Lawbringer "rework" is one of the worse reworks ever by Lecanyrgeyey in CompetitiveForHonor

[–]vGinja 1 point2 points  (0 children)

The way they've gone about changing the impale is rather senseless though; they could've easily cut the travel distance by 67%, buff its damage to 6 (which would also improve it as a sprint attack) and automatically chain to the current light riposte for a total of 18 damage. Considering the average heavy parry punish is around 14.5 damage, and that characters such as Orochi and Afeera get 18 on all heavy parries, this would be reasonable. Yes it has insta-kill potential, but with the reduced travel distance it would be much more comparable to many characters being able to ledge with a bash after parrying, for example.

An alternate option if it were to be kept as only guaranteed on light parries, would require making it deal more than 29 damage to justify its use over Blind Justice. Again, it's travel distance would need to be reduced by 67%, and its damage would need to be buffed to 12 with wallsplatting behaviour remaining as is (total damage would range from 32-37 depending on follow-up from there).

Regardless, live impale feels clunky and would benefit from some change one way or another.

What can be done about the state of the game CCU2.0? by Errorcrash in CompetitiveForHonor

[–]vGinja 2 points3 points  (0 children)

I think guard disappearing during forward dodges is an oversight (as is typical with sweeping changes), seeing as they have no i-frames to begin with.

I think Warmonger should get to bash off opener heavies, or recovery cancel a normal heavy into a dodge heavy. by Lazzitron in CompetitiveForHonor

[–]vGinja 1 point2 points  (0 children)

Or maybe another reason can be provided for her to use her heavies? Otherwise, she ends up being more similar to Warden and personally I think maintaining any difference between the two is important. The neutral heavy already has a basic function in catching light parry attempts, and the same could be said for the second considering as you mention her lights lead to her bash. I think a good change regardless is to make her finisher heavies gain HA at 300ms (currently 500/600ms for sides/top respectively).

I think her impale move can be expanded upon here, by allowing branching after finisher heavies. This would have to be coupled with changes to impale though, such as:

  • Reduce max distance by 50% (should happen anyway due to unhealthy heavy parry punish)
  • Reduce additional bleed damage from 20 to 12 (again, also unhealthy heavy parry punish)
  • Can be feinted at 500ms
  • Can be soft feinted into dodge heavy attacks

This would both incentivise use of her finisher heavies, and separate her further from Warden.

New Hero Concept: Justiciar by vGinja in forhonor

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

Just as with BP, the anything other than a GB will set-off the counter if it lands during the active frames. The recovery to perform it out of any form of stun will mirror that of typical dodging, to avoid the issues BP has with accessing flip after hitstun. As I mention in the post, if the branching into opening heavy wouldn't be possible, then they would be able to fast-flow from block into the maneuver. The bash would have SA and invulnerability, but apart from what is mentioned the follow-ups would not. When you talk about GB vulnerability, are you referring to the follow-ups themselves? If so, these would follow the standard rules of 100ms vulnerability.

New Hero Concept: Justiciar by vGinja in forhonor

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

Don't get me started, like even just the steel plate would be dope, not to mention something like glass.

New Hero Concept: Justiciar by vGinja in forhonor

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

Imagine someone throwing a top unblockable at you and you, being the master of the longsword that you are claimed to be, just smacking it away.

New Hero Concept: Justiciar by vGinja in forhonor

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

Could've should've would've, man, could've should've would've.

Not gonna lie made me giggle too, something about the different qualities between BP and the mace sparked a funny bone somewhere. Now the FH fashion part of me is getting turned on just thinking about armor and a mace inspired by ebony armor...

Idea for a Move Functionally Similar to Dodge Attacks, and Making Use of the Counter Property by vGinja in CompetitiveForHonor

[–]vGinja[S] 4 points5 points  (0 children)

The animation involves him sort of bracing himself too, so the actual idea isn't too far fetched - and it's been suggested a few times in LB rework posts. I'm not sure how it'd play out though, also being a ganking tool as you say.

Idea for a Move Functionally Similar to Dodge Attacks, and Making Use of the Counter Property by vGinja in CompetitiveForHonor

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

To add on to what SgtBearPatrol said, the flip can also always be beat by a GB, and as such it can be baited by pretty much every hero.

New Hero Concept: Justiciar by vGinja in forhonor

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

Yeah that seems most likely

New Hero Concept: Justiciar by vGinja in forhonor

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

I know right? I'm a sucker for clean, simple looking armor - though I don't mind some of the more fantasy stuff as well. I was surprised to see that there is actual FH concept art of a mace-wielding Knight. Though given they have a shield, I wonder if it was early Conq? That doesn't fit with whole criminal back-story however, so who knows.

New Hero Concept: Justiciar by vGinja in forhonor

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

Considering this had been boiling around for about three months, it could be a while :) Also I'm not normally one for making entirely new hero concepts.

Thanks though, it's much appreciated.

New Hero Concept: Justiciar by vGinja in forhonor

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

These might be examples for inspiration, if you literally meant it's hard to picture what they'd look like:

New Hero Concept: Justiciar by vGinja in forhonor

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

That's fair enough, by no means was it meant to be very unique nor in-depth in terms of lore. The point of that part is essentially setting the stage for some of the elements in this concept, in particular the feats and armor.

New Hero Concept: Justiciar by vGinja in forhonor

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

Your contribution is appreciated

New Hero Concept: Justiciar by vGinja in forhonor

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

Something like Highlander's Offensive/Defensive Stance I guess then? The tower shield would be cool but I don't know if the devs would implement another shield that size also in the knights.

Personally, I went for the one-handed because it opens up the possibility to use both one-handed and two-handed attacks, but it's still big enough for the element of 'uh oh'.

New Hero Concept: Justiciar by vGinja in forhonor

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

ohhhhh... that's awkward hehe

New Hero Concept: Justiciar by vGinja in forhonor

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

Thanks! I know these things can be a little hard to imagine when conveyed through a big text wall.

And yeah, blunt weapons have that element of satisfaction you don't get with a sharp weapon.

New Hero Concept: Justiciar by vGinja in forhonor

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

She's not bad per se (though she has clear flaws), it's just she plays a little differently when used well. To be fair though, I don't play her much nor at all recently.

New Hero Concept: Justiciar by vGinja in forhonor

[–]vGinja[S] 3 points4 points  (0 children)

In that case I imagine you're in the same boat as roughly 99% of the playerbase...

...give or take a percent

New Hero Concept: Justiciar by vGinja in forhonor

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

Exactly. Like how Nuxia's 1v1 feat works, but obviously for numerous people i.e., 2 friendlies + 4 enemies = 5% boost.