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  1. #1

    Poison & Bleed, I see no need

    I mainly feel that a balance between all the classes exist but I feel that poison and bleed is something that unbalances the classes.

    I can understand that one would try to balance a light class with extra damage so that mainly heavy and medium clases feel more need to stay far away or be ultra aware of that bleed and poison effect, but.. when a character like Peacekeeper and Nobushi with already such uniqe gameplay you dont really need it.

    1. Nobushi: This class has such long reach, fast combo attacks and extremly nimble movement wich is at par with assassin classes, adding a poison effect on that only makes the character so much harder then anyother character class to face off against.

    2. Peacekeeper: Same here, but in a very different way. This class excels in speed(chain-attacks) and general mobility. adding bleed here only adds to an already well balanced class.

    OBS! If bleed exist in one class with daggers, then I feel like cleaving a shoulder with a dane axe would do so too, I feel that poison and bleed kind of is a odd one out if there ever was one.

    What do you think?

    With kind regards/ ThorinnEmbermane
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  2. #2
    you are a bit right, and also wrong.
    nobushi when really well played, needs the bleed to make good dmg with her heavy attacks. that she can spam her light attacks so well is just a matter of the ping and peer2peer problem. she is normaly not this hard to block, make a custom game with a friend which lifes close by, and she gets not this hard to beet anymore. (of course also depends a bit on the class you play with).
    the light attack spaming, and dodging with the light attack makes it really a problem, but when you once get used to it, not so hard to block it anymore.

    peacekeeper, yes they are fast, and the light attacks makes a good enough amount of dmg. BUT the bleed effect is just there when they have a really good timing, with the light attack after a heavy one that conects, or if they guard break (what is broken in the moment but will be fixed as anounced back to beta status) so there it will be also balanced again as i see it.

    and btw the valkyr has bleeding too. most valkyr players dont use it, what i dont understand. it makes a lot of dmg.
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  3. #3
    Originally Posted by Pandemonium.23 Go to original post

    and btw the valkyr has bleeding too. most valkyr players dont use it, what i dont understand. it makes a lot of dmg.
    Nobushi's bleed/poison does way too much damage considering how easy it is to get hits, usually nobushi players spam bleed attacks combined with kicks for guaranteed bleed, and then run away until opponent dies which is extremely frustrating.

    Also you don't see a lot of Valkyrie's using their bleed attack because the only way they can use it is after a successful deflect straight into a heavy, and no it doesn't do that much damage, probably same as a normal heavy, so it's not worth the risk of attempting to time a deflect especially against decent players who are feinting as deflect becomes a lot less useful as well.
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  4. #4
    The thing is, I can understand that the Nobushi, Valkyrie and Peacekeeper rely on the bleed and poison for the damage to par with other classes.
    An issuse that I see here that its just an unfare effect, I would much rather see a general damage increase then a overtime bleed and poison effect.

    Its just soooo unnessecery to have that in the game, you could basicly decrease any other classes damage and add bleed and it would work as good.
    This is just a effect added to the class just be cause its called assassin class, this annoys me greatly, it feels off...

    I want it removed and increase the overall assassin class damage, would do more for the game and I know that some would say that assassins would coat their blade in poison or aim for critical areas of the body to add high bloodloss, well.... so could any other class if wanted. This is just to make assassin more like the public in general like too see an assassin.

    OBS! Valkyrie not using her bleed in general just adds to my argument, its a "not needed" effect, the class steamrolls without it.

    Sorry for the needless whining, feel some passion for this topic...

    With kind regards/ ThorinnEmbermane
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  5. #5
    Originally Posted by TouchOfSalt Go to original post
    Nobushi's bleed/poison does way too much damage considering how easy it is to get hits, usually nobushi players spam bleed attacks combined with kicks for guaranteed bleed, and then run away until opponent dies which is extremely frustrating.

    Also you don't see a lot of Valkyrie's using their bleed attack because the only way they can use it is after a successful deflect straight into a heavy, and no it doesn't do that much damage, probably same as a normal heavy, so it's not worth the risk of attempting to time a deflect especially against decent players who are feinting as deflect becomes a lot less useful as well.
    i know that a lot of them dont use it, and even when it is only the dmg of an heavy, it is still enjoing the enemie.

    and worth the risk? it is just as risky as to try a parry. you have the problem with the fainting there. both is just a matter of timing. both needs a controll stick in the right direction and the timing of a button.

    ok the nobihi bleed dmg is to high, i have to confess on this point, specially when they just spam it and you dont get the attacks blocked. and the bleed after the kick, ok that is really a problem, but could be fixed when you increase the stamina cost of the kick to a higher level when it is used after an attack or the hidden stance.
    the bleeding of a pk is not this worse in my eyes. when the guard break is fixed back to beta. in the moment it is mostly impossible to block that. and at least in the beta the funny thing was that assassins were able to block the stabs, sometimes all of them. that would also be an option to implement on purpuse for all classes, that you could block the stabbing in a guard break. in the beta was it just to push the block direction upwards with the right timing to avoid the dmg.
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  6. #6
    Just remove the ability to die due to blood loss.
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