Feedback on Testing Ground Tweaks
Hello my friends and I agree that the sooner the better for a report on these changes and I’ve been voluntold haha. We are all above rep 300 and I main warlord(70), cent, lawbringer, jj, and highlander. I’ll start with cent and word my way down the three. Y’all are heading in a great direction with these changes though.
Cent: What I like-
1. Very thought out with the balance and I’ve even noticed the heavy start up speed being reduced and this helps cent avoid being baited as easily with unblockables.
2. Lots of pressure can now be applied to an enemy with many ways to initiate the pounce instead of a random pin or a pin wall. This in my opinion changes the end goal of cent trying to get lucky with a pin “cutscene” and he can reliably fight on his own.
3. Damage values readjusted to create synergy with his new play style. Cent now can reliably harass and mixup his opponent with reliable tracking, use of delays, gb soft feints, and punch mix ups that will confirm reliable damage.
What I didn’t like-
1. Some of the inputs or animations for cent felt clunky and took some real getting used to. It also seemed that some input timings were far more strict (the kick?) and were harder to delay. (It’s fine if this was intentional)
2. The different timings and accessibility to the punch do not pair well with enemies having revenge. With how often you’re getting punched, revenge can be rendered completely useless if a cent manages to attack you in time. Maybe have only the charged or regular punch (either one) interrupt revenge. I found myself on the floor a lot with this new tracking getting instantly killed.
3. The confirmed heavies on wall stun (charged) or on his knee parry punish have been altered. This may be a nerf to compensate for the buffs and I understand the former but the latter baffles me as the heavy flowed so well and was a blessing during anti ganking to avoid throwing an enemy and pinning them leaving you wide open
4. How easy it is to avoid the mixups by backdodging
Gladiator: What (my friend) likes-
1. Gladiator’s changes were really well done imo and I felt like he needed all of them. The speed allowed him to successfully finish his combos, punish out of stam targets, and he has officially become a menace to face on the battlefield
2. The reflex guard changes have drastically helped in improving his defense and he now feels up to par with other characters
3. Anti ganking with glad has drastically improved and he is able to hold his own longer.
What he didn’t like-
1. The out of stamina toe stab punish has been nerfed to only a light but is still fairly easy to dodge if you’re focused.
2. An opponent is able to dodge around the glad fairly easily still but the upgraded speed on the toe stab counters this.
3. Recovery for toe stab is too long if all he’ll get is a light, reduce the damage if needed but make it less of a risk
(Overall though he agrees that glad feels amazing)
Warlord: What I like-
1. His full guard stab being unblockable and having better range has been a godsend and has made warlord’s full block truly a multi optional tool to punish any hero (newer heroes before the change could just block)
2. The enhanced lights are a good change and if used efficiently can really trip up opponents as they feel a higher urge to parry.
3. The upgraded damage values felt great and well earned, also the top light damage is an ok nerf too.
What I didn’t like-
1. It is extremely difficult to punish characters with full guard and manage stamina because of the high amount of stamina consumption when they hit your guard. It feels as if you punish yourself sometimes if you use full guard against stamina intensive characters.
2. Not enough pressure on opponents is rather draining as these new changes have made warlord a bit more wheezy(no stamina). When opponents block attacks, you lose more stamina. Since these enhanced lights are on a character with the stam of a depressed teddy bear, you’ll lose stamina fairly quickly. Regular lights bouncing off gave your character time to regain his stamina after a block. Enhanced lights pose the risk of getting externally guardbroken (this happened a lot) as you don’t bounce off to recover.
3. He still needs an unblockable to apply pressure as he is a character with only two move chains and a bash. The playstyle most warlords play is light/headbutt before the enemy attacks back. If warlord had more unblockable pressure he could anti gank or gank far better without running the chance of being guardbroken and abused because of his slow recoveries. (He can avoid using slow recovery moves that will almost always be blocked when anti ganking.)
An idea is a charged top unblockable that turns unblockable over time like cents and has appropriate tracking. Gudmundr’s top heavy has a property if you hit the hyper armor the attack will slam down on you for 20 damage and a shield bash (can be the parry one since it’s already in the game).
Faster flow from his stabs into his chains would also be a good change
Overall this testing grounds update is amazing and we are excited for what else you have in store for us. Thank you
2 people found this helpful