I've got a rep 12 Aramusha so I've put my fair share of time into him. Yes, I've crushed people who are not familiar with his moveset, but it's the people who are that absolutely crush me. There's not one thing I can do to them, his soft feint gets parried almost everytime for a free hard hitting heavy. His blade blockade is easily baited and since the recovery time is very long it's an easy guard break (super high risk very low reward). His oos max punish is underwhelming unless you get a parry and make the guy fall which gets you two heavies. His overall damage output when landing an initial heavy isn't enough to kill someone with one bar of health remaining. I've learned everything Ara has to offer and if i'm ever playing another character (or even Ara) against Ara there is nothing they can do to me as well. Turtling up against him is all you really have to do to secure a victory. He's in the same boat as Kensei (with just a touch more in his kit) that you have to use mind games like crazy to get anywhere with him.
He's not in the dirt in my opinion, he's just really mediocre. He can be easily shut down and has no real way to overcome turtles. He's a noob stomper that gets progressively more negated the higher the player skill tree you go with players at higher levels able to completely shut him down. He's been incredibly mediocre ever since his release because of how he's built around lights and that infinite chain.Originally Posted by Sneakly20 Go to original post
The fixes and adjustments he received were needed and they simply made him a more consistent character but he's still firmly in mid tier. Without completely reworking his kit into something different I'm not sure what can really be done to elevate him above mediocre. I think perhaps giving him the ability to do a kick from neutral is probably the only thing he needs right now to stop him from being so easily dealt with but also without going overboard and making him OP.
I would take an activated kick out of blade blockade similar to Nobushis' kick.Originally Posted by Vakris_One Go to original post
This topic makes me laugh. Sometimes I do wonder if I live in the same universe as you guys do...lol
Aramusha and Shaman are complete cancer when it comes to 4v4 mode, you know, the one players actually play?
Listing moves doesn't make heroe op or balanced but actual stats do. And based on some observation and simple math, last week average number of Aramusha players was around 2.75 per game. They averaged around 13 takedowns per game with only around 2.5 deaths.
Of course, this is based on just one week and on 4v4 dominion. And region I play in.
However, being real life accountant /finance guy, I get obsessed with numbers/stats and I did many data collection for other heroes as well. Before Aramusha/Shaman, the player base included most of Gladiator/Centurion mix and they would account for even 60% player base on some weeks. Strangely, after introduction of Aramusha/Shaman, numbers of Gladiators and Centurios went down like crazy. Why? Because now those players have more effective tools to boost their precious K/D.
Also, would you guys like to guess who was the most dominant hero, at least based on my "research " ? Berserker by far. I don't know his numbers on top of my head, but average KD fir that guy was amazing. And he needs a buff right? LOL
Based on that, I can't take any of these discussions seriously because it seems that at least one third of players right now are actually playing as Aramusha.
But back on topic, no Aramusha doesn't need buff. He never need the one he already got for that matter.
If you are a playing a hero with static block, there is no reason you should have problems breaking his "light spam". Keep your block on top, and if you for some reason feel like you -have- to block they hit, then get ready to choose between two vectors.
If you are assassin, be ready to dodge forward or side to break the chain. Use deflect. This **** works. Assassins have it the hardest, is the sick we're stuck with. But if you are a non assassin, there is little excuse for not being able to break a light spam chain. Otherwise, it's likely not light spam, is probably a clever mix up. In those cases, just start throwing out suck attacks to break his chain that way.
Trust me, this is not a faceroll class. It's similar to berserker, and just as difficult to run. For honor doesn't have faceroll characters, if you are button mashing and winning, you are fighting poor players.
while not everyone gets a heavy of a gb they at least get more than aramushas 15 damage light. Pk has tribble stab, Raider can either zone for 28 damage or stamina drain + knee damage + free light, Highlander can also start the first 25 damage part of his zone. so while they not have a heavy per se they still had better options. giving ara a heavy on gb should havve been the case since release of this character.Originally Posted by The_B0G_ Go to original post
and his feint game is useless on higher levels. even more so on PC. just watch some of the known streamers when they play tournament-mode like.
the characters you mentioned use hard feints to sneak in the damage. if you do that with aramusha you miss out on damage since his starting lights are among the lowest damaging in the game.
aramushas designed to use his soft-feint since they offer better damage than a hard-feint. but his softfeint is more easy to react to since they only are allowed on his finishers.
if he could softfeint any starting heavy like shaman then his feintgame would be stronger but as of now he cant hold up to the feint-game of other characters.
No. His top heavy after blade blockade is still inconsistent. It needs to be designated to a type of move (say heavies) and always land if you BBed a heavy. Or at least in majority of instances.
Kick can still be avoided by heros that are not shin and bushi. so that should be fixed. Ring the bell is fine now. Unsure if side unblockable should be changed. Beyond that there are a couple of other things I could suggest to make him better. But are not really needed per se. The main issue with him atm is his inf combo doesn't work against decently skilled players and above. Combined with blade blockade being hit and miss in effectiveness.
I don't think we should work on his inf combo at all. As you can see in this thread people who fail to deal with it claim he's broken. We don't need to have them crying any louder. So making blade blockade better should give him better footing in the roster. Once parries are nerfed it'll feel a bit better. The rewards for using it need to be looked into a bit longer. And potentially giving it slightly better defense/use through creative ways. But for sure the rewards need to be there. right now they really are not.