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  1. #1

    Lawbringer: Improvement Suggestions

    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.


    -=-=-=-=-=-
    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.


    -=-=-=-=-
    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)
     2 people found this helpful
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  2. #2
    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.
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  3. #3
    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).
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  4. #4
    Originally Posted by RLTygurr Go to original post
    Most of his kit is unusable unless you parry a light attack.


    This is our point, his kit is damn near unusable against faster characters, assassins especially.

    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.
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  5. #5
    Originally Posted by xXBagsXx Go to original post
    This is our point, his kit is damn near unusable against faster characters, assassins especially.

    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.
    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.
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  6. #6
    Just quoting a guy from a similar thread. I thought all this stuff was gold.

    Originally Posted by steak0815 Go to original post
    Played him to Rep 1 Lvl 9.
    I can win some duels, but those are mostly players that are new to the game or make crucial mistakes I can capitalize on.
    Playing against more experienced players with some skill it becomes almost impossible for me to win.
    In summary it is way more difficult for me to exploit mistakes they have made, than exploiting the one's I did.
    Also it is way easier to make mistakes as a Lawbringer compared to some other classes.
    Primary reason for this being the slow guard change.

    My impression of the Lawbringer is that for being an disabler, he has a really hard time to capitalize on those disabling features.
    The strongest feature of the Lawbringer is that he can drain the opponents stamina really good with his shoves.
    But only a noob will allow you to GB them while being out of stamina, so you may throw them on the ground to get a guaranteed heavy attack.
    So it's again very difficult to make efficient use of your shoves.

    His biggest flaw are his follow ups to parries.
    Impaling Riposte? To slow to ever hit against a decent player, so useless.
    Light Riposte? Ok hits, but does very little damage and what to chain into? Only option is a heavy attack, which is too slow to ever land, even if you change your direction of attack to suprise your opponent.
    Blind Justice? You will get riposted yourself and be out of stamina, I can not make this attack hit against any decent player who has ever heard about a riposte or dodge.

    How I would like to see him?

    Follow ups after parries:
    • First thing: Blind Justice should not be parriable. This is just badly designed as attempting this attacked will get you killed against any good player. Also this needs to be executed faster, so it becomes actually a challenge to dodge it.
    • Impaling Riposte needs to be removed and an equivalence to Blind Justice added, so you have a variety of angles for this attack and your opponent can't keep dodging in the same direction.
    • Light Riposte should be executed way faster and stun the enemy.
    • Make Way should throw enemies back and be unblockable. There is currently no benefit or difference than using it after a parry then using it in a normal scenario.


    Another issue I have is with: Swift Justice, Swift Justice Finisher and heavy attacks in general
    Heavy attacks are currently only really able to land after a GB and you only get a side heavy, so currently there is no guaranteed stun effect.
    • Remove Swift Justice Finisher and replace with a light-light-heavy combo. This chain is impossible to pull of and I never saw a player so far using it. (Consider calling that Swift Justice as the current one is everything but swift.)
    • Attack speed of a heavy attack is increased after a shove, this will allow to start the heavy-light-heavy chain without getting a GB done before, that is not easily parried, dodged or blocked.


    Stun:
    Can't be really utilized as getting an upper heavy attack strike is almost impossible.
    • Remove from upper heavy attack and change to upper light attack, but make upper light slightly slower.
    • Add combo from upper block to do instant upper light attack.


    New parry options and a fast heavy after a shove should make the Lawbringer viable in his counter mechanics.
    Leaving his slow stance switching he is still vulnerable to fast attacks from different directions and will keep him balanced against assassin classes, but after blocking one at least now being able to maybe get in some hits. Key thing to a new Lawbringer is that is able to really utilize on his parries and shoves in a way that does damage, afar from just doing stamina damage.
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  7. #7
    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.
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  8. #8
    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.
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