Did you even read my posts? I just don't want Orochi to suddenly be over-buffed with unblockables and such, ideally he should be a deflect heavy hero (at least thats what I think, with my playstyle) and not another unblockable spammer.Originally Posted by one.Autumn.Ieaf Go to original post
Yes I might not want orochi to be buffed so much like a lot of you guys, but he does need buffs and changes to make his useless moves useful.
Hmm yeah I see your point... you're right.Originally Posted by MisterGuyMan Go to original post
But don't you guys think Orochi should be a hero that relies more on deflect than parries?
I use deflect more than I use parry because it's more fun and people actually get impressed by it(Guess too much that I became a bit biased xD)
Please, give us back Oni look of Orochi, with chainmail armor, i have 12 rep on Orochi and its so boring to see exactly the same Orochi every game. The Oni that we can see on this trailer https://www.youtube.com/watch?v=_DcdBzhvEts WAS PERFECT. Also for me, new gear bringed with season 2 is so disappointing, its like "Yeah, add few spikes on armor, it will be cool". And i have one question, what happend with Seijuro golden helmet? Its pretty awesome, im waiting for this helmet and ornament since i finished For Honor campaign.
Yes, deflect looks awesome, but it's the only thing it has. It needs to have a better risk/reward balance to be desirable.
We are talking about actual state of the game, so you need UB to overcome turtle, to make them unsafe at defending all the time and cause enemies to attack more, so you can use deflect. If Ubi changes defence in a way you can't hide in just defending, then openers like UB wouldn't be necesary. In that case, devs would see which changes aren't needed and pass over them.
Personally I think Cent is a good example (well, he needs a little balance, he gives too little time to broke his combos, but i think we'll see more fixes like eagle talon one). He has a good mixing between moves, chaining one combo to another with a good block punish like jab.
I like that mechanic for orochi, a continous flow of attacks, chain one combo to another with deflect to maintain the chain. WInd gust could be a low damage attack to punish block and allow to start with a chain of combos, and using Hurricane Blast to punish at counter attack.
That would allow to rely on counter-attacks for finishing off combats quickly, but having the chance of been active and less predictible. Enemies would have to choose between be more agressive to try to cut your combos or parry-based defense, giving oportunities to feint for parries and counter-attacks.
No more stare duels.
You can speedup side lights, buff damage, improve Storm Rush speed... but without a proper way to overpass turtling, it would be more or less the same.
At his moment, Valk, WL, Berserker are better counter-attackers than Orochi and at least two other heroes are as good as orochi, in term of overall perfomance with counter-attacks.
PK, would be as same spot as Orochi with counter-attacks but she don't rely on them so much us orochi, because she can use her speed and have the same perfomance
Originally Posted by CaynAldan Go to original post
Then is the turtles that needs to be changed, not adding more unblockables into the game.
I have no idea how they can address turtling issues tho, chip damage on blocks unless its a perfect block?
We don´t know, that's the reason we talk about Unblockables. Anyway, Warlord headbutt, isn't op.Originally Posted by Existentialmeme Go to original post
Chip damage unless perfect block don't seems viable enough because then you need to everybody use reflex defense.
I'll put chip damage always, maybe getting increased with every block in a period of time, to force people to avoid blocking too much times in a row, mixing up with dodge and parry.
I prefer "counter-blocks" similar to cent jab (similar, not the same) to be more realistic. Maybe a "stun" that prevent block a short time, similar to classic techniques of set shield aside (i don't know if it is the correct term in english)
That would be great, a continuos flow of blocks, counter-blocks, attacks, parries.. instead of stare duels with lot of feints...
And when, at least approximately, expect the buffs of the Orochi? There is such a problem with the berserker - when he starts a series of attacks, the second blow becomes uninterrupted and a blow in the dodge on him leads to the fact that Orochi catches the soup (on the muzzle) with an ax, loses his health and breaks off the attack. Or are you deliberately pushing us to block and parry? And no options for exchange. I'm not talking about the warden and conqueror. The game only comes from their actions (well, if there is not a shaggy newcomer), an active attack is equivalent to suicide. And in the birch barker there is the same problem, the deliverer at least makes quite a quick poke and can make it. In general, the essence is clear? The hero does not have enough activity in the attack
Although this is for sure already 100500 times it was said
Oh hell, I meant the leader (the type with shield and sword of the Vikings), not warden
Before talk ab buffs i belive that:Originally Posted by Existentialmeme Go to original post
- give iframes to Riptide Strike inst a buff, its more like a mechanics fix
- make deflect more rewarding than parry is a mechanics fix
- make deflect interrupt combos is a mechanics fix
Now about the buffs:
Well, if they think Centurion isnt OP so I want an unblockable storm rush plus a fuqing follow up combo that takes 90% enemy health too
If they gonna nerf centurion, just faster side slashs is ok for me. I dont see any reason to orochi be the slowest assassin in game.
But it is a buff, any changes that will make a Character stronger is called a buff.Originally Posted by one.Autumn.Ieaf Go to original post
Giving iframes or feints to Riptide Strike is a buff because with those changes, Orochi will be more viable and thus stronger.
Same with the other two.
Nice try tho
Currently, the Devs said in the last dev stream - they already planning in nerfing the reward for parries.Originally Posted by CaynAldan Go to original post
This is the first step in balancing the defensive aspect of the core mechanic.
Overcoming Defense with overpowered offense is NOT the solution!!! You want to know why? Look into the current game, only complaints about spamable unblockables.Originally Posted by CaynAldan Go to original post
Cent is exactly the WRONG example, yes he destroys turtles, but he doesn't overcome the defensive issues (turteling isn't the main problem in this game, it is the unbalance in the core mechanic - i tried to explain this unbalance in this thread -----> http://forums.ubi.com/showthread.php...-good-solution!Originally Posted by CaynAldan Go to original post
I am sorry, but continuous flow in his moveset and like you explain it - this is currently the uniqueness of the berserkerOriginally Posted by CaynAldan Go to original post
Orochi is fine as he is, you don't need to do stare duells - stare duells are not the fault of orochi, its the fault of people who are choosing to fight this way.
I play my Orochi semi- aggressive and try to provoke my enemie to attack so i can counter him.
Sure everybody has his own playstyle - but if it is just staring and waiting it isn't orochis fault.
First: Berserker is NOT a better counter- attacker, he is an aggressive char with flowing attacks (like you want it for orochi, like i understood it)Originally Posted by CaynAldan Go to original post
Valk is a hybrid between heavy and assassin, she is a semi-counter-attacker, but in first line she is a disabler with a good mixup flow.
The realy counterattacker in this game are Orochi, Warlord and Conqu (they should finally change hard hitter to counter attacker)
1. Conqu is the best defensive counter attacker
2. Orochi is the best offensive counter attacker
3. Warlord is something inbetween ( personly i don't think counter attack fits him, his only counter is full block into light (sometimes heavy) and his sup block when he attacks with lights... and his hyperarmor (but i do not count this as counterattack, this is a Trade ability -> same as Berserker. Counter means -> counter without taking dmg , Trade = to deal good dmg, but therefor to recieve dmg aswell.
PK in first line is a fast char.
In general i think they need to adapt the heroes to that what the devs made them.
And not giving every hero a spam unblockable so that everyone plays nearly the same way ....