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  1. #41
    Zea1ot's Avatar Junior Member
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    Originally Posted by dirty trillo Go to original post
    NO other class could cancel into a guard-break. This is why they fixed him.
    Wardens can
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  2. #42
    Originally Posted by Daikuza Go to original post
    All patch notes (SO FAR)

    Orochi changes
    Fixed Storm Rush stamina penalty on Parry
    Attack indicator is now visible during the run part of Storm Rush

    Peacekeeper changes
    Zone Attack range reduced from 4,3m to 3,5m
    Bleed damage on stabs decreased.

    Warlord changes
    Headsplitter Leap (forward dash heavy attack) range reduced from 4m to 3,5m
    Headsplitter Leap (forward dash heavy attack) stamina damage reduced from 40 to 20
    Headbutt can no longer be cancelled into guardbreak
    Full Block Stance entry stamina cost increased from 5 to 15
    Dash forward range reduced
    Headbutt costs more stamina
    remove less stamina on hit and can't be cancelled into gb

    Kensei:
    Increased HP from 112.5 to 125
    Light attack damage increased to 20 from 15
    Helmsplitter (forward dash attack) damage increased to 20 from 15
    Swift strike (side dash attacks) damage increased to 20 from 15
    Fixed bug on side dash where you could go into the top heavy after dash.
    see this link for the kensei side dash top heavy that was fixed
    https://www.twitch.tv/videos/118499383
    where did you find the patch notes? I can't find them anywhere
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  3. #43
    Originally Posted by S8Canadian Go to original post
    where did you find the patch notes? I can't find them anywhere
    leaked on reddit
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  4. #44
    BananaBlighter's Avatar Senior Member
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    I mostly played PK in the beta and I am mostly happy with the change, though I would make a few small tweaks. It was sad to see so many PKs in the beta who did nothing but triple stab. It makes me look bad because people will automatically assume I'm just another one of those scrubs if I go into a match as PK. Now hopefully she will be less popular and there won't be that stigma around PK players.

    I'm not sure exactly how much damage the triple stab does now, but if it really is a quarter of what it used to be I think that's a bit excessive. Definitely at least halve it, but here's the thing, if I can do more damage after a guard break with a heavy attack (and then instant unblockable light bleed attack) than with the triple stab, then the move is literally useless, which I would rather not happen. Reducing her moves could prove to be a good thing, as more PK players will start learning her other moves like the stab cancel. However I am generally against reducing variety, especially if another solution is available...

    What I propose is that rather than shift most of the damage onto the first attack, make it so that if you hit the first two stabs, the last one does extra damage. The move's overall damage should total to more than a heavy attack (and the free unblockable light bleed attack that you always get after heavies). Once most players realise that you can block each individual stab by pressing guard break at the same time (because after only playing for 4 days in the beta, many people were unaware of this), getting the extra damage at the end will be much harder to pull off and will probably require you to use the triple stab after a parry for it to be successful. Hence it won't be such a cheap and easy tactic, but also won't be completely useless.

    I believe that in general, nerfing characters will not help the game in the long run, because it will reduce variety and hence the overall fun of the game. What should be done is rather than make mechanics obsolete, simply make them harder to pull off. High risk high reward, rather than low risk low reward, will IMO keep the game fresh and entertaining.
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  5. #45
    I played the PK mainly in the closed beta. I agree that the triple stab needed a slight nerf, but not to the point of oblivion. Bleed is what the PK relies on for the majority of damage output unless you want to be spamming light attacks, and if some of the numbers I've read are true, the character just doesn't seem viable anymore. I shall reserve my full opinion once I've tested the changes for myself though.
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  6. #46
    teksuo1's Avatar Senior Member
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    raging about a balance pass before the game is even out...
    Bright future ahead...

    i would stay away from multiplayer gaming in general if i was you.
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  7. #47
    This is called balancing and it's made to adjust the gap too good heroes between bad heroes and good heroes.. After new patches you will see that some heroes might get minor buffs or nerfs. While other heroes can get big buff/nerfs that will practically change the heroes gameplay. If Ubisoft now change PK´s biggest skills it could because it's "OP" or maybe the hero isn't fought as Ubisoft intended it to be.
    Whatever the reason is you can't get that angry over it. Good people, not just good people (skill based) but people who got high spirit will find new ways to fight with a hero. That is how you develop as a gamer and in your mind.
    I suggest you either do what you mentioned in your title. Leave For Honor community, we won't remember you anyway, or give PK a chance and see how the new changes applied in reality.
    I'm pretty sure where Ubisoft on the last place on earth would look for input between heroes is on their own forum. I'm sure they got statistics and trusted members that provide them with solid information.
    I can't take half of the people on this forum seriously. They can't express themselves in words or send angry letters that generates nothing
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  8. #48
    FredEx919's Avatar Community Manager
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    As a few have already touched on in this thread, remember that you've been playing an early build. Changes should be expected. I also wouldn't suggest getting worked up over leaked info. Unless it comes from an official Ubisoft channel, the best bet is to just stay calm and wait for the official news. Closing this thread now as it's already been a bit out of control.
     5 people found this helpful
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