Character Balance and Game Mechanics Focus
To whoever takes the time to read this post, thanks.
I have never been more competitive about a video game in my life. It is very rewarding to best your opponents utilizing ONLY your wits, reflexes, and skills. The character variety provides an in depth experience that allows diverse types of game play/fighting styles to take place. However, like any game, there are its downsides as well. In my personal opinion, there are some serious flaws when it comes down to the core game play. I know there are other issues that need to be resolved, but the focus of this rant will be on the game play and the character mechanics that should enable them.
First, I want to talk about the gaming mechanics focus in For Honor, regarding the character move set. Obviously there are strengths, weakness, and abilities that each character has in order to create a balance. When considering these features, we should ask ourselves what the intended end state of the gaming scene is supposed to be. Is it skill based? Is it based on intellect and tactics? Is it based on how fast you can react? Which character has better abilities? For me, it should all come down a combination to skill, intellect, and reflexes. I say this, because these facets are equalizers between opposing players, not the game itself, and provides a level playing field. Each player has the ability to improve on each of these factors in order to become more effective in the game. The victory is EARNED, because a player was able to use one or a combination of these aspects from their personal gaming abilities. Nothing frustrates me more than to be/feel cheated because a gaming mechanic by itself that allowed my opponent an unfair advantage. I can understand tweaking some characters to reflect certain types of fighting styles: Direct, mobile, counter-attack, ranged, fast, slow, high damage, low damage, bleed, etc. At the end of the day, these sub-factors of characters should not impede on a player’s ability to adapt and overcome their adversary. When I say an unfair advantage, this directly correlates to characters having the ability to create an advantage without the use of the aforementioned factors (skill, reflexes, and intellect). The game mechanic does all the work and the victory is almost entirely assured.
The following is a list of abilities that violate this principle of fair play, along with rationales, and possible solutions to the problem.
1. Warlord’s Headbutt:
a. Rational: The ability is unblockable, unparryable and nearly undodgeable that stuns the opponent long enough in order to get a free hit. All you have to hit two buttons at the same time. The only real consistent way to dodge this ability is to predict when the opponent will use this move, and move just prior to it being executed. It requires a lot of intellect and reflexes to avoid this, but practically nothing to employ it.
b. Solution: If you provide an earlier indicator, this will provide time for the player to identify and dodge this attack. Another answer is to remove the ability to combo immediately after the headbutt, and may just stun or drain stamina from receiving character. The player that receives the headbutt should be given an opportunity to defend themselves.
2. Warlord’s Shield Counter:
a. Rational: This ability blocks any incoming attacks and allows a clean follow up of damage to the aggressor. Again, not only is this easy to employ, but creates an opening for the warlord to attack a player while they are still recovering from deflection.
b. Solution: You can reduce the recovery time that a player needs after deflection in order to give them an opportunity to defend themselves. Another alternative is to only increase the time it takes for the warlord to attack after employing the Shield Counter.
3. Valkyrie’s Shield Crush, Tackle, and Spear Sweep:
a. Rational: These abilities only require to master a short set of button inputs, which requires little to no skill. However, they allow the Valkyrie to stun the opponent and land a free shot. You can dodge these abilities, but only if you react fast enough and have the right characters to do it. You can also feint the shield ability to do a guard break or light/heavy attack, which creates a guessing game for the opponent to use fast reflexes
b. Solution: I recommend increasing the time it takes to implement this ability. This will allow player the player to react to dodge. The ability to feint should also be removed. This removes the ability to have to create a guessing game with the attack, while the Valkyrie can respond to any of the opponent’s moves.
4. Warden’s Shoulder Bash, Zone Attack and Guardian’s Assault:
a. Rational: The Shoulder Bash is similar to the Valkyrie’s Shield Crush/Tackle, as it allows the Warden a multitude of options to attack, stun, or guard break. It becomes a guessing game for the opponent, and requires fast reflexes to counter it. The Guardian’s Assault and Zone Attack is actually faster than the normal top light attack, which puts the Warden in line or faster than the speed of some of the assassin characters. This combination of abilities provides the Warden the most and diverse amount of attacks in the game. It’s like taking abilities from multiple characters and putting them into one, degrading a focused fighting style and reducing the necessary skill needed.
b. Solution: The ability to feint out of the shoulder bash should be removed, but provide the ability to stun. The Guardian’s Assault should only be just as fast as the top light attack at the most. The Zone Attack should only be just as fast as the top light attack as well.
5. Conqueror’s Shield Bash:
a. Rational: This ability allows the Conqueror to stun their opponent and land a free hit. This doesn’t take any skill to employ, and leaves their opponent defenseless. The opponent is reliant on fast reflexes to avoid this attack.
b. Solution: The shield bash should be used to stun and/or drain stamina, but it will take more time for the conqueror to attack, giving the opponent a chance to defend themselves.
6. Shugoki’s Charge of the Oni and Raider’s Stampede Charge:
a. Rational: These charge abilities are easy use, and be feinted out to guard break an enemy that attempt to charge. The issue is that the opponent has to play a guessing game, using fast reflexes to avoid these abilities.
b. Solution: Removing the ability to feint will create a high risk, high reward scenario that will still allow these characters to tempt fate.
These are the minimum changes I recommend to the listed abilities. If you have a difference of opinion, or would like to add, please contribute. Thanks.
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