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

Comments

  • Never played as a Kahlt, so can't say I know how absorb really works for them, but it certainly does look and feel exactly like you described. Being a Forsaken user I find it somewhat strange when I successfuly parry only to find my counter is absorbed.
  • Khalt also seems to have the most bugs and loopholes to win of any class, probably because they can fit more into the frame windows because there isn't any time to the next move. If you miss an avoid or parry you're eating damage, which is kind of messed up. For example, if I side-step, and then my opponent throws a spinning round kick, I don't have time to duck after the side-step, even if I initiated it before the spinning kick. This means you have to play ultra defensively with the other styles to not eat damage. That's not true with khalt.

    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 :)
  • insight said:

    Glad ranked hasn't been implemented, yet :)

    Perhaps if there was an actual ranking system, all those things mentioned - bugs and loopholes - would be more obvious to devs. Rank distribution could make it easier to find inbalances of the game with Kahlt one of them.

  • Just have all heavy attacks break Absorb; I honestly think that would fix the problem, or at least mitigate it
  • edited July 2018
    Stagger and Khalt both feel a little too easy once you get into the jist of them. Stagger has an evade all move and armor/charge move to interrupt with one flick of the button and Khalt, well Khalt is Khalt.

    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.
  • UNCBLOCKS said:

    Just have all heavy attacks break Absorb; I honestly think that would fix the problem, or at least mitigate it

    Are you serious ? Kahlt is the only class heavily affected by GB and you want to add heavy as breakers to the list so all we can do against a front kick leg breaker loop is try to dodge away (if we even can) ? Meanwhile OP forsaken 50/50 risk-reward is a guaranteed reset, counter hit, stam gain, no ghost health a la kahlt and do not care about if its a light, heavy or gb attack, right.

    Sometimes im wondering on what planet some players are really.



  • If you put 3 top-tier players each using a different style in a room and one style always wins, you have a balance issue.
    In my opinion, Khalt is by far the most annoying simply because of the stamina regen.
  • If you put 3 top-tier players each using a different style in a room and one style always wins, you have a balance issue.
    In my opinion, Khalt is by far the most annoying simply because of the stamina regen.

    if you put 3 top tier players each using a different style in a room you have a discrimination problem as you forgot the fourth.

    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.
  • Integr8, I meant heavy like 180+. Regarding the styles (the 3 real styles), I think they're pretty well balanced; slight advantage Khalt. I think Forsaken used to be OP but with its slightly smaller punish window, it doesn't allow for truly devastating counters anymore. If I get countered as a Khalt, I usually have time to block or Abosrb the punish; and that's assuming I get Parried at all. Everybody has gotten so good at Feints and Alternates that its become a LOT harder to anticipate attacks.
    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.
  • @UNCBLOCKS i play stagger all the time xD, and i think that style can be very effective espacially with feinting the defensive ability at the right time.

    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.
  • Ha, sorry for trashing your style methamos;
    for what its worth, it's not they ability that irritates me, its the moves.
  • yepp doesnt look practical ofc
  • Integr8 said:

    If you put 3 top-tier players each using a different style in a room and one style always wins, you have a balance issue.
    In my opinion, Khalt is by far the most annoying simply because of the stamina regen.

    if you put 3 top tier players each using a different style in a room you have a discrimination problem as you forgot the fourth.

    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.
    lol stagger has the greatest stamina regen what the hell??
  • uhhhh R3kk3n,,,,he says it does not have a stam regen in successful style usage....
  • R3kk3N said:

    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

    I agree, Karhlt is breaking the damn game. As a practitioner in real life, I find it quite annoying that I can't create decks where I'm not forced to have 'stop charge attacks' in my repertoire, otherwise a player is no match for the high level players in pvp.

    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.
  • Mobs and players recover too quickly from Forsaken's Parry. Which I'm pretty sure is already a topic somewhere.
  • edited September 2018
    Nagisawa said:

    Mobs and players recover too quickly from Forsaken's Parry. Which I'm pretty sure is already a topic somewhere.

    its long enough to hit a cleaver blow or curled up uppercut. so its definitly long enough. forsaken still seems to be stronger than khalt imo.

    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
  • edited September 2018
    Personally I feel like Windfall is the most OP. Where Absorb is universally the easiest to use, you ARE punished for using it in the form of ghost dmg. This puts more pressure on the khalt and incites an attack, which can be countered if you just stop pressing buttons for a moment. I mean, I feel like there's plenty of time to go on the defensive and a plethora of such options.

    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.
  • I haven't yet used stagger. That's why it was ommitted from my analysis
  • I have to clarify a bit there.
    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 .
  • Whoa. I have to apologise then. I hadn't realised there were moves that had that much of an advantage on hit for under 15 frames. I don't know all the frame data after all. I used to play Forsaken but switched, thought the parry nerd was greater.

    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.
  • The problem with the windfall counter attack is that the timing to dodge is almost always at the end of the move, so you can only hit with a really fast attack. Ofc you can hit him with a heavy attack when he's dumb and trys to go on with his combo, but experienced players dont do that.

    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^^
  • The reward for wind fall is least and the hardest to pull of with four directions. The timing is also very wonky with windfall with it sometimes
    not slowing them down at all or giving you the stam back.
  • It doesn't even cost stamina to use. Both windfall and forsaken abilities cost stamina. To say it cost no stamina to fully absorb a hit is rediculous. If the kahlt player is experienced then he can change up between def and off with no problem with absorb on spam and quick combos. Windfall and forsaken cant do squat against unlimted stam and immunities.. Smh meanwhile as a windfall ill be counting blows and timing attacks just to dodge and manage a hit or two just to get counter absorbed and goldchained with basic quick attacks and unlimited stam after absorb.
  • Also Forsaken is not overpowered... But they will abuse an inexperienced player even if the user is himself inexperienced. The natural parrystrike can carry you to godhood! But soon as you learn to goldchain and use guardbreaks your golden
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