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  1. #1

    Simple ideas to improve BLEED mechanic

    Peacekeepers for example can put a dot called "bleed". However, some of its core basics can make it unfun.
    Here's my thread to improve it gameplay-wise, and an explanation of what actually are the problem in my opinion.

    This is not a thread about balancing issues. Balancing only needs numbers to be tweaked.

    Say a Peacekeeper is "the bleeder", and her opponent that took the bleed attack is "the target".



    My first concern is that bleed really brings nothing compared to raw damages for the bleeder.
    It's even worse since the target could kill you while ...bleeding. (even if the bleed would have killed him)

    Hence my second concern : that nothing currently prevents the bleeder to flee after making successful bleed attacks, until the target actually dies.
    This is not fun for the target, and even frustrating.
    (In a way, how could we blame that since there's no real use of the bleed?)


    Now, solutions.
    I'd want something to increase what both the target and the bleeder can do, rather than reduce their options.

    - Make the bleeder dealing more damages to the target while he's bleeding

    That way, the bleeder actually has the option to :
    EITHER fight and take advantage of this temporary buff,
    EITHER exchange those potential extra damages for the free ones of the dot, and avoid taking risks an instant.
    (bleed now brings options, one of which encourages to fight)



    - Make the bleed duration shorter if the target doesn't attack

    At first sight it looks like this discourages the fight but this actually brings options to the target.
    Either continueing the offensive, or defending a bit to take less damages.
    That is the target's choice, but anyway it's a benefit for the bleeder (after all, he did manage to strike with a bleed attack).



    - Make the bleed duration shorter if the target doesn't sprint

    (of course, you can read here "Make it longer if he sprints")
    Now we even get rid of the fact it is the target that would flee as soon as bleed occurs.
    Plus, it is still a bonus for the bleeder and once again, encourages the fight.




    To those who think that having the bleed mechanic debuffing is going to make it OP, keep in mind it has NOTHING to do with what I am saying.
    Balancing is almost completely independant from "how the mechanic actually deals damages".
    You simply need to adjust the damage value and its duration..


    TL;DR : It's not about balancing. Bleed is not fun now. It should affect the victim if he's running away or attacking, and give an attack buff to the bleeder while bleeding.
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  2. #2
    TCTF_SWAT's Avatar Senior Member
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    How much does bleed even do and how long does it last?
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  3. #3
    How do you know anything about the bleed mechanics with the peacekeeper being available for play in a very limited fashion at a press event. Anything else would be under NDA. . .

    But anyways why bother discussing the improvement of something that we can only speculate on how it works in the first place?
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  4. #4
    Originally Posted by TCTF_SWAT Go to original post
    How much does bleed even do and how long does it last?
    I don't know. But probably nothing insanely broken, therefore it is irrelevant to what I'm talking.
    Once again it's not about a balancing issue. Only the idea of "is it fun? is it frustrating?"



    Originally Posted by CaptainPwnet Go to original post
    How do you know anything about the bleed mechanics with the peacekeeper being available for play in a very limited fashion at a press event. Anything else would be under NDA. . .

    But anyways why bother discussing the improvement of something that we can only speculate on how it works in the first place?
    Well, there're tons of videos on youtube.
    I'm merely supposing that the bleed hasn't any hidden deep mechanic and works like it seems to work from what I've seen.
    Meaning, a simple damage over time. Nothing more.

    I think that's waaay enough to put a reflexion on and show what will probably be the problems of this mechanic.
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  5. #5
    TCTF_SWAT's Avatar Senior Member
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    Well wouldn't it be beneficial to know how long the bleed lasts and how much damage it does?
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  6. #6
    Actually... why ?

    I'm not the most qualified people to judge if it does too much damages, or lasts too long.
    As players, we could simply give feelings and impressions. But even that would need to wait for the beta first.

    However, (I strongly think) my ideas can still apply anyway.
    They are solutions to problems existing independantly of how it lasts/deals damages.
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  7. #7
    UbiNoty's Avatar Community Manager
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    Hi Dark-Thomy! Sorry, but we don't really encourage thread bumping. ;p Of course further posts on new ideas, clarification, discussion are welcome.
    But it may help if I tell you that I did read your initial post last week about suggestions for bleed mechanic improvements and I did appreciate some of the points you made. And I passed along your feedback the team too
     2 people found this helpful
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