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  1. #1

    Give Non-Parryable/ High block damage attack to certain character PLZ!!!

    Because it's just so painful when you use character that doesn't have charge mechanic vs a passive opponent that just going turtle all day long. For those who keep yelling "use feint waaah....waaah", well good for you since you still fighting a braindead opponent. On higher tier, people won't just give a damn because they can tell which one are feint and which one is the real attack. The situation become much more worse when you are fighting people that has charge mechanic (especially the cheapest one like warden,conqueror, and warlord)....since in this case, they got waaay more offensive option than you. Also, block damage is so sh*ty low that it's barely relevant in this game.

    The only way you could land a hit in high tier match is to act a bit faster than your opponent..and that's just plain frustrating if you have to do that every single damn time. Well the best option i can think of in this case is to give these type of character another.

    -Light Attack with Heavy Property: A character like kensei relied on series type of attack, sadly the current meta make this option almost impossible because ppl will just going turtle after getting hit once. Adding this type of attack to some of the direction will make people flinch, hence allowed this type of character to chain their combo under some situation.

    -Non-Parryable heavy attack: Heavy attack are the most underused type of attack in this game, the reason because it's so easy to defense or counter this type of attack. Adding Non-Parryable attack will definitely add more depth because either people will keep guessing when they will use this type attack and actually start to DODGE! or can be used to haras the opponent out of the position via using feint.

    -High block damage attack: Currently, people can just nail their foot into 1 spot and play turtle if they fight a character that doesn't have any charge mechanic whatsoever. This type of attack are meant to punish those type of people, which is force them to fight back or risking to get killed by a bunch of chip damage.

    -Block Chain Attack: Now this last type of attack is quite unique, because it will activate it's special moveset if you hit an enemy that successfully block your attack.

    Well that's all i can get for now, i hope dev find a solution for making non charge type of character much more viable, while at the same time punish those who only just do blocking and parrying 24/7.
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  2. #2
    Kensai can chain off of GB's, so I'm not sure you make a very good case there.

    I do think there should be more penetrating damage for heavy attacks though. Give them some purpose other than getting yourself parried. Also maybe speeding them up 10% might be good. Alternatively, giving them stamina damage would make a bit more sense but might be more problematic gameplay wise, I haven't fully considered the implications.

    Non-parryable is an interesting idea. I'm not 100% convinced, but I could see it working.
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  3. #3
    Originally Posted by Cronstintein Go to original post
    Kensai can chain off of GB's, so I'm not sure you make a very good case there.

    I do think there should be more penetrating damage for heavy attacks though. Give them some purpose other than getting yourself parried. Also maybe speeding them up 10% might be good. Alternatively, giving them stamina damage would make a bit more sense but might be more problematic gameplay wise, I haven't fully considered the implications.

    Non-parryable is an interesting idea. I'm not 100% convinced, but I could see it working.
    getting a good guardbreak is so damn difficult to pull at higher tier since people already develop lightning reflex at that stage. This game definitely need more variety so people won't just keep spamming the same method like over and over to get the best result, thus make the game actually entertaning to play & watch.
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  4. #4
    The solution shouldn't be that everyone can spam unblockable/unparryable attacks. What Ubi should do is character balancing and some core mechanic changing.
    Make guardbreaks unblockable or give it an inhumane time window where you have to read not react to the enemy. This should lead to an guaranteed heavy attack but no environmental kill. Environmental kills should happen when you are exhausted because exhaustion is useless right now. This would also make exhaustion managing heroes like Lawbringer and Valkyrie better without buffing them.
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  5. #5
    Originally Posted by Skarvig_Odinson Go to original post
    The solution shouldn't be that everyone can spam unblockable/unparryable attacks. What Ubi should do is character balancing and some core mechanic changing.
    Make guardbreaks unblockable or give it an inhumane time window where you have to read not react to the enemy. This should lead to an guaranteed heavy attack but no environmental kill. Environmental kills should happen when you are exhausted because exhaustion is useless right now. This would also make exhaustion managing heroes like Lawbringer and Valkyrie better without buffing them.
    Right now guardbreak can be inhumane enough when you use warlord/ warden, the main reason simply because that's the only option to get away from their onslaught, and then you can just catch people that dodge with your guardbreak.

    Exhaustion is already a part part of the strategy, especially when you use character like conqueror conqueror. On the other hand, having those type of attack (unparryable etc) is technically act as option instead of spam, so the fight won't be as monotonous as the current situation.
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  6. #6
    Rather than adding additional mechanics I think fine-tuning what we have might be a better solution. I agree that there is a bit of a problem of impervious defense. I think a multi-pronged solution could rein it in without breaking it too badly though:

    • Make a dodge into an attack take damage (ie: you need to dodge back or to the opposite side or get a deflection)
    • Add a small stamina cost for dodging = light attack.
    • Add chip damage for blocked heavy attacks. Maybe 1/4 bar?
    • Possibly tighten up parry timings a little so they're not so easy to land. (not 100% sure on this suggestion, but it's a thought)
    • Add a penalty to being in a low-stamina state. No parrying, no guardbreak, or something else to that effect.
    • Make countering guardbreaks difficult but countering throws easier. Basically make it a very tight and early timing to block a GB (like most fighting games) but if they try and throw you, give the defender another chance to tech out of it. This breaks my rule of not adding additional mechanics but I think this would make the GB-Throw relationship a lot better. I want guardbreaks to be easy, but throwing people around shouldn't be this easy with all the 1-hit environmental kills available.
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  7. #7
    Originally Posted by Cronstintein Go to original post
    Rather than adding additional mechanics I think fine-tuning what we have might be a better solution. I agree that there is a bit of a problem of impervious defense. I think a multi-pronged solution could rein it in without breaking it too badly though:

    • Make a dodge into an attack take damage (ie: you need to dodge back or to the opposite side or get a deflection)
    • Add a small stamina cost for dodging = light attack.
    • Add chip damage for blocked heavy attacks. Maybe 1/4 bar?
    • Possibly tighten up parry timings a little so they're not so easy to land. (not 100% sure on this suggestion, but it's a thought)
    • Add a penalty to being in a low-stamina state. No parrying, no guardbreak, or something else to that effect.
    • Make countering guardbreaks difficult but countering throws easier. Basically make it a very tight and early timing to block a GB (like most fighting games) but if they try and throw you, give the defender another chance to tech out of it. This breaks my rule of not adding additional mechanics but I think this would make the GB-Throw relationship a lot better. I want guardbreaks to be easy, but throwing people around shouldn't be this easy with all the 1-hit environmental kills available.

    The two suggestion above will only make assassin's life much more harder (not every assassin are op like PK), they already got a limited guard time already. Also the heavy attack is pretty much useless on top tier match (people already blocking light attack left and right in there, throwing heavy attack in this match is like offering your head into silver plate). Also the added throw mechanic are making character like lawbringer & raider much more harder, because these type of class are heavily relied on wall & ohKO place.
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  8. #8
    Blocking is broken, because two different attacks speeds, one blocking timing and parry that is a must to do damage. They must fix the blocking system and then the rest of the game can be balanced without everything breaking apart.

    http://forums.ubi.com/showthread.php...e-of-For-Honor
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  9. #9
    Originally Posted by Mr_Gallows Go to original post
    Blocking is broken, because two different attacks speeds, one blocking timing and parry that is a must to do damage. They must fix the blocking system and then the rest of the game can be balanced without everything breaking apart.

    http://forums.ubi.com/showthread.php...e-of-For-Honor
    your block suggestion won't do that much because ppl would simply just parry the attack. Even when you make parrying less worth using, it's still too easy to block heavy attack with parry...especially when fought at high tier level. On the other hand, the only class that is downright broken in term of attack speed is just peacekeeper (and maybe warden top..but that still debatable) that make her super effective.

    On the other hand, your suggestion doesn't include any solution to character that doesn't have a charge type of attack. Seriously it's just plain painful to breach opponent defense when you are using character that doesn't have a charge type of attack (PK is an exception btw). The effort needed just to land a single hit just way higher of you don't have charge as your main moveset.
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  10. #10
    Originally Posted by Barzah Go to original post
    your block suggestion won't do that much because ppl would simply just parry the attack. Even when you make parrying less worth using, it's still too easy to block heavy attack with parry...especially when fought at high tier level. On the other hand, the only class that is downright broken in term of attack speed is just peacekeeper (and maybe warden top..but that still debatable) that make her super effective.

    On the other hand, your suggestion doesn't include any solution to character that doesn't have a charge type of attack. Seriously it's just plain painful to breach opponent defense when you are using character that doesn't have a charge type of attack (PK is an exception btw). The effort needed just to land a single hit just way higher of you don't have charge as your main moveset.
    If you read the thread, parry will be fixed. Parry will only lead to an initiative change and not damage as is the case now

    You are right my solution does not fix everything. I wanted to focus on just one thing. The very core of the balance between the three-way attack and defence system.

    I touch on dodging, but really there are many great suggestions on that already. You are also right that other things like gap closing should be looked at. Just try to see the fix I propose as a core thing that will allow other fixes.

    Parry for instance can be balanced a bit better once the whole Parry->GB->damage cycle is no longer the main actor.

    I am sure you can use a better balance between blocking light and heavy, through my system as a base for making other balance changes. Really it just gives the developers a few extra buttons to fine tune the game.
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