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
There is a thing that I want to inquire, but I don't know if it has been already discused. It is the tutorial. The combat mechanic is easy to learn, but also incredibly deep, the diferent chains and combo attacks are not explained in the tutorial; the learning videos for each classare also so long, and they explain the controls for a gamepad, but no for keyboard/mouse.
I think that it would be better to expand the tutorial to explain the basics of these chains attacks instead of making the player to learn it the hard way.
Also, I wouldn't mind to play in bigger maps or one that changes its form, like a bridge that breaks in the middle of a battle or a port, with longships, holks or bunes in a landing fight, having to move between boats and docks. It can be enjoyable.
I love the game and the combat system feels perfect honestly. Everything can counter everything it feels and if i lose I can almost always see what i could or should of done better. I don't blame the game at all. The 2v1 n 3v1 combat seems okay 4v1 is the harsh part. Depending on the character but i felt like that was on purpose. A Orochi shouldn't be able to excel at 1v1 and 4v1 but someeone like Kensou and raider should or conquer.
Keep doing this right. I love the direction my only thing is the music doesn't hype me up like the traliers music.
The combat overall is great. It's fun, smooth and strategic.
However, I have noticed a few issues that could use a look at.
Conqueror: He seems to be able to make an unstoppable combo against certain characters by doing a Heavy Attack and a Shove. It just seems too much of an unstoppable force once the chain starts. And, on the PS4 at least, it was practically impossible to initiate the defensive stance even during Revenge.
Warden: Once dashing in, the uncharged shoulder push seems to be far slower than an ordinary dash and guard break. It would be better I suppose if you could dash and guard break with a tap, and dash and shoulder press if you held the guard break input.
Orochi: His back dash heavy attack which lunges him forward has really no reason to leave you vulnerable to a chain. It practically grants him a free Up Light Attack double chain every time it connects and then usually that will leave you open to a guard break and thus another light hit. I've both employed this tactic and tasted it. It's just an insane combo with really minimal risk given that the back dash heavy is actually really quick unless you hold it.
Additionally the long counter attack, only flashes for a millisecond before it connects. If you hold an attack it should deliver more damage but should be counterbalanced by being easier to block (unless its an unblockable in which case you got to dodge or interrupt it with a light attack).
Raider: I noticed that the charge he does can sometimes connect with the target and the Raider will basically hug the air and carry it over for the rest of the animation as if he had grabbed the target.
Furthermore, the left unblockable swipe sometimes has extraordinary forward reach, so much that a double dash back with a quick character will not suffice. And even a left dash sometimes is not enough to dodge it. I know you can light attack and prevent it, but it seems strange to make dodging it so damn difficult, especially in duels or brawls where you will most likely fight in constricted spaces, it can be pretty devastating.
Executions: I found that once you initiated an execution and the first strike of it happened, the enemies could start attacking you for the rest of it without you being able to do anything, they should really instead interrupt you so you can defend yourself.
The only solid criticism I can think off of the top of my head is that Revenge should be disabled in Duel Mode.
Initially I thought it was, 99% of the time Duels don't last nearly long enough for it to be activated but for those rare occasions when they do last that long and Revenge shouldn't be an option.
The combat is great I love it. The controls are a bit unintuitive at first—which is to be expected of a new game but, a few hours in and it's muscle memory so that's a good sign.
A criticism not directly related to the combat I have is that there is a lack of information (or rather a desire for more) about a given class's Health, Stamina, Attacks and, Techniques.
For example: Parrying. Does a Parry have a "startup" whereas Block does not? I found myself asking this question because in some combat scenarios I was able to block an attack where in that same scenario I was seemingly unable to parry. Scenarios like after being hit by the opponent once and trying to parry their upcoming attack. Sometimes I was able to parry that upcoming attack sometimes I was unable, depending on the attacks and of course the Opponent's class.
Perhaps its just bad timing on my end or a certain latency issue that makes it harder to react.
If it is in fact a latency issue PLEASE USE DEDICATED SERVERS!
It would make the game even more enjoyable!
I don't think it's a bug and I hope it stays. Punish those who flail about even around allies.Originally Posted by Troystogsdill Go to original post
Ok so I'm gonna voice my opinion here in hopes that you guys on the For Honor developers team will not dumb the game down for people who are complaining about getting beat, because they suck..
First of all, anyone saying Orochi's blocking is too easy, has never played with him or is just too predictable when facing him out on the field and get's blocked a ton.. You have a split second to block and counter attack, which I like, it's good! Doesn't need to be changed if you ask me. Takes time to get used to and actually requires some skill to do. The one complaint I would agree with a little is his heavy backwards lunge counter attack, it does kinda slide you towards your opponent a little, but it is avoidable though, so I don't see the huge deal.
*All these people think Orochi is so OP apparently, but I disagree.. I've been beaten and had all my attacks countered plenty of times against actual good players whilst using Orochi, so he's not a god*.
*Being able to hit your teammates is a realistic feature that I like as well, and I don't think that needs to be changed.. If you want to avoid doing this, you and your teammates can just use head attacks only, or back up and attack from a different angle*..
*I'm sure you've heard a ton about this, but some of the classes can tackle/throw you into some walls and you temporarily get stuck in them, which is minor but can get you killed fast! So if you can fix that, that'd be dope!*
*Another note about Orochi, people are saying his run back and run forward heavy dash attack is unblock-able and too over powered/OP, well I disagree because I have a color blind friend that can't even see the red block indicators, and can block that attack half the time.. Plenty of other people I've faced can block it as well, so I see no problem.
*Colorblind assist would be a dope feature in the game as well, because as I said in the note above, I have a color blind friend who has trouble seeing the block indicators to block attacks and I'm assuming more people might have this problem as well!
-Thanks for hearing me out and I love this game a ton, can't wait for the release! It's fast paced, complex, fun, well balanced and takes skill which is lost among most games these days. Will definitely keep me interested for a long time! Have a good one
-Dillon
The combat is great! There are a couple of tweaks i think would really make it even better though:
- The guard breaks shouldn't follow people through a back dash. The only guard break that should be able to do that is the warden's shoulder charge or the conqueror's shield charge. Having someone who is close to you completely follow you through a back dash without dashing, when you predict they're going to use a guard break, still guard break you is extremely aggravating.
- The distance people are thrown should be reduced. Having a raider carry you 20 feet backwards off a cliff seems ridiculous. I could see maybe 5 steps at most, but it's currently ridiculous how far he can carry you especially with the armor bonuses.
- Instead of getting rid of environmental hazards, make them a little less cheesy by adding a breakable barrier. If someone runs me into a wall and it breaks, it will then force me to be aware of that immediate environmental hazard instead of not seeing a tiny ledge that has a barrier already broken that i get karate chopped towards and fall off.
- Lastly, i'd like to see an edge grab/ last chance mechanic to stop yourself from just instantly falling off the edge. Maybe your character does an animation where you can't block and swings his/her arms wildly while regaining balance. In that instant make it so you have to hit a certain combination to recover. Of course, if you're hit while trying to do that, you should instantly fall off. I'd also give the raider's grab and throw a priority over this mechanic meaning if you get scooped and thrown then you're gone.
These are just a few of my opinions on what could really increase the skill level and enjoyment of combat in For Honor. It was a pleasure to play this game regardless of the bugs and i think that this game serious has the potential to be the 2017 game of the year if you guys keep this up.
I enjoy the combat system immensely but I wished the AI was more of a challenge. Learning the different combos, abilities, and tactics of each character felt fun, rewarding, and most importantly it felt unique. I didn't feel like one class was simply a mirror of another.
When the stars align you can have a really cool and intense battle with blocks, counters, parries, and everything going off left and right and barely hanging on by the skin of your teeth. Those kinds of battles are few and far between though sadly.
As opposed to some others here I've had the Revenge mode go off a lot but typically when I was outnumbered which was exactly when I needed it. It has turned around more than one fight for me.
Being able to utilize the environment be it pits or spikes adds a lot to how battles play out as well though I have had trouble throwing anyone into spikes as any class except the Raider.
The battles feel slow and methodical but at the same time so much is happening and you have to constantly be on your guard, I love every second of it. The ease of killing the minions is a nice contrast to this and allows for some much needed downtime.
I was surprised the conqueror was listed as medium and the warden as easy as I found the conq to be by far the easiest class to play and the warden, while not hard, required a bit more careful play. As a conq if I ever died it was either 100% my own fault or I was outnumbered and even in the latter case I could often pull through or wait until my buddies got there to back me up.
If I had to list one concern it was that with some abilities like flash bomb I couldn't figure out how to throw it nearby. It seemed like the shortest distance you could throw was about 20 yards away. Granted flashing yourself isn't usually helpful but I'd still like to be able to do it for that odd scenario in which it helps.
The combat system isn't 100% unique but it's the first AA title with this sort of system. It's also done extremely well! The animations are convincing and not awkward like other games with similar combat systems. You also really feel the power of the blows!
The pacing seems perfect, it's just the Conqueror and Orochi I have difficulty trying to block. No matter how hard I concentrate, I just cant seem to block every single move in time, even less parry it. This is most likely just me needing practice though.
As for outnumbered combat:
- It feels unfair in Dominion when the whole team just stays together running around the map through all the capture points just to 4v1 everyone. I think this can be solved by increasing the distance between capture points so that the teams have to split up to capture more points. Make them just far enough apart so that 1v1 and 2v1 fights are much more common on average than 3v1 and 4v1 fights.
- There isn't much opportunity to practice 2v1 battles, because there is no AI mode for it. The practice mode does have a section right after the end of it where two AI players try to take back the capture point though. I think a way to specifically practice outnumbered combat with AI could be very helpful.
- Guard Break is difficult to deal with, but I haven't had any practice so I can't say much more about outnumbered combat. I can't really say if outnumbered combat is unfair without practice either.