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  1. #1

    Defensive meta and 50% player base quitting



    Let's talk about how annoyingly NOT fun the defensive meta is and why 50% of the total player base has quit the game already:

    Let me start off by saying this: I do not consider myself to be some scrub who sucks at the game and doesn't know what he's doing. My overall KD is 4.11 and my win% is 74.24. My Orochi is rep 8 and my Warden is rep 6. These are my opinions on how to improve the game to the average player.

    When the game first launched, players didn't know about the "defensive meta" and actually played the game and attacked one another. Now that players are learning the mechanics and playing in rep 10+, all I see are players that sit still and wait for parries or two players who feint each other until both are out of stamina. This isn't fun. Nobody wants to attack first in fear of getting parried > guard block > heavy attack which is incredibly punishing. This game rewards the defender far too much and ultimately rewards players for just sitting still. Hell, I've seen two last men standing and all they do is feint, guard block, and stare into each other's eyes and nobody takes damage until it's down to the final 30 seconds when they begin to get careless...

    Furthermore on that note, SOME classes have advantages over others when it comes to initiating combat with amazing feint combos and unblockable first strikes. For example: A Warlord doesn't want to attack a warden because he knows he'll get parried so he feints a heavy and his opponent begins a parry, sees it's a feint, and feints his heavy. The Warlord can then just headbutt, which is an insanely fast unblockable attack, into a light. He doesn't get much damage off he drew first blood after both of them burnt threw a decent amount of stamina achieving next to nothing.

    One way I feel this can be mitigated is to disallow guaranteed guard break after a parry. Instead, if you parry a light attack, you get a free heavy and if you parry a heavy attack, you get a free light attack. This is still rewarding and grants the reward based on the difficulty of the parry achieved. If you land a parry and follow it up with a guard break, the most you are guaranteed is a throw in a direction. The defender will be given an opportunity to block the incoming attack if you choose not to throw. Furthermore, giving all classes an unblockable engage option will create a far more balanced field of play. I only say this because while 2v1 and 3v1 is fairly easy to survive with revenge gear, when a player comes from behind and spams unblockables, it becomes nearly impossible. Especially if the player with revenge is a raider with high attack/revenge attack gear. One of the 2/3 players ********ing him may get the parry of but not likely before he hits at least 1 of them dealing LOADS of damage.

    Reactive gameplay is only SO fun. Pro-active gameplay is by far the better option in sustaining a fun gameplay environment. If these changes aren't for you then that's okay. Maybe it'd be better if more character's had more options to engage. Initiating combat is the most difficult obstacle in higher-tier gameplay so more options to initiate combat is going to be key to making For Honor great again!

    Mind you, my ideas are just that. Obviously I'm open to alternative suggestions and feel that this is an important topic that needs to be discussed because I do believe it will be the ultimate downfall of this game

    TL;DR Defensive meta is an overall boring gameplay mechanic and if you think about it, will make an e-sports scene even more boring to watch.
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  2. #2
    Frankly, I just want something, ANYTHING, to address the ridiculous state of play and horrifyingly bad balance at this point. Something to boost the bottom half of the roster, and something to make parries far, far less of the go-to-at-all-times option (hell, even removing them outright would be great!).

    I still think guard breaks should be almost impossible to counter, and environmental kills should be impossible against targets that aren't exhausted (they should just turn into normal wallsplats instead). That would be a great one-two punch against turtlers while also preventing the ridiculous one-button kills we're still seeing today.

    But I'll still settle for something to address this crap. Something to make it better. As it is? No fun. No fun at all. ESPECIALLY if you're playing one of the bottom-tier classes. May as well drop the controller and let the enemy have their way with you. It'd be about as much fun.
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  3. #3
    For me it's quite simple. I bought the game for the combat system and characters(thankfully used so ubi didn't get any of my money for this crazy disappointment). The combat system overall lives up to my expectations(just needs a few tweaks especially to multi person combat), but LITERALLY EVERYTHING ELSE in this game undermines it. The stupid amount of ledges/hazards on maps, feats, buffs, gear stats, and revenge mode do not belong in a game with this combat system. What's the ***ing point in using skill and getting better at fighting when every other tactic is more viable? running away to stack all the buffs, calling in a catapult, or throwing someone into a hazard or off a ledge is much more effective and safe than actually fighting someone. Even if you do find yourself in combat with someone the best tactic is still "not fighting" and waiting for your revenge bar to fill up. This game had so much potential, but they ruined it with a bunch of stupid gimmicks. Also, connectivity is horrible. Also, also, the story mode garbage.
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  4. #4
    I'm just going to link the reddit thread I made here.

    https://www.reddit.com/r/forhonor/co...se_up_stamina/

    Whether you agree or not I think some of my suggestions will definitely make this a more reactive game. I'm an aggressive player and I main a nobushi. Nobushi's passive Way of the Shark encourages a player to be aggressive when they get a bleed on the opponent. I get punished left and right for attacking. Something needs to be done.
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  5. #5
    Originally Posted by Zakmuffin Go to original post
    Whether you agree or not I think some of my suggestions will definitely make this a more reactive game.
    I think you mean "pro-active". The game already is reactive, as in rewarding the defensive player who reacts to attacks with parries and counter-attacks.

    Another fix I thought of would probably be making blocks more skill intensive. i.e. holding a guard button while pointing in the direction of the attack rather than the current system.
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  6. #6
    I'm getting parried into guard break into heavy attacks that take away like 20% of my health....
    This is all because I tried to hit someone with a light attack that wouldn't have even done half of that damage.

    This game is screwed.
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  7. #7
    Originally Posted by Special4ces Dom Go to original post
    I'm getting parried into guard break into heavy attacks that take away like 20% of my health....
    This is all because I tried to hit someone with a light attack that wouldn't have even done half of that damage.

    This game is screwed.
    Pretty much.

    Nowhere in the equation is it even worth trying to attack first. It's nonsense. You HAVE to play one of the classes with lights that can't be reacted to or unblockables to spam, otherwise you just sit there waiting for the opponent to do something first.
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  8. #8
    Originally Posted by Zakmuffin Go to original post
    I'm just going to link the reddit thread I made here.

    https://www.reddit.com/r/forhonor/co...se_up_stamina/

    Whether you agree or not I think some of my suggestions will definitely make this a more reactive game. I'm an aggressive player and I main a nobushi. Nobushi's passive Way of the Shark encourages a player to be aggressive when they get a bleed on the opponent. I get punished left and right for attacking. Something needs to be done.
    I main nobushi too. Dont get too aggressive even if they are bleeding
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  9. #9
    psyminion's Avatar Member
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    it's too bad if 50% of the player base leaves because they lack the patience and strategy to stare at their opponent and wait for an opening.

    in the mean time I love easy kills on hyper-agressive mountain dew powered salt factories and I will miss them.

    I guess we can't all win.
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  10. #10
    TLDR: A nonsensical rant about how my opposition didn't play the way I wanted them to. So I took my ball and went home. You should try to bottle up some of that baby formula dribble and resell it
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