So heres my breakdown as my second test of breach and the new heroes:
1. The nerfs were needed, and did well to add a bit of survivability to things. So, good for that.
2. The heroes feel CLUNKY. They dont fight smoothly. I trained in kung fu for a while, in tiger, crane and dragon form. It is a very technical art. Things literally flow and disruption is the key to overcoming an opponent in some instances, but especially when it comes to weapons. Everything is learned in a series of patterns, those patterns shift into other patterns. If you stop one pattern, an expert moves directly into another... but if he doesn't do it, or isnt fast enough; he will lose the duel. Even as you fight, you learn to let your movements flow with blocks and around blocks to keep your energy moving. Its exhausting.
I dont get that feeling with these heroes.
For instance, the Shaolin... a bo staff user. He feels fast in his movements to get around outside of a fight... yet when he is striking, he feels like every movement of that staff is being thought about WAY too much. The strikes are quite literally point to point. For light pokes and jabs this works, but... as an example... throw some heavies, and then land the execution, and the executions are deliberate, fluid, and fun to watch; but the fight and strikes he is throwing out... they aren't fun to watch, nor fluid and deliberate. They feel almost sloppy.
When i am playing him, it feels like qi stance is a pause in my momentum to get very little out of it for the stamina drain; and the staff is NOT being utilized properly. The fight coordinators dont seem to have understood that the staff is "an extension of the warrior" not a weapon he is holding as a weapon, HE is the weapon. Each of these warriors should be demonstrating this mentality.
That staff should be rotating, moving, shooting out, and being used to create MORE momentum, mobility and MORE lethality. Not just deliberate, and slow pinpoint strikes as we see at the moment.
And this problem persists througout the feel of the other heroes for the exception of the Jiang Jun. Where as the problem with this hero is not flow, but the fact that his move set is very bland, and looks identical in animations even when pulling of different combinations.
Also, the Jiang plays more like a vanguard, and not like a heavy.
As far as the Tianji… I gotta ask... why do you guys hate shields? lol
I mean honestly, Tinaji should have a shield. Shields are an essential part of warfare. If you weren't using two swords, you were VERY likely to have a shield. Or at least a buckler of some type to deflect with. There could have been a shielded stance and non shielded stance to this hero. Hes not using two flat swords, hes using what is basically a Chinese broadsword. Yes, there are many techniques to fighting with a sword without a shield, but Chinese warriors had shields, and Wu trained with them often.
The Nuxia is fun. I like her, but I feel like she is a bland version of the Shinobi, and as such will be passed over by nearly all players for the PK or the Shinobi. She needs some work done to her ability to, again, move more fluidly through her move sets and trapping.
I guess what the theme of this message is, is fluidity. The Knights, the Vikings, The Samurai; they all feel very unique in HOW they approach combat... with the Wu warriors it feels like they were developed by a group of people who had different opinions on what fluid and focused movements meant; and as such they have no real identity as warriors. They feel "sloppy" in their delivery.
Wu should be embracing that Kung Fu style of fluidity and power through motion and extreme focus instead of brute strength like the Vikings and Knights, and instead of deliberate, graceful, yet purposeful attack and defense like the Samurai.
3. Lastlly, the voices for the Chinese heroes... feel slightly anime-ish. Almost a little racist. Especially for the Shaolin. It would have been better if you guys stuck to native tongue for each race of warrior.
I like these heroes overall... I don't really like how they are depicted in their fighting style yet. I feel you will be doing A LOT of animation and mixup and fluidity reworks over the next 18 months after release, to make them viable at a high level of play; and to make them actually feel distinct in WHAT they fight like. Right now, they feel very "clunky", is the only way to put it. They need A LOT of polish still.