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  1. #1

    Orochi Balance idea

    So we've all been there, you're going on a streak in the duel playlist and BAM you run into that one Orochi and just like that you feel like you've been robbed that awesome streak.

    The Orochi is a very good harasser hero and has great mobility. Even without the parry ability you still stand a good chance against other classes if you utilize the move set to your advantage. Orochi can close the gap very quickly with the dash attacks and get out fairly easy with their quick dodge.

    The main issue is the Orochi's ability to potentially parry any attack. This is a problem because it's one of the main components of the Orochi's kit. Because defensive stance is one of the core mechanics of this game, it becomes second nature to try and counter each hit. It sounds easy enough but in the heat of battle and considering some heroes can even feint, your reaction might be slow and can sometimes happen last minute. This is where the problem lies, the Orochi gets rewarded for these late reactions with free damage and that damage is no joke either. They can even continue with another deadly combo if you give them the chance.

    Here's my suggestion, a parry should not have the same input method as simply blocking (which is a core mechanic) and it should be a high risk reward like every other parry mechanic in any other game. What if to parry an apponent you had to hold the guard button like usual and hit the direction button TWICE instead (e.g. L2+Right, Right on PS4) and if you miss you are left open for a counter attack. This way you are rewarded if you have prepared for the attack in time and guessed correctly and avoid the very common insta-parry.

    TL;DR parry right now is way too easy for such high reward. Especially when most blocks end up being parries due to the nature of late reaction. Suggested solution is to change the input method of parry.

  2. #2
    Sadly I just don't see this changing... I'd like to see the removal of the free counter-attack parry from Orochi, personally. Low Risk/High Reward
    Pretty easy to time too, if you ask me.

  3. #3
    Orochis take some skill to use and I really don't think that you can parry absolutely anything with them. They are fine as they are imo.

  4. #4
    BananaBlighter's Avatar Senior Member
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    I do pretty well with the Orochi yet I hardly use the counter. Though to be fair it is a very noob-friendly mechanic and so I used it a lot when I was first starting out. I don't think it should be removed, but as you say, it could be made harder. I think having to click in the right stick and then match the direction at the right time would stop you being rewarded for late reactions because this takes more time.

  5. #5
    Originally Posted by Scoobyyy25 Go to original post
    Orochis take some skill to use and I really don't think that you can parry absolutely anything with them. They are fine as they are imo.
    Every character requires a certain level of skill in order to be deadly but that's not what the problem is. What character do you usually play, if you don't mind me asking? I did not say you can absolutely counter everything but the way the game mechanics works give the Orochi the ability to counter attacks unintentionally sometimes or simply by luck and that's where I think the problem is. There is absolutely no risk in countering all attacks and it is extremely easy to do so.

  6. #6
    Originally Posted by BananaBlighter Go to original post
    I do pretty well with the Orochi yet I hardly use the counter. Though to be fair it is a very noob-friendly mechanic and so I used it a lot when I was first starting out. I don't think it should be removed, but as you say, it could be made harder. I think having to click in the right stick and then match the direction at the right time would stop you being rewarded for late reactions because this takes more time.
    I agree. I don't want parry to be completely removed because I like how unique the Orochi feels and I think heroes should be more diverse and have cool mechanics. I just wish it wasn't so easy to parry and at the moment there is absolutely no rink taking in using it.

  7. #7
    I've seen a lot of people saying how overpowered the orochi is but when I'm playing him I never feel particularly powerful, especially when I have to take on a raider. He does have some good combos and parries but his inability to maintain a stance makes defense require a little more skill and the damage he can take and dish out pales compared to some of the other heroes.

  8. #8

    Orochi is Balanced

    I don't understand what the big deal is about the orochi. Yes I played as orochi the whole alpha and prestiged him. But I have been defeated by every class with a good player who pays attention to battle patterns. If you can stun or guard break an orochi while making it unpredictable you have a great advantage against them. Its pretty simple. Every character has an unblockable attack and should be used in different combinations most people will use the same combo over and over again and that's not how you should play. Every move in a moveset is important for a certain situation or time frame you just have to know when. If you have shield bash use it but not in the same pattern. If you have stun use it just not in the same pattern. If you want to guard break use it just not in the same pattern. I will say that as an orochi my hardest battles were guard breakers, unblockable attacks, stunners, and shield bashers especially if someone knew how to use them at the right time in different patterns. It made it very hard to get anything started and drained my health very fast.

    Also this is a brand new combat system for a game so of course there will be a learning curve. You will have to grind your characters and learn all their different patterns to become the most effective. And honestly, nobody did that in the time frame for this alpha their just wasn't enough time to learn characters profiles perfectly. Balance is the key for a game like this and it will be a very competitive game probably with GB's and all, but it will become boring if each character doesn't have its own OPness to them. With that said they also have flaws u can exploit for each of them so u just have to get used to the learning curve.

    I have a couple alpha montages on Youtube that even show how each character exploited my flaws and punished me for them. Granted it is my montages and I did win the rounds but you can still see how different characters punished me for mistakes or misreads I attempted. I was playing decent people too so it wasn't all a bunch of button mashers check it out if you prefer:

    https://www.youtube.com/watch?v=yjE-hMhWZoo

    https://www.youtube.com/watch?v=IdDe-34ImDw

    Anyways I really hope this game doesn't get nerfed the devs really did an excellent job of balancing all the classes and giving them all strengths and weaknesses. I do like the suggestion about bigger maps for dominion that sounds great because it did feel a little clutered but also these aren't all the final maps it was only 3 basic alpha maps. And I love the maps for 1v1 and 2v2 they are perfectly sized and proportionate to the surroundings amazing job. In my opinion, this game is already 100 percent balanced I don't think the idea of nerfing something to get past a game's learning curve or nerfing to sell more copies so lesser players can have fun playing it is a good idea for something as strategic and tactical as For Honor.

  9. #9
    Originally Posted by BeyondAJ Go to original post
    Every character requires a certain level of skill in order to be deadly but that's not what the problem is. What character do you usually play, if you don't mind me asking? I did not say you can absolutely counter everything but the way the game mechanics works give the Orochi the ability to counter attacks unintentionally sometimes or simply by luck and that's where I think the problem is. There is absolutely no risk in countering all attacks and it is extremely easy to do so.

    I agree. I mained as an Orochi and the only thing I see is abused and labeled "OP" is the counter. It really can parry any but unblockables and foes have no response time to avoid or defend against the counter stab. My suggestion would be to add a slight delay time to the attack so foes have a small chance to defend against it.
     1 people found this helpful

  10. #10
    You can easily counter parry with guard break ;/ Seen that happen a lot. I don't think that parry is noob friendly too since i'v successfully parried maybe 20-30 % of enemy atacks, it's still hard in the heat of the battle. I find it way easier with other classes where i forgot occasionally about the guard and random guarded against few atacks thanks to constant guard mode of theirs, orochi would be dead in all these times. He doesn't have that much of a sidestep as people say. Your saying like he's teleporting 20 meters away... But in reality many times dashing didn't help and for example raiders, wardens or kenseis atacks did still connect.