Well its gonna be fine next season.
Atm you have to fight against a lot of Hito because we are in her current season and it is the first heroe which is design to be a strong breach pick.
It is true having 2 or more of them in the same team as opponent is hard in breach but no worry next season you gonna see the new Viking everywhere instead.
^^ Telling people to wait till next season because Ubisoft released something to make them money thats stupidly broken and ruining a whole game type because of an OP feat is ******ed imo and isn't a good response unless you secretly work for them?!
I hope they made some money from season passes though.. am I rite?
I do appreciate it's her season, but thats no reason for gaming breaking feats?!! ..... surely ?
I believe they are talking about Hitokiri 4th feat on the commander. It does a lot of damage to him and often times you come in use the feat and then retreat. The hero is fine as you’ve seen my other post after wanting improvements. But I do agree that it needs to due less damage to the commander only.Originally Posted by AmonDarkGod Go to original post
Hito was design to be strong in Breach. He is, so he is doing his job.Originally Posted by Faithly88 Go to original post
But atm a lot of people are playing Hito, guess why? Cuz this is his season.
Next season when less people gonna play him, the feeling about this heroe gonna be different.
Just like it happen with JJ and BP.
Instead of saying his feats are broken, i would rather ask the team to buff/create new ones for the OG too.
The 4th feat needs a concentrated nerf that is specifically targeted at its power vs the Breach Commander. Either he needs to get a damage debuff which prevents him from losing more than 300 health within the span of 5-6 seconds or the feat itself should get a longer cooldown.
As for Hitokiri's kit. She's not strong, she's just anti-offense when versing her unless you have a bash from neutral. Her design goes directly against the methodology of making offense less frustrating and more viable and it's all down to how she gets hyper armour from her opening heavy. Fix that and you fix almost 90% of that character's design issues.
The rest is down to giving her own offense better flow. Her zone should flow into her chains and her dash forward heavy needs a tracking and speed increase and a damage nerf to compensate. It'll be interesting to see where she stands after that.
What is the most irritating in hitokiri is how she shuts down all kind of offense just by missing parry timings and trading with little risk. All the regular feintgames are useless against her, which is irritating.
On the other hand, she needs some buffs too, preferably a zone/forward dodge attack buff, as well as a way to punish rolls in the kick mixup.