yet another kahlt rant
How is it if you are good with kahlt you never need to worry about anything... you can absorb non guard breaks you absorb there is NO down time you are able to continue as if nothing happened not true with any other style.. i mean literally these guys are fucking immune to any damage.. turtle.. absorb.. turtle.. then pow.. if you are a forsaken player.. its really frustrating because not only do they absorb your parry bonus they can feint too.. which closes the hell out of our parry window.. not like them of course they can keep flicking the joystick to get off their absorb..
come on guys this is freekin bullshit.. kahlt is supposed to be an entry level style yet its the style with the most perks across the board.. people say forsaken is OP but thats just because they havent learned to feint.. or learned to mix up their deck.. doesnt matter with kahlt.. all they need do is flick a joystick hold a button down to block and attack with impunity
come on guys this is freekin bullshit.. kahlt is supposed to be an entry level style yet its the style with the most perks across the board.. people say forsaken is OP but thats just because they havent learned to feint.. or learned to mix up their deck.. doesnt matter with kahlt.. all they need do is flick a joystick hold a button down to block and attack with impunity
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Not to mention, they get stamina every time they absorb, which makes playing as windfall vs. a jade level meta khalt an effort in futility. You have to work so hard and gamble with damage every time you avoid, and the reward is draining some stamina and gaining some. With a khalt constantly flicking absorb and running shockwave, the class ability is high gamble if you fail, and practically useless if you succeed. Glad ranked hasn't been implemented, yet
Forsaken and Windfall have good abilities but they aren't 100% sure to succeed. All you need to do with Khalt is flick the stick on an oncoming attack and stagger is slippery as all hell. People who tend to rely solely on their special abilities tend to lose but good players have a definite advantage with Khalt and Stagger stance.
I feel like many others, heavy attacks (red and possibly even orange ones) should break absorb and staggers back avoid should be weak to low attacks and vertical but dodge high/mid horizontals and thrusts.
Sometimes im wondering on what planet some players are really.
In my opinion, Khalt is by far the most annoying simply because of the stamina regen.
At the end of it the Forsaken is the only one getting out of the room.
Stagger is the only style not having a stam regain upon successful style usage, others yes. I don't really understand your reasoning.
The Stagger ability is for sure garbage though. The roll telegraphs the hit so its hilariously easy to counter, plus they can't counter lateral attacks so pretty much 90% of every deck cuts right through. This all suits me fine though because I freaking hate Stagger.
still i think forsaken and khalt are slightly stronger than windfall and easier to master than stagger. but that ofc depends on my personal experience.
for what its worth, it's not they ability that irritates me, its the moves.
Case in point: My 9 yr old daughter was able to get to level 20 in ONE day using the Karhlt immunity skill. You'll really need to replace it or nerf it, because it's unrealistically powerful and for a very cheap cost.
To perform Karhlt should cost a good amount of stamina. Holding the stance should consume the users stamina until they release the button.
I hate making really efficient decks based on real life combat only to find that I'm getting dropped because the noob I'm up against can ignore one hit from me at no cost, and counter all at the same time with a charge move that's damn near as fast as a regular attack. That is the definiton of B-Ro-KEN.
if u ask me. buff windfall and stagger a bit to balance it out thats it.
For Windfall:
-ducking and jumping dodges are alot harder than sidedodges. increase the reward for them. for the rest leave windfall like it is.
For Stagger:
-let vertical and low thrusts hit stagger back dodge to make it more versatile and stop the current mid thrust meta wich is restricting the deck building.
-let high thrusts interrupt the front charge of stagger. that would look funny and disable front charge spam
-in return make the left and right stagger side dodge different, one should hit horizontal and the other one should hit mid. although make them change your current position, like the left one changes the side you are facing and the right one changes front front to back and the other way around.
-make the stagger dodges feintable at anytime of the dodge, no matter if you feint it at the beginning or really close before hitting
-increase the reward for dodging perfectly a bit
Forsaken practically returns both fighters to neutral. There is time to strike after a successful parry, but not with anything that provides an even decent frame advantage. So you get minimal free danage.
Windfall however has a really unique property on successful avoid. Not only does it refill stamina a ton, but it prevents gold-linking. (It also seems to apply a speed debuff, but I'm not sure about that.) This in turn means that it gives a frame advantage proportional to the frames of the attack avoided. As an example;Spinning high kick (22 frame startup) seems guaranteed if you avoid the double haymaker looking attack. This coupled with it's crazy stamina regen make windfall easily the most aggressive and, in my opinion, the most broken.
Forsaken can hit a curled up uppercut 100% savely or a cleaver blow wich is pretty mean too after each parry. Thats not only 110-120free damage, it's although a 7-8hitstun wich makes an attack of up to 13 save to hit the block afterwards or enough time to proceed with a heavier counterattack .
Thats nowhere close to minimal free damage.
And on top of that parrying even restores stamina.
Windfall interrups your combo but can only hit with fast attacks of 9-13 frames depending on the dodged move. Everything slower can be blocked or dodged.
Khalt gets a chunk of stamina for absorbing too .
If I recall correctly, parry restores 15 stamina, where as avoid restores something like 40. Which is a huge difference.
Avoids frame advantage is dependent on the move avoided. For fast jabs, you usually can only counter with a fast jab of your own. But if you avoid something like Jumped High Kick, then you'll have more to work with. This makes the risk/reward proportional to what's avoided.
I think it's also of note that alot of moves can be avoided in different ways, which isn't something I see others say alot.
The Big thing that makes Windfall better than others, in my opinion, is how much stamina you get for it. Even if the punish is inconsistent, it is still guaranteed if you keep your frames in mind. And this let's you keep up a ridiculous pressure game. Which from my experience, leads to a ton of GBs.
Not trying to say others are bad or WF is the best, but I think WF is alot better than what people give credit for.
I know quite alot people playing windfall really good. Still i think windfall needs more experience and skill to succeed in the same way as forsaken.
25 stamina and a faster recovery cant balance 1less counter dimension , 40-50 more damage and 3-4 more hitstun frames in my opinion. Im actually pretty sure that therell be a little change to the combat styles in the downfall patch.
Im hyped^^
not slowing them down at all or giving you the stam back.