Seriously?
Nerfing Gladiator? After he's about to feel so good to play? Whyyy is the unbalance when OOS so bad? Jorm gets it on his gut punch! Shugoki when popping the knockdown 4th feat can almost NON-STOP keep you on the ground which is TWO heavies guaranteed at least [initial hit then one while unbalanced]. And that feat lasts for friggin ever.
Absurd. Really not cool.
Then ... Zhanhu..... a dodge specialist... is going to be hardest punished for dodge attacking?? Guaranteed light parry even if you throw dodge heavy?? Whyyyyyyyy bruh? Make it make sense to me.
Neither char is strong. Heavies are meta. Hyper armor & lots of health to trade. These nerfs to these two chars are hiiiighly unnecessary man.
Smh. My two main mains will still be meh. I was so happy with like 95% of all the TG changes. I see Hito still gets guaranteed heavies off either short kicks or long sweep. So Hito can guarantee heavy whenever Hito lands a sweep...
But Gladiator having to put someone OOS & be within range to toe-stab then land a heavy [without being interrupted by other enemies] is too OP?
Make. It. Make. Sense.
It dont bro. It dont.
I've already entered the "Whatever" stage.
More and more I think that to play team games, under these circumstances the bigger the pool of HP, the more the margin of error increases, and the more useful it becomes.
Assassins become absolete, Heavys become almost mandatory.
The assumption is that Zhanhu will be landing 2 hits on average against the majority of the community. If you factor in the fact that he has winners advantage and how strong his dodge cancels are that assumption makes sense. And the damage from said hits will be close to the average light parry damage.Originally Posted by Gaser. Go to original post
Zhanhu's dodge attack is also 2 reads as well. Granted there are other heros where you're making two reads with their dodge attacks. But his is the only bi directional 400ms one. The only way someone is going to realistically parry that is if they are externally blocking Zhanhu. However because his dodge attack is always 400ms into his dodge he can target swap it to make it unparryable rather easily. Also, you're not going to be able to feint into GB on his dodge attack despite it having a higher GB vulnerability if it comes after any of his heavies or from true neutral. It's only after light hitstun where you can reliably feint to GB. But in that case you're making a read still. since he can beat your read to parry with UB light or zone.
You also have to consider how unfun and how much it would slow down combat to feint into neutral every time to see what zhanhu does off a dodge. I would be fine if they decide to buff his dodge attack damage to like, 12 to make the situation less skewed towards the defender. But to be honest Zhanhu was damn scary on TG while they were still light parries. So I don't think them keeping them as such is going to hurt Zhanhu in any meaningful way outside single picks. Which i'm fine with.
I think a good fix for oppressive OOS punishes is just make both players [attacker & victim] gain their stam back after the punish like Jorm's hammer slam or Cent's eagles talon.
So like, Glad toe stabs OOS opponent, player falls but gains all his stamina back after the guaranteed heavy so he cannot be toe stabbed & dropped repeatedly. This also makes the attacker think strategically to either attempt higher risk but more dmg punishes while enemy is OOS, or guarantee lower dmg & replenish their stam.
Do this for all chars especially Shugoki so when he hugs all stam for both chars is returned.
Glad nerfs were deserved. Its basically the equivalent of taking away cents cinematic except glad could basically kill anyone in one combo oos. They are going towards the direction of taking away long periods of not being able to resist. They want fights to be more engaging for both parties, not just one person watching the other beat the fluff out of them cause they went oos once. Especially how easy it was to get a toe stab since it can be done from neutral and chain it made no sense that something so accessible did so much damage oos.
As zhanhu is one of my mains, the light parry on the dodge attacks in justifiable. I mean he is able to pick which side, still allows you continue chain if blocked, and it prevents people from solely dodge spamming. When the option select changes(nerfs) come in he is going to be even more useful cause people will have to actually guess correctly on his heavy finishers rather than just zone option select everything.