I've got to say that each character starts to feel really boring when you don't use 80% of their tools, including their attack chains. Attack chains are just far too unsafe due to being predictable and easy to parry into huge punishes.
Is everyone ok with that? I would love to see a more back and forth game where people used their chains more and got parried less.
Except some characters have unblockable attacks, and there's chip damage (small though it may be). The ease of parrying heavy attacks is absolutely the core reason why it isn't always effective launching combo chains. That is in regards to characters in general though. Characters with sidestep attacks (and the fact that dodge speed and distance is not reduced while exhausted) are another major factor as to why it is difficult to successfully perform chains.Originally Posted by ThePollie Go to original post
Every character can destroy them all.
I play conqueror, I can wreck anyone, and I also can be wrecked so easily that it litteraly makes me rage (RIP xbox controllers) (controllerS, yes) (yes it costs much money to rage) (no I won't stop) (OKAY) (STOP NOW).
Just get yourself better ... (it's not for the troll ...) I changed my gameplay and it's more easy against fast character I really struggled with. Still hard.
You forget that every character has to be reliable. Most of the changes you all (in all threads) bring would make a type of character above the others, which is not the case right now, you have your chance against everyone.
Eh, I would say that there is an imbalance between fast attacking characters (peacekeeper mainly, I think) that can just spam lights against those with slow stance switching with absurdly high effectiveness.Originally Posted by ZoB.Raymond Go to original post
Yeah, I didn't expect For Honor's combat to be decidedly anti-chain-ey. I figured blocks would just negate damage but allow the chain to continue in one of three directions, which you could prematurely stop with a feint.
Then parrying became a thing. And then chains just stopping if they don't land for full damage became a thing.
Really, it seems like each class has one "real" combo they use, and it's usually by linking together a single attack with a shoulder bash or something similar in their kit. But it has nothing to do with chain attacks at all. I think the combat system could have turned out much better, but it is what it is, because someone got too fighting game happy and turned everything into hard counter central.
It can all be traced back to parry, either the window needs to be MUCH tighter or it needs a different kind of reward. The current parry - > uncounterable gaurd break - > heavy side(or overhead if thrown into a wall) is stupid. It's insanely high reward for low risk. At worst you eat a light or side heavy if you mess up the timing. However it is 100% possible to Feint your own parry and shift guard to the opposite side to block a light attack if you react fast enough and with that in mind why WOULDNT you just parry fish all day?
As long as you are good at canceling your own original parry attempt you can ensure that the only punishment against you is if you mess up the timings, additionally counter guard breaking means you can turtle up for days as the only reliable tool to break up such play is 100% counterable. Parrying guaranteeing a light attack would be much better, people would feel safer throwing out heavies and the ridiculousness of parry - > gb - > heavy side - > warden shoulder bash - > cancel(grab,attack,charge lel) - > zone and 2/3 of your health being gone would be much less awful.