There are 2, maybe 3 people in this game atm, that can parry Hito's variable timed heavies consistently.Originally Posted by Liduras Go to original post
just saying...
Swap the kick/sweep heavy/light. Delay neutral HA.
Hito is too easy and safe, hence she is boring to play and makes your eyes roll to face. This is a case were some slight adjustments (nerfs) would make her more engaging to play and she would still be cemented in higher tiers because the variable timing and frequent mixup access is so powerful in and of itself.
a 2003 old member drove the attention of the dev and not my post ~! quite disappointing
anyway i'm not shy to say I BELIEVE EVERY HERO SHOULD HAVE A FULL HYPER ARMOR
feints are boring to prepare for , also does terribly with connectivity issues
but with hyper armor we could scrap like chads and that's my preference .
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Its been a while i am saying Senbonzakura is a bad tier 4 feat and should be buff... it is simple why :Originally Posted by MrB3NX Go to original post
-too obvious to be used in 1v1
-even if used smartly it miss often due to the very short range and very obvious animation (still i see stupid people early dodging it ... )
-even when it works it only kill 1 opponent when most 4s feats can hurt a lot a whole team or boost a lot your mates
-most people say its not fair agaisnt the commander when litterally any healing banner will give him the amount of HP the commander lost back and other tier 4 as arrows, catapult or fire flask can do the same but with a big aoe
I am saying it for a while, Hito 4th feat is bad and you better use the debuff zone as a 4th for him.
But about the rest of your suggestions i disagree when you say his HA is fine and his kick should not be feintable..
Hito HA pop up too early atm which, combine with how fast her heavies are allow to play Hito in "no brain" mode.
As for his 700ms kick, anyone will Dodge it on reaction without any problem and could then punish it by a GB which is not fair at all.
I will sum up again my Hito suggestions :
-delay opener ha by 100ms
-reduce to 25dmg his Dodge foward
-reduce lights dmg to 17-16
-Dodge foward now chain
-Senbonzakura range/speed is increased
Then about switching the heavy on the sweep and light on the kick it seems its needed. But i am not sure they will do it as Hito got his heavy after his kick to fit his "executioner" identity the team intended to give him.
people dodge feat4 early in season 2
now in season 3 everyone knows the little trick so it's complete useless except breach attack
I would have no problem with your suggestion but give me the viability to counter gb after i dodge
but now it's a horrible situation , hito either break me in half with a heavy or drop me down with a kick and slice me and if he has friends it's over
all that s h i t cause of the kick feint , you either disable it for balance sake or don't disable me if a dodged and got gb .
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Not every hero is supposed to have a game breaking ult like fire flask. The feat is AMAZING at killing the commander or for setups in ganks. The feat most likely is never going to get changed and if it did they they would probably just make the timing on dodge tighter. Doesn't even matter as people would just rollololl awayOriginally Posted by MrB3NX Go to original post
Not sure what his join date on the forum has to do with anything my dude. That's a weird thing to focus on.Originally Posted by MrB3NX Go to original post
Honestly you should be happy that Freeze dropped by in your thread and generated this much attention for what would otherwise have been just another run of the mill shockingly misinformed analysis of a For Honor character on the Internet. At least Freeze's knowledge of the character brought some facts to the discussion.
You're factually incorrect in many areas here.Originally Posted by Siegfried-Z Go to original post
1) It can absolutely be used in a 1v1 situation when putting an OOS opponent on the ground. You can also use it when knocking someone down via revenge pop.
2) If used "smartly" you will ideally have a teammate setting you up with a coordinated GB or some form of hit stun that will guarantee the feat to land. Even in casual matchmaking your teammate has enough time to reaction GB the opponent if they see you activating the feat as long as they are familiar with the play. It's a remarkably easy gank setup to pull off and it nets you a 1 hit kill on anyone.
3) So it should insta-kill 2 opponents instead? Maybe put an entire team down to half health in the AoE? One shot killing a single opponent even when they are in revenge is a pretty decent ability. Especially considering the cool down on this feat is shorter than most other Tier 3 throwing feats and you get it completely refunded if you get bashed out of it or get killed before it finishes the animation. That's very forgiving considering the other feats you're comparing it too.
4) No, other tier 4 feats do not do 200 damage on the Commander in under 1 second. And no, one healing banner is not enough to heal back 200 damage. A single healing banner heals up to a maximum of 135 health in total provided you always stay in the AoE throughout its active duration. This means you will need at least 2 healing banners placed on the Commander in order to recover the 200 health he loses from a single Senbonzakura. That is a very considerable threat that this feat presents when you need to have a minimum of 2 people with Healing Banner in order to counter the damage output of just a single Hitokiri with Senbonzakura.
This is very a hyperbolic statement and at odds with reality in my opinion. Hito's 4th feat is pretty close to balanced. It's not garbage like you imply, nor is it a trivially easy to perform i-win button. The main problem with the feat in my opinion is that even so little as two Hitokiri's can melt the Breach Commander in a very short span of time. The way to address that problem could be to give the Breach Commander himself a targeted damage reduction so that he cannot sustain more than 200 damage within the span of just 5 seconds.Originally Posted by Siegfried-Z Go to original post
I disagree that Senbonzakura needs a range or speed increase without balancing that out by increasing the cool down time on that feat in the interest of balance. If you're going to make it easier to land, which with a speed increase you're going into the realm of having it guaranteed on wall splats and maybe even a GB, then there needs to be a longer cooldown as a drawback.Originally Posted by Siegfried-Z Go to original post
For a further tweak I would add that Hito should be able to go into her chain after a zone attack.
You make a good point about the executioner identity, although I think she will still have it as an identity considering her tier 4 feat and her HA encouraging the use of heavies over lights. They could always tweak the timing just right on the heavy after a sweep so that it lands just at the moment when the character is getting up and can then be executed.
Her HA starts too soon discourages enemy offense unless its bash based, her kick deals too much dmg.
Change her early HA to her chained heavies, from neutral only fully charged heavy has HA, swap punishes for kick and sweep, so a sweep gives a heavy and a kick gives a light.
Her T4 feat is powerful enough since with the help of a teammate is a guaranteed one shot.
1/ Everyone know that. But thats too situational for a tier 4 feats imo.Originally Posted by Vakris_One Go to original post
2/ if used smartly, yes. But as you may have noticed FH, especually in solo queue is far, very far from being an ideal MM world where your mates actually try to pay attention to you and sync with you.
3/ i've never suggested that. Dunno why this weird idea came into your mind. The ability to one shot is strong, but again, its only to 1 opponent when most feats with good aoe can hurts a lot a whole team. I dont ask for changes in this way for Senbonzakura, just sayin as it focus only 1 person the feat have to be strong against the target.
4/ but again, the healing banner is 135 hp to all people inside of the area, not only the commander.
Tbh Senbonzakura is only a big threat against the commander in breach, outside of that the feat is correct but nothing to complain about...
In compasation to the baff i suggest i said on many others thread to increase the CD.
The speed buff i am asking for isnt the kind of one which would make it work on wallsplat or GB as you said. This would be obviously broken. But at the moment its slighly too slow Imo. But speed isnt my main concern; range is. If i had to choose i would choose a range buff.
Anyway looking at how long it take to touch his HA i gess we are not going to see some feat changes.