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  1. #21
    In regards to the Valkyrie i couldnt help but notice there is nothing about the Shield tackle.
    As you're supposed to be able to cancel it into a guardbreak equal to what the warden has on its charge. Atleast according to the hero specific listing on the moveset.

    But thanks for the readjustments to the Hero. Looking forward to more in the future.
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  2. #22
    Just fix the servs ....
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  3. #23
    Now that the first balance update has been announced, at high level play (and in tournaments), the most viable characters will continue to be: Warden, Warlord, Conq & Shugoki.

    Warden

    The devs stated a long time ago that they wanted this character to be the easiest character to play, well they succeeded in that goal. This character has a lightning fast top attack as well as an even FASTER zone attack; both of which are BALANCED. The issue with the warden is that his Shoulder Charge Combo is too easy to pull off, whilst at the same time presenting little to no risk.

    As a player facing the charge, this is what happens:
    1) You get hit by the shoulder barge and the two subsequent attacks
    2) You try to dodge away from the attack, but since the SC can be cancelled into a guard break by pressing x, you are then thrown back into the combo. By the way, less me make something clear; when a player is in a dodge animation, they CANNOT COUNTER GUARD BREAK.
    3) When you are put back into the combo, you may then decide to use a light attack. Oh wait fine sir? Didn't you realise the Warden can cancel the charge so that he can parry your attack ONLY to put you back into the combo? And remember, you better not light attack from above, or you will suffer a crushing counter strike.
    4) At this point, you might then think "Hey, maybe I should double dodge (to roll away). Wrong. When you do this, you sacrifice ALOT of stamina, which only result in the Warden chasing you down and (you guessed), putting you back into the "combo".

    By now many you also understand that what I am describing is a "vortex", an easy tool in the game which allows Warden players to take over %50 of your HP with little to no risk to themselves. Ask yourselves this question; how many times have you fought against a Warden and realised that you have to work ALOT harder than him to win? You have haven't you? What does that tell you? What does that tell you about a character designated as "easy" in the selection menu?

    Warlord

    This guy, oh deary me. Can you believe it? After the nerf from the closed beta, the Warlord is STILL a top tier character. Why? Well, because he is the easiest class to use for cheesing (in other words, depending on environmental kills), he has an all shield, easy low risk confirm able damage, a spammable headbutt...do i really need to go on?

    Lets start with the shield bash. This move requires a player to parry an attack which is then followed by pressing x. Now lets be honest, in ANY high level game, a player is going to hit at least ONE parry. Now why does this move make the Warlord OP? Firstly because he can shove you a ridiculous distance into a wall. Did you know the Nobushi, Raider & Lawbringer have slower guard change speeds than other characters? Why does that mean? That means (for example), if a Nobushi is shoved into a corner (and this is all off ONE parry by the way), that player is then put a mechanical disadvantage due to the Warlords fast side attacks. And to repeat, this is all off ONE parry.

    You might then say "Well, maybe that Nobushi could use HS to kick the Warlord away or get in two fast light attacks". Well fine sir, do you headbutt? Funny joke I know (not really). The headbutt is so fast, that the Warlord could keep spamming this move into the Nobushi which is not only being disadvantaged on a mechanical level, but due to the mere fact that the head butt is STILL in it's current state.

    This isn't even factoring in the Warlords all shield, which is also another low risk, high reward move. Think about, you see players pulling off these incredible set piece plays, feinting moves, playing mind games, only for the Warlord to put down an all shield that blocks attacks from all directions. In high level games, it is all about the small opening, in other words; chip damage. When a Warlord can turtle behind his shield, put it down (in all shield), press x and get a guarantee's light attack, does this seem fair to you?

    You have to remember, at high level player, people are not going to play the "fun" way. They are not going to play the "exciting" way. They are going to play the "optimal" way. So a Warlord can effectively turn a parry into a stomp, can spam his head butt AND has a way for low risk, confirm able damage (this isn't even adding in the fact that a Warlord can also mix things up with a fast side heavy). Is it really okay that other characters have to put in so much more effort than the Warlord?

    Many of us play the Warlord (especially in the closed beta), only to not play him in the main game. Why? Because if the devs choose to leave him how he is, he will be cemented as one of the best, if not THE best characters in the game due to the low risk, high reward nature of this character. Why use the unreliable HS when I can use the reliable all shield? Why play mind games with the Raider when I can spam the head butt. Why set up these epic feint plays with the Kensai when I can spam a vortex with little to no risk? Are you starting to get it now?

    Conqueror

    This section will not be as detailed as the other aforementioned characters, simply because at low levels of play, this character comes across as SEVERLY under powered. Why? Because many Conq players play the game the "fun" way, and go for un-necessary attacks that they did not need to make.

    ALL a Conqueror needs to be effective is two things: The running shield charge and the shield bash. Now let's be honest; when you look at the majority of 1vs1 and 2vs2 maps, what is being encouraged? Cheese tactics. What do I mean by this? Simple, in essence, a lot of the maps were not designed for skilled sword play, but throwing people over ledges, into spikes, etc etc.

    All of us have been knocked into some spikes at least once. Some of you may make the argument of bad positioning, and indeed, in some cases this is true. Unfortunately, in the vast amount of cases, players will either accidentally push you into an environmental hazard OR they will base their entire game play around abusing the environment instead of focusing on the SWORD PLAY. Can anyone really sit behind their monitors and tell me you would rather see people using environmental kills instead of using their weapons?Are people really going to argue that moving away from environmentally hazardous zones ONLY ends up placing you in an area with little to no room to manoeuvre / space attacks. Be honest, and you will find the answer.

    As for the shield bash, look, this (yet again), goes back to the "optimal" way of playing the game. At high levels of play (and most definitely in tournaments), a Conq player is ONLY going to attack after successfully hitting a shield charge. What does this mean? That means that unlike other characters that need to finesse their moves in order to make an opening, the Conq simply needs to turtle up behind his shield (which also features an all shield mechanic by the way). And (yet again), this begs the question; why is it that this character, the Warlord, and Warden are so low risk compared to other heroes whilst at the same time present more value.

    Shoguki

    The ONLY problem with the Shoguki is this absolutely ridiculous back break move. Listen, If a player absolutely dominates a Shoguki, outplays him and gets him down to 10 hp, is it really okay that a Shoguki then has the chance to ONE SHOT KILL an opponent? Look, lets not delude ourselves into believing that this move is SO hard to pull off. This is high level play I am talking about, which means that there is the potential for a Shoguki to ward off another players attacks until eventually, they hit a guard break, throw the other player into some kind of environmental hazard, only then to charge them and one shot them.

    There should be NO MOVE in this game that is rewarded by a ONE SHOT KILL. PERIOD. And remember, the Shoguki is not exactly a hard character to play, especially due to the nature of most of the maps in this game favouring a "cheese" play style. And yet again, I have to ask the question; Why is it that other character have to feint, trick, jive and dodge to set up plays whilst the Shoguki (which is straight forward to play), is significantly easier to play and at the same time offers high value?

    ----------------

    For those of you who actually understand the game, you understand the message of this thread. Look at every tournament that has been run for this game so far, and tell the character in 3rd, 2nd and 1st place. Do you see a pattern? I sincerely hope you do.

    Now before I post my suggestions for how to balance these heroes (and other aspects of the game), I would like for the community to have a DISCUSSION. Don't come here with the "git gud" mentality, this thread is for DISCUSSION not for trolling, so please, if this thread has been a good read, comment and join the discussion!
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  4. #24
    So the 3 main issues why the playerbase is reducing (revenge, gear and matchmaking) and how they coexist with eacother aren't going to even get a temp fix like turning off gear stats for now till a balance can be found. Wowza.
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  5. #25
    This game has for sure the most toxic and r3tarded community I have ever seen.

    The game has been out for 2 weeks and you want EVERYTHING fixed, which is impossible. First, balance fixes requires time and you can't change everything at once because when u fix something you can broke something else and making so much changes at the same time is the worst idea ever.

    This is the way to go even if u all rage cry like babies, small changes in shorts periods of time.

    And you all guys raging for no reason, PATIENCE is all you need, the game needs some changes but they are on it, it just requires TIME.

    Keep the good work.
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  6. #26
    Thanks for these changes so far, I seem to be one of the few who is enjoying the game a lot.

    Haven't tried Valkyrie much yet so can't comment on that.

    Hope the future will bring even more balance to the game. Can you give us insight on what you will work on next?
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  7. #27
    Originally Posted by Deriadoc Go to original post
    Yeah sure, cause glitched zone attack and shugoki's bug exploit isn't a high priority fix to do, along with the slow guard changing speed on some heroes.....
    Thoses three were the only thing that needed a fix ASAP. Cause it's ruining high level of play.

    You duel a warden : he'll go for you with glitched zone attack and top light. You duel a orochi, it'll be the same, you duel a peacekeeper, spamming zone attack cause this **** is way too fast (look at frame data on this ****, and look how much time you need to change your guard stance, the remaining time for you to react is ONE FCKING FRAME)
    The issues addressed have been an issue longer than why you just described. So have some patience.
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  8. #28
    I can't believe why Ubisoft is still holding onto P2P. SInce V1.03 my experience online got by far worse ... Nearly EVERY DUEL / BRAWL is at least ONE lagging/teleporting and the fights are like "Who can guess better whats gonna happen now?". I don't even see the attack from my opponent coming, not one animation. Just blood spilling everywhere and and I am dead or he is dead.

    Why oh why. On a 2D ( / 2.5D) Fighting game P2P can be good (Streetfighter used sometimes P2P), but as a 3D fighting game (some may call it "action fighting game" or whatever) this is what I/we got now...outrageous.
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  9. #29
    Originally Posted by oSpooner Go to original post
    As a player facing the charge, this is what happens:
    1) You get hit by the shoulder barge and the two subsequent attacks
    2) You try to dodge away from the attack, but since the SC can be cancelled into a guard break by pressing x, you are then thrown back into the combo. By the way, less me make something clear; when a player is in a dodge animation, they CANNOT COUNTER GUARD BREAK.
    3) When you are put back into the combo, you may then decide to use a light attack. Oh wait fine sir? Didn't you realise the Warden can cancel the charge so that he can parry your attack ONLY to put you back into the combo? And remember, you better not light attack from above, or you will suffer a crushing counter strike.
    4) At this point, you might then think "Hey, maybe I should double dodge (to roll away). Wrong. When you do this, you sacrifice ALOT of stamina, which only result in the Warden chasing you down and (you guessed), putting you back into the "combo".

    By now many you also understand that what I am describing is a "vortex", an easy tool in the game which allows Warden players to take over %50 of your HP with little to no risk to themselves. Ask yourselves this question; how many times have you fought against a Warden and realised that you have to work ALOT harder than him to win? You have haven't you? What does that tell you? What does that tell you about a character designated as "easy" in the selection menu?
    This is spot on and you actually made me realised what the Warden was doing yesterday. I think they should be leaning towards making the enviroments less reliable and eliminating any "vortex". It is incredible the cheap tactics player will devise with their "win at all cost even if it's boring" mentality. I can assure you, they could release a fighter that's 3 times more boring then anything we've ever seen but make it the most OP, and it would suddenly become one fo the most played class. This is how lame people are....sorry, it's just true...
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  10. #30
    ( I just made a post, but forgot to log in n: so if this post ends up getting duplicated, my b )
    I am excited about the valk changes. Maybe I can go back to my main character!

    I find it funny how the ragebabies were crying for a week over not implementing the patch previously announced which was a tiny little announcement on minor changes, and then you guys come back and hit us with this huge update, thank you! Much needed !

    And to the ragebois.. They are listening to you. They are working, and they are getting things done. Coding takes TIME.. Patience.

    Now, I keep seeing things about lawbringer being "underpowered" which i find really really laughable. Lawbringer is extremely strong. His parry is not at all difficult to pull off, and he is a plethora of unblockable (and i'll say pretty fast) attacks. Unblockable grabs, and combos that are very fast off a parry, or just a regular chain. So people complaining about him being underpowered. Spend some time watching a good player use him and figure it out. Lawbringer is in a solid state right now.

    I also see some complaints about conq and warlord. I personally don't ever have much of a problem fighting either of these classes. You just have to realize what that class can do. Warlord has terrrrrible advance on swings. His only advance move is a 1 hit forward jump (that is stupidly obvious to see coming xD) and his headbutt, which is easily avoidable if you pay attention to how close you are standing to him. I mean, if you let a warlord walk right up to you and headbutt you, i think that's on you mate. Positioning. Its all about positioning in this game.

    Conq - Okay, most conqs do the same type of spam fest. Much like the warden. Charge -> Free hit -> Charge -> Free hit -> Charge -> Free hit.. Over and over. Annnd that's about it for conqs. At least from what I see people do. The BOTS however, stomp all over your face with chain attacks and grabs. So.. I think conqs have more potential, it's just that players don't know how to utilize them properly, and instead go for the turtling charge spam.

    Warden - Hooollly sht please slow this guy down. His attacks are SO fast. And his charge spam fest is sooo stupid. On top of hitting like a truck. Have you seen a good warden? I mean they zip around like pk's on crack and do more damage that orochi D: He really needs to be looked at. His set is fine, i think his speed is just crazy.

    Pk - Pk is stupidly strong in certain situations. I think its only right to fix the bleed bug, but for anyone claiming pk is underpowerd needs to just learn how to play xD The side to side jumps and the quick attacks that are fast and do considerable damage, and you all have a problem killing with her? n: Wut.

    Nobushi - I like nobushi. And I think she is more or less fine, with the exception that I think she has some sort of animation bug going on with her. ( See Exhibit A -- https://vid.me/Zh5f ) You'll notice that her bleed stacks through full guard (possibly intentional) but that she also has some type of ghost reach on hit s+lmb attack. It doesn't happen often, but I have noticed nobushi's doing quite a bit of damage for not really getting past any of my blocks.

    Shugoki - Omg. Make the armor timer longer. Please. For the love of my pretty little spine x-X

    That's pretty much all I can think of at the moment. Though I would add that I think when it comes to side to side dashing, at least for me, camera tracking can be a bit wonky sometimes. It occasionally happens where my camera will detarget the opponent, or simply wont turn my character (even when not moving) . Could be a me thing, but i'm just throwing that out there.

    Anywho, those are my two cents. Thanks for the patch announcement, i look forward to checking out all the changes!
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