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  1. #101
    pmkr0's Avatar Junior Member
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    your solution is stupid. That;s what you do now, you anticipate a guard break and are ready to press the button when time comes. Not having enough time to react to it was what made people complain about it after release and why guard break was at that time the meta and was annoying as hell.
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  2. #102
    pmkr0's Avatar Junior Member
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    also comparing a game that is about sort of realistic duels with swords with how you think street fighter works and spamming the tthreadwith your rock paper scissors ******** is annoying and stupid.
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  3. #103
    Originally Posted by pmkr0 Go to original post
    your solution is stupid. That;s what you do now, you anticipate a guard break and are ready to press the button when time comes. Not having enough time to react to it was what made people complain about it after release and why guard break was at that time the meta and was annoying as hell.
    Ummm... no. You could ALWAYS react to it. The timing window is what is messing people up. In the first beta you could mash the GB button on reaction and get a GBC easily. Then they tightened the window so it would be harder.

    So obviously you haven't thought this through especially since even now people have enough time to react to attacks faster than GB and none of those attacks have a literal blatant red Sign advertising the attack is coming.

    Oh yeah and no one knew that the true counter to GB was light attack. That's why people complained.

    Originally Posted by pmkr0 Go to original post
    also comparing a game that is about sort of realistic duels with swords with how you think street fighter works and spamming the tthreadwith your rock paper scissors ******** is annoying and stupid.
    I'm so sorry that you're so ignorant of basic game design that the concept of RPS confuses you. It's literally built into every good game but you don't know enough about games to realize it. That's your problem not mine.

    Oh and FH is realistic? Sure... respawning after decapitation is really realistic. Cutting through four wooden shields to kill four people at once? Yeah, that happens in real life. I do enjoy smiting lightning bolts in real life too. Hopefully you sense the sarcasm. LOL
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  4. #104
    Aarpian's Avatar Senior Member
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    Originally Posted by MisterGuyMan Go to original post
    Why do you keep repeating patently untrue arguments? SF and MvC don't have GBCs on reaction at all and those games aren't all about throws. I keep pointing this out every time this untrue claim and you keep ignoring it.

    That's the magic of a true rock paper scissor mechanic. You can't really abuse one thing over and over because there's a hard counter to it, in this case, light attack.
    I think the reason you don't see throw abuse in games like Streetfighter is they typically don't do nearly as much damage as a combo does, so the risk/reward paradigm isn't nearly as good for it (and this becomes even more skewed when players know this, because they're even more likely to attack rather than just turtle enough for you to throw them). In for honor, there are little if any strings that are guaranteed off an opening attack that is easy to land, and the damage you can get off a guard break is almost always better.

    Of course, none of this would be a problem if people found guard breaks to be an interesting mechanic to focus fights around, but I think I speak for the majority when I say I'd rather see a focus on sword play, attacking, parrying etc. than grappling in melee range (though as a niche component I welcome it). For that to occur, you need guard break to be potent but only in niche scenarios.
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  5. #105
    Originally Posted by Aarpian Go to original post
    I think the reason you don't see throw abuse in games like Streetfighter is they typically don't do nearly as much damage as a combo does, so the risk/reward paradigm isn't nearly as good for it (and this becomes even more skewed when players know this, because they're even more likely to attack rather than just turtle enough for you to throw them). In for honor, there are little if any strings that are guaranteed off an opening attack that is easy to land, and the damage you can get off a guard break is almost always better.

    Of course, none of this would be a problem if people found guard breaks to be an interesting mechanic to focus fights around, but I think I speak for the majority when I say I'd rather see a focus on sword play, attacking, parrying etc. than grappling in melee range (though as a niche component I welcome it). For that to occur, you need guard break to be potent but only in niche scenarios.
    Throws generally aren't as viable as attacking in Capcom games. In general with SF, just being in throw range means you had to walk past the ranges of fireballs, sweeps and even short range pokes. Even then any attack will beat out throw and combos just deal more damage. So since the incentives and risks so favor attacking, throws aren't as dominant as attacks.

    In FH the incentives to defend is likewise higher than GB. You definitely reduce your opponent's stamina on top of generally getting a free GB and if you get your opponent out of Stamina you can throw them on the floor, get more damage and get a window of advantage until they regain stamina. So given a choice, you'd still prefer a parry over GB. If it's still an issue then do what other fighting games do to minimize throws. MvC halves all damage done after a throw. To nerf ledging, treat directional throws like Tekken command throws where you can input the right direction to break the direction. These are all known solutions so we know they work.
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  6. #106
    I have the feeling this meta won't be fixed at all
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  7. #107
    Has this issue gotten better with the last patch?.
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  8. #108
    yep cancer
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  9. #109
    Aarpian's Avatar Senior Member
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    Originally Posted by iSpyPlays Go to original post
    yep cancer
    Nice necro
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  10. #110
    cancer defencer gameplay right now more then ever
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