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  1. #1

    Peacekeeper GB now deals the same damage as a light attack, only over 8 seconds.

    There's literally only 3 reasons you'd ever want to stab someone now:
    • They're out of stamina and your going to throw them for the knockdown anyways.
    • You have allies and you want to extend the duration of the guard break in order for your allies to get in as many/large attacks as possible.
    • You have the sharpen blades trait active which applies extra bleed on hit.


    Even in those scenarios you have to consider the following:
    • The bleed won't stack meaning extra bleed from heavy cancel/confirm within the next 8 seconds will be partially wasted.
    • The bleed will provide maximum opportunity for enemies near the revenge threshold to activate it.
    • Allies might accidentally hit you while you perform the stabs canceling the bleed and all other potential follow up from your successful guard break all together.
    • Wardens can completely negate the bleed through the use of passive feats, meaning that your stabs will be permanently negated the moment the feat is unlocked and forwards.


    If this is what the bleed damage parameter must be reduced to in order for the mechanic to be considered balanced, just remove it all together so that peacekeepers can perform a light attack after a guard break instead.
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  2. #2
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