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Warden counter break works on ground counters


Chara Dreemurr

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Around 1-2 years ago the devs removed assassin's ability to use its guard break on ground counters because it was way too strong. Now they add the same exact skill to the Warden. Has this just gone by unnoticed or someone actually thought that having something like this on a class with as much damage as the warden was a good idea? This needs to be fixed ASAP!

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  • 2 weeks later...
On 9/15/2018 at 3:03 PM, Chara Dreemurr said:

Around 1-2 years ago the devs removed assassin's ability to use its guard break on ground counters because it was way too strong. Now they add the same exact skill to the Warden. Has this just gone by unnoticed or someone actually thought that having something like this on a class with as much damage as the warden was a good idea? This needs to be fixed ASAP!

Blade Master can do the same, so can SF. Sins however can stun its target practically whenever it wants. Furthermore I’ve seen the guard break bugging and not applying the stun on the ground counter.

 

Also, it’s not like it’s disabling guard like sin and SF guard break.

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  • 3 weeks later...
On 9/28/2018 at 4:50 AM, ARC-1276 said:

Blade Master can do the same, so can SF. Sins however can stun its target practically whenever it wants. Furthermore I’ve seen the guard break bugging and not applying the stun on the ground counter.

 

Also, it’s not like it’s disabling guard like sin and SF guard break.

The difference is BM has to actively use a skill to break your ground counter, same as BD. SF just disables your ground counter with the X kd (I do believe the cooldown of this skill is too low for what it does) or just CCs you through it with 4 melee stun or 3 range stance daze. WR is getting an additional stun on you for free. The thing is, it pops up ONLY when you use ground counter. It's not even like the BD divebomb where it pops up when an enemy is just KDed, so you could actually use it on nothing and it goes on cooldown. (Also divebomb's animation is longer than a ground counter, so you have to use it before the enemy actually ground counters for it to work)


Guard breakers always had an exception for ground counters. The devs even changed the SIN and SUM ones to not work on ground counters at some point. Seems really strange that they would suddenly change their minds about this.

 

The reason you've seen it bugging and not applying the stun is because the ground counter is over when the skill hits the enemy so it doesn't break any guard, thus not stunning. It's the same with BD/BM aerial skill: you use it in the last 0.2s of a stun and the enemy doesn't get aerialed because the enemy is not stunned when the skill hits.

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10 hours ago, Chara Dreemurr said:

The difference is BM has to actively use a skill to break your ground counter, same as BD. SF just disables your ground counter with the X kd (I do believe the cooldown of this skill is too low for what it does) or just CCs you through it with 4 melee stun or 3 range stance daze. WR is getting an additional stun on you for free. The thing is, it pops up ONLY when you use ground counter. It's not even like the BD divebomb where it pops up when an enemy is just KDed, so you could actually use it on nothing and it goes on cooldown. (Also divebomb's animation is longer than a ground counter, so you have to use it before the enemy actually ground counters for it to work)


Guard breakers always had an exception for ground counters. The devs even changed the SIN and SUM ones to not work on ground counters at some point. Seems really strange that they would suddenly change their minds about this.

 

The reason you've seen it bugging and not applying the stun is because the ground counter is over when the skill hits the enemy so it doesn't break any guard, thus not stunning. It's the same with BD/BM aerial skill: you use it in the last 0.2s of a stun and the enemy doesn't get aerialed because the enemy is not stunned when the skill hits.

BM also gets a free Stun on you, SF gets a free KD, and sin can still stun you while you're on the ground.

 

Just because it pops up on F for Warden it doesn't mean it takes any less skill to land it, because it requires the same reflexes as it would for BM and BD. The fact that there's a chance that the CC won't apply actually makes it worse with Wardens as with other classes they at least get a KD out of it. 

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