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  1. #1
    nyrue's Avatar Senior Member
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    Dec 2012
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    Essential Fixes

    1. base chip damage on heavy attacks need a 20-30% increase

    2. the window for canceling a heavy attack or "feinting" needs to be narrowed down to a small window near the beginning of your attack so you can no longer cancel your swing in response to another players feint,

    3. all unblockable charge attacks that lead to damage, need to be punishable on dodge, by GB preferably

    4. the timing on wardens shoulder bash GB cancel needs to be limited to the beginning of his charge NOT during

    5.need invulnerability frames while being guard broken, at the very least before the Guard Break Counter prompt to prevent stun locking when facing multiple opponents

    6.the conqueror needs to be able to Guard Break Counter while charging his heavy attack

    7.normalize guard changing frames across all classes and/or reduce the frames required to change block

    8. add deadzone customization option for controllers

    9. remove invulnerability frames on dodge

    I have been on these forums since the closed beta with suggestions and feedback these are suggestions that I am 100% sure need to happen if I've forgotten anything please feel free to comment
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  2. #2
    1. Meh, read the other guys shtick on why he wants blocks to be less effective. TLDR: blocks are the middile ground risk/reward between attempted parrys and dodges. HOWEVER, I believe those that peoples abilties that they tend to use once not perma blocking should be just as easy to counter. Or maybe a blocking take stamina depending on the attack.

    2. I dont think there is such a thing. all my feints stop at the same point. But i could just be bad.

    3. God yes. Or at least something that allows us to coutner a charge with some sort of predicted reaction.

    4. Yes please.

    5. Mehhh, I think there other ways to help out the 2v1 situation. IMo my favorite fix is any parry off of revenge is a 5-7 second knockdown for being a cnt.

    6. I dont know enough about this to chime in.

    7. I'm down for that. I dont really notice a differance in timing though.

    8. ?

    9. Yeah I'm not sure about this one, I think without them you'd just get hit to any side attack.

    Good stuff though.
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  3. #3
    nyrue's Avatar Senior Member
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    Originally Posted by yenboi3025 Go to original post

    8. ?

    9. Yeah I'm not sure about this one, I think without them you'd just get hit to any side attack.

    Good stuff though.
    8. a deadzone is the portion of the control with no imput, its essentially the neutral zone, as it is now you have to go full tilt to change your block, I would also like to see option of customizing how much portion of the tilt is dedicated to what guard

    9. isn't that the point of a horizontal attack?
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