Yes I understand it only does a QUARTER OF HIS FREAKING HEALTH so yeah it isn't a one shot....but there is no other feat in the entire game, not even catapult if you somehow got the reservations booked in time for it to land by the end of the match, no feat comes even close to hitting that high of damage....furthermore the commander AI doesnt even avoid it because it is technically an attack! So its a free 1/4 of commander's hp that is uninterruptable unblockable and unparryable and unstoppable unless you were close enough with a bash attack ready. This is on top of Hitokiri just being an absolute powerhouse due to nigh-infinite hyper armor and hitting like a bus.
I am less upset and more confused as to why this is still a thing. 2 or more Hitokiris and it is basically a win button if you don't gank them into the dirt the instant they even think about commander.
Originally Posted by p0wn3rki11 Go to original post
Only a quarter? That is plenty of too much already. Especially since if you somehow get canceled (through a bash for instance) you still can use the move right after. The commander does not stand a chance against it and for defenders it is way too complicated situational and resource-requiring to actually somewhat counter it. Given that you have hyper armor on all heroes with no bash, poor mobility and poor recovery can most likely just watch it happen.
I am not sure anymore but I don't even think shugoki did deal that much damage on the commander on critical health when it got nerfed. And even that is gone now, for good reason. Yet we still have no change towards this Tier4 feat.
What they should adress for this feat imo:
1. damage on the commander reduced by 25%-50% (so 188-125 dmg), yes catapult deals 200 dmg but only at its center (on the edge its 45) and it is easily avoided even by the commander who programmed decently to get his *** out of the impact area unlike hitokiri's senbonzakura
2. if interrupted during its execution, it's gone
3. remove the hyperarmor on it. Make it so that you can tank a certain amount of hits (can be like a health shield, so dmg you do is important or based on the numbers of hits you take), but after that hit the hitokiri out of it. This way all heroes have potentially a chance to interrupt it if they pay attention/work together with their team mates to protect the commander.