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  1. #11
    Originally Posted by Ubiflowessence Go to original post
    The fight team is looking at Shugoki. Is there anything you think they should look at in particular?
    Everything.


    Jokes aside, I made this theoretical rework with my superior intellect in another post, and it would be neato burrito if the fight team took a look at it.

    Shugoki-
    -Can combo heavies and lights in any order, similar to valkyrie.
    --Comboed heavies can now be charged.
    --Combo finisher heavy is unblockable and quicker than charged heavy.
    --Combo finisher light stuns enemy.
    --Charged heavy no longer gives a free guardbreak to a downed opponent standing up.
    --Any heavy can now be soft feinted into demon's embrace with more variable timing.
    -- Headbutt can be used after any comboed heavy or light, but is only guaranteed with a landed light attack, or a blocked heavy attack.
    ---Headbutt can now ledge, down OOS opponents, and wallsplat.
    ----Headbutt can now be comboed after a whiffed attack, but is not guaranteed in such case.

    -Demons embrace slightly sped up and given better tracking, while removing 1 hit capabilities.
    --Demons embrace now does healing/damage proportional to the amount of health shugoki has left. At full health, demons embrace will deal 50 damage and heal for nothing. For every 25 health Shugoki is missing, decrease demons embrace damage by 8 and increase health gained by 10. (A shugoki in critical health would deal 10 damage, and heal 50 health on demons embrace.)

    --Health lost on missed demons embrace now 70% of damage it would have healed, reflecting Shugoki's present strength.
    --Removed large recovery time on demon's embrace.

    -Removed received damage bonus when hyper armor is lost.



    I had something for every character in this post.
    https://forums.ubi.com/showthread.ph...ross-the-board
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  2. #12
    Originally Posted by Ubiflowessence Go to original post
    The fight team is looking at Shugoki. Is there anything you think they should look at in particular?
    He's too predictable because his kit is so limited. Give him some more mix ups. LLH, LHL, LHH(UB Fin) will allow him to at least throw a series of attacks where his opponent doesn't already know what's coming next. Also, his movement speed when OOS is ridiculously slow and his sprinting speed could use a slight buff too. Dominion games are almost over by the time I reach the first zone...
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  3. #13
    The biggest one I can think of is the 25% extra damage when you lose your 1 hyper armor. This has to be his biggest flaw. Out of any character in the game. This guy does not deserve this.

    - It can be removed by just Guard Breaking him. He can counter it and it still gets removed. Meaning every opener against shugoki can be a GB and he cant do anything to punish people for it. He just gets punished. [Also if anyone lands a successful GB any garenteed follow ups get a 25% dmg boost.]

    -If he attacks an enemy after his hyper armor is lost it adds to his recovery time. (You cant attack so you have to turtle to get it back)

    -If he gets attacked while he doesn't have hyper armor it resets the hyper armor recovery time. Seriously in a 1v2 this is a death sentence.

    -If he is exhausted his hyper armor takes longer to recover. In addition to the point above this makes his hyper armor seem useless vs any opponent that knows how to abuse it.



    His attack speed.

    -I get it ubi hes a big boi but can he please have faster heavy attacks. His attacks are already so easy to telegraph that most people can parry his attacks even directly after a headbutt.

    -His charged heavy is one of the worst heavy attacks in the game in my opinion. It has a short range. Its easy to be parried. And its so slow most people can trade 2 lights before it even gets close to hitting them. Not to mentioned if his charged heavy is parried it compleatly drains his stamina. If someone parries the charged heavy it gives them a large amount of revenge. You can only cancel the attack during the first 200-300ms of the start of the attack. There are alot of negatives to this move. It does do a metric ton of damage when it connects. But thats the thing. Even when the move connects in that short range if you dont hit them square on you end up doing a fraction of the damage you could have done. If you hit an ally first then hit an enemy in the same swing this seems to also happen.

    -For having alot of slow attacks he doesn't have any uninterruptible. You think as soon as you started to swing that massive charged attack you would be uninterruptible. But two tiny light attacks can stop that thing mid swing.



    His speed when exausted


    -Might as well make him immobile with the speed he goes while exhausted.



    His Guard Break range

    -Its really really bad. You almost have to be point blank to actually use it. [This would actually be justifiable if the rest of his kit was improved.]



    His dodge range

    -Sweet jeebus this one is so bad you can dodge and still get hit by attacks that have decent tracking on them. [Aka shield bashes]



    Demons Embrace

    -Its terrible. Its tracking is so bad another shugoki can walk to the side to avoid it. Meaning its one of the only moves that you dont even need to dodge or parry. Its just that bad.
    -Its range is so short there is very little chance of it connecting to anyone.
    -It cant catch people that you are not locked onto. So if you miss and run RIGHT INTO someone else the game still wont register it.
    -If you hit S+GB fast enough you just do a step back and guard break. Instead of doing DE. This happens alot more than I feel it should.
    -Its not a fun move to do. Its just a "Here goes nothing" move that will either get you a kill or kill you.
    -If you miss with DE most enemies can land 2 or more attacks. On top of the damage you inflict on your self. And the 25% extra you take when your hyper armor is down. This move just flat out kills the shugoki if he misses. While only having a small chance to kill your opponent in return.


    Options after GB

    -If you do light headbutt the light only deals 4 dmg. [hahahahaha what? Its his one decent combo.]
    -If someone hits the guy you guard broke and you do a heavy it does nothing. Im actually pretty sure it doesn't even do damage.


    The options after feinting

    -You can light headbutt.
    -You can try to do a heavy. (Your moves are so easy to telegraph good luck)
    -You can try a guard break. (You range is so bad good luck)


    The abilities

    -For me at least he relies way to hard on them. Getting the first two levels really feels like im just finishing what I should have started the round with. Getting the extra range on knock back attacks and the passive perk Rock Steady are always my go too. It seems like you really need them for this guy. Due to your lack of speed you can easily be abused by faster characters like assassins. If you do get a GB you need that extra knock back for wall splats and ledging. And if you do get abused by a faster character than you that is abusing your speed. You need that Rock steady to avoid getting knocked down after a failed heavy attack or charge.

    -Long bow. Without this I would get alot less kills.

    -Arrow storm. Its okay but it could use a cool down reduction. It doesnt get you kills on a half decent player or bot. It is just used to clear npcs. Compared to catapult this level 4 skill could be alot better.


    Oni Charge

    - This move needs some better tracking. I can hit someone dead on and the game just seems to push them to one side or the other. Not actually connecting.




    His kit just seems like it has a hard counter to everything he does. And he cant really do anything to recover or mitigate that stuff. He has no way to punish people without getting mega punished. His kit forces you to turtle super hard. He has no opener and requires to not be hit to be effective. Forcing most shugoki players to just parry into light headbutt. He has no way to regain his lost hyper armor. Always forcing him to play defensively while not having a super great kit to support him playing defensively.



    What I would improve...

    -He needs more options. He needs an opener badly. Some combos that are not just light headbutt would be nice. I really like the heavy after GB. I wish you could do more after that move. Like charge into sumo slam or something. He needs to either keep the hyper armor or lose it entirely while keeping his current hp. Its just a bad mechanic that needs to go.

    -His attacks need to be faster and also have the ability to feint better. It would also be great if he permanently gained the passive Rock Steady. Showing how hard it is to knock him down right off the bat. Plus there are so many moves that go right through Rock Steady right now I really dont feel like it would be to OP to just have him have it.

    -He needs better tracking on alot of his moves. Heavy attacks, Guard breaks, Oni Charge, and Demons Embrace all need to be looked at.

    -He needs an identity that doesn't purely revolve around turtling. Give him bonuses for being offensive. Or at least dont penalize him for being defensive as a heavy hero.

    -He needs better options after parry.


    Truth be told its hard to throw out a list of improvements cause I can just point to the massive list of issues and just say fix that I guess? Or gut him and start over. Im not really sure what would be the best option at this point.
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  4. #14
    I would also like to add the fact that you can guardbreak Shugoki on his start up heavy attacks.

    Try it on training mode. As soon as you see that red indicator pop up, guard break. The animation gives it away big time.
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  5. #15
    Originally Posted by TSCDescon Go to original post
    I would also like to add the fact that you can guardbreak Shugoki on his start up heavy attacks.

    Try it on training mode. As soon as you see that red indicator pop up, guard break. The animation gives it away big time.
    Every single attack in the game sanse gladiator's zone can be GBed mid attack. The gb vulnerability window is different depending on the speed of attack. (there are a few exceptions.)
    In general everything below 700ms has a 100ms window of vulnerability. 800ms to 1000ms has 400ms vulnerability. 1100ms to 1300ms has 600ms vulnerability. and 1400ms and above has 800ms of vulnerability.

    Goki's top and side heavy openers are 1100ms uncharged. So they have 600ms of vulnerability which basically means you can throw a raw heavy at goki and if you see any red indicator you can feint and GB him on reaction. Where as heros like aramusha, gladiator, and centurion all have fast heavies at around 600ms. So you can't feint into GB on their parry attempt on reaction.
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  6. #16
    I know some heroes with fast heavy attacks cannot be guard break on startup. But I’m specifically talking about Shugoki. I main him, well used to before I stopped playing the game.
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  7. #17
    Originally Posted by EvoXTalhante Go to original post
    The Big Man needs a serious overhaul, he's probably the worst duelist in the game. Only thing keeping him afloat is his okay-ish state in Dominion.

    If not for anything else, I want to see how happy GayForShugoki will be.
    1. I don’t think they should work him around duels. He’s a disrupter, which means his strength should be in 2v2 and 4v4 modes. Granted, he should not be useless in any 1v1 he finds himself in.

    2. I’d be very, very happy if he just got a little something. I love the thickness.

    3. I think that Shugoki is fine in the base and changing half of his kit will ruin his image, but his tools are far too easy to read, much like Nobushi. As I said in a post ages back, all his attacks should be unblockable. I don’t mean in the sense of red attack, I mean they will simply hit and stagger through a guard. It’s a large bat, there’s no way a dagger is blocking that. Parry? Sure. Block? No.

    Originally Posted by Knight_Raime Go to original post
    Overkill. No one should have passive armor. It allows for really stupid things to happen. The only place goki needs armor is his charge heavies. Which i'm fine with.
    I mean, Berserker pretty much can chain Hyper Armour constantly, never being flinched or staggered. However, my stance on assassins having any kind of Hyper Armour is well-known by now…

    I do agree on his charged heavy being uninterruptable. I’m not sure, though.

    Originally Posted by Ubiflowessence Go to original post
    The fight team is looking at Shugoki. Is there anything you think they should look at in particular?
    Fix the tracking on his hug. That’s about all that should be done at this point. Shaman’s leap is arguably better than Shug’s hug and she can recast it a second time and only loses about 40 hp for missing the pounce. Shugo can lose upwards of 90.
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  8. #18
    Originally Posted by Ubiflowessence Go to original post
    The fight team is looking at Shugoki. Is there anything you think they should look at in particular?
    If you read my first post, before even reworking the Shug he needs to be fixed. His HA fails when it should not and his heavies can randomly do pitiful damage.
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  9. #19
    GayForShugoki has a great point. The Berserker is already one light attack away from having constant HA. It might actually work to give Shugoki the same.
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  10. #20
    We just discussed all this under "how about that shugoki and raider rework. oh wait lets buff warden. kek."
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