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  1. #1

    Suggestion for turtling meta

    In another post about the turtle meta, I read a suggestion about a countered guard break should deal a small amount of damage and I agree, I think this should be implemented and also my suggestion I'm about to share.

    Just to clarify, the countered guard break dealing damage is NOT my suggestion, it is somebody else's. here is the link to his thread:
    http://forums.ubi.com/showthread.php...ta-Please-read

    There is nothing stopping somebody from playing overly defensive, blocking everything and going for parries and guard breaks the entire game. My suggestion is to punish overly defensive players by depleting their stamina, putting more and more pressure on them over time to attack.

    Lets take bob and tom for example, bob is great at his defence and is being a turtle, tom is unable to open bob up to attack because bob is playing pure defence waiting for a parry or guard break opportunity. When bob blocks toms first attack, it should take a TINY amount of stamina away from him. When bob blocks an attack again before attempting an attack of his own, this time it should take a little more stamina away from him. Every time bob continuously blocks, the more stamina is taking away from him each time putting more and more pressure on him to attack.

    A parry should cost some stamina as well, maybe similar to what a zone attack costs so that it actually costs you something to get a free heavy hit.

    Like I said in top of post, guard breaks which have been countered should deal damage to prevent people spamming them so much.

    + Fix warden, conq, orochi, warlord and PK please ubisoft.
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  2. #2
    Here's mine

    Ideas
    1. Parry is only defensive. Drains stamina, but does not stagger the enemy for free damage. There may be a short stagger however to ensure the person parried can only defend and not attack. A parry makes your next heavy attack slightly faster and with no stamina cost. A little damage boost may also be ok, but all those details are easy to add. Parry also stops any combo.

    2. Light attack damage flinch removed.

    3. Blocking responsive for all characters.

    4. Small stamina cost for dodging.

    5. If parried in exhausted mode you are still knocked down and your opponent gets a free attack.

    6. Blocking a heavy attack drains a bit of stamina.

    7. Increased chip damage on heavy attacks that are not parried.

    Just some ideas. I think either 6 og 7 should be used and not both.
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  3. #3
    Orochi and PK aren't broken. Every other class is broken in a bad way by design. Guard switching times are stupid long on characters like Lawbringer and Nobushi. All of the guard switching times should be the same. However, Warlords and Conquerer's are terrible by design. They are getting a nerf so they can't turtle forever, I'm pretty sure.
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