The Glaring Issues with For Honor
I'm just going to make a numbered list of everything I see to be decently impacting the gameplay experience in a negative way. Obviously, some of these are open to interpretation. If you have an issue, quote the number and we can talk it out in the comments. I'm open to editing it.
1. This is where it becomes apparent that they only properly tested normal difficulty with singleplayer for campaign. Co-op is poorly thought out. Its just more enemies I believe. The checkpoints on realistic are also too dispersed. The one level which has 3 dispersed fights with the same boss only has 1 checkpoint at the hardest part of the fight which is also the second stage of the entire level. Singleplayer rewards are also quite low, but I like how they make you take risks to get them. Playing on realistic, I should get more than 25 steel per level. The wolves on the boss battle in the knights campaign also have bs invulnerability from scripted dodges when they should be hit. The other levels seem to be just normal levels with different scaling which is often frustrating.
2. This free to play microtransaction model is utter crap. Match rewards are extremely low to convince players to avoid the grind and just buy their way through with multipliers and lump sums. This allows players to customize their stats as desired while still in lower experience tiers which is unfair.
3. Many areas, such as the newer map with the funeral pyre in the middle does not properly interact with throws as if it were a ledge or other obstacle. This issue persists with other map elements. If an element exists, displacing abilities should guide your target within reason to these elements. If not, it is imbalanced because some throws and places will while others will not.
4. (Resolved) Why is skirmish in with elimination? It is the worst part of dominion made into a whole separate game mode.
5. Why even have unblockable attacks if parrying is so easy? Especially because they are so slow like on Kensei, this makes them useless and more punishable than they were already with fast light attackers and a dodge spamming meta.
6. Why do all classes dodge at the same distance and speed, yet don't block the same? Seems like an oversight. Also, when dodging into the direction an attack is coming from, why are they immune to it? Players should be punished for not dodging correctly, not rewarded. Side dodging into side attacks should be punished. It should be used for up attacks and charges. Back and front dodges should only be used against the two side attacks.
7. There is also a problem with how elevation damages. If you crush someone at the bottom of a ladder, they instantly die as if executed. However, if you kick someone 5 stories, they can be revived. Also, when thrown off the map 5 feet onto a smooth rock, you die. This is very inconsistent.
8. Charges and rolls should also be able to go straight off the ledges if they use the invisible border for over half a second. Heroes like Shugoki can do their charge across the entire edge of the falling off point and bump people off. If they ride on the safeguard that much it should just go away and they should stumble off comically.
9. My with the classes which I will break down next is that they are beginning to be solely reliant on cheesy combos which stunlock their opponent. Every class seems to have a chain of crap and it takes away from the dynamic combat system. These are 10x worse in duel maps or any smaller setting in general.
10. Warden is balanced. It does what it says, and is definitely adaptable. The problem is the guard break shoulder bash combo is spammy and unfun to play as or against.
11. Conqueror is alright. Its shield bash doesn't work on rolling opponents even if perfectly aimed. I get why that is the case currently, but I don't think it should be. They should still have a fair hitbox if you predict and aim accordingly. The unhealthy part of his moveset is the shield bash spam. He can just chain knock you down and wail on you with heavies between guard breaks. Rather than using everything conqueror has to offer, so many players are just one trick ponies of this chain combo and it isn't any fun.
12. PK is fine. Her stab is still a little bit of a stunlock but you just need to disengage and counter guard break her.
13. Lawbringer is trash. The problem is he can't be buffed because his guard break, shoulder bash, and flip combo is a 3x stunlock chain. If this combo was nerfed, then he could be buffed and made a real hero. He has little stamina and mediocre damage.
14. Raider is okay. I don't like how his unblockable can be done with no prior comboing but it can just be parried so its useless if your opponent did the advanced tutorial.
15. Warlord is too strong. It attacks too fast, has too much tankiness, has shield blocking, gap close, and a headbutt he can just chain on you and keep you out of stamina. The attack after the headbutt shouldn't be unblockable. Also his throw is really strong, and actually paths you to obstacles unlike some other characters' throws.
16. Berserker is fine if you can block.
17. Valkarie was overbuffed. Her attack speed on top of her shield bash and knockdown combo is a bit cheesy.
18. Kensei is mediocre now that the community has learned that not only can you dodge unblockables, you can parry and punish them also. There is one gamebreaking issue where the community is learning that if you guard break during the Kensei's windup of a heavy it actually goes through.
19. Shugoki is busted. It is super tanky, nukes, stunlocks, his throw is super far and damages a full bar, he has a charge which can throw people off, but also attacks quickly. Where is the drawback?
20. Nobushi is just okay. Shes situational because her attacks are so small in hitbox, just with range. I think this is how nobushi should have fit in the meta from the beta.
21. Orochi... ugh... So many people back dodge and side sweep spam. It just flies around and is annoying. I guess thats just the character's structure.
Afterthoughts:
22. Revive timer needs a big increase. If you get stabbed repeatedly, you need a little more help than a peacekeeper pulling you up by the arm. Revivers should also "take their time" reviving when they have number advantage. Maybe a 0.5 second increase because they are in no rush.
23. Powerups still collect too fast
24. Revenge in duels needs to go. Happened two rounds in a row, I had 3 bars the enemy had one bar they somehow got revenge and two shot me.
So again, discuss any of the points. I'd love to refine and edit the thread. Just keep everything constructive and an actual argument. Anything you feel I missed or I need to be corrected on, I'll look into adding in. I don't want to see people just yelling at each other to git gud or name calling, flooding the comments with nothing actually valid to put into the post.
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