Some issues that need to be addressed with the game in its current state that need to be fixed effectively immediately I will be addressing these issues according to gameplay, character classes, and general imbalance.

General Gameplay

Currently with general gameplay the following problem I will address is there is no current way to re assign keys to specific abilities or to switch current controller layouts to make it more comfortable for players to learn the controls moves combos ect. of there chosen class. the problem is the controls are the default settings all around. I would suggest making other controller layouts. that players can switch to to feel more comfortable when excuting dodges guard breaks parrys ect. for example. perhaps switching the gaurdbreak to the a button and having dodge as the x button.

General Imbalances

Dodging
Dodging in its current state is a luck laster and sluggish mechanic at best. dodging was implemented int he game for the reason of giving players the opportunity to escape aattack weather light or heavy to be able to counter attack opponent players. the problem exactly with dodging in its current state. is the fact that dodging can be counterd with a guard break can still be hit from any and all attscks weather it be special moves light or heavy attacks.

Deflecting
Deflecting in its current state is utterly broken. as stated in previous posts it requires to precise timing. I agree that it requires timing to master and get down pat. but the window of timing needed for it is far to small. counter attack players such as assassin class players the risk is far to high to excute a successful deflect my suggestion would be to expand the timing needed to be able to excute a successful deflect

Bleed Effects
Bleed Effects Currently in the game are a lucklaster for what they should be. the current problem with bleed effects in the game is the amount of damage induced over time.
Prime example of this is the Nobushi. the bleed effects are redicilous in the sense they can drain a full bar of health without any actual damage being inflicted buy the player. as it stands bleed effects should work exactly as a dot is intended. ( dot = Damage over time) prime example of this taking world of Warcraft into example. when a dot is applied it does damage over time yes but not to the point where it can outright leave a player vieing and or panicking about surviving an attack. within world of Warcraft they do small trace amounts of damage. They in fact should be doing the same within For honor. Rather then take a full bar of health or up to a half a bar of health. The Bleed effects at best should be taking a Quarter bar of health perhaps even half of that. This leads the player needing to reapply the Dot so that it continues to deal Damage over time if the player fails to reapply the dot then the advantage wears off and needs to be done again. My suggestion reduce the amount of damage inflicted through bleed effects


Character imbalances.

Conquerer
The conquerer in its current state for the most part is fine and on par the conquerer needs some tweaking to it to make the game more balanced overall. Conquers damage output regaurdless of the mace being wound up or a standard light or heavy attack is exactly where it needs to be. Secondly the Conquerers ablitiy to block and parry attacks with its shield again is exactly where it needs to be. Next the problem with the conquerer is the range of its attacks. The conquerer when attacking has a ridiculous amount of range to it. the conquerer should first and for most be a heavy hard hitter and a slow tank. with a smaller range then what it presently has in the games current state. This also leads to the problem of the conquerers attacks being undodgeable in deflectable ect. My suggestion is to reduce the amount of range the conquerer needs when attacking. the conquerer when attacking should be close to short range when being at its utmost effectiveness when played.

Peace Keeper
The Peace Keeper overall in its current state for the most part is exactly where it needs to be overall. The Current problem with the peace keeper is the range on its lunge attack
the range of its lunge attack is simply put op. its an attack that can hit from an extreme distance away. making it undodgeable my suggestion to balance this character out is to reduce the range of its lunge attack to keep it short range at best. also suggestion peace keepers range in general needs to be reduced to short range as well


Warden.
the warden buy far is perhaps one of the characters that needs a good amount of tweaking to balance out the problems currently with the warden is its ablity to spam guard breaks and its attacks practicaly undogeable. the other problem with the character is its mobility for a character that wears heavy armor and carries a heavy two handed sword it shouldn't be as mobile as it is. my suggestion would be to reduce the speed of attacks for the warden.

Raider
Only problem with the raider that needs to be addressed is its stampede charge while the speed and mobility of the character is where it needs to be and the character over all is where it needs to be. the stampede charge. is in its present state undodgeable. my suggestion is to reduce the speed of the stampede charge.

Nobushi
Nobushi for the most part is exactly where it needs to be. the exact problem with nobushi is its bleed effects nobushis bleed effects cause an extreme amount of damage to the point of ridiculousness. as stated for bleed effects in the general imbalance. it should be a small damage over time. not a massive cause of damage.

In closing. the game for honor should be based upon a players skill to overcome there opponenet buy addressing these issues the game should become more about player skill and should bring much needed improvement to the game