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  1. #1

    TONING DOWN DEFENSIVE PLAY - Regarding Parries

    We know that the developers have been looking into Defensive play and how they can decrease the large advantages that it brings, but there are many different aspects of "defense" that they could possibly look into.

    As my two cents, I think the biggest problem with defensive play is the overwhelming punish that Parrying brings. To bring Parrying in line as a defensive move, while still making it a superior alternative to blocking, I suggest the following:

    • Increase chip damage on blocked attacks significantly. This is solely my opinion, but I would suggest bringing it's strength up to 25% of the damage the attack would've dealt (An attack that deals 20 damage would now deal 5 chip damage when blocked)
    • Make a successful Parry function the same as a block (meaning no free GB), but completely negate all chip damage and apply moderate stamina-drain to the opponent



    This way, fights won't be decided based on whomever got the most post-parry free damage followups, but parrying still remains a vital defensive play that acts as a stronger alternative to blocking, much like how it works in other fighting games. Chip damage is borderline insignificant in its current state and would better serve as a punishment for excessive blocking.

    If you have any alternative ideas to Defensive play changes, feel free to post them here. I really enjoy For Honor and I've love to see fights become more action-y, rather than two people repeatedly baiting parries for guaranteed damage.
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  2. #2
    I agree with toning down defensive play. Like the Lawbringer being able to EASILY parry into an unblockable heavy attack. And you cannot dodge out of it because you are staggered from the parry. Garbage -
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  3. #3

    Chip damage? No, we need to change stamina!

    The parry must be looked at, but chip damage is not the solution IMO. Not only will it put the assassins into a HUGE advantage, but it will also make the console version even worse than it currently is. On console the framerate and the input lag make it very hard to block. blocking fast attacks is allmost impossible there. Chip damage, would only make that worse.

    My suggestion would be to change stamina. I've allready made a thread regarding the topic:
    http://forums.ubi.com/showthread.php...hlight=Stamina

    The idea fiddles around with chip damage, but only when the opponents stamina is emptied. read into it if you are interested.
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  4. #4
    Originally Posted by PixelRey Go to original post
    We know that the developers have been looking into Defensive play and how they can decrease the large advantages that it brings, but there are many different aspects of "defense" that they could possibly look into.

    As my two cents, I think the biggest problem with defensive play is the overwhelming punish that Parrying brings. To bring Parrying in line as a defensive move, while still making it a superior alternative to blocking, I suggest the following:

    • Increase chip damage on blocked attacks significantly. This is solely my opinion, but I would suggest bringing it's strength up to 25% of the damage the attack would've dealt (An attack that deals 20 damage would now deal 5 chip damage when blocked)
    • Make a successful Parry function the same as a block (meaning no free GB), but completely negate all chip damage and apply moderate stamina-drain to the opponent



    This way, fights won't be decided based on whomever got the most post-parry free damage followups, but parrying still remains a vital defensive play that acts as a stronger alternative to blocking, much like how it works in other fighting games. Chip damage is borderline insignificant in its current state and would better serve as a punishment for excessive blocking.

    If you have any alternative ideas to Defensive play changes, feel free to post them here. I really enjoy For Honor and I've love to see fights become more action-y, rather than two people repeatedly baiting parries for guaranteed damage.
    i like your idea, but, the problem, is the heroes mechanic: only berseker and PK are createtd for offensive play, but the others, have more change to win by parry or deflect or counter....I think a good and simple idea should be the parry can give only free light attacks not heavy or GB
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