Every problem I have encountered so far.....
So here's all the problems I could find and detail:
~cheaters (yes, they exist already)
~lag issues between players/move sets
~ the "10 meter slide" attack (probably part of lag)
~ladders not working properly (get stuck climbing down, mid air, unable to do anything)
~stun locks
~Over Powered Hero abuse
~ 3 and 4v1 Gank system to achieve victory (too common to be enjoyable)
~unbalanced moves (Peacekeeper, Berserker)
~peer to peer isn't any different than any other p2p
~leaving doesn't save group
~disconnect doesn't allow rejoining (especially friends)
Ok let's jump into the cheaters first. Couple of types I've seen. 1 an enemy attacks, you block, as you counter - they vanish, and are immediately behind you. This wasn't a moveset, nor a feat - as the game just started. This could be some form of Peer to Peer lag... but it's odd that literally happens EVERY time that enemy attacked.
Ladder Attack. While climbing up a ladder - almost at the top where you jump off - an enemy was at the bottom, just starting - and 'light attacked' and pulled me off the ladder. How? that much distance?
Another cheat was noticed during a live stream with over 300 viewers. the streamer had died and was in map mode, his ally was a Peacekeeper spec'd to hide. Yet.. the enemy team could clearly see him as anywhere he started to go - the enemy would begin to rush to counter. This can only be done with cheating due to how the Peacekeeper's hide works in the first place, removing them from Hud, Map, and even targeting (aim assist from bows/thrown weapons etc) we watched from the map as the Peacekeeper would go one way, try to hide in the crowd or a tunnel, and immediately from enemy spawn or across the map in a place they couldn't have even visually seen him - rush in to counter. Even voice couldn't give that sort of info that quickly, and it wasn't a "stream sniper" as the 10 second delay would prevent accuracy. Someone obviously had a "see all enemies" style of cheat on, either chams, xray, whatever you wanna call it.
Ladder Attack - Slide This is a suggestion to fix - when a player jumps to a ladder they should NOT be able to immediately slide down.
Lag Issues: Peer to Peer problems. While Ubisoft claims to have made a Peer to Peer architecture that would not permit any player from gaining an advantage from these issues, it appears to either NOT be in the beta, or not working properly. It's quite easy to see the laggers avoid attacks and attack from unusually far ranges, hitting targets, completely ruining a system that is LITERALLY based on fraction of second timings. If this were dedicated servers, you could easily instant kick anyone with more than 250 ping, but as it's Peer to Peer - this isn't an option, so when someone suddenly lags up, they do, in fact, gain an advantage as they can avoid hits and still connect their own as they see fit by simply "fixing the lag".
4v4 (3 and 4v1 ganking) This is a huge problem in the game. While 4v4 is mostly fun, when the enemy team (or even your own) decides to 3 and 4v1 someone - it ruins all the fun. That person will lose, unless the gankers are stupid and spamming attacks. There is no contest, no honor and no fun in it. While "revenge" mode may have been made to help prevent this - it does not function that way. In fact I've seen 3v1, the 1 Revenge, then 1 or 2 of the gankers revenge, completely countering the system.
10 meter slide, lag, and the like. This is horrid. I see frequently people perform moves that are made to be short range closers, the jump from Berserker, the short leap from Peacekeeper counters, but , they in fact cover a range of over 10 meters. This is noticed when a player has a high sprinting speed and is running by - they are "in range" for a very short duration (less than 1/2 a second) but because the enemy hit the button - they "lock on" and perform the move anyway - from extreme distances. This is partially due to Peer to peer connection, as the synchronization between the two is off, and partly due to how the moves are set to work (in range, lock on, perform move) This will ruin any real gameplay. period. This game has literally partial second response times required, to block, counter, deflect or other - you can't have this sort of desynch. between players at all, as it gives an unfair advantage.
pushing to that, we come to Peacekeeper as a broken hero. First off, they are the ONLY ones that can Hide. This is absurd, they are NOT the only assassin class, and it would fit properly into Orochi history. (not so much the berserker, the name alone tells you how little they would hide) The other problem with this is a combo with it's moves (normal) that cause Damage over time, and then feat that adds an insane damage over time. (while once again, the Orochi gains none of these, a trap that does bleed but isn't as powerful is the only close match) With these 3 heroes alone there are extreme problems. First off Berserker can literally just spam 1 attack over and over, killing it's enemies. The speed and stutter it causes shuts down everyone without a shield. The peacekeeper has a similar thing, but she is literally able to stun lock - anyone. Her counter ability and quick jabs "stutter" an enemy making them take a step and get confused for a moment - while the peacekeeper can just repeatedly do this over and over. Once the Peacekeeper get's it's absurd feats - all it has to do is camp a zone and attack ONCE on an enemy and they will die. The "bleed" with the combo damage is so extreme it takes out just about every Hero in a matter of seconds.
This could easily be countered if another hero had that same hide ability , or if another hero had the same insane bleed damage combination, but none do. The nobushi has a similar small DoT - however it's no where near as powerful as the peacekeepers.
I once got hit with the Peacekeepers 'bleed" to see how bad it was, then ran away, but not to a heal zone. It took 50% of my life. I did the same with the Nobushi and it took only 1 bar (roughly 20%) so tell me how that is balanced, at all? The peacekeeper is also extremely fast, faster attacks than anyone else, so getting "stun locked" as you stutter and can't move, dodge, or block anything is easily done.
This game, as it is, will fail miserably. Hero fixes need made quickly to balance the fights, or it's going to be nothing but Peacekeepers and 3v1 ganking. You may try to argue that the peacekeeper has lower HP but I will tell you that doesn't matter if you play it as an ASSASSIN should be, not a forward guard, not an advance unit, a stealth hit and run unit. Ubisoft made them properly as a hero- but didn't balance the other "assassins" with them. Some state the Orochi has quick, high damage hits, but honestly they drain stamina a lot, and, you have to upgrade your blade fully to get that effect, its' not just "base gear" While I've seen base gear Peacekeepers wipe the entire team from their over powered moves.
Nail bomb (orochi's only bleed damage, from a feat) doesn't even appear to do 20% damage.
Sharpen (Orochi's Feat, DoT seems) to be similar to Nobushi's normal attack combos DoT (but requires FEAT and COOLDOWN)
Kuani and Longbow seem about right given the ability to dodge, hide, and literally anything blocking the shots, for the damage they do.
(I am not going into debuffs or other feats as they are all conditional based. meaning Fear Itself works when you fight in a group and take out the enemies faster)
So why is the Peacekeeper, who has a moveset that does DoT, have stronger DoT than the Nobushi? Why is that DoT stronger than even a FEAT on the Orochi? (Remember feats require you to 'level up' in the match, as well as have Cool Downs to re use, while a moveset does not)
Given all this stat why bother with Orochi at all? He is out DoT by Peacekeeper, also out speed attacks by her, and out combo'd with the stutters, while the damage is out done by Berserker.... so.... why bother with that hero?
good question... unless Orochi get's a buff, or Peacekeeper gets toned down, there's really no reason to play the Orochi, as it is a broken/defuct hero. Sure you may lose to some , sometimes, but by the general statistics that comes down to "your enemy with it's skill as their hero, vs your skills with your hero" Statistically speaking - he's the poorest choice, while a balance between speedy attacks and hefty damage, he's just that - the medium ground. Having either in the higher ground, and playing to that strong point, has better outcomes for combat and game play than playing "mediocre all the way around"
Now for some other issues.
In a party/group , if the enemy leaves, your kicked out of the game, and, your party disbands... forcing you to re-add everyone. This is annoying. Also if your friend d/c's from say a network error, glitch, bug, or crash, they cannot rejoin the game, even if a bot is in his place. Also problematic and should have been addressed already.
I have personally encountered a group of players with Red NAT - who, when talking- cause the ENTIRE GAME to lag. (seriously, drop peer to peer if you want the game to succeed)
Emotes/Poses/Animated Gestures need a delay before reuse. It is common poor sportsmanship for someone to spam "F" and move slightly forward to cancel it- to "tea bag", and it honestly doesn't need to be part of this game, "FOR HONOR" should have more dignified means of victory, not toxic trolls.
Ladders are wonky. Ever go to climb down a ladder and get stuck at the top/entry point - floating in the air a bit - unable to move or anything? Yup I have.
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