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  1. #1

    Ideas to make For Honor 100% more enjoyable

    For honor is my favor game of 2017 and here are my “crazy” ideas that might make this game 100% better. Some of these ideas are better together and I believe them to be easy to implement. Agree or disagree, constructive feedback is welcome.

    1. Remove I-frames from dodge
    a. Rewards situation awareness and punishes dodging into walls.

    2. Remove free damage
    a. Promotes attack over defense
    b. All attacks can be blocked and all guard breaks can be countered
    c. Ex. Guard breaks after parries can be countered
    d. Removes the I cannot attack first stigma/meta. (Some characters are more affected)

    3. Increase block damage on block
    a. Promotes attack over defense
    b. 3 damage isn’t enough needs to be 10% - 25% of weapon damage (numbers require testing)
    c. Rewards players for playing and taking risks (Risks = Rewards)

    4. Increase attack speed or damage on successful combo chains
    a. Could be different for different characters some increase attack speed and some damage
    b. Ex. First attack hits, second attack is 10% faster, third hit is 20% faster (numbers require testing) (attacks should not be faster than a person can reasonably reacted to)
    c. Character combos are a big part of the character identity and need to be viable.

    5. Every character should have either an unblockable or uninterruptible move
    a. Ex. Shoulder bash, headbutt, Kensei overhead
    b. Gives characters a way to gain forward momentum through mind games or damage.

    6. Link some moves to the revenge bar
    a. Can be used to further balance some move
    b. Promotes planning over spamming
    c. Ex. Warlords headbutt takes 10% of you revenge bar to use (or must have 50% rage to use) (%’s requires testing)
    d. Do I save my revenge and rage or do I execute move/combo XYZ?

    7. Increase revenge gain on attack (successful hits not just successful damage) on all characters
    a. Ex. Your mad because your attacks are being blocked.
    b. Revenge gain should be a ratio like 1:.5:1 (attack: defense: Injury) (numbers require testing) (can be different for different characters)
    c. The idea behind this is to still allow for comebacks but not to punish the player for just attacking.

    8. Revenge mode should affect characters differently
    a. Heavies keep shield and knockdown moves
    b. Assassins keep attack buff and unlimited stamina
    c. Vanguards keep shield and attack but lose unlimited stamina and knockdown moves

    9. Unlock feats for all class types
    a. Easier to balance
    b. Allows for more unique builds and character customization
    c. Ex. Raider has all the feats from the Warden and Kensei.
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  2. #2
    Originally Posted by D4rkgrizzly Go to original post
    For honor is my favor game of 2017 and here are my “crazy” ideas that might make this game 100% better. Some of these ideas are better together and I believe them to be easy to implement. Agree or disagree, constructive feedback is welcome.

    1. Remove I-frames from dodge
    a. Rewards situation awareness and punishes dodging into walls.

    2. Remove free damage
    a. Promotes attack over defense
    b. All attacks can be blocked and all guard breaks can be countered
    c. Ex. Guard breaks after parries can be countered
    d. Removes the I cannot attack first stigma/meta. (Some characters are more affected)

    3. Increase block damage on block
    a. Promotes attack over defense
    b. 3 damage isn’t enough needs to be 10% - 25% of weapon damage (numbers require testing)
    c. Rewards players for playing and taking risks (Risks = Rewards)

    4. Increase attack speed or damage on successful combo chains
    a. Could be different for different characters some increase attack speed and some damage
    b. Ex. First attack hits, second attack is 10% faster, third hit is 20% faster (numbers require testing) (attacks should not be faster than a person can reasonably reacted to)
    c. Character combos are a big part of the character identity and need to be viable.

    5. Every character should have either an unblockable or uninterruptible move
    a. Ex. Shoulder bash, headbutt, Kensei overhead
    b. Gives characters a way to gain forward momentum through mind games or damage.

    6. Link some moves to the revenge bar
    a. Can be used to further balance some move
    b. Promotes planning over spamming
    c. Ex. Warlords headbutt takes 10% of you revenge bar to use (or must have 50% rage to use) (%’s requires testing)
    d. Do I save my revenge and rage or do I execute move/combo XYZ?

    7. Increase revenge gain on attack (successful hits not just successful damage) on all characters
    a. Ex. Your mad because your attacks are being blocked.
    b. Revenge gain should be a ratio like 1:.5:1 (attack: defense: Injury) (numbers require testing) (can be different for different characters)
    c. The idea behind this is to still allow for comebacks but not to punish the player for just attacking.

    8. Revenge mode should affect characters differently
    a. Heavies keep shield and knockdown moves
    b. Assassins keep attack buff and unlimited stamina
    c. Vanguards keep shield and attack but lose unlimited stamina and knockdown moves

    9. Unlock feats for all class types
    a. Easier to balance
    b. Allows for more unique builds and character customization
    c. Ex. Raider has all the feats from the Warden and Kensei.
    I disagree with 8 and 9.
    8 looks like the balance is in the favor of the assassins as the lack of unlimited stamina will hinder one's ability to defend against 1vX situations.
    9 would not be easier to balance, nor would it promote unique builds, imagine if every character was able to heal on block, single handedly bringing back the defensive meta on a much larger scale. every character would find the best 4 feats, and stick with them, destroying diversity.
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  3. #3
    Originally Posted by SAVAGE_CABBAGE1 Go to original post
    I disagree with 8 and 9.
    8 looks like the balance is in the favor of the assassins as the lack of unlimited stamina will hinder one's ability to defend against 1vX situations.
    9 would not be easier to balance, nor would it promote unique builds, imagine if every character was able to heal on block, single handedly bringing back the defensive meta on a much larger scale. every character would find the best 4 feats, and stick with them, destroying diversity.
    Thanks for the reply! I see your concerns and i do agree. For number 8, i believe having different rage mode would increase team play and promote more unique game play between the classes and how they take on 1vX situations. Heavies will buy time while reinforcements are on there way while taking advantage of knockdowns for damage or to create breathing room. Assassins will potentially be able to even a fight by dwindling the opposition and relocating or buying time for reinforcements. Maybe even add GB immunity to rage? As for number 9, Feats should be shared through class types: heavies share heavies, assassins share assassins and vanguards shares vanguards. If a feat is to strong it should be balance or the other feats can be make more useful. No feat should be mandatory. Feats should be a way to personalize your character. How would you balance different revenges between the different class types?
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  4. #4
    In what do not agree in the class of murderers ?? Then what is less of their protection and with the Vanguard and the defenders if there is no speed, then he is a corpse ??
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  5. #5
    I totally agree with 6 and for number 5, here is one idea i had to motivate players further more in that endless reputation grind while also giving us something worth to fight for.

    11. Combo Modifiers: every 10 reputation lvls you will get additional effects to some of your combos, like giving Uninterruptible / Stun / Unblockable to your finishers. Or giving you the ability to start chains from guardbreak / dodge / parries. That gives you 3 more ways to fight and not be stuck in your heroes's restricted combos. Its logic since more experienced fighters will fight better



    Not only combos tho, we could get unique gear aswell

    12. Reputation rewards: Have you ever seen rewards for reputation 29? its ridiculous, why would anyone bother to reach that lvl to unlock stripes and weird symbols? My proposal is that you will unlock every customization option (except engravings) by Rep 15, Then past that, you will receive unique loot for leveling up that you wont get anywhere else. Its about time our armor match the awesome look of our weapóns

    a. Like you said in item 9, i totally agree on builds diversity, and we could unlock new feats, be it new heroes restricted feats or class-shared feats. All based on reputation progression. ANYTHING BUT STRIPES!



    13. Revenge stats on gear should be removed

    a. Big problem right now, and i think it should be removed until it is reworked
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  6. #6
    Unless you fix the connection issues the rest aren't really gonna matter if you can't even play a stable match.
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  7. #7
    Originally Posted by LastMoh1can Go to original post
    I totally agree with 6 and for number 5, here is one idea i had to motivate players further more in that endless reputation grind while also giving us something worth to fight for.

    11. Combo Modifiers: every 10 reputation lvls you will get additional effects to some of your combos, like giving Uninterruptible / Stun / Unblockable to your finishers. Or giving you the ability to start chains from guardbreak / dodge / parries. That gives you 3 more ways to fight and not be stuck in your heroes's restricted combos. Its logic since more experienced fighters will fight better



    Not only combos tho, we could get unique gear aswell

    12. Reputation rewards: Have you ever seen rewards for reputation 29? its ridiculous, why would anyone bother to reach that lvl to unlock stripes and weird symbols? My proposal is that you will unlock every customization option (except engravings) by Rep 15, Then past that, you will receive unique loot for leveling up that you wont get anywhere else. Its about time our armor match the awesome look of our weapóns

    a. Like you said in item 9, i totally agree on builds diversity, and we could unlock new feats, be it new heroes restricted feats or class-shared feats. All based on reputation progression. ANYTHING BUT STRIPES!



    13. Revenge stats on gear should be removed

    a. Big problem right now, and i think it should be removed until it is reworked
    I definitively agree on builds diversity! Your number 11 is an awesome idea but would be to hard to balance and imagine a rep 3 vs rep 30 fight and the frustration the rep 3 would face. Something ease might be to make it so you can change the effect of your unblock able/ uninterruptible move. If I want to hit you with a pink shoulder charge so be it. What do you think about that?

    For number 12, I agree! If your rep 30 you should look and feel awesome. Maybe, have one super unique set locked behind rep? I am not sure if I want equipment locked behind rep or steel tho. What do you think?
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  8. #8
    Originally Posted by D4rkgrizzly Go to original post
    Thanks for the reply! I see your concerns and i do agree. For number 8, i believe having different rage mode would increase team play and promote more unique game play between the class and how they take on 1vX situations. Heavies will buy time while reinforcements are on there way while taking advantage of knockdowns for damage or to create breathing room. Assassins will potentially be able to even a fight by dwindling the opposition and relocating or buying time for reinforcements. Maybe even add GB immunity to rage? As for number 9, Feats should be shared through class types: heavies share heavies, assassins share assassins and vanguards shares vanguards. If a feat is to strong it should be balance or the other feats can be make more useful. No feat should be mandatory. Feats should be a way to personalize your character.
    Thank you for the clarification on 8, while i don't exactly like your specific setup, you have an amazing idea in the rough! However it would be difficult to balance each class tailored to their roles.
    You may be able to give the vanguard a shield and infinite stamina.
    The heavy, a more powerful shield
    the assassin, a speed boost and attack boost.
    the hybrids, whatever their character is more inclined as e.g. LB get vanguard or heavy style boost

    As for 9, I still have a minor, albeit much less than previously posted problem. Imagine if a Conq was able to get health back on block, more health, and when killed can revive themselves, that sounds very imbalanced imo. Imagine if a nobushi got a damage reduction on parry. And now that I think about it, some would not even be compatible, or really broken. What if an LB got bleed weapon from Valk, and a bleed damage boost from Nobushi, although this may work in other games, there is far to many broken combos just in one class.
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  9. #9
    Originally Posted by Chaos_Model Go to original post
    Unless you fix the connection issues the rest aren't really gonna matter if you can't even play a stable match.
    I'm sure connection issues are their priority. Maybe in the future they can add dedicated servers to 4v4 or less based on ping/testing? The original idea for this thread was to put forth changes that would be easy to implement and increase the fun factory for the players. I need your input to see if I am crazy or not and if these changes would make for a better experience. So what do you think?
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  10. #10
    Originally Posted by SAVAGE_CABBAGE1 Go to original post
    Thank you for the clarification on 8, while i don't exactly like your specific setup, you have an amazing idea in the rough! However it would be difficult to balance each class tailored to their roles.
    You may be able to give the vanguard a shield and infinite stamina.
    The heavy, a more powerful shield
    the assassin, a speed boost and attack boost.
    the hybrids, whatever their character is more inclined as e.g. LB get vanguard or heavy style boost

    As for 9, I still have a minor, albeit much less than previously posted problem. Imagine if a Conq was able to get health back on block, more health, and when killed can revive themselves, that sounds very imbalanced imo. Imagine if a nobushi got a damage reduction on parry. And now that I think about it, some would not even be compatible, or really broken. What if an LB got bleed weapon from Valk, and a bleed damage boost from Nobushi, although this may work in other games, there is far to many broken combos just in one class.
    I think i like your setup for number 8 better! It might be hard to balance but would make class type more important and maybe easy to code/test. Could just be for 4v4 mode? I agree your example of the Law bringer and Conqueror are scary but there are several ways to balance that via cool-down, effect, duration, move more powerful feat to different/same level and etc... I personally want to see more character options and it gives you something to unlock until rep #. Also if your choosing a defensive feat your losing a offensive feat and there are more ways to win then by killing everyone. Maybe later on they can add an option to change feats mid-game if you haven't unlocked it yet? Does that make sense or is it still a bad idea/ to much work?
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