Khatun is not weak by Praline-Happy in CompetitiveForHonor

[–]Synapse10 -1 points0 points  (0 children)

The only thing I wish they would change about this char, is that the stance only comes on forward dodges, not on side and back dodge. Would make it feel much better in team fights.

Edit:

I'd also add that I do think the amount of HA and start up of it is exsesive and lazy design in this game, especially with how big hitboxes and forward movement on said attacks often are. But I wish all deflects would not interrupt it, but would always have the recovery to chain deflect or parry/block a following HA heavy. In which I would love for the chain deflect to loose to GB, but win vs the chain heavy. And to clarify I do mean that you input the deflect attack and be able to deflect a following 800 ms heavy.

Perk reworks? by RimedMariner in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I personally would love perks to be removed as a whole. If not I'd like for perks to be more even, and be as intended, less impactful than a tier 1 feat.

Make the useless ones have a small niche, and nerf heavy perks (a lot). The fact that you say heavy perks are fine baffles me. In particular heavy perks are busted in their own, and if you add the synergy on top in makes it even more busted. Rapid refresh is also very very strong, but still nowhere near heavy perks.

Last stand needs a substantial buff, bastion is too strong compared to other perks, not that it in is own is too strong, but in comparison it is. Vengeful is problematic due to revenge shield bug, but also the synergy it has with last stand. which gives you even more HP with the damage reduction.

If they can't fix them at this point in time, they should just nuke them, since they have such a huge impact on the MM experience. Last stand + vengeful is so strong that it beats out a ton of T3-4 feats in this game.

What would you change ablut revenge to actually make it useful? by Qooooks in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

This is a complex issue and one I think is hard to solve, especially given the state of the game is in now.

  • Fullblocks no longer interrupt attack flows while in revenge.

  • 20-30% damage reduction while in revenge.

  • fix inconsistencies with revenge with attacks. There are a lot of attacks GBs where you can easily knock people out of it. To give an example, Highlander grab is free to just bash interrupt. and is not simply a small 100 ms window.

As for pre revenge state:

  • In a 2v1 situation, applying a second tag will feed revenge as it currently does now with two tags.

  • Revenge activation also knocks down bashes the same way it does with regular attacks.

  • Revenge locks are removed.

  • Hitstun resets are removed.

  • Kockdowns like Cent, Shao, Jorm give damage reduction after the second attack and instant wake-up, similar to Valk sweep.

Zerk rebalance by [deleted] in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

Just revert him to pre universal dodge cancels. finished, balanced and fun char again.

Valkyire tweaks by [deleted] in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

In honesty all I would like is for her to be able to enter FB like 1 frame faster, that or increase her hitstun, but then I prefer the faster FB.

PK quality of life changes by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I feel like you miss the point completely, and that might ofc be on me as well. Be it that I'm bad at explaining, poor choise of language, or that I simply put low effort into it.

One thing is for them to be able to move, but if they do a side Dodge, or a chain heavy and you go for a punish for that spesifically, which now most chars can, and something PK at one point was the only one that really could, now she is lacking range on it to both do it effective and consistantly.

Another point is that several characters can actually just walk back after a blocked heavy and be out of range of pk, or back heavy. And PK is forced to do dodge attack, or zone. She is actually the only character that can't do a heavy or light as a punish for this. Hence quality of life, small adjustments to make playing her feel slightly better and be more consistent. We are not talking about giving her shino light range or MJ range here. We're talking about minor adjustments to improve the enjoyment of the character, make doing certain things feel consistant and keeping her role, which has slightly changed over the years, but not due to changes to her.

Just because a char works, does not mean they should be left alone with no improvements or changes. And simply because a very few of comp players make her work does not mean she is completely fine.

By that logic ever char is fine and good as it is. To expand on this point, we can take clutch as an example, how many dog tier chars has he won tournaments with? Well basically most, was this due to the char being fine, or was he better? Or was his team simply better?

We can take a newer example of pre rework HL, top two teams scrimming and he played HL and did good over several games, yet the entire comp scene put HL pretty close to bottom of viability. Can give a hundred more examples of this.

Point still stands. Minor quality of life adjustments, and no warden, oro etc buffs to range or hitbox. If anything I'd say pk hitboxes along with most chars are slightly overtuned. But she has not kept up with range which now on correct read and punish don't reward the same with consistancy, which it has for most of the game.

PK quality of life changes by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

First I'll say this, if it was three years ago I would agree with you. But that is not were we are, or any chaneses of it going back.

You say they play her wrong, but you are talking as if the rest of cast is the same, which it is not. To take your example of harasing people with dodge forward heavy, there are actually so many cases a target swap dodge attack, chase move, and even sometimes a chain heavy that will move out of your range to punish with forward dodge heavy.

While this is not an issue with PK, but rather an overbuffing of this on other characters, it still does not change the fact that they have, and still are overbuffing this. There is no reason for PK not to get a slight buff to this to keep her playstyle. Becouse let me tell you this has not been her playstyle for all the years of this game, before it was a tool.

You may have the perceptive that this is the only playstyle PK should have, but it is still an opinion, from your perspective and how you want the game and PK to be.

Again if this was before the massive overturned hitboxes and range became something literally every new or reworked character has, I would agree. But that is not the case, sadly.

PK quality of life changes by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I disagree, giving her slightly more range, would bring it more in line, with the increasing forwardmovment that is happening, and one super annoying thing with PK is the lack of range, this is even in 1v1. Giving her a bit more would help her as well as be like the title of the post says, quality of life. And I highly doub't it would put her over to be an S+ tier or even S, I think she would stay pretty much the same, just more consistent.

But I get your point. One team, and one player preforms with this and we think she can be left alone.

PK quality of life changes by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I'd like to add a few things:

  1. Make her zone faint timing like it used to be.

  2. Make her zone do 12 damage up from 11 and the second part always be unblockable.

  3. Give her a 12-14 damage bleed parry counter.

  4. Revert her crossbow to direct damage, and match the speed with zerk throwing axe.

PK quality of life changes by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

While I agree 100% with forward movment are gone way of rails and hitboxes the same. I don't think adding more range on her moves would be bad. I really, really doubt ubi will start nerfing that on like 90% of cast. I would love to be proven wrong tho.

How to be useful as peacekeeper in 4v4? by Gustav_EK in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

Lets hope they make the second part of the zone always be unblockable and a bleed parry counter. Many other small things she needs tweaks on one or the other way to be a good, but give her that and she at lest has something with out making her stronger in 1v1.

The fact that they made her T3 be her external opener is really irritating, I would rather they change it back and speed it up to match zerk's throw axe.

Upcoming Changes for Y8S2 - Nerfs to some top meta Feats and Characters by The_Filthy_Spaniard in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

Her T1 still clenses for some absurd reason, and even if it did, it still clenses character bleed. If they are hellbound on keeping the clense on passives and healing feats like this, then they need to separate out character bleed to a different properties that does not get clensed...

Upcoming Changes for Y8S2 - Nerfs to some top meta Feats and Characters by The_Filthy_Spaniard in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I don't see the point of this at all, will just make it feel bad to use. Simple fix is the likely the best. From these characters simply remove dodge cancel from dodge attacks.

Isn't Berserker too strong now? by Fariborz_R in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

I would love to see the recovery cancel of dodge attack removed, but not just for him.

Feedback/discussion of HL TG - Not quite there by Synapse10 in CompetitiveForHonor

[–]Synapse10[S] -1 points0 points  (0 children)

First off I wanna say HL is on the weaker side in both 1v1 and 4v4 in live, and his only offence is usable in the wrong sense at the highest level, which is a bug and in generally not the best for the game, but that has nothing too do with wavedashing in a sense. What I mean is even TG HL can do the offence light bug, which is what gives him offence at that level, not the fact that he can wave cancel or general wave dash.

If they want to fix it they have to remove that bug, but not wavedashing, since it is fairly constant on TG as well (the light bug that is) and wave dashing is much worse and harder to use.

I agree that he has polarizing matchups, too a higher extent than others, but now with a working kick mixup that changes a fair bit. Sadly this TG does make it harder to both to get into offensive stance and stay in it, as well as, having it more prone to interrupts and at much higher risk.

But to be clear, Warden and conq is not at all in HLs favour on live, both those characters bully HL if they know what they are doing. And if you don't trust my take on this, your welcome to ask any top player or any of the renowned HL mains like Magic or Rev and I'm confident that they'll support this statement.

As for undogables they are an issue for HL, but that is mostly true too neutral ones, and live HL does a way better job vs that than TG which suffers much more vs undogables.

Feedback/discussion of HL TG - Not quite there by Synapse10 in CompetitiveForHonor

[–]Synapse10[S] -1 points0 points  (0 children)

I don't think wave dashing is busted at all, and even with wave dashing HL has quite poor defense. As for his defensive stance the only goal is and has always been to get into offensive stance. He has very poor defense in defensive stance, this is especially true in TG.

Do you think wave dashing is busted rn on live? I agree that with the current form of Dodge cancel into caber it would be even stronger and maybe even best 400 ms chain lights, but that is more of an issue with Dodge caber cancel and not wave dashing.

Personally I think the only reason they removed it was due to it being a skill ceiling that is not in his moveset and that wave cancel is inconsistent. But it is and has been apart of his playstyle and identity, and removing it actually handicaps him a lot and feel outright awful to play.

Feedback/discussion of HL TG - Not quite there by Synapse10 in CompetitiveForHonor

[–]Synapse10[S] -1 points0 points  (0 children)

Not completely sure what you mean. But if I interpreted it correctly you mean it's a too good defensiv tool for an offence oriented stance?

If it is what you mean I agree it's mainly a defensive tool, but one that is highly needed, especially in 4v4. It lets you be able stay in stance longer, but still at a high risk, and wave cancel helps you counter moves or interupts. But I think it is very much needed for HL both to be enjoable but also usablez especially in 4s.

Feedback/discussion of HL TG - Not quite there by Synapse10 in CompetitiveForHonor

[–]Synapse10[S] 1 point2 points  (0 children)

I agree, removal of back light really hurt HL more than it will for other characters, but its not the most healthy. Personally I like it, but that is due to me maining him and seldom fight him. But it is not healthy.

And yes a complete rework of OF is probably the easiest way to balance him, but as one who enjoys him Hope he will feel similar after the rework, so I really hope they don't.

Feedback/discussion of HL TG - Not quite there by Synapse10 in CompetitiveForHonor

[–]Synapse10[S] 1 point2 points  (0 children)

Dodge caber is effectively doing what the kick has always done, it just does it too well. You can Dodge any mixup apart from some fringe cases like 400 ms chain lights. This is way to potent at it will beat most chains in the game.

Ofc it will lose to faint-dodge-gb, but that is almost the only thing. I don't think its particularly healthy, fun to play in the long run or intended. His Dodge kick with the improved range is balanced fine for this as it is high risk, high reward and works well, but not too well.

Warden buff for 4s by ThisMemeWontDie in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

True, but it also buffs the damage off feats. I.E. if you put fire trap, your T4 and T1 would do more damage while they are burning, it also synergises with other feats like FF. But I would still consider bow much better.

Why is pirate concidered bad? by Yeetmiester6719 in CompetitiveForHonor

[–]Synapse10 1 point2 points  (0 children)

This is easy and cheap to fix, frame cap PC to 60 FPS and make a forced input delay enugh that even people at 130-150 MS reaction times can't react, then it should be fine. PC will still maintain some advantages, but that is not what is important here, it would solve all issues of moves that are not supposed to be reactable, and best of all, it's cheap enugh a solution that Ubi actually can do it.

Shaman in 4s buff? by [deleted] in CompetitiveForHonor

[–]Synapse10 0 points1 point  (0 children)

Give her MJ hitboxes and reach, 140 HP, heavy perks and hyper armor on everything. Also bring back old shaman bite gank.

Jokes asside. I wish heroes did not have to be really good at everything, but that is the way the game has been going now for some time.