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  1. #11
    How can people say it wasn't good in the last open beta and the test before that? It was more then possible to tec it. You'd see the little shield icon and hit the button. Never had a problem with it. It was perfect.

    Now? It's clunky as hell and gives you no chance in 4vs4 with multiple opponents spamming guard-break at you with the new timing. Even in 1vs1s it blows. It was damn near perfect before.

    Also, what the hell is the point of the guard-break icon now with the change. It's completely off.
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  2. #12
    I think that guardbreak is one of the major issues of so many frustrating moments though, because it is such a core aspect of the game combined with the environment. It is simply an abomination and who would ever ask to make it harder to counter it? It was already a gamble, now it is almost impossible and punished so severly it is not joke.

    I used to love environment in alpha/beta, it generally adds a lot of depth to the game, but like i mentioned before, since it is so powerful to abuse it, it should and must be easy to counter it. The guardbrea/counter was really good once you had the hang of it, and it was great the way it was, why change something that is not broken, work on something that needs fixing... well in this case the this pile!
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  3. #13
    Originally Posted by SW.Biocoast Go to original post
    I think that guardbreak is one of the major issues of so many frustrating moments though, because it is such a core aspect of the game combined with the environment. It is simply an abomination and who would ever ask to make it harder to counter it? It was already a gamble, now it is almost impossible and punished so severly it is not joke.

    I used to love environment in alpha/beta, it generally adds a lot of depth to the game, but like i mentioned before, since it is so powerful to abuse it, it should and must be easy to counter it.
    The entire game is like this however.


    No proper counter to ganks.

    No proper counter to guard break spam.

    No proper counter to attack spam.

    No proper counter to sidestep spam.

    No proper counter to backstep spam.

    No proper counter to unique attack spam.


    Basically, the developers took into zero account the fact that normal players exploit everything they can. And thus they left dozens of loopholes in the system because the developers and their testers did not exploit them, ignoring the fact that players who are given the time to learn them will.

    The closed alpha was unplayable by day three because of this, and the game has literally not changed at all. In many ways it has gotten even worse, with new classes with their own spammable abilities and the addition of sidestep/backstep spam into the meta list.

    This game is fun when you play it with people who do not know what they are doing. Most experienced players abuse meta, and thus this will only get worse the longer from day one this game exists.
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  4. #14
    Originally Posted by Masked_Yurei Go to original post
    The entire game is like this however.


    No proper counter to ganks.

    No proper counter to guard break spam.

    No proper counter to attack spam.

    No proper counter to sidestep spam.

    No proper counter to backstep spam.

    No proper counter to unique attack spam.


    Basically, the developers took into zero account the fact that normal players exploit everything they can. And thus they left dozens of loopholes in the system because the developers and their testers did not exploit them, ignoring the fact that players who are given the time to learn them will.

    The closed alpha was unplayable by day three because of this, and the game has literally not changed at all. In many ways it has gotten even worse, with new classes with their own spammable abilities and the addition of sidestep/backstep spam into the meta list.

    This game is fun when you play it with people who do not know what they are doing. Most experienced players abuse meta, and thus this will only get worse the longer from day one this game exists.
    I personally dont see that many problems with what you listed there.

    Ganks are just what they are and your counter is revenge, is it fair? no but that is alright, it's part of multiplayer and you need to adapt and use it.

    GB spam would be fine if it maybe use more of your stamina if it fails, and the counter actually worked.

    Dodging does what it should, maybe use a bit of stamina would make this better. (sidestep/backstep)

    And unique attack spam just need to be looked at with some characters, because they have often to many options that come with it. Like Wardens shoulder bash for example...

    But none of the following is as serious of an issue as the new guardbreak imo.
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  5. #15
    Gaurd brake is a F**king JOKE yes, but UBI dont listen to **** even if they say they will.
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  6. #16
    Originally Posted by DemoAdra Go to original post
    Gaurd brake is a F**king JOKE yes, but UBI dont listen to **** even if they say they will.
    I think Ubisoft has actually listened to many things mentioned by the community, did lots of improvements, just sometimes they add things like this and makes me wonder wtf they were thinking.
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  7. #17

    Aty2gd

    Originally Posted by Syndicate_Sabre Go to original post
    Counter Guard Break needs to have its window extended. Plain and simple. Out of extensive testing (Over 2 hours just testing various ways of trying to time counter-guardbreak across different characters) with a friend there is no way to succeed have sufficient timing to successfully break unless you happen to be preparing for a break yourself or the enemy telegraphs their guard break. Anyone claiming otherwise is just talking crap. First they make the window too long and now its too short. They should actually test these changes before pushing them out onto servers. Yes thats what the extensive beta/alpha weekends were for. Yes they have patched it a few times but now its so small its almost RNG. Also spamming break does not work either for those that say "Just spam it". These are the sorts of issues that lead to community size dying. I have heard a surprising number of people complaining about this in open matches. The community size also went from "High" to "Very Low" at the same hours a day later. Add to this the various play-station network issues centered around the exact time of the For_Honor release window. I hope they fix this soon. If anyone else has noticed a similar issue please post. Please do not post without something constructive.
    I swear I had to come here just confirm my doubts about the GBC, Yea I sat hours aswell in training trying to perfect the new timing system for guard break counters and it seems the frame is way too small. In a game where being grabbed can be your immediate death (Thrown off the map, or combo'd.) this needs to be addressed ASAP. Grabbing is very casual friendly and can be spammed with X,X. But countering it needs the timing of jesus? Absolutely unacceptable.
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  8. #18
    Originally Posted by Hydrophobiac Go to original post
    I swear I had to come here just confirm my doubts about the GBC, Yea I sat hours aswell in training trying to perfect the new timing system for guard break counters and it seems the frame is way too small. In a game where being grabbed can be your immediate death (Thrown off the map, or combo'd.) this needs to be addressed ASAP. Grabbing is very casual friendly and can be spammed with X,X. But countering it needs the timing of jesus? Absolutely unacceptable.
    Yea, it was shocking when i did the advance tutorial to get the extra 1,5k steel for completion and the first thing is you try to learn to counter break (which was simple and perfect in beta) and it took me forever to simply get 3 in... then i thought i need to pratice this for longer and to get it right, and no matter how much i thought i had figured out the perfect timing, 2-3 guardbreaks later it seems like it has shifted... maybe ping or lag, but in multiplayer this is even more unlikely to be able to work, and needs to be simple enough, otherwise there are to many deadly options to abuse this and that needs fixing ASAP!
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  9. #19
    And i thought my Conqueror became less responsive since beta... Maybe that too since sometimes my blocks dont adjust right to the direction i choose.
    But back to guardbreak. I had a lot of trouble getting the 3 counter guardbreaks in tutorial with conqueror, but i never had any problems in beta or against players in beta.
    Since the full game released, i maybe countered 10/100 guardbreaks, usually resolving in pushes off the edge or other envroimental dangers. And since my character is a damn turtle, guardbreak is all it needs to get rid of him. So yeah, the guardbreak counter has to be set back to beta status, otherwise you just ruined the character more than you already have.
    The otherthing with these guardbreak wins by default is as edgy as the horrible guardbreak counter. Most of the time, i decide to guardbreak since i definately would grab him and knock him out. So i go in for guardbreak, see no indicator for my opponent to guardbreak me, so i should win. All of a sudden, his indicator pops up, no guard break counter but he got me instead the other way around.
    Whatever Ubisoft did to guardbreak needs to be reversed. There are much to much ways to win by guardbreak only, to make the action itself super irresponsive.
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  10. #20
    It works a ltiile different now. You should press key not when he started but when he touch you. It's more logical anyway and generally you have more time for this. Tutorial is now obsolete because it teach that you should do that in old style - when red shield icon is visible but now this icon is like alert that you should prepare for counter attack. So you should do this after ~0,5 second after that.
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