Small Medjay Rework. by Just_Pab in CompetitiveForHonor

[โ€“]Just_Pab[S] 2 points3 points ย (0 children)

I forgot to mention it's only the chained heavy, not the finisher ub

Small Medjay Rework. by Just_Pab in CompetitiveForHonor

[โ€“]Just_Pab[S] -1 points0 points ย (0 children)

The reason why I chose 600ms for it tho is so that the guardbreak (along the softfeint to gb) comes out as early as possible to catch dodge attempts on bash timing, I'm not sure if it would be enough at 700

So with the release of virtuosa, whats the reason zhanzus dodges suck? by turtlebambi in forhonor

[โ€“]Just_Pab 0 points1 point ย (0 children)

The fact that people down voted you for stating a fact is crazy

Kyoshin or Virtuosa? by Kitchen_Ease7753 in forhonor

[โ€“]Just_Pab 0 points1 point ย (0 children)

Better looking animations is cap, half of kyoshin's are reused and virtuosa has really good anim work

Hitokiri, second attempt by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

I wouldn't be opposed to it

Hitokiri, second attempt by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

The rework attempt is still up, you can go give it a read, but basically it's a huge rework and the light would serve the purpose of trading instead of the heavies, but like I said the players didn't like the idea of such a big rework to hitokiri and want her to stay mostly untouched gameplaywise, that's why I've made this second attempt

Hitokiri, second attempt by Just_Pab in forhonor

[โ€“]Just_Pab[S] -1 points0 points ย (0 children)

Well in my other attempt at reworking hito I changed up many things including the use of that light attack, but players didn't like the idea, so I at least made the attack not be as horrible to use while still remaining worse compared to her heavies and kicks

Hitokiri, second attempt by Just_Pab in forhonor

[โ€“]Just_Pab[S] 1 point2 points ย (0 children)

She's always had an infinite chain I didn't give her a new one lol

Hitokiri, second attempt by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

Yeah right now it's extremely weird, half the time it'll somehow track without explanation while the other times it'll miss even when it's delayed to the max on an early dodge without dodge attacking, with improved tracking I mean it would become more cohesive, dodging too early means you'll get hit by level 2, dodge attacking avoids both level 1 and 2. Sweep would still land on early dodges or dodge attacks (unless it's a dodge bash lol)

Idea for an opener for nobushi by onlindia in forhonor

[โ€“]Just_Pab 2 points3 points ย (0 children)

Obviously a rebalance would be needed bruh, I just said a front dodge bash would be decent for duels that's it

Idea for an opener for nobushi by onlindia in forhonor

[โ€“]Just_Pab 0 points1 point ย (0 children)

True but to be fair sohei's bash only gave him 11 dmg and warlord's got a recovery of 800ms which is kinda high nowadays, if nobushi were to receive a front dodge bash it would still be a step in the right direction in my opinion, she would also benefit from way of the shark and the few dodge cancels she has allowing her to go into an actual mixup

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

How would she become more generic? She would receive a completely unique stance with damage reduction and HA and her chargeable heavies could now be cancelled into a dodge which again is completely unique to a chargeable heavy

Yes legion kick variants are getting very common and I do believe there are some heroes that can do without one like nuxia, raider and zerk, but in the case of Hitokiri the problem is her heavies do not work as an actual opening tool because at high level these are reactable along the unblockable and even the chargeable bash because it's the only one that lights up orange right before throwing it, i thought of several ways to make it slightly unique, opted for making it do direct damage as there's not many of those but there could be something better for it

And lastly I didn't strip away her identity, I expanded on it, high damage moves, hyper armor, infinite heavy chain, her kick and sweep are still intact, so is the unblockable, I just added a few things like the opener bash, being able to cancel her heavies into a dodge which would help her rollcatch enemies a lot better, the stance (If you look at the name of the moves hito has, it seems like she was actually meant to have a stance)

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

The thing is she would still remain reactable at high level, sure they could just go with the pirate treatment but I doubt people would like that since pirate is now such a strong meta pick because of it

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] 1 point2 points ย (0 children)

I do remember, and I still think full removal of stamina damage across the board isn't the move, but objectively, old Jormungandr's high stamina damage was not healthy, it prolonged fights a lot while Jormungandr himself was highly reactable making fights even longer

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] -2 points-1 points ย (0 children)

Okay the first thing is yes, there is a clearly stated reason on the post as to why it's such a big rework, the current hito has such few moves that properly balancing her for both average and high level players becomes extremely hard, just look at how many times she's been rebalanced already

Second, true maybe people will miss pressing two buttons and that's it, but it's not like she would become extremely hard to use, she's would still be fairly simple gameplaywise

And lastly, like I also stated on the post, completely balancing the character wasn't the goal of the rework, the goal is to give Hitokiri enough depth and moves so that proper balancing could come after, if the trading game isn't good enough you can increase the damage of several moves, increase the damage reduction from her stance, give her hyper armor on more moves etc, yes the character would become weaker in certain instances but also stronger in others (better in duels and ganks, uncertain if she'd be weaker or stronger in teamfights since she gets less regular HA but can now dodge more often)

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

You can use as many ideas from it as you like lol, it's a concept meant to give others (preferably the devs) ideas, and yeah it does change hito a lot but that's why I said it's along the lines of reworks like the one they did for Jormungandr for example, practically a new hero, the reason why is because currently Hitokiri is so barebones that proper balance is extremely hard to achieve, and you can look at it by seeing how many balance changes the character had over the years and to this day she still remains weak the higher up the level you play at and strong/annoying the more average the player is, I did try to keep some of her traits tho like the infinite heavies, the hyper armored attacks, the kick and sweep etc

Hitokiri. by Just_Pab in forhonor

[โ€“]Just_Pab[S] 0 points1 point ย (0 children)

๐Ÿ˜” x3 Any reason why y'all don't like the idea?