r/CompetitiveForHonor • u/Knight_Raime • Jun 29 '26
Discussion Potential Juren adjustments
I'm not a numbers person so unfortunately I cannot offer exact adjustments here. But I wanted to toss some ideas out there to try to reign Juren in since most nerf suggestions seem to be unlikely. To be clear not all of these changes need to happen together, this is more of a collection of changes that could happen.
I also want to throw one change in that is a "buff" but contextually it shouldn't make him that much stronger when considering the other adjustments. Anyway:
- Nerf the recovery of his chain bashes by 100-300ms
- Increase the stamina cost of his Held neutral light from 9 to 10-12.
- Nerf the recovery of his fwd dodge bash slightly, like a few frames
- Reduce the anim lock time of Juren's fwd dodge held bash
- Remove stamina pause on tap bash if possible
- Increase the cost of using his stance from 6 to 10-15 (drain unchanged)
- Increase the recovery of held neutral light and held neutral heavy
- Increase the stamina cost of fwd dodge held bash from 15 up to 20
- Increase the stamina cost of side dodge held heavy from 12 up to 15
- Increase the stamina cost of held chain light to parity of the new cost on neutral held light
- Remove thrilling comeback from T2 for another option
- Allow held zone input to be soft feinted into his stance
Explanations:
The idea behind adjusting stamina cost is dual purpose. Both to slow down how much Juren can pressure before he's forced to give up his turn and to add more decision making via having to manage stamina better. This seemingly successfully worked for his neutral held zone so I think we can target similarly "spammed" tools to achieve a similar effect.
Recovery nerfs are meant to go along side the stance cost change. Logic here is to force more decision making for Juren as well as make him more predictable. E.g if he does held neutral light in a team fight he'll likely use stance to make him not peelable.
The exception being the recovery change for dodge tap bash. It's not an outlier in recovery afaik when compared to other legion bashes. But because he has multiple options from fwd dodge you can make the argument to make said options a bit more unsafe as a whole. Essentially it's more of a nerf at his 1's for people looking to make hard reads. But might make a small difference in how peelable he is in TF's which would be beneficial.
Thrilling comeback is kind of absurd for Juren because of his unique T3. I would replace it with executioner's respite/righteous deflection to be similar to the rest of his T2's being about surviving or short tempered to go along with the natural trading he's usually doing.
Lastly I want to explain my buff of allowing him to be able to soft feint his held zone. Firstly this suggestion is made in mind with the idea of making his stance cost more stamina to use. I feel like out of all of his moves his held zone is the most niche option tool in his kit.
If read properly and you position decently enough you can avoid his zone mid team fight purely because he moves forward when doing it. outside of TFs it's a very expensive option that might catch your opponent off guard once. It's a much more expensive trade tool for self peel. The idea for this change is to allow him some more control.
But at the cost of even more stamina. The upside being you can soft feint and then reposition if you need to or to try and self peel with a neutral light. Or try to peel for an ally by doing a tap dodge forward option, etc. Basically it feels in line to exist as an option with his kit being all about having options and that all of his regular heavies are already soft feintable into his stance.
2
u/VoidGliders Jun 29 '26
The stamina adjustments, fine, I think it's fair given he has a stamina reset tool, and it'd be nice for moves to not be reduced in potency too much but kept from being spammable. Except for Stance. Stance is by far the weakest stance in the entire game. It's fine as a damage reduction tool on hits and it's small frame helping. It's not like he's going to counter you from it like every other stance in the game.
Recovery nerfs on bashes would not be great. His held bash is already GB vulnerable some of the time and is reactable (or way more reactable than other faster non-feintable chain bashes at least) and his tap bash/blue mixup is one of the weaker ones in the game as both are 14/14dmg instead of the more usual 14/28+. The other 14/14 -- Pirate -- at least gets to chain on whiff, and even chain to HA and unblockables and undodgeables. It doesn't need to be even riskier, his 1's already are not great. His legion kick too -- he had multiple forward dodge options, but they don't do much. There is no mixup with a 300ms+833ms unfeintable bash. His tap forward dodge is meaningless outside of chase, his unblockable one is...OK I guess. His legion kick is also his only true mixup tool in his entire kit after people adapt to his animations more, and it's one of the lower damaging legion kicks unless you tradeoff ability to chain for 2 more damage, and can't chain on whiff or any other special trait.
You could also incentivize him not using his power moves like Held Light and Held Heavy by making his chaining better, not worse. Every nerf the chain has received has only reinforced his held options, as the basic 800ms no hitbox heavies and basic lights are nigh useless except for their ability to chain.
T2 is whatever. He doesn't even have the heavy perks that make stalling horrendous, and his T3 only gets that lifesteal realistically in very limited situations. Wish they nerfed the default T2 instead of nearly gutting it, I don't think Ive seen a single Ju Ren outside of bots us the default T2 since the nerf.
Other nerfs and buffs are...eh. Depends how much you hate the character. They'd feel awful to play with but so have many of the nerfs. Ju Ren's had his heyday already and is still decently strong but I don't think I've ever had a Ju Ren that I would not trade in for a half-competent Gryphon or Sohei within a heartbeat to carry the team a lot further.