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  1. #1

    Peace Keeper Balanace issues

    Writing this post to address serious balance issues with the peace keeper. Mainly revolving around the bleed effects and the classes leaping stap. Currently in the present state of the game the peace keeper does need some tweaking to its bleed effects and to its leaping stab. (don't no what the leaping stab is actualy called not bothering to look it up). Ill start with saying the Jump Attack or lunge attack. seriously needs its range reduced. the attack itself is a gaurenteed hit to pull off so why is it it has the range that it does and extremely difficult to even dodge?. this is a dire class imbalance as a peace keeper can simply come at you when you thibnk your out of range and constantly spam the same lunge / jump / leap attack for a gaurenteed hit. my suggestion is to reduce the range needed on the attack to somewhat balance the class out. there for ending the constant spamming of an attack that's a gaurenteed hit.

    Next I will be addressing the bleed effects. the bleed effects are ridiculous. sthe bleed effects do more damage then the actual attacks of the peace keeper itself. bleed effects should be an advantage of the class. not an outright means of killing off the opponent. my suggestion is that bleed effects around the board as a whole need to be toned down.

    In closing this a game that's supposed to be about player skill. not an easy means of achieving victory over ones opponents.
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  2. #2
    Originally Posted by Azrakel2 Go to original post
    Writing this post to address serious balance issues with the peace keeper. Mainly revolving around the bleed effects and the classes leaping stap. Currently in the present state of the game the peace keeper does need some tweaking to its bleed effects and to its leaping stab. (don't no what the leaping stab is actualy called not bothering to look it up). Ill start with saying the Jump Attack or lunge attack. seriously needs its range reduced. the attack itself is a gaurenteed hit to pull off so why is it it has the range that it does and extremely difficult to even dodge?. this is a dire class imbalance as a peace keeper can simply come at you when you thibnk your out of range and constantly spam the same lunge / jump / leap attack for a gaurenteed hit. my suggestion is to reduce the range needed on the attack to somewhat balance the class out. there for ending the constant spamming of an attack that's a gaurenteed hit.

    Next I will be addressing the bleed effects. the bleed effects are ridiculous. sthe bleed effects do more damage then the actual attacks of the peace keeper itself. bleed effects should be an advantage of the class. not an outright means of killing off the opponent. my suggestion is that bleed effects around the board as a whole need to be toned down.

    In closing this a game that's supposed to be about player skill. not an easy means of achieving victory over ones opponents.
    Her bleed effects are fairly hard to pull of unless are making mistakes. Her guard break one for instance (Bugged so that 2nd/3rd stabs do not apply bleed) can be broken with counter guard break and by attacking when she's going into it. As for her lunge attack its pretty telegraphed, it is not guaranteed hit as it comes from Top guard and always has superior block capabilities. They dodge/dash forward and hit the attack button, watch for the dodge and switch your guard up. Granted your not playing the lawbringer and have bad reactions you should be able to block it just fine, and parry it if you predict it ahead of time. Try paying a bit more attention to what your fighting against each time you fight them. You can learn things and behaviors about their attack and combo patterns. For instance Kensei and Orochi both attack in the opposite direction of their dodge while peacekeeper attacks in the same direction.
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  3. #3
    Learn to play. Nothing is a guaranteed hit.
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