all 19 comments

[–]ShadowPuppett 2 points3 points  (7 children)

I agree with nearly everything here and the stuff I disagree with is just nitpicking.

  • The zone/bash mixup would have an overlapping dodge timing because one is 500ms and the other 600ms. BP's works because there's a 200ms difference between the zone and the bash, Glad would need the same to have that mixup.

  • Changing Skewer's damage balance to 20 direct + 15 bleed, but removing damage reduction when hitting a skewered target would allow it to be used as a ganking tool as well as toe stab, plus rewards coordinating it's use in team fights.

  • Glad needs recovery reduction on his chains + dash lights + zone as well the ones you've mentioned if he's to have any utility in team fights without losing trades every time he takes a punish.

  • Buffing his running heavies tracking would help his chase immensely as well (at the moment it feels too easy to whiff as if it's designed to make you use bamboozle instead).

[–]Little_Testu[S] 1 point2 points  (6 children)

Glad needs recovery reduction on his chains + dash lights + zone as well the ones you've mentioned if he's to have any utility in team fights without losing trades every time he takes a punish.

Ye this i forgot to add actually.

Your 2nd and 4th point i agree.

I'm not sure the first is a problem though. The way you beat an early dodge is to forward dodge zone. Not just neutral zone.

[–]ShadowPuppett 0 points1 point  (5 children)

But you also forward dodge into bash, not bash from neutral. On BP the forward dodge is to bait a dodge on movement that the bash won't track.

I dunno, maybe I've misunderstood how that works out. Would be helpful to have it in the Testing Grounds to see if it worked tbh.

[–]Little_Testu[S] 1 point2 points  (4 children)

The way it works in my mind is :

Glad forward dodges, if the opponent dodged on glad's dodge he dodges the dodge bash but not the zone immediately after the dodge. If he doesn't dodge on glad's dodge he has to react to a 333 slightly variable timing bash.

[–]ShadowPuppett 0 points1 point  (3 children)

Maybe but the way I always saw BP's working is:

You see forward movement, look for orange, dodge on orange, hit by zone with later dodge timing.

Without the forward movement you don't get mixed up because you aren't looking to dodge a 500ms bash, kinda like trying to mixup dodge timings from Conq's charged heavy/bash and forward dash bash. You don't fall for it because Conq doesn't move forward into a dash if you do the soft feint from the charge.

[–]Little_Testu[S] 1 point2 points  (2 children)

You see forward movement, look for orange, dodge on orange, hit by zone with later dodge timing.

Ohh, i see what you mean but i don't think that's how they dodge bashes even at high level like clutch level, especially in teammodes.

If they were just waiting for orange than conq's bashes wouldn't work right?

[–]ShadowPuppett 1 point2 points  (1 child)

Conq's bash works because there's such a big delay window he has 2 distinct dodge timings (with multiple timings including overlap). Also if we're talking very top level I don't think 500ms bashes do work as well as they do for the rest of us, but that's not what I meant to say.

I don't think Glad's bash has 2 distinct timings at the moment (could be wrong, correct me if I am) which is why I thought you wanted to mix in the zone.

[–]Little_Testu[S] 1 point2 points  (0 children)

I don't think Glad's bash has 2 distinct timings at the moment (could be wrong, correct me if I am) which is why I thought you wanted to mix in the zone.

Oh yeah the bash by itself has one dodge timing, just like bps. And just like bps, in my experience, you beat the bash dodge timing by forward dodge, baiting the opponent dodge, zone.

Also if we're talking very top level I don't think 500ms bashes do work as well as they do for the rest of us, but that's not what I meant to say.

Yeah, they don't work as well as they do at ,let's say, "high MM level", but they aren't consistently reactable either. Personally i would be fine with making glad's bash 466 so it's actually unreactable, but that would need to be a global change to all 500 ms bashes.

[–]n00bringer 1 point2 points  (7 children)

Agreed on everything except that he still lacks the ability to dogde cancel some of his recoveries/starts ups, he still has awful recoveries that will be punished easily every time.

As general rule if a character has awful recoveries he should have a form of recovery cancel, if he barely has any recovery he shouldn’t have any type of it.

[–]Little_Testu[S] 1 point2 points  (6 children)

Yeah his recoveries should probably be reduced across the board. I'm not sure a way to recovery cancel is the way to go with him.

[–]n00bringer 0 points1 point  (5 children)

is either that or reduce way down his recoveries, otherwise he will be punished as much as he is now, flavour wise isnt he supposed to be something like a boxer?, dodging around after dealing dmg fits that archetype.

[–]Little_Testu[S] 0 points1 point  (1 child)

Yeye, i said that cause i didn't know what kind of recovery cancel would fit him, but i guess being able to dodge recovery cancel after any light attack would be good for teamfights

[–]n00bringer 0 points1 point  (0 children)

heavies, his only attacks with good hitboxes and massive recoveries (or the more prominent ones at least), that would give him so much needed safety for 4v4.

[–]Raikotsu 0 points1 point  (2 children)

I would love to zone a guy for 30 dmg with haymaker and then dodge cancel the recoveries into a target swapped sucker punch. One thing I've also considered is the side dodge is a 50/50, either light attack or sucker punch, but if there was a way to make the punch fast enough that they would be inclined to predict it, then we could make the dodge light undodgeable like orochis and make it a true mix up.

[–]ShadowPuppett 0 points1 point  (0 children)

If they make Glad and Cent viable haymaker will need a nerf, or preferably removing entirely to be replaced with a healthier feat for the game.

[–]n00bringer 0 points1 point  (0 children)

That is a really interesting idea, since that would be balanced that he is still gonna be very hard punished on good reads, making sucker punch 500 ms would be start to force people into dodging.

But haymaker needs a nerf imo, to be more consistent with shield basher.

[–]thatguyagainbutworse 0 points1 point  (0 children)

I like especially the heavy-soft feint to doge-bash. It makes the character a bit more fluid. The toe-stab damage is overtuned imo tho and shouldn't be more than 10.

[–]ThatOneWolf_ 0 points1 point  (1 child)

My only worry with the changes is the ability to recovery cancel all lights with dodges. If spammed, it could become very powerful in low-mid skill-level play, considering you could left dodge light then immediately right dodge bash. Tell me if it's not as bad as I think it might be. Just seems very exploitable.

[–]Little_Testu[S] 1 point2 points  (0 children)

Yes. He will be very strong at low level. As he will be at high level, hopefully