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  1. #1

    Nerf Orochi

    Nothing to say. Just play your game and watch the ******ed "light attacks spam with op dodges and some guardbrake" character.
    0 skill in that hero. I played him too and it's stupid. Parry > double light attack > guardbrake > double light attack > some dodge attack > end

    really
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  2. #2
    learn to counter guard break
    learn to play defensively against orochi
    gg orochi is useless now
     2 people found this helpful
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  3. #3
    I guess you're a main Orochi.
    It's more stupid and cancer then berserker and berserker is going to be nerfed.
    gg orochi is for ******ed now.

    oh and btw i counter any guardbreak and parry every heavy attack, soz for you.
    orochi is like ash from R6 siege: that operator that everyone can use and everyone can do kills because it's the easiest and safest to use.
    Deal with it.
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  4. #4
    Originally Posted by Ligrevdox Go to original post
    I guess you're a main Orochi.
    It's more stupid and cancer then berserker and berserker is going to be nerfed.
    gg orochi is for ******ed now.

    oh and btw i counter any guardbreak and parry every heavy attack, soz for you.
    orochi is like ash from R6 siege: that operator that everyone can use and everyone can do kills because it's the easiest and safest to use.
    Deal with it.
    I for myself dont like to play assasins, becourse to win you just spam atacks. The problem is that as a slower champ, even when you light atack first, he can still lightatack after and hit you. When i parrier i can give him 1 hit. So realisticly , i need 8 hits to win. if like 5 of his atacks come trew im dead. and i cant atack becourse he will just atack faster, its a game of who can hit light and havy atack faster. I can block 90% and can parrier a good amount, but that just isnt enove, and when hes out of starmina he will just roll back every time you hit. If he couldnt do that you might be abel to win. might, or just make parrieres more of a punish for assasins.
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  5. #5
    nerf all the assassins... all light attacks are too fast, when me with the other classes do guardbreak and do an heavy attack the other players can parry me, but when the assassins do that they have an heavy attack too fast for me to parry!
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  6. #6
    I am playing Orochi and i have a huge problem against people who just stand still and counter my guard brakes and block/parry my every attack.Basically they render me useless.They NEVER ATTACK unless they exhaust me or parry me.So i am basically ****ed.Ain't hard to counter Orochi.Really.
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  7. #7
    Playing Warden Valkyrie, and Lawbringer, losing to Orochi is a rare occurrence for me and usually happens because I mistimed a parry.
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  8. #8
    Dear Devs,

    Rock is OP, needs nerf! Paper is ok.

    Sincerely,

    Scissors.
     2 people found this helpful
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  9. #9
    Seriously crys for nerfing the orochi. the orochi is probably the hardest character to learn in the game. and yall are crying for a nerf. to it. the orochi hardly needs a nerf to it as theres bigger problems within the game currently. Ill list them individualy

    Guard Breaking
    guard break spam and abuse. as it can be combined off light attacks. Guard Break should have never been able to be combined off light attacks to begin with. it was there to break up defense with a possible throw off the ledge a free attack or a means to move behind an Opponent. while draining stamina. Next well talk about the broken system of countering guard breaks. when a guard break is initiated the player that is countering the guard break has no means to counter it. spamming the guard break button to counter guard break. Did it counter it? nope even with the repetive spamming of the counter you cant counter it. due to the fact the window of timing is to small to effectively counter it. Suggestion expand the time frame to counter Guard Breakl to 5 seconds. that's plenty of time to counter guard breaks. if you cant counter it within that time then that's the players mistake. Simple fix right there.

    Dodging
    Lets move onto the other broken elements of the game. Dodging. Dodging in its current state is a lack luster and cluster **** of situation. Assassin Classes are supposed to dodge. the problem is Dodging dosent always work. countless times ive dodged and simply have dashed forward. or the game dosent register the dodge. and ends up starting a light attack chain. in the cases where I have successfully dodged. ive ended up into a guard break. or ive ended up in mid animation getting hit buy a heavy attack or buy a light attack. ( granted it requires practice and time to master. but for a fighter game that's player skill based. its currently a broken system. Dodge needs to work as intended if you dodge an attack you dodge period. only way the player should even remotely be getting hit is if the player dosent initiate the dodge on the incoming attack. In Closing Dodging Currently is sluggish lack luster element in the game. and needs improvements.

    Deflecting. Deflecting is currently lack luster within the game. prime example of the Orochi the orochi is a counter attacker. so why is it that deflects are a high risk to use as orochi. Every other classes has a relative easy means to Parry and then rend an orochi to pieces. Again that said why is deflects and counter attacks a high risk. Problem with deflects is the once again the window of timing to excute the deflect. its to precise and 90 percent of the time to excute it successfully the incoming attack needs to be blocked just as your about to get hit. Suggestion to fix this. the window of timing needs to be expanded. id say about 4 to 5 seconds is enough of a window of oppertunerity to excute a successful deflect.

    Full Block
    Full block stance for shield based characters. Currently within the game shield characters use full block stance to often. the exact problem being theres not enough of a stamina penalty when using the stance. most players when coming out of it have half there stamina left and simply regenerate there stam. My suggestion Full Block Stance needs to drain stamina faster when in use. this will balance out the playing field making full block stance used moderately when absolutely needed.

    Ill now take the time to address issues with the characters themselves. Ill address both positive and negative feedback as well as my thoughts and suggestions on a fix for the following classes to balance this game.

    Conquerer

    The Conquerer in this game for the most part Brilliant design of a character. Reminds me of the Roman Gladiators to a degree using a shield and instead of a sword a morning star. Conquerer damage out put is exactly where it needs to be. Its light attacks areant to punishing. its heavy attacks can be devastating. and if the Morning star is being spun or wound up. then have mercy if that thing hits you.. Conquerers Mobility is perfectly fine. its one of the slowest characters within the game. and is exactly where it needs to be. The Problem with the conquerer. is the range it has to it. countless times ive dodged a conquerer gone to attack. and have ended up hit in mid animation from its attacks. mind you the conquerer wasn't even close range. its attacks can hit from mid range and at times long range. IU agree the conquerer needs to be a heavy hard hitter. but it should be a close to short range character. My suggestion reduce the range of this characters attacks to being close to short range.

    Peace keepers
    Peace keepers overall are a well though character fast and deadly as intended to be there damage output isn't to punishing. Niether are there bleed effects. Mobility wise and overall there were they nee to be exactly. The Problem with the Peace Keepers is the constant spamming of Dashing thrust. More Specifically the range of Dashing thrust. Peace Keepers can leap to great a distance to there intended target and land the hit its at times undodgeable even. Peace Keepers while fast and deadly should be specifically a close range fighter and only close range. My suggestion reduce the range of Dashing thrust significantly. this in turn will keep dashing thrust from being spammed to a target that should be well out of range. and will teach the player to close the gap between his opponent. I would say at best. Dashing thrust should be a short range attack at best.

    Wardens.

    Wardens Generaly overall are exactly where they need to be. there mobility is perfect as they are a mid range character as intended. the Problem with the warden is the speed of its attacks. for a character that uses a two handed claymore. its damage output is fine. the speed of its light attacks and heavy attacks. need to be reduced

    Nobushi

    For the most part Nobushi is a decent character. its exactly where it needs to be as developers intended. the Problem with Nobushi is its bleed effects. the bleed effects from the nobushi need to be significantly reduced. 90 percent of the time bleed effects do the work for the player playing s this character. Bleed effects are intended to be a dot damage over time. Presently within the game. the nobush can reduce a player to half its health with 1 hit and a simple bleed effect. the bleed effect is to be an advantage not a means of achieving an easy win. buy significantly reducing the damage output of bleed effects it will in turn require the bleed effects to be re applied.

    In Closing theres your general gameplay balance issues fixed and will say compared to the other classes. Orochi is not as over powerd as many think. may we see for honor achieve a balanced state that thrives more off player skill then it currently does
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  10. #10
    Djason's Avatar Junior Member
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    Feb 2017
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    27
    Its easier to come to forums and cry than learn how to counter the easiest char to counter. Boohoo nerf everything
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