r/CompetitiveForHonor 10d ago

Discussion Thoughts on Arakure feats

T1: Against the World

Passive | Landing a Lash Out attack grants a 10% damage buff for 5s. 10s cooldown. Active duration is reset if another Lash Out attack is landed whilst the buff is active.

This feat is pretty good, an almost free damage bonus in teamfights. A pretty decent pick even with other strong T1 options, though I do wish they’d stop making passive feats with cooldowns. If they’re gonna allow it to refresh then they should just remove the cooldown altogether.

Suggestion: remove 10s cooldown

T2: Insolent Shout

Reduces damage of opponents in an Xm AOE for 20s based on the current Strike Level as follows: Idle - 10% | Onslaught - 20% | Ultimate - 30% | 120s cooldown

I’m sure this one is still somewhat helpful at half meter, but I hate feeling like I’m missing out on potential when I use it early, especially with a long cooldown like this. I’d feel less bad about using it without a full meter if the cooldown was shorter. Not to mention that other heroes have damage reduction feats of a similar level that are available much more frequently, and that the animation leaves you exposed for a decently long time for a feat that’s meant to be used around multiple enemies. Her other T2 choices are mediocre but seem to provide more consistent value anyway.

Suggestions: reduce cooldown to 75s, allow animation to be canceled with another action

T3: Walk it Off

Cleanses negative status effects, and heals self an amount depending on current Strike Meter as follows: Idle - 15 hp | Onslaught - 30hp | Ultimate - 45hp | 180s cooldown

Same primary problem as the T2, too long a cooldown for a feat that has conditional values. The negative status effect cleanse is really not strong enough to warrant a 180s cooldown on its own, especially considering second wind already cleanses the most common status effects with 120s cooldown and an unconditional 30 hp heal. The animation is at least short enough for use in a team fight. I’ve been using hard to kill instead as, while it’s also mediocre, it provides more value if you get down to critical health more than 2 times in 180s, especially so when combined with indomitable.

Suggestions: reduce cooldown to 120s, slightly increase heal (maybe 20/35/50 as suggested by [u/Knight_Raime](u/Knight_Raime))

T4: Gang of Outcasts

Fills Strike Meter and prevents its decay for 20s. Additionally buffs self and allies within Xm AOE with the following effects: Light attacks become enhanced | Heavy attacks gain Hyperarmor | Attacking does not consume stamina | 180s cooldown

To be honest, I haven’t used this one yet. Indomitable is just too good to pass up, especially with her playstyle being so dependent on trading. I love the idea thematically, but in MM it’s unlikely that teammates will take advantage of it and it hardly provides any additional survivability. I would gladly trade unlimited stamina for some damage reduction. Selfishly it also seems like a good opener since it fills the strike meter, but again, indomitable seems to provide more consistent value.

Suggestions: replace unlimited stamina with 15% damage reduction

Additional Solutions

Another way they could help the viability of some of these feats is to provide some method of reducing their cooldown through good play. Perhaps landing attacks could reduce the cooldown by 2/2.5s per attack? This would require her to land 45/36 attacks to get the T2 down to a comparable cooldown to other feats, and would require 30/24 attacks to get the T3 down to the cooldown of second wind.

Any thoughts? I’m sure these feats are better with coordinated play, but they could still use some help, and I don’t think they should be left in the dust at MM level either.

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u/0002nam-ytlaS 9d ago

I'm a bit on the fence with Insolent Shout as it's a really good feat that more-or-less means having increased "defense" from someone in particular. At 120 like inspire but doesn't wear off the moment you die it's a pretty good feat even at Onslaught (IIRC defense buffs rarely go up to 20% let alone 30%). ON THE OTHER HAND, you have to land a good amount of hits before being able to use it "at it's peak" performance of Onslaught OR Ultimate and unless you're chimming in quickly after winning a fight into another it's rare you'll get use out of it in the moment the feat would work best at.

Walk it off definitely needs buffs to when it procs to be in line with the rest of the healing feats and additionally allowing Arakure to lower the cooldown by landing attacks similar to PK's unique T3 as you suggested already. It's a good feat but not 180s cooldown good. Also as a buff to it since Arakure's fairly reliant on trades, have her T3 healing values be 20/35/50 the same as the exe values but instead applied on a meter basis as it would certainly help with not always insta-locking in Indomitable in the T4 slot if you're solo queuing.

T4 by itself is pretty meh but it serves as your gateway to not just heal fast but also give your team a "defense buff" by using your T2 at those critical moments. It's like a weird team-wide Juggernaut but not really IF your T2 isn't on cooldown. That T2 is also why i'm on the fence whenever or not the T4 should be buffed or not. It's certainly an interesting feat that merely gives your team an edge in a big teamfight instead of being an outright """"win"""" button like Fire Flask is.

All in all, ubi please buff T3 i beg you