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  1. #1

    Revenge Gained from Injury Needs a Nerf [Video Included]



    He never blocks a single attack that I am aware of and deals no damage outside of revenge. However, in this fight he gets to pop it twice. The 2nd time, his defense attribute kicks in and he essentially heals back all the damage we did before he re-triggered his revenge again.

    This wasn't even high level play, this was a punching bag generating more revenge than we could damage.

    Imagine a player who can do parries etc on top of this. Revenge gained from injury should lend to revenge gain, not drive an entire bar like this. Skilled play paired with injury should manifest this kind of benefit,

    Thoughts?
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  2. #2
    He has a lot of revenge generation indeed, but u were 2 vs 1 hitting him plus Maybe he had gear build around revenge generation. It would be nice to know what level he was to see what gear was he able to use (low/high level).
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  3. #3
    Originally Posted by Juuudass Go to original post
    He has a lot of revenge generation indeed, but u were 2 vs 1 hitting him plus Maybe he had gear build around revenge generation. It would be nice to know what level he was to see what gear was he able to use (low/high level).
    Ah that's a good thought! He was indeed very high level. The guy mentioned that he only used that one char and I was on the Orochi taking him for a spin.

    My gear score was maybe 24ish and he was around 70 if I recall. No idea about the Warden.
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  4. #4
    Video fixed - sorry about that (no idea why it stopped working... had to reupload). Thanks for folks reaching out to let me know.
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  5. #5
    Gear level aside, I don't think it should be possible anyway. I could deal with it if he blocked a lot or attacked a lot, but that doesn't seem to be the case.
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  6. #6
    Originally Posted by l_Azure_l Go to original post
    Gear level aside, I don't think it should be possible anyway. I could deal with it if he blocked a lot or attacked a lot, but that doesn't seem to be the case.
    Agreed - there should be a cap on the amount that gear can make an impact. This isn't an MMO, it's a fighting game. There may already be a cap, I've no idea, but if there is it clearly isn't balanced quite right.
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  7. #7
    Imo, this is one of the worst game mechanics i've ever seen implemented. All you need to do now is run into a group, block 3 attacks, press revenge and get a free kill. I really hope they change this.The knockback removed would be a starter.
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  8. #8

    dont gank

    Originally Posted by SeveronJ Go to original post


    He never blocks a single attack that I am aware of and deals no damage outside of revenge. However, in this fight he gets to pop it twice. The 2nd time, his defense attribute kicks in and he essentially heals back all the damage we did before he re-triggered his revenge again.

    This wasn't even high level play, this was a punching bag generating more revenge than we could damage.

    Imagine a player who can do parries etc on top of this. Revenge gained from injury should lend to revenge gain, not drive an entire bar like this. Skilled play paired with injury should manifest this kind of benefit,

    Thoughts?
    that is all
    Share this post