

*Nuxias problems:*
1) The trap mix-up is unfavorable to her since opponents can option select both the trap and light with a heavy thrown in light parry timing, that will punish a light and a heavy with a 27 damage heavy. You are risking eating a 27 damage for a 22 damage trap.
2) Opponents can option select her entire mix-up by back-dodging (the heavy, the trap and the light). Feint to GB is not optimal, once heavy thrown in light parry timing also counters that, so you are again risking eating a 27 damage heavy into your face.
3) In ganks she does not have many options. Her traps feed too much revenge and can be easily interrupted.
4) Her zone is kinda underpowered and end up being underused.
5) Hyper armor completely obliterates her mix-up, once they can trade with the heavy, parry light, counter both trap and feint to GB when used in the correct timing.
6) She needs a guaranteed deflect.
7) Buff her tier 4 feats.
*Proposed solutions:*
1) Decrease the guard's recovery, in a way that she can only be punished by 600 ms attacks. To compensate for that, decrease the damage to 20 damage. Now, she's risking eating 12 damage light or 16 damage zone for a 20 damage attack. The mix-up is favorable to her and balanced.
2, 3 and 4) Increase the speed of the zone to 977 ms. When the zone is used from neutral, it is unblockable. When it is a chain zone, it is undodgeable. To compensate for that, decrease the damage of the zone and the trap zone to 26 damage. Now she has an answer to back-dodging option select and a better option for ganks, and her zone is now pretty useful.
still on 3) Her traps feed too much revenge. Since they would deal 20 damage and would only "hit" if the opponent was in a certain guard position, I think it should be reduced to be like a normal bash. During her trap animation, it should work like JJ's choke, where when allies attack they have a damage reduction of 80% but do not interrupt the trap. After the end of the animation (when the 20 damage was applied), they can attack just fine. Now Nuxia can use her traps and have fun in casual uncoordinated matches.
5) Make her able to dodge recovery from heavies. Not from zones, not from traps, from heavies. That way if they try to brain dead hyper armor you can deal heavy damage and dodge/deflect the hyper armor attack.
6) Besides her 30 damage deflects, add the option to have a guaranteed one. If she does not change guards, she does a guaranteed 20 damage deflect. If she changes guards, she does her blockable one. Now Nuxia has a guaranteed deflect and other options for fun punishes.
7) Make it kill minions again. If it is impossible, buff the cooldown.
*Nuxias problems:*
1) The trap mix-up is unfavorable to her since opponents can option select both the trap and light with a heavy thrown in light parry timing, that will punish a light and a heavy with a 27 damage heavy. You are risking eating a 27 damage for a 22 damage trap.
2) Opponents can option select her entire mix-up by back-dodging (the heavy, the trap and the light). Feint to GB is not optimal, once heavy thrown in light parry timing also counters that, so you are again risking eating a 27 damage heavy into your face.
3) In ganks she does not have many options. Her traps feed too much revenge and can be easily interrupted.
4) Her zone is kinda underpowered and end up being underused.
5) Hyper armor completely obliterates her mix-up, once they can trade with the heavy, parry light, counter both trap and feint to GB when used in the correct timing.
6) She needs a guaranteed deflect.
7) Buff her tier 4 feats.
*Proposed solutions:*
1) Decrease the guard's recovery, in a way that she can only be punished by 600 ms attacks. To compensate for that, decrease the damage to 20 damage. Now, she's risking eating 12 damage light or 16 damage zone for a 20 damage attack. The mix-up is favorable to her and balanced.
2, 3 and 4) Increase the speed of the zone to 933 ms. When the zone is used from neutral, it is unblockable. When it is a chain zone, it is undodgeable. To compensate for that, decrease the damage of the zone and the trap zone to 26 damage. Now she has an answer to back-dodging option select and a better option for ganks, and her zone is now pretty useful.
still on 3) Her traps feed too much revenge. Since they would deal 20 damage and would only "hit" if the opponent was in a certain guard position, I think it should be reduced to be like a normal bash. During her trap animation, it should work like JJ's choke, where when allies attack they have a damage reduction of 80% but do not interrupt the trap. After the end of the animation (when the 20 damage was applied), they can attack just fine. Now Nuxia can use her traps and have fun in casual uncoordinated matches.
5) Remove her "parry light" as a parry option (that was only needed when her opener light had decreased damage). Seep it up to 533 ms, make it unblockable and unparriable; and make it accessible after back steeping a GB. Decrease damage to 12. Now she has an answer to Hyper Armor (feint into this bash) and has a decent opener.
6) Besides her 30 damage deflects, add the option to have a guaranteed one. If she does not change guards, she does a guaranteed 20 damage deflect. If she changes guards, she does her blockable one. Now Nuxia has a guaranteed deflect and other options for fun punishes.
7) Make it kill minions again. If it is impossible, buff the cooldown.
They should make so all dodge attacks are light parries and all dodge bashes cannot interrupt GB
@WolfenTank To be fair he's from Egypt, and every white person would be tanned cuz of the strong sun. So I rather believe there's is a white version. Better cope with that cuz knowing Ubisoft they will never let real customization happen with this one. Sad but true.
Os china criaram armas baseadas em fogos de artifício por volta do ano 1000 d.C.
A primeira arma de fogo usado em batalha foi a "lança de luz" criada pelos chineses em 1054 d.C, e ela disparava labareta e pólvora tipo fogo de artifício.
For Honor se passa na baixa idade média por volta de 1200 d.C. (eu acho kk)
Ou seja armas de fogo chinesa, cavaleiros vikings e samurais coexistiram.
Quanto br aqui to surpreso kkkkkk
@chaotic_eight
I think your ideas are very great, mainly the one where the traps do separate damage.
I don't see the use for her finishers be undodgeable though. They are already 400ms and quite good.
First, I would like to say Valk is not a terrible hero. Her full block is ok, her superior dodge and crushing encounter are good.
However, what makes her on the weak side is her low damage and lacking offense. Also, she can feel a little bit clunky and consumes too much stamina.
1)
-I would change the input of the shield bash to the light input because the GB input would make her soft-feint into a GB. Hard feinting costs stamina, and a soft-feint would only account for the stam for the heavy and GB.
-The input of her full block would be changed for the same as Con's or Ara's, so she can also soft-feint to GB.
-That will improve her flow and make her less stamina costly.
2)
-I would make the forward dodge light guaranteed after a shield bash.
-You can avoid both her heavy, GB and shield bash with a simple dodge attack.
-We have stronger bash Mix Ups such as BP that deal more damage and are safer, so there's no reason to guarantee low damage in my view.
-That would make her damage more acceptable.
3)
-I would like to introduce a stronger mix-up to her finishers, however, since undodgeable heavies are by now a "boring" and overused solution, I would suggest a different approach.
-Make her side light finishers bashes (unparriable and unblockable) that have insane forward tracking (undodgeable only for back dodges) and trash tracking for the side dodges.
-Make her sweep have god-like tracking for side dodges (undodgeable for side dodges) and trash tracking for back dodge.
-As most heroes would be unable to punish the sweep with a backwards dodge, make it have 1000ms GB recovery, and deal 29 damage to compensate.
-The mix-up is: if the opponent dodges backwards, he is caught by the bash light finishers (18 dmg). If he dodges to the sides, he is caught by the sweep. If he makes the correct read and dodges to the side, he is able to punish the bash light finishers with a dodge attack. If he makes the correct read and back dodges, he can punish it with a GB.
-The mix-up requires early dodges. These early dodges can be caught by the heavies, a soft feint to GB or shield bash, making Valk advantageous on her own mix-up, if she manages to access her finishers.
-Final note: the bash light finishers would not wall-splat not stun
I think these changes would make Valk more viable and interesting.
What do you think?
low rep guys who doesnt even know how to conquer a area, i literraly all the matches there's a dude who only do heavy attacks and doesn't know to do a single parry.
"When you are alone, play duels. When you are with an ally, play brawls. When you are with several, play 4s."
-Sun Tzu, The Art of For Honor.
This is not really a discussion. I just want to understand why so many people are in favor of dodge heavy attacks.
When Zone Option Selects were removed the reaction of the community was mainly positive because they were tools that made the game more defensive.
However, aren't heavy dodge attacks the same? They cover the Unblockable, the GB, the feint, and some Heroes have HA follow-up after them (meking deflects not the best option); so they are even stronger "option selects".
I posted some months ago suggesting to make all dodge attacks light parries, but many people opposed.
I wanted to understand why your reaction to removal of Zone Option Selects was positive, and why wouldn't it be positive if we nerf heavy dodge attacks.
I will read all comments, and as I said I don't want to discuss anything I just want to read your opinions.
@replicant_id
https://discussions.ubisoft.com/topic/113640/nuxia-rework-suggestions?lang=en-US&_=1648953967872
Hi, I am a Nuxia main. I am not the best player in the entire world, but my ideas might be interesting, check them out!
Alternatively, we could give her dodge cancels to everything, which is an overused solution that would be boring (IMO).
I've also had crazy ideas like making her parry light removed and now be accessible from backstepping GB input and being unblockable and unparriable (basically a bash; that kinda makes sense since she "bashes" her blades into the opponent? Gameplaywise, it would be good for her). (Also increased speed to 500ms).
@undondory
Nobushi is lacking in external pressure
True. I would need more experience with the hero to suggest anything.
I didn't want to make the Nuxia part too big. I just wanted to bring enough stuff to make her main kit work.
I would add to fix the issue with crushing counters, there's timing where they can crushing counter your heavy and you can't trap them.
People hate on her deflect, but on the vast majority of times, it works. It is not a 33% chance as people say. Most of the time, the opponent is just going to follow up. BTW, if you make the correct read and he follows up it ALWAYS lands. But let's say there's a 50-50 chance of his following up or not. The odds drop down to 16.5%. If he expects the deflect and always wait, that means he is not following up: use that to your advantage. His turn is ending faster than your turn. The odds of you getting punished for using your deflect is high on characters like conq or ara, but there is a simple counterplay: don't use your deflect against these heroes. In summary, your chances of getting blocked are extremely low, and the chances of being punished are 0 if you know what you are doing, therefore the increased damage compensated for the low odds.
If I would like to suggest anything for her deflect, I would make so there are two deflects: one where it is unblockable and deals 20 damage, and the other is the current one. Knowing when to use and how to use her deflect is one of the most fun parts about maining this hero. I would be extremely sad if they removed her blockable deflect once most people suggesting it barely play her.
As far as I remember, this covers everything. She would still lack strong openers, but she does just fine without them.
Pk:
1) Her guaranteed bleed stab should be chained to heavy finishers.
2) Rework light stab from GB. Make them 3 heavies that deal 8, 8, and 9 damage (total of 25 damage). Each one can execute. The input is still a light. If Pk wants bleed pressure she can do a side heavy to unblockable.
Note: She now can access her pressure more easily. She lost her ridiculous 38 damage from GB, but still has bleed pressure from GB and can now execute better.
Highlander:
1) He can have access to his stance after finishers as well
2) Dodge forward heavy, as well as soft feints, are undodgeable.
3) While on offensive stance, pressing heavy during a forward dodge soft feints into his undodgeable forward dodge.
Note: After rolling, even if the opponent is able to block the forward dodge, he will have less stamina cuz of the roll, and Highlander will chain back to his offensive stance again. Meaning rolling is not so good anymore against highlander, and he has easier access to his pressure tools.
All Samurai are ok in my opinion, so I will compensate by suggesting buffs to 3 wu lin (they really need some love :,[)
Tiandi:
1) You can cancel the hit recovery of your kick with a forward dodge. So you can get a forward dodge attack for 20 damage no matter what.
Note: Tiandi was already ok, but I feel he needs a little bit more.
Shaolin:
1) Every non-bash attack that he has chains to qi stance.
His dodgem his unblockables, EVERYTHING. In that way, he has easier access to his pressure tools.
Nuxia (oh boy this one is going to be big):
1) Her Traps are able to Trap opponents that blocked other attacks.
Note: Unblockables are guaranteed in that scenario, why the hell traps aren't?
2) Traps function like JJ's choke. During their animation, friendly attacks have 80% damage reduction but do not interrupt. After she releases there is a timing where allies' attacks are guaranteed and can deal full damage.
3) Trap revenge feeding should be reduced on all occasions by 25%.
4) Traps have an increased guard recovery of 200ms. Basically, opponents will have to make a read and punish her Trap with a light, bash, or zone. Trap damage reduced to 20.
Note: Currently, opponents are able to option select her light and her trap with a heavy. Basically, by throwing a heavy on light parry timing they can either punish the light with a parry or punish a trap with a heavy. 13 damage light or 22 damage trap versus 27 damage heavy. That is not good for her. With that chain, people can't punish the Trap and the light on the same way, so she will be able to use her Trap without fearing eating 24-27 damage.
5) Opener zone is now unblockable. Chain zone is now undodgeable. Both the zone and trap deal 26 damage. Zone sped up to 967ms
Note: Now she has one more tool for ganking: Unbloclable zone or trap mindgame. She also has something for people who option select her trap and heavy with dodge attacks. Her zone will be now a viable thing to use.
Overall notes:
She improved both in 4s as well as in 1s, and her traps will finally bring that original viability that everyone wanted.