So obviously this is a very early opinion but I thought it be cool to voice out as well.
The hero:
The new hero is very interesting and love the concept. I think limitless is a very good way to put it. However I’m seeing a few issues here.
Unless I missed a timing sheet ( and this is before freeze ) while it seems his side dodge attack ( one of them I’m guessing is heavy? But had a light tag? It executed so I don’t know ) are easy to react to initially unless the light is 400ms or has a generous delays window. Not to mention option selects might eat this mixup alive depending. Difference from tiandi it seems that both arnt long enough to fail and punish, but have the possible frames to actually dodge attack. We’ll see.
The unblockable mixup is between the heavy and seemingly 600ms UB light attack. I’m worried that unless animation covers for the beginning the mixup won’t be strong. We’ll see on that.
I do know for sure that there is no running or rolling it. You have to contend with a dash heavy and the zone. Or a very fast forward dodge light.
Neutral pressure. It could be said that the downside to having great chain pressure is the complete lack of it from neutral. Unless the dodge forward light creates a block top scenario I’m not sure how open up an opponent barring the supposed dodge mixup and whiffing. To add on you can add your zone in to help your chain but it seems to cost a fair amount of stamina.
I love the design of the armor and weapons and very excited for him otherwise.
Raider: this is where the love hate relationship with the devs come into play. I’m not a top tier player. So I try to replace lacking of reaction time with knowledge. Point being is that yea the stunning tap was annoying. But this issue could have been fixed with two small changes. Reduce stun time and don’t let it reapply until first effect is over.
They gutted the move and simply made it a soft feint light to finisher. I understand why but it seemed a little much. We’ll see however. Damage nerfs were needed.
Hito: I put a lot of reps on her. She looks great and the idea of how she plays works and is fun.
The executioner theme is fun. How something played out for her not so much. The hyper needed to be peeled back and maybe reduce combo heavy damage.
I don’t remember ever seeing someone call for the heavy to be slowed down. And I don’t remember any ( reasonable) threads calling for these nerfs without compensating for them. She needed her zone to combo and her hyper armor earlier on chain heavies. That way you can use them beyond safe chip and the mixup.
The new map looks fantastic. I’m very happy with it. I just hope it plays well. The weapons were great. And I love Zhun’s a whole lot.
Feats: in happy with the tier 4 nerfs. Maybe now it won’t seem as a nuking with moral booster and whatnot.
I’m very pleased with heal on block change. While it is now useless for minions and breach midlane it seems better for game health. ( I don’t know what to tell you conq mains. That was an irritating fight anyway. )
The new feats for zhan seem cool but are quite reliant on that tier 2 and 4 feat. So unless the tier 2 has a reasonable cool down it’ll be interesting at best. I don’t know his other feats as of now.
That’s my take. Feel free to add what you guys think. But let’s not turn this thread into a battlefield please. Leave that for the game itself.
Edit: forgot feat feedback