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  1. #1

    Instead of nerfing just revenge gear...

    They should rework the revenge system completely:
    1.If only 1 player is locked onto you and hits you, revenge will not be gainable AT ALL
    2.If 2 players locked on to you and both hit you atleast 2 times you revenge meter should start rising 15% per hit, and the revenge gain should quicken as more players are locked onto you and hit you (3 players = 25% gain, 4 players = 34%)
    3.When activated revenge mode, your heavy attacks should be 50% faster and deal 33% more damage, while light attacks do %20 more damage and are only 10% faster (to prevent Assasin spam)
    4.Charging attacks (Conqueror's and Warden's bash, Warlord's headbutt, etc.) should knock multiple people over in a small radius if 3 or more players are ganking you
    5.Revenge should last according to the number of players ganking you (2 players = 8 seconds, 3 players = 13, 4 players = 17)
    6.Gear should not affect revenge (or any stats in general and be purely cosmetic, like Rainbow Six Siege or Team Fortress 2)
    7.Attacks in revenge mode should be blockable (only if 3 or more are currently ganking you), and players in revenge mode cannot be guardbroken (2 or more)
    8.Revenge should not be gainable by your own attacks

    Leave suggestions below
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  2. #2
    Originally Posted by MilkyBobb Go to original post
    They should rework the revenge system completely:
    1.If only 1 player is locked onto you and hits you, revenge will not be gainable AT ALL
    2.If 2 players locked on to you and both hit you atleast 2 times you revenge meter should start rising 15% per hit, and the revenge gain should quicken as more players are locked onto you and hit you (3 players = 25% gain, 4 players = 34%)
    3.When activated revenge mode, your heavy attacks should be 50% faster and deal 33% more damage, while light attacks do %20 more damage and are only 10% faster (to prevent Assasin spam)
    4.Charging attacks (Conqueror's and Warden's bash, Warlord's headbutt, etc.) should knock multiple people over in a small radius if 3 or more players are ganking you
    5.Revenge should last according to the number of players ganking you (2 players = 8 seconds, 3 players = 13, 4 players = 17)
    6.Gear should not affect revenge (or any stats in general and be purely cosmetic, like Rainbow Six Siege or Team Fortress 2)
    7.Attacks in revenge mode should be blockable (only if 3 or more are currently ganking you), and players in revenge mode cannot be guardbroken (2 or more)
    8.Revenge should not be gainable by your own attacks

    Leave suggestions below

    Revenge mode's BUFF can also be reworked, to where the buff is dependant apon how many players are targetting you. If only 1-2 are targetting you and you use revenge, you get a small buff in defense and offense. If 3-4 are targetting you, you get a larger buff in defense and offense.. Just my thoughts on the matter.
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  3. #3
    Originally Posted by Mercy_Z7X Go to original post
    Revenge mode's BUFF can also be reworked, to where the buff is dependant apon how many players are targetting you. If only 1-2 are targetting you and you use revenge, you get a small buff in defense and offense. If 3-4 are targetting you, you get a larger buff in defense and offense.. Just my thoughts on the matter.
    Exactly what my post says
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  4. #4
    The_B0G_'s Avatar Senior Member
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    This would make revenge mode even more OP, speeding up attacks? That would completely unbalance everything, and can't be guard broken? Thats the only defense against someone in revenge mode who is agressively attacking.

    Also conq charges knocking over more than one person, completely op, as is if a conq gets revenge and catches you with one shield rush, your dead due to the spam that follows.

    Sorry but besides number 1 and 6. All the rest of these are buffs, no idea how this would be considered balancing an already OP mechanic.
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  5. #5
    UbiJurassic's Avatar Community Manager
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    While the immediate ways we plan to adjust revenge is through the gear stats, we have been investigating other ways to nerf revenge in a way that doesn't compromise its intended purpose.
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  6. #6
    Originally Posted by UbiJurassic Go to original post
    While the immediate ways we plan to adjust revenge is through the gear stats, we have been investigating other ways to nerf revenge in a way that doesn't compromise its intended purpose.
    That's good to hear. Hopefully one day it'll be balanced.
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  7. #7
    Originally Posted by The_B0G_ Go to original post
    This would make revenge mode even more OP, speeding up attacks? That would completely unbalance everything, and can't be guard broken? Thats the only defense against someone in revenge mode who is agressively attacking.

    Also conq charges knocking over more than one person, completely op, as is if a conq gets revenge and catches you with one shield rush, your dead due to the spam that follows.

    Sorry but besides number 1 and 6. All the rest of these are buffs, no idea how this would be considered balancing an already OP mechanic.
    The main point of this post is to suggest a complete rework of the system to make revenge ungainable in 1v1, but make it very punishable in ganking situations, depending on the amount of players ganking a single person.
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  8. #8
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