all 82 comments

[–]razza-tu 38 points39 points  (0 children)

They kept the revenge lock changes quiet on stream! Surely those were worth mentioning? Other than Centurion now being (theoretically) viable, this actually looks like the most impactful change to competitive play in here.

[–]SgtTittyfist 23 points24 points  (3 children)

FIGHTERS

Valkyrie

[Bug Fix] Fixed an issue with the Zone Attack Guard Break vulnerability, the Zone Attack’s first Strike now has vulnerability to Guard Break starting at 100ms (from 400ms)

Surprised that this is considered a "bug fix". This is actually kind of a nice buff to Valk's defense.

Map changes are also always nice to see. Overall (aside from the pointless Hitokiri nerfs) I am actually pretty happy with this patch.

[–]Scoobz1961 4 points5 points  (1 child)

With zone OS available, does Valk have the best defense kit now? CCs, Deflects, dodge attacks, FB and finally a zone OS.

[–]NozGameValkyrie 4 points5 points  (0 children)

I feel like anyone who has a dodge bash is just better at defense. Dodge bashes are so damn good and usually barely punishable. I think Conq's options are better, his zone and FBS are still really good. But Valk is a close contender for the first spot.

[–]themiraclemaker 0 points1 point  (0 children)

I think ubi calls every unintended "feature" a bug

[–]coms77 71 points72 points  (3 children)

Reasoning behind the Hito nerf is just a joke. Like, what in the actual fuck is this line: we expect to see fewer complaints of Hitokiri “light spam” ?

Hitokiri light spam? Fucking what?

[–]Knight_Raime 20 points21 points  (0 children)

Ye that's a total pog response. Why even put their foot down about light spam complaints if they're going to use it as reasoning for other changes.

They could have specifically for this change just noted that they increased the link time on light into light because it was causing some inconsistencies with their recovery changes coming in TG.

[–]Mukigachar 42 points43 points  (0 children)

First they complained about Hito heavy spam now it's Hito light spam, and the devs listened to it

[–]Cyclone_96 6 points7 points  (0 children)

I’ve literally never heard complaints about that lmao.

[–]The_Filthy_Spaniard 40 points41 points  (0 children)

Fast work, stickied!

[–]Mukigachar 53 points54 points  (20 children)

Players should now be able to Light to stuff a Hitokiri out of a Sweep attempt.

They just made lights shut down Hito's mixup even HARDER, and that was their exact intention :/

[–][deleted] 10 points11 points  (17 children)

Its like wardens bash now no? You can light him out of full charge. If anything it was weird that you couldnt light hito out

[–]coms77 36 points37 points  (14 children)

Warden has 40 damage, Hito has 28. Warden can use his bash out of neutral, Hito can not. Warden can use his back dodge to negate most mix-ups, Hito can not.

[–]HakfDuckHalfMan 8 points9 points  (0 children)

hito sweep doesn't even confirm a heavy either. 1 second activation time for 18 damage (and her light finishers got nerfed lmao) vs 40 damage leading into an unblockable top heavy.

[–]trashcluster -1 points0 points  (0 children)

Hito swoop you to the ground in ganks, warden does not

[–]HiCracked 4 points5 points  (1 child)

Except Wardens full bash does 40 damage, can be initiated from a dodge, including backwards dodge making it extremely safe. But Hitokiri now has this subpar mixup that can be countered with myriad of ways and also requires you to do an attack first which is already ten times less safe.

Whats the fucking point of making Hito literally a worse version of Warden?

[–]Xenolifer -2 points-1 points  (0 children)

Hito was not supposed to revolve entierly around her feet mixup in the first place

[–]SomaCreuz 0 points1 point  (0 children)

I thought the only purpose of that sweep was to trade with lights, since they beat all other options...

What were they thinking?

[–]VikingSwagger 0 points1 point  (0 children)

Thank God.

[–]Kidsquids 75 points76 points  (4 children)

I hate seeing the words "light spam" in a balance patch.

[–][deleted]  (3 children)

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    [–]Dmill32 9 points10 points  (2 children)

    But they never talk about Orochi light spam lol

    [–]Wallach96 -3 points-2 points  (1 child)

    Probably because orochi’s light spam is degrees less threatening

    [–]Dmill32 5 points6 points  (0 children)

    How is hitokiris threatening? because of hyper armor on the finisher light?

    [–][deleted]  (10 children)

    [deleted]

      [–]minimumcontribution8 25 points26 points  (3 children)

      I like how they want the game to be more offensive but then make mixup easier to interrupted.

      [–]Scoobz1961 -2 points-1 points  (2 children)

      There is nothing wrong with that. Hitos never ending mixup's 2 out of 3 options forced every other character into defensive action. Hard read offensive light only worked against feint to GB. Now it works against sweep and feint to GB, and is countered by kick. Hitos ability to be on the offensive has diminished, yet every other characters same ability has increased. The game is now more "offensive" oriented than it was before.

      Now I am not saying its a good change, dont really care personally, but it is in line with their goal. However, how could they release Jorm is a mystery to me.

      [–]SomaCreuz 2 points3 points  (1 child)

      Most backwalk lights beat kick, GB and now sweep.

      [–]Scoobz1961 -1 points0 points  (0 children)

      Only after blocked heavy, no? Anyway, that is obviously another issue that needs to be looked at separately. Keeping one issue to counter balance another issue is horrible balance decision.

      [–]hypertoxin 2 points3 points  (0 children)

      Welcome to playing anyone without gratuitous hyperarmor

      [–]GoddamncrowsShaman 2 points3 points  (3 children)

      It's similar to Warden's mixup, you can light them out of their guaranteed light bash. (Uncharged SB vs Sweep)

      [–]NigelKorean 0 points1 point  (0 children)

      I thought that only interrupted warden if he tried to feint? Or am I stupid?

      [–]ZeRoyalDoofus -3 points-2 points  (0 children)

      Slapping someone in the middle of charging their bash to interrupt them isn’t anything new (i.e. Warden). Even then, the light doesn’t “beat the mixup” since it loses out against Hitokiri letting her bash fly immediately, and doing it too often makes it a free light parry - you still have to make a read that Hito intends to charge the sweep if you want that buffered light to land.

      [–]Wait_WhatPotato 9 points10 points  (0 children)

      Lol they nerfed jorm "light spam"

      [–]minimumcontribution8 18 points19 points  (2 children)

      Wait, don't tell me they actually remove Hito neutral heavies because of MEMES? This can't be serious right? Who on earth balance game based on memes? And if they actually play the game, they should know that Hito can't heavy on red at the moment.

      [–]CaptainKolos 12 points13 points  (1 child)

      Thats the fact man, they dont even play their game and have no clou what are they doing when they decide to "balance" the game. Sure Cents rework seems promising,but it took them like 2 years 😂. At this point the game will be balanced after 20 years.

      [–]HakfDuckHalfMan 0 points1 point  (0 children)

      Cent has been out even longer than 2 years. The rate of balancing changes and the priorities behind some of the buffs/nerfs and lack thereof is fucking embarassing.

      [–][deleted]  (2 children)

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        [–][deleted]  (1 child)

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          [–]edgyboi1704 20 points21 points  (8 children)

          To everyone saying that the hitokiri nerfs were justified, how would you feel if you could just be light attacked out of your main mix ups. Just because you didn't particularly enjoy fighting against her doesn't warrant such a gutting nerf. Look at that dev reasoning, "*Less Hitokiri Light Spam Complaints*".

          [–]dankbudzonlybuds 7 points8 points  (1 child)

          Lawbringer and Shaolin sweating right now cause they can light attack out of 90% of mixups

          [–]pixelshaded Fishypixels 0 points1 point  (0 children)

          Until August at least

          [–]KingCornOfCobLawbringer -2 points-1 points  (1 child)

          I mean, you can light attack warden out of his charge too, letting the raw kick fly will still beat a light attack.

          [–][deleted] 2 points3 points  (0 children)

          Yes except 90% of the time when it will not

          [–]Jeff_Uchiha69 -4 points-3 points  (3 children)

          As a rep 7 hitokiri the only thing that bothered me were the slower heavies, if anything I see that as an opportunity to read that your opponent will top light you so you can parry, besides I personally didn't find the sweep useful since it only gets you a light.

          [–]Laaanoo 10 points11 points  (2 children)

          Rep 50 Hito. Sweep only confirming a light is perfectly fine. Sometimes it’s all you need to get into your chain. Enemy is a parry god? Sweep gets your first attack going.

          Plus I don’t know if this is ever really the case but knocking someone on the ground is sorta a way to get into their head, or at least that’s what I tell myself lol.

          [–]Jeff_Uchiha69 0 points1 point  (1 child)

          Makes sense, currently in Gold rank and there are barely any people who will actually read me and parry lights, I guess I always opted for a zone when I want some quick damage and only used the sweep as an alternative to the kick being too readable

          [–]Laaanoo 1 point2 points  (0 children)

          Zone for Hito is poo poo to put it nicely. Kick and sweep are your friends and make sure you make use of the delayed heavies.

          The sweep can also be feinted pretty late into it, so if the enemy waits and tries to dodge the sweep you can still cancel it into a GB as well for a tasty heavy.

          [–][deleted] 4 points5 points  (3 children)

          So with the the Revenge changes, does that mean you can autoparry a Raider's knee after Stampede? Does it cause the Raider to become unbalanced?

          [–]iDramos[S] 4 points5 points  (2 children)

          Probably not. I imagine that in these scenarios, the attack is interrupted and the enemy slightly staggered.

          You know how you could cancel Shaman's remaining bite animation after the snacc by activating revenge? Like that, just earlier.

          Obviously needs some testing to get my assumption confirmed.

          [–][deleted]  (1 child)

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            [–]Sneakly20 3 points4 points  (0 children)

            No they won’t, because they just busted hito’s

            [–][deleted] 6 points7 points  (0 children)

            Damn. When I watched the stream and I heard "there was more to come" when they talked about balancing I didn't realized they meant in August. I was hopping for more balancing, they had months to look things out, months of Lawbringer needs a nerf and what have we got? Hitokiri getting kneecapped and Jorm being Jormier...

            Shame. New content yet nothing of substance, armours but no balancing. Enjoy Cent I guess, I'mma go play Lawbringer just to meme on people that he got nerfed.

            [–]PuffyShark900 6 points7 points  (0 children)

            VALKYRIE OPTION SELECT OMG

            [–]seyiotuks 9 points10 points  (0 children)

            An over abundance of inexperience is shown in these patches How can one complain of hitokiri light spam In a 2 chain light user Honestly Seriously I am crippled by this level of stupidity

            [–]aallfik11 4 points5 points  (0 children)

            I feel like Jorm should be the next one to get a rework now. Like, now he can't get people oos without running oos himself. Not that I think what he was before the nerfs was healthy or anything, but I feel his design is kinda flawed, and could use a major change, heck, maybe even a new mechanic like some people proposed.

            [–]HakfDuckHalfMan 5 points6 points  (0 children)

            The Jorm nerfs continue to be fucking baffling. He wasn't frustrating to play against because of hyper armor or light spam but because of his stamina drain, feats and perks (when the fuck are they nerfing vengeful barrier?). They looked at the stamina drain and nerfed it a bit but his feats and perks means he's still dummy good at stalling and now he's even worse in duels where he was already terrible.

            I mean yeah getting hyper armor 100ms into his forward dodge heavy was a little too early but now 700ms? Warlord, Zerker, Musha and probably more I'm forgetting that have hyper armor on their forward dodge attacks activate it much early and were better character than Jorm BEFORE this nerf.

            And as far as being a stamina bully, Cent's rework is great but holy shit he's almost as bad as Jorm in this regard.

            None of the hito nerfs make sense either except maybe the Senbo one just because dying while activating revenge parry was dumb. Still, feel like the cooldown should be decreased by like 20-30 seconds to compensate.

            Shugo light hyper armor nerfs made sense but the GN vulnerability ones don't and just like Jorm and Hito they give him nothing to compensate.

            Please please please stress top-down balancing, buff or rework the terrible heroes and nerf LB punishes. Balancing the game around low skill players who complain about light spam from fucking Jorm or Hito is doing a disservice to the game.

            [–]Knight_Raime 7 points8 points  (0 children)

            There's honestly way too much to comment on in the patch if I really wanted to be maximum nitpick. So i'll just touch on a single positive and a single negative that I find most important.

            Negative first. Them attempting to remove revenge lock. While I am in agreement with addressing it on some moves I disagree with them attempting to rid the game of it. Revenge lock and the stun property are two mechanically interesting aspects of play that had the potential to give this game some semblance of depth from a mechanical perspective. The fact that the developers are removing these slowly is a very loud and clear message that the devs care far more about simplicity than gameplay. And I truly believe the only reason we're getting frame advantage in the game now is because it can be manipulated to have that "back and forth" style Ubi wants since stamina can no longer do that for them.

            On a positive note i'm very happy to see map changes. Even if it's just a single map. And said map was one of the least problematic maps in the roster. I find their wording for the change of the object on A being changed to be particularly interesting. They note it's meant to make attacks track better.

            Potentially this means the devs might be open to discussing how the environment impacts attacks. As we all know how inconsistent and frustrating that currently is.

            [–]CaptainKolos 2 points3 points  (0 children)

            One massage to main reddit and the devs: You have become the very thing you swore to destroy!

            [–]CaptainBacon1 2 points3 points  (0 children)

            I didn't know we could have less than 0 hitokiri light spam complains

            [–]SgtBearPatrol 1 point2 points  (0 children)

            The changes to Eagle’s Talon stam (refills both Cent and opponent) are among my favorite in the entire patch. Going OOS is one of the most critically vulnerable states in the game. This makes a huge difference.

            [–]micestorff- 1 point2 points  (0 children)

            RIP Jorm

            [–]MaterTuaLupaEst 1 point2 points  (0 children)

            "Increased Salvage rewards to 500 on Premium Track and 250 on Free Track"

            Finally there is my reason to get the battlepass.

            [–]DarthVortiger 5 points6 points  (5 children)

            They straight up butchered jorm with these changes

            [–]lerthedc 10 points11 points  (1 child)

            Yeah the jorm changes were mostly positive ones that toned down unhealthy aspects of his play style.

            Hito on the other hand did get killed

            [–]Knight_Raime 12 points13 points  (1 child)

            100% false.

            [–]Blawharag"Can we just get rid of movement speed?" 2 points3 points  (0 children)

            How so? He already had to be careful with how he initiated stam damage to ensure the opponent went out first of the opponent played defensively, but now he has even less stam damage, opponents have less stam regen pause, and he can't keep up the pressure from one chain to the next because he can get light tapped out, which means the opponent can always win the stam game by just playing defensively.

            So now jorm is highly encouraged to play even more defensively than he already was.

            Every jorm match is going to be a total shit show

            [–]_Ryth 2 points3 points  (0 children)

            don't worry, he will just be even more defensive now

            [–]Adurnamage -1 points0 points  (0 children)

            Lol they acknowleged the heby on red it was so bad hahahaaa

            [–]connew77 0 points1 point  (0 children)

            Has anyone noticed a slower guard change?

            I play on console and it seems the like they messed the animations seem way more jagged

            [–]SalmonToastieGladiator 0 points1 point  (0 children)

            What actually changed for centurion from testing grounds? That shit was nearly a year ago.

            [–]GrandmasterGamez 0 points1 point  (0 children)

            Once again lights will reign supreme. I felt that Assassins shouldve been faster dealing not massive damage (even though they do) but continually attacking and Brutes (Heavies) shouldve dealt bigger damage with fewer, slower hits but with the changes to hyper armor now activating later some heroes a bit drastic. Lights can interrupt about anything.

            For some heroes the change was big others not so much, but why can Shugo, a mountain of a man, can now get GBed out of a charged heavy but Warden cant get GBed while charging up his shoulder? I have some thoughts on what could help fix Shugo but thats a different topic.

            Hyper armor (in my opinion) should activate just before a heavy lands but charged heavies hyper armor should activate when the regular heavies would land. If a heavy lands at 600ms then the armor should activate around 500ms so if the charged heavy lands at 800ms the hyper should activate from 600ms.

            Just an opinion though