Some of you all might remember me.
Just piping in to again note that Aramusha is now very officially the least touched and updated character. He is good at one thing and one thing only, but he has seen a loss of identity since way back when his dodge was nerfed and has never since been touched with anything but nerfs. To those new to my conversations about this hero: Yes, I know his damage is overtuned in some areas, but that overtuned damage has always been the only reason he has survived mild viability. That and his usefulness in antiganks/minion lane.
I was excited and hopeful for this combat update. I will probably finally return to the game to give it a try sometime soon.
But to see Aramusha's, not even opener, moves nerfed further is extremely sad. And this certainly has waylaid my enthusiasm.
I understand the standardization. But I have long been tired of the bastardization of all Samurai in the face of the current and continual state of knights and the general cast. I understand when things need to be nerfed "for standardization" but it is ridiculous when other things still breaking that "standard" are left alone, and borderline psychotic when continually heroes with serious problems are only nerfed when they are also indesperate need of both nerfs and buffs. It is unsatisfactory and sad treatment.
And to close back on the Aramusha. He is now the least touched character since his release. He was nerfed, given bloated damage numbers as a bandaid, and then hasnt been touched except to nerf or sidenerf since. Every single other hero in the game has seen more dynamic adjustments and changes. Is it not time for him to be reworked so he is more than a restricted infinite combo infinite combo that cant do anything effective beyond feint and throw a heavy?
Read patch notes... and well. itll be another couple weeks before i try out the combat updates.
This ******* forum .. Everything I wrote during my lunch break was deleted the moment I posted my reply with this "message is too short error". Lovely.
Anyhow let's try to get the quintessence together:
I for my part don't understand the standardization. Yeah sure, the flaws on the 100ms GB vulnerability on heavies was easy to see and even though the change was quite bitter for aramusha mains and his playstyle it made sense for the game. However slowing down the opening heavies is sth I don't get right now.
Why is that? To me this seems ridiculously resembling to what we had before conq's rework. Nerfing and adjusting the kit before actually releasing a fullfledged rework. This doesn't make sense in my opinion though. If there would be a rework on the horizon, why not ship the changes all together without potentially gutting a character.
As Aramusha's top heavy attack deals 29 dmg now I can image they wanted to have consistent punishes of heavy attacks so that you would only get a light on a parry. Btw throwing a heavy out after a heavy parry is parryable. So be careful with that.
A Positive remark: Top finisher equals Side finishers in terms of damage as well as Deadly Feints. This makes his feinting game a bit more less obvious as the sides had 20 dmg before and the top only 15. However the negative remark to that is: Deadly Feints only deal 12 damage. I believe they should be higher as they are aramusha's main source of damage.
I really hope by the beginning of next season there will be finally some significent updates for him in store and some of his lackluster parts of the kit get the rework they deserve
So here is a little list of things affected for aramusha after the opener nerfs:
-no more heavy after a heavy parry (in fact it is so slow that you can get parried yourself)
-heavy from GB is confirmed but so slow that it is no good option in any scenario outside of a duel
-wallsplats confirm side heavies on the right distance but you really need to throw them out right away. On short throws top heavy might be only connecting - not entirely sure on that though, needs more testing
-feint into blade blockade is awefully affected as the opening heavies are so slow and the transition into BB feels lackluster. Armusha loses a huge chunk of his edge due to that. This was an important part of his kit where as he would bait out an interception attempt and counter with a BB. Now the heavies are so slow that he will be too late. One can only try to use combo heavies for that purpose but that means you need to start with a whiff combo, which also means you will consume quite a lot of stamina to pull that off as you have to pay 12+12+10+BB-Cost to initiate this only to be possibly intercepted even before reaching the point where you can actually cancel into BB effectively.
-top heavy into doge recovery cancel is terrible now and no good option to bait anybody from a distance
-multi feints opening heavies are not believable, cost too much and take way too much time as aramusha gets easily intercepted
-interrupting opponents with opening heavies is much harder
-no more consistent punishing dodge attacks or dodges with those heavies on read
-recoveries on heavies are still bad hence aramusha gets easily punished especially in outnumbered situations
-aramusha is now really bad at antiganking and of course ganking
-he depends now on his lights to get offense going, but his lights cost the same as heavies so he can only do a short attack burst before going oos and on top he still has to mix things up if he wants to land anything with more damage as he is still very predictable and everything he throws can still be just blocked to be avoided at any
time.
Some nice showcasing from SolidSol
I feel terrible for my Musha as well.
The 2 things i am looking at when i want to have fun with a hero is either a great mobility or a very dynamic mooveset (or both).
I always felt great playing Musha because he felt very dynamic.
With this slow heavies i am sad to say it but i don't have fun anymore playing him. Its like a slow robot doing his 12dmg deadly feint.
Any other feint from heavies feels clunky, feint into BB bait which was one of his most satisfying moove feels awfull.
Musha has always been a bad dueslist, his only chance was to use his busted dmg on raw heavy thanks to low gb vulnerability and parry.
Now that he did not have any of those anymore, he is weakier than ever.
He is still a bad ganker and those changes strongly affected his group fights and anti gank effectiveness.
Even his mid efficiency got hurt a lot because of that (plus the feat nerf).
BB options are more ridiculous than ever with those dmg numbers.
My fav hero by far is just useless and boring..
Not to mention how disapointed i am about others heros i play as well such as my Valk sweep or CC (15 dmg 😆or my Glad toe stab (6 dmg🤭
.. yikes.
I gess i should be happy i still can play my Kensei and Shaman.