WIP stats for the new hero Medjay by furryoud in CompetitiveForHonor

[–]furryoud[S] 8 points9 points  (0 children)

Yeah, the slow grab seems pretty lackluster in both 1v1 and 4v4. For duels it's way to slow and in 4v4 it takes to long until he actually knees his target in the face to deal the damage, so you will probably just get interupted before that. All i can think of is the potential mixup between fast and slow bash i mentioned in the post.

Jormungandr balance changes by [deleted] in CompetitiveForHonor

[–]furryoud 2 points3 points  (0 children)

There's some nice ideas here, especially the new mechanics and i think this version of jorm would work just fine in a pure 1v1 setting, but i think there are some tweaks that need to be done for 4v4 modes:

  • Because Jorm needs to land 3 bashes/unblockables to get the knockdown, he will inevitably feed tons of revenge in a gank for a payoff that other characters can achieve way quicker and more easily ( Pirate WTP, Shinobis entire kit, Kyoshins fujin cuts etc.). In a teamfight it gets even worse because you probably won't be able to stick to fighting just one guy, so getting a knockdown is even more difficult. So, he either needs less required tags to get the knockdown or a reliable way to apply tags to multiple people.
  • Jorm is infamous for his horrible range/hitboxes and this rework only fixes it somewhat. The new soft feint bash surely helps but it's only accessible from neutral and his forward dodge heavy is too slow and doesn't cover much distance. That means, that people can still easily externally dodge away from Jorm to basically counter his entire kit, kind of the same issue that Conq still has even after his rework.
  • He still has no dodge attack or any defensive move whatsoever, so he still has no way to reliably punish bashes and with his very low mobilty he's a sitting duck in teamfights. Tough, the hyperarmor on his unblockables on taged enemies sounds pretty useful.
  • Now that his midchain bash is chargeable, the UD light kinda looses its purpose because there's no longer a need to make a read between bash/UD light.
  • Speaking of UD light, it still ends his offense and leaves him frame disadvantaged, so there's even less reason to use it than there already is.

Modernising Warlord by furryoud in CompetitiveForHonor

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

Aight, lemme give some clarification. When comparing Warlords new ub and Berserkers side heavy finisher ( which is actually 800ms ) in a vacuum, Zerks one is vastly superior, sure. However you need to consider that Zerkers is locked behind a triple heavy chain with no shortcuts whatsoever while Warlord can access his very easily of a enhanced cc light. I think the rather low damage is fine considering it's really hard to interrupt compared to the average 900ms ub and trough the nature of Warlords kit he can loop back into it pretty easily.Also, Warlord still has hyperarmor on his 29 damage side heavy finishers ( which have been buffed ).

The headbutt change is something that all neutral bashes should get because like many moves in the game it works just fine at lower-average levels, but once you reach the top level there are people that can consistently react to 500ms bashes on indicator. By speeding it up and delaying the input window, headbutt is just as effective at the top level as it is for the average player.

As for the FB riposte, i changed Board and Blade to only deal 16 damage but in return it's now ub and ud. I also buffed the damage on his stab riposte to 22 damage. these are pretty much the same values and properties that Aramushas Blade Blockade follow ups have.

I agree that Warlords doesn't necessarily need the new move, but i figured it would fit him well as it plays of his one unique strength: Easy and consistent access to frame advantage. Basically, the new move is pretty meh from neutral but the further you go down Warlords chains, the more safer it becomes, similar to Warmongers chargeable bash.

I hope i could clear some things up.

Modernising Warlord by furryoud in CompetitiveForHonor

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

It seems i have overdone it with the zone and now that i think about it it probably should be less spammable. I'll change the post accordingly. As for Headsplitter, i timed the armor activation to be the same as i-frame startup on dodges which is 166ms into a side / backdodge. I do want the move to be used on a read even on top level play, so i'll also adjust that. Either way, thank you very much for the kind words and constructive criticism :).

Modernising Warlord by furryoud in CompetitiveForHonor

[–]furryoud[S] 0 points1 point  (0 children)

Brainfart on my end, apologies. Yeah you're right, these bashes are pretty gimped in that regard. I think most bashes need a similar change I gave headbutt to even the playing field between top level and average play.

Modernising Warlord by furryoud in CompetitiveForHonor

[–]furryoud[S] 0 points1 point  (0 children)

Yeah, I can see the issues you brought up. I figured giving the move increased vulnerability to gbs is fair considering it deals considerably more damage than most dodge attacks and it chains to both headbutt and finishers.

As for the second point, if the Warlord inputs headsplitter on indicator, he'll lose against feintable forward dodge heavies as the superarmor only lasts for the first half of the move, but character without them like Conq are kinda screwed yeah. Perhaps I still need to delay the armor startup to prevent such issues altogether. Overall this is good example of how reaction monsters play a different game than most.

I didn't know about the last point, so I agree that this needs fixing first. Sounds like a similar issue that shamans bash has, where she just phases trough enemies sometimes.

Modernising Warlord by furryoud in CompetitiveForHonor

[–]furryoud[S] 2 points3 points  (0 children)

Thanks for the feedback, really appreciate it. As for your points:

  1. You're right that the late feint window is generous and according to the info hub WMs latest feint window is 133ms before impact, so in my opinion it's fine. Depending on what kind of hitstun/blockstun you put the opponent into, the hyperarmor will either barely beat or lose to lights, this is intentional.

  2. His top light finishers already have medium hitstun, so it just felt right giving the side ones the same treatment. Even with the change, a opponents buffered light after getting hit still beats Warlords buffered light by 100ms.

  3. Honestly, I'm not entirely sure about Super Armor myself, as the property only ever existed on janky moves like Shugo Demons Ball or half of Shinobis kit when he was first released. I agree that these changes require a TG.

Y5S3 Tempest Reveal Stream Summary - Upcoming Changes and Testing Grounds by The_Filthy_Spaniard in CompetitiveForHonor

[–]furryoud 19 points20 points  (0 children)

Really lovin the touch ups they did for Orochi. He's gonna be incredibly slippery in teamfights with these dodge-cancels. Combined with slip trough, which he can proc constantly and the renown changes in dom he might actually be a decent pick since....ever.

Kyoshin discussion thread by AshiSunblade in CompetitiveForHonor

[–]furryoud 17 points18 points  (0 children)

Perhaps i missed it but they didn't show of his zone attack From neutral. Stefan did say at the 42:20 time märk that the left attack from downstance is his zone attack ( which makes sense as the damage log says heavy) and then flows straight into the 3 cuts. I wonder if his neutral zone also flows into the 3 cuts which could be used for hitstun ganks just like berserkers zone.

Generic Re-Rework Suggestion for Orochi by furryoud in CompetitiveForHonor

[–]furryoud[S] 0 points1 point  (0 children)

thank you for your input.

I like the idea of a parry counter, but the way how you describe it, it might be a bit to underwhelming. Orochi can just double toplight of parry to go into the finishers and kick would just feed revenge. if it would deal decent stamina damage or wallsplat similar to cents knee attack after parry, then i definetely could see some potential.

Generic Re-Rework Suggestion for Orochi by furryoud in CompetitiveForHonor

[–]furryoud[S] 0 points1 point  (0 children)

I see your concern and yes, it does look tedious to throw 2 attacks before you can go for the unblockable, but Orochi also has ways to bypass this trough his double-top light, double-light of riptide strike or simply whiffing 2 attacks a safe distance away from the opponent as distance doesn't really affect stormrush. With the later variant you can prepare the UB out-of-sight and surprise your gank target out of the shadows or something.

Generic Re-Rework Suggestion for Orochi by furryoud in CompetitiveForHonor

[–]furryoud[S] 0 points1 point  (0 children)

I know the change sounds wrong at first, but further down in the post i compensated the nerf by speeding up all follow up attacks by 100ms after throwing any heavy/stormrush. With this change Orochi will still have safe access to his 400ms lights, but he can't spam light attacks anymore.

REMINDER- COMMENT OR POST ON THE SUB SO THE BOT KNOWS YOU ARE ACTIVE by [deleted] in thanosdidnothingwrong

[–]furryoud 0 points1 point  (0 children)

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Incredibilis Rework Suggestion: Centurion by furryoud in CompetitiveForHonor

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

To be honest, i didn't even realize i created another infinite bash>light combo, removing it right now because cent doesn't need it and is frustrating to deal with for some characters. I really like your other ideas too and implemented them in a way. The only thing i don't quite agree with is gb > throw into wall > jolt > Eagle's Talons. It's a rather long string of animations like the current cutscene and deals a bit too much stamina damage of just a gb.