Suggestions for ALL Heroes
This is my comprehensive lists of Hero Changes that I feel like would help balance out the whole roster. Obviously higher tier characters received little treatment, as most are balanced. Here you go.
Centurion Buffs
-Gain ability to soft-feint Lights during Charged Heavies
-Gain Hyperarmor on Fully Charged Heavies
-Fix input timing on Parry Counter to Kick
-Fix input timing on Kick to Heavy
-Gain Wall-Stun on Kick (Guarunteeing a Charged Heavy on Wall Splat[Wall-Splatting drains even more Stamina)
-Guaruntee Kick on Throw & Quick Throw
-Gain ability to soft-feint Zone into Guardbreak after the second hit.
-Increase HP to 130 (+10)
2 New Chains
-Heavy, Light, Heavy
-Heavy, Light, Light
Valkyrie Buffs
-Guaruntee Light on Shield Crush
-Guaruntee Double Light on Charged Shield Tackle
-Leg Sweep can now be used after Chain Finisher
-Top Heavy now deals 30 dmg (up from 25)
-Side Light Finisher is now Unblockable, but does 5 damage and is 600ms
-Dash Lights are now Undodgeable
-Second Zone Strike can be cancelled with Shield Crush or Leg Sweep
5 New Chains
-Light, Heavy, Light
-Light, Heavy, Heavy
-Heavy, Heavy, Light
-Heavy, Light, Heavy
-Heavy, Heavy, Heavy
New Move: Parry Counter
-Guaruntees a Light (Acts as the second chain hit)
New Feat: Harrier
-Throws, Bashes, and Sweeps deal damage.
Nobushi Buffs
-Hidden Stance Startup timing decrease
-Cancel Recovery Hidden Stance timing decrease
-Hidden Stance no longer drains stamina
-Stamina regens while in Hidden Stance
-Dash Lights are now Undodgeable
-Gain ability to soft-feint Zone into Viper's Retreat after first hit
1 New Chain
-Heavy, Light, Light
Lawbringer Buffs
-Gain Hyperarmor on Heavies
-Heavy Finishers are now Unblockable
-Light Finishers are now Stunning
-Top Heavy Finishers now have Stunning Light Follow-Up
-Guaruntee Shove on Throw (Pressing GB after Throw)
-Gain ability to hold Charge on Dodge Shove to mess with opponents [Charged Shove guaruntees a Side Heavy]
-Long Arm can now act as Chain Finisher
-Gain Hyperarmor on Long Arm (After 300ms [or 400, I can't tell])
-Make Way can be Followed-up by Shove
5 New Chains
-Light, Light, Light
-Light, Light, Heavy
-Heavy, Light, Light
-Heavy, Heavy, Light
-Heavy, Heavy, Heavy
New Move: Up & Over (Pressing GB after a Parry will perform a guarunteed Long Arm)
-Has Hyperarmor
Raider Buffs
-Gain Hyperarmor on Raider's Fury
-Raider's Fury can come from any Side
-Gain ability to soft-feint Dodge Guardbreaks, Guardbreak, and Dodge Lights from Heavies and Raider's Fury
-Increase Stamina (I don't know numbers)
-Guaruntee Stunning Tap on Throw
-Rushing Guardbreak applies Side Dodges
New Chain
-Light, Heavy, Light
New Move: Stunning Riposte (Pressing Light after a Parry will perform a guarunteed Stunning Tap)
-Stuns
Warlord Buffs (and One Nerf)
-Guaruntee Board and Blade on Block
-Guaruntee a (Board and Blade) Heavy on Parry Counter
-Full Block no longer drains Stamina
-Stamina regens in Full Block
-Headbutts Stun
-Board and Blade, Parry Counter Heavy, and Headbutt Combo act as Chain Starters
~Increase Recovery Time on Missed Headbutt
2 New Chains and 1 Reworked Chain
-Light, Light, Heavy
-Heavy, Heavy
~Heavy, Light, Heavy
New Move: Shield Jab (Press GB after any Basic Attack or Parry Counter to perform a Shield Jab)
-Guaruntees a Poke Light
-Guarunteed ONLY on Parry Counter
-Unblockable
-Stunning
New Move: Jarl's Might (Press S + GB to perform a Grab attack in which you can toss the enemy in any direction and deal high damage)
-Unblockable
-Grab Move
-Has Hyperarmor
-Startup Stuns, and the move is cancellable
New Feat: Concussion
-Shield Jabs and Headbutts deal damage
Peacekeeper Buffs
-Dancing Thrust and Sidestep Strike act as Chain Starters
-If the enemy is not locked on to you, Dancing Thrust deals 10 more damage (Ambush)
-Deep Gouge can now continue Chains (not including Heavy Chain Finishers)
-Heavy Chain Starters are 100ms faster
New State: Assassin's Perish
-When Bleeding, the opponent enters Assassin's Perish. Bleeding Attacks deal more bleed.
New Move: Stalk and Finish (S+GB)
(This move acts similar to Shaman's Predator's Hunger and Mercy)
-Performing this move will allow Peacekeeper to perform an Unblockable Kick Cutscene (similar to Shaman or Highlander) that is slow, but reeps devastating rewards
-If hit, Dancing Trust is guarunteed.
-You can counter it by pressing GB at the right time. The Peacekeeper will be Knocked Down.
-This move has Hyperarmor
-This move is guaranteed on Throw into Wall (Press GB after a Throw to follow up)
-If hit while in Assassin's Perish, the move instantly kills the opponent.
Orochi Buff
New Move: Tozen's Fury (Pressing FWD Dodge + GB activates a 500ms kick)
-Acts as Chain Starter
-Guaruntees Second Light
-Can be soft-feinted out of Heavy Chain Starters with GB
-Pressing Dodge after will perform a Back Dodge
Conqueror Nerf
-Increase Recovery Time on Missed Shield Bash
-Increase Stamina Cost on Missed Shield Bash
Shugoki Rework (Credits to DFQN1 for the Ideas, I'm merely reposting some and/or changing some)
-Any Successful hit guaruntees a Headbutt
-Headbutt can now ledge
-Chain Finisher Heavies can now be Unblockable
-Chain Starter Headbutts can be followed up with Light or Heavy (Think like Peacekeeper)
-Charged Heavies can be soft-feinted into Guardbreak or Light
-Charged Heavies can now be Held for more Stamina
-Held Heavies cannot be soft feinted
-Demon's Embrace now can be held for more Stamina
-Hyperarmor regenerates after 7 seconds and is not affected by getting hit or blocking
-Hyperarmor now gives 25% damage reduction (so the "Break" hit deals less damage)
-Hyperarmor regenerates after Successful Demon's Embrace
-Double Lights do not interrupt Hyperarmor (still removes it though)
2 New Chains
-Heavy, Light
-Light, Light
New State: Oni's Revenge
-Is activated by removing Hyperarmor (lasts for 7 sec)
-Gains slight speed and stamina buff
-Guardbreak is replaced with Demon's Embrace and does not lose HP on miss (although still slow AF and Recovery Time is still high, but you can still Counter Guardbreak)
-Basic Lights and Heavies (with Headbutt Follow-up) can be Infinitely Chained
-Cannot Charge Heavies while in Oni's Revenge
-Headbutts deal 5 damage
-Is activated along with Revenge (and lasts as long as Revenge)
Gains New Move: Belly Bash (FWD Dodge + GB) [Only in Oni's Revenge]
-Drains a lot of opponent's Stamina
-Guaruntees Light only on Wall Hit
Gains New Move: Devil's Whisper (Side Dodge + GB) [Only in Oni's Revenge]
-Drains a lot of opponent's Stamina
-Is a Grab move which can be followed up by Throw in any direction
-Guaruntees Light only on Wall Hit
Gains New Move: Yokai's Trance (GB) [Only in Oni's Revenge]
-Pressing GB after a Headbutt guaruntees a Grab move that deals 10 damage on impact. (Shugoki charges at the opponent and slams them on the ground.)
-Can be followed up with 2 Head Smashes which each deal 10 damage and high stamina damage, and then can be Thrown in any direction, or can do final Head Pound for maximum Stamina damage.
-Head Pound refills half of your Stamina (the final Head Smash)
-Using this move immediatly ends Oni's Revenge, even if Follow-ups are not successful
Warden Buffs (Probably redundant and most are taken from "leaked" ideas and footage)
-All Side Heavies are 100ms faster
-Top Heavy Finisher is now Unblockable but 100ms slower
-All Top Heavies can be soft feinted into Zone
-All Side Heavies and Top Heavy Finishers can be soft feinted into Guardbreak
-All Heavies can be soft feinted into Dodge
-Shoulder Bash Startup can be cancelled into Dodge)
New Move: Blade Rush (FWD Dodge + Light)
-Undodgeable
New Move: Striking Point (Side Dodge + Heavy)
New Move: Spinning Advance (Back Dodge + Zone)
Kensei Buff
-Rushing Guardbreak applies to Side Dodges
Glad Nerf
-Zone First Strike cannot be Cancelled
Shinobi Changes
-Smoke appears on Back Double Dodges (Bugfix)
-Countered Grab does not Knock Down, but becomes a Reverse Grab (The opponent pulls you in and can Throw or Attack you)
-Missed Kick into Backflip transition time increased (Allows for Guardbreak punish)
-New Animations for Double Dodge Light & Double Dodge Heavy (Please)
-Grab and Ranged Heavy can now be Followed-up after Front Roll Kick (but neither are Guarunteed)
-Ranged Heavies are Blocked but Chain can still continue
-If Zone First Strike is Successful, the Second Strike cannot be Parried (but still Blocked)
2 New Chains
-Ranged Heavy, Ranged Grab
-Light, Heavy
Aramusha Buffs
-Chain Finishers are now Unblockable
-Chain Finishers gain Uninterruptible Stance
-Deadly Feint applies to Zone Second Strike
-Blade Blockade lasts 100ms longer
-Fury Unleashed is guarunteed
-Fury Unleashed acts as a Chain Starter
-Ring the Bell Unbalances
-Rushing Wind (Alternate) gains Uninterruptible Stance
New Move: Gust Strike (Parry + Light)
-Has Uninterruptible Stance
-Acts as Chain Starter
Shaman Nerf
-Wildcat's Rage is now FWD or Back Dodge + Light OR Wildcat's Rage attack indicator appears much sooner
-Zone Dagger Cancel comes from the Top
Revenge Changes
-Completely immune to all CC (Constant Hyperarmor)
-Passive Slippery Effect (Unguardbreakable)
-Boost in Speed
-Fix Auto-Parry so it actually works
-Revenge takes Highest Priority (Pressing R immediatly activates Revenge, no matter the circumstances)
-Fix Revenge so if two people aren't attacking you , you cannot get Revenge
Dominion Change
-The longer you fight in your Contested Zone in a 1v(1<X) Fight, you can gain small Buffs (like Damage, Defense, Stamina, Speed, Health, or Shields)
-If you are fighting in a group of Minions, you can no longer accidently Guardbreak or otherwise screw up a Lock-On attack on of them (Bugfix)
NOTES:
This is what I feel would make many Heroes better and balanced in my opinion. I do not care if you do not agree.
Please, however, feel free to post asking for Explanations of unclear ideas, my Thoughts on certain ideas, or other Ideas that you feel like would fit or be better
Yes, I also spelled Guarantee incorrectly, but I'm too lazy to go back and fix them. I also use Uninterruptible Stance and Hyperarmor interchangeably. I also don't feel like Bolding things either, so pay attention.
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