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  1. #21
    Honestly, I'm absolutely sick of this skill. I'm maining Warden right now (or rather, I'm trying to get my Warden to level up before I start playing other classes) and I just duelled two Assassin classes in a row. First a Nobushi and then a Peacekeeper.

    Both of them employed the exact same strategy to beat me: Inflict bleed, run away.

    Considering I had literally zero way to counter this: Attempting to DPS race them and beat the bleed countdown just ended up with them dodging away, maining parry defense, or in the case of the Nobushi, roundhousing me repeatedly in the face. While falling back and trying to play defensive to let the bleed run its course was... Well, it was exactly what they wanted from me, frankly.

    This mechanic, while it does "fit" with the Assassin's gameplay style of "hit-and-run" is not enjoyable to fight against, and offers no real way to be countered. The last fight I was in literally ended with me getting a few good hits off, followed by getting bleed combo'd and the enemy running away from my attacks until I bled to death. There was no real way for me to avoid dying to the bleed and due to the speed difference between our classes, my medium-speed Warden just couldn't keep up with the flighty Peacekeeper I was fighting against.

    Assassin classes should be about landing properly-timed, high damage critical hits, a reward for skilled dodging and parrying. But right now they all seem to consist of getting a bleed to proc and then running away until your opponent either dies from it, or it runs out and then just reapplying it.

    This mechanic either needs some serious re-thinking, or removal.

    Originally Posted by klockrenlol Go to original post
    I guess you don't like Warlocks and other Doters then? I do though and I think it's nice that they have classes that's not all about getting in close and personal. Diversion among the classes is a good thing. As long as there is balance.
    This argument only really works if players have some way to counter it. In games that offer "DoT" classes like warlocks and stuff, we also usually have a counter to that with classes that can give health regen or cure debuff status. In FH, though, all we have is a slick melee system and a seemingly outy-of-place DoT debuff system for one class type, and no real counter for it.
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  2. #22
    Originally Posted by TCTF_SWAT Go to original post
    Bleed doesn't stack. It's static.

    Peacekeeper bleed lasts 8 seconds, nobushi's last 6.
    Sorry for asking this, but how did you get the info or test it? Really just curious.

    Also, even if the time doesn't stack, do you know if the amount of health stacks (which would be even stronger)?
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  3. #23
    Block, parry, dodge, get close and spam fast attacks to hit the Nobushi in the face fast and you'll be fine. She can't recover fast and can't handle close range at all.

    Against peacekeeper it's almost the opposite, stay out of Push range and wait for her to attack, block or dodge, hit her hard once and pull back, repeat until dead. DO NOT GET GREEDY, you'll almost never pull off a combo before she dodges to the sides and pokes you.

    Neither have the HP to surive more then a few good hits from warden classes. If you just rush in stupidly ofc the Nobushi is going to poke you to death from afar, that's what it's supposed to do.
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  4. #24
    TCTF_SWAT's Avatar Senior Member
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    How to play, duel mode lvl 0 bot. The bleed is represented by blood splattering on the ground and obviously the character has a red glow. Timed it from the moment bleed took effect till the red spatters stopped appearing.
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  5. #25
    Go to change . org and search: for honor ubisoft dedicated servers

    https://www.change.org/p/ubisoft-ubi...edium=copylink
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