As the title states. I think it could be cool to have a true "ranged" class in For Honor. Maybe the regular use of a bow/arrow. Same rules would apply as melee -> target a direction to aim/attack. This is broadcast to the person being attacked for the chance to block.
how bad *** would it feel to be moving towards someone and blocking arrows with a sword.
Obvious rules would have to apply, such as root motion with a longer "wind up" animation to allow melee classes to "close the gap" by moving forward while blocking. This would be easier for non-assassin classes (who dont have to time a block).
The only major downside I can see would be you cannot "parry" a ranged attack, merely block. Which doesnt seem a huge disadvantage.
"melee" attacks by this "ranged" class could mimic the Nobushi -> Kicks to create distance. Possibly using his bow to block/parry attacks.
I think it would add diversity and some fun to the game.
What do you guys think?
I cannot possibly see how this could be balanced. Take the slower characters like the Shugoki and the Lawbringer, for example. This supposed ranged class could keep them at bay eternally and stay well out of their range and, unless they for some reason had a godawfully slow sprint/run speed, just back away some and keep firing when they got close.
In a game which is designed to be a multiplayer brawler, adding a ranged class is something I cannot see working.
There's already several. Various knight characters have the Pugno Mortis and Catapult feats, Vikings get their hatchet and Samurai get either Longbow, Kunai or Arrow Storm. Which is frankly all the 'ranged' power this game needs.Originally Posted by XORaptor0 Go to original post
(That being said it is IMMENSELY satisfying to drop a catapult shot on multiple enemy heads from across the map 'cos they're too busy trying to ******** one of your buddies and not paying attention to their spacing.)
I could see a muzzle loading firearm being reasonably balanced in game. It would end up being slow and high risk like Shugoki's moveset. Primitive firearms would take so long to load it could only be fired once in combat and the aim and fire animation would give ample opportunity to dodge. It wouldn't function much differently from other unblockables, besides having a longer range.
Example time frames
Aim and Fire: 1200 ms
Reload: 8000-10000ms
Historically, both the samurai and knights would have been familiar with them as well. Plus, the knights already seem to understand how to make explosives (pugno mortis, last laugh, igneus imber, catapult).
A ranged class would absolutely ruin this game. Even if they gave them light/heavy attacks, allowed you to block/parry in those directions with indicators, all that jazz, it would probably boil down to the Ranged class breaking guard mode, running until far enough away, then turning and shooting or some such nonsense.
It just doesn't work. And even if it somehow did, being in a 4v4 and just being shot at repeatedly from one side while you try to fight someone would just be cancer. No ability to parry them, no ability to deal with them via Revenge, nothing. Just constant barrage from one angle.
Wow, people are so negative...
This isnt hard to do. Look at other games. Overwatch has melee and shooters. "Paladins" has this too. All you need are root motions.
You have a light attack that in order to "chain/combo" plants the user. You have heavy attacks with long wind up. You create "damage drop off" at further distance on light attacks. A person trying to close the gap can move forward while blocking - closing the gap.
You can easily make 1 initial "light attack" require a longer wind up time than subsequent attacks (chain) that root the player.
Seems very straight forward to me frankly... Archer dodges backwards, initiates a light "chain" as you move towards him. YOu will be forced to block OR possible "dodge" to close the gap.
in games like Dominion, Melee classes will have a good advantage.
I mean think of the wind-up time on the current "Bow" Samurai get... Its a fairly decent animation lock. That could be a "light attack" The player has plenty of time to close the gap. If all the archer did was dodge backwards, shoot, dodge backwards, shoot, the melee class would be closing the gap.
If the ranged class wants to combo, he is rooted.
If you create "drop off" (which would be realistic) they wouldnt want to just pick from max range, since player can just regen their HP bar even if you hit them with light attacks.
1v1 and 2v2 arenas are too small to "kite forever"
4v4 games have many more factors where I dont think its an issue...
Anyways, seems people have said "NO" so no use in trying to convince everyone :P