Originally Posted by
mrmistark
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I agree with most of this. Since the start of complaints with turtle meta, I always said as well that they need to handle it carefully or else we would end up with an offensive meta where defense is obsolete. I already believe the game is headed this way. I’ve made many posts about how defense penetration: 1 stat, equals 3 defensive stats. This is just crazy. They say “defensive meta” and thought, let’s take out defense, but it’s really the turtling and punishes, not a characters overall health. It actually made it so more people tend to turtle. Someone with more health is always going to be more offensive and take more risks vs someone who has less than a bar, but anyways, I digress.
I too think the kits all need options. I think if anyone who is good enough can open a player, but I do think a form of any unblockable is necessary for each kit, not necessarily an opener, it can be, but something in/ end chain i think fine too, for instance glads skewer. As long as it can be made viable. For instance: if laws chain Ub was his only UB, I wouldn’t consider it viable per se as apposed to raiders zone. I think everyone should as a kit standard have one of these viable UB options.
I think aramusha like you said just needs consistency. From what I’ve seen, I think top should be guaranteed on side heavies and the UB on top heavies, ring the bell for lights and the kick for situational extra damage. His kick is dodgeable by Shinobi, I’d like this fixed. I also think they need to tweak the input and make it better. It sometimes makes the block sound when I use it but doesn’t actually count as having used the BB despite gaining full block. I also think it should have longer hold time because all anyone has to do to a person actively trying to use it is feint for free damage.
I do think he is fine overall. He has a nice kit. I think he could do with a dodge attack though. Speaking of dodge attacks: anyone with dodge capabilities wrecks him as his chain is very pushing foward. His side attacks catch no one that dodges. What I mean by this is they dodge a top attack, the side following attack seems to not readjust where the enemy is sometimes.