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  1. #21
    I agree and disagree.

    This game should be challenging. And I have put in plenty of hours. I have a 4.38 k/d and a win percentage of 87%. On dominion. And a 7.0 k/d and 100% win ratio on brawl. I play the raider, warlord, and berserker. All of which are above level 20. I would say I am fairly skilled at the game.

    I can deal with all the problems that are addressed. THIS DOESN'T mean they are still not problems. I enjoy the difficulty of the game though honestly. It's not very difficult at all. In fact things should be made more challenging and costly to decrease ganking.

    Nobushi already has range as positive to her play style. Which can make it more difficult for shorter range characters to make contact. What IS a problem is the amount of bleed she can stack. Only this character has this bonus. And therfore it is unbalanced. No other character has this ability. Besides the peace keeper. Which are harder to earn and easier to defend against. This is a fact.

    All the assassin's have too much stamina. Compare to every other character it makes it unbalanced. Fact. I can swing light attacks continuously with almost no repercussions. Fact. Even the conquerer cannot maintain constant light attacks.

    Rage mode. Can be stacked. Fact. Activated during 1 v 1 combat. Ridiculous. And a fact. It shouldn't be this way and encourages ganking and unskilled game play. Fact. I have my warlord. Stacked as much as possible strictly on revenge. And good luck killing me. Even on 4 v 1. With proper blocking and timed strikes I have decimated the battlefield singlehanded on countless occasions. When someone is running 20+ kills and zero deaths solely on rage meter. It's unbalanced. And should be considered for removal or at the least a serious nerf. These are the only issues I see as a problem for early game play. Imagine a reputation level 10 with Max stacks on revenge mode. I could probably stay in that state for virtually the entire match. This IS a problem for casual and hardcore players.
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  2. #22
    Dez_troi_aR's Avatar Senior Member
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    As someone who has made a "Counter gb is too hard"-post myself, I completly agree now with the Thread starter !

    After 3 days i still couldnt nail most of the reaction-based mechanics but i noticed slight improvement. The defense is only 50% reaction, the rest is situational awareness.
    Once you realise that you can learn to deal with your issues. I am looking forward to do so in the finished and released game and i wont be so quick to call for a fix based on my noob-knowledge in the future.

    So the mechanics are fine. But while I dont agree with Talsid that the assassin classes are OP, i do think that it is easier for a complete noob to steal a win against another noob, when he is using an assassin class. When both heros are just trying to hack the other one down, the assassin wins because of faster attacks. This will always frustrate people who are new to the game.
    The complete beginner shouldnt be the scale for which this game is balanced, though.
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  3. #23
    Originally Posted by x_KingSolomon_x Go to original post

    Rage mode. Can be stacked. Fact. Activated during 1 v 1 combat. Ridiculous. And a fact. It shouldn't be this way and encourages ganking and unskilled game play. Fact. I have my warlord. Stacked as much as possible strictly on revenge. And good luck killing me. Even on 4 v 1. With proper blocking and timed strikes I have decimated the battlefield singlehanded on countless occasions. When someone is running 20+ kills and zero deaths solely on rage meter. It's unbalanced. And should be considered for removal or at the least a serious nerf. These are the only issues I see as a problem for early game play. Imagine a reputation level 10 with Max stacks on revenge mode. I could probably stay in that state for virtually the entire match. This IS a problem for casual and hardcore players.

    Yes. To add to Revenge - Resurrection. It casts too fast, in many 1v2, 1v3 or sudden death scenarios it can ruin your outplays as they can revive and revive and revive, and you can't execute while being surrounded.

    I'll chip in to the threat title; please, keep this game with the highest possible skillcap and modes as competetive as possible. It's the most fun when it's easy to jump in, but skill-cap is neverending (for example, Rocket League).
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  4. #24
    Dumb people who write this thing... more difficult complicated game less sells less income.. Unreasonable game difficulty and game mechanic controls right now may be complicated for adequate adult person with life who don't have time for spending wasting life for some unreasonable things like practicing 10 hours game control to be a skilled player... I have life I have work and I have bills to pay and earn money to pay bugisoft for games...
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  5. #25
    Originally Posted by Talisid Go to original post
    You're completely wrong: the problem currently is that there are some classes BETTER than other. And they're better under every single point of view, to the point where if you want to win you need to use those classes instead of what you like. I've already made a long post about it, but the thing is: you should not be forced to use what is better, you should be able to use what you like. And the fact that assassins are overused is a clear sign of them being overpowered. It's annoying when every single duel you join is always against Orochi, Peacekeeper or the japanese with the polearm (I'll never remember her name!) because they're so easy to use and so hard to parry that they give you an unfair advantage.
    Light characters right now are too powerful because they have no backlash if they simply keep attacking. The directions they will attack from can't be predicted, and at that point it's up to the defender to survive, and not to the attacker to actually EARN the victory. That's not how it should work.
    I'm guessing from the fact that you can't remember the nobushi's name that this is your first test.

    Let me ask you this: Do you really think your opinion on balance - after what, 20 hours of game time? - is going to be remotely accurate? Do you think that there is nothing left for you to learn? That your experience in this short time is indicative of the experience you will have after 200 hours of playtime?
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  6. #26
    Originally Posted by Talisid Go to original post
    You're completely wrong: the problem currently is that there are some classes BETTER than other. And they're better under every single point of view, to the point where if you want to win you need to use those classes instead of what you like. I've already made a long post about it, but the thing is: you should not be forced to use what is better, you should be able to use what you like. And the fact that assassins are overused is a clear sign of them being overpowered. It's annoying when every single duel you join is always against Orochi, Peacekeeper or the japanese with the polearm (I'll never remember her name!) because they're so easy to use and so hard to parry that they give you an unfair advantage.
    Light characters right now are too powerful because they have no backlash if they simply keep attacking. The directions they will attack from can't be predicted, and at that point it's up to the defender to survive, and not to the attacker to actually EARN the victory. That's not how it should work.
    I agree with Talisid here... to a point. As others have pointed out, I think there is a steep learning curve to this game, and I fully acknowledge that I have not logged enough hours with any of the characters to claim to be an expert. However, here's the problem... I mained the Warden and got decent at him by the end of the CB. However, I still had massive issues going against the fast assassin classes - Peackeeper, Nobushi, and Orochi. So at one point, I switched over to give these classes a shot. I immediately started killing more enemies and dying less myself. No real practice against the bots, spent no time learning the moves, and my win ratio jumped by a good 20% or so. To me that indicates these classes being OP and I think some tweaks should be made.

    However, on the flip side I also recognize that if you do take time to learn your chosen class and take the time to practice with it, you should have a reasonable chance of winning any given 1v1 fight. I still think some minor tweaks need to be made, but I stress the word minor there. Perhaps make the bleed/poison do slightly less damage, and/or knock down the speed of the fast classes just a little. I'm not expert so I'll stop rambling.

    Another thought... I'm pretty sure this is NOT the first beta test Ubi has done. Hopefully they can tell the difference between the "whining," the "average," and the "hardcore" gamers. Ideally, a game like this will be able to appeal to everyone... the key there is in the matchmaking process. I don't know if they had any real criteria for the CB, but I for one found myself going against all kinds of opponents. Some I could absolutely thrash with little to no effort, some I fought against 2 or 3 v 1 and I lost every time. Here's hoping when the game comes out they have some sort of real filters on the matchmaking process to group people of similar skill/gear score together.
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  7. #27
    Originally Posted by Old_Mufasa Go to original post
    Revenge mode is not skill...

    Putting a dot on a person and running away is not skill..

    Running away the moment your health drops below 50% like a chicken with its head cut off is not skill...

    I think your confusing people asking for bad player crutch's to be nerfed or removed as dumbing down vs actually having it skill based.

    ...If you think this game is balanced right out of the gate.. well there is no way to fix your naivete
    People act like revenge mode is going to instantly win a match, or can't be easily countered, which is flat wrong. Yeah, it annoys me at times when people go revenge (and multiple times in short order), but the feature certainly has a function and will undoubtedly be tweaked.

    As for laying bleed and running off, or fighting and running off, that's just tactics and depending on the game mode and classes should be considered legitimate. Again, they will likely be tweaked, but there's a difference between adjusting and nerfing, and neither the run nor the bleed are so dominant that they require massive changes.

    As for balance, I think the classes and game modes are currently in a good place as far as balance.

    Originally Posted by x_KingSolomon_x Go to original post
    I can deal with all the problems that are addressed. THIS DOESN'T mean they are still not problems. I enjoy the difficulty of the game though honestly. It's not very difficult at all. In fact things should be made more challenging and costly to decrease ganking.

    Nobushi already has range as positive to her play style. Which can make it more difficult for shorter range characters to make contact. What IS a problem is the amount of bleed she can stack. Only this character has this bonus. And therfore it is unbalanced. No other character has this ability. Besides the peace keeper. Which are harder to earn and easier to defend against. This is a fact.

    All the assassin's have too much stamina. Compare to every other character it makes it unbalanced. Fact. I can swing light attacks continuously with almost no repercussions. Fact. Even the conquerer cannot maintain constant light attacks.

    Rage mode. Can be stacked. Fact. Activated during 1 v 1 combat. Ridiculous. And a fact. It shouldn't be this way and encourages ganking and unskilled game play. Fact. I have my warlord. Stacked as much as possible strictly on revenge. And good luck killing me. Even on 4 v 1. With proper blocking and timed strikes I have decimated the battlefield singlehanded on countless occasions. When someone is running 20+ kills and zero deaths solely on rage meter. It's unbalanced. And should be considered for removal or at the least a serious nerf. These are the only issues I see as a problem for early game play. Imagine a reputation level 10 with Max stacks on revenge mode. I could probably stay in that state for virtually the entire match. This IS a problem for casual and hardcore players.
    The term "ganking" is being thrown around inaccurately. This is a team based game in which both teams enter on relatively even footing (equal numbers). If you are getting caught outnumbered it is either because you have left your team or they have left you, and the other team is not being cheap or underhanded by playing as a team. There is no reason to force a decrease in being outnumbered; it is what your team decides to do with their numbers that creates the situation. "Ganking" is being jumped by a team when you are playing solo, or in a smaller team, or getting smashed by a much higher level player and doesn't really apply in a directly competitive situation. This is just a case of bad teamwork. Throwing it around in hopes that they change the game so you can solo and smash people with your superior skills, or to taunt players into bailing on their team, well shame on you.

    A class having something another class does not have, or being unable to do something another class can, does not make them unbalanced. You are confusing balance with equality, and equality defeats the purpose of individual classes. It's a team game, every class has a counter class, every class has variety in how they can be played, every class has a purpose within the game modes, and every class has game modes they are better in, that is balance. If what you want is for everyone to be on equal footing in every game mode that is all well and good, but it is not how the game seems to be designed, and does not mean that there isn't currently balance.

    As I said, I didn't see any situation in which I felt revenge was a big problem, but I rarely had a chance to activate it so I don't know how useful it can be.
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  8. #28
    V1ZI0N's Avatar Junior Member
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    Welcome to the current state of multiplayer games... dumbing it down for the scrubs/ whiners/ casuals. Just look at what Capcom did to Street Fighter with SFV as another example .
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  9. #29
    Originally Posted by Mathonn Go to original post
    People act like revenge mode is going to instantly win a match, or can't be easily countered, which is flat wrong. Yeah, it annoys me at times when people go revenge (and multiple times in short order), but the feature certainly has a function and will undoubtedly be tweaked.

    As for laying bleed and running off, or fighting and running off, that's just tactics and depending on the game mode and classes should be considered legitimate. Again, they will likely be tweaked, but there's a difference between adjusting and nerfing, and neither the run nor the bleed are so dominant that they require massive changes.

    As for balance, I think the classes and game modes are currently in a good place as far as balance.



    The term "ganking" is being thrown around inaccurately. This is a team based game in which both teams enter on relatively even footing (equal numbers). If you are getting caught outnumbered it is either because you have left your team or they have left you, and the other team is not being cheap or underhanded by playing as a team. There is no reason to force a decrease in being outnumbered; it is what your team decides to do with their numbers that creates the situation. "Ganking" is being jumped by a team when you are playing solo, or in a smaller team, or getting smashed by a much higher level player and doesn't really apply in a directly competitive situation. This is just a case of bad teamwork. Throwing it around in hopes that they change the game so you can solo and smash people with your superior skills, or to taunt players into bailing on their team, well shame on you.

    A class having something another class does not have, or being unable to do something another class can, does not make them unbalanced. You are confusing balance with equality, and equality defeats the purpose of individual classes. It's a team game, every class has a counter class, every class has variety in how they can be played, every class has a purpose within the game modes, and every class has game modes they are better in, that is balance. If what you want is for everyone to be on equal footing in every game mode that is all well and good, but it is not how the game seems to be designed, and does not mean that there isn't currently balance.

    As I said, I didn't see any situation in which I felt revenge was a big problem, but I rarely had a chance to activate it so I don't know how useful it can be.

    I have to ask.. did you even get to tier 2 in the beta and fight people stacking revenge buff and duration gear?
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  10. #30
    Coming from games like War of the Viking , Mount and blades I really enjoy For honor it makes you feel pretty epic my 1st couple hours were hard work trying to learn the system.. I got angry and frustrated at times but I didn't give up I kept working and then it all started to flow. By the end of the beta I was in some awesomely fun fights and I could hold my own well. I really can't wait for release I also hope they don't dumb down the game in anyway its pretty much perfect as is. Just crush bugs in my view.
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