infinite spammable moves, cliff pushing simulator and UBI's design quality
Some common sight at high lvl play field brought you by UBI's "high IQ" designers
conqueror's infinite shield bash followed by a heavy, has knock down effect in revenge mode(only require 2-3 blocks with the right gears), if it got you once, infinite spam = gg, valkire's infinite spear sweap combo(none blockable nice job UBI) it got you once, infinite spam = gg, warden's shoulder charge and lawbringer's infinte push are more preventable, but still doesn't take 2 brain cell to execute and able to mix with other cheesy tactic. Mind you, 70% characters in this game don't have such spamable moves with this kind of efficiency
Throwing/pushing distance is largely unbalanced on some characters, especially lawbringer, warloards and raiders, worse yet, some disgusting maps are forcing all the cheap environment haze to players throat.
The point is, in a well rounded fighting game, any mid-senior lvl designers and QAs would making sure users can't abuse 1-2 moves/combos cheese their way to victory, once a move/combo is too efficient, then you see a penalty mechanic to punish those who consistently spam them, but this common rule doesn't apply to For Honor.
Fighting in high lvl playfield feels no where as fun, as engaging or as tactic as the for honor most ppl fell in love with during closed/open beta with these tactic in place. anyone who mastered those spam moves will be guaranteed to win in any encounters.
A game doesn't pay attention to these details won't keep its players at late games for its already evolved from a well designed fighting game(before players figured out spammable mechanics without check) to a cheesy contest.
Do the right thing UBI, collecting data on how many matches ended up with cheesy same combo spam and cliff fall and ask if ppl actually enjoy this kind of idiocy
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