Some Khalt suggestions

So its pretty clear that Khat is broken rn, but I'm gonna suggest some changes hopefully deserves testing

A)Absorb can keep the freeze frames, but the Khalt player's stamina will tank really really hard. This will guard break you if you run out of stamina, so don't turtle.
This makes absorb an easier parry, but at the cost of a lot of stamina. It even makes sense, its not like letting the enemy hit you is easy...
B)Rename Absorb, Reflect. Freeze frames are removed. When Khalt absorbs an enemy attack, his opponent will take the damage as well (like they just punched a brick wall). Only the khalt's lost health can be recovered overtime or by counter attacking, just like old times. This damage cannot be leathal to you or your opponent
Countering fast decks will be tricky like before, but if fast players aren't careful, they'll kill themselves wailing on a khalt since absorb can already be cast in rapid succession. The khalt player will have to focus on counter attacking after a slow attack, or dodging a guard break. This also gives khalt a true reason to wear heavy armor, as both you and your opponent are taking the same amount of damage.

Unless there is a better idea, please consider these ideas. If anyone else has ideas or criticisms, please don't hesitate to mention them!

Comments

  • These are cool ideas -- but the reflect would probably be a bit op, and the freeze frames also seem op, so I'm not sure if this would balance out. Somehow things worked a lot better before -- I think it was that moves didn't push people back so much, so it was easier to combo into guard breaks. The fact that guard breaks are all straight and easily avoided with an avoid move also doesn't help. Maybe add a horizontal guard break? Or have a quicker one, so they aren't all so telegraphed?
  • I think the reason absorb is op is that it can be spammed so quickly. In comparison to parry and avoid -- which both lead to heavy punishes if the timing or direction is off -- khalt only has to worry about timing, so it's more difficult to punish. And, if they miss an absorb, a khalt can just absorb multiple times to hit the right timing with luck. Draining more stamina for abusing it would probably be the best way to balance it, IMO. Maybe consecutive absorbs drain more stamina in an exponential degree? That way a well timed absorb wouldn't be a nerf, but spamming them would be.
  • Absorb wasn't good because it was spammable, it was good because it was easy to use. As a trade off, it didn't freeze the opponent, so faster combat decks could hit the khalt before he could counterattack. Spamming absorb was the only way to deal with blazing fast decks.
    What. They could do is allow absorb to be spammed ONLY if it absorbs something initially, so you wouldn't spam absorb to block slow moves. Then again, I don't even think that was a problem
  • insight said:

    I think the reason absorb is op is that it can be spammed so quickly. In comparison to parry and avoid -- which both lead to heavy punishes if the timing or direction is off -- khalt only has to worry about timing, so it's more difficult to punish. And, if they miss an absorb, a khalt can just absorb multiple times to hit the right timing with luck. Draining more stamina for abusing it would probably be the best way to balance it, IMO. Maybe consecutive absorbs drain more stamina in an exponential degree? That way a well timed absorb wouldn't be a nerf, but spamming them would be.

    Good explaination i think that hits the spot.
  • Taking damage from striking a player with absorb activated would make Kahlt even more insane than it already is right now. They're deadly enough as is.
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