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  1. #101
    Vordred's Avatar Senior Member
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    i noticed this instantly on getting the game, first thing i tried as the Lawbringer and was shocked at how slow his guard changed
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  2. #102
    The game has serious balance issues at this stage. A glance at the forums gives an obvious example as to that fact. Im certain that enough data has been collected to make a viable spreadsheet by now to see just how out of balance the game really is and why everyone is migrating towards the same few characters and avoiding the rest.
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  3. #103
    DrExtrem's Avatar Senior Member
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    Originally Posted by neogeo___ Go to original post
    I always considered you could predict and come out of hit recovery in the stance you're next attack was coming from. Did this many times. But it's hardly the same as being able to block. You predicting a pattern and praying for luck. Sure you can connect the block, not because of skill or input dexterity, more because of luck. Actively being able to block is an entire different thing. One I can do with any other char except the slow ones. For me it says enough and I do relate this to the already slower stance change speed that was proven by kyoj1n.

    Anyway. Thanks again
    That's why I call it "the guessing game". To block several light attacks in successions, you have to be a bot or a cylon clone, linked to the Xbox. Or maybe you have to visit that certain crossroad.

    I have to admit - only one block is enough, to break a light spam (except the zerkers one) to get sone breathing space but the odds are against you on multiple levels. You are getting punished on and on by obe mistake and that is a serious valancing issue, that is in no way justified by an assassins low health.

    Light attack spam of certain characters is too fast and whole the actual upper light of a warden is fast, his recovery time to do it again, is relatively long.
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  4. #104
    DrExtrem's Avatar Senior Member
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    I only collected the indicator time, because that is, what people are looking at.

    The standard switch time for the guard is irrelevant, if you are staggered, because while recovering from it, you can not change your guard. You can not do anything.

    The core problem of bring staggered is not, that the switching time for the guard is too high - it is the time you need to recover from blows. If you block the first attack of an enemy, you will kot have a problem at all - even I could manage it with a lawbringer, to block the first attack. If the attack is blocked, the attacker needs some time to recover and can not connect (exception is the shugoki - example).
    But once you are stuck in the chain of being hit, recovering from the hit and bringing up your guard in time and into the right direction, it gets hairy.

    Keep in mind, that a lot of people who play for honor, don't have experience with fighting games.

    Imvho light attack spam should be slowed down.
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  5. #105
    DrExtrem's Avatar Senior Member
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    Originally Posted by ryaneko Go to original post
    But that is the whole premise of the topic



    I keep that in mind, but that has nothing to do with balance. Rather that people lack the experience to talk about balance on a qualified level.



    Not sure what options assassins then have left.
    It has to do with balance. If some characters are too hard to counter for the average player, the balance is in question.

    You have to admit, that light spam is too easy and too effective for the pay off you get.

    If the only option of an assassin is to spam others to death - especially as a counter attacker - their design is flawed. Btw. They still have very nice dodge attacks, that are pretty good against players and even bots (who generally block everything). They can still parry - a pk can get a free gb out of a parry and after the fix, the tripple stab will be very powerful again. The assassins dodge are also the best in the game and free.

    Assassins still have options, jf their disproportionally effective light spam would be less of a problem. Maybe they would actually start to fight.
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  6. #106
    Seriously, it doesn't stop... Everyone understands chum, you don't think it's even an issue. Even after implying it and than stating you didn't dismiss it.

    So no need to worry if you are right and your take on it was abundantly clear and loud a long time ago. Reason to keep on actively going through the effort of bringing the discussion down? Seriously starts to annoy.

    Compare attacks speeds and time to blocks all you want. No one said it was impossible to block a first attack.

    Find whichever loophole you think fits to try and ridicule the thread all you want, call it irrelevant, the relevant point is the sum of recovery after hit along with the time to stance change in relation to time to attack. This doesn't fall into your safe and possible to do logic.

    If it is in fact impossible to actively do, it obviously affects balance. If you'd at least actually try to experience this yourself instead of spending your time in the effort of bringing this down. But I'm willing to wager you didn't.

    assassins should have skilled timing to perform moves and connect combos. and their chains are completely blockable by the rest of the chars we aren't even trying to discuss here. What does it even have to do with anything?

    If this isn't toxic and thread derailing I honestly don't know what is.

    We get it! As far as you're concerned no one suggesting the thread has legitimacy even understands mechanics, has experience in fighting games or is even qualified to comment on balance. Pretty insulting and childish to keep on implying while at the same time indirectly stating it was never your intention. Again, dealt with this kind of attitude so many times before I can spot it when I see it.

    Seriously got old a long time ago. Is this where you get your fun from?
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  7. #107
    Originally Posted by DrExtrem Go to original post
    It has to do with balance. If some characters are too hard to counter for the average player, the balance is in question.

    You have to admit, that light spam is too easy and too effective for the pay off you get.

    If the only option of an assassin is to spam others to death - especially as a counter attacker - their design is flawed. Btw. They still have very nice dodge attacks, that are pretty good against players and even bots (who generally block everything). They can still parry - a pk can get a free gb out of a parry and after the fix, the tripple stab will be very powerful again. The assassins dodge are also the best in the game and free.

    Assassins still have options, jf their disproportionally effective light spam would be less of a problem. Maybe they would actually start to fight.
    And that's generally speaking. The thread is trying to discuss a specific set of match ups. Geez.

    Am I the only one not naive enough and able to see through the demeanor?
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  8. #108
    Nobody is asking for the game to become easier.

    You have Orochi 2nd top light guaranteed hit, same with Warden 2nd side light and Nobushi's 3rd light chain guaranteed hit. You have chars with certain guaranteed hits after successful guard break that are all the same despite match up. These are balanced mechanics.

    Certain combos and linked attacks being blockable in some match ups and not in others is not balanced. It is in fact impossible to block specific moves against specific chars in specific match ups. This aren't guaranteed hits or meant mechanics. Pretty obvious.

    And than you also have obnoxious behavior that insistes on being seemingly polite and serious while subtly and constantly insulting and derailing a discussion. For no reason I'll add.

    Congratz on being that kind of guy
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  9. #109
    DrExtrem's Avatar Senior Member
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    Yes.
    We are talking about assassins with their fast attack speed and the ability not to block properly.

    The thing is, that all classes have the same problem, when they are hit in quick succession. It does not matter, if i am playing as a warden or lawbringer. Hit recovery time was the same.

    This means, that this is a general problem of the games design and that fast heroes can make use of it.
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  10. #110
    Originally Posted by ryaneko Go to original post
    true. but balance is not a function of skill. while it is desirable that the game is as easy as possible, it is not required for a balanced game.
    This dude gets it, completely and has even used (gasp) data HE gathered to back it up instead of just using someone else's data to try and make a plea for a balance adjustment that, mechanically, isn't needed.
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