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  1. #11
    I agree, to an extent. I tried maining the Nobushi myself, and found myself to have the most difficulty with assassins, who can dodge, and do high damage. In otherwords, if you can dodge (which I cannot), than getting in close to the Nobushi is not too hard.

    Another mechanic that they have is countering. If you learn how to counter, you can deal devastating blows.

    I also suggest to be on the defensive on the Nobushi until she runs out of stamina, then go in for the kill. She is much slower, can't dodge, and can't roll out of it.
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  2. #12
    Removing the bleed effect from that particular move, and move it elsewhere in the characters move set. I think that would go a long way to balancing this character out. Also have the bleed out effect stop when the character reaches the bare minimum health, so they have to be "finished off", instead of just left to die, which is a bit of an underwhelming death. I think an execution move would be so much more fitting, rather than the character just falling over after a timed slow death sentence.
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  3. #13
    Originally Posted by Chris_Oblivion Go to original post
    Removing the bleed effect from that particular move, and move it elsewhere in the characters move set. I think that would go a long way to balancing this character out. Also have the bleed out effect stop when the character reaches the bare minimum health, so they have to be "finished off", instead of just left to die, which is a bit of an underwhelming death. I think an execution move would be so much more fitting, rather than the character just falling over after a timed slow death sentence.
    Well, when being poisoned you still have survival chances, but if you receive "raw damage" you're dead. Instantly.
    A slow death sentence is better than instant death, nah?
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  4. #14
    Originally Posted by YellowMirror Go to original post
    Well, when being poisoned you still have survival chances, but if you receive "raw damage" you're dead. Instantly.
    A slow death sentence is better than instant death, nah?
    I don't think so. I'd rather being killed than to just be left to inevitably bleed out and die. To be finished off would prompt more people to go in for the kill, rather than to tap and run.
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  5. #15
    Originally Posted by Chris_Oblivion Go to original post
    I don't think so. I'd rather being killed than to just be left to inevitably bleed out and die. To be finished off would prompt more people to go in for the kill, rather than to tap and run.
    Well, that might me true. But I basically never experienced "tap and run", so I can't really say much about that.
    Maybe I'm simply to damn good. ;P
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  6. #16
    Originally Posted by YellowMirror Go to original post
    Well, that might me true. But I basically never experienced "tap and run", so I can't really say much about that.
    Maybe I'm simply to damn good. ;P
    I don't think it has anything to do with skill level, as anyone can run up to you while you are already engaged in a fight, hit you, and you get the bleed effect.
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  7. #17
    Originally Posted by Chris_Oblivion Go to original post
    I don't think it has anything to do with skill level, as anyone can run up to you while you are already engaged in a fight, hit you, and you get the bleed effect.
    Well, you also could run up to someone and hit him with "raw damage" and you got a kill.
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  8. #18
    If they change the bleed effect to drain you're stamina first before hp ? I think then it wouldn't feel so op compared to other classes. As with all poisons, wouldn't we get fatigued first ?
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  9. #19
    Originally Posted by YellowMirror Go to original post
    Well, you also could run up to someone and hit him with "raw damage" and you got a kill.
    I could indeed, same for everyone else too -- as they would be at bare minimum health -- so one hit would kill them, and leave them open for a finishing move, which means more points, and will also contribute to any possible daily contracts. I think the incentive to fight until death is much better than a hit and run. It looks better, it involves more skill, and you have to finish your opponent if the bleed status took them down to minimum health, rather than have it as it is now. Plus the bleed effect taking opponents down to minimum health would be across the board, not only affecting the Nobushi character. Personally though, I think attacks with extra benefits such as bleed effect should be more difficult to pull off, which would make them more rewarding when successful.
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  10. #20
    Originally Posted by Chris_Oblivion Go to original post
    I could indeed, same for everyone else too -- as they would be at bare minimum health -- so one hit would kill them, and leave them open for a finishing move, which means more points, and will also contribute to any possible daily contracts. I think the incentive to fight until death is much better than a hit and run. It looks better, it involves more skill, and you have to finish your opponent if the bleed status took them down to minimum health, rather than have it as it is now. Plus the bleed effect taking opponents down to minimum health would be across the board, not only affecting the Nobushi character. Personally though, I think attacks with extra benefits such as bleed effect should be more difficult to pull off, which would make them more rewarding when successful.
    Making bleed moves harder to pull off, would result in either very high skill requirements, or a buff in "raw damage".
    Nobushi does not very much "raw damage".
    I personally still am for weakening the strength of the bleed-effect.
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