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  1. #21
    Originally Posted by SethUnleashed Go to original post

    - warlords and conqs play even MORE defensive now (which was a pain before and is borderline stupid now) ... with warlords ONLY using their headbutt combo and nothing else

    As a Warlord main on the lower skill end (maybe medium, but I personly think I'm streight bad so I don't care about any stats) I can explain why that is. Everyone in this game:
    - is faster then you, or...
    - they have much better range then you, or...
    - they have better mixup/vortex/combo options

    Warlords offensive options are bad, outside the unblockable. The headbutt is the only efficiant way to close the distance when you want to engage, otherwise you either need god reflexes or you're jsut asking for trouble when you want to engage. Let's say ok that you don't want to abuse the headspam - the only other viable tactic for Warlord is to turtle. There is no way around it. Try going on the offence agains any of the assassins and just look how they laught at you with dodge abuse - you can't even punish it with GB, as they they attack at the same time as they dodge (but they still can GB me when I do a heavy - makes all the sanse game).

    Warlord has to either play defensive and counterattack, or use the headbutt to close the distance then they attack, there is no way around it. Funny enought, it just happens that this combination comes up as very, very strong in a deffensive meta, but take any of those tools away from a Warlord and the class will garbage as they cannot properly attack.
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  2. #22

    Originally Posted by EmeraldCthulhu Go to original post
    As a Warlord main on the lower skill end (maybe medium, but I personly think I'm streight bad so I don't care about any stats) I can explain why that is. Everyone in this game:
    - is faster then you, or...
    - they have much better range then you, or...
    - they have better mixup/vortex/combo options

    Warlords offensive options are bad, outside the unblockable. The headbutt is the only efficiant way to close the distance when you want to engage, otherwise you either need god reflexes or you're jsut asking for trouble when you want to engage. Let's say ok that you don't want to abuse the headspam - the only other viable tactic for Warlord is to turtle. There is no way around it. Try going on the offence agains any of the assassins and just look how they laught at you with dodge abuse - you can't even punish it with GB, as they they attack at the same time as they dodge (but they still can GB me when I do a heavy - makes all the sanse game).

    Warlord has to either play defensive and counterattack, or use the headbutt to close the distance then they attack, there is no way around it. Funny enought, it just happens that this combination comes up as very, very strong in a deffensive meta, but take any of those tools away from a Warlord and the class will garbage as they cannot properly attack.
    I Warlord main as well and I approve this message! Try being over aggressive as a Warlord and you are asking to have your *** handed to you. But that's in his description. "Counter attacker-Harasser" He has to wait for his opportunities to strike back and he harasses with headbutts..
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  3. #23
    Originally Posted by EmeraldCthulhu Go to original post
    As a Warlord main on the lower skill end (maybe medium, but I personly think I'm streight bad so I don't care about any stats) I can explain why that is. Everyone in this game:
    - is faster then you, or...
    - they have much better range then you, or...
    - they have better mixup/vortex/combo options

    Warlords offensive options are bad, outside the unblockable. The headbutt is the only efficiant way to close the distance when you want to engage, otherwise you either need god reflexes or you're jsut asking for trouble when you want to engage. Let's say ok that you don't want to abuse the headspam - the only other viable tactic for Warlord is to turtle. There is no way around it. Try going on the offence agains any of the assassins and just look how they laught at you with dodge abuse - you can't even punish it with GB, as they they attack at the same time as they dodge (but they still can GB me when I do a heavy - makes all the sanse game).

    Warlord has to either play defensive and counterattack, or use the headbutt to close the distance then they attack, there is no way around it. Funny enought, it just happens that this combination comes up as very, very strong in a deffensive meta, but take any of those tools away from a Warlord and the class will garbage as they cannot properly attack.
    I have played Warlord for a while now and I have found that mixing it up a lot really helps in most of my matches. No one can honestly assume that attack patterns don't repeat themselves when most characters have between five and seven move sets and then blame you for doing so. But I have used the headbutt as well as guardbreak a lot less since applying this game style.

    You will however sooner or later face enemies against whom nothing but defensive and reactionary counter game play works. You have to block and parry a lot or be willing to take the occasional hit to get your overhead jump strike in so you can open up for a light follow-up, a headbut or a shield shove. First and foremost, the Warlord is a defensive character, that's why he uses a shield. I see nothing wrong with that. It only gets foul and annoying when your only combat options are limited to omni-guard yourself, block all the time and then shieldbash/headbutt your way to victory. So far I have not been in any fights where that was necessary.
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  4. #24
    Obdach01's Avatar Member
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    There is a possibility to punish an inactive player. If a player refuses to attack for longer than x seconds, his commander has him executed.

    Bear with me... two timers are on (like Basketball). The full timer and under it a small one. If that time runs out (make last 3 seconds 'beep') the player who did not attack looses half a bracket health. If said player refuses to attack three times in a raw, his commander has him executed (death). This way the player is forced to at least attack once every x seconds. Should none be killed by end of the match, the one with more health wins.

    But please keep x seconds rather high. The tactic part of FH is the best part. The cat-like circling waiting for the one split second you see an opening to poke. It feels better than Hack'n'Slay, much, much, much better. Let's say 5 min per round (just a number), and every 30 seconds (just a number, as well) at least one attack.
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  5. #25
    Aarpian's Avatar Senior Member
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    Originally Posted by Obdach01 Go to original post
    There is a possibility to punish an inactive player. If a player refuses to attack for longer than x seconds, his commander has him executed.

    Bear with me... two timers are on (like Basketball). The full timer and under it a small one. If that time runs out (make last 3 seconds 'beep') the player who did not attack looses half a bracket health. If said player refuses to attack three times in a raw, his commander has him executed (death). This way the player is forced to at least attack once every x seconds. Should none be killed by end of the match, the one with more health wins.

    But please keep x seconds rather high. The tactic part of FH is the best part. The cat-like circling waiting for the one split second you see an opening to poke. It feels better than Hack'n'Slay, much, much, much better. Let's say 5 min per round (just a number), and every 30 seconds (just a number, as well) at least one attack.
    Sorry but that sounds horrendous
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  6. #26
    Originally Posted by Varicose_Veins Go to original post
    Roman said it in the video. They're aware of it and looking into it.

    As far as I know this is Ubi's first public acknowledgement of the issue.

    I really think the next patch will be the substantial one in terms of balance and more solid fight mechanics.
    So they basically said nothing. Gotcha.
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  7. #27
    GB and CGB didn't change, you guys need to learn to comprehend what you're reading.

    Before patch: If 2 players GB at the same time, 1 would win and the loser would be UNABLE to counter GB.
    After patch: If 2 players GB at the same time, 1 would win and the loser will have the ability to counter GB.

    And if parry, feint and mindgames are the only way to win fights - it means most of the players who you're matched against have reached a high skill level. That's how fighting games work.
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  8. #28
    I hope this great game wont become a ****ty esport for no-lifer,
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  9. #29
    Munktor's Avatar Senior Member
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    I'm not really certain what it is people "want". Is it a fast-paced action-packed button-spam fighting game where whoever knows the better combo/juggle wins? Because that's what most fighting games become. They revolve around coming up with ways to set-up opponents into un-stoppable juggles via linking attacks properly.
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  10. #30
    So you are saying that new system is bad because it rewards players with faster reflexes and rewards those who mix it up with some combo instead of using in the most obvious situations and winning only because enemy pressed counter-gb too early?
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