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  1. #1

    Perks

    Perks have been in games for ever and they have always turned the tides of battles and all that. In for honour perks can aqcuire their passive and deadly role and fit in for honour more than they have in any other game. Perks should have 3 trees: 1. offense 2. defense 3. utility, each player can have a maximum of 2 perks at a time for instance a player can have an offensive and defensive perk or a defensive and a utility perk. Perks will be affected by classes and factions and they will differ on the size and type of upgrades they can give based on the faction. For instance a samurai can have more advanced utlity perks than a knight and a knight can have more advanced defensive perks than a samurai.
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  2. #2
    There is avery recent thread about perks you might wanna check. Your guess/suggestion is very outdated with what we already know about the Perks in For Honor... unless ou mean exclusively the passive stuff.
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  3. #3
    i refer exclusively to the passive perks such as +20% dmg to light attacks and all that
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  4. #4
    Interesting, then. What are your ideas for utility perks?

    Wouldn't you guess there will be 4 slots for passive perks, like with the active ones?

    And I still suspect the passive perks they mentioned might be active ones in the sense that you activate them manually and get a passive effect for a while. Just a though... don't really find this more likely.
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  5. #5
    The perks i refer to wont be good as active perks and wont be a good add to the game if they are active and not passive because they might be too anoying to use and at some point they will be too boring to use, passive perks on the other hand provide you with an always passive bonus for instance take a look at the call of duty perks they are practical and can change the tides of matches in an instant. The utility perks i hope to see in the game are 1. movement Speed bonuses 2. attack speed bonuses 3. ability cooldown reduction bonuses and 4. a combination of the first two perks which will be like +10% on movement speed and +10% on attack speed rather than +20% on attack speed or +20% on movement speed. These utility perks will differ acording to faction and class for instance the vikings and the samurais can surely have a better and a bigger variety of utility perks than the knights.
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  6. #6
    MisterWillow's Avatar Senior Member
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    This would depend on if they were unlockable, or all available from the start. The first scenerio could severely, and detrimentally, affect long term game balancing---consider newer players without any perks going up against a team with all the perks unlocked.

    While the second scenerio is a tad more palatable, I don't really like the idea of having increased movement speed/attack power/whatever else for the duration of a match. I think I'd much rather there be a number of feats that grant you passive abilities for a set duration (or even until you die). The 3x-skull-and-crossbones feat the samurai has in the gameplay video could be such an ability---perhaps poisoning your sword, to give you extra damage (speculation, but whatever)---and I would like a blood rage feat for vikings---boosting defense, attack power, and general speed for 10 seconds or so.

    Alternatively, you could have feats of that nature that applied to the entire team, so only one person on the team would need to have it (no stacking, you sneaks). Something like a rally, that bolsters everyone's defense for a limited time (or until their first death).

    Or, it would be interesting if you gained a passive perk for doing something in the match. Your team captures all the points at once, so every team member' gets buffed defense until they die---or, alternatively, and more interestingly, your team begins 'breaking' the enemy while the enemy has under 500 points, which grants them a perk buffing their defense, speed, and attack power until they break you. Something like that has the potential to make games more exciting, since they would need to gain more than 500 points---involving the capture of points, and killing players---while all your team has to do is kill them once, but they would be extremely strong/fast/tough, making this ostensibly easy task theoretically more challenging.
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  7. #7
    Dude i get your point but what i am saying is starting each match with 2 passive perks and your active feats and yes it would be awesome if that 20% bonus on attack damage was given after you can aqcuire a certain amount of kills but dude active **** are anoying and boring and you might not even get the chance to use them if you get knocked down faster than you thought or if a samurai uses that feat from the gameplay trailer and one shots you. Passive perks are more practical, more efficient and more fun and you can have some of them from the begining of your play time and then you can unlock the rest. And the ones that you unlock during your play time wont be better than the old ones they will just be different.
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  8. #8
    premiumart's Avatar Member
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    First of all 20% on attack is way too much for a passive ability and why would you buff the dmg of someone who already killed the enemy team like 5 times on his own.

    Also there already feats that work like that just like Mr Willow mentioned.

    But the most important part is that attack speed and maybe movement speed are differences between classes already, since we know that the oni strikes faster at least that
    is what they said during the gameplay walkthrough.
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  9. #9
    As I've started the other thread about perks/feats solid_altair referred to (might wanna check it out under general discussions) I propose a system that would let the player choose if they want more active or passive abilities:

    Your character is limited to, let's say 8 spots, freely equipable with whatever feat or perk you want. All perks/feats have a numeric value/level according to their power. All these values are summed up and there's a limit to this sum. So as long as you stay below you can either go all passive or active or mix it like you want.
    There are no stronger variations of one perk but multiple instances: if you want +20% dmg you would need for instance need 4 times +5%dmg effectively taking 4 of 8 slots (for balancings sake)

    But I would not incorporate swinging speed as this would ruin the whole art of battle system.

    Greets
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  10. #10
    When i talk about attack speed i mean reducing the cooldown it takes to strike not the speed of the strike and oufcourse when i refer to 20% dmg i clearly dont mean it that way for gods sake it was just an example it will be like 10% or something and if for instance someone has both of his/her perks as offensive perks than he/she will surely have a good boost at dmg but he/she will lack defensive capabilities. Btw you guys view these boosts as if only one person has them and everyone else hasn't got any perks at all but in reality every single player has these perks and that gives all players more advantages and disadvantages and gives players the oportunity to team with other players whose perks make a great combo in order to be more effective. Your possition on the matter is something i would like to see in the game but not as much as i want to see mine.

    GOOOOO KNIGHTS
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