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  1. #111
    Originally Posted by neogeo___ Go to original post
    You make an argument and contradict yourself in the next sentence.

    And the point you are trying not not trying to make (pun intended) is the following...

    Fighting games balance is dependent on following the simple risk/reward ratio rule. To this regarding you're heavy slower classes will also have higher base HP and base damage. Comparing their dodge to an Assassin's dodge is ridiculous. And here you will find in fact an unbalanced mechanic in need of tweaking. Although assassins have lower HP they also have the most punishing chain attacks in terms of damage and the speed and stamina to harass further.

    Imho their dodge should have a way higher timing requirement since atm it is all too easy to side dodge and chain start in the last frame of an incoming attack while the opponent is still recovering. This would be the case if a timed dodge was actually required emphasizing on block/parry/deflect or taking a risk to dodge if this tweak would to be implemented. As things are atm not blocking and going for dodges is way too rewarding and in certain match ups the assassin can even free himself of a light chain attack that connected the startup by simply dodging. It's dumb and broken. If hit by a start up attack he should be required to at least block to interrupt.

    I would say stamina costs could also be raised a bit.
    I agree with the dodge timing but not with the increased stamina. I built my berserker around attack (not revenge attack) damage. So my stamina actually suffered. I ran out of stamina quite often.
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  2. #112
    Originally Posted by tcs1991.ts Go to original post
    I agree with the dodge timing but not with the increased stamina. I built my berserker around attack (not revenge attack) damage. So my stamina actually suffered. I ran out of stamina quite often.
    All the balance discussion I've had and will ever try to have is based on no gear stats or perks balance.

    Dominion and other game modes where gear stats will be active will be balanced by the gear itself.

    I was in fact discussing the base stats and mechanics for duel/brawl if you will

    Originally Posted by Bishop_887 Go to original post
    These two characters which people hate on jus coz they have bleed attacks don't really understand that it jus gives for example the peacekeeper the same high dmg that all the heavy characters have, a jump in with peacekeeper into three stabs of bleed took the same health as a raider hitting me with two heavy attacks so it's only fair

    I've said multiple times that it is my opinion the amount of bleed damage PK can do with the 3 stabs needs to be nerfed.

    It would make a lot more sense to me if the 2nd stab did 50% and the 3rd 25% damage, and even then the amount of damage may be too much.

    Also different posts on how to counter the stabs. I'd like an official reply explaining this since I couldn't be certain for myself, if I countered or the attacker missed the timing when playing the beta
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