View Full Version : Honor Bound: A brief Code of Combat, Etiquette and Progression on the Battlefield

10-29-2017, 09:43 PM
Welcome warriors, this thread was created to help those, completely new or seasoned in every form, to navigate the war as seen by many a player. For newcomers the game can be overwhelming with so many things to learn along with the pressure of being expected to do well for the sake of their team. In For Honor every win and loss counts, for what reason is entirely dependent on you, the player.

Below you'll find a brief index of what we'll cover in this thread and maybe get you to the answers you're looking for a little quicker. Keep in mind that the below mentioned has been compiled based on the opinions and viewpoints of several different mind-sets, so this will remain an unbiased report for the benefit of the reader allowing you to determine to the best of your ability what you deem acceptable.


1. Combat
1.1 Beginner
1.2 Intermediate and advanced
1.3 The battle ground

2. Progression
2.1 Reputation
2.2 Gear
2.3 AI and MPMM

3. Etiquette
3.1 Honor Crowd
3.2 Game Chat
3.3 Sportsmanship

1. Combat:

For those of you joining the masses of warriors for the very first time, I welcome you. Make no mistake, the path you've chosen is a long and hard one. At this point the learning curve is as steep as it can possibly get. It is often recommended to do one of two things before jumping straight into the fight: Play the campaign at least once, or spend now less than a few hours practicing with bots of varying levels. A few hours may seem excessive but every fighter needs every ounce of experience they can get. Even today those of us that have been playing since the Alpha and Beta learn new ways to fight and are constantly changing how the game is played. As long as it takes, make sure you've honed in the necessary skills to face your opponents and come out on top.

1.1 Beginner

If you are a beginner, start by choosing a Hero that fits your playstyle. Not sure what that is? Experiment! Luckily for you there are a wide variety of Heroes to choose from. There a several videos on youtube with brief descriptions on each one. Here, we will simply cover the different types.

Vanguard: First and foremost are the Vanguards Warden, Raider, Kensie. A warden is the perfect mix between light and heavy forms of combat. Capable of adapting to either forms and the health pool and stamina to match, the Vanguard is an ideal choice for those who prefer to adapt and overcome. Easy to learn but no easy task to master.

Heavy: The tank, the blade sponge, the very rock that holds the team on its feet. Heavies are known for having a higher health pool and even higher damage than most heroes in the roster. The heavies consist of the Warlord, Shugoki and the Conqueror. Keep in mind that these heavy classes are often best used when fighting defensively as they all have effective yet devastating counter attacks for even the hardest gankfest.

Assassin: Orochi, Peacekeeper, Berserker, Gladiator and Shinodbi are this games' "Light" characters. With a much wider variety of combinations for attacks yet a lower HP, assassins can be described as glass cannons. They have the ability to be a great game changer but are balanced by their lower HP. Keep in mind that the assassins class has a reactive guard stance, which means that every block, deflect and parry needs to be timed carefully. Once you put your guard stance up in any direction, it will only stay there for a limited amount of time.

Hybrids: Best choice for those who like different combinations of different play styles. Hybrids are mixes of different aspects of different heroes. For example, when the Centurion was released it was described as the combination of an assassin and a vanguard. These heroes comprise of the Lawbringer, Nobushi, Valkyrie, Centurion and Highlander.

1.2 Intermediate and advanced

Now that you've selected your hero and taken some time to practice, lets briefly cover the more complex forms of combat. Heavy and light attacks can be used in many combinations but what makes the difference in a fight are the moves you don't use. Feinting is a strategy in which you initiate an attack but then cancel it before it's animation is complete in order to begin another attack. This can be used to confuse your opponent and allow you to deal damage where they are least expecting you to. This can be done as many times as your stamina allows. Some things to note however is that feinting does cost more stamina, feinting requires a good amount of focus and timing, and it is very well practiced among skilled players. You can begin a feint but then in the midst of that you might miss an opportunity of attack or can be interrupted if your opponent, unwittingly or intentionally, attacks you before you have a chance to complete it.

Parrying is another for of complex combat. Parrying consists of timing a heavy attack at the moment just before your opponents move connects. This, when done correctly, grants a number of opportunities for the player including, but not limitied to, Heavy attacks, guard breaks, ledge throws, spike wall throws, stuns, finishers, etc.

When combined, feinting and parrying become a players best friend in a one on one conflict.

More advanced forms of combat become harder and harder to teach due to one simple thing. Strategy. Knowing every move of every hero will only get you so far. The difference is how you use them. An example from my own arsenal of strategies is the act of letting your opponent do more damage to you initially. It may not make sense but some players become overconfident in this scenario and will at that point, when they think they are about to win, become a little more sloppy and will often end in them making more mistakes. The HP I lost is often made up for in the execution to follow.

1.3 The Battleground

You've studied the moves, learned the attacks, maybe even become an expert in parrying, but none of it means anything unless you know your environment.

The maps in the game differ greatly and can offer advantages to each team equally. The latest edition, for example, being the map Sentry. In the dominion game mode you'll find the objectives on either side offer ballista turrets to be used. On one side, two ballista turrets cover two different ends of the battlefield. On the other side, only one turret is available but it give view of both the center of the middle objective and a good portion of the field on the first objective mentioned. In the middle of the match, if you're not careful, you can easily be struck down by these regardless if it's the enemy or your own teammate behind the lever. Other things such as ledges, spike walls, pits, bonfires and even minions are factors to be considered in every match as well. Take these into account every time you play and make sure you keep the utmost diligence when fighting near them.

2. Progression

Now that you have an idea of what the war is going to be, it's time to talk about how you'll progress through the ranks. In this portion we'll discuss the difference between hero progression and skill improvement as these are not the same thing.

2.1 Reputation
The progression system in For Honor works as such: There are twenty levels for every hero and once twenty levels is exceeded you are given a reputation level. These are indicated by wreaths surrounding a bold number. Your reputation number will tell players how much time and effort you've put into your hero. Overall reputation will show how many reputation levels you have all together. The thing to keep in mind is that even though you may have a higher reputation in a hero than some it doesn't necessarily mean you are more skilled. This is not to say that your time put in means nothing but rather to inform you that even the least experienced players are more talented in some heroes than others. A good rule to play by in this game is to assume that your opponent knows exactly what you intend to do and has the ability to prevent or counter your actions.

2.2 Gear
In 4.4 game modes a factor to consider are your stats for your hero. These can be improved with different gear. Gear can be earned after every match or bought using the steel you earn. The higher reputation you are, the better quality gear you will receive. The highest gear tier in the game currently is Legendary and can be unlocked initially at reputation 7. Along with better stats, gear also has a cosmetic benefit. Gear can come in different styles which allows you to customize your hero to be the badass you want them to be.

2.3 AI vs MPMM
In For Honor you have the choice between facing other players or facing bots. There are benefits to either one. Matchmaking allows you to challenge yourself more, as other players will use whatever means they choose to take you down and possess the human element, which can only be anticipated until you know who you're up against or have played against the same opponent before. However, matchmaking is currently a very frustrating process. There's the possibility of being matched up against people who obviously outmatch you or are beneath your skill level and of course there's the connectivity. As it stands it only takes on player to rage quit and suddenly the entire match can destabilize, sending everyone in the game back to the menu. That ontop of lag you have yourself a recipe for a very unfortunate gaming experience. Not that it is always like this, but it can be the case none the less.

In AI, there's less of a threat of disconnecting and the play is a bit smoother. AI bots vary in skill based on their level. Bots have three levels, 1 being the lowest and 3 being the highest. Whichever one you're up against you'll know doubt have a smooth fight but there are some drawbacks. As hard as level 3 bots can be to beat, as they have a fixed reaction time, can parry, feint and possess an understanding of what is around them, such as ledges, they eventually become predictable. Perhaps a good representation of what decent players are capable of but they are certainly not better than a mojority. Playing against them for an extended period can leave you handicapped in a player vs player match because the strategies you have for bots won't work all the time with regular players and sometimes not at all.

3. Etiquette
Etiquette? In war? You might not think so but there is such a thing in this game if not to at least some. We now will cover a part of the game that has been the subject on many forums and will no doubt continue for some time. How you play may or may not determine how your peers in the game treat you. This, of course, has no bearing on the game itself but may or may not affect the circumstance of future fights. If this is something you care about or something you think has no bearing whatsoever is up to you.

3.1 The Honor Crowd
This is a group of players that are heavily invested in a particular form of play that revolves around giving every player a fair 1v1 fight. More commonly found in elimination and brawl, these players are focused solely on the match up their given and will not intervene in any other fight taking place until it is "there turn" to do so. An equal yet opposite form would be the Competitive player. No nickname yet established for these types of players, they will do whatever it takes to secure a victory. Whether it be ganking, feats, using the environment and tools given to them. This is more often than not found in dominion and skirmish. Note that neither form of play is incorrect or considered foul play as a vast majority of the players play one way or the other. The extent of each form differs as well, meaning that players decide how far they will go to make sure they abide by that form. For example, some of the honor crowd may decide not to gank under normal circumstances but might do so when the enemy initiates their revenge. Another example being that some of the latter form may prefer to ledge but may choose not to gank. However, this is entirely up to the player and how you play cannot be controlled by anyone, no matter how much hatemail you get.

3.2 Gamechat
For Console you are given a tool known as the game chat. This allows you to coordinate with your team in a very basic form. You can acknowledge your teammates or tell them to go to a particular objective to assist you as well as ask for help, ask for a revive, or even tell point out a specific location on the map you want your teammates to be aware of.

On PC, you're able to type in full sentences and fully communicate what you want or what you see in the game as well as the commands already given.

A common thing you will see is the spam of certain statements such as Wow! Good fight! Ok! and so on. More often than not this is done in irritation due to what is happening in the match and don't mean anything other than that whoever might be putting in those commands are a little salty or trying to troll by filling your feed with a bunch of useless information.

The thing about the game chat is that it has the potential to be very useful, so i recommend using it to your advantage and communicate with your team.

3.3 Sportsmanship
It is the one thing that every player must remember. You can't win every fight and getting angry won't change that fact. Regardless of how you lost it's crucial to remember one thing: that loss is on you. Your opponent did what they could to beat you in the quickest and/or most effective way possible and the fact that it worked only means that you failed to overcome their strategy. This is not to demean your skill or devalue your effort, but rather to remind you that there were things that you could have done to avoid loss and you didn't. If you lose, and often, try not to get angry as it will only hurt you. You can rant, you can spam messages and you can cry foul but chances are that'll effect you more than it will them. For Honor is after all just a game and if you find yourself a little heated after that last conflict i recommend stepping away from the game for a bit to cool down. You don't have to congratulate your opponent but losing your **** on them won't help either.

Well folks that has been a brief summary of the For Honor world. It's very compact, i know, so i'll leave the expansion of such topics to you all. Thanks again!

10-29-2017, 10:16 PM
A good read and maybe one that could use stickying.

As one of the not honour crowd personally I prefer to think of myself as an honourless savage ;)

More seriously, it isn't necessarily about doing anything to win for all of us more than that when it is a true 2v2/4v4 we find that a different challenge and the kind of fight that we signed up for, for some it truly is anything to win, as you say it is all valid.

Grammar catch for you, 'their turn' not 'there turn'.

I very much agree that sending salty messages is going to do more to get yourself upset than do anything to your opponent, I usually just delete them straight away though I have kept one two message meltdown because it amused me someone would spend that much time writing a rant on an xbox.I can guarantee whatever effect he was hoping for with that he did not get.

I would note that spending time against bots in how to play is a good way to learn your hero, you want to know the mixups, and the devs have a more solid training mode in the works with programmable bots.

10-30-2017, 05:31 PM
You forgot the requirement to have at least one, good, spammable emote, preferably one with noise on and at all times. Every time you win a fight you should spam this until a new target is found. The obligation associated with this increases with how badly you crush your foe. Make sure you RAH RAH RAH RAH RAH that foe with centurion until they quit. If you are not tea-bagging with raider then you are doing it wrong.

The only time you are exempt from this if you play a character like Nobushi who does not have good spammable emotes. You should already feel bad for playing Nobushi.