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  1. #11
    How does someone deflect a top attack? Do you dash forwards?
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  2. #12
    I am glad the Orochi was nerfed. Near the end of the first alpha people were learning to pick 4 orochi's and dominate a team. They were far too easy to use in the last alpha. I am glad it now requires more skill to play them. We don't need people thinking they are good just because they played a broken character. I am glad they fixed them. I look forward to playing with all of you, my Samurai Brothers.
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  3. #13

    While i have not played since the alpha, im glad this changed, as orochi was a bit too easy to mindless deflect->counter with, and i consider this a balance rather than a nerf.

    On the xbox alpha everyone and their mother and their cousins were orochi, barely anyone played berserker because it was soooo much better to use orochi for instant damage rather than free guard breaks. A "perfect' player could use orochi to be untouchable and damaging, this change forces her to play more aggressive by making deflects and the counters a little more... challenging. The deflect becomes more awkward to pull off in succession and forces players to be more skilled at reading an opponent rather than reacting.

    This raises skill level for all assassins and should not only balance them while fighting other classes, but push them into being the fast paced, and aggressive glass cannons they should be, while also raising viabilty for the other assassins as the simple and boring deflect->light-counter>light combo becomes more dangerous to pull off.

    P.S If you are using using deflect->counter as your primary damage tool you are not using orochi, or any assassin the correct way, the deflect is used to keep momentum in combat and to counter attack the counter attack, or to gain momentum when reading your opponent.

    Basically do not stand around just waiting for an attack, test your opponent with lights, guard breaks or feints, the more offensive you are, the more pressure you successfully put on your opponent the greater chance they will make mistakes and the quicker you will rack up kills.

    All but the best of players crack under pressure, and once you have "asserted dominance" over these players they basically give up, even running away sometimes.
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  4. #14
    Be1dou's Avatar Senior Member
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    Originally Posted by THEPH0NECOMPANY Go to original post
    While i have not played since the alpha, im glad this changed, as orochi was a bit too easy to mindless deflect->counter with, and i consider this a balance rather than a nerf.

    On the xbox alpha everyone and their mother and their cousins were orochi, barely anyone played berserker because it was soooo much better to use orochi for instant damage rather than free guard breaks. A "perfect' player could use orochi to be untouchable and damaging, this change forces her to play more aggressive by making deflects and the counters a little more... challenging. The deflect becomes more awkward to pull off in succession and forces players to be more skilled at reading an opponent rather than reacting.

    This raises skill level for all assassins and should not only balance them while fighting other classes, but push them into being the fast paced, and aggressive glass cannons they should be, while also raising viabilty for the other assassins as the simple and boring deflect->light-counter>light combo becomes more dangerous to pull off.

    P.S If you are using using deflect->counter as your primary damage tool you are not using orochi, or any assassin the correct way, the deflect is used to keep momentum in combat and to counter attack the counter attack, or to gain momentum when reading your opponent.

    Basically do not stand around just waiting for an attack, test your opponent with lights, guard breaks or feints, the more offensive you are, the more pressure you successfully put on your opponent the greater chance they will make mistakes and the quicker you will rack up kills.

    All but the best of players crack under pressure, and once you have "asserted dominance" over these players they basically give up, even running away sometimes.
    This reminds me of this video. https://www.youtube.com/watch?v=NuqIM20K61c&t=70s

    The Warden is very skilled and he should be getting a perfect or close to on these Orochis, but they are easily slicing off chunks off the guy by simply defending.
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  5. #15

    Explain please how to deflect

    Do you need to dash (A,W,D + Space) to the same direction where is attack coming from at the right moment ONLY? or you need to +? keep your sword guarding same direction where your are dashing/attack coming from.
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  6. #16

    Messed up

    Originally Posted by oldschoolstyle Go to original post
    Hi,
    The timings are now completely messed up. You have to DODGE towards the attack just before it hits you.
    They messed up the whole deflect system.
    You have to dodge towards the attacks,
    But often your character does not know what to do.
    Dash or parry, so he stands still.
    The whole system is so buggy...
    It was better in the alpha.
    You had to be IN TIME by blocking to deflect.
    You had a short time window but it was a fair chance. Now it is just hilarious.
    Sometimes my character is so buggy he stands still until he get hit.
    They need to fix it back like it was in the alpha...
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  7. #17
    the timing for deflect I have found is the same as parry. That moment when the incoming attack indicator flashes is the moment you have to dodge, anything else and you may avoid the attack or you may get hit in the face. dodging forward does block forward attacks but if you mess that up you are guaranteed to take a hit. You also do not have to have your guard facing the same direction you are dodging. In addition in order to get the free counter hit you have to be spot on with your attack as well, if you wait to long you will miss the opportunity, you will still deflect the attack but you wont gain tempo back because they will be able to continue to chain into you.
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  8. #18
    HOW to deflect:

    the guard-direction of youself doesnt matter for deflects (its only needed for your attacks and parries/blocks)

    to do a deflect you need to DODGE INTO the attack (top attack means dodge towards it) BUT you have to that at the very last moment before the attack hits you.

    the timing is extremly tight and the risk/reward of deflects is not there and you are better off using normals dodges or parries (unless your enemy knows how to feint attacks, which currently maybe 1% of players do)

    also, getting the parry timing right is really easy as you get a visual warning AND the timing window is long enough.
    deflects on the other hand have no dedicated visual indicator AND the timing window is extremely small.
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  9. #19
    Originally Posted by SethEnraged Go to original post
    HOW to deflect:

    the guard-direction of youself doesnt matter for deflects (its only needed for your attacks and parries/blocks)

    to do a deflect you need to DODGE INTO the attack (top attack means dodge towards it) BUT you have to that at the very last moment before the attack hits you.

    the timing is extremly tight and the risk/reward of deflects is not there and you are better off using normals dodges or parries (unless your enemy knows how to feint attacks, which currently maybe 1% of players do)

    also, getting the parry timing right is really easy as you get a visual warning AND the timing window is long enough.
    deflects on the other hand have no dedicated visual indicator AND the timing window is extremely small.
    I thought the deflect timing window relied on parry visual indicator as well? (although my timing was crap relying on that thing) Next time, I won't focus on the parry visual indicator, but rather use animation cues to try deflecting. Might be easier that way.

    edit: typo
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  10. #20

    i agree

    Originally Posted by MyseratyGrim Go to original post
    They messed up the whole deflect system.
    You have to dodge towards the attacks,
    But often your character does not know what to do.
    Dash or parry, so he stands still.
    The whole system is so buggy...
    It was better in the alpha.
    You had to be IN TIME by blocking to deflect.
    You had a short time window but it was a fair chance. Now it is just hilarious.
    Sometimes my character is so buggy he stands still until he get hit.
    They need to fix it back like it was in the alpha...
    it seems that deflect is hard to master and even if you do it right, you still end up getting hit. the only way i found threw playing the beta was to use the light attack. but shouldn't there be some kind of reward for mastering such a hard move? seeing that someone else notice this as well, hopefully they will fix this issue. playing the orochi is one of my favorite characters. as of now, if you use the heavy attack after you deflect, you take a good amount of damage from the opponent. i don't think they should be able to hit you if you pull off the deflect. that makes the move worthless. better to give them a different skill then that if it can't be fixed.
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