Highlander is one of the heroes that seems most in need of a rework at this point. Considering the recent changes to other heroes, he seems seriously left behind and lacking in tools that are currently standard (namely, a forward dodge bash and dodge attacks).32.5 stamina/s
However, Highlander seems (to me) to have disproportionately benefited from the recent OS removal. Therefore, the overall philosophy of this rework concept is the retain as much as possible of his original design, only adding to it to fill gaps and provide tools as needed.
The following are my suggestion and thoughts on changes for Highlander.
If something is not noted, I have either not considered it carefully enough to voice an opinion or do not see any change necessary.
Slightly improved stamina regeneration to balance higher stamina usage of Balor's Might. Taken directly from Zhanhu. This allows him to do things slightly more often while ensuring the cannot do too much at once.
Just standardized again most of the cast. This was never reasonable.
Damage = 24Speed = 800msStamina = 12
This amounts to an exploit. As such, it is unhealthy. He already has improved dodge recovery in OF.
Defensive Form Heavy Opener:
Top HeavyDamage = 32Speed = 900Stamina = 12Left/Right Heavy CancelDamage = 16Speed = Unreactable (400ms?)Stamina = 12
Just standardized it against most of the cast.
Damage = 9Speed = 400msStamina = 9
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 keep 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 = 30Speed = 800msStamina = 18Unblockable
Just standardized against the OF Side Light Attacks.
Input = Forward Dodge -> Guard BreakStamina Damage = 10Speed = 500msStamina = 15Guarantees Chain LightAvailable from Defensive Form or Offensive FormMay soft feint from DF into Caber Toss (transitions into OF)
Input = Cancel while in OFStamina = 12Effect = Temporary full-block (300ms?), returns Highlander to Defensive FormAnimation = Highlander makes a single, clockwise, circular swing of his Claymore in front of him
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.
Input = Full-block Button while in OFStamina = 12Effect = Temporary full-block (300ms?), Highlander remains in OFAnimation = Highlander makes a single, clockwise, circular swing of his Claymore in front of him
One problematic aspect of OF is that is that it has no defensive options. This is intended to provide Highlander with a defensive option from OF while retaining the general design of (guard-free) OF.
Alternative "Greatsword Sweep":
Input = Dodge -> Heavy while in DFDamage = 22Speed = 800msStamin = 12Effect = Undodgeable Heavy from opposite dodge direction, can soft feint into Chain Light, chain into Heavy Finisher or fast flow into OFAnimation = Highlander continues momentum in the direction of the dodge and spins, culminating in a heavy blow that comes from opposite dodge direction
Input = Dodge -> Heavy while in OFDamage = 30Stamina = 18Effect = Dodge-block during dodge into clone of Balor's Might when "deflected" (similar to Zhanhu's dodge attacksAnimation = As expected, dodge with guard in dodge direction followed by Balor's Might from same direction
Highlander needs a dodge attack. This is specifically intended to punish those that try to out-dodge Highlander and provide options while remaining reactable.
This is simply a counterpart OF dodge attack to the proposed DF dodge attack above.
It's probable that Sprint and Zone attacks need some work, too. However, I have not fully considered them.
Thoughts are welcome! Thanks for reading!