I am not happy with the concept of the peacekeeper "rework"
I will not complain about the nerf she received : her damages are too high in her current state, and a nerf was necssary (i still believe that 33dmg to 20 for her heavyes is a bit ridiculous though : her light does about the same, 17dmg... I think it'll just make lightspam even more used with her ¯\_(ツ)_/¯)
The "new pk" obtain basically two new abilities (that are basically things she had already, but upgraded)
- The ability to feint any heavy into a light bleed that comes from top (used to be the same direction)
- The ability to feint any heavy into a GB (used to be first only)
This is not a rework at all, and it's sad
It's sad because more than making a character more or less effective, a rework is supposed to add depth in a character, making his theme works better and add specifics goals to his gameplay
While these modfications add a bit more depth in her gameplay, the two other points are completely absent.
The lack of goals, and the bleed mechanic
Did you play the nobushi ? Or the Shaman ? These characters have something in common with PK : A common use of bleed
But unlike the PK, bleed on Nobushi and Shaman are a tool that serves their interests (Nobu deals more dmg on a bleeding target and shaman heals / obtain special attacks on a bleeding target)
Why pk use bleed ?
The only reason she use it is because it deals damage.
But any attack deals damage ! Delayed damages aren't an interesting mechanic in itself : it brings nothing on the table ! It simply makes her dealing normal damages in a different way, but it could as well be regular damage it wouldn't change much.
I was expectng PK's rework to add goals to her kit : hard to pull of but rewarding ****.
I was even thinking of something for her : An "Assassination" style attack that would be usable on a bleeding target : Assassination would cause all of the bleed dmg to affect the target immediatly, with a bonus dmg
(for example, the target have 20 remaining bleed dmg : use assassination on her, the bleed ends and she takes 20 dmg immedatly,+ 50% of the total (+10dmg) )
(it's just an example of what adding a goal look like)
This is just bad that we still have a ****load of methods to makes'em bleed out without being able to obtain anything from it : why even care ?
Of course Pk's bleed deals more dmg in general, but that doesn't require bleed to be achieved : and i don't understand why it's still there, completely untouched after her rework.
In a general way, i'd also have loved seeing something else than "i'm ****ing fast" on her kit. Sure she is fast, but that's almost everything that defines her today and to be fair, that's super lame when you see the other reworks that brought a ton of unique mechanics to other characters, with combos, anticipation... Pk didn't have something like that, something unique : she just have strong tools added together, then nerfed.
There is really no reward to go for bleed attacks other than having a quick cancel into a new attack on heavies now. Not just that but besides not having anything you can make out of your bleed, it's pretty much her main source of dmg now after getting EVERY ATTACK NERFED.
I don't really get what their point is with pk, she is supposed to be an assassin, so get in and get out + deal some nice damage. not get in poke at your enemy and then wait 10 seconds till your damage is actually there, while they just murder you in the meantime.
I am quite angry at the rework actually because it was just a giant nerf overall.
The assassination part sounds like a good idea, maybe making it a thing bout to her guardbreak, because for now she can only go for the bleed application with the guardbreak cause everything else still gets blocked (other than a light attack but that's just dumb).
She needs some incetive to actually apply bleed otherwise she will not be worth picking, which atm sadly seems to be the case as soon as your enemy does know the slightest about defending.
Speaking of defending another option might be to make it an unblockable, because for now pk still has no way of opening up a turtle.
Thanks for the feedback! We'll certainly be keeping our eye on how the Peacekeeper preforms now that her rework is live for everyone.Should the community feedback and the data of her performance after the changes indicate that these changes weren't the correct direction for her, we'll certainly look to make the correct alterations to ensure she performs as intended.
what are you talking about. The PK has the ability to stack the bleed damage values resulting in more bleed damage. The others don't have that. That is is clearly the incentive to use more bleeds right there! They even stated it multiple times while introducing the changes.
With that and the ridiculous damage rightously gone fighting a PK is actually more fun now and fitting. The Damage yet is still more than enough to kill opponents quickly. They thrive now much more from the usage of the variety of their kit
The fact she needs to stack bleed in order to do anywhere near the same damage as the other assassins is ******ed. That means that not only are you dealing less direct damage, you also have to wait for your opponent to die and are denied executions way too often. Stacking bleed is not as good as dealing all the damage directly and instantly, especially when there's literally nothing special about itOriginally Posted by Klingentaenz3r Go to original post
No, that is a Shaman passive trait and a Shinobi feat. PK got her damage nerfed so hard, she will drop to B-Tier. Maybe A-Tier if you play full turtle and only use the Zone option select...Originally Posted by PJ5550382017 Go to original post
I said people are over-reacting about her, and I'm sorry.. After all day of playing PK I've noticed the following.
Shaman is a better comparison for PK considering she has literally everything out of PK's kit or better.
Sham's dagger cancel is superior to PK in every possibly way, more utility due to being able to cancel in all directions and having more damage.
Sham's Gap Closer is superior to PK in every possible way, again more "Utility due to being able to cancel in all directions and having more damage."
Shaman has unblockables in her moveset: one of which is an infinitely better and easier to access CC option than PK could ever wish to have. A cancelable 500 ms UB bash thats guaranteed off a GB, can wallsplat and to top it all off... It turns into a 50+ damage cutscene when the target is bleeding.
PK's deflect is still... eh
What makes it the worst is most of PK's damage comes from bleed, a damage type thats negated by 2 stats on gear. (Debuff AND defense stack against bleed, if im not mistaking)
How does this chick have the title "Jack of all trades" when shes literally excels at one thing out of each persons kit.
There is no reason to use PK over the other 3 assassins right now, its kind of a shame.
My suggestion for her is:
Give her the option to cancel bleeds to any direction
Give her the option to lunge from any direction with the same frame-times as Orochi's and Shaman's gap closers.
reduce stamina costs ACROSS THE BOARD
Slightly increase damage across the board besides bleed moves. (find a good in-between what it is now, and what it was)
One more thing I realized while playing pk recently was that pk has probably the worst side-dodge-attack in the entire game. It is only a stab and has 0 tracking so ... that is also maybe something that might need to be looked into. Generally PK has the worst tracking in the game I feel like.