Introduction
Many believe that Peacekeeper needs a damage buff to her heavy attacks to make her more viable. However, I would consider improving her mix-ups first so she can stack more bleeds (since the bleed mechanic is her playstyle) and allow her to score more hits and, therefore, improve her damage rate which is relatively low.
The following is my take on how to improve the Peacekeeper:
1) Chain Attacks
1a) Infinite Chain:
Consider giving PK an infinite chain where both light and heavy attacks can be used at the player's discretion. This is to allow full flexibility with her mix-ups, and Dagger Cancel and Deep Gouge options. This would help her stack bleed more and, thus, improve her damage rate.
1b) Dagger Cancels Counting as Lights in Chains:
Let PK's Dagger Cancel count as a light attack in the attack chain so it can be followed by a standard light or heavy attack.
1c) Deep Gouge Counting at Lights in Chains:
Let PK's Deep Gouge count as a light attack a chain attack so it can be followed by a standard light or heavy attack.
2) Chain Starters
More of PKs attacks should initiate chains. I suggest the following:
- Dagger Cancel
- Dashing Trust
- Sidestep Strike
- Zone Attack
- Deflects
This would allow for better combat flow, more DC and DG options, and help reduce PK's need to turtle.
3) Unblockable Attacks
PK should be given a bash that guarantees a light attack or can be followed by a Dagger Cancel or Deep Gouge. This could be a dodge attack, like a kick of some sort, with forward and side variations. In this case, the input would be:
forward dodge + guardbreak button OR
side dodge +guardbreak button
The move's range could be the same as her dodge heavies but the speed could be 500-600ms. The move could also be cancelled by a dodge or dodge attack.
Every character should have an unblockable attack of some form or an equally effective opener which currently doesn't exist. When facing turtles, the Orochi and PK are forced to change their playstyle dramatically and typically adopt a turtle style themselves since every attack can be defended against at higher levels. The flow of combat is slowed down and starring contests can take place which, for many players, is frustrating and boring.
4) Reduce Stamina Cost on Zone Attack
Reduce PK's stamina cost of her zone attack to allow her to maintain pressure.
5) More Cancel Options
5a) Allow PK to cancel her Zone Attack with a Dodge or dodge attack.
5b) Allow PK to cancel Dashing Thrust with a Dodge or dodge attack.
5c) Allow PK to cancel Sidestep Strike with a Dodge or dodge attack.
5d) Let both Dashing Thrust and Sidestep Strike be feintable.
5e) Allow PK to cancel Stab with a Dodge or dodge attack. This would be very useful in team battles where PK is often vulnerable when using Stab.
5f) If she can't do so already, allow PK to switch locked-on targets while using Stab so she can plan her cancel options better when facing multiple opponents.
UPDATE:
5g) Allow PK to cancel her dodge heavies with a GuardBreak.
5h) As suggested in the comments below, allow PK to cancel her dodge heavies with a Dagger Cancel.
6) Wall-Splat Punish Buff
6a) Speed Up Recovery From Guardbreak Throw(Kick)
PK's guardbreak throw/kick recovery is too slow to allow any form of wall-splat punish. Speeding the recovery up would solve the issue. An alternative solution would be to cancel the recovery with a dodge attack, heavy, or light attack.
6b) Speed Up Dashing Thrust:
Consider speeding up the Dashing Thrust by 100-200ms to so it is guaranteed when she wall-splats her opponents with a guardbreak throw(kick).
7) More Tools
7a) Dodge Light Attacks:
Give PK forward and side dodge light attacks which are the same speed as the quickest dodge lights in the game, only do bleed damage, and are chain starters. The forward dodge light can have the same range as her Dashing Thrust. This would be useful as a wall-splat punish from her guardbreak throw/kick.
7b) Heavy Deflect:
Give PK a heavy deflect that is unblockable/guaranteed, does 25 damage, and deals double bleed damage. Also, let it be a chain starter if possible, and give it the following cancel options:
i) Dagger Cancel
ii) Dodge
iii) Guardbreak
iv) Standard cancel
8) Landing More Executions
8a) Speed Up Heavies:
Speed up PKs initial heavy attacks by 100ms or 200ms to give her a guaranteed heavy attack from a guardbreak. This would make it easier for her to land executions. It may also improve her wall-splat punish in certain situations.
8b) Executions during Bleed:
Fix the bug or change the design where PK and other characters can't land an execution while bleed is active. This is more of a pain in team battles since executions help restore HP and add a timer penalty to the opponent who got executed.
8c) Executions from Deflects:
If PK is given a heavy deflect, allow her to get executions with it. The same could be said for the other assassins such as the Orochi. This would improve the reward for the risks deflects come with.
9) Remove Light Spam
Nerf PK's 400ms light attacks to 500ms. We want to fade out light spam and replace it with more reasonable openers and mix-ups as this rework tries to do.
However, PK's Dagger Cancel can stay at 400ms as that only comes from cancelling heavies and comes from the same direction. If this becomes an issue with the changes to PK's attack chain then it can be nerfed to 500ms as well.
WHAT DO YOU THINK?
• Would these changes for Peacekeeper make her overpowered(OP) in any way? If so, how?
• Would PK still be weak with these changes? If so, please explain.
• Is there anything you disagree with? If so, please explain
• Is there anything you would like to change? If so, why?
Thank you for reading and I look forward to your feedback. Remember guys, always maintain a constructive discussion and stay on topic.
I like these ideas, some of them are very similar to mines'. I think something like this what the pk should be, not the joke she is currently. She was never really well designed, she got some assassin techs, but even on my skill level (52% winrate, very underavarage among the regular forum commenters) she was just a very effective turtle. I have a few questions/addition:
- I think I don't fully understand the heavy deflect part. Is it similar to orochi's?
- Do you think that a dagger cancel option on the dodge attacks would be too much along with all these changes? That was my initial idea, but I think it's not needed with your suggestions.
- I think that the zone should deal 20 damage, be a heavy attack, and slowed to 500ms with these changes. Instead of decreasing it's cost, I think pk needs an overall stamina buff, she loses stamina far too quickly.
- I think that speeding up the heavy is not a really good idea with her softfeints options, fighting her would be very flickery that way. Instead, her gb should disable the opponent for a longer time (the problem is not with the speed of the heavies, but that the opponent recovers almost instantly if you let him go with your right hand to do a heavy).
- I wouldn't restrict dagger cancels in a row. If someone gets hit by it in a short time multiple times, that's really his/her fault. Even the slowest people raise their guard up after the second time.
- I would add some minor effect to bleed too.
Originally Posted by RolandVermund Go to original postI guess I didn't explain that one too well. Yes, her heavy deflect would be similar to the Orochi's where you dodge into the attack and press the heavy attack button. The move could either halt the opponent briefly, like the Orochi's does, or flow into chain. Again it would do 25 damage and double bleed damage.- I think I don't fully understand the heavy deflect part. Is it similar to orochi's?
A Dagger Cancel option for PK's dodge attacks would be okay in by book but PK already has the Deep Gouge option. I'll give it the green light anyway since it is one or the other in that situation and not both. The more mix-ups the better.- Do you think that a dagger cancel option on the dodge attacks would be too much along with all these changes? That was my initial idea, but I think it's not needed with your suggestions.
Interesting suggestion. I would go along with it but I would keep the stamina cost reduction I suggested and have the overall stamina buff for her and all heroes. The stamina issue affects all characters, not just PK.- I think that the zone should deal 20 damage, be a heavy attack, and slowed to 500ms with these changes. Instead of decreasing it's cost, I think pk needs an overall stamina buff, she loses stamina far too quickly.
That would be another way to address the heavy from guardbreak issue. If her heavies were too fast, yes, it would be flickery, however, a small speed buff to guarantee a heavy is all we're asking. Disabling the opponent longer could be an issue in team battles.- I think that speeding up the heavy is not a really good idea with her softfeints options, fighting her would be very flickery that way. Instead, her gb should disable the opponent for a longer time (the problem is not with the speed of the heavies, but that the opponent recovers almost instantly if you let him go with your right hand to do a heavy).
I think I misworded that. I meant PK shouldn't be able to string multiple Dagger Cancels without soft-feinting from a heavy first. That bit goes with out saying really so it was pointless of me saying it. Thanks for pointing that out. I'll edit it but it will make your some of your reply look out of place. Sorry about that.- I wouldn't restrict dagger cancels in a row. If someone gets hit by it in a short time multiple times, that's really his/her fault. Even the slowest people raise their guard up after the second time.
Could you elaborate on this one? Stamina bleed? Opponent getting stunned every 10 seconds while stacked bleeds continue? What minor effects?- I would add some minor effect to bleed too.
Thank you for reading and the acknowledgment. I appreciate it!Originally Posted by UbiInsulin Go to original post
- I think I still don't understand the heavy deflect fully. Is it 75 damage total, or did I misunderstand?
- The pk gb disables the opponent for a shorter time than other gbs, a warden side heavy with about the same speed always connects. Gb disabling for the pk works best with the stabs, basically anything is guaranteed for surrounding allies (they mostly choose the option of hitting the pk out from the stabs).
- I agree with your general stamina buff part. If they want aggressive gameplay, they must buff overall stamina usage (some characters dry themselves out with two feints).
- I had some ideas on bleed effect, she should get on of thesr: stamina recovery, stamina drain, increased block damage, blood in the eyes/bloodloss (partial blind), superior lights. Maybe health recovery, or increased damage, but since her bleed stacks, that might be too much. Maybe some special attack would be nice.
The heavy deflect wouldn't do 75 damage in total. I would cap it between 50-60 damage since part of the damage is delayed due to the bleed mechanic. I guess I didn't do the math too well. The gist of it is that the deflect would be an unblockable heavy attack that does extra bleed damage but the total damage would not be excessive but balanced. So in summary:Originally Posted by RolandVermund Go to original post
heavy attack damage + double bleed damage OR
heavy attack damage + (bleed damage x 1.5)
As far as landing heavies with GB, either a speed buff to PKs heavies or disabling the opponent longer would be fine. Whatever solution works out for the best. I personally prefer speeding up the heavy to allow for more wall-splat punish opportunities.
The brainstorms for the bleed effect are nearly endless. Perhaps the effect could be reserved for the new deflect to make it more unique.
10) Bleed Effects
When the Peacekeeper stacks certain a number of bleeds, it would be interesting if her opponent begins to suffer from ailments that could create openings for her. This is what Bleed Effects would be. The examples include the following:
i) Stack 4 bleeds = opponent suffers from the stun effect every 10 seconds.
ii) Stack 5 bleeds = opponent's stamina bleeds/drains at the same rate as standard bleed damage.
iii) Stack 6 bleeds = opponent will fall to the ground when thrown or parried.
Note: The effects will stack so one won't replace the other.
The number of bleeds stacked in the examples may not be perfect but they are used to communicate the concept. The numbers can be tweaked according to balance.
Now this is an interesting suggestion. Would allow her to capitalise on aggression. Might also help against turtles, as she would become more dangerous in the long run and allow big hits against bigger healthpools, All the while sporadic.Originally Posted by Soldier_of_Dawn Go to original post
11) Team Bleed Stacks and Bleed Effects
If it is not possible to so already, allow PK to stack her bleeds with other characters in team battles such as the Nobushi, Shaman, Valkyrie, or even another PK. On top of that, allow the Bleed Effect rule to apply. Bleeding stacking and Bleed Effects could also apply to bleed feats.
UPDATE:
Stacked bleeds could be tracked with icons just above the health bar as with other debuffs. This would be useful to both the players applying bleeds and the opponents inflicted with them.
11 - Why?
Stacking bleeds with teammates and combining that with Bleed Effects would make PK more effective in team battles as well as bring an interesting dynamic to them. The bleeding mechanic would become more viable as a result and may even become a new team strategy that groups would be keen to adopt. Something worth exploring.