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  1. #1

    Interesting discovery about peacekeeper

    So did you know that as an assassin, you cannot block the second hit of a PK light chain if she changes direction? Just did 99 custom matches with a friend as Zerk vs PK, and because of the animation delay changing guard from left-right, or up-left ect...the PK light chain second hit CANNOT be blocked. It is only blockable if she delays her inputs. If the first light hits, the second will as well. I'm not sure if this extends to classes with "normal" blocking as well, but since every class has an animation delay for guard switching, I bet good money it is true.

    I believe this is what leads people to find the PK spam too fast. Frankly, because it IS too fast, from a mechanical point of view. Often, if you eat a 1-2 light-light from a PK, by the time you've adjusted your guard, she's started another 1-2 light-light from another side, and again, BOTH hits connect because of defender animation delay.

    I believe this to be the source of much of the "PK OP" we hear. Now of course, from a programming standpoint it IS OP, because no other class has guaranteed chains off of a first hit.
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  2. #2
    spaff_meister's Avatar Member
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    I see your point and you've written more eloquently than most nerf-***s.

    However, the chain isn't "unbreakable." It can be broken by: taking a hit in order to block the next; dodging in the direction of the hit; dodging backwards.

    Now, these options are limited and not ideal, but her damage with light attacks isn't brilliant anyway, so I don't think it's a matter of concern. It's just something she's good at.

    And if such a tactic becomes meta, it will be easy to counter.
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  3. #3
    Originally Posted by Gottesprach Go to original post
    So did you know that as an assassin, you cannot block the second hit of a PK light chain if she changes direction? Just did 99 custom matches with a friend as Zerk vs PK, and because of the animation delay changing guard from left-right, or up-left ect...the PK light chain second hit CANNOT be blocked. It is only blockable if she delays her inputs. If the first light hits, the second will as well. I'm not sure if this extends to classes with "normal" blocking as well, but since every class has an animation delay for guard switching, I bet good money it is true.

    I believe this is what leads people to find the PK spam too fast. Frankly, because it IS too fast, from a mechanical point of view. Often, if you eat a 1-2 light-light from a PK, by the time you've adjusted your guard, she's started another 1-2 light-light from another side, and again, BOTH hits connect because of defender animation delay.

    I believe this to be the source of much of the "PK OP" we hear. Now of course, from a programming standpoint it IS OP, because no other class has guaranteed chains off of a first hit.
    Interesting read. I was kinda wondering if that was the case and I think the Berserker has something similar as I notice some of the more cheesy players will just alternate light attacks like this and mix guard breaks in to throw you off.

    Both are really annoying because it creates a 'stunlocked' effect in which your controls seem to just stop working altogether. Guard breaks are meant to do that, but alternating between left/right light attacks really shouldn't throw off someone so easily.

    Honestly, my biggest issue is the triple-stab thing that follows after the guard-break. It is -waaay- too punishing for missing a guard break counter, given how narrow of a window that it. Lot of times I'll lose 40% of my HP to bleed damage and, for some reason, lose stamina as well - especially with the Warlord. I dunno if it's by design or a bug, but I'll watch my stamina bar drop to low/flashing with the triple stab and then have to wait a second before doing anything to prevent from exhaustion. So you're stuck waiting out the bleed-damage, can't defend without going into exhaustion, and basically allowing them to keep harassing with the light attack combos.

    There's a bunch of ways to fix that, though. Reducing bleed-out damage in favor of true damage, allowing the stabs to be blocked or interrupted, extending the guard-break counter window, etc. I personally don't care which, but Peacekeepers are the only ones I've consistently had any problems fighting.
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