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  1. #1

    Guard Break Needs a Bigger Tweak than stated

    They said they want to increase the timing on countering it, but I feel it needs more than that.

    They need to first of all Stop with the Homing Guard Breaks, Its called a Guard Break not a Dash Stop, When pressing the Guard Break on a person who side dashes or back dashes the game rewards the player with the same Input as if the person was just standing there not moving and blocking only.

    Not only its follows 100%,its guaranteed because your input of a side dash or back dash has given its input as a interrupted move and can not Counter Guard Break for the life of you even if you didn't do anything like side dash and try not to attack. I can understand that as a interrupted move because you are trying to move and start up your move. but to have a side dash and not be able to counter the guard break is kinda of silly. and grabbing a moving target too? it should be easier for the person to even counter it because the person is moving away from the intended grab zone.

    Also when Guard Breaking if you win it, you are awarded the same time/Free move as if your opponent tries to Counter Guard Break or just does nothing and got caught in the grab.
    is there going to be a high risk/reward system for trying to counter, and If you chose to not counter guard break Should it lessen the blow or recovery time? IMO If you try to counter it and fail you should get punished with 2-3 hit combo of lights 1 Heavy forsure and if you do not try to counter the guard break you can suffer a Free Light hit and recover after.

    Add a Hold Guard Break to charge and time your grab better when someone is moving around you, something....

    Add depth to your guard break system
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  2. #2
    I think the tech break is reliable enough once you train yourself to react to it.

    Having said that I'd be willing to see some changes that don't make it useless and too easy to tech break.

    If successful you always get a throw or even a push which is more beneficial for some than it is for others obviously depending on distance. Plays into balance I guess.

    Would be receptive to it's duration and possibly disallowing a free heavy, or at least for some chars/classes that may be already too harassing and nimble while allowing this mechanic to stay for other classes bringing forth more balance layers and depth. Still this would have to be tested a lot, a lot more than balance seems to have been up until now if you don't mind me saying.

    Don't think I agree with the charged guard break, idk, could work, think it would be useless and hard to fairly implement.
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  3. #3
    Originally Posted by NoonTimeDrunk Go to original post
    They said they want to increase the timing on countering it, but I feel it needs more than that.
    When did they say this? All they said was they're going to fix it being uncounterable when two people guard break each other at the same time.
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  4. #4
    I think the guard break does need to be looked at a little more.

    Not so much in terms of changing the timing and making it effectively useless, but right now it is a low-risk high-reward mechanic.

    I would be much more in favor of them allowing an additional chance to counter if a throw is attempted so that you're not constantly a single mistimed counter away from being tossed off a cliff.

    I would also like to see guard breaks cost significantly more stamina so that a failed attempt to guard break is more punishing and a successful attempt leads to less unblockable combinations and gb spam.

    Making it easier to counter should not be the answer i think tho.
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