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  1. #1

    DEVS - 3 Legit issues that need Attention REVISED

    So day 4 of the closed alpha draws to a close and I think I can fairly state the three issues that seem to be what people including myself bring up time and time again.. so lets get started.

    Biggest and probably most concerning issue.. again

    MAPS
    these are definitely too small..
    Citadel is probably most enjoyable of the three.
    It is also the largest and therfore is promotes teams to spread and conquer. Which is fantastic. The last two maps have become chaotic rumbles of pit throws and 4 man gank squads. Really is not enjoyable or seems to fit with the game. Please fix this.. if these maps were twice the size it would be perfect.. honestly..

    GUARD BREAKS
    Yes still I bring this up.. it needs to be an effective response to heavy attack animations. It just doesn't make sense.
    Another opinion of mine is to increase stamina cost of the gaurd break. Fighting styles have become R1,R1,GB and repeat... indefinitely. It's not that it's unmanageable. It isn't. But it's a stupid thing to deal with on a constant bases.. (orochi).

    LOCK ON SYSTEM.
    So these 2v1 and 3v1, even 4v1 are already pretty annoying as it stands. And I think I speak for the majority when I say this. But you know what makes this worse? This lock on system (Which is perfect for 1v1). How unbelievably frustrating it is to deal with being surrounded when I have to try and speed tap my L2 just block and attack the proper target.. if ONLY I could hold L2 and lock on to multiple targets. While using my L3 to determine which direction I swung to help attack those with an opening and defend those attacking..

    I drop the statements of unblockables. It is whatever. Lol.
     4 people found this helpful

  2. #2
    Originally Posted by x_KingSolomon_x Go to original post
    So day 4 of the closed alpha draws to a close and I think I can fairly state the three issues that seem to be what people including myself bring up time and time again.. so lets get started.

    Biggest and probably most concerning issue.. again

    MAPS
    these are definitely too small..
    Citadel is probably most enjoyable of the three.
    It is also the largest and therfore is promotes teams to spread and conquer. Which is fantastic. The last two maps have become chaotic rumbles of pit throws and 4 man gank squads. Really is not enjoyable or seems to fit with the game. Please fix this.. if these maps were twice the size it would be perfect.. honestly..

    GUARD BREAKS
    Yes still I bring this up.. it needs to be an effective response to heavy attack animations. It just doesn't make sense.
    Another opinion of mine is to increase stamina cost of the gaurd break. Fighting styles have become R1,R1,GB and repeat... indefinitely. It's not that it's unmanageable. It isn't. But it's a stupid thing to deal with on a constant bases.. (orochi).

    LOCK ON SYSTEM.
    So these 2v1 and 3v1, even 4v1 are already pretty annoying as it stands. And I think I speak for the majority when I say this. But you know what makes this worse? This lock on system (Which is perfect for 1v1). How unbelievably frustrating it is to deal with being surrounded when I have to try and speed tap my L2 just block and attack the proper target.. if ONLY I could hold L2 and lock on to multiple targets. While using my L3 to determine which direction I swung to help attack those with an opening and defend those attacking..

    I drop the statements of unblockables. It is whatever. Lol.
    The only unblockables I have an issue with are the Orochi ones that literally cannot be dodged, blocked, etc. They're just there, in your gut, unavoidable (avoidable if you don't fight back).

    The Raider Unblockable can't be dodged in either direction, and can only be stopped if you attack faster than they complete it. I've repeatedly tried dodging left/right/back/forward, but the Raider swing-unblockable always goes. I tried parrying but the parry indicator never comes up, and never works (I always take the hit).


    Prestige 1 level 16 Warden, and Orochi is the only class I feel that two evenly skilled players would favor the Orochi to untouchable degress. That's a bad thing, but thankfully the devs agreed and will be hopefully balanced by Beta so there's that
     1 people found this helpful

  3. #3
    The raider unblockable is DEFINITELY dodgeable, but it might depend on the character in addition to the timing. The dashes are not all equal. I have definitely been at point blank range of a raider during his unblockable and dodged left as a Kensei to avoid it. (dodging into the axe as it were)

    Orochi I think only needs one MAJOR change, and that is making the counter mechanic more deliberate, more... risky for the Orochi. As it stands I'm sure there are a lot of accidental deflects going on. In fact, I know there are because when I tried Berserker for a bit I was getting deflects constantly without trying.

    Prestige 1 level ~11 Warden, Prestige 2 level ~13 Kensei

  4. #4
    Originally Posted by ThatSnekyRusky Go to original post
    The only unblockables I have an issue with are the Orochi ones that literally cannot be dodged, blocked, etc. They're just there, in your gut, unavoidable (avoidable if you don't fight back).

    The Raider Unblockable can't be dodged in either direction, and can only be stopped if you attack faster than they complete it. I've repeatedly tried dodging left/right/back/forward, but the Raider swing-unblockable always goes. I tried parrying but the parry indicator never comes up, and never works (I always take the hit).


    Prestige 1 level 16 Warden, and Orochi is the only class I feel that two evenly skilled players would favor the Orochi to untouchable degress. That's a bad thing, but thankfully the devs agreed and will be hopefully balanced by Beta so there's that
    prestige 1 level 18 Orochi here, giving some insight of what I think about unblockable. Orochi's unblockable I can only think about is the parry attack, and it does very little damage unless you follow up with weak attacks. So genuinely speaking, Orochi's unblockable is single weak slash right after parry that does absolutely little damage by itself. I think Orochi is not as overpowered as you think to the point where Orochi become untouchable. Throughout extensive duel and brawls, people just do not know how to play against Orochi. simple faint attack does wonders vs Orochi not to mention about guardbreak. Anyway, Raider's unblockable is though the most disgusting thing I have ever had to deal with. Contrast to your belief, Raider's unblockable CAN be dodged in the direction of swing ONLY IF you dodge it very last second. Which means no early dodge out of it, but dodging the blade as it pass thru. This is the most hardest thing I have personally tried to do, and even if you do it right, unbalanced terrain factors and you might also get hit by massive damage. I like that it is very hard slash to dodge, but wish window of doding timing be little wider to make it bit easier to deal with.

  5. #5

    Originally Posted by zefurr Go to original post
    Prestige 1 level ~11 Warden, Prestige 2 level ~13 Kensei
    It's called renown. what is this COD?

  6. #6
    Originally Posted by Utiliy Go to original post
    prestige 1 level 18 Orochi here, giving some insight of what I think about unblockable. Orochi's unblockable I can only think about is the parry attack, and it does very little damage unless you follow up with weak attacks. So genuinely speaking, Orochi's unblockable is single weak slash right after parry that does absolutely little damage by itself. I think Orochi is not as overpowered as you think to the point where Orochi become untouchable. Throughout extensive duel and brawls, people just do not know how to play against Orochi. simple faint attack does wonders vs Orochi not to mention about guardbreak. Anyway, Raider's unblockable is though the most disgusting thing I have ever had to deal with. Contrast to your belief, Raider's unblockable CAN be dodged in the direction of swing ONLY IF you dodge it very last second. Which means no early dodge out of it, but dodging the blade as it pass thru. This is the most hardest thing I have personally tried to do, and even if you do it right, unbalanced terrain factors and you might also get hit by massive damage. I like that it is very hard slash to dodge, but wish window of doding timing be little wider to make it bit easier to deal with.
    For the Raider side unblockable: you should be parrying it since it's so slow, just be patient. If not, alternatively light interrupt it if you have time.

  7. #7
    Originally Posted by x_KingSolomon_x Go to original post
    So day 4 of the closed alpha draws to a close and I think I can fairly state the three issues that seem to be what people including myself bring up time and time again.. so lets get started.

    Biggest and probably most concerning issue.. again

    MAPS
    these are definitely too small..
    Citadel is probably most enjoyable of the three.
    It is also the largest and therfore is promotes teams to spread and conquer. Which is fantastic. The last two maps have become chaotic rumbles of pit throws and 4 man gank squads. Really is not enjoyable or seems to fit with the game. Please fix this.. if these maps were twice the size it would be perfect.. honestly..

    GUARD BREAKS
    Yes still I bring this up.. it needs to be an effective response to heavy attack animations. It just doesn't make sense.
    Another opinion of mine is to increase stamina cost of the gaurd break. Fighting styles have become R1,R1,GB and repeat... indefinitely. It's not that it's unmanageable. It isn't. But it's a stupid thing to deal with on a constant bases.. (orochi).

    LOCK ON SYSTEM.
    So these 2v1 and 3v1, even 4v1 are already pretty annoying as it stands. And I think I speak for the majority when I say this. But you know what makes this worse? This lock on system (Which is perfect for 1v1). How unbelievably frustrating it is to deal with being surrounded when I have to try and speed tap my L2 just block and attack the proper target.. if ONLY I could hold L2 and lock on to multiple targets. While using my L3 to determine which direction I swung to help attack those with an opening and defend those attacking..

    I drop the statements of unblockables. It is whatever. Lol.

    good job on posting about maps being too small twice. I have already replied to your other post.

    I agree that your heavy attacks should not be unfazed by a GB it does not make much sense in context. as far as stamina goes you only get 4 repeated GBs without rest, unless you are using the items that increase how much stamina you have, or decreases stamina cost, which I am sure people were using a lot of those Items.

    The only hero that i have seen use the LA,LA,GB combo is the Warden. he is the only one that has a shoulder charge after a single successful LA, but if he is skilled and knows what he is doing, he will use his ability to get a second unblockable LA followed with a "Shoulder charge" which is an unblockable GB BUT you can doge it, all GB for the most part you have enough recover after a LA in order to doge, sorry that your reflexes are not good enough to accomplish this.

    As far as 2v1, 3v1, 4v1 goes. If your team was actually any good you should never be in a 4v1, or you are not smart enough to run if you see 4 people chasing you. (unless it is the end of the game and you are last alive, just accept that you lost the game...) I have won many 3v1s, is it hard? yes, yes it is, but it requires this thing called "skill". You use the revenge system as well as time your unlockables to your advantage and you can turn a 3v1 into an even 1v1. BUT you HAVE to utilize EVERYTHING you learn in the game, parries/counters, dodges, how the blocking system works, knowledge of other hero abilities ETC... if you are having an issue with 2v1 that is mostly due to your lack of skill, it is quite easy to 2v1.
     2 people found this helpful

  8. #8
    Originally Posted by ThatSnekyRusky Go to original post
    The Raider Unblockable can't be dodged in either direction, and can only be stopped if you attack faster than they complete it. I've repeatedly tried dodging left/right/back/forward, but the Raider swing-unblockable always goes. I tried parrying but the parry indicator never comes up, and never works (I always take the hit)
    unlock, dodge roll, relock. easy.
     2 people found this helpful

  9. #9
    So it is actually possible to counter guardbreak the warden shove but it needs to be timed like a parry essentially (tap guardbreak right as the shoulder begins to connect). Its super hard to do but possible. Additionally you should simply be dodging left or right out of warden shoulder rushes since they tend to have a wind up if they cover distance or will be short and you can dodge back.

    As for the Heavy Attacks & Guard Breaks, I feel like the game could stand to add in a brief window at the start of a heavy windup that can be interrupted with a guardbreak since it gets silly if you pop a guardbreak and go through the whole guardbreak animation before their heavy even lands. That said it might end up making guardbreaks too spammable and is something the devs probably have some internal testing with to tell. Either way I do not feel like guard breaks are underpowered without that. I think like with everything else in the game, you simply need to be smart and a little lucky with how you use them and using them blindly should allow for a punish.

    I think Maps are generally fine, though they could use some more variety in size. I too really like Citadel the most. There were maps in the last alpha that were larger and more interesting but sadly didn't make a comeback this time.

    Finally as for locking on in 2v1s or greater, I think there needs to be a more regular way of tabbing through targets or some way to call a priority easily, its a little too janky as it stands.
     1 people found this helpful

  10. #10
    I actually really enjoyed the targetting system. Switching between targets is very very easy to me. You just let go and instantly tap again and bam you have the target you want.. idk. I think its actually some of the best targetting ive seen in a game
     2 people found this helpful

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