Originally Posted by
darksavior1977
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What I would have liked to have seen:
A reduction from a 3 hit chain to a 2 hit chain like Jiang Jung and Vortiger have gone with. 3 hit chains often load the last hit with the unblockable and it is easy to avoid/counter. True combinations can be long, however chains are much more risky that way and only work on opponents who are not paying attention or of lower skill than average.
HyperArmor on opening hits, unblockable on finishers; this is much more effective. Openers are best to trade with for timing.
Parry counters: Should be guaranteed, as the risk involved stems from the parry, and built in punishes either must do as much damage as default parry punish options, or offer some utility other than damage if they do not. Getting to the long arm off side parries would have been a cool option. Maybe a bash with the flat of the poleaxe off top parries that causes blind and some stun would be a cool option off the top parry counter. If his kit is effective otherwise he can follow these parry counters with offense, allowing these bashes and long arms to create openings for him.
The ability to soft feint heavy attacks into the impaling charge, with a reduced stamina cost than the unlocked charge attack. I get why unlock charges cost so much stamina, but off a soft feint that penalty wouldn't make sense.
All heavy attacks sped up; I get that thematically LB swinging that axe kinda slow might fit, but no character's "flavor" should justify being an ineffective fighter. Speed up the heavies to make them actually have a chance in hell of hitting someone without guaranteeing they'll be dodged or parried please.
Make his shove faster and give it some mix up potential. As it stands the mix ups are limited, and the shove from neutral or after a heavy initiates too slowly.
Are you just copying and pasting the same thing on different threads? Lol
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