For Honor: A fundamentally amazing game with 3 fundamentally awful design decisions
REVENGE A great idea for combating ganking and giving players a fighting chance in 1vX battles. However, there is no good reason that it should be gained through 1v1 combat. I think it's obvious and without need for explanation that revenge generating in 1v1 fights is just a mistake. I'm surprised there isn't more dialogue about this and I'm surprised that it hasn't been nerfed already.
REVIVING The bleed out timer is way too long, the time it takes to revive a player is way too short, and getting up with 100% health is absurd. It's like they had 3 core numbers to tweak in order to balance this mechanic, and they got all 3 of them terribly wrong. I would much rather see a 20-30 second bleed out timer, 5-6 second revive time, and 30% health on being revived. Possibly more or less depending on how long you've been bleeding out.
Alternatively, how about this for a suggestion - Keep the 60 second bleed out timer. However, after 20-30 seconds of a player being in the bleed out state they become vulnerable to executions. Add a new set of execution animations that can be used on players who are downed in this way. I think that would be pretty cool, but still, increase the revive timer to 5-6 seconds and there is no way in hell people should be revived with 100% health. Maybe if attached to some kind of perk, but as a base value? No way.
UNTECHABLE GUARD BREAKS Here is a game where everything can be reacted to. Everything, that is, except for odd instances of untechable guard breaks. Notably following being parried, but also during other times such as being caught in the middle of an attack or in a guard break animation of your own. Because I think this point needs a bit more clarification, i'll touch on each point individually.
Parrying.A mechanic that is fundamental to a game such as this, but does it need to be so immensely powerful? Should a defensive option lead into such devastating, guarenteed damage to your opponent - or at times, instant death? Being able to follow a parry with an untechable guard break is absurd. Parrying causing heavy stamina damage and protecting you from taking any damage yourself is fine. Some characters can follow up on parries in unique ways that reward small amounts of damage, which is also fine.
Being able to follow up a parry with an untechable guard break which, as we know, guarentees a heavy attack or throw on every character in the game is insane. There is no reason for this. Parrying should be rewarding, but not THAT rewarding. Parrying should have follow up opportunities that allow the defender to become the aggressor, but it should not be a guaranteed follow up that the attacker can not react to. This sort of untechable guard break is a cancer to this game and is forcing players to be overly defensive in a meta that will become stale very quickly.
Attacking. - Ever get guard broken when you were half way through an attack? I have. I'm sure we all have. Why this interaction even exists confuses me enough to begin with, as a guard break is supposed to counter someone in guard mode, not a player half way through an attack animation, but what's worse is that you CAN'T TECH this kind of guard break. Have fun getting thrown off a ledge or eating a free heavy attack.
The first two points of this post are only really relevant to 4v4 modes. This third point is relevant to every mode and 1v1 especially. Guard break is a necessary mechanic, but its current implementation is frustrating and not very fun to be on the receiving end of if you can not react to it like you can to literally everything else in the game.
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