Shinobi Is Far Too Weak and Punishable
Dear developers,
I am a Rep 23 Shinobi and rapidly losing interest in this game because of how weak, vulnerable, and punishable this hero is. The Shinobi is practically unplayable because this hero is overly susceptible to punishment compared to any other hero.
He already has the lowest health in the game and he doesn't do that much damage either, so why are many of his moves deliberately more punishable than many other hero movesets? There are so many other powerful heroes that can kill a Shinobi in just a few hits like the Hitokiri, Aramusa, Highlander, etc. and yet the Shinobi has few options to survive even in a 1v1 fight.
Here are my TOP FIVE problems that I absolutely HATE about the Shinobi's current state:
1. DOUBLE DODGE IS EASILY COUNTERED.
PROBLEM:: Evasion is critical for a Shinobi's survival because of his severely low health and tiny blocking window. So why is it that whenever Shinobi uses a double dodge during a fight, he can be Guard Broken? There is absolutely no reason for the Shinobi to have such a weakness, I don't see any other hero getting guard broken while trying to dodge. The double dodge is also necessary in order to do the kick which is necessary for most of the Shinobi's combos, but since the double dodge can be guard broken so easily, it has the added penalty of ruining all of the Shinobi's mix-up combos which are already low damage output to begin with..
FIX: When Shinobi is double dodging in mist form, it should be uninterruptible or at the very least, not be susceptible to a Guard Break.
2. RANGED ATTACKS AND RANGED GUARD-BREAKS ARE USELESS IN A 1V1 FIGHT.
PROBLEM: The Shinobi long-range attack and ranged guard break are the easiest attacks in the game to counter in 1v1, but what bothers me most is that the ranged GB ends up dragging the Shinobi to the ground to be wailed on. Also, the long-range heavy attacks completely drains the Shinobi's stamina when parried. These extreme vulnerabilities are obviously implemented in order to discourage long-range fighting; I don't mind having a drawback to using these attacks....but the amount of punishment for using these ranged attacks is completely unreasonable. When the health pool of the Shinobi is already so low, it doesn't make sense to force the Shinobi player to the ground or drain all of the stamina for an easy kill....this is simply frustrating, takes all of the fun out of the game, and totally defeats the entire point of even having a long-ranged attack to begin with. It's almost like having a long ranged attack is a wasted skill slot, I would much rather have a top heavy attack and side heavy attack if you're just going to make his ranged attacks so unacceptably punishable that we can't even use it in a fight. It's a significant hindrance to have a controller button wasted on a nearly useless skill.
FIX: If you don't want the Shinobi to have long-ranged attacks, then please just remove it all-together and replace it with something that is actually useful. As it stands, the buttons for doing ranged attacks feels like pressing a self-detonate button, it's just a suicidal move because of how punishable it is. If you do want these attacks to be useful, then these skills should be a lot less punishment instead of ruining the player experience. There are plenty of heroes with far more threatening attacks than Shinobi's hooks and yet I don't see them getting punished to this extent when countered with a parry or getting dragged to the ground for free attacks.
3. EASILY COUNTERED BECAUSE THERE IS NO DODGE ATTACK OPTION.
PROBLEM: There are a lot of heroes that have a dodge attack and yet the hero which relies on dodging the most has NO dodge attack! Shinobi is easily countered by Orochi, Kensei, Berzerker, Tiandi, Jiang Jun, and Shaolin because they can attack while dodging. It makes no sense that the Shinobi has no dodge attack, especially when you consider the fact that he has the shortest hit range in the game when it comes to melee combat. We've already established that the long ranged attacks are useless because of how punishable it is in 1v1, so the only option is to fight up close in which the Shinobi is still extra vulnerable since he cannot double dodge without being vulnerable to guard breaks, he has no ability to attack while dodging, has a small health pool, and doesn't deliver that much damage.
FIX: Rework the Shinobi to add a Dodge Attack. The ability to dodge AND attack simultaneously like the Orochi and Kensei is even more necessary these days because there are so many heroes with "hyper armor" attacks which allow them to land an uninterruptible heavy blow on a Shinobi while ignoring being hit. The tactic that most players use against the Shinobi is to simply attack repeatedly and aggressively because the Shinobi does not have a good dodge, does not have a good block, does not have much health, and does not deliver much damage. The Shinobi CANNOT afford to trade hits with anyone because one mistake could get us killed, so we need more options for survival and less punishable movesets. As it stands, the Shinobi is so weak that during team battles, he is often the first person to get aggro ganked from opposing team. It is not uncommon for an enemy hero in Dominion to attack the Shinobi first whenever they have the opportunity because a Shinobi is significantly easier to kill due to the weaknesses I mentioned.
4. MOVESETS COST TOO MUCH STAMINA AND DO LITTLE DAMAGE.
PROBLEM: The Shinobi loses stamina much easier and faster than just about any other hero, not only from the extreme punishment of having a heavy attack parried but also because of the stamina cost for the Shinobi's movesets. In the unlikely event that a Shinobi successfully lands an advanced kick mix-up which is pretty easy for any experienced player to counter...the end result is that the Shinobi barely has enough stamina to even backflip away and the amount of damage done to the opponent is so laughably low compared to the movesets of other heroes that it's hardly worth even using the Shinobi combos other than to reduce an opponent's stamina or to push an opponent away.
FIX: Reduce the stamina cost for the Shinobi's kicks, backflips, and movesets so that the Shinobi player doesn't have to spend the entire game just doing hit and run light attacks.The kick mix-ups are already easily dodged by opponents so the current stamina cost isn't justified.
5. LACK OF CONSECUTIVE ATTACKS AND HIGHLY TELEGRAPHED HEAVY ATTACK.
PROBLEM. The Shinobi is limited to two consecutive attacks, which is pretty ridiculous for a hero that is supposed to be fast. It is helpful that the second light attack is guaranteed, but that small benefit doesn't compensate for the fact that heroes like Valkyrie and Aramusha can strike repeatedly and while doing a lot more damage; even the Orochi can swing at least three times. Additionally, the Shinobi has one of the slowest and most telegraphed heavy attacks in the game, which makes it almost impossible to land on any decent player without using a guard break. Since the Shinobi's heavy attacks are garbage, that only leaves the light attack for the majority of a Shinobi's attacks. The light attacks can land a few hits, but the inability to attack more than twice consecutively means that the Shinobi is still too easy to counter and punish. It's particularly frustrating since as I mentioned earlier, many heroes don't even get flinched or interrupted even when attacking them first, so they can afford to outright soak in the Shinobi's light attacks in exchange for their hyper armored heavy attacks.
Summary: The Shinobi is NOT a viable hero because of the ineffective movesets, low health pool, low damage, severely-punishable ranged attacks, and severely-punishable double dodge. The Shinobi is almost unplayable against heroes that can perform dodge attacks or heroes with uninterruptible attacks. For 23 Reps I have tried to compensate for this heroes failings, but I'm ready to acknowledge that the Shinobi has too many problems to ignore. Something needs to be done about this hero, the current state of the Shinobi is starting to make me hate this game.
As a Rep 23 Shinobi, I can say without a doubt that the only feasible tactic that is even remotely useful for the Shinobi in a 1v1 fight is to wait for an opponent to attack and then deflect it, mixed with light attacks here and there. Everything else in the Shinobi's kit and movesets are far too punishable and are not practical at all unless you're attacking an opponent that is already distracted in a battle with one of your allies.
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