It’s completely unique and fresh
It’s deeper and more complex than I expected
It’s too complicated
It’s too limited and basic
It should be faster paced
It should be slower paced
The pacing is perfect
I love the variety of hero playstyles
Outnumbered combat scenarios feel unfair
I love the challenge of outnumbered combat
The combat system is rewarding and has good pacing however the are some glaring flaws that I think should be addressed to fine tune the overall combat. I think that the stamina bar doesn't deplete properly to make it feel like your in combat. I think that if you have more stamina drain when guarding and attack it will be more balanced. It just doesn't make sense to me how I can guard for days but only swing my weapon a couple times and become winded. Also spacing during combat can be wonky at times which leads to situations where I took punishment damage from an enemy that should have taken damage from me. To single out a few classes for a bit I've found that for the amount of spent to prepare a strong attack from the Raider it should deal more damage to the opponent. The Orochi does way to much damage and has too many tools to close the gap on someone that other classes don't have. Lastly the Conqueror's Shield is a bit much at times when it comes to a defensive stance. I understand that they have strong defense however when they are facing the opposite direction of me and have low guard when I come in for an overhead and get blocked with no tell of guard switch or lock-on for the block that creates problems.
I'd like to see more come about with the revenge mode its seems that every time I use it to try and win while outnumbered its too easily crushed. I also been on the crushing side when another using the revenge mode. I see that stamina doesn't decrease when in use, but maybe give a small temporary health bar to go with it since it is a desperation move. Last thing I could mention as to possible improvements to the combat is guard breaks interrupting attacks. I'd like to see them put in case in point someone does an overhead and I guard break in overhead the overhead attack should be cancelled and punished. And in reverse if I someone comes in with a left attack and I guard break overhead then I should be punished for a bit more damage since I chose the wrong guard. I think that this will bring more of a risk reward to the Rock, Paper, Scissors combat system. I look forward to seeing how the beta turns out.
I do love the variety of playstyles of the current 2 Heroes per faction would like to see the other 2 per faction in a future beta for a overall impression.The one fly in the ointment to combat so far has been 2 things specifically:
1)Servers: I know its a alpha and yadda yadda however when the gane tries to recover the game session or host migration occurs mid combat with a enemy hero it can be very impactful often resetting you to a position that you were not in which can result in you being killed by the AI or other player,there also seems to be instances when I have timed my block correctly and the server didn't register it ( and FYI they weren't the "unblockable" attacks.
2)The game has a tendency to spawn enemy hero's "out of nowhere" for example I have started a run from A Cap to B Cap on Citadel gate the entire area between is clear not a Enemy Hero in site and then out of thin air 20ft away boom a Enemy hero spawns in bypasses you and caps A its both frustrating and immersion breaking.Other than that I've enjoyed the experience.
Like most people here I love the combat as well. Its very different and its very unique and fun. However my complaints are that whenever people do different combos, guard breaks, etc I do not really know what to do in response. The tutorial was good for doing the basics but the problem Is that Ive noticed people using power ups, abilities, moves, all these things that the tutorial did not show and I was beginning to become confused because I got kicked off a wall and my response was "How do I do that?" I tried to look up controls but found myself only finding the basic controls to block, attack, and so on.
So I would really really like a full tutorial available for players who would like to learn more than the basics. Grabs, tackles, guard breaks, counters, and all of that fun stuff.
Being outnumbered is hard to do but it does make it fun and challenging, but I'd like a better understanding on how to protect myself.
Otherwise I love the game!! I am excited to see all the bugs and issues patched along with all the other classes!!!!
At first, I thought the combat system was going to be rather simple and let the diverse roster of characters fulfill a rock, paper, scissor system, but after playing extensively all the characters available to us, I was pleasantly surprised. Each character brings their own flavor and style as well as deep and meaningful choices when you are locked against a one-on-one duel with another player who is as skilled as you are.
I also enjoy various factors who have to account for, like the enviornment blocking your possible killing blow because you are too close to a wall or setting your opponent on fire. Feats also present another variable that I often sometimes overlooked. Some of the folks here want tweaks to the stamina system, but I feel it's fine as it is. People should be punished for not managing their resources correctly in a hard fought battle.
Overall, I feel the combat system just needs polishing. I noticed some attacks should have missed, but people rubberband to their opponent's location and nail them. Other than that, I can't complain.
I love how powerful the combat feels, and how rewarding it is once you get the hang of it. I also like the fact that you can, more often than not, understand what you did wrong if you're killed, rather than dying and thinking "what the heck just happened?" - if I die I can usually figure out what I did wrong and learn from it which is really satisfying.
Sometimes it feels like there's some slight balancing issues between fast classes like the Kensei and slower ones like the Warden, and as many have said it's really frustrating when you get ganged up on and there's little you can do to survive. Obviously it's supposed to be unfair when you're outnumbered, that's just logic, but making it easier for slower classes like the Warden or Raider to survive/escape would be good.
In the games current state ladders are an exploitable way to kill multible enemies by. If you spam light attack on a ladder enemies climbing down the ladder will die everytime. This really need a fix before the game is finished.
So far I've really enjoyed the game though. The combat system is really well designed for PvP although it could feel a bit tighter.
The combat in For Honor feels heavy and real... there's no button mashing here.
Everything feels very reliant on your reflexes (in most cases) and even when you're almost dead you can turn the game around and win with a few well timed parries and blows.
The one exception to this rule is the guy with the mace, who in my opinion is OP as all Hell... he can block almost every hit regardless of direction and damages your character even when you block.
If you're one on one with this guy you'll almost definitely lose due to these factors.
Apart from that it's an incredibly satisfying system... difficult to grasp and even harder to master, but it feels good.