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  1. #1

    Maximum Feedback - Combat, Customization, Balance, Bots, Level-Design, & Suggestions!

    I have never been invited to an Alpha before, so in honor of the spirit of give and take, here are my thoughts on For Honor. I haven't posted to the forums yet because I wanted to spend as much time with this game as I could. Other players may disagree or have had a different experience and that's fine. Thank you so much for the opportunity, it was a blast, and I am excited to see what changes the team brings in for Beta testing!

    Amount of Time Spent Playing: Roughly 20-30hrs?

    POSITIVES

    Combat: For Honor has one of the best combat systems I have ever played with. The flow of combat feels real, and whether it's Duels, Brawls, or Dominion, it was intense. I really like the way combat flows and if nothing else, the combat system is 70% of what makes this game for me.

    Customization: The character/hero customization is great. I did get some weird CoD vibes from it, and I'm not sure that's a good thing, but I digress.

    Balance: This game feels really really balanced. While I was certainly better with some of the characters than others, all of them felt strong, and I respected all of them on the battlefield, as though they could definitely f%$# me up if I made one false move.

    Bots: These bots are smart. When I first started playing they won every time. I learned eventually that a lot of them would split off and just capture points, waiting on the point for someone to come. When I was bad and still learning, they killed me time and time again. That is great. I love how good they are at blocking as well, it made for good practice fights.

    Level-Design: Absolutely awesome. My favorite example of why I like the level design is when I spawn and I see symbols of my teammates in one direction and I know that I can go in that direction immediately because there is always a path/ladder/stairs. That is awesome. And, it is always handled in a realistic way, which sounds like an odd compliment, but the best way that I can explain it is that I would go through a multi-thought process: 1) I need to get to A. 2) I don't know how to get to A from here. 3) There has to be a stairway - yes! There is a stairway.

    NEGATIVES

    Combat: I hated the "feel" of Dual-Axe character (Berserker?). What I thought should be a faster character turned out to be similar to the speed of the Knight/Crusader. That was really wordy so let me rephrase: He/She felt too slow, balance-wise.

    Customization: I could never have exactly what I wanted with the character customization, which is a serious problem, since that's kind of the point of customization. I wish that I could select the things that I wanted to be a certain color, instead of the colors being dependent on the layer slot. Another thing that bothered me is how unapparent the engravings were. I would have leveled regardless, but when I finally got what appeared to be a badd%$# engraving the first thing I did was quit out in-between matches and put it on. Much to my dismay, it could barely be seen. Even after I tried to give everything a "solid" color look without designs it still showed up poorly. Maybe that is a design choice, and if so I just disagree with it, no big deal. Still sad though.

    Bots: When you finish a match of Dominion, and people leave, it replaces those slots with bots. Why? It is a break point. Players in que should automatically be placed into those open slots. I would (and I'm sure others would as well) be fine with waiting for that. I am fine with a bot replacing a player that disconnects in-game, but never starting a game with bots that replaced players that left after the last round. This is something that would ruin the full-game experience for me if it stayed in, simply because I would have to leave whenever other people left and start anew, just to avoid bots.

    Balance: Everything about the character mentioned under Combat Negatives. I may be wrong about that, but that character felt a little bit weaker than the others. I consistently thrashed them, and never did well with them.

    Level-Design: I am sure this is a design choice, so ignore me if it was the plan all along (don't ignore me please ) but one of the levels, the sort of Japanese fortress styled level, only has two realistic methods of getting to what I believe is point A (the highest point). You can approach from def. or att. side up several stairs, or you can go upstairs and across the bridges from C. I often felt that the lack of access from point B to A made me dislike that map. I also found that B would go untouched in games where people knew what they were doing, and that teams would often fight over A and C exclusively. That may seem cool, but it diminishes the role of B as a point worth capturing, which is almost a negative against slow characters, since those characters could never strategically choose B, since their team would need them at A or C and it would take to long to get there. I know there are the ladders next to C to climb to the bridges, but those were far enough from B that I always neglected or decided not to use them. Maybe there should be ladders next to A going down to B/vice-versa? That would be kind of like the European style castle level, which I think utilizes the ladders against the wall very well.

    Weird Things: 1. I grabbed a ladder once (no one was near the bottom or top, friend or foe) and after two steps, fell through the ladder and into spikes. It was unprompted. 2. One time the game froze when I was dismantling for an upgrade that needed "3 more steel". I wrote these as notes, so unfortunately that's all I can give on that one. 3. Long ques, even during "High Activity" times. This might be picky what with the game being in Alpha, but if it says high activity and it still takes me three to four minutes to get into the initial que where you ready up, then something's not right.

    OTHER SUGGESTIONS: More classes? It seems kind of greedy with there being as many as there are, but it still feels like there are missing characters, if that makes sense. I would love to see a ranged character (bow maybe?), a polearm/spear (I know those are two completely different types of weapons) character, and even a mace character. Definitely more polar opposite characters, like the big-slow-heavyhitters vs. the small-quick-lighthitters. If only to appease my inner warrior, which fell in love with two of the characters, like the rest but one just fine, and disliked the one.

    Again, thank you so much for the opportunity to play in the Alpha. Whether this post gets read or not, I wanted to make sure I put time into it for what was a fantastic Alpha. Thank you.

    For Honor.

  2. #2
    Hi there!

    About the lacking heroes part, there is actually 4 classes from each faction. Im also sure there's gonna be more as the game progresses, but here are the classes.

    http://forhonor.ubisoft.com/game/en-...oes/index.aspx

    As you can see theres daggers and polearms and spears like you mentioned. I kinda disagree with bow, because this entire game is based on melee combat and a ranged class would just feel out of place and perhaps be too OP.

  3. #3

    RE:

    Originally Posted by BearForce5 Go to original post
    Hi there!

    About the lacking heroes part, there is actually 4 classes from each faction. Im also sure there's gonna be more as the game progresses, but here are the classes.

    http://forhonor.ubisoft.com/game/en-...oes/index.aspx

    As you can see theres daggers and polearms and spears like you mentioned. I kinda disagree with bow, because this entire game is based on melee combat and a ranged class would just feel out of place and perhaps be too OP.
    Thanks for the link that is great. I try to login once a day to the For Honor site and I never noticed that change. Before it only showed the Knight, Kensai, and Viking. I already felt like the three news classes made the game cooler. To learn now that there will be twelve has got my mouth watering. Maybe they will make it in for the next Alpha/Beta!