Thread:Anon421/@comment-37875052-20190725141848/@comment-31479589-20190726103146

Okay, these new Heralds features are not that bad imo, and they open up many playstyle options. The only bad thing is Heralds now become a faction with high skill cap to be mastered. Not just for new players, but for old ones as well to adapt to this new changes (unless you're very skilled with Circumvention). Meanwhile, as Su said, Legion become the opposite due to Breacher rework; it works ala Block Breaker from SF2 now. They now have more freedom to spam Cyclone and Pendulum. I never thought the faction that required the highest skill cap back in the day will possibly be labeled as spammers now :p


 * Previously, critical hits are random and unpredictable, and wasn't that great without the two crucial perks that are Precision and Critical Mass. With the new Crit Charge, you can always deal guaranteed critical when the glow is in effect (my prediction was right, the damage multiplier is a reminiscence to Overheat), and you can then calculate your steps to make use of this Charge the most (Heavy Slash of Naginata, Claws and Kusarigama will surely have fun with this).
 * Crit Charge can bypass blocks as well, although there won't be a crit if this happens. It has more damage than the previous base crit, so you don't need Precision anymore, giving one more slot to fill it with any perk you want (I'd recommend Time Bomb).
 * But there's a disadvantage in the sense that enemy can also predict when you will strike with the Charge. Clever Legion players can take advantage of this by protecting themselves with Rock and adding in Revenge, and then attacks you with the Hyper Armor. Since it's a guaranteed crit, those two perks will activate all the time and unless your strike kills them first, you'll pay dearly for it.
 * Precision doesn't work anymore. It doesn't increase the damage of critical hits. Probably a bug.
 * Critical Mass now works like Block Breaker. It gives you a fixed chance to bypass enemies' blocks and when this happens, the strike will be a guaranteed crit. Imo, this is a buff for Critical Mass. Speaking about it, you can't crit anymore without Crit Charge if you don't use Critical Mass.

This update encourages Heralds players to try different playstyles because stun-locking with infinite criticals is no longer possible. You can either use Critical Mass and be aggressive like usual, or be chill with your moves and goes for the head once the Charge is on. Heralds were advertised as fighters who wait for enemies to attack first and then countering with a swift, precise slash anyway, so Crit Charge mechanic is in tune with what they're supposed to be.

P.s: Star Chaser 10 seconds invincibility can be extended with Spurt. There's this video on Reddit showing someone Spurt-ing to stay in shadow form for 20 seconds. So, you can equip an extremely underpowered Northern Light and an absurdly overpowered Triumphant, enter a fight, get one-shotted. And then retaliates with a barrage of Roll and Loop. Now you know how to complete Ch 7:2 and defeat the final boss in less than one hour. Your welcome.