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  1. #21
    I don't care what it's called. It looks stupid and plays stupid and I'm sure ubisoft aren't stupid enough to ignore it.
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  2. #22

    The thread of the title is not soft feint.

    Go to a soft feint thread with that discussion and stop with the off topic bs.
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  3. #23
    Originally Posted by odyrules420 Go to original post
    The thread of the title is not soft feint.

    Go to a soft feint thread with that discussion and stop with the off topic bs.
    He just won't stop with the regurgitation. Regardless of what the source or label you want to put on these gameplay anomalies, they are out of place when stacked up against the established gameplay mechanics. For them to be legitimate, they would need to be fully incorporated by the devs; soft feinting would no longer have absurdly difficult input, and it along with the ZA indicator shenanigans would all get the feinting graphical effect applied to them. But as is, if these bugs cannot be properly incorporated, then they should be eliminated.
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  4. #24
    It's like watching a bunch of laypeople discuss quantum mechanics, it's so sad.

    You can't stop any kara-cancel "bugs", you just cant'. It's impossible to do so without making the game unworkable. How do you "fix" the indicators? Tell me, please. Use actual logic.

    If you make the indicator come too late, then you can't properly parry; if you make the indicators come earlier into the attack (that's how it is now), then you give it a chance to flash before someone changes the input to something else. That's the actual logic behind it. HOW do you change it? Don't hurt yourself, give it time and think it through. ROFL... You think you can solve a 30 years old fighting game design issue with your laypeople brains?

    If you argument is "this **** is too hard, make it easier for my slow reaction", that's fine. We will need a BIGGER input buffer so Kara-cancel can be available to you as well. That might be a proper complaint if you can beg hard enough. Otherwise, good luck solving the 30 years old fighting game feature of input buffer. You are such a special snowflake, I am certain Ubisoft will revent the entire wheel and make it square JUST for you... lol...
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  5. #25
    Originally Posted by The_Mensan Go to original post
    It's like watching a bunch of laypeople discuss quantum mechanics, it's so sad.

    You can't stop any kara-cancel "bugs", you just cant'. It's impossible to do so without making the game unworkable. How do you "fix" the indicators? Tell me, please. Use actual logic.

    If you make the indicator come too late, then you can't properly parry; if you make the indicators come earlier into the attack (that's how it is now), then you give it a chance to flash before someone changes the input to something else. That's the actual logic behind it. HOW do you change it? Don't hurt yourself, give it time and think it through. ROFL... You think you can solve a 30 years old fighting game design issue with your laypeople brains?

    If you argument is "this **** is too hard, make it easier for my slow reaction", that's fine. We will need a BIGGER input buffer so Kara-cancel can be available to you as well. That might be a proper complaint if you can beg hard enough. Otherwise, good luck solving the 30 years old fighting game feature of input buffer. You are such a special snowflake, I am certain Ubisoft will revent the entire wheel and make it square JUST for you... lol...
    yes, it seems they cant make it better. one reason more to fix the guard switch speed and if they cant fix the ZA feint, they should make the fast ZAs slower.
    a normal attack soft feint is very hard to do and inconsistent but the ZA feint is so easy to perform.
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  6. #26
    Originally Posted by The_Mensan Go to original post
    It's like watching a bunch of laypeople discuss quantum mechanics, it's so sad.

    You can't stop any kara-cancel "bugs", you just cant'. It's impossible to do so without making the game unworkable. How do you "fix" the indicators? Tell me, please. Use actual logic.

    If you make the indicator come too late, then you can't properly parry; if you make the indicators come earlier into the attack (that's how it is now), then you give it a chance to flash before someone changes the input to something else. That's the actual logic behind it. HOW do you change it? Don't hurt yourself, give it time and think it through. ROFL... You think you can solve a 30 years old fighting game design issue with your laypeople brains?

    If you argument is "this **** is too hard, make it easier for my slow reaction", that's fine. We will need a BIGGER input buffer so Kara-cancel can be available to you as well. That might be a proper complaint if you can beg hard enough. Otherwise, good luck solving the 30 years old fighting game feature of input buffer. You are such a special snowflake, I am certain Ubisoft will revent the entire wheel and make it square JUST for you... lol...
    Simply because a problem has been around for a while doesn't mean that it is no longer a problem. As it currently stands, soft-feints are clearly unintended, and are therefore a bug until the devs decide to support it (or if it really grinds your gears that much, think of it as a unintended, problematic game mechanic).
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  7. #27
    soft feinting in action:

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  8. #28
    i hope they will fix the guard stance change speeds. its very unfair and unbalanced that some characters can block light attack spams/ feints into lights and some not.
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  9. #29
    Lyskir's Avatar Senior Member
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    FIX guard change speed UBI!!
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  10. #30
    Just want to throw this out there.

    I am in no way saying that certain classes should be able to soft feint a light attack into a zone, but Lawbringer can do it too. It's weird (click light attack and immediately after press heavy attack to change it to a zone) but it works. People fall for it all the time.

    The difference here is that lawbringer's zone attack is like 6x slower than PK's or even someone like orochi, meaning you still have time to block it, but if you tried to parry my light attack i'll usually hit you since you're still winding up your heavy.

    It's a good mechanic, but with faster characters it's just not plausible to make it so easy available and abusable. Fast characters get so much love it's crazy simply because defense in this game is too easy, so the only real solution is to play characters with attacks that are generally too fast for someone to instinctively block or parry.
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