I keep bringing up this for two reasons:
1. My main is Peacekeeper, so I obviously want her fixed, and I think I understand the problems she has.
2. She is a hero weak enough to be a priority, yet not such a mess as Highlander or Shinobi, whose kit has greater problems.
1. Pk needs multiple properties changed on her dodge attacks which are among the weakest ones in the game.
a: the forward dodge attack should have a choosable direction to make it at least a bit harder to counter (shaman has it, but Héra is faster and feintable).
b: all dodge attacks should chain, and should have shorter recoveries
2. Top heavy finisher should be unblockable, and deal 30 damage (in TG, 24). I see literally no reason for her to not have an unblockable.
3. The zone's second part should chain into deep gouge. It should also be feintable consistently within the softfeint timing, not before the swing starts.
4. She should get a parry punish move with light input. This places 10 (8 in TG) direct and 6 bleed damage on the target (2/s). Starts chains.
Feats:
Level 1 feat Conqueror removed (obviously she is not for boosting points). The perfect feat for her unique tier 1 would be one that makes her regen hp for bleed. Half of the damage dealt would sufice.
Level 2 feat Thick Skin removed (she is not a tank). A kunai-like throwing knife would do in its place.
Passive buffs:
- Remove thick blood completely. I don't remember a feat that makes you immune of shoulderbash.
- Heals should not remove bleed. Healing feats are for HP replacement, they should not cleanse things off as well.
Haha 6 months on and still see you keeping it up - you need therapy my man
I think PK isnt too bad at the mo, the main issue is the stamina is good for attacking, however a single parry and the punish/oos is a death sentence. Some sort of resistance to having heavies (not lights) parried would help alot because you could then use the mixups and not make that 1 mistake into an LB. Same goes for orochi TBH
It is a kind of hobby of mine, one I can do even on my way home from work.. I keep it up until I am satisfied with her state (and obviously I will start to do the same to something else).Originally Posted by Sweaty_Sock Go to original post
Guardbreak softfeint on heavies is a good tool for someone going for heavy parries. And the dagger cancel is unreactable, so I don't think openers are the real problem (though I would really love to have a 50/50 unblockable against someone exhausting himself). Risk/reward is also not a big problem against fair characters (Lawbringer is not fair). The real problems are the real lackluster options to advance on an enemy with dodge attacks, having absurdly long recoveries on dodge attacks, having no real out of stamina pressure, zone second part being too risky for a meager reward, hard way for her to get back the momentum after a bleed wears off and she is on the defensive, and having some of the most terrible feats (with other heroes having some actively negating everything she can do). I think I covered these problems with these changes.
I'm sure you know my methodology by now so I'll suggest some basics to add to the rework:Originally Posted by Goat_of_Vermund Go to original post
a) Give PK the complete 3-hit chain attack set.
b) Make Deep Gouge count as a light in a chain(to avoid speed bumps)
c) Make Dagger Cancel a chain starter.
d) Make the dodge heavies feintable.
e) Let PK cancel the second part of her zone with GB and dodge.
PK got two reworks/improvement passes. Both were lacking.Originally Posted by Maxime_Qc- Go to original post
Getting a 3 part chains with that deep gouge chain, and some better dodge attacks would be cool too. I think there are multiple ways to improve pk, there are a few fields where she is lacking, improving any of them would fix the character. I really bring her up because there is so little missing, yet that little is felt every time I pick her against an already decent hero.Originally Posted by Soldier_of_Dawn Go to original post
It's interesting how you see peacekeeper as this weak hitting hero, i mean from the parry punish values it seems that you don't want her to get any value at all, realistically speaking a twist of the knife in someone will deal serious damage.Originally Posted by Goat_of_Vermund Go to original post
Although the rework is looking fine, values are so small, but fine whatever i guess she has 1 short sword and a shiv.
I'll disagree with you on the top heavy finisher, sure the animation screams it is an unblockable but with such small swords the attack couldn't just break the opponent's guard.
30(24) damage is very weak and strong, it's balanced but i think the top finisher be undodgeable but be able to guardbreak, dodge out of.
I think she needs polished animations or completely reworked ones.
On the passive buffs, ill disagree with the healing feats to an extent, most healing feats don't cleanse bleeds but out heal the ticking damage.
Second wind in my opinion should still cleanse bleeds due to it being on a really long cooldown, sure the name doesn't suggest it and i think the name of the feat is off, but second wind could be something closely compared to a bandage where you actually bandage your wounds and "cleanse" them.
On the feats, ill will not agree nor disagree, the first feat being a stalling one rewarding aggressive plays during an anti-gank can have mixed results, also this feat would suit a more tanky hero, peacekeeper barely has the health to take a few hits and still brush off some with the healing, although it could work, in some situations having bleeds on 2-3 targets could give you a pretty strong 8-10 hp/tick.
on the second feat, i think it's great thick skin is removed but i would like the older concept you brought up with a fragmented bomb or something.
it could have a strong synergy with the first being a life drain considering it is how you described it back in that thread with it applying a 5 + 20 bleed something.
Overall the rework could benefit peacekeeper alot but with old animations she just feels a bit weird, even for a player like me that plays peacekeeper, her animations feel rushed and skip frames, nobushi is a perfect example with her double heavy feints, they are atrocious.
Originally Posted by Okt0g00N Go to original post
I see her as weak because she is weak. Not as weak as she used to be, definetely not the weakest hero anymore, but still pretty lacking. Has no opener, her main source of damage is very risky, her punishes are weak, and the mobility is very bad for an assassin (dodge attacks are too telegraphed with extreme recovery).
I don't see a point in having undodgable heavy attacks. Pk has a guardbreak softfeint on her heavies, a perfect counter for dodge happy enemies- since pk has this, but has nothing to force dodges, she would have next to no benefit from this. And I can't accept realism as an excuse of her top heavy not being unblockable- shaman deals the same damage with her own one handed left unblockable strike as a warden with a top heavy unblockable (two hand on a longsword). Also, I am pretty sure I would try to block Shaolin's stick before I would try to block pk (and realistically speaking, I can't imagine any unblockable going through a shield, so shield characters should be immune to them realistically). If we consider only gameplay, it is clear she needs an unblockable finisher, everyone deserves something to open people up.
The first feat is good for anti ganks, but it would be very good for 1v1s too, and it would help you passively regenerate some hp in Breach from officers (though Bounty Hunter does that too, and I still recommend stealth for pk in Breach as the best feat, even if this would exist). That fragmentation grenade would be a cool tier 2, but I don't think we will ever have that.
I strongly disagree with Second Wind. That is still one of the most broken feats in the game, you can barely see anyone picking anything else if they have that option for a tier 3. It indeed has a long cooldown, but it gives back half of their hp, I don't think it should also cleanse off bleed. That means if I land a guardbreak punish and two heavies, all are undone with one button- even if I used sharpened blade first. Vanguards, Heavies and their Hybrid versions already have vast advantage over assassins in team modes, they shouldn't have this one.