My thoughts:
- League of Legends has Masteries that make those that unlocked them "more capable" than others.
- In time most players in For Honor will have boosted items that will cancel any potential enemy advantage.
- That knight from the video in post 1 could have boosted his attack as well - then it would have been down to technique and tactics again.
- Orochi's only advantage is fast counter hits - they have to deal proper damage.
- a well working matchmaker will select appropriate players for a game.
I think the gear stats should stay.
"I need to be rewarded in a way so that I can get better without actually getting better"Originally Posted by Team sbt Go to original post
Jeez...Yeah cause it wouldn't be rewarding enough for todays kids to just get a kickass looking helmet would it? It also has to magically increase your nose size or whatever the **** it does.
Muppetlords, you're starting to get a bit rude. Could you please calm down a bit before posting another reply?Originally Posted by Muppetlords Go to original post
As for the matchmaker, people seem to be forgetting the bots. Rocket League also have a hard learning curve, and yet I did just fine. I did the tutorial, starting a bot league and then I joined real games against players. These players were also Rookies, who only had a bit of experience with bots. So the game went pretty smoothly. When I joined For Honor, I started by doing Dominion against bots, and players in the released game will be able to do the same.
Runes in League of Legend gives only a small bonus, while the gear in For Honor can give you a big advantage. If they are to keep it, they should at least nerf it a bit and put a stat cap.
Muppetlords, you're starting to get a bit rude. Could you please calm down a bit before posting another reply?Originally Posted by Muppetlords Go to original post
As for the matchmaker, people seem to be forgetting the bots. Rocket League also have a hard learning curve, and yet I did just fine. I did the tutorial, starting a bot league and then I joined real games against players. These players were also Rookies, who only had a bit of experience with bots. So the game went pretty smoothly. When I joined For Honor, I started by doing Dominion against bots, and players in the released game will be able to do the same.
Runes in League of Legend gives only a small bonus, while the gear in For Honor can give you a big advantage. If they are to keep it, they should at least nerf it a bit and put a stat cap.
Yeah that was a bit rude actually...Sorry. I was like: http://imgur.com/T0VOzzS
I'm just really really really worried that the game will send itself into an early grave thanks to imbalance.
And guess what...the easiest way to balance it. Remove item stats. So yeah.
And lets not pretend that Ubisoft montreal are Riot or Blizzard that has (almost) mastered the art of balancing games.
Ubisoft has, let's face it, messed up in the past. I would love if that didn't happen this one time.
I'm on board with Tomteseals advice though. If the items were to only affect those types of stats, I would almost be completely fine with it.
So I don't think stats on weapons are bad per se, but I would think only if they cater to a certain style without too many benefits and always a downside.
So a bit more attack dmg in cost of attack speed, a bit more block armor but less health, a bit more moveability speed but less stamina.
That way you can build a character to your own playstyle with that hero. But without it becoming about stats/gear instead of playstyle and skill.
Or make it like they affect features more than stats. Like improved cooldown, bigger radius on banner 10% speed increase on speed, 5% more health gain per kill for body count etc.
But I fully agree in no way should gear improvement take over from skill in this game. It's what makes this game so great, you have to learn to play and be good.
Hm, I can only repeat myself.
Stats on Equipment are already in the game. I bet 5$ that the DEVs will not remove it.
But maybe they can decrease the powerful impact the stats can have when high-geared and low-geared players fight against eachother.
And sure, I wish items would only give boni to certain stats like revive-time, feats-cooldown, climbing speed, etc., but no dmg/defense. Max. Stamina/Stamina-regen would also be ok on items, I imagine.
However: I also think that stats like damage or defense will not be removed from items, even though it would be good.
Still, the DEVs will hopefully recognize that high- or mid-tier-gear can helluva-overpowered, like almost triple the base-dmg, which, to be blatantly honest, is bat**** crazy.
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Let's say I'm doing a Duel, and we're both playing as Warden. At the end, I hit him 2 times with an heavy attack and 4 times with a light. He hit me 2 times with an heavy and 3 times with a light. You would think that I won because I hit him once more than he did, but no. He won and he still had about a quarter of health. How can this be? I didn't really care about the stats on my blade so it is only level 4, will he have the OP level 20 blade. So, he did a lot more damage than I did with less strokes. Even though I was more "skilled".
I don't want them to remove the stats on gear. I like it, it allows me to get a few extra damage and stamina recovery. But I know that some people will grind it and they will end up with a T20 blade that takes one less light and heavy attack, and that removes some of the skill. Once again, I like the stats system, I just want them to nerf it a bit to make the game more competitive.
I like the Free Stat Customization system from Sors_Rapax. My opponent has an addition 10% damage? I don't care, I chose 5% speed and stamina regeneration instead. Everyone will be on the same level and you can customize your gameplay a lot more than with the Progression system. If you ask me, the Free Customization is the way to go.