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  1. #11
    Originally Posted by DeK0sm0s Go to original post
    and whats your take on the raider?
    The raider seems really strong! He has a big health pool and access to great throws and damage. His basic attack is fast enough to interrupt heavies and guard break attempts. He is guaranteed a forward throw then zone attack off a parry-guard break (nice damage and stamina drain). His stun or dashing guard break both have great range and startup pretty quickly, nice little mix-up means the defender has to guess which is coming unless they have great reaction time. Getting stunned sucks for your opponent and might lead to landing a nice chunky heavy attack. His charging throw can catch people off guard and leads to another free zone attack. To me, when I played him, he had great health, great damage, great offensive options, great pelvic thrust.
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  2. #12
    Originally Posted by DeK0sm0s Go to original post
    and whats your take on the raider?
    Honestly can't weigh in too heavily as i have never played raider. But from what i have seen he is overall just a little too slow. His soft feints into the dashing butt end strike for the stun is fairly legit though. That attack does crazy stamina damage and the stun effect is nice. But after a couple times it does get a bit predictable as it will always come from the top direction.

    Everything else he has is just a bit too slow on activation and will be dodged or parried by seasoned players. Though that doesn't mean he can't catch people off guard with feints and whatnot. I would place him comfortably but just slightly below average for 1v1.

    Just to clear up some things with the person above me. Only way to guarantee the unblockable is after GB I believe and it does reduced damage I think. Again I'm not too experienced with raider as I havn't played him so I'm going off my experience against him.Otherwise his forward grab will only guarantee a light. If you're catching people with unblockable zone attacks after the forward grab then it's their own fault for not dodging or parrying cause they definitely can.
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  3. #13
    MathiasCB's Avatar Member
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    Originally Posted by CaptainPwnet Go to original post
    Berserkers deflect just gives him a free guard break same as parry. Also yeah that vid was a really poor example of anything much less berserker specific stuff.

    But now on to the hard truth, in 1v1 vs good players yes berserker is actually quite bad compared to others. The way blocking works with lights and heavies and how parries are in the game he really doesn't have much to utilize to make him effective. But on the other hand zerker when played very well can be good but only if you're willing to accept that he has a high skill cap and generally still won't be as effective as many other classes.

    You are also correct in saying feints are his main go to. But also correct that this holds true to many classes.

    Zerker really shows how badly balanced the general mechanics in this game are. Blocking and parrying are both too effective and too easy in many situations making offensively tuned characters much less useful. As blocking really isn't difficult same for parries once you get your head in the mindset to do them it really nullifies the usefulness of a lot of character moves and mechanics. The big one being zerker infinite chain/dauntless, which is pretty much useless as far as high lvl play goes. In fact it's beyond useless as you will likely never even see it even if a player wanted to use it at high lvl lol.

    Ironically enough atm I would say each of the assassins are low tier or underpowered when it comes to 1v1. The lack of unblockables, much less fast unblockables and decent ways to set up feints together with their generally shorter range attacks makes it pretty tough for them in straight 1v1 at higher skill lvls.

    The peacekeeper at least can soft feint any heavy into guard break which is pretty good and her zone attack is quite fast but the other 2 assassins don't even have that much.

    Honestly parries especially really unbalance a lot of things in this game. If they were reworked to not guarantee any free damage like they do now and also make them harder to perform then I feel the game would be much more balanced.
    You're also granted free side light attacks on the deflect! It's very true that parry is the stronger option, depending on what kind of enemy you are up against. Nobushi or Kensei should be deflected instead of parried as they are in many cases out of reach for your guard break if you would parry them.

    I'd like to disagree with a few things.
    You're saying that the berserker is bad compared to other characters, how so..? Especially in one versus one scenarios. The zerks potential is huge and whilst at first glance his kit may seem a bit stale. But it's far from it. His kit can be bent in so many ways, his moves combine so well with each other and you can jump from one move to the next and keep it going until you run out of stamina. He has tons of things to utilise.

    Infinite chain is still very viable even in high tier matches, Dauntless however is not. What you simply do with the inf chain is feinting inside of it, which sadly restarts the Dauntless feat. Inf chain doesn't have to be more than two attacks. Once you start alternating, you're doing it.

    I'm not sure what kind of impresison you've got on the assassins but you underestimate them way too much, syaing they're not strong in one versus one. Unblickables are not needed, it would make them way too strong. Unblockables right now is also pretty much asking to be parried. They lack range, make up in speed. Their feints are pretty strong, especially the berserkers.

    The assassins are no way underpowered in comparison to the other characters we have.

    --
    For sake of sharing some footage I'll share some of my own.
    Full length Dominion, no deaths, lots of slaughter
    Duel, Zerk v Raider
    Charging the spawn




    Need a place to chat and discuss? Looking for some FH & Chill? Swing by and say hello!
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  4. #14
    Originally Posted by CaptainPwnet Go to original post
    If you're catching people with unblockable zone attacks after the forward grab then it's their own fault for not dodging or parrying cause they definitely can.
    Yeah that's a good point, TBH it's hard to tell if it's parryable or dodgable on wakeup. While I was playing the raider it seemed to hit them nice and meaty. The unblockable starts up faster than the heavy attack and the heavy attack is just barely too slow to hit on a throw knockdown, but I can't really confirm without more testing.

    In general I feel like the type of damage or options you get off a parry-guard break are a pretty big factors when considering how easy parries are and how often they can happen. If the unblockable isn't guaranteed after a throw or guardbreak that sucks for the raider :P
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  5. #15
    I play only Besresker on closed beta and wanna play after start still lerning of class but i think i was not so bad https://www.youtube.com/watch?v=l8EDz8BYjhE
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  6. #16
    Originally Posted by ExSoldier086 Go to original post
    I play only Besresker on closed beta and wanna play after start still lerning of class but i think i was not so bad https://www.youtube.com/watch?v=l8EDz8BYjhE
    It's so interesting to see how different regions play. You watch a Prestige 2 v 1 from Poland (I believe the screen text was Polish? Sorry if I'm wrong, bit rusty on my European languages) and there's very little in the way of parries. Watch a Prestige 1 v 3 from South Korea and you rarely see them make it to the second hit of a combo.
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  7. #17
    I love the zerk, he has a basic but really usefull kit, and amazing potential, i would say he is the hardest character to master currently.
    However i do feel he is unbalanced, and the big problem is dauntless, it makes him amazing against people who can't keep up his chains, but it's useless once you find someone who can actually block.
    This makes him amazing against newer players but it hurts him at "higher tiers" because he cant use it and starting it up becomes parry bait, looking at you zone attack

    The Samurai are especially difficult to deal with, Kensei is downright scary,sometimes my GB intoparry does not connect , while nobushi can not be parried>GB and orochi is faster.
    By no means are they unbeatable i just feel like fighting them is a difficult uphill battle, maybe im just not good enough or im missing something or im having an off day, but my options feel very limited fighting them and im more often then not on the defense
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  8. #18
    THEPH0NECOMPANY start your dauntless combo, light attack, and then fient your heavy attack and grab instead at higher levels of play.


    However I've noticed that fients have a 50/50% chance of actually working... : /
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  9. #19
    Originally Posted by THEPH0NECOMPANY Go to original post
    I love the zerk, he has a basic but really usefull kit, and amazing potential, i would say he is the hardest character to master currently.
    However i do feel he is unbalanced, and the big problem is dauntless, it makes him amazing against people who can't keep up his chains, but it's useless once you find someone who can actually block.
    This makes him amazing against newer players but it hurts him at "higher tiers" because he cant use it and starting it up becomes parry bait, looking at you zone attack

    The Samurai are especially difficult to deal with, Kensei is downright scary, you can't GB after Parry cause of his range and he feels faster than me, while nobushi can not be parried>GB and orochi is faster.
    By no means are they unbeatable i just feel like fighting them is a difficult uphill battle, maybe im just not good enough or im missing something or im having an off day, but my options feel very limited fighting them and im more often then not on the defense
    I main the Beserker, absolutely love the play style, I'd agree that against newer players the infinite chain and dauntless work wonders and result in some extremely quick kills against more skilled opponents however I actually find that short bursts of aggression work better. The Dodge into spinning chop light attack I'd say is one of there strongest and quickest moves. Even though the beserker is labeled as a harraser, I'd personally say against higher skilled opponents it's all abouts quick light damage and trying to get the 3 hit heavy combo if possible.

    Also a side note I think the deflect is too much risk versus little reward, because the zerkers heavy attacks are too slow to land one in a guard Break/deflect situation and the light attacks to naff all damage.
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  10. #20
    Originally Posted by Coreyfletcher05 Go to original post
    I main the Beserker, absolutely love the play style, I'd agree that against newer players the infinite chain and dauntless work wonders and result in some extremely quick kills against more skilled opponents however I actually find that short bursts of aggression work better. The Dodge into spinning chop light attack I'd say is one of there strongest and quickest moves. Even though the beserker is labeled as a harraser, I'd personally say against higher skilled opponents it's all abouts quick light damage and trying to get the 3 hit heavy combo if possible.

    Also a side note I think the deflect is too much risk versus little reward, because the zerkers heavy attacks are too slow to land one in a guard Break/deflect situation and the light attacks to naff all damage.
    I agree with most of this, the heavy attacks in GB work if you go for a side heavy, and yea the only time i go for deflect is when im by a wall for a free top heavy otherwise im dodging for a spin chop

    Originally Posted by Velkamit Go to original post
    THEPH0NECOMPANY start your dauntless combo, light attack, and then fient your heavy attack and grab instead at higher levels of play.


    However I've noticed that fients have a 50/50% chance of actually working... : /
    Thanks, i basically noticed the same thing, itworks sometimes, sometimes i get smashed in the face by a parry attempt lol GG
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