Hello, I'm not sure if you get as many "NERF CENTURION!!!111" posts on the forums as you do on Reddit, but I feel this one has actual merit.

Centurion was intended to be rewarded for knocking an enemy down or capitalizing on an allied knockdown with Eagle's Talons. It is the only attack in the game that can only be used on a knocked down opponent.

However, nothing is stopping a Centurion from just walking up to the downed opponent and zone attacking (unlocking to make it unparryable, of course), granting them 50 damage, because the Zone deals 25 damage on all 3 hits.

I don't believe being able to dodge the third hit and guard break the Centurion balances this, because this allows Centurion to do insane 75 damage burst attacks when someone to just kill them from 60-50%. You can't get up to counter if you're already dead. This is also completely risk free when an opponent is out of stamina, and even more damning on the PTS.

Eagle's Talons is cool. I want to use Eagle's Talons. I don't want to have to walk up to my opponent and Zone to perform an optimal punish. Zone can't have been intended to be the better option when Centurion has 2 voicelines and a long canned animation associated with a successful Talons.

Please pass the idea to the balance team that either Centurion's Zone should not hit grounded targets, or to reduce the followup to the first Zone attack to 8 damage (fun fact, this is still more than the second hit of Conqueror's zone) so it will do less damage than Eagle's Talons.

Also while I'm here remove uncharged jab's ability to wallsplat. If you are in front of a wall it is far far more rewarding to just uncharged heavy and uncharged jab over and over for like 50-70 damage (and more stamina drain) than to land a pin and a fully charged jab, which is supposed to be the big payoff moment for Centurion.