Unlike some folks who will often use pure rage and rambling to get points across I’m going to be fair as possible with the Arbiter players also in mind when I say this. Cause most balance callouts usually aren’t polite or usually always hate filled, so I’ll try to be as nice as possible. Thank you.
After having fought against Arbiter and played as him, I say of all characters in fighting game history he is the most balanced gun user in the entire game. Because while you can just go “pew-pew” with your gun the ammo is alone to stop you. That being said There’s only a few issues I do have with Arbiter and specifically his grenades and his gun.
Now honestly I’m not saying that they’re that OP but I admit they are kind of a pain for the fact that they can be used a lot.
For example his grenades, I know that as you use them they have a bigger cooldown time but my issue with the grenades is I don’t think that’s severe enough of a punishment for folks who just waste it and also at the same time spam it by throwing it constantly. Another issue I have is the constant use of the Carbine after knocking someone in the air with a launcher. I admit this can be grading when someone keeps using it that being aid I have some suggestions:
For Grenades:
I have 2 suggestions 1 I think would be too heavy which is you can only throw one grenade at a time, but you can still use the grenade face slapping even if the other one is out considering it’s mostly a defensive move. This would be an issue understandably so my second and less offensive suggestion is if you THROW a grenade it increases your cool down by 50% each time you throw it, so it makes you think and respect the amount of grenades you have on hand.
However if you use the grenade face slapping on yourself it won’t cost you a cool down because again, it’s defensive and you do take damae for it, so the coold down remains the same.
For the Carbine:
I think it’s good as it is save for the fact that the Arbiter can use it to juggle opponents while in the air, now IDK if it costs you any ammo when using the juggle with the weapon but I personally feel like there needs to be more of a consequence with it. It’s just to round out that extra bit of damage right?
well some folks I play against use it all the time, but considering they’re not always shooting from the back and actually fighting me they always have plenty of ammo to spare. Just enough for it to be used every single combo.
I have three suggestions and it’s based on weather or not the Arbiter DOES use ammo for the juggle: If it doesn’t, make it cost them ammo, make a clear consequence for using that attack every time you do. If it does cot ammo you can disregard this suggestion and hear out the second one:
Make it BREAKABLE. I say this because the move is obviously done with a heavy button input right? why not make it breakable like with the rest of the cast? everyone else can juggle with heavy attacks and or juggles of any sort and they can be broken. Some folks don’t know this and other people do.
Now if that’s too harsh for you than reduce the damage heavily so it’s not as bad in some cases.
Now before ya whip out your pitch-forks ( if you have them out put them back before you jab someone’s eye out)
There’s always an upside to having a breakable juggle, you can use it for counter breaker bait, not only that but it will also encourage Arbiter players that abuse the unbreakable carbine juggle to try out different attacks or maybe put them in line with the arbiters that do something other than shoot you out of the sky like some duck after launching you with a combo.
It’s honestly a similar issue I have with games like MKX and MVC3 if a move or combo works to well witout consequences, people will rely heavily if not only on that move much rather than their whole arsenal of attacks and skill.
KI usually always as a remedy for this by making consequences for lack of variety in the players habits. Breakable combos are some of the best examples, along with projectile passing shadow moves and counter breakers to deal with people who guess break etc. I think the Arbiter’s carbine juggle should have the same consequence.
Now to make people feel more comfortable about the suggestion I always do a counterbalance sort of: The juggle will not cost you any ammo because it’s so easy to break. Unless it doesn’t cost you any ammo and in that case it’s fine.
Other than what’s stated above, the Arbiter is a fun and pretty decently balanced character. Fun to fight and fight as.
Anyways there’s my statement I hope you guys consider this before you go hanging folks. Also: I am open to a counter point about some of these issues. Why do you feel like the carbine juggle should not be broken?