1. #11
    Originally Posted by IAmOddGirl Go to original post
    She is really powerful right now on console though. I use her alot in 4v4s and 1v1s when I'm not playing Lawbringer or Raider. Don't do it unless it's closer to a deflect time and it's more viable. Certain heroes are more difficult to do that too, but then you just have to play a little different.
    I wonder why this guy got banned
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  2. #12
    Maybe he added something to her pk that made her indeed powerful (because she is not).
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  3. #13
    Originally Posted by Sweaty_Sock Go to original post
    I've been playing her a fair bit & she is stronger than given credit for (no S tier though)

    The two things i'd like are

    1) Option to charge the dagger cancel for more damage/different timing, maybe even allow a feint (given the stammina this would all burn through don't see why not) . If you soft feint a top heavy you are parried on the same timings (now for a light parry :S )
    2) Undodgable side attacks - this is two part
    a) They have a tiny reach & have been missing for mne on correct timings, also if two characters dodge attack (PK and somone else) at the same time PK often loses as they slip her baby t-rex arms
    b) the didstance closing property of the undodgable would give another engage option other than the suicidal top leap
    I can agree with all of this, its about time PK got some love. Shes who I've wanted to put more time into for so long, yet has always been too painful to play.
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  4. #14
    Vakris_One's Avatar Senior Member
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    Originally Posted by AlphawolfyUP Go to original post
    I can agree with all of this, its about time PK got some love. Shes who I've wanted to put more time into for so long, yet has always been too painful to play.
    Both of those suggestions wouldn't do a thing to improve PK's viability though.

    1) A chargeable dagger cancel is pointless without it a) being made unblockable so that it forces a reaction and b) having hyper armour to protect the fully charged version from being stuffed on reaction by a light attack. But even with those two things addressed the fundamental problem will still exist, which is that the dagger cancel only ever comes out from the same direction.

    A more viable suggestion would be to allow PK to use her dagger cancel in any direction like Shaman can. This way PK would have a decently viable mixup for her dagger cancels without being easily predictable or having to deal with being stuffed out of charging an attack which leaves her incredibly vulnerable for no good reason.

    2) This suggestion again misses the real core problem, which is that the tracking and speed of PK's dash attacks are really bad. Giving them an undodgeable property is like putting a new coat of paint on top of rotting wood. The foundation is still going to be in a horrible state.

    A better suggestion would be to increase the speed and tracking of her dash attacks so that they are on par with other assassins. Then she would have no problems in catching her opponents when the opportunity presents itself.
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