee after parry is very tight and I believe it could be easily managed with practice (and not spamming GB button).

  • Raise Eagle's Talon damage to 45 & Lower Imperial Might to 25 - Since you no longer get the 25 dmg from the pin heavy you'd want to compensate for the damage. If you raise it to 45, its more in line with other light parries, and still grants his 70/90 (w/ feats) dmg wall combo. This would also give the Centurion a legitimate, "non cheese" out of stamina punish.

  • Punch can be followed by Imperial Might - The reason for this is to compensate for the loss of the pin on first heavy. Without being able to follow up with the 2nd heavy on his punch, the centurion would not be able to wall punish off the punch like he use to (referring to the splat-C.heavy-C punch- ET). Without a wall the heavy should be dodgeable/parriable

  • Heavy After Kick Can Only Be Blocked - This one is controversial and not relevant to the parry punish. I just feel that the kick is suppose to "open" players up. But opening players shouldn't simply be guaranteed dmg. It should also guarantee chain start up or mix up. So you can kick - light for the guarantee dmg or kick - heavy(blocked) but now the centurion can go into his mix ups and actually "open" a player up.




At first this might seem like big changes, and to some degree it is. But it doesn't require any major changes on the dev's side, and really it just smooth out the centurions somewhat clunky or cumbersome move set. For us players this is for the most part a nerf considering he will be doing less dmg on parries and have less CC in group fights; which are what most consider to be his OP aspects.

All that said, Centurion has been one of my favorite characters and I will continue to play him regardless of what happens!

Thanks,
WarPug