Originally Posted by
Grozni.
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For Honor at it's current state, favors highly defensive players. We all knew that. Apart from sea of random suggestions on how to improve a game all calibrated to personal needs, i decided to take on this matter with deeper thoughts, and try not to meddle too much with core mechanics and yet fix a game with minimum effort! Here's what i compiled.
STAMINA
Stamina at it's current state, punishes attackers immense. Stamina is drained heavily when you: 1) initiate attack, 2) whiff attack, 3) hit attack, 4) hit a block, 5) get parried, 6) try to feint an attack. I'm sure developer's idea of stamina was secondary balancing method of "overpowered" techniques and attacks. Example: if attack is more powerful or all around (like zone attacks) - it would cost more stamina. In my honest and humble opinion, this is wrong idea. Attacks should never be overpowered, but rather balanced internally. If attack is powerful and all around, it should be slower and easy interruptible / telegraphed. If it's weak, it should be faster, and act as a poke. Stamina - should NOT be used as secondary balance. Getting rid of stamina would do only good to this game, but i wouldn't go as far as to suggest it yet, im up for subtle changes such as these:
- Feinting an attack should refund stamina used to initiate it.
- Hitting an opponent's block should drain blockers stamina, instead of attackers!
CHAINS
Chains, at it's current state, are all pre-set. There are heroes that got 4 chains, and some got none, or their chains are as dull as "heavy heavy" and "light heavy". Chains should invoke one's creativity, and thus make attacking (and defending) more challenging, awarding, intuitive, and fun! Chains that have light attacks in them, are also killed with a simple block (conqueror's block even kills heavy chains), which is also debatable bad idea, but i'll wait for discussion on this one. I absolutely LOVE idea of chain finishers, such as seen on Kensei, which allows some creativity and mind games. I think all heroes should have this. In fact, Raider's Zone atk, that can be "inserted" in any chain, is amazing idea that only inspires some creativty and fresh air. So, a natural idea arises:
- Get rid of pre-set chains, and make ALL heroes have 3-hit chains of their choosing! (example: heavy light light) (or: any any any)
- Make everyone's zone attack insertable into any chain!
- Chains should NOT be interrupted on basic block (even light atk chain). Of course, this brings us to next point to fix.
ATTACK SPEEDS
Some attack's in For Honor are of unacceptable speeds currently. I'm not talking about heavies. Heavies are good as they stand, as they provide variety in speeds. I'm talking about some broken zone attack speeds, and light's. Warden / Orochi / PK zone attacks are only 12 / 12 / 9! frames of travel time. This ain't good. Even warden / kensei's top light is 15 fps and it's quite damn fast. It CAN be reacted to, with a good reflex, but these mentioned earlier, can not. Also - light attacks with 18 or more fps, are simply too slow and useless. Idea is to standardize light attack speeds of all heroes, to useful and balanced ones that are usable at all times. 15-18 fps is a reasonable "poke" speed for top / side lights, and should act same in chains as well. Many people will disagree telling that "axe is slower then dagger" which is true, but axe can hit with a handle, and make smaller damage. I'd say going for total realism would only hurt a gameplay, somewhere a line has to be drawn, and i would go in favor of game-play!
- Make light attacks speeds of all heroes 15-18 fps (tops / sides). Nobody enjoys the un-reactable 12-fps attacks of peacekeeper in your face.
- Slow down the broken speeds of zone attacks such as Warden, Orochi and Peacekeeper.
ZONE ATTACKS
Earlier i mentioned how zone attacks should get inserted into any chain, Like Raider can do. It would make game much much more flexible and plain better. Also, i love the idea of Raider's zone attack, which is slow, interruptible, cancelable and unblockable. Any char should have this. Also, zone attacks could use a 3-way attack like all attacks if they are to become balanced as Raiders. So, without further ado this is the suggestion:
- Zone attacks should be insertable in any chain.
- Zone attacks should be unblockable, slow, interruptible, and cancelable for every character.
- Zone attacks should make use of direction change, so it can be initiated from any side!
GUARD BREAK
Guard breaks got one major flaw as it's now, and this is it: GB's can catch the attacker! If i initiate HEAVY attack, guard break can catch me by surprise. This is simply absurd. Guard break should only catch dodging players, and defending players (those who stand idle). It's designed to counter DEFENSIVE actions, not offensive. So, this fix is also small, and should get going:
- Guardbreak should fail if opponent initiated ANY attack. (not catch the slow heavy or zone atk startups and GB them)
PARRY
Finally we come to a conclusion. Last mechanic that needs to take a deeper look: PARRY. Parry is core mechanic, and it's amazing. It has one flaw though. It is Little risk, huge reward. Currently, any parry attempt can be FAINTED (canceled), as it's executed by doing heavy atk. Result is - huge punishment if you hit it, and if you don't, cancel it. Parry should always offer huge punishments, but should be punished as well if failed. My idea is very simple here as well. Move parry from heavy to light attack, that cannot be canceled. Since we standardized light attack speeds, people can even use so called "parry bait" to punish parry-happy people.
- Move Parry from Heavy atk to Light atk, thus making it un-cancelable and somewhat punishable. (parry should never be no risk/high reward technique)
That's it for now, but i'm thinking about For Honor all the time, and how to improve it.
This is the game i've been waiting on for 33 years now. A perfect "simulator" of fighter game without overly complicated moves, because moves and combos should NOT be complicated to execute, but your mind set is what should make them deadly, complicated, and unpredictable. This game is it! (just needs little tweaks, it's still new)
Yours truly, ivanGrozni (Uplay: Grozni.)