Quite a majority of my posts are ignored by the forum manager, and i know why, they are either to direct, too far in one direction, not do-able or just not following their ideal non-public model, and i get it, but this could be done in THREE or FOUR days with testing all together, and if it turns unbalanced or unpolished, you got testing grounds, use that lovely thing more often, it could drastically change the game.
Alright now onto the changes.
Top Heavy
Now deals 35 damage
Better light-parry punishes to place it in the higher category
Has a forward momentum of 1 meters
Further track early back dodges and enemies at a good distance
Can be soft-feinted into a 1 meter guardbreak
This is mainly to catch people back dodging when OOS, and have them make a decision
Side Heavy
Can be soft-feinted into a 1 meter guardbreak
Reinforcing the back dodge problem he can't do much about.
You might think 1 meter is alot but in reality, it's more like a shaman top heavy
Unblockable Heavies
Both side and top now deal 35 damage
Increased damage to better help his offense in combat
Side heavies now throw enemies up to 50% more to the sides
To better help with wallsplat damage and all
Side and Top can be soft-feinted into a 1 meter guardbreak
Should help when chasing OOS targets.
Can be used after a punch
Will increase potential on each chain
Combo'd Nut Punch
Stamina drainage reduced from 55 to 30
This will relieve alot of frustration from many people, since it drains so much
Is now a followup to any finisher
Now that you can use it as a "more than finisher" 30 stamina drainage on it should be still high but reasonable
Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
This should make for the stamina drainage nerf
Neutral Nut Punch
Stamina drainage reduced from 40 to 30
Still alot but should reduce the amount it takes to OOS a player from 3 to 4
Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
This should make for the stamina drainage nerf
Parry Punish Nut Punch
Stamina drainage decreased from 15 to 10
For that little margin of stamina you might have
Now deals 4 "blocked damage" (equal to a 20 damage blocked attack) meaning it scales with Punch Through
This should make for the stamina drainage nerf
Combo'd Light Finisher
Now deals 20 damage
To deal decent damage and better deal with people expecting a punch
Can be used after a punch
Will increase potential on each chain
Hamarr Slam
Is now unblockable
To catch people when mistiming or when being waken up by allies, also helping in getting executions
Now deals 40 damage
Should make his combo that people are frustrated 70, which means he is in line with all others
Now only refills 50% of the opponent's stamina, and can chain out of with a 700ms artifical delay
This should not only give him more options on pin but, combo the enemy again if they are not paying attention.
TL;DR
-Heavy attacks can be feinted, they deal increased damage, punches drain less,
you can combo out of punches.
-hamarr slam is unblockable and you can combo out of with a large delay
Improving his range and some of his dmg as side heavy opener and then reducing some stam dmg are okay.
But :
-Whats the point to makes the slam UB ?
-22dmg light attack ? Hell nope. 18 is already high.
-Increase the stam dmg on a parry follow up ? So any parry will allow to makes opponent oos ? Then a lot more guaranteed 50dmg slam plus 10 HP back and shield..
Big no for all of that.
Instant HA, it's after 400ms, also i like how people talk about 80 damage punish but no one talks about the 2 heavy aramush one that deals like that 85Originally Posted by AmonDarkGod Go to original post
slam should be UB in my opinion to catch people waking up incase you mistime your slam or just want to get an executionOriginally Posted by Siegfried-Z Go to original post
22 damage light is not all that big, many have around 20 on finishers, 22 is to punish people back dodging
and the slam on parry, i guess could stay as 15, you are right
oh and dude that's 85 guaranteed damage, but there are so many like lawbringer, gladiator, raider, and many more that can punish into 100s with a bait or 2Originally Posted by AmonDarkGod Go to original post
with the exception of gladiator that deals 80-100 damage in a punish. i really don't see it that powerful.
400ms is on top, hitokiri had 300ms and now hitokiri has 533ms
it's not all that great, but still i get it
way too punishing, wdym ? it already guarantees 50 damage, making it unblockable literally DOES nothing when the enemy is on the groundOriginally Posted by AmonDarkGod Go to original post
if not, 40 damage is decent making it 35 is way too low, that's on par with a side raider heavy, it's stupid for a special move to be this weak.
why tho, making it deal 40 damage is already quite low for a special, and UB just give you those extra optionsOriginally Posted by Goat_of_Vermund Go to original post
you can either combo out of it when landing to you know slam them again, and if you just time it a bit off and don't normally land it because some random teammate staggerd you, you can now land it
i suggest i'd be unblockable to help in emergency situations in which you NEED that exection or you NEED to create a larger widow for a combo, it's not for braindead mistimes, sure it will reward those by somehow not pressing 1 button, but will reward more those that thing and get that 50 hp on exec.