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  1. #1

    Fixing revenge and breaking the defensive meta

    So this is my attempt at providing some constructive tips to fix some of the problems with the game. I have read many threads about these two issues and many people are talking about introducing cooldowns or a system that only allows for x attempts before cooldown. Let me assure you that this is not the way to go. For reference I would like to point to the Naruto Ultimate Ninja Storm-games. In them there is a mechanic that allows you to escape a combo by teleporting out. This is of course pretty powerful, and done right it can turn the tide completely. So after a few games this feature was balanced by only allowing a set number of escapes before a cooldown. This was horrible and damaged the game's multiplayer element as well as the singleplayer. SP got ridiculously easy, all you needed to do was spam smaller attacks until the bots had used up their escapes and then pound them with the heavy stuff since they could no longer escape. In multiplayer the same worked to some extent, but it was more focused on picking the right character as some could pump out the heavy attacks pretty safely. Once you had escaped a few you were wide open.
    I would not want to see the same thing happen to For Honor. Here are my attempts at fixing revenge and breaking the defence-meta.

    Revenge:
    The revenge mechanic has been wildly discussed on the forums for as long as I can remember. Some wants to buff it while some wants it nerfed or even removed.
    My own stance is that the revenge system serves an important purpose. It dissuades spamming (since blocks and damage fills the revenge bar, but the bar empties if you're patient) and allows an outnumbered hero to at least have a chance to win, hold out or get out alive.

    It has been officially stated that: “The goal behind the Revenge is if you're able to survive a little bit, then you will have a tool that will allow you to make a difference - but only for a short period of time. You need to time well your activation, and have a clear strategy for how you're going to use it, because you get that chance and after it's over.” Source: http://www.eurogamer.net/articles/20...-big-questions

    Is that what revenge does today? No.
    Why not?
    Well, there are a few subtle ways that revenge such as we know it does not really act like it's supposed to. The first and most obvious one being revenge gear-builds which the devs have noticed and are working on as we speak (or something like that).

    Another is an issue regarding the assassin classes and the nobushi. These four classes have access to a feat called “revenge attacks” (Source: http://forhonor.gamepedia.com/Revenge_Attacks) that allows them to build their revenge meter by attacking.
    This is, for me, unthinkable. A mechanic that is supposed to be an aid for pressured players (quote above clearly states “if you're able to survive a little bit”), that is fueled by attacks. So while you're being pressured, your attacker(s) (if one of these four heroes) is also filling their revenge bar, and as soon as you get revenge they might have it as well if they didn't get it before you did.
    Basically, for these four classes, revenge is not about survival, it's a mechanic that allows them to keep pressuring an enemy, or to turn the dial up even further. As such it completely goes against what revenge is supposed to be.
    This is an ability that I would like to see removed or at least seriously toned down. After playing the Peacekeeper mission in the SP campaign I now realize just how much revenge is gained from attacks, and it is a significant amount. After getting that feat the mission was easy.
    I understand that these heroes are given the feat because their relatively low health is not enough to build revenge the normal way unless they block like gods and play very defensively. Assassins are not supposed to be played defensively, which is obvious since they have reflex block as opposed to the normal block. But there has to be a better way of leveling the playing field here.
    Suggestion:
    1. Revenge gain by injury based on % hp instead of amount.
    2. Give the assassins a feat the recovers HP.
    3. Give the assassins a feat the offers damage reduction (but rev gain is still giving revenge for full amount).


    The defensive meta.
    This has turned into a problem of great proportions. In the same interview quoted above it is stated that the game is supposed to be focused on defence. That defence comes first and offence second. Sure, this is a fine idea and when someone is chopping at you with a sharp metal rod, you kind of want to block it. Now, in a game with both assassins and heavies, we want both to get to play their part. The heavy is supposed to turtle up behind that shield and stand like a rock against the onslaught while the assassins literally shower their enemy with attacks (see infinite hit chain with berserker). We want both of these options to be equally valid, but they are not. I see many assassins playing outright defensively, not carefully, not waiting for the right time, but actually going on the defence. This feels wrong, they have reflex block which means they're not really supposed to focus on blocking, and superior movement, yet many go for the block instead of the dodge. Because attacking isn't worth it, but blocking is.

    Let's be honest, blocking is not the issue. Blocking just means that the attack doesn't hit and thus doesn't do damage (or only does punch-through damage). Apart from Conq who gets a “free” techable GB after a normal block, this is no big deal. Blocking also builds revenge, which is nice to have.

    Parry on the other hand is, because parry is a defensive move that doesn't cost stamina. A successful parry causes knockback (I have never thrown someone off or into something by a parry, so I would need someone to confirm this for me). Knockback gives many heroes a free untechable GB – which can be chained into free damage. It also burns a lot of stamina for the attacker.
    That is a lot of potential punishment for daring to attack. In my opinion it is way too much. Parry as it is today is such a useful tool that many players focus solely on getting a parry and then killing their opponent with the punishment, often ignoring all of the other great tools they are given.

    My fix for this is very simple. We can't mess around with the parry too much since some heroes like warlord and Lawbringer depends on the parry mechanic to launch moves. But it would be a very small fix to make the untechable GB techable.
    With that fix the parry stops the attacker/combo, gives the fighters some space and burns stamina for the attacker. Any follow up to the parry would depend on the hero played, and would as such encourage the use of the heroes individual tools to win instead of the GB-mechanic as the GB would not be guaranteed.

    A second fix would be to tweak the GB slightly. I know that this bit will enrage some, but I feel that it is valid. The tweak would be to remove guaranteed heavy attacks from the GB. A GB has a lot of opportunities, you have successfully stopped your opponent from moving (maybe resulting in your teammates hitting him), you can throw the opponent into a wall or other hazard, or down a pit for an instant death. You may even hit the guy and (depending on your hero) get a combo started. That's pretty good for one press of a button. Getting a guaranteed heavy attack and the execution it may lead to on the other hand is a bit much.

    I regularly play Elimination and Skirmish. In those modes executions matters a lot. Many times I've seen people fighting and once the opponent goes critical they intensify their GB-attempts.
    Why? Well, simply put because it is harder to defend against a GB than a heavy attack, and once the GB sticks you're done unless you do the wrong heavy, and you get the execution and whatever perks that brings.
    By removing the guaranteed heavy damage from GB's it would force players to use their combos and other mechanics more, while still being able to use the GB to counter dodges and to set up damage. But not to rely on it to finish a fight with maximum point gain.

    These two relatively small fixes would remove a big part of the defensive meta. It would make parrying about stopping attacks and getting space instead of setting up for GB-punishes and GB's about limiting and controlling the opponent's movement, not dealing damage. Together they completely shatter the so-called parry-play that has annoyed many people on these forums. This is it. Parry-GB-heavy, parry-GB-heavy, a pretty easy way to quickly kill people who wants to attack instead of just GB and bait. In the long run I think it could break the defence-meta as well since more offensive heroes wouldn't have to stare at a heavy attack as guaranteed punishment for attacking in the first place.

    Agree? Disagree? Let's discuss.
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  2. #2
    No..?
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  3. #3
    I will give you my perspective and elaborate on that, since this has been discussed a great many times and I would like this to be my last.

    I started in beta playing kensei.
    I always only did the first tutorial, I didn't know what a parry was.
    It was fun. Many were struggling with the basic movesets, few even used dodge, I won a lot on a personal level (meaning even when matches were lost, I killed a bunch of people).
    Between the beta and release I came reading here and I found out about parries.
    On release I did the full tutorial and learned about the parries. It was easy.
    I did the campaing on hard and started playing multi with the warden.
    It was still fun, I had to learn the timings for parries with the different classes. Still easy, nobody used parries. I often won elimination matches by myself when they waited to 1v1 without ressing.
    Then I watched a random youtube video from "mege92", he was playing warden and I noticed that if I learned how to break GBs I wouldn't play much differently. Parries where the main thing and it came naturally to me so after GB what's left?
    And I learned not much. After that I started getting better with duels.
    As it was before I "took a break" (but plan on keep playing, hoping for host servers) I stand at renown 6 (or 5, not sure) on the warden, 1 (and something) on the orochi, and something before 1 on nobushi. I generally play warden and usually have fun with decent to very good people in duels and 2v2, where I get better at the game (lately I usually won, in 2v2s with a guy I got to know dueling), and zerg random people that is usually a 108 bot level of play. You rarely see a parry, I think I saw 2 deflects in all my hours of play and one of them did nothing (didn't press a button just deflected). In dominion I started camping the zone next to the enemy spawn and just stay there all game.
    You would think I'm a full revenge stacking player, but I'll give you a screenshot I took for another discussion about this:

    Bar that, I had to log in and take a new screen, can't find the old one.
    Loadout 1: http://imgur.com/cfpEmDt (Main one, 4v4)
    Loadout 2: http://imgur.com/yegenaK (Same but revive speed, never used I think)
    Loadout 3: http://imgur.com/uDKjyVV (By aesthetics, it's random pieces lvl 13,14 and blues)




    All of this being said, I like how revenge works with this gear. The base game is still good because not enough people is perfect on parry (myself included, although it is my base defense) and a lot play honourably in 2v2 and 1v1. I use revenge to "reset" fights. When I'm 1v1 it rarely comes up, but as someone comes out spamming I can block 4-6 attacks and it usually procs. If someone is still spamming I can get a parry which is a guaranteed kill if he's not full health. That way I can profit off his spam and reset the fight back to 1vX-1 and have enough distance and effective health (with the execution) to keep fighting. If instead it's a 1v2 or more but nobody is spamming I generally use it for the shield and unblockability so I can challenge someone and I if I get a hit it's usually enough to engage.
    I also run the same feats everytime, health on minion kills for dominion and the other passive (I think longer buffs) for the rest, Resist to bleed, heal and aoe heal.

    Like this, until about 2 weeks ago, the game was very fun.
    Revenge sometimes proc in duels, and it shouldn't. I think the base gain should be lowered. Maybe buff the multipliers per opponents to balance it.
    Also revenge gain on gear is stupid. I see the idea but it shouldn't allow people to be able to proc revenge while they are still on revenge.
    More so, some skills shouldn't knock people off when on revenge. I'd be better, imho, even if only GBs while on revenge would knock people off. It is mostly due to the warlord's headbutt, which has too short of a startup to give a knock down, but other skills might be arguable.
    The parry meta might be a problem of a very few people, so far I even see people whining in chat and having themselves thrown off cliff after 2 rounds where they didn't get in a single hit without getting parried.
    When you find someone that knows how to play it's usually fun and self improving.

    This is my opinion on the matter with "anecdotal evidence".
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  4. #4
    PDXGorechild's Avatar Senior Member
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    I completely agree with what most of the OP has said.

    I have played Berserker almost exclusively since beta so the defensive Meta makes the game very frustrating a lot of the time, especially seeing as my main classes defences are pitiful. I can add from experience, however, that despite the revenge attacks passive buff I seem to get revenge less often than a defensive opponent. A parry happy warden or a shield class will have revenge built up from blocking earlier than I will from chaining attacks. This is as it should be, but I feel that the frequency of which a class can get revenge when attacked by multiple opponents, especially with a revenge build, is way over the top. Too many times I've seen a lone Warden or Kensei take out two or three players in an almost permanent state of revenge, parrying everything automatically and two shotting people. It's supposed to give you a bit of a chance if you're outnumbered, not make you a god. I think adding a cooldown of 30 seconds would solve this without detrimenting brawls and duels too much. This problem is obviously more prevalent in 4v4 game modes.

    As far as solving the turtling problem is concerned, your ideas seems very viable. Personally i'd like to see that implemented.
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  5. #5
    Originally Posted by Halvtand Go to original post
    No..?
    Ditto
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