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View Poll Results: Daily Poll: What's your favorite game mode?

Voters
183. You may not vote on this poll
  • Duel

    39 21.31%
  • Brawl

    48 26.23%
  • Dominon

    72 39.34%
  • Elimination

    24 13.11%
  1. #11
    Originally Posted by KiemKiemIsMyBud Go to original post
    Honestly, I am most fond of Dominion, it requires more action, more movement, and more team play, I wouldn't mind other versions in larger settings with possible different game modes.

    Now 1v1 duels are great, I love them, and they are entirely skill based (So long as you don't have an Orochi Storm Rush spamming or Nobushi Poking from afar)
    2v2 are also fun and lead to some competitive team based moments where you really depend on that teammate, and if you do get stuck 1v2 it doesn't seem impossible.

    4v4 Elimination is where I have a gripe, and its likely only personal issues as its based on my own feelings. But a meta has evolved where not only do people run as soon as a fight starts, but they start ganging up on others. Theres whole debates of "honor" tactics and such... but when the match begins and you run away from me so you can pick up a buff and I dont have the chance to, or you're a peacekeeper so you're almost twice as fast.. there's something iffy. Most common I see if a peacekeeper turning around, running, grabbing as many buffs as they can and immediately assaulting whoever they can find. Now, okay, I get it. Probably wouldn't be as bad if buffs didn't play so hard into the equation but I feel that game mode could take a little more work.
    Agree with this, nub/PK ALWAYS run and try to hoard buffs. Easy fix, make buffs spawn after 20 secs.
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  2. #12
    People have said this during the previous beta already, but the fact that you get up with max HP on a revive needs to be nerfed. Especially now that Elimination is a thing, the mode just turns into a revive train.
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  3. #13
    I like deathmatch duel and brawl I really enjoy playing all of these game types. My one issue with them though is if there is a bot or player that you are fighting with and it is a close fight and the player leaves or the bot is replaced you then have to fight a full health bot or player and you only have a slither of health. This is a big problem in my opinion and needs to be sorted
     2 people found this helpful
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  4. #14
    I won't speak about 1v1 and 2v2 because I don't think I played enough at these gamemode...

    I really like 4v4, but reviving people is too powerful, I think increasing for reviving someone would be great.
    I also think that powerup shouldn't spawn right in the beginning off the round, I played a round were my enemy had only to take 3 steps backto grap a powerup : |.

    The last gamemode (can't remember his name, sorry, the thing with mignons) is also fun, but I'm sometimes a bit confuse about how important is it to capture a point and what exacly are the conditions to start the deathmatch thing (but I guess it's because I didn't play it enough ?)
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  5. #15
    Originally Posted by Ubi-Gaidheal Go to original post
    Greetings Warriors!

    Today's poll is an important one - short but sweet! Tell us what your favourite game mode is, and let us know why in the comments below!
    Matchmaking in 4v4 modes suck, makes me wait for 20 minutes or so then says, matchmaking failed.
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  6. #16

    Pros and Cons of Each Mode

    DOMINION

    PRO: Epic feel to the combat, some intense 1 vs 2/3/4 moments, emphasis on teamwork, satisfying minion killing

    CON: Team balance (I don't know what percentage of matches are close, but it can't be too high I expect), Getting ganged up on is difficult to come out alive, team play is pretty much non existent unless people have mics which nobody seems to have mics

    DUEL

    PRO: The best test of skill and knowledge of fighter classes, lots at stake feeling throughout, closely skilled duel matches are the best

    CON: Again, balanced matchmaking is not happening all the time, some duels are very lopsided, while player skill is partly to blame, some matches aren't even close


    BRAWL

    PRO: Cool expansion of duel by adding one fighter to each team, great honor moments (when one fighter finishes early and lets the other duel wrap up instead of ganging up on the opponent)

    CON: Is pretty much just duel but with the extra threat of getting ganged up on if you don't kill your guy quick enough, seriously getting ganged up on in this mode sucks, I mean for crying out loud the game is called FOR HONOR,

    ELIMINATION (FIX THIS)

    PRO: Neat expansion on duel and brawl, but with power ups (Some are good, like attack and defense, and health)

    CON: This mode more than any other mode has serious issues, I've spent more time in this mode watching my last surviving teammate grab the quick sprint power up (READ: GET RID OF THIS SERIOUSLY BAD IDEA FOR A POWER UP) and running away from the opposing team than I have actually fighting other players, and in some case I'm the one chasing the coward, these levels are too big for what is essentially 4 v 4 duel, and the chase aspect is a total buzz kill

    A solution to the last man standing/running away problem might be giving the last surviving player a power like the conqueror's 2nd tier power that gives him super defense but he's slower, thus forcing a final confrontation to happen. IDK, too many eliminations aren't ending when they should because someone is hanging onto hope that isn't there, just fight and die.
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  7. #17
    Qutipz's Avatar Junior Member
    Join Date
    Nov 2014
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    17
    The Duels/brawls are alot of fun, Dominion is only okay and becomes very stale and repetetive after a while....Elimination is just stupid atm with the powerups in there....They should be REMOVED imo, to make the mode more about actual 4v4 skill based fighting instead of who gets the powerups.
    Just look at what Chivalry did with their gamemodes and draw some inspiration from them. Because imo this game is very fun fighting wise and i love the competition,but the modes are VERY lackluster for a 60$ game and if u want to have a ranking system and all that in this game u NEED to get DEDICATED SERVERS ASAP, cause the latency will be very unfair for the people that are not the host and it will cause alot of frustration for players down the line.....

    And what did u guys do to the game from the closed beta ? it felt alot better in closed beta, than it did in the open beta.Not a fan AT ALL that you slowed the game down. The game has become to slow and on the top lvl it's just a reactive waiting game now.

    There are my two cents. I hope u take it into consideration and make some adjustments. Because from the closed beta to open beta I am ALOT less hyped for this game.
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  8. #18
    Originally Posted by Ubi-Gaidheal Go to original post
    Greetings Warriors!

    Today's poll is an important one - short but sweet! Tell us what your favourite game mode is, and let us know why in the comments below!
    You know what this game needs?

    I've had this idea rolling about in the soup of my brain for a while, now- almost ever since For Honor was announced.
    Mostly inspired by my time studying Roman culture, as well as common complaints that I've seen from multiple people- both in these very forums, as well as on YouTube.

    It would be called "Arena". And, essentially, the basis of it is that two players will entire a ring- completely devoid of any environmental factors - and duel in front of an audience of other players.

    There are multiple ways that this can be done. I ordain that there would be three "Sub-Modes" in Arena- one in which it's basically just a "fight-club" sort of situation (I'm thinking of calling it: "Dog-Pit"), wherein players can make bets with Steel as to who will win a particular fight. I think that this kind of mode would be one where a maximum of ten or twelve players can exist in a game at any given time. Two players enter a featureless, dirt-floor combat-ring, they'll fight, and whoever wins will be rewarded with a pre-set amount of Steel. No in-combat rules. The other players who are watching will gain or lose their "money" based on whether or not they made the right bet.
    The rewards for winning fights should be relatively small, as well as the potential payout for making a good bet.

    The second Sub-Mode of Arena would be "Tournament". It would take place on a much larger map, in a Roman-style coliseum/amphitheater (maybe a slightly small one). Tournaments should be "once-a-day/once-every-three-days" event that should include anywhere from 26 to 46 players. At the start of the event, two things will happen: the first is that a designated "Referee/Governor" will be elected amongst the highest-ranked players. This "Governor" will be given a "seat" on the map from which everyone can see and be seen.
    The second thing that will happen is that every other player, aside from the Governor, will choose between being an observant and a combatant. There must be at least ten audience-members, and ten combatants, in any given Tournament. The audience members will be able to move about freely as their chosen characters, and be able to make bets amongst each other for a small amount of Steel, before the start of each fight.

    When a player chooses to be, and is able to be, a combatant all Combatants are funneled into two teams. Blue and Orange.
    Beneath the Arena will be two separate "Dojos" for each Team, where the Combatants can practice against each other before every Fight.
    Then, brackets for all Combatants will be randomly generated, and the Fights will begin after a preparation period of four minutes. The brackets will be randomly chosen to fight at any given time.
    Two Combatants, one from each Team, will enter the Arena on opposite sides of the oval-shaped fighting area. A countdown of ten seconds will pass, the gate that cuts the Arena in half will be lowered, and the fight will begin.
    Executions only happen in the Finals.
    At the end of each fight, the Victor will be judged by the audience, based on their performance and sportsmanship. Each audience member will vote "Yes" or "No", as to whether the Victor of the fight deserves to take the reward in Steel. Then, the Governor will be presented with the statistics of the vote, and will decide one way or the other, based on the vote itself as well as the Governor's own judgment. This is why communication will be necessary, so that the Governor can explain his/her logic before deciding.

    If the Victor of any given fight is deemed honorable enough for their reward in Steel, the Governor will say "Yes", and the Victor will retreat back to their respective Dojo. The Loser of the fight, in this case, will be eliminated from the Tournament and given the option to become an audience-member, or to stay in the Dojo for the duration of the event.
    If the Victor is deemed unsuitable or unfavorable by the audience or Governor, he/she will be forced to fight a volunteer from the audience with whatever remaining health he/she has. If the Victor wins a second time, he/she will be declared Honorable, and will be given the reward. If he/she loses, then the reward in Steel will be revoked, and he/she will be eliminated, while the Loser is drafted into the next set of brackets.
    If a player wins one or more fights, then loses a Fight, depending on the Governor's decision, they run the risk of losing their accrued Steel.

    The designated Governor will be paid a set-amount of Steel after every Fight.

    This is meant to be a more theatrical kind of event, and as such, third elements will be brought into play. When the Tournament progresses an arbitrary amount, the Fights will be accompanied by environmental hazards. These hazards will be called Traps, and they will literally pop out of the ground at random intervals for the use of either Combatant. If the hazard goes unused for an arbitrary amount of time, it will recede back into the "floorboards". There can only be so many Traps active at any given time- said amount will increase the further along the Tournament gets.
    These Traps are computer generated and cannot be influenced, beyond one of the Combatants using it to their advantage.

    When the Semi-Finals start, the amount of Steel rewarded to the Victors, as well as the Governor, after every Fight is increased. Then, it is increased even more so during the Finals.

    When the Final Fight ends, the Victor has the chance of being crowned "Champion". The Governor's decision as to whether or not the Victor deserves to be given the Title will, as always, be influenced by the vote of the audience-members. The Governor, as always, can go against whatever the audience decides.
    However, unlike the previous instances, the Governor has something to lose at this point. After the Governor's decision, everyone in the audience will be given a decision to make.

    They can vote "Yes" or "No", in regards as to whether or not they believe that the Governor's decision is sound. If the majority vote is "Yes", the Governor's decision will be moved forward, and the Victor (now "Champion") will be granted a hefty reward in Steel, in addition to the Steel that he/she has already accrued from the previous Fights, and the Governor will keep the Steel payment that he/she has been given after each Fight thus far. If enough people vote "No", the Governor will be forced to fight the Victor of the Final Fight.
    If the Governor loses the duel he/she will be deprived of his/her Steel payment, and will be replaced by an elected New Governor. As well, the Victor and the Loser of the Final Fight will have to have a rematch once a New Governor has been determined.
    The New Governor's decision, after the rematch, will be final.
    If the Governor wins the duel with the Victor, his/her decision will be carried through, and everyone in the audience will be forced to pay the Governor a small fee in Steel. And, half of the Victor's total Steel-reward will be handed to the Governor, as well.

    When a player wins a Tournament as a Combatant, he/she is given the Title of Champion for the rest of the Season, as well as the Steel reward.

    And, finally, the third Sub-Mode of Arena will be... "Custom". Where the Host of the Arena will decide the parameters. Said parameters will not allow for a reward as high as that which can be achieved in a legitimate Tournament.

    Any thoughts?
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  9. #19

    custom matches

    I really like 4v4 elimination i think it would be nice to have it in custom games also 3v3 would be nice
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  10. #20

    Game Modes, Revives/Power-ups, "Multi-Tasking", and Enforcing "Honor"

    Game Modes

    I've played them all (pvp versions) and thoroughly enjoy each for their purpose.

    Dominion: Objective-based gameplay
    Duel/Brawl: Dedicated fights against other players, large focus on personal skill (and a great place to improve it)
    Elimination: Larger-scale but still focused on fights against other players, though could use some tweaks (mentioned later on)


    Revives

    Originally Posted by sam13lfc Go to original post
    Both 4v4 modes aren't very good; revival is too easy, powerups (seriously?) are annoying, and target switching is too difficult. This game feels like it was made for 1v1 and 2v2 which are excellent (BUT WOULD BE BETTER IF YOU REMOVED THE STUPIDLY FAST REVIVES)
    I've seen some concern from people about the revival system needing tweaks, and I wouldn't be against it. In any number of games I've seen a crazy amount of revives, specifically in situations like Elimination where the winning team constantly revives their members. I've seen a last-survivor actually earn 4 take downs after they are alone only to lose because they were each revived again.

    *However*, there is one thing I do want to point out for everyone concerned with Revives -- If you Execute an enemy player they cannot be revived. To Execute a player you need to finish them off with a Heavy Attack (R2 / RT) and then select the Execution to use (Square/Triangle or X/Y). Finishing an enemy player off with a Heavy Attack can be a bit harder since they take longer to do, therefore giving the enemy more time to respond (block/dodge), but it means they cannot be revived. The Devs have that system in place so that if you plan ahead / have the skill to you can prevent Revives completely.

    The Execution system does have a bit of a flaw, however, in that since the Execution itself takes time and leaves you open it isn't realistic to Execute each enemy player when you are outnumbered. Perhaps this could be fixed by preventing teams from reviving when they outnumber the other.

    I.e. If Team A has 3 members and Team B has 2, Team A can't run off to revive and make it a 4v2. If Team A has one person alive, and they manage to kill someone from Team B that had 3 people alive that person stays dead - so if the Team A survivor is skilled enough and manages to kill off the people from Team B one at a time they don't have to worry about them coming back.


    Power-ups

    I agree with Sam and some of the other replies in this thread about the power-ups causing a couple of issues, and that it would be nice to see them tweaked.

    One person mentioned delaying the spawn time for the power-ups (20 seconds after players can move), and I think that is a great idea - or that it can be taken a step further. If the teams are tied or one team has the advantage (i.e. they out number the other side by at least one) they cannot use power-ups. This way a team that is already winning can't abuse the use of power-ups, while someone left alone against 3 other players has a bit more of a chance.

    I'd also recommend / support the idea that the sprint power-up be removed, seeing as how it leads to excessive chases around the map as the last person remaining alive wastes 3 minutes for someone who died towards the beginning. At least have something available for an executed player to do - look at move sets, gear, something. Sure you can watch other people fight but if someone is allowed to run around for 3 minutes, give us some shred of sanity.


    Multi-Tasking

    Multi-Tasking, or fighting more than one person at once, should be difficult, but not impossible. Same mentions how target-switching can be difficult to do, and I myself have had a couple instances where I just can't seem to switch the enemy I am focused on. However I also want to bring up that (as taught in the Advanced Practice Tutorial of the game) blocking a secondary target is much simpler than blocking your primary target. Your primary target can of course attack from any of the three zones, but your secondary target can be blocked (no matter which zone THEY use to attack with) by blocking in the direction they are coming from.

    I.e. If I am facing Target 1, I have to pay attention and block from left, right, and up. If Target 2 is to my right side (or even behind me to the right), I can block ANY of his attacks (that aren't unblockable) by blocking to the right.

    You'll also fill up that Revenge mode pretty quickly when you block attacks from two people, so when out-numbered focus on defense and use Revenge to counter-attack.


    Honor

    I won't get too high-and-mighty here, especially since everyone has their own tastes and personalities, but I still feel it should be addressed.

    If you are in a game mode like Elimination, it is designed to allow players to team up - if somebody finishes their 1v1 and is content to watch and let the next pair they come across finish their duel, then I applaud them as I'll do the same. On the other hand, if they finish their match up and come Viking-Charging over to throw me off the ledge from my blindside while I'm finishing my duel, that's okay. I'll resent it of course, but that's tactics, and it would be a realistic thing for two groups at war to do.

    If there is one thing that I think needs attention, it would be emotes. If you haven't run into this, I'm sincerely happy for you. We have a restriction on the quick-messages, which is 3 in a short period of time, followed by a 5-second 'block' that will make you wait. Emotes on the other hand can be started, canceled by moving slightly, and immediately used again in rapid succession. This leads to players sitting over your body spamming their emote (of course the ones accompanied by a roar or certain body movements) in harassment after they kill you. Aka: The For Honor Teabag.

    If there's anything that annoys me more than Revive-chains or having a close 1v1 interrupted, it's the For Honor Teabag after a Revived Viking interrupts my duel by throwing me off the edge of a map.



    That about wraps up my thoughts so far. The last thing I'll say is any feedback can be useful to the Devs, but if you can give a suggestion with your feedback it's 100 times more helpful. Saying something like "This Mode/Mechanic is bad" can let the Devs know something isn't quite right, but saying "Elimination has too many Revives" can let them know *why and what* to pay attention to. Happy hunting guys!
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