I've made a
thread about tweaking Warden's Light Attacks and I consider those changes as must do and a bare minimum, but now I think I am ready to concoct a full suggestion.
Version 1:
- Zone attack cost is decreased from 60 stm to 55 stm (or better 50 stm).
- Warden now can chain a Light Attack after a Zone Attack. Light Attack can be followed by Shoulder bash.
- Warden now can chain a Light Attack after a starter Heavy Attack. Light Attack can be followed by Shoulder Bash.
*This is instead of the Testing Grounds changes featuring Shoulder Bash following after Zone and Heavy attacks. Will improve both his swordsmanship and his flow at the same time*
- The confirmed Light Attack after a Crushing Counter deals 10 dmg instead of 13 dmg for a total of 30 dmg instead of 33 dmg.
- Top unblockable finisher's damage is decreased from 34 to 32.
- Top unblockable finisher also blinds the enemy if it lands.
*This will force the enemy to parry the top unblockable more often, leading to more consistent usage of Crushing Counter. And will give a nice bonus of blinding the enemy*
(The blinding effect is an effect that Lawbringer and Gladiator inflict that hides indicators for a short amount of time).
- The first side Light Attack deals 12 dmg instead of 10 dmg, and the Light Attack that used to deal 5 dmg now deals 3 (or better 4).
- Warden gets [Light - Light - Light] chains.
- If the finisher (3rd) Light Attack isn't a part of double light, it can't be followed up by Shoulder Bash.
In the other thread I suggested to make either this
Or this
In this thread however the first variation gets another
Light Attack.
Where in the second variation, he didn't have 3
Light Attacks chains, but double lights were considered as one attack. But that was just a required minimum in my opinion, so in this thread he gets 3
Light Attacks chains instead: so he can do both [Top Light - Right Side Light - Left Side Light] and [Top Light - Double Side Light] chains for example.
Pick either variation. The first one would be more powerful, but less fancy. The second one - vice versa.
The rest of Testing Grounds changes go unchanged, i.e:
- Back dodge Shoulder Bash is removed.
- Warden takes the step forward when feinting the Shoulder Bash.
- Better trajectories on his Zone and Heavy attacks with Zone Attack having its recovery time reduced from 1000 ms to 500 ms.
This is optional:
- Finisher side heavies are 900 ms unblockable (if you think that it's necessary for 1vX, then go for it)
- Finisher heavy attacks can be followed by Shoulder Bash.
- Valiant Breakthrough can be followed by Shoulder Bash (or maybe change that for light attack that can lead to a Shoulder Bash too).
[So, basically fix his lights and instead of the Testing Grounds' side Heavy Finishers with dubious trade-off (unblockable vs speed) give Warden a third Light Attack to his [L - L] chains and a blinding property on his top unblockable Heavy Finisher and instead of a Shoulder Bash after Zone and Heavy Openers give him a light attack after both Zone and Heavy Openers that can chain into a Shoulder Bash.]
Version 2:
Same as Version 1, but:
- Shoulder Bash speed is increased.
- Shoulder Bash now costs 14 stamina (from 12).
- Finisher Light Attack is undodgeable and deals 16 dmg.
- [Heavy Attack - Light Attack] and [Zone Attack - Light Attack] are extended to [Heavy Attack - Light Attack - Light Attack] and [Zone Attack - Light Attack - Light Attack].
- Warden can't feint LV1. Shoulder Bash by cancelling it into a Guard Break. He can still feint LV1. neutral Shoulder Bash.