All stuff I've noticed in the past 2 days playing very frequently. Obviously I am speaking subjectively, as I am just one person and I don't have all the DATA.



Bugs: (Almost definitely uninteded flaws)

Couldn't execute as Raider even while locked on for a whole match of dominion.

Couldn't descend ladders a lot of the time for 2 separate matches of dominion. (Character floats backwards in the climbing down animation)

Lawbringer's lifting emote has a low "beep" at the start of it's sound clip.

An orochi continued a light-light chain even after his first light was parried. (The orochi was surrounded by his team's minions if that may have caused this)



"It's not a bug, it's a feature!"s: (Might be intended but I think are unintuitive, unfair or inconsistant)

Shinobi can successfully plunge attack heroes midway up a ladder, while other heroes would fall to their deaths if they attempted.

When you are revived there is a brief window between you getting up and being able to move where you are vulnerable to attacks, particularly instant-kill plunge attacks.(If this is a feature, it is definitely not necessary after the revive nerf!)



Things I wish would be changed: (Things I think suck but are definitely indended)

When you backfill a game with feats enabled you start with 0 renown and 0 feats. Since feats give such a huge advantage this is a HUGE disadvantage to the (usually losing from ragequitters) backfilled team.

Assassins gain so, so much more revenge than other heroes, so much so that in gamemodes with revenge enabled, they can easily and consistently abuse revenge in 1v1s.

There is too much of a disparity between dodge recoveries and gaurdbreak ranges of different heroes, making punishing dodges far too easy for some heroes (I'm looking at you, Nobushi) or far too difficult (Lawbringer). This sort of mechanic should be more constant for all heroes as it feels more like the game's mechanics favour one hero over the other, rather than it reflecting the strengths of individual heroes. (After all, Nobushi and Lawbringer are both long-range hybrids!)

Attacks where the hero is fully mid-air and can still feint their attacks are just plain stupid, as realistically that would be physically impossible. The most jarring two I can think of are Shaman's headbut/bite and Aramusha's dash heavy, which can both be easily feinted while the hero is fully airborne. (And apparently committed to the attack,as logic suggests.) No matter your game knowledge, if you see someone jumping through the air, logic dictates they should follow their trajectory. These attacks are unintuitive, which is the last thing you want in your game. They are inconsistent too, as other jumping attacks such as beserker's and kensei's dash heavies are unfeintable, so they go against the established logic of other character's limitations.

A lot of shoves (like centurion's kick/punch) are uncounterable in outnumbered fights even if you have revenge, and even still knock you over.

Orochi and Shinobi's Kiai Smite feat is way too strong for it's unlocked level and cooldown time. I've seen Orochi's easily 100 to 0 heroes after stunning them and having it ready by the time another opponent comes round, and there is no counter to it whatsoever, to avoid it or to recover from it.

Shinobi's recovery times after a dodge, where he should be vulnerable to gaurdbreaks, is too small and even if their opponent succesfully baits a dodge for a free gb, the shinobi will more often than not recover with time to spare and thus has little consequence of constantly abusing his dodge.