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  1. #1

    Why not make all Heroes play from neutral?

    You would have to make adjustments to block timing to so that slower Heroes aren't unfairly gimped further but, it still makes sense to me.
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  2. #2
    I don't understand what you are saying, please elaborate.
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  3. #3
    Basically he wants everyone's guard to work the way Assassins' do.
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  4. #4
    However there is no reason to do that, the system is fine as it is
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  5. #5
    Originally Posted by SAVAGE_CABBAGE1 Go to original post
    However there is no reason to do that, the system is fine as it is
    No, it's definently not
     1 people found this helpful
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  6. #6
    Originally Posted by Klaziknadi Go to original post
    No, it's definently not
    Explain how it is not, and how the game could benefit from your system.
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  7. #7
    Originally Posted by SAVAGE_CABBAGE1 Go to original post
    However there is no reason to do that, the system is fine as it is
    Agreed.
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  8. #8
    I dont either see the benefit of this idea. It doesnt really do much. If you play an assassin you will learn how to play as effecient as someone who have the normal block.
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  9. #9
    Originally Posted by Maaci Go to original post
    I dont either see the benefit of this idea. It doesnt really do much. If you play an assassin you will learn how to play as effecient as someone who have the normal block.
    It is also likely that major balance issues could appear.
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  10. #10
    Originally Posted by sd_fungi Go to original post
    You would have to make adjustments to block timing to so that slower Heroes aren't unfairly gimped further but, it still makes sense to me.
    I get what you're going for. I saw this idea tell me how you like it. First thing's first, everyone gets the same stance change speed end of story. Also for what I'm about to suggest to work every character would need at least one combo that starts off a light and has at least one heavy in it so it can be feinted for mix ups.

    Now that that's out of the way, we increase block damage to put turtles on a timer while also nerfing parry to where everyone only gets a light off it. Blocking a heavy would stop your bar from regenerating.We may have to look into adding a risk to parry in addition to getting hit. I'm not sure whether it would be a stamina cost on parries or something more complex to limit how often players can parry. I'm not married to that, it would just be nice to see someone finish a combo ever. This would mean that CGB would need to be possible after a parry. GB would only be for people who are running away or not paying attention. Combos are no longer interrupted by blocking or shields. Also, damage blocked would also be subtracted from your stamina bar so if you just wait for the perfect parry you will not get a big punish off.

    Or if we don't wanna make big changes like that, every character still needs guard stance change to be universal and an unblockable 50/50 to open up turtles. This might be easier to fine tune and balance than the large changes listed above.

    It'd be nice if there was a public test server to test foundational changes of this magnitude. Right now at the highest level attacking without using an unblockable beforehand is just not worth it. I think these changes would make the game a bit more interesting at all levels of play.
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