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  1. #1

    Parry Into Immediate Guard Break

    In the current patch of the beta if someone pulls off a Parry they can hit Guard Break for a free unblockable, undodgable, uncounterable Guard Break which most often equals a free side heavy. At first I thought I was doing something wrong, missing the timing on the GB, but apparently when your character is in recovery a GB is free and if you spam GB directly after a Parry it locks onto the character and forces a free GB. Don't believe me? Go try it yourself its very empowering until you get bored.

    I am also aware that this has a major weakness called a Feint, but the risk and stamina cost that goes into performing a feint is actually higher than waiting for the parry into free GB which leads to at least 1 free side heavy. Remedy? Just make the GB after parry counter-able. I just want to make the risk reward more even.

    I've played against countless individuals who use this as their main form of damage, won some loss some and that isn't the point here. The way the game is designed at almost every turn there is a way to make a counter play. While there are openings and consequences for say missing a tech (Guard Break Counter), which there rightfully should be, there is no reason that a parry should have the exact same utility without the counter play.

    TL;DR? I just want a Guard Break that follows directly after a Parry to be counter-able, which it currently is not. Every other defensible solution to an attack in the game has at least one opportunity for counter play. By making this odd combo for every character different from all other defensive design in the game it becomes the focal point for many attack solutions.
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  2. #2
    I'm more frustrated by the fact that I can initiate a guard break, but if they decide to attack before the animation finishes then it is null and void. I can physically push their character back with the ability, but it does nothing and leaves me open to the attack. I feel that if the animation is more than 50% of the way through it should at least do half a fast attacks damage. Let's not even get in to how many times I swing a heavy attack and watch the handle of my weapon go straight through a peacekeeper's body.
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  3. #3
    Parry got "nerfed" a little making the push further so grabing its harder now if you screw the timming.
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  4. #4
    I agree, people will become too reliant on parries to get a sure-fire way of dealing big damage. Aside from the usual problems that could bring, it also renders the assassin classes and their 'deflect' ability pointless as the timing is just about the same but the guaranteed damage they get for doing a successful deflect is negligible. Make the GB techable and the problem is pretty much solved.
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  5. #5
    TCTF_SWAT's Avatar Senior Member
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    Well Gb rewards (excluding wall stuns and knockdowns and hazards) is pretty high ( a free heavy for most characters). If the reward was reduced after a Gb instead (like only one light attack no doubles either) then it will be better. So if you got parried and someone went to GB then then would only be getting a little reward with damage.
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  6. #6
    Originally Posted by TouchFluffyTail Go to original post
    Parry got "nerfed" a little making the push further so grabing its harder now if you screw the timming.
    That nerf didn't work out so well in my experience. lol
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