Dear UBISOFT For Honor Development Team,
I know you're all very busy trying to put out the trashcan fires that are the issues with For Honor. Let my preface my criticism by saying, this game (at times) has been the most fun I've had in gaming in 20 years.
I've been looking at, and drawing some conclusions from, the stats gathered by the folks over at the For Honor Subreddit. I'd like to stress that I did not come up with these figures, however, their conclusions align with the experiences my team and I have had.
Here's the short story, I took a number of the figures from the game (below) assigned values to them, then totaled and averaged based on a few criteria. While this does not factor in specific abilities, or combos, we feel it gives a pretty good baseline for the heroes.
- Light Top Single Attack(and speed)
- Light Side Single Attack(and speed)
- Heavy Top Single Attack(and speed)
- Heavy Side Single Attack(and speed)
- Zone Attack
- Chip Damage
- Health Points
- Movement Speed
Here's the overall point of this. Hybrid classes are the most disadvantaged, whereas Assassin classes have the best collective rating. In terms of individual characters, Peacekeepers collective socre on the metrics above is almost 15% higher than the 2nd place Orochi. The spread between the top and the bottom of the field is 35%. I realize these are numbers and don't factor in player skill but it seems to me that if the heroes were moved to within 1-5% of eachother, skill would be a much more powerful factor. Please feel free to contact me if you would like access to the google doc, where you can see how we have this lined out. I know your typical mode of attack for a balancing is looking at the usage and statistics on completed games, I'm just not sure the playerbase has aged enough in terms of skill for that to be reliable. Let's face it, the numbers have got to be a mess with all of the disconnects as well.
Thanks for your game, I hope it survives,
It`s a common method to judge and evaluate given scenarios even beyod anything which has to do with videogames.Originally Posted by SplugeKing Go to original post
He added baseline values of "worth" to individual facts for comparison, summary and average calculations. That`s in essence how you design game mechanics such as gear stats in Diablo for example.
Yes, I assigned my own values based on the numbers. For instance, an attack speed of 500ms was converted to '5', 600ms to '6' in order to keep the numbers manageable.Originally Posted by SplugeKing Go to original post
lol dis guy not jokin'.
do not argue with stupid people. they'll drag you down to their level and then beat you with experience. block and move on.Originally Posted by Bemminger Go to original post
Ok show the number then. If you did the work we should see itOriginally Posted by Bemminger Go to original post
Very stupid of me to be hesitant of information without results givin. The point i was trying to make was i doubt he knows everything about the heros stats that contribute to their strengths and weaknesses.Originally Posted by ParadigmFringe Go to original post
This might have value as a way of comparing characters, but the values you assigned don't weight defensive stats at all. Things like who has higher defensive stats, faster and better value from revenge mode, hard blocking, counter capability, etc. All of these are offensive stats, so logically I think it would be weighted to show assassins at the top. I don't disagree with the assertion that the hybrids need help, I am just disagreeing with this particular experiment. As i said, the methodology could work, but you must consider more than just aggressive values IMO.