🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    You were too slow UBI. Players are leaving.

    Some of the things that are causing people to leave this game:

    -hero balance
    -connection stability
    -gear

    Many players have given up on even Dominion due to gear.
     7 people found this helpful
    Share this post

  2. #2
    UbiJurassic's Avatar Community Manager
    Join Date
    Nov 2016
    Location
    US
    Posts
    3,486
    Originally Posted by eliteslayer66 Go to original post
    Some of the things that are causing people to leave this game:

    -hero balance
    -connection stability
    -gear

    Many players have given up on even Dominion due to gear.
    All three are things we are actively working on, with connection stability taking the top priority. While we understand some players are dissatisfied with our pacing, we appreciate their patience regarding the issues.
     5 people found this helpful
    Share this post

  3. #3
    Stuff I would add to the list:
    - bugs end exploits (like switching attack direction in the middle of animation or not falling when pushed out of stamina)
    - matchmaking (normal dominion situation - 4 guys with rep 0-1, no gear vs 4 guys rep over 3, gear 108)
    - cheap, spammable moves that feel unfair

    As to people leaving Dominion due to gear - it also a big problem that gear system punishes you for playing a new class, as it's hard keep up with a maxed out players with no gear in any of the 4v4 modes.
    Share this post

  4. #4
    oSquashxD's Avatar Member
    Join Date
    Feb 2017
    Location
    Sweden
    Posts
    66
    Originally Posted by UbiJurassic Go to original post
    All three are things we are actively working on, with connection stability taking the top priority. While we understand some players are dissatisfied with our pacing, we appreciate their patience regarding the issues.
    Still dont Recommend Host" in matches due connection problems and all this dc so i Recommend to remove it as better connection that's is the problem you have.

    Due this kicked out when "Host" leave is the "Player" who is "host for some players (Not all).

    I dont approve With connection stability because like i said it's the player who host the match, (The server and For Honor is not same) so the game is the problem (NOT SERVER) in fact.

    Fix the game and than server.

    There is no problem with the server and The post i write about network & players check it out!
    Share this post

  5. #5
    Aarpian's Avatar Senior Member
    Join Date
    Dec 2016
    Posts
    704
    Originally Posted by UbiJurassic Go to original post
    All three are things we are actively working on, with connection stability taking the top priority. While we understand some players are dissatisfied with our pacing, we appreciate their patience regarding the issues.
    And we might have some sympathy if a gamut of these issues weren't present right through from the first testing phase until today.
     2 people found this helpful
    Share this post

  6. #6
    Originally Posted by UbiJurassic Go to original post
    All three are things we are actively working on, with connection stability taking the top priority. While we understand some players are dissatisfied with our pacing, we appreciate their patience regarding the issues.
    I am willing to wait for patches. This game has amazing potential. But some info on the development teams visions, intentions and direction would really make the community feel better.

    How about

    - defensive meta with parry being too dominant.

    - move loops that are infuriatingly boring.

    - the problem that one block timing can never be balanced for two very different attack timings (light and heavy).

    Attacking is generally unsafe - because of parry. Not because you can parry easily, but because of the effect of a parry.

    They must fix a few things for this game to work at High level.

    1. Parry should not lead to free damage. Currently when you parry, the action is stopped and you get free damage. What they should do instead is make parry speed up your next heavy atack, but allow defence. No stagger after parry. Instead when you get parried your attacks and GB initiation are disabled, although pressing heavy attack will still allow a parry. This will make parry speed up the action instead. Put feints into the mix and it will work. When being parried dodging backwards will make you fall down, so you cannot easily disengage after being parried. The effect of the parry on the one being parried lasts only a moment, but for the one parrying there should be enough time to throw in two feints and still get the benefit of the faster heavy atack.

    2. Blocking must be revamped. It is impossible to balance a block with one timing against two tiers of attack (heavy and light). Block should have two States. Half block happened instantly when you switch guard and then the direction indicator folks up over a number of frames, giving you full block. Half block can only block light attacks, but full block allows the blocking of both light and heavy. This will make heavy attacks more viable and with feints it may actually be possible to land one. When hit by a heavy attack in half block you can still parry a heavy attack.

    3. Rebalance attack speeds. Light and heavy attacks should all be rebalanced so that all light attacks are between 15-18 frames. Heavy attacks should also be balanced across characters to be within an acceptable range of frames. Zone attacks, unblockables etc will then be classes as either light or heavy and fall within those ranges.

    4. Move loops should be fixed, so there is a delay after using a shoulder Barge or headbutt combo for instance, so the opponent can react before you do another. Like with regular combos, where you cannot chain one combo directly into the next.

    5. The damage flinch from light attacks should be removed, along with the guard change delay on some classes. This will make blocking lights more consistent.

    6. Attacks after a feint are slightly quicker, giving a different timing on parrying those attacks

    7. Moves like shoulder Barge, long arm, bash, headbutt etc only has an effect on people locked on to you
     1 people found this helpful
    Share this post

  7. #7
    DrExtrem's Avatar Senior Member
    Join Date
    Dec 2015
    Location
    Bremen, Germany
    Posts
    3,488
    Messing around with attack timings based on whether you attack normally or after an event, could lead to heavy rage and problems, because people parry based on muscle memory and reflexes most of the time.

    It is a very nice idea but problematic, because it would again lead to a heavy strike hitting after a parry, because people would mess up their parry.
    I addition, I think that light attacks should not be parryable at all - they should be blocked. Zerker and other spammy heroes with uninterruptable light,attacks would need a propper adjustment though. Their light attacks could get a parry window, that gets wider with every successive light strike.

    Dear devs. If you radically change the combat system to be less punish-focused, don't forget to adjust your bots.

    And please don't forget to keep strikes like,crushing counter viable and useable.
    Share this post

  8. #8
    Extrem, that is precisely what the intention is with making the heavy after parry faster. That you cannot simply know the timing by muscle memory, which always leads to optimal plays. You have to watch and parry right before impact. It makes the defend after parry skill based and not just automatic damage.

    I agree that lights should not be parryable because it creates too much imbalance between lights of different speeds. Actually it may cause issues to make them not parryable, but not giving any benefit from parrying a light would work. Then again some dodge moves are lights and they should certainly be parryable with a benefit from the parry.
    Share this post

  9. #9
    Originally Posted by UbiJurassic Go to original post
    All three are things we are actively working on, with connection stability taking the top priority. While we understand some players are dissatisfied with our pacing, we appreciate their patience regarding the issues.
    The threads you guys decide to respond to and the ones that go weeks without acknowledgement just boggles my mind.
    Share this post

  10. #10
    DrExtrem's Avatar Senior Member
    Join Date
    Dec 2015
    Location
    Bremen, Germany
    Posts
    3,488
    In this case, we could still allow heavies after a parry (or everybody gets a counter strike) but not guard breaks. Because of their strong options to cc a player.

    Good players will adapt to different speeds and we would be vack at the beginning. To players of higher skill might be caught in a parry / counter parry loop.


    You could still differentiate between standard light attacks and light special attacks, by giving certain strikes, like the side sash attacks from the kensai (example), a fixed parry window.
    Share this post

Page 1 of 4 123 ... Last ►►