Hello !

Here's my ideas to balance the game the fastest way possible without full reworks with new moves etc (I'm not against it but it takes a lot of time)
So keep in mind that I don't give ideas like "give pk a bash" because the devs would need new motion capture and all to make it, but if there already is a move (from story mode mainly) I'm open to the idea (that's why I gave a bash to orochi, with tozen kick)

And I'm aware some characters get more works done in those suggestion, but it's mainly because of either of those 3 reasons
- I play them more than the others so I have more ideas
- I got some ideas from people maining them
- They are already really good and doesn't need buffs


Global changes:

- remove stamina regen pause and reduce stamina drain on every bash guarantying damage (exemple : 1 stam dmg by 100 ms, 500 ms bash do 5 stamina drain, 1000 bash (long arm) does 10, stunning effect give a flat 10 stam dmg so stunning tap and lb top heavy does 10 stam drain, cent fully charged punch does 24 stam drain), bashes that doesn't guarantee dmg can keep relatively high stamina drain like in the game right now

Remove stamina cost of feints and soft feints


Warden

Warden rework but 28 dmg on side heavy finishers and 30 for top heavy finisher

Dodgeable zone with reduced stamina cost or undodgeable but 600ms

Dodgeable heavy finishers (a bug in the TG made it sometimes undodgeable)

Make normal second light 500 ms

Remove guaranteed top light after crushing counter and make it 24 dmg


Conqueror

Zone is hyper armored on first attack (similar to shugoki), but does normal zone dmg (around 14) and lose full block, full block is only on second hit and beyond and those do 8 dmg


Peacekeeper

Pk rework but half the bleed dmg she get over the board

Make her second light do 11 dmg instead of 9


Lawbringer

Make heavy after long arm safe if it isn’t already

Impale does 8 dmg and when you hit a wall you get a stunning light (same animation as guaranteed light after heavy finishers) that does 12 dmg and count as a chain starter

Make second top light do 11 dmg

Make shove 500 ms

Blind justice now do 30 dmg, but doesn’t give you swift justice

New chain: light, light, heavy


Centurion

Cent has a really good offence in 1v1 and good gank, some would argue that he needs to get a dodge attack but he’s supposed to be an attacker, so if he gets defensive tools, it’s imo unnecessary

GB triple punch stop stam regen


Gladiator

Make top lights do 12, 11, 12, 13 dmg

Dodge punch and bamboozle stop stam regen

Glad skewer now do 15 direct dmg on first hit, second/new first tick do 6 bleed and last tick do 18


Black prior

Bulkwark counter doesn’t work on unlocked attacks (he’s the only one able to punish unlocked attacks, so not anymore)


Warmonger

Light punish after bash doesn’t give frame advantage


Gryphon

Still under evaluation but atleast for now, doesn’t need any change


Raider

Give stunning stap back because now the stun stack is fixed, and DON’T give it stamina pause

Reduce zone stam cost


Warlord

Give dmg reduction to the opponent when he’s hit by crashing charge and make it interruptible


Berserker

Make chained lights 11 dmg

Upgrade his forward dodge heavy to actually chase opponent and make it feintable


Valkyrie

Make top lights do 12, 11, 12 dmg

Make side light finishers undodgeable

Give shield tackle better tracking

Make softfeint to shield crush at variable timings

Make sweep 500ms, give 28 dmg punish and punished by gb (similar to gryphon) and a better tracking to not be able to backwalk it

Nerf sweep efficiency on allies, or just remove the fact that it works on allies


Highlander

Improve kick forward movement

Make caber toss soft feintable into kick

Give HA to caber toss for the last 300 or 400 ms (to deal with dodge attacks, even fast ones)


Shaman

Bite should do only 30 dmg


Jorm

Soft feint from heavy finishers to gb

Neutral and chained bashes either pause opponent stamina regen or give a light finisher

Reduce zone stam cost to 30

Heavy now stun the opponent


Kensei

Make top heavy opener soft feint come 200ms after the start up

Make nature wrath tracking better (like gryphon dodge forward heavy, to make it a proper roll catcher) and give it hyper armor


Shugoki

Shugoki rework but keep HA on hug and make headbutt (from chain and side dodge) 500 ms

Make stun from headbutt last 1500 ms like all the other stun effects

Reduce his recoveries overall

Headbutt stop stam regen


Orochi

Make hurricane blast do 38 dmg (heavy deflect)

Make riptide strike a chargeable feintable attack that lead to an unblockable with the timing before his rework in season 6

Side heavy openers should do 26 dmg

Make every heavies softfeintable into dodge

Give a free zone after throw

Second normal top light is 400ms with 11 dmg and sides are enhanced, all light finishers are enhanced, but doesn’t give frame advantage, however you can still cancel recovery with dodge

Make all heavy finishers unblockable

Can softfeint storm rush (heavy back dodge) into a kick (tozen’s kick animation but without knockdown) giving free light

Make his forward dodge light 500 ms and improved forward tracking (truly undodgeable and to catch rolls)


Nobushi

Nobushi rework but make kick 500 ms, and heavies after kick have 100ms of gb vulnerability like normal chained heavy

Give 200 ms of hidden indicator from hidden stance instead of 100ms

Give side dodge lights an i frame and make forward dodge light 500 ms


Shinobi

Make his health 120 hp (Why ? because he's not that good and to justify lower hp than others, he would have to do more dmg, then people will complain that he does to much dmg)

Make his double dodge follow ups available after a simple dodge

Slide doesn’t pause the stamina and guarantee a light

Each light of sicle rain does 1 dmg + 6 bleed (in 2 ticks)

You need to do gb to activate deflect and deflect now does 12 bleed (in 3 tick)

You can hold heavy after a front roll to charge ranged attack

New chain: light to heavy (and sickle rain)

Side kick is now 500ms

Forward roll kick stop stam regen


Aramusha

Improved forward movement for every lights, heavies and deadly feints

Forward dodge heavy is always the hyper armored top one

Side dodge heavies that act similarly to old side forward dodge heavies, as feintable dodge heavies with i frame, and make it soft feintable into dodges

Top heavies after blade blockade is unblockable but does 22 dmg (more than conq because he can’t maintain full block and has more gb vulnerability and less than a light parry
because light parry should stay higher punish than a punish applicable to heavy)

Softfeint to blade blockade from any heavies at the old feint timing

Deadly feints are undodgeable and have improved tracking

Heavy finishers are UB

Kick stop stam regen

Zone second hit is softfeintable to deadly feint and gb

Heavy attack speed back to normal, except for top opener

Light opener and top light chained are enhanced


Hitokiri


Give HA on heavy opener back at the latest value (no heby on red) OR give ha to chained heavies

Give HA on forward dodge heavy and improve tracking

Give sweep on side dodge attacks


Tiandi

Dodge heavies have higher vulnerability to gb, same as JJ, if it’s the same well I don’t understand how I can gb JJ but not tiandi

Kick stop stam regen

Forward dodge light does 10 dmg


Jiang Jun

JJ is already good imo and I don't have any idea how to improve him


Nuxia

Make her deflect unblockable

Make her zone undodgeable

Make her second light 11 dmg and finishers 12 dmg

Make forward dodge light and running light 500 ms or a heavy parry (example: warden’s is faster, have better tracking, give a heavy parry, the same dmg and most other dodge forward attacks are either feintable or have some property (undodgeable, hyper armor, soft feints etc)


Shaolin

Make his chained light 11 dmg

Can dodge out of QI stance, if I remember correctly in first private tests of marching fire he had this ability, I understand why it was a little too great before but now I think it's needed

Can go to qi stance qi stance attacks except kick and his follow ups

Small changes to kick to give more options:
- Light is still guaranteed
- New mix up with UB heavy after kick and sweep : you can’t dodge the top heavy, you have to parry and you have to dodge on read the sweep, if you don’t dodge early, the sweep catches you, but if you do the heavy hit


Zhanhu

Light side dodge doesn’t have stupidly high gb vulnerability, let’s say as much as tiandi light dodges

“heavy” side dodges have I frame

All side dodge attacks now do 11 dmg

Side and top heavy finishers have better tracking and hit boxes to catch early dodges (basically all serve a specific purpose, left is a 180° in front of you, right have a smaller hit box in front of you but dmg the people behind you, top is mainly for punishes and not interrupt your allies)

Top heavy finisher recovery can be cancelled by dodge, like openers and dodge attacks

OR make them like warden’s, regular hitboxes, left hit left, right hit right and top hit early backdodges and give zhanhu the ability to cancel the recovery with dodge, to give him the full “limitless” characteristic the devs wanted at first

All heavy finishers get hyper armor at 500ms into their attack (like gryphon and warmonger, zhanhu is not a “trader” but it will help against characters with high I frame dodge attacks,

Reduced zone stamina cost

“Deflect” deal 20 fire dmg



Of course feel free to share your thoughts on my idea of balancing, mainly keep in mind that my idea is that not all character have perfect tools to deal with every situations, main example is characters without dodge attacks and/or weak dodge attacks like shugo rework, I want to improve offense mainly, so if you don't want to be spammed by bashes as a shugo/cent/warlord, keep attacking