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  1. #1

    Elimination and why it needs a rework

    Now, I'm gonna start this off by saying a 4v4 single life gametype is a great idea, but the current build is basically a mess.

    Lets start with an issue that is pervasive of all 4v4 gametypes, ganking and 2v1, 3v1, and 4v1 situations. This is a major issue in Elim because the only goal is to kill your foes. Theres no secondary objectives, so theres no push to NOT gank. Ganking is actively encouraged in this gametype. But hey, whatever, its not like a well balanced team can't lower the health of the enemies to make 2v1 etc more balanced before they get to you...

    Bringing us to issue 2: Pick ups. Again, not inharently an issue in and of itself. The issue is that you can run, grab a power up and tip balance way out of favor of your foes. Then you run and gank. At full health. Because you ran and grabbed a health pick up after killing your single foe. And then you grab armor. And then damage up... It snowballs quick. But that isn't a problem by itself. Its not like a player can snowball and start a round with free ranged damage, right?

    Wrong! Introducing: Feats! Wanna heal on demand? Vanguard's self heal or stalwart banner. Want a ranged attack? Longbow. Want to punish someone trying to grab a pick-up? Plop down a trap. Thats not even talking about Warlord's passive damage up or Warden's Thick Blood, the former being all purpose and the latter being a huge middle finger to Nobushi and PKs.

    If the game mode only had either feats or pick ups, it would be way more balanced. You'd still have ganking, but you would have a chance in many cases. No other elim mode in any game allows a player to just snowball into victory like this. I've quickly lost all interest in this game mode based on these things.

    Now, onto suggestions to make the gametype more playable. Remove either feats or pick-ups. That simple. One or the other.

    If you agree or disagree, let me know, but please be polite and have actual counter arguments if you're gonna disagree.

    Thanks all. See you on the battlefield.
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  2. #2
    A quick 4v4 mode would be a good counterpart to dominion, but I don't think current elimination is a good mode to play.

    The maps are too large. It's hard to find where enemies or teammates went to. Especially the maps used for duel, the dominion maps seem a little easier to find where the reminaing players are.

    I don't know what purpose the powerups serve to the gametype.
    After a player wins a 1v1, they are free to get powerups to unbalance the round further.
    I guess they are meant to be fought over, but collecting them is incredibly easy so it's difficult to contest a powerup.

    Also, feats are on. But they don't quite fit a deathmatch style mode. Some of them don't even work at all in elimination.
    If you are going to have feats be a standard of the mode they should unlock differently to dominion.
    You start with the first feat unlocked. When one team wins one round all players level 2 unlock, when a team wins two rounds level 3 unlocks, and when one team is about to win level 4 unlocks. In a custom game with different numbers of rounds the feats unlock at a % of the total number of wins.
    OR feats are per round. Every player starts with level 1 unlocked. When a player is eliminated (unable to be revived), the team that lost a player unlocks a feat. As an anti snowball mechanic to counter the powrups.

    Finally, revivals are incredibly powerful in a 4v4 elimination mode. They give a huge advantage to a team that already has more players remaining. When you outnumber the other team, you can afford to have one unoccupied player revive a fallen ally, even within spitting distance of an enemy player, as they will be distracted by whoever they are fighting.
    If you are outnumbered in a fight, executing a player is also difficult since you will be interrupted by the ko'ed players ally. If a person has quick revive and isn't being engaged it is virtually impossible for the team with less players to prevent any revivals.
    I think there should be no revivals in 4v4. Or have them only revive with 1hp, which regenerates to the minimum health limit as normal.

    An alternate 4v4 elimination idea:
    The 4v4 mode should start teammates all close to each other, or in pairs. The opposing teams should start away from each other, probably out of sight.
    The powerups should be positioned in the middle of the map between the teams. The map intro shows the locations of the powerups (from the tactical view maybe) and then your spawn in relation to the powerups (like when you respawn in dominion).
    Powerups don't become active on the map until slow characters have a chance to reach the powerup spawn point from the player spawn.
    Powerups are changed to be more like 'runes'. A player can't activate more than one powerup at a time. Powerups last untill death. Powerups don't respawn while active on a player.
    If the powerups are spread out along the middle of the map, teams should try to split into groups to collect as many as possible.
    If a team does zergs one powerup, they might be able to kill whatever player was sent to contest their powerup, but losing control of the rest of the maps powerups would hopefully balance it out a little.
    Heal powerups should not be used, so people are not encouraged to run away and find healing.
    The powerup spawns positions are the same every round, but which powerup spawns at each position is unknown untill it spawns. Otherwise I could see teams rushing to the damage up powerup and ignoring the rest.
    If round time expires, a golden chalice / golden skull / golden fan powerup (based on which faction war front the mode is on) appears in the middle of the map. Any player may collect it to win the round (even if they already have a powerup).
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