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  1. #21
    Originally Posted by Simi_Xiamara_ Go to original post
    Zone attack speed didn't get nerfed.
    The nerf it got is if it gets blocked it stops your zone attack. It's like hitting a shield with a Light attack
    It may not be slower but with the indicator coming earlier, there will be a little more reaction time. I am hoping they fix the flicker but this might go at least part way there.
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  2. #22
    Dissapointed.

    I dusted off my rank9 pk I'd quit playing due to her being OP. Forgot how easy she was to play.

    I'm just going to play as cancerous as toxicly as possible cause hey Ubi says shes working as intended.

    La shoulda been adjusted but w/e
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  3. #23
    Alustar.exe's Avatar Banned
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    So to start with I'd like to point out that what the ubi-devs did was take a look at what was legitimately used the most frequently as far as her attacks go.
    Let me start there, there is a big difference between what people complained about and what was actually happening. People said her light attack was to fast/OP/spam-able. Yet when they looks at active logs for what attacks were actually used most frequently, much to everyone's surprise(but not mine) it wasn't light attacks but rather her dodge stabs.
    Now do I feel like she got a heavy change? Not really, in fact it even feels like their buff to the deflect fixed the issues most like me were having on that it was next to impossible to active the follow up attack without getting punished for it.

    In short, they didn't change her light attacks because that's not where people were realistically having trouble.
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  4. #24
    At the same time, spam does exist. The changes benefit my play style because I use deflects and look to use all four ways to get bleed.If they are sold on the speed then one or more of a few things might help.

    Take down the damage per hit on both lights and heavies, if people can't react to spam then her damage per hit puts her damage per second as higher than most other characters in real terms(in that while their attacks do more, they are less likely to land them).

    Increase the time between ending one chain, whether complete or not, and starting another, make the most attractive option finishing her chain with the risk of block and parry that entails rather than using the quickest attack over and over.

    Increase the stamina per light both hit and blocked so that spam is less feasible.

    While they want her speed high while she has stamina, nerf her disengage options while she is out of stamina, meaning dodges and rolls need to have less distance and need to be slower. Along with the fact assassins can't avoid falling down now that makes running out of stamina more punishable.

    There was another point raised that with the lower fps, they need to look at balancing console and pc separately, it could be that is what causes some of the issues also.

    I'm speaking as someone who wants to like the peacekeeper, and hey I have seen at least two people say light spam is boring, I agree with that, we need less spammy peacekeepers out there. Overall she needs to be able to punish over-aggression (deflects and such, to some degree her attack speed, the other person needs to get back into their range which at the same time they need a fair chance to do) but also she needs to have a playstyle of quick but precise attacks.
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  5. #25
    Gray360UK's Avatar Senior Member
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    Originally Posted by alustar24 Go to original post
    So to start with I'd like to point out that what the ubi-devs did was take a look at what was legitimately used the most frequently as far as her attacks go.
    Let me start there, there is a big difference between what people complained about and what was actually happening. People said her light attack was to fast/OP/spam-able. Yet when they looks at active logs for what attacks were actually used most frequently, much to everyone's surprise(but not mine) it wasn't light attacks but rather her dodge stabs.
    Now do I feel like she got a heavy change? Not really, in fact it even feels like their buff to the deflect fixed the issues most like me were having on that it was next to impossible to active the follow up attack without getting punished for it.

    In short, they didn't change her light attacks because that's not where people were realistically having trouble.
    Not entirely true.

    They looked at where the damage was coming from, and most of it was from the dodge stab. It wasn't about use / trouble dealing with, but damage amounts.

    The thing they miss when they use that to balance, is that light attack spam, even if it does less damage overall, is the thing people have the most trouble with. There is no stat to tell you what people are having trouble with, you can't put a number on that.

    It is interesting that most of the damage you take from a PK is likely to be from dodge stabs rather than the assumption that you get light spammed to death. The point I'm making is that yes, I might remove 70% of your health with dodge stabs, and just 30% with light spam, but the light spam is unavoidable. So you can look at where the damage is coming from all you like, you won't identify the issues that way.
    Balancing this way is odd.

    They have essentially nerfed all of the alternatives to light spam, which is the one thing most complained about.
    In other words, light spam (and there are many many videos out there claiming this is all you need to do to win) is fine.

    If your ZA gets stopped and your Dodge Stab is weaker, why not just light spam.

    They're actually indirectly pushing PKs towards light spam.
    Not sure that's a good thing.
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  6. #26
    Alustar.exe's Avatar Banned
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    Originally Posted by Gray360UK Go to original post
    Not entirely true.

    They looked at where the damage was coming from, and most of it was from the dodge stab. It wasn't about use / trouble dealing with, but damage amounts.

    The thing they miss when they use that to balance, is that light attack spam, even if it does less damage overall, is the thing people have the most trouble with. There is no stat to tell you what people are having trouble with, you can't put a number on that.

    It is interesting that most of the damage you take from a PK is likely to be from dodge stabs rather than the assumption that you get light spammed to death. The point I'm making is that yes, I might remove 70% of your health with dodge stabs, and just 30% with light spam, but the light spam is unavoidable. So you can look at where the damage is coming from all you like, you won't identify the issues that way.
    Balancing this way is odd.

    They have essentially nerfed all of the alternatives to light spam, which is the one thing most complained about.
    In other words, light spam (and there are many many videos out there claiming this is all you need to do to win) is fine.

    If your ZA gets stopped and your Dodge Stab is weaker, why not just light spam.

    They're actually indirectly pushing PKs towards light spam.
    Not sure that's a good thing.
    I agree with balancing console and over seperately at this point.
    You'd think of they can view damage values from abilities they would check usage frequency?
    Even still, it doesn't feel like they really nerfed her. It's a whopping 5 base damage from her dodge attacks? and now I can be punished if blocked during ZA.
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  7. #27
    honestly, i feel like most of the changes are valid.

    PK zone attack speed wasn't exactly nerfed, it was fixed. they specifically stated in the stream that there was a bug where the indicator appeared slower than intended, the speed of the zone attack was as intended, it's just the indicator wasn't appearing right.
    the zone attack being interrupted by a block makes perfect sense. it's the fastest attack in the game. it's now being treated as a light attack, as it should be.
    the deflect damage increase makes sense as well, it just wasn't worth the risk reward.
    the only thing i'm unsure of is the dodge attack. rarely see PKs use it since it's so easy to parry.
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  8. #28
    Gray360UK's Avatar Senior Member
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    Originally Posted by Genesiz13 Go to original post
    honestly, i feel like most of the changes are valid.

    PK zone attack speed wasn't exactly nerfed, it was fixed. they specifically stated in the stream that there was a bug where the indicator appeared slower than intended, the speed of the zone attack was as intended, it's just the indicator wasn't appearing right.
    the zone attack being interrupted by a block makes perfect sense. it's the fastest attack in the game. it's now being treated as a light attack, as it should be.
    the deflect damage increase makes sense as well, it just wasn't worth the risk reward.
    the only thing i'm unsure of is the dodge attack. rarely see PKs use it since it's so easy to parry.
    Yeah overall I think they were quite gentle. A damage difference of 5 on the dodge stab shouldn't change things much, and I assume this is still adjusted by the size of the Attack stat on your blade, so overall, a very Attack heavy PK build is still going to do fine there.

    The dodge attack is my bread and butter by the way, and I am guessing from the Warriors Den info about it being the main source of damage, I am not the only one.

    ZA, well, it was spamming it fast that seemed to be the issue, and you can still do that if you are not blocked. It is now easier to block and the PK is punished more, so get practicing your blocks people!

    Light Spam seemed to be an even bigger community issue, and you can still do that, unchanged. That is the only weird part.

    I have been waiting for them to nerf Light spam for ages, smugly thinking to myself that I don't use Light Spam anyway.

    Bloody Ubisoft people read my mind
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  9. #29
    Alustar.exe's Avatar Banned
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    Originally Posted by Gray360UK Go to original post
    Yeah overall I think they were quite gentle. A damage difference of 5 on the dodge stab shouldn't change things much, and I assume this is still adjusted by the size of the Attack stat on your blade, so overall, a very Attack heavy PK build is still going to do fine there.

    The dodge attack is my bread and butter by the way, and I am guessing from the Warriors Den info about it being the main source of damage, I am not the only one.

    ZA, well, it was spamming it fast that seemed to be the issue, and you can still do that if you are not blocked. It is now easier to block and the PK is punished more, so get practicing your blocks people!

    Light Spam seemed to be an even bigger community issue, and you can still do that, unchanged. That is the only weird part.

    I have been waiting for them to nerf Light spam for ages, smugly thinking to myself that I don't use Light Spam anyway.

    Bloody Ubisoft people read my mind
    I'm in the exact same boat you are, with favoring the dodge stab over her light hits. I laughed out loud when they sayed they were reducing her damage on that ability.
    Ubi, and you troll so hard!
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  10. #30
    Originally Posted by CandleInTheDark Go to original post
    At the same time, spam does exist. The changes benefit my play style because I use deflects and look to use all four ways to get bleed.If they are sold on the speed then one or more of a few things might help.

    Take down the damage per hit on both lights and heavies, if people can't react to spam then her damage per hit puts her damage per second as higher than most other characters in real terms(in that while their attacks do more, they are less likely to land them).

    Increase the time between ending one chain, whether complete or not, and starting another, make the most attractive option finishing her chain rather than using the quickest attack over and over.

    Increase the stamina per hit so that spam is less feasible.

    While they want her speed high while she has stamina, nerf her disengage options while she is out of stamina, meaning dodges and rolls need to have less distance and need to be slower. Along with the fact assassins can't avoid falling down now that makes running out of stamina more punishable.

    There was another point raised that with the lower fps, they need to look at balancing console and pc separately, it could be that is what causes some of the issues also.

    I'm speaking as someone who wants to like the peacekeeper, and hey I have seen at least two people say light spam is boring, I agree with that, we need less spammy peacekeepers out there. Overall she needs to be able to punish over-aggression (deflects and such, to some degree her attack speed, the other person needs to get back into their range which at the same time they need a fair chance to do) but also she needs to have a playstyle of quick but precise attacks.
    Stop with the stamina increase already -.- she has a zone that dose half her bar she has a dagger skill the also dose half her bar and her light attacks(more for me since I have stamina reduction all way down) and I can barely (when I say barely I can hit all my hits but the very last hit will run out energy and be slow) I don't play keep away nor do I wish to play keep away as a assassin. I want to attack fast and dodge hits. Not poke someone run out stamina and back out.
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