Reduced melee turn caps on overheads and stabs slightly

What does this mean gradually letting the ROH bug users creep into game?

Reduced stamina drain by 15% when blocking

You can now jump during windups again

Are we to get jump stab moves now

Movement abilities can now be used out of Blocked/interrupt

Reduced blocked/interrupt time slightly

All abilities now receive a 4s cooldown when feinted/interrupted Reduced active parry time

Narrowed parry box

I question the logic of parry changing at all. be that timeing or size remember your trying to get new

players into game not pander to old fish eyed spin chiv ganking vets who have ruined ffa in chivalry tbh:

Players/gamers who have never played

melee will have a hard enough time actually using a parry button why shouldn’t they have a buffer against

so many eg Taurant chiv knight maul trolls atm or vipress twin sword female who simply go around in packs

spawn killing , ganking with spam while managing to spam laughs taunts?

Including some experimental changes that make swing manipulation more powerful against parries ?

Melee Melee damage balance - general increase in damage

Alchemancer Increased spawn delay of Barrage and improved its indication ----------------

not good tbh: Already vs incredibly op classes.

Ranged loadout: Replaced melee attacks with punches

I still question having no slash move in combat almost completely useless class in melee having to try to stab forward

or over head while op classes with further ranged swords just spam slash moves while circling you

Increased the fireballs’ projectile speed

very good ignore reddit whiny melee class complain they already have vastly superior op class’s of melee spam

Tinker Increased proximity mine damage

Added damage over time effect to Stasis

Increased stasis cooldown Taurant

Decreased shove knockback

More taurant abilities can now be riposted against Vigilist

Increased heroic leap range

bad imo

**What is the point of having a class that can fly briefly when Vigilist can actually slash it in a split second via an ability

from the ground? let alone being stunning in the air frozen , even taurants over head seems to kill in air as does

tower shield hit in air or carpet mans weapon drainer Not only can these other class all cut down an alchemancer

in flight but they have longer sword range faster with circling slashes/spam plus.

The real challenge is actually not playing as a former melee class from chivalry: ie why should players be able to

simply pickup a Taurant class or vipress etc from first game and win scoreboard on a tdm? top 3 being taurants on one side? or mixed with a vipress twin sword player. Then you have this tower shield class , bad enough that shield can

not only stun when thrown at alchemancer to the point of simply waiting to become on stunned they rush into kill

but they have a leap with smash down? plus can spam those shields everywhere?

As an Alchemancer with 100 hours of just this class it really does seem as the other classes not only get all the

advantages but that is increased after next patch hehe. You really do get an insight into what the other classes

are about and how op they infact are after 100 hours as just Alchemancer**