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  1. #1

    Elimination: Powerups and Revives

    I am not sure if there are other threads about this and if there are, the more the merrier. Elimination is a fun game mode, actually one of my favorite. But there are two glaring issues that I have.

    Powerups: the powerups are actually a cool feature in my opinion and they add a bit of flavor to the game mode. The problem is, that they are active at the start of the match. I do not know if the developers intended this mode to be this way but, if you want to win, you run away to the nearest powerups and then go fight the weaklings who decided to ignore them. This results in everyone dispersing at the beginning of the round instead of having 4 separate evenly matched duels as the spawning locations would suggest was intended.

    The solution for this would be to simply delay the spawning of the powerups based on a time limit. For example, after one minute elapses from the beginning of the match, then the powerups should spawn.

    Revives: Revives should definitely be a part of elimination, but the speed of the revives is borderline ridiculous. I understand revives are the penalty for not executing your opponent which is great. But 1 second revives should not even exist. There should be a baseline revive speed and obtaining gear with the "revive speed" stats should slightly increase that revive speed. emphasis on the "SLIGHTLY". I noticed based on the circumstances it is wise to camp the bodies of revivable enemies but even then, a simple guard break could push you far enough away for the enemy to get a revive. I'm not sure the real solution for it but it 100% needs to be looked at as characters running around almost insta reviving teammates is gimmicky

    Thoughts?
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  2. #2
    100% agree about the spawn delay on boosts. One other possible way of retuning them would be to increase the delay on how long it takes to pick them up, so that it's harder to push someone out of a contested powerup and take it for yourself.

    Also, sprint boost combined with revives is just silly. Having sprint boost active should definitely increase the time it takes to revive a teammate.

    Finally, one other possibility would be to cap the number of times each player can be revived at one per round. It can be incredibly frustrating trying to fight 1v2 but you just can't keep the enemies from reviving their teammates repeatedly. I've seen some clutch plays not be rewarded because the enemy team is simply able to keep reviving each other over and over.
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  3. #3
    Originally Posted by Bobbio101 Go to original post
    100% agree about the spawn delay on boosts. One other possible way of retuning them would be to increase the delay on how long it takes to pick them up, so that it's harder to push someone out of a contested powerup and take it for yourself.

    Also, sprint boost combined with revives is just silly. Having sprint boost active should definitely increase the time it takes to revive a teammate.

    Finally, one other possibility would be to cap the number of times each player can be revived at one per round. It can be incredibly frustrating trying to fight 1v2 but you just can't keep the enemies from reviving their teammates repeatedly. I've seen some clutch plays not be rewarded because the enemy team is simply able to keep reviving each other over and over.
    exactly, its frustrating being outnumbered and pulling clutch plays and then boom back to 2v1 or 3v1 again after taking a couple guys out. The idea of having a cap on how many times you can be revived is a great step in the right direction. In rainbow six siege, you could be downed (which means you can be revived) twice and then the third time you get downed you are dead for good. Something like that would be a good addition and maybe even a partial solution.

    Increasing the time it takes to pick up a power boost is also a good idea. I may also be a fan of slightly increasing the respawn rate of the powerups as well.

    But most important things are the spawn delay on the power boost as I said and the revive cap you brought up is also a great idea. I hope ubi review these issues and consider tweaking it as it is a fun game mode with potential
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  4. #4
    I dont mind the revives,
    The big problem for me is the powerups, i think it complicates things too much,
    What i want out of this mode is a game mode that spawns you in on 1v1, 2v2 and chaotic 4v4 fights and alterates between them.
    As it is this game mode usually becomes a 1v3 where the winner is the person who ran around picking all the powerups up
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  5. #5
    Agree 100% with spawn delay for power ups, especially on maps like River Fort where you start with attack power ups between opposing players, it should be between 30s - 1min.

    As for revives, I think it's completely unacceptable to have the situation where you are 1v2/3 and it be literally impossible to win because you cannot react in time to revives.

    My solution would be to alter your team's base revive time depending how many people are left on each team.

    Just as an example: Have a starting Base of 3s each when the teams are even. If you're 1 player up your time is doubled, 2 players up it doubles again. With that setup if you're 1v3 it would take them 12s (+/- gear modifier) to pull off a revive, which is plenty of time for a skilled player to spot it, create the space for himself and stop it and also do a decent amount of fighting before having to stop the next attempt.
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  6. #6
    SIgh, agree with topic starter. But have one notice; Powerups should be rebalance (boost of speed made so much hate - it's one of buffs might be deleted from the game), simple example: when enemy completely braindead, he just pick up this buff and start running cycle by cycle, what should we do when he and you stay alive 1 on 1 ?))
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  7. #7
    Originally Posted by Wayward1978 Go to original post
    Agree 100% with spawn delay for power ups, especially on maps like River Fort where you start with attack power ups between opposing players, it should be between 30s - 1min.

    As for revives, I think it's completely unacceptable to have the situation where you are 1v2/3 and it be literally impossible to win because you cannot react in time to revives.

    My solution would be to alter your team's base revive time depending how many people are left on each team.

    Just as an example: Have a starting Base of 3s each when the teams are even. If you're 1 player up your time is doubled, 2 players up it doubles again. With that setup if you're 1v3 it would take them 12s (+/- gear modifier) to pull off a revive, which is plenty of time for a skilled player to spot it, create the space for himself and stop it and also do a decent amount of fighting before having to stop the next attempt.
    Nice idea, I was trying to think of a way to give the 1v3 guy an actual chance and that sounds like it could work. There have been times I am 1v3 and I kill enemy A, and then enemy B engages me, then I kill enemy B but enemy C is reviving enemy A and it is 2v1 again, I get pushed back and then enemy B is revived. It is a never ending cycle and you really don't have a chance.

    I think modifying the revive speed based on how many are on each team is a great solution.
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  8. #8
    SinSorrow_EU's Avatar Junior Member
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    Revive: (and / or)
    -should take longer than it does now.
    - one revive /player
    -revive costs 1/4 of revivers HP
    -revived with 1/2 HP first time revived, then 1/4 and so then not going to happen.

    And power ups, I dislike the idea, but if they have to be in there: make them spawn after a timer, so in the start not so many would just run from the opponent for power ups. (I play mostly heavy, so an assassins always run backwards for power ups, and I have no change to catch them)
    My suggestion: Power Ups spawn 1-2min after fight starts. They spawn for each team seperately (so only team that has lesser numbers can get them) or getting them should take a longer time, so it would be a decicion, get the power up or help friend.

    Simple solution: play duel. =D
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  9. #9
    Hi !
    As someone else said, I don't mind the revives either. Actually I don't mind that they are kept as short as now or that they are made longer.

    As for the powerups, or boosts, I completeley agree with the owner of this topic.

    For now, Elimination mode is designed in such a way that you should run as soon as you spawn for powerups (or just in order to group up with a friend in 2v1 which is often at the advantage of the first guy who ran since he/she would be ahead). It was already the case in the Beta, so I guess that is intended, and therefore that's the way it supposed to be played. Somehow this looks like Pokemon : a lot of running, the need to "catch them all", and as few 1v1 battles as possible since that would be risking to have a disadvantage.

    The only alternative I found was to run in the other direction when my opponent began the game this way. Thus, I would join another mate to try to equalize. It ends up in some kind of a race where nobody is willing to take the fight...

    A pity because "classic" 4v4 (without the running I mean) are really thrilling and fun !
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  10. #10

    How to counter people reviving

    Guard the corpses of non-executed opponents. Hide a decent bit away from the body, when they go to revive, sprint, guard break (this interrupts the revive) and attack or use your feat and one shot them LOLOLOLOL. If you are the only one left and they are just running around, try reviving your own teammates to counter their revives, which essentially resets the battle. If your team cannot be revived (as in they have all been executed) and their team can be revived, then you should lose the game most of the time because you are on the team with less skill. Learning how to execute people consistently is part of the skill cap of this game. If you have to just spam light attacks and hope you finish them off then that is the risk you run for not learning how to execute.

    Also, you can just stand on a bridge and try to throw a powered up opponent off. Then their game of running around and collecting power-ups doesn't matter because you can still one shot them. This is your best option if you believe that you cannot win a 1v1 versus an opponent with power-ups. So you may as well try to cheese them. According to your logic, you're going to lose anyway. So why not try?
    There are ways to counter-play the running strat. Just need to take some time to theory-craft the best way to do it.

    Hint: the best way to counter it is to not lose 1v1s in the first place so your team has the advantage. It's a team game, play as a team, help your team by not dying. GG
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