This is a list of light to medium Reworks to make most of the cast stronger and the core meta more diverse and more offense based.
With the core combat update lots of changes were made to move the game towards a more offensive meta. Most criticism of the update has already been done by lots of players in the community so this post will not try to explain that we must revamp damage values and stamina costs again (plus readjusting certain feats).
It also will not try to revamp feats as they also need a big amount of work and I do not know in which direction the devs want feats to go. It will rather address changes like the ones we saw on warlord, gladiator, orochi, berserker and so on. Smaller changes to give heroes more to work with or to make unviable moves more viable, to have a more diverse meta instead of a “spammy” one (by that I mean always the same moves) and to make people attacking more often.
-First big change, it would be monumental: give a compensation to the hidden 100ms on attack indicators for consoles and consoles only. Make it at most 50ms, at least 33ms (instead of 100). This would be the most genius way to tackle the different issues between the two platforms. As all of us know console have never suffered as much from the turtle meta as pc did and a lot of players back in the day asked for separate balancing. With it being unfeasible why not introduce an update that doesn’t change animation speeds but hides indicators for longer to make attacks successfully more difficult to react to and thus in one big move change the meta completely wihtout having to make different animations for both platforms (maybe this is already in the game since the last big update we don’t know…) To put it bluntly:
IF THERE IS A TIME TO DO SEPARATE BALANCING BETWEEN CONSOLE AND PC THIS IS IT. One update, and pc’s problems are solved and console players will stop endlessly complaining about light spam. Two birds one stone, as simple as that. All this nonconstructive complaining annoys me so much. Please ubi, plus it would bring the two platforms more in line with each other to make eventual cross-platform play more fair and feasible
https://www.polygon.com/2019/10/30/2...con-breakpoint
This could be a goal of yours. Speaking about cross play, I know a lot of players that are going to leave the game when they get the new consoles or a pc, maybe this might be the time to allow players to keep their progress across platforms if there is crossplay that is…
Now let’s really get into the changes:
General changes:
-Give every hero that has a bash with a light follow-up which ends their chain frame advantage on their next attack. Warmonger has it why not standardise it across the board this makes lots of sense if you are a fan of standardisation and not weird exceptions on some characters (in this case you could also nerf warmonger, but I don’t think this would be the best move here, everybody likes to be able to continue to attack).
-Every deflect should be hyper armor piercing, to help people actually style on opponents and not do a deflect and get dunked on because the person deflecting gets hit by a follow up with hyper armor (invulnerability frames on deflects could also be a nice way to balance it, we already see this in some point with black prior’s Bulwark counter, I actually think this would be a better idea, if you had invulnerability frames, because it would make deflects stronger in team fights).
-No more reflex guard, or, another buff on reflex guard duration (right now reflex guard doesn’t serve any purpose in the game and is arguably a worse guard for nothing)
-Guard break range is somewhat standardised to prevent t-rex arm syndrome (no gb range shall be nerfed, characters with bad gb ranges should be buffed)
Now with the actual individualised character changes:
(note, not every character will have a specific goal assigned to their changes and none of those ideas are required but rather optional and one could be added without the others. Also, if you have any constructive criticism or idea to add feel free to leave feedback I will update this thread when new ideas come in, the characters that will not be mentioned are either okay in terms of balancing or, I don’t know in which direction to go with them)
WARDEN
Goal: remove defensive back dodge shoulder bash with compensation.
-Back dodge shoulder bash is removed
-Warden can now shoulder bash, after a sprint attack, zone attack, valiant breakthrough and heavy starters.
-Warden’s finisher heavy attacks now have late hyper armor (or increased attack speed, to make them less prone to being hit out of, less an issue for the side ones than for the top, with the ccu it’s more difficult to bait someone to interrupt you, feint and punish them).
PEACEKEEPER
Goal: give the character more sustainable offense, more pressure while opponent is bleeding and better reasons to do finish chains with a heavy
-Give frame advantage after dagger cancels (or make dagger cancels enhanced)
-Zone attack now gives heavy parry punish
-Give hyper armor, or undodgeable property on heavy finishers (to make heavy into light less likely to finish chains)
-Give undodgeable property on dodge heavy dodge attacks
-Add heavy, light, heavy and heavy, light, light as chains
-Give guaranteed bleed stab chain attack recovery canceling (means you can hit a heavy do guaranteed bleed stab and cancel recovery into the beginning of another chain or a dodge, also works on the gb triple stab chain)
-Give similar recovery canceling after dagger cancels
- When target is bleeding, make heavy finishers unblockable and do more damage (to make pk more dangerous when opponent is bleeding)
LAWBRINGER
-Make shove on dodge faster
-Add hyper armor on side heavy openers
-Chain recoveries in general are improved, shove’s recovery is decreased slightly
-Chain heavy finishers are now undodgeable
-Longarm now has hyper armor and better whiff recovery, can also be accessed from every move and a tad bit faster
GLADIATOR
Goal: make the character stronger in group fights, help him, to faint attacks and do more mix-ups, make his oos punishes less oppressing... More toes.
-Better side heavy hitboxes
-Feinting a heavy now gives hyper armor on next attack (pretty much like Berserker has, this helps mix-up and feinting heavy characters like glad and gives them more incentives to try and feint into heavies rather than into a light, a toe stab or a bashe, because of glad’s big stam pool and lack of direct openers, feinting and trying to mix-up the opponent is used a lot with him)
-Skewer has the new hyper armor piercing property
-Toe stab now gives hyper armor on glad’s next attack (helping glad to take hits better, to continue offense after toe stab, or to punish an oos opponent even in a team fight)
-Zone attack does not guarantee damage, first blow now blinds pauses stamina regeneration and the second hit is unblockable (to make the option select less strong, other thing to do could be to make the second hit un feintable but blockable, the other way around would be more polyvalent, an unblockable gives better mix-ups)
-Toe stab is now a chain starter, there recoveries can also be canceled by the new zone attack to blind and do more stamina damage. Toe stab now doesn’t make opponents fall when oos rather toe stab becomes a variable timed bash and when charged to the max knocks the opponent out, cannot be feinted (this new way of framing toe stab would mean more toes would be taken without subtracting too much from glad’s already good oos punishes, knockdown with toe stab will happen more often on the contrary because it will make the knockdowns less situational, and allow him to directly chain a toe stab with an hyper armored zone, heavy, light, or skewer) This new bash could have late hyper armor, missed toe stab cannot chain into anything.
RAIDER
-Give him a special heavy for better gb punish (alternative would be to give zone attack less of a stamina cost and increase its damage).
-Give back stun but on side heavies not storming tap
WARLORD
-Make front dodge attack feintable
-Heavy attack out of full block stance is now unblockable
-Maybe include a move from gundmundur
BESERKER
-Reduce stamina costs on feinting (or give him the same stam pool as gladiator)
VALKYRIE
Goal: More bashing, more sweeping
-Give hyper armor after all the moves out of her shield bash (if opponent dodges shield bash an armored attack would be useful)
-Give recovery cancel after sweep and chain finishers (after either, you can cancel into a new chain)
-Finisher heavy is now unblockable
-Sweep can now be chained from after a successful heavy finisher
HIGHLANDER
-Now has a side heavy dodge attack that resembles the front dodge heavy softfeint this dodge attack can either have hyper armor or be undodgeable.
-Heavy finisher can be soft feinted by kick
-Zone attack has hyper armor
-Heavy unblockable and os softfeints now have hyper armor (to help in team fights)
-Special heavy attack on GBs to guarantee more damage (alternative would be to give zone attack less of a stamina cost and increase its damage)
JORMUNGANDR
Goal: Jormungandr has a bad design this is an attempt to fix that without making him a clone of the reworked centurion
-Jormungandr now has a new property electric charging. (Some of his moves charge his hammar). This would be a new gauge under his stamina bar but in blue. It charges like revenge once full, it automatically activates and Jormungandr becomes dangerous for about five seconds
-The amount of charging in the blue gauge would need to be determined after balancing and testing
-Moves that charge the blue gauge would be Jorms dodge heavy, bashes and heavy finishers.
-It also autoactivates when popping up revenge when no other shields are active before popping revenge
-When in electric mode, Jorm’s neutral heavies are replaced with the heavy finishers, dodge heavy is unblockable and all heavies, or bashes knock down opponents like in live when they are oos.
-Most of Jormungandr’s bashes deal less stamina damage and don’t stop stam regen
-Jorm now can’t make opponents fall over when they are hit by a bash or a heavy finisher when oos
KENSEI
-Pommel strike stuns
-Pommel strike can now also be accessed from second and third top heavy in chain, if you softeint the second top heavy you can chain with finisher heavy or light, and if you feint on heavy finisher you can chain with heavy or light starters.
-Pommel strike into heavy will now make the heavy unblockable regardless of hyper armor or direction of the attack
-Nature’s wrath is now, feintable, undodgeable and unblockable
-Top heavy finishers have late hyper armor
-Kensei’s side lights are now enhanced, whilst the top light does more damage
-Kensei second hit from zone is now unblockable
-Side dodge heavy cannot be delayed anymore (nerf to kensei’s option select), side dodge heavies are now feintable (still safe but less)
SHUGOKI
-Shugoki’s fully charged starter heavies do not end chains anymore
-Shugokis can cancel the recovery of any heavy with either a zone, or a headbutt
-Shugoki’s zone is now undodgeable
-Shugoki’s zone attack stam cost is lowered
-Shugoki’s demons embrace and heavy whiff recoveries are lowered
-Shugoki’s headbutt can be charged it is safe (gb recovery wise) in either way but when fully charged, can catch dodges and guarantees a light or a demon ball (fully charged whiff doesn't chain into anything as opposed to uncharged)
-Shugoki can softfeint charged headbutt with a demon’s embrace
OROCHI
Goal: make the character truly limitless, fast and agile
-Orochi’s chain lights go back to what they were before, except for having all 466ms 433 attacks augmented to 500ms.
-Orochi’s old back dodge heavy (before rework) is reimplemented but is feintable and unblockable (input like it used to be) It also can cancel finisher recovery
-This new move can also be accessed from softfeinting any heavy (this comes into the character identity which is full off counter attacks), the new move also has low gb vulnerability and would deal decent damage. This would for example allow Orochi to hit two unblockables in a row or softfeint an unblockable with another and other multiple possiblities
-Orochi now gets Tozen’s kick, it does not put out of stamina but sweeps the opponent to the ground, guaranteeing a light or ally damage
-Storm rush now has hyper armor
-Like valk, when orochi back dodges he now enters a full block stance, from there he can either storm rush, kick, or dodge cancel again, this full block stance would de similar to Tozen’s full block. Orochi would not be able to auto parry any blocked attack like Tozen though (there is a possibility this could be implemented through a light input whilst in stance like bulwark counter, it would not be able to counter bashes)
-Storm ruch can be cancelled by kick
-Side heavy finishers have hyper armor
-Orochi could also become the first assassin to be able to deflect unblockables
NOBUSHI
-Nobushi’s dodge attacks now have proper i-frames
-Nobushi’s recovery cancelation is brought back to what it was before (it used to not feel as clunky)
-Nobushi hidden stance now regens stamina like Jiang Jun
-Heavies out of hidden stance are undodgeable and have hyper armor, if blocked they guarantee kick.
-Nobushi’s side heavy dodge attacks are softeintable by a dodge or hidden stance.
-Nobushi’s dodge lights are now undodgeable.
-Nobushi’s second hit in zone attack is now unblockable
-Nobushi’s side heavy finishers are unblockable and top has hyper armor
SHINOBI
I already made a big rework post for shinobi here is the link
https://forums.ubisoft.com/showthrea...Shinobi+rework
ARAMUSHA
-Neutral heavies are either sped up like normal or given hyper armor
-Heavy finishers are now unblockable and undodgeable
-All heavies can be softfeinted by blade blockade and all finisher recoveries can also be cancelled by blade blockade
-Side lights are now enhanced
-Ring the bell is now faster
-You can now do all the blade blockade follow-ups without having to block with blade blockade (only exception being ring the bell) thus all other blade blockade attacks are not guaranteed. You can kick, throw a side unblockable finishers with hyper armor or throw a sped up top heavy
-Front dodge side attack is now unblockable and undodgeable
HITOKIRI
-Light openers are now enhanced
-Light finishers are now undodgeable, but no longer have hyper armor
-Heavy openers are back to 700ms
-All chain heavies have hyper armor
-Zone now starts a chain
-Feinting gives hyper armor on the next hit (like berserker, it works for him and hyper armor was and should be a part of Hito’s kit)
TIANDI
-Dodge heavies have better i-frames (slightly)
-Dodge softfeinting costs no stamina and doesn’t stop stamina from regenerating
-Tiandi can now cancel his finishers recovery with a dodge
-All dodge heavies are unblockable
-Heavy finishers have late hyper armor
-Last hit in zone attack is unblockable
JIANG-JUN
-Jiang-jun gets better follow ups on gbs (or zone attack is buffed, you know the gist now)
-Jiang-jun base heavies are sped up
-You can choose the side of the zone attack from sifu-pose
-Zone is undodgeable
NUXIA
-Traps can be chained with the special heavy parry punish, this attack also becomes an enhanced light
-Traps have hyper armor, can hit ool opponents, or emoting opponents, you can still light her out of a trap, but nuxia’s parry riposte light is confirmed
-Deflect is unblockable
-Heavy finishers are unblockable
-Front dodge attack is undodgeable
-Feinting gives hyper armor on the next move (like Berserker, to give her even more incentive to try and get people with unreactable mix-ups)
-Finishers recovery can be canceled by a dodge
SHAOLIN
-Shaolin can enter Qi stance from light and heavy finishers
-Shaolin zone hits have hyper armor
-Shaolin heavy openers are now 700ms
-Shaolin side dodge attacks are now undodgeable
-Shaolin front dodge attack has hyper armor
-Shaolin top light is now enhanced
-Qi stance heavy attacks recoveries can be cancelled with Qi stance (like highlander Shaolin can now somewhat stay in offensive stance)
-Side heavies out of Qi stance have now beginning i-frames (they also could have late hyper armor instead)
-Shaolin top heavy out of Qi stance has now early hyper armor (the move is otherwise almost unusable)
ZHANHU
-Zhanhu has better side heavy hitboxes
-Zhanhu can now cancel heavy finisher’s recovery with either a zone or a dodge
-Zhanhu now has side heavy dodge attack which is feintable has hyper armor and similar i-frames as jiang jun’s one
-All of zhanhu’s finishers, zone attack and deflect now also do fire damage
-Zhanhu’s neutral heavy is sped up
Conclusion, you can add anything in the replies if you think of a cool thing to add to a character, as any other human being I have bias towards the heroes I like and I might have had fewer ideas on the heroes I don’t main. Keep in mind most changes could be individually implemented or collectively as a unit and that I strived to try and give every character really good tools.