Posted 06 October 2011 - 03:11 PM
I'll admit I don't have very extensive experience facing Twin Fighters in battle, but from the few matches I've played against them I get the impression that the Infinite Kicking skill is one of those that has a pretty narrow, straight-line attack range -- meaning that if you're careful not to let the Twin Fighter line up with you, they're going to have a tough time hitting you with that attack.
Something I've had to learn to take advantage of since invokers got Lightning Magnet/Wraith is the ability to stay out of range of most of my enemies' attacks while still being able to stun them, which gives me time to line up and launch an assault. Now I understand that maybe not every class can accomplish this with the same ease, but most can initiate a combo or deal damage without being directly in line with their opponent (WMs get Ice Shot/Blizzard, PFs get Tesla Coil, Destroyers get Tank/Sniping, Overlords get Stumble/Wyvern Blade, Ninjas get Ambush/Fly, etc., etc.).
The real danger from Twin Fighters in group matches seems to come up when you're already focused on fighting another opponent or you get caught in a stun or lock -- but they seem to play very much like a support class in team PvP, and that's typically how support classes' offense operates.
And sure, the fighter can Weave through plenty of attacks, but they have to constantly re-apply that Block Rate, which forces them to play it safe most of the time and not linger too long in a dangerous zone. The MSPD, Block Rate, and revive buff are pretty impressive, but since they require fairly frequent re-buffing, it forces fighters to play as a hit-and-run class, which kinda limits their ability to safely participate in the battle -- they're powerful, but they have to spend a lot of time finding a safe zone to re-buff, which limits the amount of time and the number of opportunities they have to fully utilize that power in team matches.
Keep in mind that while it might be difficult to catch a fighter, once you've done so, it's usually just a matter of hitting them with stun/knockdown moves until the revive buff wears off, after which they're easy pickings and typically die in one combo from almost any class. All it takes is one wrong move -- if they get caught in a freeze, magnet, stun, lock, etc. without their Weave up, then they're pretty much done for. As was already stated, they're a high-risk/high-reward trade-off sort of class.
Now I can agree that some of their abilities are a little much -- for instance, the ability to revive teammates seems unnecessary, to me, since not even the healing class (priests/invokers) are able to revive others in PvP. And their damage is extremely high -- but again, you have to take into account the fact that they can't really tank damage at all, either.
The class is still fairly new and while there could be a few small adjustments made, IMO they seem like one of the better-balanced classes out there. They're a class that requires strategy to defeat, strategy that goes beyond just initiating a combo and locking them to death -- and, completely IMO, we're still in the early stages of understanding how to counter the class, so I think there's plenty of room for improvement.
There's really not much sense in talking about 1v1, IMO, as 1v1 is broken in this game for most classes unless you lay down certain restrictions ahead of time -- so just come up with restrictions that work for you and your opponent if you want to 1v1 a fighter.