I believe For Honor to be the single greatest game I have ever played, however there are a few blemishes on what should be a perfect experience, even if these factors are not resolved I would still keep playing, but I believe the developers have my needs as a player in mind, just as I respect the limitations and tough decisions they will have to make to ensure their creation blooms into the wonder For Honor is destined to become.
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I main Lawbringer, despite it not being the swiftest class, I knew I'd love playing as an armored brute before I even bought the game. I connect with this class more than any other, but I also feel limited in my gameplay, specifically against Assassins. Their speed is almost impossible to deal with as a Lawbringer and with block breakers getting de-buffed soon, I fear I'll never catch another orochi again, It may go from nearly impossible, to completely impossible overnight.
The main problem playing Lawbringer is being forced to use heavy attacks that fail to connect with my opponents, which I am unable to cancel out of or utilize for tracking, It is stressful as all of my chain attacks depend on predictable heavy attacks, which are downright undependable as I simply have to hope that my opponent doesnt block or worse parry my slower strikes. But in greater despair comes the dodge attacks of the assassins which I can only attempt to block or parry if I predict it ahead of time, these dodge attacks are the focus of my conscerns right now.
Some may reason that I'm simply a bad player as berzerkers and especially Orochi (whom I will now run from on site) kill me consistently, however when I play Valkyrie 'or' Kensei I tend to obliterate these spammy Orochi players, and tricky berzerkers with ease. I have a few ideas that could help these issues, and it would please me greatly to see some of them put into effect. Even one would be a significant boost to my morale. And I'm sure, the morale of all Lawbringers.
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1) Adding a light attack chain. Light, Light, Light, or Light Light Heavy, Would help Lawbringers work around the faster characters. Giving them time to recover from their attacks to work a better defensive game.
2) Improved heavy attacks: This would probably be a less costly adjustment than the above idea, simply increase the speed of the lawbringers heavy attacks. Or give them a better chance to catch those dodgy attack spammers to limit the range of their movement. I think this would play on the Lawbringers status as "a Disruptor"
3) Better chasing ability: Many are the times I've connected with my bash attack only to have to dodge forward to hunt down a flighty Orochi, and I wish I could chain my forward dodge into a heavy side attack or swift light poke to help me hit the squirelly little pests. Its like that scene from one punch man where Saitama in all his godlike strength cant seem to swat a single mosquito(Link below)
4) Chain finishers: Hooking side attacks and/or faster up heavies would be a welcome addition to the Lawbringers moveset. When finishing a chain with a heavy attack(but not an unblockable), an opponent will get caught on the axe head after side heavy attacks allowing the Lawbringer to add an extra hit, allternatively the up heavy will hit much faster than normal. Throwing off an opponents rythm.
5) Better all around recovery time: Just reducing the recovery time on the lawbringers attacks will help his defensive play tremendously, as a tank/vanguard hybrid, defense is the core aspect of Lawbringer gameplay
With Sincerity and Respect,
Capn Punkin
https://www.youtube.com/watch?v=eA7vV4_b9YA (One Punch Man: The Mosquito scene)
I agree with a lot of points here.
Main concern is they need to expand the Lawbringer toolset to be able to better deal with the assassin characters.
As it sits now a competent player can pretty much nullify or dodge any attack a Lawbringer throws out with a faster character.
I also main the LB and I find myself relying on either throwing into walls or doing the sprinting spear charge on someone into a wall so they are stunned briefly and I can start my combos. I always try and lead with an overhead heavy which is guaranteed if they are stunned on a wall for the daze effect which might allow me to land the other 2 hits. Honestly the only semi-reliable way to get damage done I feel.
His biggest problem to me is he doesn't have any type of initiator aside from the charge, and on top of that ALL of his moves are slooooooooooooow and don't compensate for the slowness with damage.
Hey fellow Lawbringer mains,
Although these points would make him a more viable character, they would also give him too many tools for attacking opponents. Given that he is a defensive hybrid and a counter-attacker, one could expect him to not be very good at initiating attacks, especially against more agile foes (in your specific case, like the orochi), and this is very much the case. His initiation is not so great aside from shoves or guard breaks.
As a reputation 5 (almost 6) lawbringer with nearly a 90% winrate in all game modes, I can definitely say that you have to play VERY defensive to win. His attacks are all more powerful after a parry, meaning that you'll want to practice parrying the fastest moves each character can throw out and attempt to predict when they'll be used to make it easier. If you parry a light attack rather than a heavy, you can use your overhead unblockable and guarantee a hit, or use the impaling charge (parry>side heavy) to slam them into walls for more damage.
Most of his kit is unusable unless you parry a light attack, so focus on learning those.
And a side note against orochi and other assassins, if they dodge into a certain direction the ONLY attack they can do during the dodge is in that same direction. The opposite goes for the kensei. Too many assassin players rely on their dodge attacks too much and catching one of those and using your overhead heavy does half of their hp (almost, it does 45 and most assassins have about 100-110 hp without gear stats).
This is our point, his kit is damn near unusable against faster characters, assassins especially.Originally Posted by RLTygurr Go to original post
And not to be rude but most of the tips you threw out were pretty basic.
Parrying light attacks is all fine and good until you get a PK that uses light attacks faster than you can switch guards because the timing is janky and needs to be tweaked.
Also the charge after a parry is almost always dodged or blocked by a competent player because the wind up is so slow.
I think you took it when I said they can nullify any attack you throw out as initiating an attack, I meant quite literally any of their kit not just an initiating attack.
I also think there is a reason that majority of players find Lawbringer (obviously not us) to be one of the weakest characters in the game as it stands now.
Honestly Peacekeeper isn't a big issue, even when her triple stab gets bugfixed to do it's full damage. Yes, her attacks are fast and actually hurt a bit more than your light attacks do, but you can block them as well as switch stances fast enough to parry them. You just have to learn how each individual player attacks and learn that most peacekeepers that spam light attacks usually attack to the side first, then top. Lawbringer takes a lot of experience to play. Just give it some more time and practice.Originally Posted by xXBagsXx Go to original post
Just quoting a guy from a similar thread. I thought all this stuff was gold.
Originally Posted by steak0815 Go to original post
I'd say to check out this reddit post for all of his drawbacks that make him less viable than other characters. I am Rep 5 on Lawbringer, on Xbox 1, and rep 2 on PC. You can say I've been around the block with this character a few times, and don't play against noobs anymore. This character is a nefarious noob stomper. Noobs who get scared and sit like a deer in headlights when you do an unblockable, and don't know how to counter guard or block the charging attack get DESTROYED by Lawbringer. However, at high level play, all of your attacks are dodged and parried more easily than any other character's. Not to mention, he is a "COUNTERATTACK" Class, and none of his counterattacks after parries will hit except for the light parry riposte. Every single other riposte can be blocked, dodged, or parried, making his reliance on parries almost utterly useless.
https://www.reddit.com/r/forhonor/co...res_a_rundown/
I have posted this on almost every lawbringer post I've seen. I hope this info is useful to you all and take care.
I just thought up a simple but interesting idea, Why not simply make his heavy attacks Un-parryable? That seems to be a major issue here.
The Light Light Heavy combo, is a necessity for dealing with agile opponents, and I like the idea of it replacing Swift Justice as the name is appropriate for a speedy alternative.
I've found Defensive play really does counter those dodge attack spammers so I think we can sideline that issue as a Noob mistake. I've become proficient in parrying side attacks by simply reacting to any dodge with a muscle memory parry with a near perfect accuracy.