#1- Revenge
Revenge builds way too quickly once players have gained some gear stat'd for it. Revenge is way too powerful to be handed out so effortlessly. When geared optimally you can get revenge after just a couple blocks and your revenge can grant you so much bonus attack that you can basically zero out anyone in the time it takes them to get up from the auto parry it grants.
Why go through all the effort of making a nice balanced combat system if you are just going to gimmick over it with revenge? This has to be fixed.
#2 Revives
Revives again need a fix ASAP. What we all love about For Honor is that epic "eye's lock on your opponent" intensity with the drawn out fights between two expert warriors. We all love that there is good back and forth between the warriors making the duels last a significant amount of time. It makes both your victories and your defeats feel personal.
What's extremely irritating, and utterly ridiculous is that someone can just step over and reanimate that corpse you so meticulously felled in a time-frame so small that you have to be standing on the body to stop them. A typical disable from a guard break takes longer than it takes to revive someone if they have the feat and gear for it.
Even with no revive perks it takes less time to bring a warrior back from the dead and to full health than it takes to wake up my wife in the morning...
Revives need a HUGE NERF. Revive channels should be 15 seconds long. You should only be able to revive someone if the corpse has been abandoned by the enemy. Additionally revived players should come back with half hp. Finally, you should only be able to be patched up once per given time-frame (let's toss out 3 minutes). If you die, get a revive and then die again shortly after. You're done. (With that CD resetting every time you respawn).
#3 Passive healing
Passive healing for all player while out of combat needs to be a thing. It doesn't have to be fast, but it needs to exist. As of right now, most players auto-default to healing skills because of the lack in ways to heal. As of right now it is so much faster to kill yourself and get a revive than try to maintain your K/D if there aren't capture points in that game format. to heal at. It's stupid and silly. Just let people regenerate hp between skirmishes.
#4 Skirmish and Elimination need separate ques
How can I put this lightly... Skirmish is a humongous pile of **** and the game is literally worse for it's existence.
Elimination however is one of my favorite formats, if not my single most favorite one.
Not being able to play my favorite format unless I'm willing to play that pile of **** 50% of the time is maddening.
Please give them separate ques so that Skirmish can go die alone.
#5 Environmental 1HKs
There are way way way way way too many ways to 1HK your opponent. Again, why build such a beautiful and balanced combat system if you are just going to gimmick the **** out of it with pit traps and spike walls and leaping off ledges.
If there hazards were more avoidable than you could claim, "situational awareness" but when there is an environmental hazard literally every 15 feet across the whole ******* map... you can't fault me or anyone else for falling victim to one and the game play devolves into "Get a GB and throw them into something".
Now fire... fire is great fun. Getting tossed into fire is annoying and amusing for the other guy. But the reward matches the difficulty of the feat. I think we are all tired of warlords who don't know how to fight and just run around tossing people off things.
We all have had way too much cheese and the **** is starting to back up.
Summary tl;dr: If you don't fix these things... your game is going to die.
If players want to build for Revenge, they can do so. The easiest way to play against a Revenge build is to play defensively.
If you do not like your enemies reviving their allies, then make sure you execute them.
There already is passive healing in the same. Below a certain amount of Health (a little more than a bar), players will passively heal after a few seconds without attacking or being hit (regardless if the attack was blocked or Parried). There are also a few Feats for certain Classes that grant passive healing.
This is quite the popular topic for this forum, and one I have made a thread about. I completely agree with you.
Environmental kills is part of the game. Practice your Guardbreak Interrupts and pay attention to your positioning - too close to an edge? Move!
Perfectly timed Mr. Troll.Originally Posted by Orderly_Chaos Go to original post
Let's address these arguments.
#1- Clearly you don't have much gear and have never played against someone who is well geared. You should watch some of the streamers who are in P3+ already. You can literally get revenge off 2 blocks (not parries, just blocks). I think revenge is great before stats alter the generation rate. It gives you a chance in say Brawl when your teammate is garbage and they gank you. But when you are getting revenge 3 or 4 times in a fairly short fight... it get to a point where literally nothing else matters. Why do anything else if you can double your hp and zero out your opponent with 2 attacks while they lie on the floor. The defensive meta is already a thing. It doesn't need overwhelming revenge generation to help it. As of right now there aren't players who "build for revenge" if you are picking anything besides "Revenge generation on Defense" on your weapon, you are doing it wrong.
#2- Not every class is equally good at executes AND at a certain skill range landing a heavy attack is just not practical. At the noob level, yeah and execute isn't too hard to pull off, but at the higher tier of play, I've seen instances where an outnumbered enemy will just let light attacks hit them so they can get a revive and full heal and only block heavy attacks and guard breaks. Not to mention that if you are in a 2v1 situation, you aren't going to be able to pull of the execute because they should interrupt you or just straight up kill you mid animation.
#3- Passive healing is only for your last 15% hp. If you barely win the first team fight in skirmish, they are going to revive and win the second one handily because your team will have 15% against their 100. This is one of the main reasons skirmish is a huge pile of ****. There is nothing wrong with people slowly generating hp while outside of combat, especially when 1HKs and revives are so powerful.
#4- OK
#5- Environmental kills can be part of the game. That's fine. When the game play degrades to center around them instead of the balanced combat system... That's a problem. GB isn't the only way to re-position your enemy either. When literally every attack in the game moves your opponent, being 1HK'd is often just simply unavoidable. Especially when they circle main objectives with pits and catwalks that over look them. The camera system does a great job with duels, but a piss poor job of spotting things above you, while the radar will only track things that you or your teammates have LoS on.
And this is where I stopped caring.Originally Posted by Peligrad Go to original post
If you're so pissed about revives then stand there and guard those that you've just killed, that's what I do if I know there are hostiles nearby - most people will usually respawn as soon as they can either way. And if you do decide to run away, you know you can look backwards, right? I understand you might get tunnel vision because god forbid your K/D getting lowered - that would be the end of everything.
Other than quick reflexes, situational awareness is equally as important. If you get thrown off of the map you deserve it, if people do it to you - you do it to them. It's simply part of the game. Maybe they could introduce a mechanic similar to that of Left 4 Dead where you grab onto the ledge instead and can be rescued by allies? As opposed to it outright killing you? Dunno, I personally think it's fine.
Also, if you do want to be taken seriously you may want to stop the whole "troll" thing just because someone disagreed with you. If anything it makes you immature and look like a fool.
I don't agree with the OP on this. I think many of those things make the game interesting and keep it from stagnating, especially since the characters all have absolute defense capability, and limited guaranteed damage capacity through fighting alone. The environment, feats, revives, revenge, fall to death, death from above, all keep the fights from going on indefinitely if people are good at their defenses. There are nearly no inherent holes in defense, even throws and parries don't open up a character very much, so as people get better at defending, there are fewer ways through hand to hand to end a fight, so these other options are necessary and good for the game.
Agree on everything. Also guard break is way to rewarding for no risk at all. I get that there needs to be a guard break but attaching throw to it is idiotic. Just because you broke someone's guard shouldn't mean you get to choose their fate. Grabbing someone's weapon or shield and pulling it out of the way should be a risky maneuver not a free "what would you like? A throw perhaps? A free light or heavy attack?" doing guard break should take half of any classes stamina bar away and move the throw to something else or make throw cost the other half of at least 3/4. Also the CGB doesn't seem to work no matter what with thus P2P system. Ive seen the flash of a successful guard break only to be thrown off the ledge.. So many glaring issues with this game that didn't exist in the alpha and betas I played. Guard break too powerful, throw too powerful, revenge mode to easy to get. It's like wtf did they do?! It's not a skill based game it's a cheese based game at this point in time.