Since he will receive a full rework this year, I think it would beneficial to sum what people like about his moveset, because probably all of it will be completely changed to make him viable and at the same time fair to fight. By summarizing all this, I think we can make sure that the liked parts of the kit will be added to the new moveset.
Devs do not read this forum. They sometimes, at least it was, post or answer stuff on the competitive reddit. And you can be sure they do not care what you are writing about. It took them 2 years to remove the GB after parry while it was called out since the beta.Originally Posted by Goat_of_Vermund Go to original post
We look everywhere people talk about our game.Originally Posted by Specialka Go to original post
Could you tell us then when the armour reveal will find place or when the big warrior's den of january will beOriginally Posted by UbiInsulin Go to original post
Personally I would say, he is unique among the heroes. He is a good mix of challenge and trolling that psychotic gamers enjoy. He hasten best defence in game- making it easy to edge your enemy to death. With parry bleeds, they become angry you lock them in a 80 damage deflect reverse stun.
He can out run his enemies and there is nothing that can stop him. Unless it a shaman who oh read charged him.
He still has good traits. He is only hero in game who can save heroes on your team. As shin I make an annoying habit of yoinking my allies out of breaking combos, or falling into traps or of ledges. As shins grab can reverse a ledge.
His executions are also ideal.
For me, it was the technicality of the moveset, the unforgiving challenge of how to effectively use Shinobi without being a long range hit and run type of player. There was no mindless button mashing with Shinobi; everything is calculated and intentional. I would personally get rid of the "ninja" gimmicks. If UBI got rid of gimmicks and adjusted the moveset we could have something like:
Deflect: no longer "teleports", animations like every other Assassin's Deflects.
Follow up attack depends on input
Light - Bleed attack (Light attack animation like what's currently available after a deflect.)
GB - Unblockable Sweep (Similar animation to Hitokiri's sweep)
Heavy - (Second Heavy of Sickle Rain)
Reasoning: This would incentivize deflects over parry and blocks.
Double Dodge: Remove the invisible portion, and drops an actual smoke bomb, no disorient or blind effect, just a small puff of smoke, it will probably confuse the less aware gamer but will be a moot point against people that are reading your movements.
Reasoning: This is to bring an aesthetic change and actually make double dodge look more realistic, especially since Shinobi can be GB out of a double dodge.
Dodge Attack: Should be able to perform after the 1st or 2nd dodge. 1st dodge is the way it is now no hyperarmor and no guaranteed follow up, 2nd dodge grants hyperarmor and a guaranteed follow up.
Reasoning: This is to give Shinobi more of a mix up with the associated risks. One dodge leaves no guaranteed follow up attack but gains the GB immunity all dodge attacks have and can be used to harrass an opponent that's turtling, whereas the double dodge would leave Shinobi with a GB vulnerability, more time for the opponent to react, and a guaranteed follow up.
H,L,L: A 3 hit chain.
Reasoning: Currently Shinobi is in dire need of a 3 hit chain.
L,H,L: Another 3 hit chain.
Reasoning: Ooo look, a second 3 hit chain.
These are just a few small changes that I can think of off the top of my head that would bring some viability back to Shinobi while not being OP, I'll leave it to the devs to decide stamina cost and DMG lol.
Here's what I like about the character and you'll also understand why I hate this state of the game :
#1 : I like that, like Roman said, he is an "elastic" creating and reducing distance between him and his target.
- Unfortunately, he doesn't have the stamina anymore to really go "infinite elastic". (boost stamina and/or make the perk give way, way more stamina reduction on moves)
- Unfortunately, he doesn't create enough distance anymore with his backflip for it to be a viable chain move (boost the distance and make sure every other characters have access to a foward run and slash move to counter a Shinobi whiffing on purpose to bait attacks)
- Unfortunately, it's too easy to counter any ranged attack / GB in 1v1 to "create or reduce" distance within a chain (make us able to roll in after being countered instance of falling on the ground)
#2 : I like that he's the fastest character in the game ...
- The double sprint cost stamina. Over a long distance run, pretty much every other assassin catches up or beat the Shinobi to the goal ?
- The double sprint cost stamina. What good is getting to a gank faster than other assassin if that means having to wait for your stamina to regen ?
- TLR : Shinobi is NOT the fastest character in the game.
#3 : I like a lot being able to ledge people with the front roll kick !! That's super fun and needing the right angle makes it challenging
- I hate that you can't roll in when a heavy ranged attack is blocked
- I hate that you can't really "aim" for the perfect angle if you dont roll from a medium distance (rolling from close ends up spinning around and kicking randomly)
#4 : I absolutely LOVE trying to catch opponent in their recovery frames with a ranged GB
- I hate that the backflip nerfed, reducing the distance, also reduced the window of opportunity to throw a ranged GB, thus making it a lot harder to time the ranged GB perfectly in your opponent's recovery frames
- I hate that since the last 4-5 patches, the recovery frames of almost every other damn heroes got buffed
- I hate that ranged GB doesn't track target mid-dodge (like a normal melee GB does) and people can counter the ranged GB by the time you can use it near the end of their dodge.
- I hate that even when it bounces (thus, was unusable anyway), it still feeds massive revenge
- I hate the new +70% revenge gain in gank, making almost sure doing a ranged GB within a gank WILL POP your opponent revenge
- I hate that when the ranged GB is done point blank and procs your opponent's revenge, the game wont allow the Shinobi time to cancel his sickle rain. You're knocked on ground and you will lose more than 80% of your hp from that "mistake".
- I hate that sometime, when there isn't a perfect straight line between me and my target, the target will recover mid-way within the grab and the Shinobi wont be able to sickle rain or kick aside his target. He will probably be the one punished.
- I hate the 1000 barriers they added around ledging opportunities on many maps, indirectly nerfing Shinobi
#5 : I like the kick move. I use it often to interrupt my opponent's punish against an ally and quad dodge kick creates an interesting mix-up
- I hate that this, our "dodge attack" gets staggered against people with 400 ms hit within chains or can still be dodged after a BP / Shaman attack since they have ungodly recoveries
- I hate that quad dodge kick is pretty much our only mix up... and it also drains all our stamina while being very vulnerable to guardbreaks
- I hate that the kick will only stagger a little if my target gets shoved or hit at the same time, then my opponent can recover very fast from the stagger and easily parry the following ranged attack.
- I hate that the kick whiffs through and opponent with revenge, negating completely our dodge attack... other characters have bashes that works through revenge ... and it leaves the Shinobi wide open.
#6 : I love the sickle rain. It allows the Shinobi to have great teamwork with his allies
- I hate that one of the 3 ways to get sickle rain, the ranged GB, is unusable in 1v1 and procs revenge way too often in ganks !!
- I hate that the grab often stops before reaching the Shinobi (not a perfect straight line, people partialy in the way) and thus, the option for a sickle rain isn'T available anymore by the time the target gets near
- I hate that another way to get the sickle rain, the roll-in heavy, can't be done with the ranged heavy gets blocked ... which is almost all the time
- I hate that the final way to get it, the 2nd heavy in a chain ... is after a 1100 ms neutral move pretty much unusable ... (slowest heavy attack in the game)
- I hate that the sickle rain, a "pin" move, doesn't work against revenged opponents while Centurion punch works ... Thus leaving the Shinobi wide open.
Like i've often said : Shinobi has GREAT POTENTIAL for fun ... but recent reworks / patches / new heroes makes a lot of what used to work ... not work anymore.
It's madly frustrating to have all the fun I used to have in season 3 be gradually taken away by opponents. Opponents impossible to ranged GB (Kensei, Berserker, Aramusha, Shaman, Gladiator, Conqueror (He's a phantom !! It goes through him !!), etc. Many moves which used to have enough recovery frames to be garanteed ranged GB are not anymore (making it even more impossible to use ranged GB in 1v1)
It's just not fun to have all those great tools, but have the game tell you that nope, you can't use them because they either a) Just dont work (ex : ranged GB bouncing because of timing issues) or b) Are just too unsafe, easy to counter and rewards the opponent with maximum punish (knock down punishes) against the lowest hp character in the game.