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  1. #1

    Loot affects stats = I won't be buying this

    There's no way I'm getting into a game where players who invest more time have better gear that enhances their gameplay. This makes it an uphill battle for more casual players like me who might be skilled but have little time to play. Ubi should take a lesson from overwatch where loot is purely cosmetic, so a guy who has played for a week still has a chance against release day players.
     4 people found this helpful

  2. #2
    Exactly this. It is entirely feasible to create a sustainable player economy/progression based entirely on cosmetic items. Gear stats is something that flies directly in the face of so much of this game's core design and will ultimately end up at best seriously stratifying the playerbase and at worst completely poison this game's longevity for a large portion of players.
     1 people found this helpful

  3. #3
    You can play against bots to level up.
     3 people found this helpful

  4. #4

    Doesn't change much

    If you think about it, each faction has classes; each classes already has a different amount of health, armor, speed, etc. you could face the lowest level tank as the highest level assassin and get your butt kicked. Skill still prevails.
     2 people found this helpful

  5. #5
    Maybe there can be a purist mode, where the stats do not matter. Much like Assassin's Creed Multiplayer, where you have no abilities, just your blade and your wits.
     1 people found this helpful

  6. #6
    Originally Posted by DG LUMBEE Go to original post
    If you think about it, each faction has classes; each classes already has a different amount of health, armor, speed, etc. you could face the lowest level tank as the highest level assassin and get your butt kicked. Skill still prevails.
    This isn't really true, it does change a lot. As it currently stands each class has a relatively delicate balance of Attack, Stamina, Defense, health, armor, speed, etc. Once you start changing those stats, even a little at a time, those classes fundamentally have that balance thrown out.
    Orochi, a class people are annoyed by a lot already, is balanced by having their Attacks to relatively low damage or otherwise be pretty risky. If you have a Level 6 or higher Attack damage blade on that Orochi all of a sudden they can now very easily take down pretty much any character in much fewer hits.
    I must retract the above quoted statement. After some review of footage taken and compared here: http://forums.ubi.com/showthread.php...1#post11950754

    I can say some certainty that the Attack stat does not affect Damage or as far as I can tell Attack Speed. That said, this does not change my opinion that gear stats have the potential to be extremely detrimental to the game's longevity. This merely makes some key stats more mysterious and the current implementation questionable. It would be nice if we had some actually detailed documentation so we can consider our play decisions and stat use with some meaningful forethought. END OF EDIT



    Or you take a Conqueror who already can get Revenge pretty quickly due to their better guard capacity, you throw on increased Revenge Gain and suddenly most 1v1's will pop their Revenge pretty quickly and Revenge, a mechanic that seems to have been designed to be an equalizer for 2v1s, all of a sudden is now regularly active in 1v1s.

    While you can say that its just the meta evolving at higher skill level, these changes a.) have nothing to do with player skill and b.) only serve to make duels end a lot faster and with a lot less variety since they inherently will only further the favoring of certain movesets and combos.

    The list goes on. If they really want to keep stats in the game they really ought to try to keep them to things that are tertiary to the core combat, stuff like revive speed, cap speed, etc.
     1 people found this helpful

  7. #7
    like paradox said, if you fear of being defeat by player who play since release and have better gear then you, go fight the AI you can still complet quest and play with friends. And dont forget the game is not only center on multiplayer - there will be a campaign mode in the game.
     3 people found this helpful

  8. #8
    Originally Posted by ServiusOrtus Go to original post
    they really ought to try to keep them to things that are tertiary to the core combat, stuff like revive speed, cap speed, etc.
    THIS. Why even have these if you have gear that will outright buff your core stats? Get rid of flat attack and defense. Maybe make them more in line with the class as well? Like charge grab distance (unless thats dictated by throw distance stat?) or speed once you grab them for the Raider, something like that maybe?

  9. #9
    He has a point. In a game that should be based on skill and multiplayer, stat boosting will eventually destroy it. That's what happened to Division. I'm all for stat boosting in the campaign mode that they will have because then we can build ourselves a Bad A hero, but in multiplayer they shouldn't have it. Just in the alpha I have been maxing out my Attack and Defense strictly and I can really just ham on other players without any effort. What they should have is the heroes with unchangeable stats and then you have amor that provide different battlefield bonuses. I.E: a sword that for the warden that allows you to block heavy attacks better or gloves that make you revive faster while in a objective. But currently the only two stats that I have found to really do anything is attack and defense and if you grind and upgrade those you can just pummel enemies.
     2 people found this helpful

  10. #10
    This can easily be fixed by doing the same thing Destiny did, nullify those stats on standard multiplayer, and then add a special weekend arena were only high stats people can enter. But, i doubt that.s going to happen
     1 people found this helpful