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
I feel like something about the milti-person combat situations need some modification. This most often occurs when fighting Conquerers but I've seen it with Raiders and Wardens as well. When fighting a player landing hits on them when they aren't locked on happens about as frequently as it should depending on their skill level but cut over to PvE and the AI is spinning in place diflecting simultainious Orochi light strikes from all three sides with no issue.
Also, AI Raiders and Conquerers will 8/10 times lead with a guard break upon initiating combat in Duel and Brawl. It makes them really easy to defeat on maps with pitfalls.
I really liked the combat, which I've already discussed in my first impressions post:
http://forums.ubi.com/showthread.php...7#post11947997
However...
On Being 'Outnumbered':
Well, I've found my game-breaker. >_< I'm fine against AI. Sometimes I win, sometimes I lose... which is how it should be. Anyway, I thought I wasn't too bad against other players. However, I just played a dominion match against a team of players consisting of two Orochi and two Raiders. Every time I was ambushed. If I happened to fight one opponent, two more would arrive and I was attacked from three different directions. My team members were never in the vicinity and we were all just picked off one by one. In one instance, instead of fighting back, the team member who was near me just ran away. Throughout the match I only managed to unlock one 'Feat'. Also, those players who used the Raiders just kept using unblockable attacks. At one point, there was four of them. I think the map size didn't help the situation at all. For example, a larger map and more zones to secure or even if they were more spread out, might give other players a chance and force other players who have to hold hands to spread out a bit.
Just to clarify, as there seems to be some discrepancy about what it means to be 'outnumbered'. In the example I gave above, the situation comprised of having my character being continuously attacked by three or four players. My opponents just spammed attacks including adding unblockable attacks for good measure, leaving no opportunities to respond. The only option left was to try to block simultaneous attacks from multiple directions. Once 'Revenge' activated, it made no difference at all. Attempting to flee in another encounter after respawning, in the same match, resulted in being hit in the back. There certainly wasn't any 'honour' in any of it.
Some players suggest a Conqueror or Raider would've stood a better chance in a 1 vs 3 or 1 vs 4 encounter. I was playing as a Warden, but why should I have to choose a different hero just because there are players who will gang up on you and repeatedly attack from all sides.
I was really enjoying 'For Honor' before this. Not so sure about it now. Of course, I love the concept and it has a lot of promise. Also, I do enjoy challenges but this wasn't a challenge, as being so would imply actually having a chance, no matter how small, to succeed.
Unsure what the solution to this would be or if it's just a balance issue. Some players may not even see it as a problem, but it undoubtedly took the fun out of it.
Perhaps a duelling element could be incorporated into dominion matches somehow. For example, the first person to lock on to an opponent enters a duel with them. Once the duel begins, other opponents from either side cannot intervene unless one of the players involved in the duel breaks from it. That is, leaving from the duel for whatever reason, such as wanting to retreat due to low health. There could be an on-screen option to withdraw from the duel. Of course, when either player is defeated the duel state would automatically end. In each situation, to fight their opponent, again players must initiate a duel. Revives could also be performed at this point, by a player who isn't locked in a duel. This would also solve the problem of players complaining about other players taking their kills. It would certainly be a more honourable way to fight, keeping in line with the game's title. ^_~ Well, maybe a bit extreme, but I hope this situation can be improved in some way, or maybe I'll just have to come to terms with that maybe this game isn't for me... or at least just some aspects of it.
Anyway, thanks for reading. I hope my feedback was useful. ^_^
Hi. My brother and i really liked the combat system, but we didnt really feel like the wars were good enought. What i mean by that is that they should either be more chaotic or more coordinated.Originally Posted by Ubi-Gaidheal Go to original post
For an example, we would like a battle over only one point, with two or three armies clashing agaisnt each other, like all the movies
Also you guys really need to fix the lag on PS4, its awfull
Just a little help to the Duel and Brawl mode, we need to be in a group together, or atleast be able to invite each other in private mode, to do like 1v1's and 2v2's with and against our friends.
Sincerly
TheRealCalumuni / Carl
The only thing that I disliked in the combat system, is when you are facing multiple enemies on dominion. I don't know, it's just messy, I think it should be a little bit more organized. However, on the brawl, when you end up fighting 2 enemies, it's still a fight you can win.(And you still have the revenge if you last long enough, so yeah).
I come from a Mount and Blade Warband background and players like me have been waiting a long time for something modern to live up to that kind of game.
War of the roses came very close, but due to silly rushing speeds and unrealistic squad spawning it just didn't feel right. Plus the graphics became too much of a toll on the system and the look of it killed the functionality for slower machines.
After playing this alpha a lot, i finally can say that we have a modern functional game based on skilled directional combat. The graphics do not take away from it thankfully, the only thing that seems to be effecting some people is the netcode. Personally i've no encountered any problems with lag though.
Guard system - The 3 point guard system is great, i thought it would be too simple as i'm used to a 4 point guard system, but due to the variety of moves between the various character movesets, this works beautifully.
Blocking - I love that blocking as soon as the reticle turns red doesn't mean you will block the incoming strike. Perfect example being Oroshi vs Raider. The raiders attacks are slow, and if you block too early, your block will finish before the raider actually hits. This means you treat the reticle as a warning, but have to watch the animation for the timing of the actual impact. This is ideal.
Movesets - There is good variety in the way the classes play. There is a good set of base moves which all characters can use, but the way each character has different strengths and weaknesses works very well. It means that i'm never fighting the same fight for every hero type. I have to adjust the way i am going to fight based on the class of hero i'm facing. This again is excellent.
Throws - Being able to use throws to take advantage of your surroundings gives the environment depth, and makes positioning important. This adds depth to the combat as you don't only have to be aware of your enemies moves, you also have to pay attention to where you are.
I would certainly like to see more moves per class, though not at the detriment to variety. I am eager to see what the other characters move sets will be.
Overall i'd just like to thank you for focusing on functionality before the graphical look of the game. You have created a fluid, responsive and dynamic combat system which feels right. The only thing missing now is the depth behind the game such as Mount and Blade had.. However, one hurdle at a time. You have progressed this genre in aesthetics while maintaining a great combat system. Now we eagerly await scaleability to increase the size of the game while maintaining the same core mechanics.