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  1. #51
    DrExtrem's Avatar Senior Member
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    Originally Posted by GewaltSam Go to original post
    Did guardbreak counter really change, though? Are here players reading in, like, the upper skill bracket, that hit their counters since beta and can confirm this?

    Get me right, I have a good feeling for rhythm (I did standard and latin dancing casually for four years and got that **** figured out rhythm wise pretty good). It's hard to describe... Many moves, I do more by hearing and rhythm than by indicators or "trying to do it when they want". I see the symbol, I kinda ready up, then I hear the *PAMM* from guardbreak, and I time my own button press to that. I can't say that anything changed since this weekend, or the beta before, and if so, it has to be just a few frames in one direction or another. I find it hard to believe that guardbreak counter really changed in a major way since I play (Technical Test 2), and if so, I'd really like to hear some good players argue for that, or an official information.

    You guys know that there are uncounterable guardbreaks though, yeah? As a game mechanic?
    That means, that the window might still be right based on the sound but not the visual indicator or animation.

    The problem is, that we don't have the time and skill to train standard and Latin dancing for the next four years to manage it. (not being totally serious here)
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  2. #52
    I am baffled by several thread like this popping up - I have noticed no difference whatsoever in GB or combat. GBs still almost never connect unless they are guaranteed through parry/dodge/whatever.
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  3. #53
    Originally Posted by SW.Biocoast Go to original post
    After tinkering and trying the counter to guardbreak a bit more, the window to hit the counter is so ridiculousy small now that it's almost impossible to counter that GB in the midst of battle, sure people with super good reflexes and all will probably counter one or the other, but it seems that in order to GB you have to wait approx as long as a light attack to counter it, with guradbreak not being as obvious as any swing will come out of nowhere unless being in a really predictable place that even when you see the GB icon pop up, like i mentioned before, so hard to hit that sweet moment because you dont have the indication when the counter could be possible.

    Despite these changes i think the new mechanic could maybe work if the time frame would be adjusted a bit and indicated like any other attack in order to have a chance to counter it. With the quick reflexes it requires right now to hit the perfect timing, that can only be guessed, to counter a "light attack" fast mechanic which can ultimatively instant kill you, it is far to hard to manage and is beyond a get good issue and needs some serious love.
    When did they change it? Today? I played this night, after a LOT of trying and training, I for the first time figured out how to build guardbreak counters into my game without focusing too much. I am 35, I thought I'm getting too old for this ****, and that's my skill ceiling... (Reflexes get a lot worse with age, starting from 21). If an "Oldtimer" (in gaming, though :P) like me can learn that, I'm sure others like you will in time, too. Try it in training like a MoFo, find a friend to do infinite duels with (I really mean one infinite duel - custom game, rules: time set to zero, options: damage set to none). Let him beat the **** out of you, only light attacks, heavy attacks and guardbreaks (Bot 2 can do that, too), and try to defend like you mean it. Do this for 10 minutes, or more, repeat. If you don't get better through this, I don't know what to say at all


    Originally Posted by DrExtrem Go to original post
    The problem is, that we don't have the time and skill to train standard and Latin dancing for the next four years to manage it. (not being totally serious here)
    I lol'd

    Rhythm can be learned though. I often knock rhythms with my fingers, sometimes to songs, sometimes out of my head. All that has to do with music, like, playing an instrument, is probably easiest, but I am sure you can learn simple rhythm by just playing a game and working on it. Or find your own way to get it right It's not rocket science though
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  4. #54
    This GB tech issue is everywhere, they should really have released some notes with the launch to warn people about this, then half of these threads would not be here.

    To clarify anyone who is still in the dark about what has changed with GB; on open beta when your opponent input the GB ability you would see a red broken shield icon appear on the middle of his char, this was your warning that he was about to perform a guard break, as long as you pressed your own GB before it connected you teched the GB and countered it. This resulted in people basically button mashing the GB on queue to make sure it went off. Clearly this is bad since its an tech ability that should require precise timing.

    Fast forward to release, what has changed is that technically you have exactly the same amount of time to perform your CGB but you must wait until the red broken shield flashes on your char which is actually the same time your opponents animation connects with your char. Thus you must now time it properly, push it too soon and you will fail, too late the same. You still have plently of warning that the GB is going to go off you just cannot now mash the button to tech it, as it should be.

    For some(me included) this has had zero effect since i dont button mash (countering with king/paul in tekken is the same, you must do it as they strike you or virtually just before) for those that were button mashing i'm afraid you need to set a date with practice mode and get the timing down properly now, my advice is look at the char animation not the shield and you will have much better success.
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  5. #55
    I played a lot of nobushi in the betas, reputation 1 CB and reputation 2 OP. And the character feels totally different now, is a lot slower and feel strange, I can't played the way I used to anymore, is so frustrating. The almost perfect balance between classes from the betas doesn't exist anymore. Can someone from ubi/for honor please explain what is going on?
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  6. #56
    The_B0G_'s Avatar Senior Member
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    Im not sure what it is, but I was ten times better at this game in the beta lol
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  7. #57
    Originally Posted by CuD_ Go to original post
    dodging feels different, blocking feels different, changing guard is slower and now gets stuck in one direction for a split second, whereas before I could switch back and forth very quickly.
    ....
    Same feeling here
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  8. #58
    I feel the same, blocking is clunky now. The game feels slower. I main Warden and I'm having trouble getting off his crushing counters. I feel like I'm a garbage player now with 50 plus hours in the Betas...
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  9. #59
    The beta was so good, even with the micro bugs. But now? Everything feels so slow, so different, so laggy, delayed etc. I hope they will change it back to the beta state.
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  10. #60
    Vordred's Avatar Senior Member
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    i took part in the closed alpha and beta plus the open beta, and something does feel wrong now, the game feels sluggish and slow, it not as fun as it was, i find even blocking to be slow now, like my guard doesn't change as fast now. i would put it down to a network thing with now more players, but its the same against a AI bot. whole thing feels less responsive than it did.
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