Originally Posted by
MCBooma16
Go to original post
Dodging out of shield tackle again would be fine I suppose, but I think the devs designed that move to specifically be a large back-dodge/counter attack. I think the damage we get out it is rather lackluster since it mever tends to land, and sometimes a player's recovery beats the bash, which goes to show how slow the shield tackle still is.
Shield tackle blocking forward direction: I suppose that's a pretty good idea, since it's so slow, perhaps that would be good to have.
Knocking someone down with shield tackle when they're OOS: That would add some utility to 4v4s, but wouldn't be all that useful in 1's since it's slow, and the feint isn't all too convincing. Going into all guard, then immediately exiting the stance and inputting a forward dodge might trick a few people into thinking it's a bash, but it isn't all that useful against experienced players.
Heavy finishers getting undodgeable properties: BP has this because of his 2 chain combos. That's what makes him rather fierce with his/her limited combos. The thing with Valk though is that if people try to dodge the light finisher or try and predict a sweep, the heavy finisher typically always hits them anyway... Trying to dodge a heavy on light attack timing is already a bad idea, and I think undodgeable heavy finishers would give her an annoying 33-33-33 attribute that nobody really wants to see in a character with 400ms lights. Not sure about this idea since her heavy finishers already work for when an opponent tries to dodge a light finisher.
Light attacks 33ms faster except for mid top light: I think her lights are fine honestly. I wouldn't change them.
Variable input on sweep and less recovery: I suppose variable input would work, but then we'd reach a level of annoyance similar to Conq. She would be a menace in 4's and I think it would allow Valk to push a level of uncertainty in her opponents that wouldn't be taken too nicely. We're basically talking about an enhanced delayed sweep, but with larger input windows.
Shaolin has a similar level of recovery after a missed sweep. I noticed that the heros that have moves that get opponents on the ground have large recoveries, because this allows team members to get monstrous damage in on the downed opponent. In duals, though, even OOS opponents can get GBs off. Having large recovery is either balanced for the large damage the sweep gives or is too much since an OOS opponent can get a GB. Pick one.
Shield bash getting a larger input window: I think the shield bash lands a fairly decent amount. I wouldn't say it's useless, because it isn't. People who make good reads then have to worry about Valk's followup light or heavy. Those that go for the light parry and Valk throws a heavy, Valk can now continue her chain and freak the opponent out since they failed the followup read. Adding another level of uncertainty would be Conq-level annoyance. Not something I think Valk needs with all the chains she has. You'd have to slow down her heavies to get a larger bash window.
Dodge attack 100ms into dodge: Again, every chain possible, and this might allow her to control the pace if things are faster. She'd be an even better counter attacker with shield tackle buffs And a better side dodge.
Sweep with back-GB mid combo: That's kind of broken. She would be annoying if players had to worry about a fast light followup or a sweep for mid combo. If I'm seeing this correctly, Valk can theoretically get one light attack off then immediately go to the sweep... The sweep right now acts as a finisher. Mid combo would mean the second attack out of three, so that would be annoying I think.
Sweep nerf: If the aforementioned idea were a thing, for sure.
Heavy damage increase: Only a tad. She doesn't need anything more than 25 off a GB, and nothing less than 35 for a finisher.