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  1. #31

    Bigger maps aren't that of a good idea

    Wait wait wait guys..

    You can't both ask for 5vs5, and complaining about people doing 4vs1 all the round !
    Also, bigger maps will rarefy the encounters...or delay them !

    And then, dying will become more frustrating, etc.



    If anything, it should be a completely different, reworked and rethought game mode.

  2. #32
    Poghwg's Avatar Junior Member
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    Sep 2016
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    18
    Originally Posted by Enerny Go to original post
    So lately I've been seeing a lot of people travel around as a group of 4 and swarm the other team with numbers. This seems to be quickly emerging as the best strategy and most people agree that it makes the game pretty stale.

    My suggestion to solve this is to add more emphasis on holding the objectives. I think giving more points to people who are on capture points is learning in that direction but it needs to be taken further. I suggest requiring one person to be on a capture point to receive any points from that objective at all. The front can remain unchanged.
    This change would demand the team be split up in at least two groups (both capture points). Extra team members could then break off to hold the front, or gank the other capture point. I believe that is more in line with the coordination and strategy that was intended for the game mode, rather than the 4-man juggernaut we have rampaging around now.
    Strongly agree with this. Giving more incentives to stay on capture points is definitely the way to go.

  3. #33
    In Dominion, on River Fort, the defenders can reach A considerably faster than the attackers. But its eems both can reach C just as fast.

    And I have a doubt: When an Area is being contested, does it still generate hard points for the team that had it? I'm hoping it doesn't.

  4. #34
    I think Dominion would benefit from being 5v5 or 6v6 with slightly larger maps.

    You could create more variety that way, and it would make maps feel more like levels, rather than arenas.

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