I just have see the new reworks for the peace keeper and it's very unfair in my opinion, why?
I have been playing this game since the first day of closed beta, and the peacekeepers they have been nerfed again and again, his combats tools are very unfair compare with other characters, the bleed that peacekeeper cause makes 2 of damage every second, when a nobushi makes 5 per second, and all the other characters too, why this difference? just balance the damage in 2 for all character or buff the peacekeeper to 5 per second. Now why the dagger cancel hit that cause bleed now just can came from top, when a Chaman light can came from the 3 guard stances, just balance this too. Other assasin have more tools to fight berserkers his supper armour, chamans have the blood trance, shinobi can hit at distance, orochi now seems op ,gladiators have a lot of unestoppable atacks and peacekeeper have nothing but the zone attack and you nerfed that too, so what did you left? Nothing.
I propose that you return the unstoppable light attack that you had before, sometimes the lag makes this hit after a heavy attack does not connect, now well if you want to give a combat tool to the peacekeeper you can make the dagger attack feint be unstoppable, and I say why not if the gladiator has all his unestoppable by free and other characters have their unstoppable attacks by free. How you can tell this a rework if the only changes that they do is reduce damage to almost of her moves.
I have been very patience with this game but this is really annoying.
We'll be keeping an eye on things to see how it looks following the season launch. We felt some balancing was needed for the character, but also added new options along with it. Be sure to share some additional thoughts after the season launch and once you get some hands on with the new changes. We'll be paying close attention to the feedback.
Balancing was needed for the character yet you still have the Centurion how he is on the game. You rework the Berserker and Kensei and make them basically unbeatable if they are high level. You absolutely overcompensated those characters. Then, yall hype PK players saying she's next up for reworking and THAT is what yall do to her. She doesn't even have an unblockable. I really want to know why ANYONE thought this was a good idea and pushed it and made it happen. Absolute idiocy. And if you think "adding new options" aka "stackable bleed" compensates for NERFing her, you are WRONG. Shes now the weakest player on the game. Any other character has either hyperarmor, unblockable, or at least a freaking shield and not only does she not have NEITHER after a "rework" yall took her damage down. My mind is BLOOWWWNNNN.Originally Posted by FredEx919 Go to original post
Yall have the audacity to release the Orochi and the PK together as reworked meaning yall see ASTRONOMICAL changes made to the Orochi and the useless changes to the PK. #mindEXTRAblownOriginally Posted by FredEx919 Go to original post
Are you serious? You think Centurion is overpowered, and the new PK fixes are nerfs? What are you, level 6? Peacekeeper will always be top tier as long as she has fast lights and her fast zone as well as her follow-up lights. Her bleeds are stackable, which is a pain in the *** no matter how much damage it does. I'm guessing you're a PK main, because you and only you guys think she's horrible now. Also, on the note of Cent, he's really garbage. He's only good in 4v4 modes. Duels or Brawls? XD He sucks. He has a very telegraphed kick, a very predictable mix-up, and everything can be summed up in this.."If you dodge, it's free damage." Try and find high tier Cent players.....not many of them are there? Now lets look at high tier PK mains.....they're everywhere. Stop complaining, you do nothing for the community.
I love playing PK but i think reworks make a great job. Right now, the PK is the only character for who the bleed mechanic is meaningless (unlike the nobushi or the shaman). Because is just an option when basic attacks are such powerful. The fact of the bleed stackable make sense and personnality to the PK. And new options of GB are awesome (play with the shaman to see what i mean). However i'm agree when PK's players find their main nerfed with no unblockable (it could be fair to add an unblockable on zone attack like the gladiator or aramusha). Let wait and see. Perhaps GB options are enough .....
I'm a rep 20 PK main and I really like the rework, especially the new dagger cancel. I think her light attacks and zone could do with some further damage nerfs though (maybe bring zone down to 10 or 12). I also think that since bleed can now stack and she has more options for landing a GB, it wouldn't hurt to bring her triple stab damage down a bit (maybe from 8 8 16 to 7 7 13).
However I do feel like the nerf on the heavies was a bit to extreme. Yes, they definitely were too strong, but now her double lights do quite a bit more damage (and are infintely easier to land), meaning light-spamming is incentivised even more. There is no longer any point going for risky preemptive heavies, because you can more easily get a much better result using just her lights.
Currently her heavies all do 20 damage (down from 33), but I'd like to see the top heavy brought up to 25. The top heavy has less soft feinting potential (because the dagger cancel comes from the same side) so it makes sense that it would be a little stronger damage-wise. This would make it more useful for risky preemptive strikes (e.g. you predict the enemy is going to GB so you throw a top heavy to cut through it).
Also OP, she is no way near now the weakest character in the game. The stats don't lie, and before this update she was definitely the strongest. Since they haven't nerfed her zone all that much (which was what made her strong in teh first place) I suspect she might drop to highish A tier, but no further down than that. She's still vey strong if you're good at abusing her zone.
First of all, i really enjoyed the rework in terms of value adjustment, but it's very sad it's not a real rework like Orochi.
There is still time to put new moves in the next patches, the community will accept with open arms. Don't be those developers that won't listen to the community, new moves are asked and needed for Peacekeeper. There is no problem you couldn't implement in the rework patch, there is still time!
Either way, here's my thoughts:
I think the damage reduction of the light attacks are spot on (15).
The bleeding stacking and triple stab values are great too.
The Heavy Opener should be minimum 25 for sides and top, because first of all, it's the base line for all heroes heavy attacks. Second, less than 25 damage in Heavies means encouraging players to spam light attacks, and use it less in combos or as an initial hit. Since it's likely parried, it is used only as a feint rather as a good option or for mixing up attacks. The Heavy Finisher maybe 27, depending on the Opener value. So opener 23 , finisher 27 or 25 , 25.
Finally her dodge recovery should be 500ms, to allow her to not get ganked easily, and after all, she is supposed to be the fastest heroe.
Give her backdodge for the love of god, it's her only tool on team fights, 4v4s, etc.
In brief, main things are to increase Heavy Opener. But for the love of god, at least add 1 or 2 new moves and animations.
Maybe the new moves could be unblockables, since every good or average heroe has 1.
Rep 25 pk here. Playing with her after the rework is fun and sucks at the same time: you have more options, but if you lose a third of the mindgames, you will probably die because of the lack of damage. Her zone is a very risky tool now, because she can't escape oos mixups anymore, which is fine, but she still doesn't have any oos pressure at all.
As I have written down in an other topic, the shaman is very similar to the pk in every aspect. Before the rework, her obviously lower numbers were some kind of compensation, but now, their damage is about the same if you count in everything. I would really like an answer for my question: what the pk has over the shaman? Here is the answer for the other way around:
- Unblockable heavies (out of stamina pressure)
- Faster dodge attacks with changable direction and feint
- Bash atttack with feint options (out of stamina pressure)
- Blood trance and bite with self heal
- Very long throw range
- Dagger cancel for all directions
- Faster side dodge attacks (combo starter), and her dodge attacks has light recovery, while the pk dodge attacks has about 2000ms recovery on miss
(- If you planned to mention the zone, don't, the shaman's is almost as fast, deals more damage, and it's not even a light attack if you can parry it. The shaman could also just spam zones and win, but since she has other great options, they rarely do it).
The pk really needs and unblockable, and maybe her deep gouge worked into the base damage and removed, as it impairs her mixup potential. Nerf the zone to the ground as a compensation if you want, she needs an unblockable more.