Khalt in competitive lvl
maybe khalt is op in beginners and mid lvl fights, but in the highest lvl players, khalt isnt op our even strong compare to windfall and forsaken.(PS4 patch 1.14)
i will try to explain since i played more then one style... khalt get destroy by against GB, double hits our slower moves if they are weak khalts and try to allways absorb after they stop attacking, and only not advance players fall for that.
Khalt is the only class that cannot stop gb and double hits(most of the time) whit is special, they loose hp and its not sooo easy to absorb and hit back when u are fighting a guy that just spam the fastest atts in the game..... Our punish is a quick and weak att IF we can absorb and hit the counter att and now in 1:14 patch we dont regen mutch stamina on absorb.... mean while for example windfall and forsaken as massive punishement after a dodge our parry ( if u know what you are doing) forsaken a little better at punish whit sidekick after parry and all the atts after have plus 100 damg so sidekick is 200 and something.... windfall now recover a amazing amount of stamina and if u fight a top tier wind fall he will dodge almost every att and have big punishement whit infinite stamina regen even if u feint alot.
To finish this i think khalt is strong in beginners match and less in mid-hight skill players but if u consider the top tier players in this game khalt as it is right now its weaker then windfall and forsaken.
i will try to explain since i played more then one style... khalt get destroy by against GB, double hits our slower moves if they are weak khalts and try to allways absorb after they stop attacking, and only not advance players fall for that.
Khalt is the only class that cannot stop gb and double hits(most of the time) whit is special, they loose hp and its not sooo easy to absorb and hit back when u are fighting a guy that just spam the fastest atts in the game..... Our punish is a quick and weak att IF we can absorb and hit the counter att and now in 1:14 patch we dont regen mutch stamina on absorb.... mean while for example windfall and forsaken as massive punishement after a dodge our parry ( if u know what you are doing) forsaken a little better at punish whit sidekick after parry and all the atts after have plus 100 damg so sidekick is 200 and something.... windfall now recover a amazing amount of stamina and if u fight a top tier wind fall he will dodge almost every att and have big punishement whit infinite stamina regen even if u feint alot.
To finish this i think khalt is strong in beginners match and less in mid-hight skill players but if u consider the top tier players in this game khalt as it is right now its weaker then windfall and forsaken.
Comments
i try to remind you that im talking about the highest lvl like top 20-10 players [ps4] im not quite sure if manny peaple knows whats that.... btw whats your style? do you play in ps4?
Khalt is most easy to comprehend how to use it compared the others. 3 of which require a mastery of movement and awareness. While forsaken, windfall and stagger put emphasis on watching the actual animation. Khalt does not
I've tried to build my deck to compensate for GB moves in PVP, for instance making all of my alternate attacks very fast to try and land a quick punch when they start a GB move. It works when I do it right. Maybe more often than not.. Maybe not... depends on my timing. Parry strike works great for it but so many attacks seem to knock me out of the correct stance that I have it in.
As for the double tap moves, typically I want to just block them, but often I Khalt as a reflex, and I'd say I absorb both hits maybe 40-50% of the time. The hardest is definitely the GB / Heavy Attack / GB combo. Accidentally absorbing gets you punished hard at least two if not three times.
I'd like to hear how other more experienced Khalt players deal with GB in pvp. I am honestly thinking of switching to forsaken because guard breaks are so difficult to deal with.
In high levels, opponents will throw double hits, guard breaks, and off timed attacks in there combos, and the game gives you tools for all of these. U have to dodge guard breaks and double hits, and guard tank horizontal double hits. Careful with slow attacks, they do get me every fking time. U have to recognise the animation of the attack when it is thrown, and respond differently for the senerio. Like windfall, u have several ways to respond to an attack, u just gotta be less reliant on your class ability then other classes. One of the hardest things to learn in this game is to overcome the khalt instinct to absorb everything. It's more difficult then u think, don't argue if you haven't tried.
With that being said, ur hopeless if ur opponent is straight up double hit spamming. I'm not saying the game is completely balanced, but khalt is still viable.
Maybe by making it possible to go from a succesful absorb immediatly into blocking, which would reinforce the kahlts position as a bruiser, able to tank many hits before riposting.
(Which is what I am guessing what most people thought the kahlts was)
Or if people don't like that idea, shortening the time window of absorb while adding a stun to it, making a bit more skill based then "flick the joystick if you see literally any movement from the opponent".
1. Making the attackers next blow slower would make absorb better at dealing with really fast combo attacks, however I feel like it is a little bit to similar the the Windfalls "avoid" ability.
2. Now this is my personal favourite idea. It would totally fit the Kahlts charachteristics of being a unstopable tank, however the downside would be just that, it'd be unstopable. So I would suggest tweaking this ability a bit by indeed giving it the property of your next attack being able to sustain a blow, however you would take slightly more damage while performing the attack, forcing you to think well aboit the risks of absorbing and the riposting.
3. I feel this is the most reasonable and functional change, so I don't have much to add to this one.
4. I don't think this one would be a good idea. Goldlinking is a part of the game that is 100% skillbased and I believe that is what this game is all about, skill.
5. This change would make Kahlts literally unkillable no? All you'd have to do is absorb, dodge, block and voilá, eternal life!
6. If I really think about this is what absorb should really have been from the start. As the name suggests you would litterally "absorb" the incoming attack.
But in my opinion istead of giving you more temporary health then it would have taken if you were to get hit by it, perhaps you should regen half of the hits damage permanently, no more white health bar. (which let's face it, is trash anyway, because absorb always has a net loss)
All in all, I really think the developers could use our suggestions to make the game better, and once again thanks for helping contribute to the absolver community Hy5dra!
: )
Thank you all for keeping discussing this topic and making your suggestions. We can't promise that any of them will be implemented in the game, but we do really care about your feedback, so you are welcome to continue discussion and share your thoughts and ideas. Thank you so much for being active!
My suggestion maybe is that khalt gets 50% less damage after missing a absorb on a GB. And gets is health back faster like before. It would balance since GB would do half damage when we miss a absorb on it so peaple will stop spamming all the time gb and looping against khalt