I've watched the recent tournament footage from KingRichard - https://www.twitch.tv/videos/125044467
Let's be honest, the finals were boring due to the fact that For Honor rules aren't really well suited for high-level play.
Fortunately, we don't really have to play by the book. We have custom games and several tools that we can use to improve the flow of high-level matches.
Here's a proposed list of settings that could liven things up a bit:
1. Revenge off.
2. Increased round time.
3. Pre-determined map list for best of 3/5s to negate the issue of class imbalance and prevent running away. Set a specific map for best of 1s.
4. Increased damage.
5. Maybe, just maybe allow the players to use gear, especially if it's capable of increasing chip damage (would be nice if someone could clarify that, don't really know a whole lot about gear properties).
What do you guys think? Obviously it's not a perfect solution, but it could help liven things up a bit. And if a custom set of rules catches on, Ubi might be more inclined to change the default 1v1 mode to suit the needs of the competitive community.
1. Agreed. Revenge is literally the dumbest thing in a 1v1 as it is either a win button or forces the other player to play super passive and run around for however long their revenge lasts.Originally Posted by NiceBoatUS Go to original post
2. I understand the logic of disincentivizing draws from super passive play, but I don't think you can realistically stop people drawing out a round if they are super behind. Unless you can turn off round timers, there will always be people who try to draw games out (especially in the finals).
3. Might be a good idea. The training area would probably be the go to (if it were possible to set it).
4. I'm not sure I follow this. This would only make the defensive meta even more powerful as increased damage will only make it easier to punish people after a parry.
5. No comment. I don't know enough about gearing as to say if this is even worth it.
At the very least, I'd like to see other gear builds become viable. At the moment, revenge offers way too much for people not to opt for a full revenge build. Perhaps removing free knockdowns on parry/knock backs or no unlimited stamina. I personally don't mind getting a health shield for the duration of revenge.Originally Posted by Peligrad Go to original post
Some characters have really big issues with ending the fight vs assassins due to critical health regen, even after landing a successful GB. It'd also make every exchange more meaningful, increasing the pressure and hopefully making it easier to force some mistakes.Originally Posted by SnugglesIV Go to original post
You're right. But yeah, you can turn them off.Originally Posted by SnugglesIV Go to original post
I thought assassins were more or less considered weak at top tiers of play BECAUSE they have fewer defensive abilities and rely on hyper aggression. One parry on an assassin and they will melt instantly (especially against Warlord or Warden). Increasing damage would only serve to make assassins even weaker and force people to be more defensive because the risk of being parried increases exponentially and the reward, whilst it does increase, does not increase nowhere near as much. The only way to end the super defensive meta would be to add a mechanic to discourage block spam (much like Super Smash Brothers with guards breaking after X amount of time or after taking X amount of damage, stunning the blocker for a period of time).Originally Posted by NiceBoatUS Go to original post
Also good to hear that round timers can be turned off. That really should be done for tournaments ASAP.