Two small areas where pk still needs changes:
Zone: mainly the second part. We should be able to follow up a succesful strike of the second part with deep gouge, it is weaker and more predictable than a normal heavy. But the main problem is with feint timing, as soon as the indicator is out, it can't be hardfeinted, make the hardfeint timing consistent with dagger cancel!
Dodge attacks: Pk side dodge attacks are extremely slow, easily vulnerable to guardbreaks (guardbreaks usually cover both the dodge and dodge attacks iptions together), have bad recoveries, bad tracking and no chain options. This should still be addressed, at least a few weaknesses must go.
Don't see how conq's infinite light has anything to do comparison wise to this. It's not interrupt damage nor mix up potential like shaolin's triple poke.Originally Posted by Siegfried-Z Go to original post
I'm aware it's not guarenteed. Just like warden's not guarenteed to land his bash. That's why it was referred to a mix up.
To try and illustrate this better I will point to Nobushi's recent damage nerfs. Because her hidden stances attacks were considered to be dodge attacks to the competitive community her damage was seen as over tuned. Hence a nerf to her damage overall to bring her in line with other similar dodge punishes made sense.
You can say it's not justified. I'm not saying it was a huge problem. I am saying as a fairly invested Shaolin player the nerf makes complete sense and doesn't realistically harm him in any major way. So it's both a significant and insignificant change. Maybe the damage distribution between the pokes could have been different (aka 6/6/12 instead of 12/6/6) or maybe they could have only slightly toned down triple poke but also brought down the light damage after kick a bit. But I do agree it needed to be nerfed in some regard. As 38 damage is quite significant damage for basically no cost.
As I said, I'm not against raider's damage being adjusted. I was merely pointing out that Shaolin's mix up was addressed because it WAS an outlier versus Raider's not being one.
Not saying Shaolin poke and Conq infinite light are the same thing. But pointing out the team said Shaolin triple poke dmg was too high for a 500ms moove while double poke was only 18 guaranteed dmg. I mean a lots of heroes have 500ms of faster neutral mooves to interrupt you with damaging follow up.. Shaolin light into QI option is far from being the most damaging one.Originally Posted by Knight_Raime Go to original post
So far i've never seen the dmg on a specific moove being adjusted/nerf because of the potential mix up it has behind it. Anyway not saying the nerf is killing him too, just feeling Shaolin was really not the heroe who needed a dmg nerf in priority.
When i think dmg nerf i think Raider, LB parry, Jorme slam.. not Shaolin poke regardless of interrupt potential.
I do understand you're not saying the opposite either. Just explaining to you why it bother me so much.