for honor peacekeeper rework

slipping lunge is basically useless in live, it has no function. 400 ms, does 13 damage, and is her main opener for duels and teamfight scenarios. so pk will now be able to chain after any landed DG, including her dodge forward heavy + DG, and side heavy dodge attack + DG. all heavy attacks are now 800 ms. this will lower the amount of time you are able to react to / interrupt her heavies & mixups, adding slightly more pressure to those interactions. I just read your peacekeeper rework post and those changes wouldn't do anything to make her stronger...the dagger cancel from top being unblockable wouldnt be good at all, it would have the same parry timing as the heavy, rendering it basically useless. Sorry for the bad English. She therefore can't use her dagger cancel to go into her superior lights since you'll be hit before you can even attack. She has a reflex guard which makes her defense a lot weaker. By using our Services or clicking I agree, you agree to our use of cookies. Add to the fact PK gets enhanced lights when she bleeds her opponent and having the ability to dodge cancel the recovery basically makes this way superior to Shaman's with the exception of frame advantage which given a dodge cancel recovery is all but negated except when blocked by a target not bleeding. As we all know, peacekeeper got hit pretty hard by the recent changes. New Map: Beachhead. Side dodge was your main damage, at least it was for me, getting the timing of it right was crucial to PK with its counter-possibilities. slipping lunge is now unblockable. With her top heavy opener now being 800ms over 900ms would the damage change to match her side heavies? In my opinion it should deal 1+16b and give frame advantage. Second part of zone can be soft feinted into a GB. I did not consider possible animation issues with bleed stab, but on the off chance it's not doable to allow her to chain into a light, being able to chain only into her heavy is fine. Her damage is purely average. The deflect is average with 24 damage, 12 of which is bleed. Matchmaking: Pits everyone against that ONE Peacekeeper main that parries everything, deflects everything and interrupts by light attacking and makes you ask "why does Peacekeeper need a rework?" GB bleed stab punish is now 30 dmg, 10 damage (5 physical + 5 bleed) per stab - from 38 damage overall. hopefully with these changes she can be strong for the right reasons, have better flow, a more interesting playstyle with more offensive options. She also doesn't have a dodge attack which can be delayed to get more I-frames. Alternatively she could just get frame advantage without changing damage. Deep Gouge acting as a chain starter also causes other problems, when you say it functions as a chain starter, does it function as the opener heavy therefore only allowing her to chain into heavy finisher? Right now both of those options seem weird for peacekeeper. Cookies help us deliver our Services. Deep gouge now deals 1b/4t (8 seconds) (from 3b/4t (8 seconds)), Neutral side heavy now deals 22 (from 13), Deflect deals 20 + 1b/4t (from 12 + 3b/4t). she does not excel as a duelist, ganker, or a team fighter, and her feats while being okay, don't do much to improve her viability.