Good!
Bad!
I think Centurion is the most hated character in the game, maybe even more then Shinobi before nerf.
*I use "tweaks" instead of "nerf" because the word nerf refers to drastic changes as for tweaks, to slight adjustments and small changes.
What i think should be tweaked in centurions arsenal are the followings:
1. Uncharged jab should take life not stamina, and not have the stun effect.
what this does is:
- making the jab a normal attack (HP damage) -> give the chance for the enemy to react to the next move (no stun) allowing players to not go into those full stamina draining combos (because no stun),
- minus one move that saps stamina,
- also solves the infinite wall combo from Centurion.
2. Charged jab should still take stamina, should cause stun, but SHOULDN'T knock down enemy.
Additional note 1: a charged jab should guarantee only a heavy or mid charged heavy, not a full charged heavy (reason: it would go into another infinite combo)
what this does is:
- you don't get knocked down -> you won't get jumped on with the lounge attack (in the worst case by 4 centurions at the same time)-(i didn't say remove the lounge attack)
(in my opinion the lounge attack should be only in case another hero (ally, like Shugoki, Raider, Law Bringer, Valkyrie), no stamina GB trows and knock down on revenge activation knocks down the enemy and ONLY THEN you can jump on him).
3. Zone attack does half the (full) damage, but let it be cancelable on player choice (at least after the second hit), and speed the timing between first and second hit (not third).
What this does is:
- a chance to not get 100% punished on Z.A. at the cost of half the damage. (zone attack should not be a finisher move),
- allow parry only on first and third hit (second is confirmed, but all three attacks are blockable),
- make Z.A. a viable move.
I appreciate what you said. TY.Originally Posted by UbiJurassic Go to original post
While I don't necessarily believe the Centurion really needs any changes, I know full well that they are going to come regardless because of all of the complaining. Within that context, I suppose that your tweeks are a fair compromise. The only point that I disagree with is about the fully charged punch knockdown. I believe that if you sit there long enough to take the fully charged punch, you deserve to be knocked on your arse. However, I understand the issue of being pounced on by multiple Cents when you get knocked over. I think there should still be the knockdown and the potential to be pounced on, but what they should do is make it so that only one Cent can pounce on you while you're down, and after you take the initial hit from a pounce you gain invincibility or hyper armor that reduces all other incoming damage to negligible amounts until you stand back up, making your rise a part of a "fixed animation effect" with whatever Cent pounced on you first.
in that time the cc won't attack and the armor would be useless. + another think that ppl complain about is the amount of dmg cc does , and it's mostly because off that launge. taking the knock down out would remedy that situation without modifying cc to much. and that move really is op. as op as gb after parryOriginally Posted by ATBallZ88 Go to original post
If you take away the Cent's lunge you are effectively removing the only attack in his arsenal that does any real damage. His light attacks are laughable and his heavies are like puppy paws when compared to every other character in the game, with his heavies connecting for damage in the mid twenties to low thirties with all three pieces of gear increasing his attack%. If you want to remove the pounce, the only fair way to make this trade off would be to buff his attack power so he can actually do some damage while his opponent is standing. If they do that, fine, take the pounce.Originally Posted by Gemoroda Go to original post
I'm sorry but i didn't really understand what you wanted to say. and i am curious.Originally Posted by FlyghterDRS Go to original post
they dont really need to do that if you think of it. hear me outOriginally Posted by ATBallZ88 Go to original post
now, if you do a charged jab you knock down the enemy you jump on him and do a lot of damage.
if this would be implemented, you wont knock down the enemy, BTU you get a stun. that works like a wall stun, so you could get in a heavy/mid charged heavy (read additional note because what you said raised a question mark, resolved now), instaid of a launch attack (damage) which grants you a confirmed not charged jab (damage) and if you manage to get in the next hit, it would go into the combo again (damage). overall those attacks would do either almost as much as the jump attack, (if you miss the attack that comes after the confirmed jab that comes after that charged jab, and it can be missed seeing as a normal jab wont inflict stun - dodge/block-), or it could be equal or grater if you manage to land that hit...