Originally Posted by
C4Phaze
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While I agree that the unblockables were introduced with the new characters was to speed up fights. Your other points fall flat as an argument to support the current unblock-able meta.
1. Yes the old cast had unblockables, however none of them destroy an opponent like the new dlc ones do. Warlord Headbutt never guaranteed a win. Its the fact it was so fast that people complained about it which has been addressed making it easily predictable. The warden shoulder-bash also doesn't guarantee a win. its easily read-able and doesn't do anything punishing that can't be countered. The lawbringers shove in its self again doesn't guarantee a win. The shove in itself doesn't do anything except, well, shove... its the LBs stupidly fast attacks that can follow afterwards that cause the annoyances and grievances. Conqueror shield bash was in a good state before the buff. The buff to make it more like the dlc unblockables has created the real problem as it can be abused to no end now and can guarantee a win in most encounters.
If you take the mechanics of all those unblockables from the core heroes and compare them to the dlc ones its pretty obvious that there is no real thinking involved with the dlc heroes. Centurion has the falcon punch which can guarantee wins due to it being a low risk / Extremely high reward move. (Knockdown, stun, and stamina drain regardless if the opponent has stamina or not, plus opening for a free high dmg pounce?) The same can be said for the gladiator unblockables, the dodge+shield bash move in on itself can win duels. add in the other unblockables and no further explanation is needed.
The point is, the new unblockables are a clear issue because they have been introduced without proper counters. That is why players are complaining about them, that is why nearly every single player who plays dlc heroes spam these like the world is on fire. The only way to counter these new unblockables is to dodge since most of them are not even parry-able. However, dodging is only a safe and viable option for assassin characters.
These new unblockables would be fine where they are at if the core heroes would have more viable options for countering them, but until each of them gets reworked they are an issue. Not to mention most of these are poorly designed. Take glads shield bash and toe stab. Why aren't these parry-able at least? The cents knockdown punch. Why does it stun, drain stam AND knockdown regardless if the opponent has stam or not?
Its pretty clear not much thought went into these.