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  1. #1

    Reminder to please make Lawbringer's stance change time quicker.

    This is Number 1.

    Going from law to warden for example blew my mind at how easy it is to parry with a non slow stance change hero.
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  2. #2
    Originally Posted by eliteslayer66 Go to original post
    This is Number 1.

    Going from law to warden for example blew my mind at how easy it is to parry with a non slow stance change hero.
    Yep.......Several people I play with comment about "How in the hell do you parry everything?".........Because I main LB and parries are life. I also switched to Warden waiting for attention to be given to the LB and the difference is staggering. I pray this is a top priority as Im getting fairly bored of playing other characters so as to not have a brain aneurysm from how outclassed LB is unless fighting someone of incredibly inferior skill and mechanical knowledge.
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  3. #3
    Yup, I really hope they do this. They can give him all sorts of buffs but i really need this change in particular.
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  4. #4
    DrExtrem's Avatar Senior Member
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    I think it is not the speed of the guard change that needs tweaking.

    Imho, it is the light spam in general that is too strong.
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  5. #5
    The thing is if you are in the range that the attacks that are quicker than your guard shift are hitting, then you are essentially complaining that a close quarter specialist is better at you in close quarter combat. Light attack spam is a problem and that is something that needs fixing, at the same time, a great axe or naginata takes more time and grip changes to shift than a short sword and dagger, if a dagger is hitting you, you are closer than your comfortable range and right in the area that they and their weapons excel.

    What is needed more than a buff that realistically doesn't make sense is a nerf to the ability to spam attacks and making it more likely that characters with longer range, and the tools to put their opponent at that range whether it is the nobushi kick or the lawbringer toss, are more likely to be able to do that if they are more skilled than their opponent without taking it so far the other way that characters who need to close distance can no longer do that if similarly they are more skilled than their opponent. This isn't Dynasty Warriors where every weapon has the same chance at hitting every range and there is only one block option (not dissing Dynasty Warriors at all, it is a different style of play that if I want that style,Dynasty Warriors is my go to game), every hero has a different kit that makes them stronger in different areas.

    ---
    Edit: I posted this a few days ago that puts my view on it clearer
    ---

    I am reading a lot of complaints about the fact that blocking from left to right against the quicker classes is impossible right now, from complaints that quicker classes are overpowered because of it to suggestions that everyone start in neutral which hey, I can do because I have assassin levels and still instinctively block every attack in a chain but it took longer to learn than regular blocks. The common theme, or it seems this way to me at least, is that people are complaining because a character that excels in short range combat is doing better than them at short range combat.

    Before we get into any he is defending his main comments, I have spent more time in single player(I wanted the engravings, I am shallow) than multiplayer recently, I have 26 levels in peacekeeper, 19 in nobushi and 15-20 scattered around conqueror, warden, valkyrie and i think one in berserker, unless I go on a tear with any character then the current plan is I will pick a main when I have had a look at the first two new characters to drop, so I have no hat in the ring for this. It also means, by the by, that I am only rep one and haven't been against top tier players so your mileage may vary on this.

    My thought on it pretty much runs down to using the tools that you are given. When I played peacekeeper, yeah I used my speed, I dodged, I deflected, I tried not to light attack spam though if someone was staying in my range then damn right I am going to use the fact that my light attack is quicker than the heavy they are trying to start a chain with.When I played nobushi, hell no do I want a peacekeeper in my face, or anything with a shorter range than me (which is everyone but conqueror with their charged attack, at least according to Aarpian who took part in the hero school series with conqueror), my first priority wasn't a kick or a light, it was getting the heck out of dodge and resetting the game to the point I can try to punish any attempts to close the range. I don't see the fact that my nobushi couldn't switch from left to right quicker than the peacekeeper could as a bug, the fact is that my hero was using a long range weapon that takes considerably more to switch grips and stances on than a short sword and a dagger, what I did have, unless I got backed into a corner, were tools to put the fight back into the range I wanted it at. I remember reading a Terry Pratchett book where someone picked up a spear as a weapon because the important thing about it was that in combat the other guy was all the way over there, I want to keep people wherever the end of my weapon is where their quick daggers can't hurt me in a one two swipe.

    As a peacekeeper, I know that I rule the short range conflict, as a nobushi and to a degree as the warden (top light excepting), I don't expect to out peacekeeper the peacekeeper at the range of a dagger, I have a longer weapon for a reason. There are issues, I think that light attack spam from any range (most of my levels are in the respective queens of light attack spam in long and short range in low level play) is something that needs to be addressed without adding to the defensive meta that people are complaining about and heavy attacks need to be more viable, I don't know how to do this but I don't think giving people out of their comfortable range a defence to match the speed of attack of the close quarter combat specialist is the answer because you are then depriving the shorter range characters of an advantage at the range that they are supposed to be superior in.

    Anyhow just my thoughts on it, but what I will say is this isn't dynasty warriors where the weapon only really affects the type of action you have, it is a game where different characters have different kits that make them stronger in some areas and weaker in others and that is a more realistic take on it in my view.
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  6. #6
    Originally Posted by xmelesiox Go to original post
    Is there a way to see what each heroes guard change speed is or could they add that so you know ahead of time?

    Shoguki, which I rarely play, I can't really block a lot of the fast attacks and yet on my Raider if the first Peacekeeper attack hits, which for some reason it does cause I mess up the direction, I can block the second faster attack almost every time. Then on the Peacekeeper I struggle to block the the berserkers attack. Warlord I can seem to PARRY everything with ease regardless of whom up against.

    I'd just like to know what guard speed the hero has going into battle so I know what to expect that way I have a better understanding of whom I'm going to struggle against. It would also be nice to know what the attack speed of each heroes attacks are for the same reason. If I knew the guard speed of a hero and the attack speed of another hero I'd be better prepared in combat.
    The PK who you facing are not smart enough, they use chain/combo attack so you can predict the second attack direction, or they just don't even change the direction of second attack.. The PK who i met are smarter, they don't use combo cause the stamina reduce will cause the light attack slow down, they only use 1st light attack hit me once, then wait for the stamina recover and repeat again only the 1st light attack with random direction. I main Law, my guard stance too slow to block them.
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  7. #7
    If they are only using one light attack and waiting, surely that gives you the opportunity for top light, guard break or charge, mix the three up so it's a 33/33/33chance to counter. Just theory crafting mind, I've never played the lawbringer but makes sense from a theory point of view.
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  8. #8
    Don't forget Nobushi!!


    Just equalize everyone's stance speed FFS!
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  9. #9
    DrExtrem's Avatar Senior Member
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    Originally Posted by OpethianKnight Go to original post
    Don't forget Nobushi!!


    Just equalize everyone's stance speed FFS!
    No. It would kill another characteristic and it would nit even help.

    The hit recovery tine needs to be lowered, to give the player to.e to react to the second and third hit. In theory, the guard can switch fast enough but we are too slow to react in time.
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  10. #10
    Originally Posted by DrExtrem Go to original post
    No. It would kill another characteristic and it would nit even help.

    The hit recovery tine needs to be lowered, to give the player to.e to react to the second and third hit. In theory, the guard can switch fast enough but we are too slow to react in time.
    Well it killed that fighter for me already. I've switched to fighter that can actually block.
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