Rework makes the dream work (Centurion rework)
Yeah it's your resident Centurion main running back at you with yet another Centurion related thread. I'm aware that Centurion isn't the worst off hero at the moment and the developers have only promised to rework/balance pass the OG cast. However, I don't feel satisfied with my last rework on Centurion. I have always maintained the stance that in order for him to be a functional hero in high tier play he'd have to be basically built from the ground up and heavily changed in order to make that possible without making him a monster for average play. I still stand by this for the most part so today I am bringing you a "mostly" new Centurion. (I also need to work on my formatting to post future reworks on the competitive sub so this will be practice for me haha.)
So before we get into the details of the new and improved bully we need to briefly touch on what his issues are. Centurion is boasted as a "melee specialist" and "mix up intensive." He does have a lot of melee centric moves...quick throw, lions roars (pommel smacks,) his kick, his jab, and his knee from parry counter. However quick throw is too easily teched, pommel smacks rely on landing a guard break which is difficult against a skilled opponent even with the soft feint game, his kick is slow and easily punished, his jab is only ever useful when you land a pin, and his knee is locked behind a parry. He also doesn't have many mix up options. Varying the timing on his heavy is really his only mix up option. This rework aims to make more use of most of his "melee" options and give him more mix ups.
New combo old name:
"Lions claws" is currently a light>light>light combo that is 500ms for each light. However this combo isn't particularly useful. Not only because of the speed but because it serves no purpose for his overall mix up/melee game.
The change: "Lions claws" is now heavy>light>heavy. Heavies are really important for Centurions mix up game currently and with other changes I will detail later on they will be more so. And lights will be apart of his new mix up games instead of just random thrown in damage.
Zone cancel:
Zone is currently only useful in 2 situations. after a kick on an assassin and for killing minions. I want to make it useful for dueling purposes and slightly better when being ganked.
The change. Zone is now feintable after the first attack. first swing is currently 600ms and then followed by two 700ms attacks. Now all 3 hits are 600ms. To compensate for the faster speed and the new feint the damage on each hit drops from 25 to 20. Being able to cancel after the first attack means centurion has another option from neutral to try and surprise an opponent with and the follow up hits being 100ms faster means they should be less likely to be parried when surrounded.
Legion kick buffs: Legion kick is currently very limited. The fastest it can come out is 300ms into the dodge. Further more the heavy you can que during it is still beat out by dodge attacks. It only really deters someone who dodges and goes for the guard break. In team fights/ganks kick is unsafe to use due to it's speed and length.
The changes. Legion kick can now be used 100ms into the dodge with no variable window. Heavy doesn't have to be qued during the kick anymore. Kicks qued after certain actions (throws and parry counter) have armor. The speed change for his kick makes it similar to warlord meaning if it's spammed it's easily dealt with but if sprinkled in occasionally it's a decent tool. The armor addition is to let centurion be the grappler/harasser in fights without being hit out easily. And the removal of the que means you have some wiggle room for mind games like shinobi can with his kick. To compensate the kick stamina damage is reduced from 25 to 20.
Parry counter change: Currently a very strong move stamina damage wise and has the ability to wall splat. However I wanted to make changes to it to bring it in line with him being a melee specialist.
The changes. You can now hold guard break after the parry. You will still do the knee hit. But instead of letting them stumble away you go straight into the quick throw. This isn't techable. And quick throw doesn't exist anywhere else in the kit now. The purpose of this is to let centurion decide how he wants to abuse his opponent. He can Quick throw them into a wall for an easier splat, he can follow through with the normal parry counter to get a free heavy, or he can instead tap guard break to get a free kick if he wants to try for an environment kill. The throw would also be helpful in throwing the enemy into other enemies to help aid the team fight. To compensate for this quick throws stamina damage is dropped from 40 to 20. and parry counters stamina damage drops from 84 to 50.
Lions roar tweaks: Currently useful in the effort of keeping someone's stamina down. But i want to give it a bit more utility for team fights and adjust it's stamina damage.
The changes. The third hit of "lion's roar" now causes a blind effect. and stamina damage for the first 2 hits is brought down from 15 to 10 and the final hit down from 35 to 30. The blind effect will help centurion mask his next attack and mask his allies attacks. and the reduced stamina damage is done to be in line with nerfing all other stamina damage sources so centurions punishes on a single mistake are not so inherently oppressive.
Eagles fury: pretty decent for trading on high recovery attacks as an option to be sprinkled in occasionally. Only making one minor change.
The change. "eagles fury" now confirms a jab follow up. This enhances it's use as a trading tool because you don't do the move and then go back to neutral. instead it lets you start your combos/mix ups. I think this is appropriate given the inherent high risk the jumping heavy has. Damage is 25 and stays at 25.
Jab changes: Jab when thrown randomly is easily dodged even though you can throw it on block. The blind effect jab has is nice and would help centurion a little in duels but a lot more in team fights. But because of how easy it is to deal with by dodging it simply just doesn't get any significant use outside of a pin.
The changes.Jab now has decent tracking when charging. Jab can now come after a light replacing quick throw input wise here. Jab now changes into it's upper cut animation when it's being charged. New soft feint on jab. So what this does is further push Centurion down the role of harasser/melee specialist/mix up intensive direction. Giving it tracking on charge means players who simply dodge on the start up of the orange will be clocked. The animation change makes it a clear distinction for the opponent as currently there is no way to tell on the charge other than memorizing it's timing. the soft feint is just further use of the charge mechanic. To compensate Jabs stamina damage goes down from 30 to 15 when uncharged and from 40 to 25 when charged. Jab speed remains the same.
New move "Lion's spite:" This move is accessed By pressing a light input either during the charge of jab or the charge of a heavy finisher. Animation wise he literally takes the flat side of his blade and smacks you across the face with it. it's a 10 damage move that can't be comboed off of. it inflicts a blind effect. and does 30 stamina damage. The soft feint window for both instances is 400ms into the charge. think warden's shoulder bash cancel timing but with slightly more wiggle room. The reason for this addition is rather simple. Centurion needs mix ups. This one lets him end his mix up games with his attacks with little benefit to himself beyond some cheap ish damage. But helps control an opponent more in team fight situations because of the blind effect. it's an unblockable like toe stab.
New trait: The other really big thing for centurion. All wall splats now give the enemy a blind effect. Centurion kind of already revolves around using surfaces to punish his enemies. This enhances that without giving him more free damage.
Unblockable heavy change: Currently it's kind of hard to use his unblockables effectively in either team fights or by himself due to their length in animation.
The change. Currently the charge time from start to attack is 1200ms. This is brought down to 1000ms. This will make the parry time a bit tighter without making it impossible to deal with. Raiders zone is currently 1000ms if i'm not mistaken and it still gets used rather well. To compensate for this buff heavies go down from 25 damage to 20. and charged heavies go from 30 to 25.
Soft feint guard break animation change: In my opinion it's never been a very clean animation. So I want to change the animation from what it is to the quick throw animation. it would still behave like normal guard break. Just a different animation. This would made it visually easier to tell between a charging heavy and the grab itself.
Jab and kick now count as an attack in a chain: This really is just a boost to the new H>L>H combo. But what it means is if I land a kick and then go for the light light heavy combo I technically only need to input one light to get to the heavy finisher. Or another example If I land a light and land a jab I can go straight into a heavy finisher. Lights are also now 400ms in combo. instead of 500ms.
Wrapping up:
This was a lot of information to digest I know. But basically what was done was I dropped his damage and stamina damage down to make his punishes less punishing. This way hopefully players don't feel really bad about making a single mistake against the centurion. Giving lights the ability to jab along side heavies means he's got one consistent melee that can always be used. And because jab now has tracking on charge and a soft feint option the bog standard playstyle of centurion is no longer one trick and easy to deal with. Letting that soft feint option be used in a chain heavy finisher means his heavy mix up game has 2 soft feint options and an unblockable that the person has to potentially deal with. But because that soft feint is limited to the heavy finisher instead of heavies in general it still stays some what reasonable to read/deal with. The blind changes sprinkled in the kit gives centurion the opportunity to continue his harassment without actually giving him extra damage and also coupled with the buffs to his kick means he's got more of a use in team fights. And finally the minor changes like getting a quick throw from parry counter, the faster kick, and the buffed zone all give centurion more options to make him less static as a player with more things for him to harass the opponent and control the fight.
I thank you for reading all of this and as always feedback is very much welcomed~ <3
EDIT: I've just posted this on the competitive reddit and to avoid having to go back and rewrite a lot of things i'll just give a run down of what I changed from this post:
~Cutscene combo is now back. No longer locked behind OOS.
~Stamina damage on kick wasn't nerfed.
~Stamina damage on first 2 hits of lions roar is still 10 but the final is 40 now.
~Heavy uncharged damage is still 20 but the unblockable remains at 30.
~Lions respite does 15 damage now instead of 10.
~Jab uncharged goes up from 15 to 20 and charged stays at 40.
~the quick throw after parry counter is 15 stamina damage now.
~New input for eagle talons is holding back on movement stick and pressing heavy.
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