I agree. Probably the most frustrating parts about playing the Warden is the sheer lack of options. If you get an opponent that absolutely refuses to risk parrying heavies, your only option is to throw lights and hope he doesn't nail you for it, or bash mix-up. Charged bashes are virtually useless. I rarely use them anymore, and I get punished virtually every time I do, with the odd time when I do hit and connect a top heavy. Their only real use is in 4v4s or 2v2s to break a target's guard while a team mate pummels them. In duels, you are basically giving them free damage on you.
Our Side-lights aren't fast enough to catch anyone good that is paying attention, and top Lights, while fast, are incredibly predictable. Zone attacks are hit and miss. They're fast as hell and hit reasonably hard, but they are miserably exhausting, finicky to get to work - sometimes I have a heavy or a light get thrown out instead - and can instantly put you on the back step if your opponent can pressure your stamina. God forbid they actually parry that, then you're really in for a whooping.
It does feel weird we're the only Vanguard without a dodge attack or unblockable. We have the bash and really nothing else. Crushing Counter is nice, especially with a confirmed bash and double light immediately after for a metric ton of damage, but it's next to impossible to get good players to give you an opportunity to do that, and even then there are plenty of ways to get around it that makes it unreliable. Like you say, having fast lights slip past it.
After playing Kensei for a while, I am immensely envious of the tools they have. Even Orochi, despite lacking unblockables and hyper-armour, have the raw speed and variety of angles to choose from to make them a threat.
1 people found this helpful