Welcome, my bloodthirsty frenchies! It is another patch, and so it is time for me again to get all iffy and complain about everything. This time around I shall just talk about the little things that bother me about the game. Nothing world breaking (not that something like that exists right now), just the small issues of life, about the balance of certain classes, a potential HUD glitch that has been around since the beginning, and even some team-balance worries.
The Sluggish Spinner
The Rapid-Fire Farting Frenchman
The Heavy Knights should not be fully immobile after his special is done dealing any damage.
Let me just say this: I hate the Heavy Knights special. It's slow, inflexible, lacks range, takes forever to charge and keeps the HK wide open. Well, the 'takes forever to charge' allegation is partly wrong, technically he can get it the fastes. In fact, if he gets two perfectly performed attacks (max charge + max velocity) he can get it in two swings! The only problem is that because of his slow movement and attack speed, he has way less opportunities to attack other players, not to mention getting in attacks with high velocity. Therefore it generally takes way longer for him to charge his special than others.
But none of that is part of my actual complain. What I mainly have a problem with is that about a second after his special is done dealing any damage, he is still frozen in his animation and that way everybody around him can get a free hit on him. This is really bothersome, since when you use your special incorrectly, or even correctly but not everybody around got caught in it, even those without ranged weapons or a really long one can give him a good whack before he is done. Hell, faster classes can still do this when they only get partly hit by his spin-attack. This makes it the only special that easily, and safely, can be punished.
During this second of vulnerability he at least should be able to block so his special is less punishing if used even slightly poor.
A complain of mine already addressed elsewhere.
Classes should not get extra special from mini-crits (currently only utilized in the Man-at-Arms special).
The Man-at-Arms special is perfectly fine. The slowdown, incapability to parry when affected and the velocity bonus of the MAA are all no problem. Even the mini-crits aren't unbalanced. What is is the fact that the Man-at-Arms, and everybody else, also get the extra mini-crit damage added to their special bar. This means that the MAA, despite requiring quite an amount of damage before he can use his special, regain it rather quickly after he is done farting, since there are still clouds lingering about when he is able to gain special again.
Of course this is also a problem with his friends. I appreciate that the Heavy Knight gets his special quicker this way, but if that means that the Archer gets the same benefit I'd rather say neigh.
Simply not allowing the mini-crit damage to be added to the special bar will be enough to fix this.
Unsteady Hand McMuggin'
The Sword and Axe-Combo is almost useless, especially on higher skill levels.
Oh, the Sword and Axe-Combo, a really fun concept and still very enjoyable to use every now and then, but let's be real; it might be very hard to counter for a dinah, since he doesn't know how to properly dodge and counter it, but once he does (which shouldn't take too long), fighting against a Berserker using only those shouldn't be a problem.
The same goes from the Berserker. At first they seem very useful on how much damage they can dish out in a short time, but once one learns how to properly use the Bigaxe, the Sword and Axe-Combo is quickly forgotten about.
Now how to make this thing at least in some situation useful? I really don't know. One idea I had was making it his anti-range-class-weapon, by allowing him to partly deflect damage from projectiles while blocking with the weapon, since he does have the biggest problem of any scout-class to chase down rangers (except if 'zerking, I guess), since he doesn't have anything to protect himself (like the MAA), isn't super fast (like the Skirmisher), or has anything to harass them at range (like the other two). I suppose something like a damage reduction and stun similar to a wrongly placed block might be too much, so maybe something a little bit less than that might make it fair, but also useful against ranged classes.
Too Quick for His Own Damn Good
I'm a little uncertain about adding this since the Sharpshooter latest boost, but I suppose I add it just for you guys to consider it.
When aiming down AND standing still, the Sharpshooter's Artisan Pistol should have perfect accuracy.
Aaah, the true reason the Sharpshooter is so wonky at long range, because he literally is wonky! Basically, his Artisan Pistol is not accurate, ever. No matter how hard you aim down and stand still, maybe even crouch just for good measures, the Pistol will never be 100% accurate.
Now this isn't an issue at all on middle range, since the Pistol is still accurate enough to hit people precise on this distance. But once we get to long range, there is a very good chance that you won't hit a person not because you suck or just something absolutely unpredictable happened, nope, you just got unlucky.
Because of this, if we just set aside human failure and, well, reality in general and just go by numbers, it is literally impossible to hit every single shot at long range. I have the feeling this was done on purpose, and, you know, with the latest patch this might be perfectly fine. Still, I'd say to at least consider making his Artisan Pistol fully accurate when he is aiming AND standing still. Otherwise, when he is moving and aiming, it should the way it currently is.
This is something that bothered me for a long time, and is actually a more or less a HUD glitch. The charge bar for attacks fills up slightly too fast. This is most apparent with the Skirmisher and almost not at all with anyone else. It is really bothersome when your bar starts to glow but you have to halt just for a fraction of a second longer before attacking.
Again, almost never happens with any class besides the Skirmisher, with whom it happens all the time. Now I don't know how this whole HUD thing works, so please ridicule me if I'm wrong, but this seems like something very easy to fix. Just have the bar ever so slightly charge a little slower. True, the hard part would be to get it just right.
It appears that something in 3.3 fixed this.
These last two are more concerns about team play than actual complains and are prone to change once more classes get added. Still, I reckon you to read it if you want to know what I think the new classes should change once they get released.
Jack of all Trades, Master of All
Me and My best Friend, Myself
The Huscarl is not better, but good enough at everything.
A little team-balance issue I have with the Vikings. Granted, this is highly arguable, but in my opinion the Huscarl is just simply too good at too many things. Yes, he isn't as good at melee ranged support like the Gestir, or as good at scouting like the Berserker, but he is good enough.
He just has the perfect combination of a high damage threshold, high damage, okay speed and variety in his gear to allow him to be used everywhere. Be it from defending to attacking point on the map or even up to chasing down ranged classes with his shield and throwing axes, there is just seemingly nothing this guy can't do. This is of course a running theme of the Vikings, being very varied, however with the Huscarl you might've gone a little overboard.
Again, he isn't better at everything, but because of being so in other key situations, it is usually best to only pick Huscarl's if you want to win a round. They don't have ace team play or are the best at getting those annoying Archers, but hey, every situation that will be thrown at them they can manage.
Captain is an egocentric matey, meaning he only supports himself (Which I suppose keeps him in character).
The Captain might actually be one of the worst classes by his lonesome. He is not too fast, has a very short weapon, and even his utility items are rather unimpressive. Once he does get in range he deals loads of damage, but that is a feat hard to accomplish by himself. His special is also one of the best in the game, but rarely can it be readied up in the midst of battle.
However, more so than any other class from any team, he benefits from a buddy that can help him overcome his flaws and turn him into something truly amazing. And this buddy just happens to be he himself.
One Captain has trouble to get into range, multiple easily can flank the enemy team and lure them into each others Cutlasses. The damage of one Blunderbuss is hardly worth the reload, two heavily damage various classes. One Parrot is easily dealt with, three are an Archer's worst nightmare. A single Captain has trouble getting his special ready, but with other Captain-bro's at hook he can retreat behind them and get that cannonball in!
Now all of this is absolutely okay, and actually great, it's just that his other two friends aren't contributing at all to that team play. I went over in great lengths how the Sharpshooter can support his mateys, but he himself gets almost none in return (3.3 made him a lot less dependent on... somebody, though).
The Skirmisher isn't any better. He is a scout-class through and through, and that means that most of the time he is out and about somewhere by himself, backstabbing the opposing team. This is of course a great support, but does not have a whole lot to do with team play, he is just out there harassing the enemy. He doesn't need any help with that and only gives a very basic form of support in return: Delaying the enemy forces. I don't consider this team play since, well, he is hardly working together with other teammates.
Of course this isn't such a gigantic problem. I guess I just want to say that I'd like to see more active team play with the Pirates between different classes.