First and foremost, I'd like to thank the devs for doing something for Highlander. It's not a full rework, but I'll take what we can get!
So far, I have only played with it a little, but there are two changes that I have noted thus far.
The announced dodge attack, andChanges to Celtic Curse.
As for the dodge attack, it works. It's not exciting, considering that a few heroes have dodge attacks like it, and it's a bit of a lost opportunity, but it works. At least it fast-flows into OF.
I still think some thing like what I proposed would be better:
"Scathach's Deceit":
Input = Dodge -> Heavy while in DFDamage = 20Speed = 700msStamina = 15Effect = Undodgeable Heavy from opposite dodge direction, andMay Chain into Heavy Finisher orFast flow into OF, orMay be Soft feinted into Guard Break (or alternatively, Formorian Kick)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.
Even if the numbers on were tweaked, this, at least, would be unique and fit his design philosophy, instead of being just another samey dodge attack.
That said, the dodge attack they gave him, does add something and makes him a better character.
As for the changes to Celtic Curse, I am very curious. I had suggested:
Celtic Curse:
Top HeavyDamage = 30Speed = 1000msStamina = 12UninterruptableChain-starterLeft/Right Heavy CancelDamage = 15Speed = 400ms (unreactable)Stamina = 12UninterruptableChain-starter
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.
While the damage has not changed for the vanilla overhand chop, the damage for the side cancels has become 15. I haven't gone and compared duration, but I would love to know if the side cancels are now faster and unreactable!
If not, is this some kind of fluke? I note that the damage for the dodge attack and the side cancels are the same and use the same animation. It occurred to me that the change to damage on the side cancels could be accidental (and somehow tied to the dodge attack). But I hope this is not the case.
Did anyone else notice any other changes to Highlander as of yet?
Note: If you like to see my full rework concept, here's the link:
https://discussions.ubisoft.com/topic/154464/highlander-rework-v2/32?lang=en-US
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