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  1. #11
    Originally Posted by Rilandas Go to original post
    I actually didn't understand two thing during playing her on Beta:

    1) I added full bleeds on enemy Orochi (2v2 brawl). His hp bar is fully red. He disengages. "Ok, he'll die", I thought. And what did I see?
    Suddenly he started to regen his health back.
    THE HELL WAS THAT?

    2) Are the 3 stabs after Guardbreak actually blockable? Eh? How? I encountered many people who blocked the third one.



    PS ah, and deflect is high risk + low reward vs JUST DODGE IT + stab-stab. That's disappointing.
    If there is even a tick of hp left (hard to tell sometimes), yes, they will regenerate 1 bar (at least that's what I've noticed too).

    I've encountered someone who blocked the stabs. Read the OP's post, it is blockable. Even on Reddit, people are saying it's blockable. Eventually, everyone will learn to block. The OP already recognizes this and is asking for it to be unblockable yet give them a sliver of HP to survive as even the guard-break (to start the stabby-stab) can be countered. All the people complaining about the bleed effect wants the game to be easy for them. If you can't guard-break counter a PK, you ain't guard-break countering a Raider who is about to throw you off a cliff. 1HKO.

    And most of the time, bots are far superior at the hero, which goes to show that people aren't good at this game [yet], because they haven't played long enough. It's really a matter of git gud like any other fighting games. Can't play for 4 days and git gud.
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  2. #12
    V3Inc's Avatar Junior Member
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    I agree with a lot, except...

    Personally I mained Peacekeeper as well, and playing this character 90%-95% of the beta, I've found a LOT of similar things you have, except for a few of the mechanics. There are a lot of offensive ability combo's you can create with this character, even with the very close range that are both easily continuable and easily stopped with the right read. As peacekeeper in any situation except being outnumbered in Dominion, I had two main playstyles. I would either dash-heavy and instantly combo it with the poison stab heavy-light fake attack, then back out and continue similar style with guardbreaks, etc. Or I could stay up close the WHOLE time, read my opponent, see where they're attacking, dodge that direction, or simply out of the way if they were striking from the up stance, and use it to either use the side dodge heavy move the peacekeeper has, or if I dodged at the correct time I would combo into the parry poison stab, and continue with a few light-light-heavy, or light-heavy combo's, sometimes just going straight to heavy. I found that with peacekeeper, many opponents were still able to beat me, and I were able to beat them just as well by simply playing the game as it's created. I will say that guardbreaks can be overpowered if you time the stab right, and if you combo out of it properly, but it's still all blockable. The Peacekeeper generally has equal chance to defeat most enemies as they have to defeat her. I also see that guardbreaks in general have little to no priority in combat, so it's easily stoppable with a single light attack, which actually is very annoying, but is still fine for play. I love your idea for the bleed, and I definitely think that should be implemented, I personally enjoyed not needing to fight once I knew it was over, but there's no doubt bleed should just bring them down, not kill them. I need to disagree with your problem with her attack speed. As you mentioned her attacks are the fastest in the game, but she needs it most. Her necessity for incredibly close range can be fatal in some instances when you just can't seem to get in close or dodge/block an oncoming attack. I felt this most against nobushi, as each time I would go for my dodge nobushi seemed to still hit me with their long range, and every time I went to dash in they either caught me before I got there, or would just take a step back and completely avoid, because I can't get close enough to catch them off guard. This was especially frustrating, and the only thing that could keep me in a fight with a nobushi, is my attack speed and ability to pull off high damaging combos. I also believe stamina is a factor you're completely missing here. For a peacekeeper checking your stamina is everything, and the best thing to do is get in, deal damage, and get out before you lose stamina and/or get caught in an opponents combo. Peacekeepers may have incredible up close ability, but her stamina drains exceedingly quickly, creating a need to back out and recharge, hoping an opponent doesn't take that opportunity to strike. Then if a peacekeepers wants to charge in again, they instantly become predictable and take the disadvantage. All in all the system is very balanced and gives all characters a good chance to succeed against all characters. Honestly the only two things I would truly complain about in the combat system/character specialties are bleed and the range nobushi has. That range can keep any character at bay way too easily, and gives plenty of time for the nobushi to react if an opponent tries anything. I understand the range is what gives nobushi all specialty, but in reality the way it is right now restricts the ability of any opposing character to go on the offensive, without making a perfectly timed dodge first or catching them off guard. I can definitely agree that the peacekeeper spam light attack isn't very fun to play against, although personally I've never worked with it much myself, so I'm not sure it it's just me being bad at blocking/dodging or the peacekeeper's speed overpowering me. And I definitely believe that special up stance moves shouldn't be allowed to be canceled to stop me from dodging out of the way. I can't even begin to count how many times this has cost me a match, simply because I read my opponent. There definitely are real mix up opportunities as I've mentioned before, but in order for them to actually be utilized by most people, Ubisoft will probably need to get rid of the light attack spam. Also I've noticed that a lot of your argument is based on IF's. If's are a huge guessing game. As a Peacekeeper, if I let my guard down while up close, I can die nearly instantly. It's true, and it's the same for a warden, or an orochi. If's are always triggered by something. If I get a warden in a bad place of course I'll be able to deal a lot of damage quickly. That's what YOU'RE SUPPOSED TO DO. I'm playing an assassin with very little health. My goal is to kill you before you have a chance to stop it, and your goal is to not let that happen. There's an if for any situation that happens in between, and in any situation the fight can go either way. All characters have the ability to beat all characters, it's just based on how you use it, and how your opponent reacts. As I said before the only character that I'll argue has advantage in any circumstance is the nobushi because of it's range allowing them ample opportunity to see what their next move has to be. If you take away the Nobushi's reaction advantage, and not even lower the range of their weapon, but instead take away the Nobushi's ability to stop an incoming attack with a simple light attack, it changes the gameplay entirely into a fair situation, allowing the opponent to attack, and forcing the Nobushi to actually learn how to defend themselves like the rest of us. That's just my 2 cents, I hope Ubisoft sees this and takes what I'm saying into consideration. Thanks for the opportunity to play such an AMAZING game before release. You can count on my purchase of the full game!
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  3. #13
    how the heck do you block guard stabs????
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  4. #14
    sayi51's Avatar Junior Member
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    Originally Posted by Dexter10B Go to original post
    how the heck do you block guard stabs????
    You git gud.

    No, jokings aside, the grab only comes from the "right" side of your guards. You can time your guards to the right while being grabbed to block the stabs individually. It takes some practice to get it right. I still can't.

    Another way is to not get grabbed in the first place. Always expect a grab from a Peacekeeper. More than other characters.
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