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  1. #1

    If you're new to For Honor and dont understand the complaints Read this

    I see most people who are defending the game saying its fine, are the new players who did not participate in any of the Alpha/Beta tests.

    While most people complaining (myself included) participated in all or some of the tests.


    What is different from the tests and how the game progressed:

    1st ever test (only 6 characters released)
    -Game felt responsive in terms of dodge mechanics and blocking
    -The parry mechanic was very off though and hard to pull off, the window to parry was literally nothing
    -GB was tough at first to master, in order to CGB you had to do it once you saw the attacker go for a GB, AKA the GB mechanic worked off of reflexes, if you tried to GB after they had you, it would fail. If you both GB at the same time, would just cancel both
    -Didnt notice many matchmaking errors
    -When playing a heavy vs the warden, was pretty hard to get solid ground after he started his endless combo spam
    -overall decent, just needed a little tuning

    2nd Test (More Chars! This time 9!)
    -Game felt the same in terms of responsiveness with dodging/blocking
    -I could tell the parry window was adjusted and was easier to pull off
    -GB has not changed
    -With more characters now accessible players were able to figure out their play style, whether they wanted to be the tankier hard hitter, or the agile dodger who attacks when the other player makes a mistake. This game was finally starting to allow players to differentiate their play styles, ALSO all characters had equal opportunity to outplay 1 another.
    -They made adjustments to the previous characters and it felt like an overall good build

    3rd test (Valk, LB, Shug introduced)
    -These new characters were introduced, game felt the same in terms of responsiveness of dodging/blocking
    -Parry window didnt seem adjusted though I didnt play the parry type so I didnt test it out
    -GB has not changed
    -New characters were OP and needed small adjustments, You could literally join a dominion match to be vs 4 LBs and it was cancer, all they would do is run around doing their charge and they hit link a tank, Valk excelled in 1v1 gameplay, shugoki was the monster of a tank and his attacks were faster and he seemed to be a decently quick heavy in terms of starting his disables
    -Overall the game felt similar to before, new characters just needed to be tuned slightly and the game would have felt the same as the 2nd test

    4th test (Removed Valk, LB, Shug never to be seen again till release)
    -This was an NDA (Non disclosure agreement) test so cant say much
    -Game felt the same though

    5th test (Closed beta)
    -Game felt really good!! Responsiveness was how I wanted it even when playing a heavy, I entered the command, I saw the command executed
    -Dodges worked when I wanted them to along with guard being responsive and changed with the flick of the mouse in the direction needed
    -Parry felt great too, honestly parrying felt easier than any other test; seemed they opened the window, or rather gave a little more leniency to the player if they did it slightly earlier, and punished though who were late. It felt good in general
    -GB has not changed
    -Error with group leader backing out as group, but leaving the group however, the other 3 players would remain in the group. Annoyance but ehh
    -Matchmaking had its errors, werent near as bad, Id say 1 out of 10 games would have the matchmaking error take place
    -Noticed the error after a match with AI being pretty common, at least 6 out of 10 games it would happen
    -Gameplay still felt balance, while most people would argue no it was assassin meta and tanks cant do anything; not true once you started playing against similar skill level players, conqs were still able to be a force to be reckoned with, Warlords were the harasser and felt good; meaning harass the enemy, if they blocked you or stopped a combo you could retaliate with a full guard to punish them again.
    -All in all, felt like a good game and was heading in the right direction

    6th test (open beta)
    -In terms of dodging/blocking the same responsiveness, when I dodged I would be successful and when I blocked, it instantly registered the direction
    -Parry window felt the same here as the CB, which was good, enjoyed the timing required of it, nothing to add here
    -GB has not changed
    -Matchmaking errors were common again, but I determined it was because of the higher population of players now and this was just a stress test
    -Made some adjustments to characters that were needed (you used to hardly see orochis but they increased his health and damage slightly and now he was reasonable to play again) This was a great step in balancing the characters. Honestly you could go into a dominion/Elimination and see every character being played from the vanguards, hybrid (just nobushi at the time), heavy, and assassin type players. Everyone found the play style they liked and understood as a heavy you could be an assassin, or a vanguard could be a heavy, etc, etc. The game was playable as every class and enjoyed by many
    -Also they made elimination its own gamemode, skirmish was not included in the beta. I enjoyed this far more, skirmish is a **** game mode, I understand what they were going for, its like an elimination with unlimited lifes, it just doesnt play good, keep it out in my honest opinion.
    -Overall was happy with the game, could see Ubi watching each character closely and adjusting ones who out shined others to bring everyone to a middle playing ground

    Release of the game! (Valk, LB, Shug are back???)
    -In terms of dodging, sluggish and unresponsive half the time, would go through the dodge animation, but now it seems the attacker would follow the animation if not timed properly and his attack would connect. Dodging now feels the worst it has ever felt, more often than not, dodging an attack leads to being punished instead of being rewarded by actually dodging the attack.
    -Blocking, seems to be crazy input lag from the user issuing the command, to the character changing his stance to match the direction. However, There has been countless times I was going for an attack, WOULD SEE THE OPPONENT BLOCK, but my attack would still go through and I would finish out the combo. Yea for me right? No, that feels entirely cheap and undeserving for that attack. I knew my opponent blocked, yet I was still able to do a full combo on them? To clarify even more, the animation for an attack being blocked by a shield where it hits the shield and parks were made would happen, yet it still registered the hit and allowed me the star symbol in the combo (in moveset an attack with a star means the attack must hit to proceed with the combo) so I could do the full combo.
    -GB has been changed, throughout the tests many of us were trained to GB off of reflex, if we were too slow we were not able to CBG. This is how it has been since the 1st test. Now to release, they have changed it to where CBG is viable only after the broken shield happens on your character, not the opposing, or when the opposing character has touched you. If you give the command before that happens, you fail the CBG. As stated, many of us have learned to do it exactly when we see it, so I have been working on changing my timing to match this random change of GB, yet still fails to read CBG 8 out of 10 times. I read many forum posts about it and the timing now needs to be after the character touches you, but I still am getting fail after fail. Prime example, after the tutorial, I went to advanced for the free steel, I was getting so frustrated because I could not CBG the AI, I felt my timing was too short so I tried and tried to get my reflexes even faster to break it. I even asked my friends if they were able to complete this and they said yes, went to the forums found out the timing is now later rather than earlier, went back and was able to complete it. Overall the GB mechanic feels even more broken than in any other test. Now that I even understand the timing difference, the CBG still fails to do so, which is what causes most of the testers to be aggravated. Because we have seen similar situations countless times throughout the tests, and know when the attacker is going for a GB, however, on live we are not successful in to CBG, it is very frustrating because of the muscle memory developed by all of us.
    -New characters. Ubi are you serious, you did not release the new characters in any test before release, to see how they performed and their weaknesses? Instead you release the worst characters ive ever seen into the game. They all need work, this is known and not the main point of the post so moving on.
    -Matchmaking errors, these are at an all time high that I have ever experienced. It happens sometimes 3 in a row, or when a 4v4 finally loads in after all players have selected their characters, it goes instantly to the end of match screen showing something along the lines of 9427 minutes played, and the only way to advance is if the players stay in the lobby and ready up to start a new game.
    -Multiple bugs are being found across all characters, not just in the dodging or blocking bug, but characters actual moveset of hits going through the animation, but nothing happens





    Final thoughts

    -I fully understand if this is your first time playing the game, that the game feels fine for you. You have learned the game mechanics for the first time and are now learning every heroes strength/weakness/moveset. Which is fine, and gives you full right to defend the game as you have just now learned the game and are growing as a player.
    -The complaints mainly focused at the "final" build of the game. That means a game that has released and gone on retail, is now deemed the final build. The problem is this final build seems to be miles behind the very 1st test. I understand the game released yesterday or fixes will come, but this build is in no shape or form, a product that should have been introduced to consumers. As a triple A title, charging anywhere from $60-$100 dollars for a copy of the game, this game deserves every negative review and complaint is has received. I have clearly been a die hard For Honor fan since the first test or I would have not have spent every weekend to strictly playing For Honor.
    -What upsets me even more, is no matter how many times I check the forums or even Ubisofts twitter or For honor's; I have yet to see a blue post or a comment stating that they are looking into the matter. I feel a real disconnect from Ubi and that the countless complaints of the same issues is being overlooked.
    -As the current game stands, I had to quit playing yesterday due to the sheer frustration set before me. I have read many forums of players quitting as well and wanting a refund, while I am only lowering my time invested in this game, I hope others will do the same. For Honor WAS and very fun game and I enjoyed it to the fullest. I do believe Ubi will one day answer all of these complaints and hotfix them. I only hope they do it in a timely manner before their player base drops to 1000 players from the 62,000 online yesterday.


    -I hope this clears up the complaints side vs. the defending side

    -I also could careless for the class balance changes, Id rather Ubi focus on the game mechanics before diverting their time to the balance changes.




    TL;DR: Read it if you want to argue, they are bullet points of 1 sentence to a paragraph
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  2. #2
    Agreed on everything.
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  3. #3
    Originally Posted by Scoregasms2286 Go to original post
    I see most people who are defending the game saying its fine, are the new players who did not participate in any of the Alpha/Beta tests.

    While most people complaining (myself included) participated in all or some of the tests.


    What is different from the tests and how the game progressed:

    1st ever test (only 6 characters released)
    -Game felt responsive in terms of dodge mechanics and blocking
    -The parry mechanic was very off though and hard to pull off, the window to parry was literally nothing
    -GB was tough at first to master, in order to CGB you had to do it once you saw the attacker go for a GB, AKA the GB mechanic worked off of reflexes, if you tried to GB after they had you, it would fail. If you both GB at the same time, would just cancel both
    -Didnt notice many matchmaking errors
    -When playing a heavy vs the warden, was pretty hard to get solid ground after he started his endless combo spam
    -overall decent, just needed a little tuning

    2nd Test (More Chars! This time 9!)
    -Game felt the same in terms of responsiveness with dodging/blocking
    -I could tell the parry window was adjusted and was easier to pull off
    -GB has not changed
    -With more characters now accessible players were able to figure out their play style, whether they wanted to be the tankier hard hitter, or the agile dodger who attacks when the other player makes a mistake. This game was finally starting to allow players to differentiate their play styles, ALSO all characters had equal opportunity to outplay 1 another.
    -They made adjustments to the previous characters and it felt like an overall good build

    3rd test (Valk, LB, Shug introduced)
    -These new characters were introduced, game felt the same in terms of responsiveness of dodging/blocking
    -Parry window didnt seem adjusted though I didnt play the parry type so I didnt test it out
    -GB has not changed
    -New characters were OP and needed small adjustments, You could literally join a dominion match to be vs 4 LBs and it was cancer, all they would do is run around doing their charge and they hit link a tank, Valk excelled in 1v1 gameplay, shugoki was the monster of a tank and his attacks were faster and he seemed to be a decently quick heavy in terms of starting his disables
    -Overall the game felt similar to before, new characters just needed to be tuned slightly and the game would have felt the same as the 2nd test

    4th test (Removed Valk, LB, Shug never to be seen again till release)
    -This was an NDA (Non disclosure agreement) test so cant say much
    -Game felt the same though

    5th test (Closed beta)
    -Game felt really good!! Responsiveness was how I wanted it even when playing a heavy, I entered the command, I saw the command executed
    -Dodges worked when I wanted them to along with guard being responsive and changed with the flick of the mouse in the direction needed
    -Parry felt great too, honestly parrying felt easier than any other test; seemed they opened the window, or rather gave a little more leniency to the player if they did it slightly earlier, and punished though who were late. It felt good in general
    -GB has not changed
    -Error with group leader backing out as group, but leaving the group however, the other 3 players would remain in the group. Annoyance but ehh
    -Matchmaking had its errors, werent near as bad, Id say 1 out of 10 games would have the matchmaking error take place
    -Noticed the error after a match with AI being pretty common, at least 6 out of 10 games it would happen
    -Gameplay still felt balance, while most people would argue no it was assassin meta and tanks cant do anything; not true once you started playing against similar skill level players, conqs were still able to be a force to be reckoned with, Warlords were the harasser and felt good; meaning harass the enemy, if they blocked you or stopped a combo you could retaliate with a full guard to punish them again.
    -All in all, felt like a good game and was heading in the right direction

    6th test (open beta)
    -In terms of dodging/blocking the same responsiveness, when I dodged I would be successful and when I blocked, it instantly registered the direction
    -Parry window felt the same here as the CB, which was good, enjoyed the timing required of it, nothing to add here
    -GB has not changed
    -Matchmaking errors were common again, but I determined it was because of the higher population of players now and this was just a stress test
    -Made some adjustments to characters that were needed (you used to hardly see orochis but they increased his health and damage slightly and now he was reasonable to play again) This was a great step in balancing the characters. Honestly you could go into a dominion/Elimination and see every character being played from the vanguards, hybrid (just nobushi at the time), heavy, and assassin type players. Everyone found the play style they liked and understood as a heavy you could be an assassin, or a vanguard could be a heavy, etc, etc. The game was playable as every class and enjoyed by many
    -Also they made elimination its own gamemode, skirmish was not included in the beta. I enjoyed this far more, skirmish is a **** game mode, I understand what they were going for, its like an elimination with unlimited lifes, it just doesnt play good, keep it out in my honest opinion.
    -Overall was happy with the game, could see Ubi watching each character closely and adjusting ones who out shined others to bring everyone to a middle playing ground

    Release of the game! (Valk, LB, Shug are back???)
    -In terms of dodging, sluggish and unresponsive half the time, would go through the dodge animation, but now it seems the attacker would follow the animation if not timed properly and his attack would connect. Dodging now feels the worst it has ever felt, more often than not, dodging an attack leads to being punished instead of being rewarded by actually dodging the attack.
    -Blocking, seems to be crazy input lag from the user issuing the command, to the character changing his stance to match the direction. However, There has been countless times I was going for an attack, WOULD SEE THE OPPONENT BLOCK, but my attack would still go through and I would finish out the combo. Yea for me right? No, that feels entirely cheap and undeserving for that attack. I knew my opponent blocked, yet I was still able to do a full combo on them? To clarify even more, the animation for an attack being blocked by a shield where it hits the shield and parks were made would happen, yet it still registered the hit and allowed me the star symbol in the combo (in moveset an attack with a star means the attack must hit to proceed with the combo) so I could do the full combo.
    -GB has been changed, throughout the tests many of us were trained to GB off of reflex, if we were too slow we were not able to CBG. This is how it has been since the 1st test. Now to release, they have changed it to where CBG is viable only after the broken shield happens on your character, not the opposing, or when the opposing character has touched you. If you give the command before that happens, you fail the CBG. As stated, many of us have learned to do it exactly when we see it, so I have been working on changing my timing to match this random change of GB, yet still fails to read CBG 8 out of 10 times. I read many forum posts about it and the timing now needs to be after the character touches you, but I still am getting fail after fail. Prime example, after the tutorial, I went to advanced for the free steel, I was getting so frustrated because I could not CBG the AI, I felt my timing was too short so I tried and tried to get my reflexes even faster to break it. I even asked my friends if they were able to complete this and they said yes, went to the forums found out the timing is now later rather than earlier, went back and was able to complete it. Overall the GB mechanic feels even more broken than in any other test. Now that I even understand the timing difference, the CBG still fails to do so, which is what causes most of the testers to be aggravated. Because we have seen similar situations countless times throughout the tests, and know when the attacker is going for a GB, however, on live we are not successful in to CBG, it is very frustrating because of the muscle memory developed by all of us.
    -New characters. Ubi are you serious, you did not release the new characters in any test before release, to see how they performed and their weaknesses? Instead you release the worst characters ive ever seen into the game. They all need work, this is known and not the main point of the post so moving on.
    -Matchmaking errors, these are at an all time high that I have ever experienced. It happens sometimes 3 in a row, or when a 4v4 finally loads in after all players have selected their characters, it goes instantly to the end of match screen showing something along the lines of 9427 minutes played, and the only way to advance is if the players stay in the lobby and ready up to start a new game.
    -Multiple bugs are being found across all characters, not just in the dodging or blocking bug, but characters actual moveset of hits going through the animation, but nothing happens





    Final thoughts

    -I fully understand if this is your first time playing the game, that the game feels fine for you. You have learned the game mechanics for the first time and are now learning every heroes strength/weakness/moveset. Which is fine, and gives you full right to defend the game as you have just now learned the game and are growing as a player.
    -The complaints mainly focused at the "final" build of the game. That means a game that has released and gone on retail, is now deemed the final build. The problem is this final build seems to be miles behind the very 1st test. I understand the game released yesterday or fixes will come, but this build is in no shape or form, a product that should have been introduced to consumers. As a triple A title, charging anywhere from $60-$100 dollars for a copy of the game, this game deserves every negative review and complaint is has received. I have clearly been a die hard For Honor fan since the first test or I would have not have spent every weekend to strictly playing For Honor.
    -What upsets me even more, is no matter how many times I check the forums or even Ubisofts twitter or For honor's; I have yet to see a blue post or a comment stating that they are looking into the matter. I feel a real disconnect from Ubi and that the countless complaints of the same issues is being overlooked.
    -As the current game stands, I had to quit playing yesterday due to the sheer frustration set before me. I have read many forums of players quitting as well and wanting a refund, while I am only lowering my time invested in this game, I hope others will do the same. For Honor WAS and very fun game and I enjoyed it to the fullest. I do believe Ubi will one day answer all of these complaints and hotfix them. I only hope they do it in a timely manner before their player base drops to 1000 players from the 62,000 online yesterday.


    -I hope this clears up the complaints side vs. the defending side

    -I also could careless for the class balance changes, Id rather Ubi focus on the game mechanics before diverting their time to the balance changes.




    TL;DR: Read it if you want to argue, they are bullet points of 1 sentence to a paragraph
    Completely agree with you.
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  4. #4
    Thanks.
     1 people found this helpful
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  5. #5
    Agreed.
     1 people found this helpful
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  6. #6
    Thanks to everyone who is reading this, hope my post makes its way to Ubisoft.

    For the benefit of future viewers/readers, try not to copy my first post, as it is a book ^_^
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  7. #7
    +1, i hope Ubi weighs in on this soon, its almost impossible to play defensively with mouse and Keyboard now due to the responsiveness issues.
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  8. #8
    Ubisoft, what have you done again ? Damnit.
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  9. #9
    Basically any character that requires skill over spam is irrelevant right now. Might as well just pick Orochi and spam the cheese.
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  10. #10
    Well said.

    At this point I would be happy with a post from Ubi simply admitting that this is happening and that they are looking at it. The silence is very disheartening.

    Like they dont see that there is an issue at all, granted some people seem to think everything is fine when it clearly is different and some things are just flat out not working right. Its not a night and day difference, but it is enough that my frustration levels have grown to the point that I can barely get a match or two in before I just throw my hands up and log out.

    Been trying different heroes, tried some bot matches to see if maybe it was better, but the game is simply not as responsive as it was.. maybe they did this hoping it would make it easier on new players, but I don't see how this could be easier... you can't learn from your mistakes if you have no way of knowing that you made one.
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