Realistic mode is a mess with different classes having very different level of telegraphing. Realistic mode is broken.
The main problem is that defence is too easy, especially against heavy attacks and on top of that - defence leads directly to damage. In fact for many classes defence is the easiest way to kill your opponent.
To adress this issue, block must be fixed, so it is balanced with both light and heavy attack. This is impossible with the current blocking system, but there is an easy fix. Two levels of block, just like two levels of attacks. Then defence needs to be effective, but not a source of damage - only a way of shifting initiative through parry and deflect.
Thread here about it: http://forums.ubi.com/showthread.php...2#post12367152
I heavily disagree with the "make things more offensive". It would just make characters like Berserker, Peacekeeper, Orochi, and Warden even stronger than they are already. Parrying is very strong, yes, but it is hard-countered by Feinting. I cannot begin to tell how many times I've had a Kensei doing their unblockable overhead swing just to Feint it into a side hit. I'm trying to wait patiently for that overhead swing so I can Parry and then get a free Light attack in and then BOOM - I'm trying to pull a katana out of my side. So Parrying is not "too strong". People just don't use Feint properly.Originally Posted by WhiteWolf.BMF Go to original post
Being out of stamina is definitely hard to punish, I agree with that. I think your idea of making dodges slower and cover less distance is not a good idea, however. A longer recovery time at the end of the animation would still be good - this would allow a character to effectively dodge a heavy attack, but they would be susceptible to follow ups. If they were dodging a light attack, they would be vulnerable to a follow-up light attack because of the longer recovery animation. Removing the ability to Parry is stupid as the person with stamina depleted cannot capitalize on stumbling their opponent. Once again, it is hard-countered by Feinting and the person who tried to Parry (and is now doing a REALLY SLOW heavy attack since they're depleted) is now super vulnerable to punishment. To follow-up on your second fix, parrying a light attack is easy, yes. However, this falls into predictability. If a character constantly leads with light attacks, then yes, they're going to get parried all the time. However, if a character starts a combo string that leads with Heavy after the last four started with Light it can throw someone off, or it could be feinted into a Light attack from another Guard. It just seems like you don't know how to feint, which is honestly Ubisoft's fault since it mentions Feinting in the Basic Videos and Advanced Videos for some characters but very rarely explains how to do it, it's not listed in the Tutorial, and it's not listed in "Moveset". So I feel they should create more awareness of this mechanic since it's so core to countering Parry.
The "blocking costs a portion of your health" is also a terrible idea. Blocking generally happens because the person feels too worried to Parry but they can't find an opening to attack themselves, often times because the person is in the middle of a long string of attacks that the defending player can't get out of. Take the Berserker for example: they have an infinite chain that doesn't cost a lot of stamina (especially with Dauntless active) and if they do a chunk of the defender's health then the defender essentially can't fight back. I don't feel that blocking is an issue. With Guard Break, Unblockables, and the fact that it's an aimed Block (except for Full Guard) it's not really a "cheap" way to win, and is core to the For Honor experience. Making blocking a punished practice would just make this a generic Hack'n'slash, and it would quickly deteriorate to Assassins vs. Assassins constantly since Blocking would not be worth it anyway.
Only Warden is very strong out of those characters and only because he has tools to break the turtling meta. Still, Warlord is as strong as he is. Either way, the current meta is very dull to play. Feinting definitely doesn't hard counter parrying. You can feint your parry attempt or, if you're Valkyrie or Nobushi, just let it slide, because you can't be GB'd after a parry anyway. Also, good players will know to anticipate the feint and only parry when the attack can't be feinted anymore. The Kensei trick is very easy to counter.Originally Posted by Rogue of Time Go to original post
Again, feinting is not a hard counter to parry. Good players WILL NOT attempt to parry when out of stamina. Making the dodge slower wouldn't make it impossible to dodge attacks, only harder. The increased recovery time might be a good idea, though.Originally Posted by Rogue of Time Go to original post
Once again, feint is not a hard counter to parry. Also, seems you didn't understand that I only wanted to remove the guaranteed GB from parrying a light attack, which can't be feinted anyway.Originally Posted by Rogue of Time Go to original post
You missed that the chip damage would only apply to heavy attacks, not light. I do agree that the increased chip damage isn't completely necessary, but I would still like to see it implemented to encourage more active defense against heavy attacks.Originally Posted by Rogue of Time Go to original post
I think many mechanics have to be changed for it to be balanced completely but not a full overhaul the defense system as is, is okay, not amazing, but just okay. The GB/Tech is fine because if there was no tech you would have an epidemic of GB spammers. The free GB after parry is fine because it is very easy to avoid getting parried if you don't spam heavies and mix up your stances (Faster attacks help and so does feinting). Defense overall is not bad its the "unavoidable" full block stance, block every attack gig. I think to get rid of turtling you need for every hero to have an opening unblockable attack (lawbringer push, conq bash, warlord headbutt, warden bash, nobushi kick, Valkyrie bash, The assassins get deflects so thats a good thing for people who actually attack and they have fast attacks quick enough to not be able to be reacted to,kensei whiff top heavy cancel mix-up) many different ways to open up an opponent, just some are easier than others and that comes down to learning your match ups and opponent's headOriginally Posted by WhiteWolf.BMF Go to original post
I read wrong suggestions, didnt realise you were OP.Every buff to offense is a nerf to defense and vice versa. I don't think you quite understand either how the game works at a deep level or the implications of my suggestions. I fully realize that the point of the post that I quoted was that defense has too much kill potential. My suggestions would reduce this kill potential and also buff offense by making it less risky. Nerfing the purely defensive aspects the way I described would also make offense more compelling and create more openings.
In conclusion, my primary goal is to buff offense by nerfing defense. Secondary goal is to fix the broken aspects of defense.
But yeah, i do actually dislike your suggestions and here is why
Nice attempt to dismiss my experience btw without hearing like literally nothing from me.
Nothing of those suggestions fixes the core of the issue. Right now you look at each other and no one can break the defence of the other, while defending would still be to easy when you have stamina. Just block everything - Opponent cant do anything about it until you run out of stamina, and what will change then is that the attacker will simple use heavy attacks for free damage since the defender wont be able to parry. How is this fun and deep? Its not in my mind.
There will simple become "Make defender run out of stamina and hopefully you will have stamina left to do some free damage with heavy attacks". And that would only work if dodges were tweaked so its not to easy to dodge.
The defense-offense needs a much better balance.
I would start off by making combos available, while also heavy attacks. Blocking should not interrupt attacks any longer.
Parrying should change to something else such as switching the initiative purely, no free damage.
Doing heavy attacks would now mean you wont get damaged while doing them.
Combos would make the defender actually have to defend with more skill. Combos could get even more further specialised for each class while also make them have more variation.
Defending not so easy any longer. And attacking would be more fun aswell. Attacking in the current game is not fun.
Then we look at dodging and feinting and perhaps make those more class specific as well. Then we have the defending side which could be looked at for the defensive classes or others.
Overall, this is a good start and then just go from there.
I find any claims that nerfing defense would just make X classes OP to be pretty nonsensical. Class balance issues are a separate matter from the base game mechanics and they need to be balanced around those mechanics after the fact. You can't balance the classes until you have your foundation in place to begin with, and the current foundations are shaky as hell.
QUOTE=x--SilenceR--x;12371323]Blocking should take 4% of your life that way people can not just turtle problem solved![/QUOTE]
Blocking shouldn't take 4% of health its there for a reason the problem is stamina drains countless times ive gone up against law bringers and found myself in a corner where there unblockables drain stamina. Sure I can understand missed attacks. sprinting. and parrying draining stamina. Fact of the matter is the stamina penalties are the problem. espicialy against law bringings to the point where you cant dodge. or even attack and they just take advantage of the situation ( granted that's the idea) but a suggested fix for that fix recovery times the stun times seem out of wack to be able to even fight effectively against a law bringinger. espicialy when most of them just feint and feint and feint to the point they can take advantage of it
Nerfing defense wouldent make x classes OP its about balance. and making the game player skill based. I.E. Example to pull off a deflect you have to hold the left thumbstick in the direction of an incoming attack correct? why shouldn't it be the same for parrys. within the open beta you had to hold the thumbstick in the direction of an incoming attack to do a basic block. Current version of the game. all you need to be is in the same guard and it auto blocks. ive seen it first hand buy my own character and buy opponent players. Parrys don't tell me parrys areant easy to pull off all you have to be is in the same guard stance as opponents and pull the right trigger. a baby could do that ( keep in mind I play on xbox one) ( the controls for the other systems may be different but I'm sure you know what buttons I'm referring to)
My suggestion first and formost lets make this game based on player skill. to do this. my suggestions are as follows
1. Remove auto blocking. I belive to block a player must not only be in the same guard stance but also needs to move the thumbstick ( playstation and xbox controls) and the arrow keys in the direction of an incoming attack. this in turn makes the player hve to manualy block. is it more work yes whats it bring the game down to player skill
2. Parrying not only does the player have to be in the same guard stance as the opponent player but again needs to hold the thumbstick in the direction of an incoming attack and then press the heavy attack button.
3. deflects don't realy need a change. other then perhaps open the window frame of timeing the deflect to about 3 seconds.
In Closing theres your problem with defense. and theres your suggested fixes. buy making the player have to manualy block and parry like you would a deflect it should bring the game down to about player skill and further bring balance to the game
I honestly have to disagree with these suggestions as that's not the problem with defense in the game currently. as stated the problem with defense is its to simple to easy to pull off. 90 percent of the time for all classes even assassin classes defense for the most part is automated. want to find out go make a custom match invite a friend to practice. Have him be in the same guard stance for all attacks. and just swing at him. youl find his blocks are automated. that's correct basic blocks are automated. Within the open beta basic blocking was not automated. you had to manualy block if u didn't you still got hit regaurdless of the type of attack. Secondly parrys Parrys were not a one button feature to pull off. they were excuted in the same manor as a deflect. Difference being you didn't have to wait till impact to excute a parry. Within the open beta to excute a parry you had to hold the thumbstick in the direction of the attack then hit heavy attack. In the game live all you need to do is be in the same guard stance and hit the right trigger. My point being defense is to automatic in the live version of the game. want to see a true fix for the game read my above postOriginally Posted by Maaci Go to original post