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  1. #11
    Originally Posted by CoyoteXStarrk Go to original post
    Just because YOU have issues with assassins doesn't mean everyone does.


    Just because YOU lose to something doesn't mean its OP.



    I thank god you people are in the minority and Ubisoft won't be doing anything like this.
    The assassin class does need balancing dude.

    Has by far the worst risk/reward ratio in the game. By definition it should be the class with the highest timing requirements and stamina economy and it just isn't.

    It isn't even the case of whoever is the loudest is right, not anymore than whoever is the majority is right. They are in fact high risk low reward chars that that take away from the game.

    A lot higher stamina costs, a decent timing to dodge and successfully connect combos and miss penalty that would interrupt chains and maybe add recovery so the mash to match timing and analog spin aren't even possible would be more than fair to bring the risk/reward ratio, that is the golden rule for balance in fighting games, to a fair and decent place
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  2. #12
    There are a lot of variables here, the major one being: faster characters will be triply effective against low-skilled players. There may be a need for tweaking some of the assassins further down the road but there are much bigger fish to fry. Also, balance should be made around top-level dueling, not the majority.
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  3. #13
    Sure why not. Nerf assassins.
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  4. #14
    Originally Posted by neogeo___ Go to original post
    The assassin class does need balancing dude.

    Has by far the worst risk/reward ratio in the game. By definition it should be the class with the highest timing requirements and stamina economy and it just isn't.

    It isn't even the case of whoever is the loudest is right, not anymore than whoever is the majority is right. They are in fact high risk low reward chars that that take away from the game.

    A lot higher stamina costs, a decent timing to dodge and successfully connect combos and miss penalty that would interrupt chains and maybe add recovery so the mash to match timing and analog spin aren't even possible would be more than fair to bring the risk/reward ratio, that is the golden rule for balance in fighting games, to a fair and decent place
    As I said. I thank god Ubisoft doesn't listen to you people
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  5. #15
    Originally Posted by CoyoteXStarrk Go to original post
    As I said. I thank god Ubisoft doesn't listen to you people
    Man, you get triggered by pk complaint posts.
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  6. #16
    While certain characters have Bleed Effect moves, there will not be balance.

    I've just switched to Peacekeeper from Orochi, mainly because it is the superior Assassin... If we want to balance, I'd suggest removing bleed effects from all characters unless choosing to use a feat. The Assassin should be faster, weaker in HP, so nerfing attack speed or dodge speed would just make them obsolete. Instead it would make sense for each to have the same dodge and attack speed, and similar effects in grab and combos.
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  7. #17
    Originally Posted by CoyoteXStarrk Go to original post
    As I said. I thank god Ubisoft doesn't listen to you people
    What a reasonable, well written and mature reply.

    That's how you should discuss a topic! /s
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  8. #18
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  9. #19
    People Disagreeing:
    -Assassin Mains

    People Agreeing:
    -Just about everyone else
     2 people found this helpful
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  10. #20
    Originally Posted by Synsif Go to original post
    Before I say or suggest anything, I want to clarify that I myself main Peacekeeper. Now that that's out of the way, let me give you my thoughts and I hope we can come to anew agreement for everyone's sake.

    *Peacekeeper*
    - Increase the recovery after the 2nd RB. This will make 2 hit comboes still viable, but prevent the nearly unblockable RB spam. Only do this so, while she won't be hit after the 2nd RB, she can't throw out a seemingly unblockable 3rd hit.
    -Decrease the tracking on the lunging RT
    -Decrease the attack speed of the initial slash of the AOE attack

    *Orochi*
    -Decrease the attack speed on the RT a GB does not guarantee a hit from a heavy attack.
    -Slightly reduce the side-step invincibility frames so it is on par with the Peacekeeper.
    -Decrease the attack speed of the AOE.

    *Beserker*
    -Fairly balanced. All I would say is to slightly reduce the invincibility frames of the side-step so it is equivalent to the other two.

    I hope this are some changes to the assassin class that can effectively balance them while allowing them to maintain their roles as the fast paced counter attackers they are meant to be. Tell me below what you guys think!
    Peacekeeper is pretty meh right now it isn't annoying to fight... Berserker however is the MOST annoying of all the Heroes IMO (To each your own, everyone hates something... don't lie.)
    because of the guaranteed 4 hits with his side hit combo cause of stun lock...
    Orochi Guaranteed heavy on GB is dumb.. needs to have a slower swing speed on that...
    Leave the sidesteps alone though...

    Peacekeeper... You want us to have the Orochi or Berserkers sidestep instead? Ok sure... that one is SOOOOOOOOOOOOO much better... do a invincibility twirl... Sure I'll take it... But right now compared to the beta Peacekeeper is fun but not AS fun... Yes we swing fast but why shouldn't we swing fast with a 2lb. dagger and a 5lb. short sword...
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