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  1. #1

    [Bug]Parry Is Bugged(Video Proof)

    Parrying on the last frames of a parry window gets you hit, video below. Please fix this.

    https://gfycat.com/HollowNegligibleBlackbear
    https://gfycat.com/EminentHomelyIcelandgull
    https://gfycat.com/ShockedFalseCygnet#?speed=0.125



    PS i reported this in the feedback section but i am not sure if that is the best place, so here i am. If someone can tell me a better way to get this bug across to devs, please tell.
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  2. #2
    Originally Posted by I.Need.Healing. Go to original post
    Parrying on the last frames of a parry window gets you hit, video below. Please fix this.

    https://gfycat.com/HollowNegligibleBlackbear
    https://gfycat.com/EminentHomelyIcelandgull

    PS i reported this in the feedback section but i am not sure if that is the best place, so here i am. If someone can tell me a better way to get this bug across to devs, please tell.
    Thank you for posting this. This happens lots of time against BOTs. In PvP, some matches I can parry 90% of the attacks BUT sometimes I can not parry even one slow-mo attack. Ubisoft have bad coders. Thats all. I do not think they will fix it because it will force game into beta state.

    BTW I start using Valkyrie because of Light attack block on startup. It is same like this. Even when same guard, you not deflect or block but get hit.
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  3. #3
    Unless this happened in a duel vs AI where you host the session and the main simulation locally; it might have to do with a shortcoming of the simulation/network architecture game has; not having lockstep.

    This means while you may see that action being executed in time on your screen, it may be a late input according to simulation.

    Any action you perform on your end is immediately displayed on your client in systems that does not have lockstep. But that action is never executed at that time in the actual game, since it has to wait for the main simulation/server to receive the input.

    Not implementing lockstep is a newbie development mistake. They think it leads to a faster gameplay by not putting a delay on the input display on the client that action is performed. However what happens is displaying actions that may never be executed on the actual authenticating server/host simulation. Long story short by giving the false pretense of faster gameplay they only enable inaccurate display of player input.
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  4. #4
    Originally Posted by Mynban Go to original post
    Unless this happened in a duel vs AI where you host the session and the main simulation locally; it might have to do with a shortcoming of the simulation/network architecture game has; not having lockstep.

    This means while you may see that action being executed in time on your screen, it may be a late input according to simulation.

    Any action you perform on your end is immediately displayed on your client in systems that does not have lockstep. But that action is never executed at that time in the actual game, since it has to wait for the main simulation/server to receive the input.

    Not implementing lockstep is a newbie development mistake. They think it leads to a faster gameplay by not putting a delay on the input display on the client that action is performed. However what happens is displaying actions that may never be executed on the actual authenticating server/host simulation. Long story short by giving the false pretense of faster gameplay they only enable inaccurate display of player input.
    I don't know if you noticed, but all of this is against bots.
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  5. #5
    I added more example to the opening post. Those examples being these two:
    https://gfycat.com/ShockedFalseCygnet#?speed=0.125
    https://www.youtube.com/watch?v=9cVyMylEr_c
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  6. #6
    Yesterday I launch For Honor and quit after one match where this happens. Clearly have top guard but got hit while slow heavy attack by enemy Warlord. This game is not about skills. This ****ty coding / game mechanism ruin experience and training. If just block not work, why tryin to parry or even some special dodge-deflect attacks? ... Ubisoft totally FAILED here.
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  7. #7
    Lag? Delay?
    Have you ever been in a situation where you hit your opponent, see it hit (blood spill and ****) but actually, he blocked it? Or the other way around, you see him blocked your heavy but it took him a bar of health?
    I just quit when I have to duel with these guys.
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  8. #8
    Originally Posted by itstimetoddduel Go to original post
    Lag? Delay?
    Have you ever been in a situation where you hit your opponent, see it hit (blood spill and ****) but actually, he blocked it? Or the other way around, you see him blocked your heavy but it took him a bar of health?
    I just quit when I have to duel with these guys.
    All examples are against bots, there is 0(zero) delay.
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  9. #9
    Originally Posted by F_U_R_I_O_Z_A Go to original post
    Yesterday I launch For Honor and quit after one match where this happens. Clearly have top guard but got hit while slow heavy attack by enemy Warlord. This game is not about skills. This ****ty coding / game mechanism ruin experience and training. If just block not work, why tryin to parry or even some special dodge-deflect attacks? ... Ubisoft totally FAILED here.
    Glad to see someone else say this.
    Holding block in overhead position anticipating over head swing - get hit anyway.
    Constant nightmare
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  10. #10
    Originally Posted by FishCow Go to original post
    Glad to see someone else say this.
    Holding block in overhead position anticipating over head swing - get hit anyway.
    Constant nightmare
    This never happened to me.
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