I don't know if this is ironie or not o.oOriginally Posted by Shakti. Go to original post
**** I forgot
Centurion ZA has actually more range then it's sword. Devs give it Za that can clear waves but they realize his sword was too sgort. No problem says one Devs will just make the hitting box of the move longer. I can count the douzen of time I ve died killed by thin air.
Still fair thou. Poor Cent. He needed a little ***** enlargement woudn't you agree? He wasn't beefed enough,.
That would be helpful.Originally Posted by JibletHunter Go to original post
^ ^ This. Smartest and most logical post in the thread, and I agree.Originally Posted by Knight_Raime Go to original post
Doesn't matter if it's "harmless" or "serious" -- glitching is no "tech". It's an abuse and it needs to be fixed. This is not a balance complaint and balance whiners have no place in this thread anyway. This in on a different level from balance issues -- glitching, bug abuse on principle needs to fixed ASAP because not only is it detrimental to the game, but it also fuels pre-existing biases and stupidity and leads to even more hate-posts.
While I do understand development has priorities, customers usually tend to feel the effects of combat-related glitches very sensitively and seriously. Many of the people whining in this thread are idiots, but where their anger comes from, sometimes, does have justifiable grounds. Their views on balance is PHAIL, but their anger abou bug/glitch abuse is genuine, and rightfully so.
Quick band-aid fixes to Dominion:Originally Posted by MasterChiefPON Go to original post
- Remove jab follow-up from blocked attacks.
- Remove jab knockdown except against OOS targets
- Remove pin effect from charged heavy against targets in Revenge
- The recovery frames from Eagle's Talon can no longer be interrupted by taking damage, it will continue through any hits except knockdowns/backs. Alternatively, if the Cent is knocked out of his recovery his target immediately stands up with a 1s all-guard + immunity for CC.
- Reduce the stamina drain of all his attacks by 50%.
Make these changes immediately and he stops being a problem in 4v4. If he becomes too weak give him small, incremental buffs. But his 1v1 viability is not worth ruining 4v4 for everyone else.
wait wait!!!..can U explain to me this new tech? with more simple words XD plsOriginally Posted by JibletHunter Go to original post
1) All of Centurion's stamina drain is dodgeable and reactable.Originally Posted by Shakti. Go to original post
2) The first light, yes. The second light, no. Also his lights give him no real mixup potential and do no damage. There's a reason why some people want to give him a light-heavy chain.
3) Reflex guard and normal guard doesn't mean ****. I'm not sure how this makes him OP at all.
4) LUL. Warlord head butt is faster, harder to dodge, and has better tracking. I'm pretty sure you are either trolling or you haven't bothered to learn Centurion.
5) See point 1. Punch is dodgeable and reactable. No need to complain about it. Also, all stuns drain stamina. That's kinda how they work.
6) Fast throw is easily counterable. I never have problem CGB'ing fast throw. I can easily have my finger resting on the GB button to always react to it.
7) True, but it's not a 50/50 by any means. Again, it's easily reactable so unless you are trying to dodge all of his heavies (which you shouldn't be dodging attacks all the time anyway), you shouldn't be tripped up by it often.
8) Modular heavies? What do you mean? If you mean his ability to charge heavies, Shugoki could do the same thing too. It's not a revolutionary concept. Just practice and look for the indicators.
9) If you get it off, sure. But to paraphrase the animated movie Hercules, "Oh god, he's going to do so much damage if he hits us. You mean IF, he hits us. If. If is good."
10) See point 1. Kicks and punches are dodgeable and reactable. L2dodge.
11) Just parry fully charged attacks? They can't feint a fully charged heavy. They are 100% committed to it.
12) Centurion isn't the only one with wall punishes. Sure, his is probably the strongest BUT you can always work on your positioning and stay away from walls.
13) Oh yes. The jump attack which sometimes does a 360 and hits a wall. The jump attack which gives a cool 3 second recovery frame where your team mates can GB him for free. The jump attack where if he mistimes it, you can block and get a free GB off on him. Yes, I'm quite familiar with that move. It's honestly quite bad in anything other than duels.
14) I don't think his heavies deal the most damage. Kensei, Raider and Zerker do have harder hitting heavies. Also, heavy damage isn't uniform so he technically doesn't have the same damage as all other characters.
15) That's literally the first thing you said that is true.
16) I'm pretty sure you're hard core exaggerating here. Are you playing 4s? If so, I know that a few Cents go stam cost reduction because of how aggressive his kit is.
17) The extra range he gets from a fully charged, fully committed heavy doesn't matter. If you parry it, it's a free GB. Period. If he whiffs the unblockable heavy, it's a free GB.
18) You mean parry bait? Honestly, the only times I use Cent ZA is when I'm clearing minions, finishing off a 1 bar enemy after a kick or 1v3 desperation mode. It's honestly a meh move at best.
I think you're the one that needs to git gud (and not by switching to Cent).
But thx God this guy range is short and low HP, if not he is a GOD in FH... LOL. Still I can fought Cent evently in 1vs1 with my Kensei but then I agree he is a cancer in 4vs4. I believe a part of this are intented by the devs. The devs must already developed this hero since before the release of FH (including other 4 unreleased hero). FH gameplay mechanics are unique, a pioneer I could say. The devs already anticipated some of this complaints by the players. My Hypothesis are FH 1 is only a prototype of something bigger. We can expect a lot in FH 2 or upcoming projects of UBI. (I Sound like the admin... didnt I -____-)Originally Posted by Shakti. Go to original post