IntroductionThis is my carefully thought out rework proposal for Highlander, which is based and improves on a previously posted concept (https://discussions.ubisoft.com/topic/109575/another-conservative-highlander-rework/13?lang=en-US). The main purpose in the proposed changes are to tweak values, add to and modify his moveset while adhering to his apparent design philosophy without changing his "identity". Most of said moveset serves as a reasonable foundation and so I found little reason to remove moves.
Many of the changes to damage and speed values come from a formula which seems to form the basis for values across heroes. That formula is:
+/-1 Damage = +/-1 Stamina = -/+33ms (with 400ms forming the baseline speed for all attacks)
Additionally, certain special attributes (e.g., Unblockable, Undodgeable, etc.) appear to be worth +/-3 points in the value scheme. Similarly, each successive placement within the Attack Chain is also worth +3 points in the value scheme.
On the other hand, some special attributes seem to be "free" (e.g., Enhanced, Uninterruptable etc.) and do not add to the cost of the attack.
Some Examples:
Jiang Jun's Light Openers as explained by the formula are (9 Damage, 9 Stamina, 400ms) + (+3 Damage = +100ms) = (12 Damage, 9 Stamina, 500ms). His Light Finisher adds +3 Damage for being 2nd in Chain to be (15 Damage, 9 Stamina, 500ms).
Raider's Side Heavy Opener as explained by the formula is (12 Damage, 12 Stamina, 400ms) + (+12 Damage = +400ms) = (24 Damage, 12 Stamina, 800ms). His Chained Side Heavy adds +3 Damage for being 2nd in Chain to be 27 Damage, 12 Stamina, 800ms.
There are discrepancies among the cast that are likely the result of custom tuning where simply following the formula did not produce the desired result. However, this formula largely prevails and so I have used it as the baseline for all numbers presented here.
The big exceptions to this rule are Zone Attacks. There doesn't seem to be a very clear break down for these costs. However, they generally seem to be highly "overpriced" following OS removal.
If something is not noted here, it remains unchanged.
The ProposalChanges to Current Moveset
Stamina Regeneration:
37.5 stamina/s (+25%)
Note:
Improved stamina regeneration to balance higher stamina usage of moves like Balor's Might. Better than Zhanhu (32.5/s), but not as good as Gladiator (40/s). This allows him to do things slightly more often while ensuring the cannot do too much at once.
Sprint Speed:
7m/s
Note:
Just standardized against most of the cast. This was never reasonable.
"Wavedashing":
Removed
Note:
This amounts to an exploit. As such, it is unhealthy. He already has improved dodge recovery in OF.
Sprint Attack
Attack #1Damage = 25Speed = 800msStamina = 12Can fast-flow into OF by holding Heavy Attack input (no additional Stamina Cost)Attack #2Damage = 28Speed = 900msStamina = 12UnblockableCan fast-flow into OF by holding Heavy Attack input (no additional Stamina Cost)Hard Feint Stamina Cost reduced to additional 12 (was 24); further reduction or elimination may be justified
Note:
The major issues with Highlander's Sprint Attack are that: A) the first attack is slow and does not give an adequate risk/reward ratio for its damage, and B) the second attack is ridiculously slow and costs too much to feint. Neither of these are in line with the rest of the cast. The above changes simply put both attacks more in line with cast-standard ratios.
Additionally, making the second attack Unblockable gives it a little bit of the "Raider treatment" and makes it harder to deal with.
Finally, allowing these attacks to fast-flow into OF gives them more utility and offers Highlander another method by which to transition into OF.
Zone Attack
Attack #1Damage = 18Speed = 700msStamina = 30Can fast-flow into OF by holding Heavy Attack input (no additional Stamina Cost)Attack #2Damage = 23Speed = 800msStamina = 10Can fast-flow into OF by holding Heavy Attack input (no additional Stamina Cost)Hard Feint Stamina Cost remains 10, though reduction or elimination may be justifiedAttack #2Damage = 28Speed = 900msStamina = 10Can fast-flow into OF by holding Heavy Attack input (no additional Stamina Cost)Hard Feint Stamina Cost remains 10, though reduction or elimination may be justified
Note:
The Zone isn't really that bad, when contrasted against the rest of the cast. The biggest drawbacks that make it unusable are its high cost for an initially lackluster attack. Though not inordinately slow, it suffers from the same issue as many post-OS Zone Attacks: It's just too expensive. Compared to recent reworks and new characters, it is a poor option in any situation.
Reducing the initial cost is the best solution I can see. Second and third attacks were also sped up and given higher damage values to make them viable options. Since the Zone attacks remain well in the reactable speed range, this seems warranted; however, Hitstun may be a factor to consider when tweaking these values.
Because Zone Attacks present special challenges, these suggestions are best attempts at balancing.
In addition, like his Sprint Attacks, allowing these attacks to fast-flow into OF gives them more utility and offers Highlander another method by which to transition into OF.
Defensive Form Heavy Opener:
Damage = 24Speed = 800msStamina = 12Uninterruptable
Note:
Just standardized it against most of the cast.
Defensive Form Heavy Finisher:
Damage = 30Speed = 700msStamina = 15UninterruptableCan fast-flow into OF
Note:
On examination, this attack is strangely tuned. It's a little too fast, especially for the damage value. In the interest of retaining Highlander's identity, I decided that reducing damage was not a best approach. Slowing it by only +100ms means it is still quite fast for a Heavy Attack. This, too, is part of his identity. Therefore, an additional compromise to increase the Stamina Cost was implemented. That cost is offset by his increased Stamina Regeneration.
Also, standardized the damage value for top and side.
Celtic Curse:
Top HeavyDamage = 30Speed = 1000Stamina = 12UninterruptableLeft/Right Heavy CancelDamage = 15Speed = 400ms (unreactable)Stamina = 12Uninterruptable
Note:
Since Celtic Curse is currently non-viable (easily parried), the idea is to bring it back into viability without losing the flavor. Considering the above changes to Heavy Opener's, they essentially change places with Celtic Curse.
The intent here is to force the opponent to commit to defending against one of three options.
The Top Heavy is the most threatening, but is easily parried, when considered alone. If the opponent commits to defending against this, they may end up eating the cancel to one side or another. That is, because the side cancels are unreactable, once the opponent commits to defending against the Top Heavy, it's too late to change if the Highlander cancels to the side.
The opponent may defend against the side cancels by reading, but they will be forced to commit. Once committed to one side or the other, they will no longer be able to readjust to the Top Heavy.
The side cancels being unreactable, it is unreasonable for their damage to be too high. The difference in damage here is what keeps both Top Heavy and Side Cancel viable. Each will be tempting for the Highlander to use and tempting for the opponent to defend against. It will become a read-only move, which is in keeping with the apparent design philosophy of the developers.
Offensive Form Top Light:
Damage = 9Speed = 400msStamina = 9Enhanced
Note:
Just standardized against the OF Side Light Attacks.
Balor's Might:
Damage = 30Speed = 800msStamina = 18Unblockable
Note:
The original stamina cost is unreasonable. According to the baseline formula:
(9 Damage = 9 Stamina = 400ms) + (+12 Damage = +400ms) = (21 Damage, 9 Stamina, 800ms)
(21 Damage, 9 Stamina, 800ms) + (+Unblockable = +3 Stamina) = (21 Damage, 12 Stamina, 800ms, Unblockable)
(21 Damage, 12 Stamina, 800ms) + (+OF = +3 Damage) = (24 Damage, 12 Stamina, 800ms, Unblockable)
(24 Damage, 12 Stamina, 800ms) + (+6 Damage = +6 Stamina) = (30 Damage, 18 Stamina, 800ms, Unblockable)
The Stamina Cost is reduced accordingly.
Additionally, I assigned being Guardless in OF a +3 value in the base formula due to the fact that it has no ability to block or deal with Guard Break.
Formorian Kick:
Input = Forward Dodge -> Guard BreakStamina Damage = 10Speed = 500msStamina = 15Guarantees Chain LightChains into Opener on missAvailable from Defensive Form or Offensive FormMay soft feint into Caber Toss (transitions into OF)
Note:
The intent is to transform this into a viable tool that is materially different in outcome than Caber Toss, can be used independently and provides another avenue by which to fast-flow into OF.
If used in DF, Highlander stays in DF. If used from DF and feinted into Caber Toss, transitions into OF. If used in OF, stays in OF.
Caber Toss
Input = Back + Guard Break while in OF or Guard Break during Formorian KickStamina Damage = 40Speed = 600msStamina = 20Unbalances opponentGuarantees Balor's MightMay be soft-feinted from Formorian Kick (transitions into OF)Neutral Caber Toss input delay removed.
Note:
Caber Toss is mostly OK, as is. Stamina cost is increased slightly to compensate for this being a method by which to transition into OF and for the removal of the input delay on neutral. There have been some calls for HA on this move, but it is largely a counterpart for moves like Raider's Stampede Charge, Warlord's Crashing Charge, Valkyrie's Spear Sweep and Shaman's Predator's Mercy; none of which have HA. Removing the input delay seems a warranted compromise.
New ProposalsDodge-block in Offensive Form
Guard in dodge direction
Note:
Just as it sounds, introduce Dodge-block to Highlander only when in Offensive Form. This adds a measure of "active" defense to his OF, the major drawback of which is that he has no defense other than dodging, which is not sufficient; he is too vulnerable in OF.
"Greatsword Sweep":
Input = Full-block Button while in OFSpeed = 100ms Startup / 400ms Active / 500ms ExitStamina = 5(+10 on exit)Effect = Temporary full-block, as per Armausha's Blade Blockade,Returns Highlander to Defensive FormGuarantees eitherMorrigan's Revenge (Light attack input), orFormorian Kick (Guard Break input, can be soft-feinted into Caber Toss and flowed back to OF)Animation = Highlander makes a single, clockwise, circular swing of his Claymore in front of him
Note:
One problematic aspect of OF is that is that it has no defensive options. This is intended to provide Highlander with another defensive option from OF while retaining the general design of (guard-free) OF.
The mechanics are lifted directly from Aramusha's Blade Blockade, for whom it works very well. However, Greatsword Sweep remains inferior to that version by virtue of the fact that it can only be accessed from OF.
"Morrigan's Revenge":
Input = Light Attack (only after Greatsword Sweep)Damage = 20Speed = 333msStamina = 9Unblockable, Undodgeable, UniterruptableEffect = Clone of Aramusha's Fury Unleashed but attack comes from Right Side, instead of top.Animation = Following a Greatsword Sweep, the tip on Highlander's blade being at or near ground level on the right side, the Highlander makes a diagonal cut upward and to the left
Note:
This is attack, mechanically being well accepted on Aramusha, seems an excellent addition to Highlander as a follow-up for the proposed Greatsword Sweep (itself a clone of Aramusha's Blade Blockade). Because it uses the same mechanics as Fury Unleashed, it is only accessible after successfully blocking an attack with Greatsword Sweep.
"Scathach's Deceit":
Input = Dodge -> Heavy while in DFDamage = 21Speed = 800msStamin = 12Effect = Undodgeable Heavy from opposite dodge direction, andMay Chain into Heavy Finisher orFast flow into OF, orMay be Soft feinted into Guard Break.Animation = Highlander continues momentum in the direction of the dodge and spins, culminating in a heavy blow that comes from opposite dodge direction
Note:
Highlander needs a dodge attack. This is specifically intended to punish those that try to out-dodge Highlander and provide options while remaining reactable (insofar as timing) but becoming a 50/50 read.
"Lugh's Light":
Input = Dodge -> Heavy while in OFDamage = 18(24 on deflect)Speed = 600msStamina = 12Superior blockEffect = Cast-standard dodge attack. Damage is increased on "Deflect" and attack becomes Unblockable (similar to Zhanhu's dodge attacks)Animation = As expected, dodge with guard in dodge direction followed by a Balor's Might animation from same direction
Note:
This is simply a counterpart OF dodge attack to the proposed DF dodge attack above. It is intended to expand the concept of "active defense" for Highlander while in OF.
ConclusionI believe this to be a compelling rework for Highlander. It retains the overall flavor and design philosophy of the current iteration, while modifying some values and dramatically increasing the number of tools at his disposal.
Of special note is the fact that there are now a number of ways that Highlander can flow into Offensive Form and that OF is now significantly more viable (especially for "active defense"). Highlander players should now see more value in flowing into and out of OF while simultaneously experiencing easier transitions.
Additionally, he now has all the tools necessary to compete with more recent heroes and reworks without being over-tuned, insofar as I can tell.
Thoughts are welcome! Thanks for reading!
Game modes ?