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  1. #21
    I have the same concerns as you, OP. High-level duels turn into staring contests with either duelist only daring to throw out their quickest moves in the hopes that the other person can't react quickly enough to counter it. I was hoping this game would be an awesome spectator e-sport, but I don't think that'll ever happen with the game being the way it is right now. They can add all the new maps and characters they want but none of it will be meaningfully sustaining without a solid foundation of in-depth game-play to keep highly skilled players interested.

    Granted we've only played the game for a few days, but it was long enough for me to see some serious flaws in the fundamental mechanics at a high level of play. I'd really, really like to hear someone from Ubisoft weigh in on this issue.
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  2. #22
    To be honest guys, you ruined my day (maybe even week). I was so sure this game gonna be awesome, but now you made me doubt and I'm not sure if I should invest my time in this game.

    Originally Posted by Kroma- Go to original post
    Anyway your points are valid, still i think nerfing defense is not the solution, you should be able to be invincible if you are good.
    Why???? It's impossible in reality. In real fight you are actually compelled to be offensive because it's certain that eventually one of the incoming atacks will slip through your defense - it's just a matter of time, therefore you must atack to break through enemy's defense first, before he does that.
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  3. #23
    Heavy attacks deal chip damage, but it's a pathetic amount. Up it and that fixes block imo, especially since most classes don't break chains, leaving the attacker with the initiative.

    Parry is the bane of this game, and feints are badly designed. Hell, hard feints aren't even feints, they're just attack cancels. I'd be tempted to just remove both of them from the game. lol

    In the end, the problem is that none of the dev team are top tier players. Where good players see impervious defence mechanics, the devs see risk VS reward because they don't have the skill to pull off their own mechanics reliably.
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  4. #24
    Why???? It's impossible in reality. In real fight you are actually compelled to be offensive because it's certain that eventually one of the incoming atacks will slip through your defense
    Ye so attack need to be buffed not defense nerfed.
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  5. #25
    Heavy attacks deal chip damage, but it's a pathetic amount. Up it and that fixes block imo, especially since most classes don't break chains, leaving the attacker with the initiative.
    I agree with that.

    The thing is, parry allow you to GB, if you don t parry you cant GB a good opponent unless he make a mistake. So how do you nerf parry without make it not worth the risk ? Remove GB guaranteed, and parry can only secure a light attack ?

    If you increase block dmg it may be good since, if you block the heavy you get lets say a light attack dmg ( 0.5 bar ), but if you parry it, you can get a free light which is 0.5 bar aswell. So it could makes things even.
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  6. #26
    Originally Posted by Kroma- Go to original post
    Ye so attack need to be buffed not defense nerfed.
    Buffing the attack is esentially nerfing defense, you know.

    Right now, defending is 100% reliable. If you "buff" attacking by giving characters options to break the impentrable defense, then it "lose" that 100% reliability.

    Hence, a nerf.
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  7. #27
    Originally Posted by Kroma- Go to original post
    Ye so attack need to be buffed not defense nerfed.
    The Problem is, that defending gives you guaranteed hits duo to parry, dodging and counterattacking. This and beeing invincible just because you can react to 5 different symbols on the screen lead to that bad gameplay we have once we are good enough to react to this symbols. Defending should be a mindgame where you can try to get momentum to start your own offensiv or make parrys/counterhits atleast very risky for example like in dark souls or street fighter.
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  8. #28
    Ye but if you add more mixup, it is still potentially possible to be impenetrable, but will be much harder. In some fighting game you can be litterally invincible but they are too many mixup that it makes it harder to actually defend every time. So it is not a defense nerf in this case. It is just harder since it is potentially 100% reliable.

    That is why you see only the same attack pattern in high level play, because they are the less risky. We need more of them, because when you know them you can counter them, and character dont have more than 1 or 2. I only see the warden with 2 actually. So that is why it is so easy to defend.

    But you can see it in the other way around and nerfind defense allow more mixup to be viable without making the game more complexe.

    So...
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  9. #29
    Originally Posted by Kroma- Go to original post
    Ye but if you add more mixup, it is still potentially possible to be impenetrable, but will be much harder. In some fighting game you can be litterally invincible but they are too many mixup that it makes it harder to actually defend every time. So it is not a defense nerf in this case. It is just harder since it is potentially 100% reliable.
    As far as I know, and I've played my good number of fighting games, there is no game where you can be literally invincible. Theorically you can avoid being hit forever, but only if you make your guesses correctly every single time you're attacked. And we all know you will eventually fail a guess.
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  10. #30
    What bad side-effects would the following changes have:

    1) Increase chip-damage

    2) Remove guaranteed GB after parry

    3) To compensate for 2, because parrying should be rewarded highly (for gameplay-reasons), make next attack after parrying unblockable. This would actually result in the kinds of exchanges that are fun to have and fun to watch, parries going back and forth until someone messes up or runs out of stamina. It would also increase the importance of stamina, since you cant back out of these exchanges to regen it, without risking to get GB from your dodge.

    4) Lower the stamina-cost of feints. A move that encourages high-level play and mindgames, while not hurting the new-player experience in any way and is not frustrating in any way should not be punished this severely. A move that encourages activity in a game that currently favors defence should not be punished this severely.



    These, to my eye, don't hurt the new-player experience in any way and only affect high-level gameplay in a positive way, encouraging an exchange of blows.

    Am I missing something?
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