I really like Arbiter’s carbine mechanic. It forces you to manage your resources and is very fun to use. Great for AA’ing, whiff punishing, and delaying hitstun till a grenade explosion without risk.
But all people seem to use it for is one chance unbreakables. And thus my topic starts.
I feel that players are not encouraged to use the carbine for anything but jump gun loops and getting that last bit of damage to finish off a round. And personally, I don’t feel that’s how the character should be played, since it has other great uses that are just not as good.
So here’s my suggestion:
Remove Arbiter’s ability to chain together as many jump gun shots as he pleases. Make it so that after one jump’s worth of shots (max of 3) he cannot jump again and continue the combo; he has to use a grounded normal or a grenade to continue it. This can be accomplished by potentially adding a height restriction to the jump gun attack, like you guys did with Maya’s mantis, to delay the next shot long enough for the opponent’s hitstun to end.
I feel that this suggestion may quell a lot of the hate regarding Arbiter’s design and would make the character less focused on vortex and more on neutral game, where I feel many of his tools are geared towards. I think that after a nerf like this he could get back his old carbine damage, making the carbine a great whiff punishing and AA tool again.
I hope you guys take my suggestions to heart