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  1. #11
    Originally Posted by Glaba24 Go to original post
    I can assure you, I know plenty of the mechanics. First off, obviously the running and charging attacks are easy to block, so that goes out the window. Many characters, (if not all, not sure) attack in the same direction, so that's a no go. Second, guard break may track, but obviously they would put some distance between themselves and you already. Should you initiate the guard break immediately, they would counter it then move back, and now you can't approach. If they put some distance already and dodge backwards, they are too far for it to connect. I'm talking about intelligent players, not noobs like you may be.

    You shouldn't go around just calling people noobs. That makes you look shallow and unintelligent yourself. As a Lawbringer main, and I consider myself a damn good one at that, know that dodging while exhaustion is active makes your travel distance MUCH less and more time in between each dodge. I can easilly catch up to a Orochi or Peacekeeper that has dodged back two or three times in two forward dodges, As lawbringer mind you. When you see exhaustion hit start playing aggressive and use guard breaks frequently if they are dodge happy. A smart exhausted player will stay where he is and maybe dodge back once to get a read on your next move. If they are good at counter GB'ing then start throwing in feints, light attacks, or class specific unblockables as you dodge to keep up. When you become predictable in this game you have already lost to an opponent who can read patterns easily. Exhaustion already has plenty of negatives as it is. If you remove dodging then characters who excel in guard break tactics (Heavies, Lawbringer, and Valk) will very quickly become very overpowered as they will continuously guard break you or pull off unblockables and throw you onto the floor. When you take damage in exhaustion it extends your exhaustion even more so getting thrown on the ground for at max a Guaranteed heavy and light attack only to stand up and repeat the process would be exceptionally punishing, unfun, and be overall a bad shift in the game. End of Statement.
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  2. #12
    Munktor's Avatar Senior Member
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    Originally Posted by Glaba24 Go to original post
    I can assure you, I know plenty of the mechanics. First off, obviously the running and charging attacks are easy to block, so that goes out the window. Many characters, (if not all, not sure) attack in the same direction, so that's a no go. Second, guard break may track, but obviously they would put some distance between themselves and you already. Should you initiate the guard break immediately, they would counter it then move back, and now you can't approach. If they put some distance already and dodge backwards, they are too far for it to connect. I'm talking about intelligent players, not noobs like you may be.
    I understand that you're frustrated, but calm down and think a bit.

    Running/Charging attack covers more ground than backwards dodge right? GB tracks dodge right? So charge forward, DON'T throw an attack at the end of the charge and instead use GB, then punish with a free heavy attack.

    Removing the ability to dodge when out of stamina would create some VERY OP situations when facing certain enemies.

    I assume you don't understand some of the mechanics based on you asking to remove dodge when out of stamina. It screams, "i'm not sure why that would be bad".
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  3. #13
    Originally Posted by Peachy36West Go to original post
    You know the game mechanics but you don't understand why removing dodge when out of stamina would literally break most classes? How do you get out of the vortex combo? How do you avoid shield bash or head butt or demon's embrace?
    1. I've already conceded that perhaps losing it entirely is too much. But perhaps putting it on cooldown would be better.
    2. How about you make sure you don't run out of stamina in the first place?
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  4. #14
    Originally Posted by Glaba24 Go to original post
    How?
    Shove is uninterruptible so if you can land his Shove > GB > wall shove > top heavy combo which decimates their stamina, there is nothing they can do against the next shove whatsoever if they can't dodge.
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  5. #15
    Originally Posted by Glaba24 Go to original post
    Just as the title states, I believe it would be fair for people to lose the ability to dodge when the run out of stamina, When someone runs out of stamina, they tend to just dodge away making it practically impossible to capitalize on unless they lost it on a parry or you cornered them. However, if they lost the ability to dodge, it adds a much greater sense of danger as you cannot escape your foe. However, the person who lost their stamina can still defend themselves with blocking and parrying. This would especially be useful against assassins who are too fast at dodging away from situations and it would really punish them for being careless, though that applies to everyone.. I think it's pretty fair and balanced and besides, if you are exhausted and can barely swing your sword, how are you capable of skedaddling away?
    Errrrr....How about just making you lose the game as soon as you're out of stamina?

    More seriously I think there is enough penalty for being out of stamina and quiet honestly I think it's very easy to deal with opponent who run out of stamina, I killed SO many just because of this mechanic alone, this is ridiculous.

    If your opponent dashes away they're much easier to chase because they lose all of the moves that requires stamina and more importantly lose the ability to run (which is not your case)...and they can't stop you effectively because their attack are slow as hell. You don't even have to rush like a raging bull because 1/ Stamina takes quiet a long time to recover, way enough to close out the distance and take advantage of it and 2/ Because every time your opponent are dashing they're draining the stamina they're recovering, which mean they passively increases the time during which they're out of stamina.

    If you can land a GB effectively it causes them to fall.....and die 9O% of the time, especially if you're playing with a high damage character. Same thing with some specific attacks (like the CQ charge).

    They're also much easier to trap into the surrounding, if they dash away you can push them back and even if they recover you should be in a much better position at this point (them trapped in the corner of the map and you with plenty of room behind you to work with).
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  6. #16
    Originally Posted by Glaba24 Go to original post
    1. I've already conceded that perhaps losing it entirely is too much. But perhaps putting it on cooldown would be better.
    2. How about you make sure you don't run out of stamina in the first place?

    I mean it pretty obvious you don't know what game mechanics you are talking about. Don't run out of stamina? Te_Wheke already purposed one offensive way to drain your opponents stamina but there are many more ways in this game to drain someone's stamina and some hero's combat strategy revolves around it. You also don't recognize what the game already does to punish your dodges when out of stamina I feel like we should just stop replying to this thread.
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  7. #17
    Seems like there's 2 schools of uneducated complaints around dodge right now:

    1) Assassin mains: Some variation of GB shouldn't counter dodge.
    2) People who lose to assassins regularly: Some variation of dodge should cost stamina/not work with no stamina.

    Neither are particularly well thought out when you consider the bigger picture.
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  8. #18
    Not only does this make half the roster of the game practically unplayable. But it also would further reinforce the high level 'never attack first' meta wherein people just spin their guards at one another til the other goes afk. It will basically be even more encouraged, noone will ever attack due to the loss of stamina + potential of being parried to lose even MORE stamina. People would do nothing but spam un-counterable cheese abilities like warden vortex and warlord headbutts, then proceed to stand there spinning their shield around til that stamina they used comes back.
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  9. #19
    very bad suggestion

    losing stamina on all characters except heavy, means you are already dead
    unles your opponent is very bad... making it easy for bad opponents to kill heroes dependant on stamina is just not very useful
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  10. #20
    Originally Posted by Glaba24 Go to original post
    Just as the title states, I believe it would be fair for people to lose the ability to dodge when the run out of stamina, When someone runs out of stamina, they tend to just dodge away making it practically impossible to capitalize on unless they lost it on a parry or you cornered them. However, if they lost the ability to dodge, it adds a much greater sense of danger as you cannot escape your foe. However, the person who lost their stamina can still defend themselves with blocking and parrying. This would especially be useful against assassins who are too fast at dodging away from situations and it would really punish them for being careless, though that applies to everyone.. I think it's pretty fair and balanced and besides, if you are exhausted and can barely swing your sword, how are you capable of skedaddling away?
    Originally Posted by Peachy36West Go to original post
    Uh... so when you are out of stamina you just automatically lose to Warden, conq, warlord and shugoki? How do you handle unblockables?
    Deflecting. I believe this is fair enough... out of stamina.. can't dodge,(or do so slowly with the roll animation of a conqueror) if you perfect dodge(so deflect) than ok.
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