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  1. #1

    Brave Sir Robin ran away, bravely ran away away...

    After watching this...:
    Originally Posted by Lavanterus Go to original post
    New video with this battle.


    ...I think something should be done with the running.

    Maybe your speed should slow down the more you're damaged (percentage increase), instead of slowing down after taking a certain amount of damage (as is it currently implemented)?. Or could a person running away get a short-term speed penalty to sprinting, to allow the opponent catch up? This would apply only if you lock on an enemy, cancel the lock and try to sprint. Switching targets in combat shouldn't be a problem, because when you switch targets you don't want to run, but to react to what they do.
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  2. #2
    Originally Posted by Holy.Death Go to original post
    Maybe your speed should slow down the more you're damaged (percentage increase), instead of slowing down after taking a certain amount of damage (as is it currently implemented)?. Or could a person running away get a short-term speed penalty to sprinting, to allow the opponent catch up? This would apply only if you lock on an enemy, cancel the lock and try to sprint. Switching targets in combat shouldn't be a problem, because when you switch targets you don't want to run, but to react to what they do.
    I disagree with that. I love the qualitative slow down we have now, with specific animations.

    I kinda agree with that. But maybe it'd be better to grant the chaser a speed bonus, like in AC's MP (there is a perk for it).

    Having this along with big speed debuff when the dude is hurt should be enough to discourage excessive lame running.

    Having sair that, I'm very much OK with some running tactics.
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  3. #3
    MisterWillow's Avatar Senior Member
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    ...When danger reared its ugly head; He bravely turned his tail and fled

    I'd rather you stayed hobbled if you're on your last segment of life, rather than how it seems to be now, where, if you're at half-a-segment, you're hobbled, but if it recharges to a full segment, you're fine again. It would make for more tension trying to limp off the battlefield and reach a control point (which seem to refill health as you stand inside their borders), and maybe a bit of strategy, calling for reinforcements to cover your escape. It would also give you that 'movie experience', of being injured, on the verge of death, and continuing to fight.

    Say your escape is cut off, and with the last ounces of your strength, you block, block, attack, damage, parry, attack again, and manage to cut down your opponent with nothing but adrenaline left. Or, you end up losing to them, but get the visual feeling of never having given up, even as your strength was waning.
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  4. #4
    Originally Posted by Altair_Snake Go to original post
    I kinda agree with that. But maybe it'd be better to grant the chaser a speed bonus, like in AC's MP (there is a perk for it).
    I am in favor of the idea, but how does it work there? I mean, mechanically-wise? How the game knows that this player is the chaser running after someone who's fleeing from combat (effectively breaking engagement) and not a regular sprinter who's following somone who's running somewhere, but wasn't in combat with the other character?

    Originally Posted by MisterWillow Go to original post
    I'd rather you stayed hobbled if you're on your last segment of life, rather than how it seems to be now, where, if you're at half-a-segment, you're hobbled, but if it recharges to a full segment, you're fine again. It would make for more tension trying to limp off the battlefield and reach a control point (which seem to refill health as you stand inside their borders), and maybe a bit of strategy, calling for reinforcements to cover your escape. It would also give you that 'movie experience', of being injured, on the verge of death, and continuing to fight.
    On that note, can you recharge the whole health bar by avoiding combat?
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  5. #5
    MisterWillow's Avatar Senior Member
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    Originally Posted by Holy.Death Go to original post
    On that note, can you recharge the whole health bar by avoiding combat?
    Not if you stand out in the open, I don't think.

    It seems to be, if you take damage to where there's part of a segment gone, your health refills till that segment is full, but no more. For example, you lose two-and-a-half segments of the five you have, the missing half will refill, giving you three, if you avoid taking any more damage for a couple seconds, but the other two will remain empty.

    However, in at least one of the latest gameplay vids, a player missing three or four segments of their health refilled their health entirely by standing in a captured control point, and the Warden has their healing Feat---which other classes on other factions will probably have analogues to.
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  6. #6
    As far as I've seen the abilities, the following heal:

    - You heal only your last healthbar if you're not hit for several seconds, turning it from red to white and negating hobbling. This does not apply to the other healthbars.

    - The wardens first feat heals him if he / she kills AI enemies.

    - The wardens third feat heals him (dunno if it's 3 or 4 healthbars)

    - The oni's first feat heals him as he / she damages other player characters

    - You can completely heal by staying inside a captured zone (dominion mode)

    The first feats healing your character may come with all characters from the same faction, though this is only speculation.

    Greets
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  7. #7
    i think it is fine for now...... after all this is pre-alpha and i would like to see it turn into an E-sport game
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  8. #8
    SerWarhammer's Avatar Member
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    i don't wanna see people running every match that i play.... so please don't run and fight!!
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