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  1. #11
    UbiNoty's Avatar Community Manager
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    Nov 2016
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    Originally Posted by pure_energist Go to original post
    There is a lot of debate on what UBI had intended with this game mechanic. With this nerf it appears it was not designed to be a group counter attack but just a way to provide breathing room when attacked by multiple enemies.. allowing an escape or holding ground for a brief period. Can you give us a clear vision on how this mechanic was meant to be utilized?
    Unfortunately, I can't give you a clear-cut definition on how revenge is supposed to be used. Revenge is a mechanic we introduced to allow for more dynamic gameplay.

    There's no right or wrong way to use it and we don't want to pigeon-hole revenge into a specific method or playstyle. Initially the concept was to allow for some kind of comeback mechanism in unbalanced fights, but that doesn't necessarily mean that's the only way it can be used.

    Most players with revenge probably won't win in a 1v4, but you could still do it if you managed to pull off some really sick moves (and the enemy dun goofed). Maybe you use revenge to stave off your gankers while your team captures points, or to buy time while your squad comes with the backup. Or you use revenge to knock them down, run away and heal so you can live to fight again.

    Like in any game, it's a tool - what you do with it and how you use it is up to you and your creativity. But on the same note, as a tool, we saw that it was creating an unbalanced game environment - which is why we made the nerfs we did in today's patch.

    Does that help?
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  2. #12
    You guys are weird. Many mechanics still make revenege still strong as hell. Knockdown on parry. If you only time 1 parry correct at the incoming hits, you parry all in the same timeframes, you knock down all that struck you. If you have a defensive hero, you can now use sime skills, heal, then continue turtling while your teammates take the map or kill those cowards from behind.
    If you are an assassin .. my bad. You have a harder time here. Full block stance ftw I guess.

    Anyway, you can even build in a different way now without hurting yourself too much. Diversity.
    Besides, when leveling your next char, he won't have that hard disadvantes as before.
    Isn't that nice? Or am I just weird to see advantages.
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  3. #13
    Originally Posted by UbiNoty Go to original post
    <snip>
    Except due to some character skill sets, revenge is still overpowered (they were the problem before... infinite knockdowns). For others, it is now essentially useless.
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  4. #14
    Originally Posted by UbiNoty Go to original post
    Unfortunately, I can't give you a clear-cut definition on how revenge is supposed to be used. Revenge is a mechanic we introduced to allow for more dynamic gameplay.

    There's no right or wrong way to use it and we don't want to pigeon-hole revenge into a specific method or playstyle. Initially the concept was to allow for some kind of comeback mechanism in unbalanced fights, but that doesn't necessarily mean that's the only way it can be used.

    Most players with revenge probably won't win in a 1v4, but you could still do it if you managed to pull off some really sick moves (and the enemy dun goofed). Maybe you use revenge to stave off your gankers while your team captures points, or to buy time while your squad comes with the backup. Or you use revenge to knock them down, run away and heal so you can live to fight again.

    Like in any game, it's a tool - what you do with it and how you use it is up to you and your creativity. But on the same note, as a tool, we saw that it was creating an unbalanced game environment - which is why we made the nerfs we did in today's patch.

    Does that help?
    Well the nerf I think speak for themselves in your intent on how revenge is ideally used. You may not provide a clear cut definition but this patch diminished its ability to strongly attack, therefore, providing more incentive to not use it to attack unless confident in our skill to do so. I suppose my true question then is if Revenge was ever considered to be an anti gank mechanic in the first place? The team doing it knows they will activate revenge, but perhaps this wasn't something supposed to be overtly feared in the first place?? But just something that would mean a longer struggle then if the mechanic wasn't in place to begin with.. I guess the confusion is in if this mechanic was supposed to deter team attacks in the first place? When we saw this game there was impressions that the For Honor mean't attempting to fight out duels with other players... EVEN in 4 V 4 mode the duels would exist and anyone disturbing this duel would then face a hefty punishment by unleashing a "revenge" mechanic that would allow the person with the mode to have the best chance to win. I enjoyed revenge with this vision, but what I didn't enjoy was how it was built and activated during 1 vs 1 fights.. SO with these new patch I now have to wonder if my vision was never the UBI's vision.. and revenge wasn't a deterrent at all but just an extra boost to help survive a team attack... You want team attacks, aren't doing much to discourage them so obviously it must be a game design..which actually makes sense considering how many classes have disabling abilities that create team attack combos. SO my final thoughts are I guess perhaps help illuminate the gaming community on what your mechanics purpose were and explain that these team attacks are actually a design, and dispel all notions there is a honor system in 4 V 4 modes.
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  5. #15
    Originally Posted by Herbstlicht Go to original post
    You guys are weird. Many mechanics still make revenege still strong as hell. Knockdown on parry. If you only time 1 parry correct at the incoming hits, you parry all in the same timeframes, you knock down all that struck you. If you have a defensive hero, you can now use sime skills, heal, then continue turtling while your teammates take the map or kill those cowards from behind.
    If you are an assassin .. my bad. You have a harder time here. Full block stance ftw I guess.

    Anyway, you can even build in a different way now without hurting yourself too much. Diversity.
    Besides, when leveling your next char, he won't have that hard disadvantes as before.
    Isn't that nice? Or am I just weird to see advantages.
    I think most of the complaints are coming from players that got used to the revenge 'I win' button and now don't know how to actually play now.
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  6. #16
    Base defense and attack stats no longer factor in while revenge is active. I think this, more than anything, is what you're feeling.
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  7. #17
    I personally don't think these changes were on the mark. You die immediately when 2-3 people are ganging up on you, without any real way to stall.

    People were getting used to the old revenge mechanics. The offense was way too strong, and the defense was also a little too strong, but not by the amount it was nerfed.
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  8. #18
    Revenge HAD to be chaged this way. People were building their chars around revenge, opting for parries/blocks to trigger revenge in a revenge attack build, and THEN proceeding to attack with harder and uninteruptable attacks.

    Revenge was not a balance tool. It was THE tool.
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  9. #19
    The_B0G_'s Avatar Senior Member
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    I haven't used the new system yet as I'm on PS4 but the way I see it, you never should of been able to take on 3-4 people for any amount of time, or consistently do it because you are popping revenge every 3 blocks and getting a near full bar of health.

    4v4 should be about strategy, not being good at getting revenge and constantly fighting outnumbered and winning because of it. Stick with teams of 2 in 4v4, don't run solo, and if you do, just capture to distract and run if you're outnumbered, use a fast character.

    There should be more strategy involved in dominion.
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  10. #20
    Personally I don't think there should be any stats boosting revenge. Stat-boosted roid-rage revenge mode undermines the brilliance of the core mechanics.
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