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  1. #21
    DrExtrem's Avatar Senior Member
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    Originally Posted by pure_energist Go to original post
    Do you really want this game to have the same reaction time as those on PC? Have you not seen the amount of salt about the defensive meta that basically is only viable because they have superior reaction timing tools?
    Sure. They are working on the defensive meta - one if their top priorities. On console, you know that you can not do anything against the spam. You simply die, because the guard mechanics are broken. Even if you have the guard adjusted into the right direction and your hero has a high guard switch speed, it will not work. You lose, because the enemy uses an attack, that is too fast for you and a successive attack, that is too fast for you and the system.

    It simply is unfair.
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  2. #22
    Originally Posted by DrExtrem Go to original post
    Sure. They are working on the defensive meta - one if their top priorities. On console, you know that you can not do anything against the spam. You simply die, because the guard mechanics are broken. Even if you have the guard adjusted into the right direction and your hero has a high guard switch speed, it will not work. You lose, because the enemy uses an attack, that is too fast for you and a successive attack, that is too fast for you and the system.

    It simply is unfair.
    Allowing us to adjust dead zones on the stick may be the answer to guard switching in time... I'm nervous about introducing delays because that may create unresponsive inputs creating a more sluggish experience. I use to play UFC 2 and one of its biggest drawbacks was when online, with the 30 fps and lag, fighting felt like playing a Tactical RPG.
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  3. #23
    DrExtrem's Avatar Senior Member
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    Originally Posted by pure_energist Go to original post
    Allowing us to adjust dead zones on the stick may be the answer to guard switching in time... I'm nervous about introducing delays because that may create unresponsive inputs creating a more sluggish experience. I use to play UFC 2 and one of its biggest drawbacks was when online, with the 30 fps and lag, fighting felt like playing a Tactical RPG.
    The attack indicator (red flicker) could start a bit sooner and the attack animation could be slowed down by 1 or 2 frames in total. In combination with the reduced dead zone, it could be the deal and just be enough, to make light spam manageable, if you are fully concentrated.

    Same for the counter guard break window. One or two frames more could make the console experience a lot better.

    Recovery times might be adjusted as well - only a bit off course.
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  4. #24

    Faction Stats

    Hi, I've got a question for Warriors Den, I'm just wondering how many people are there in each faction and does this affect the Faction War? Also are there any geographical trends, for example are most of the Knights faction in Europe?

    Kind Regards.
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  5. #25
    Yall just ****ing up this game more. Some of the balancing are jacked but its what ever. What yall really need to do is stop these lazy *** people from spamming just to win. U knw its kind of bull ****. But hey thats just me. Oh and by the way yu know Kensei feat unblockable it aint really ****ing unblockable. It has been blocked and perried. So if u going to make a feat that states unblockable donr you think it should fit the feat and make it unblockabmw because it makes no sense to why they are able to block the damn thing. I am about to quit playing the game all together. On top of that whats going on with the new DLC its already been 2 months now. It would be great to let us know whats going on sonwe can be ready.
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  6. #26
    Originally Posted by M0nso0n Go to original post
    Guys, I take off my hat to connectivity patches. Thats what we do need.

    But I also want to talk about balancing. It's a mixed bag for me.

    Warden and shugoki nerfs are good. Yeah, you should not be able to just get free heavies from oni charge that was so easy to do, and you should not be able to just do anything you want with shoulder bash.

    What I don't really believe was a right balancing this time is orochi, pk, and raider.

    Orochi gets a move that is not gonna add anything to him, mark my words. No one is using deflects in any high skill play not because they could get hit out of it, I mean that too but mostly it's because parry is a better option and if someone baits your parry to feint and try to parry you then you can feint your parry and so on. The huge problem with deflects is that you actually have to have people hit you and no one will do that, everyone turtles, so if no one actually goes through with their attack, you can't deflect it. So over all this buff is useless as it is. Orochi still got only two options, top light and zone, and no safe openers.

    Pk, yeah she is described as fast but this is the problem with her, thats all. You can nerf anything you want on her, but as long as she can spam her lights at this speed, she will never be balanced. Also on your recovery thing. No one even uses light light and out, they use light light heavy feint light light, skipping the affect of your nerf all together. You did say that you wont nerf he attack speed because she is an assassin. Look at orochi, his side attacks are total lacklaster and he is an assassin, so why not buff his side attacks to be that fast too then? I mean he got no bleed, slowest dodges, and so on. You just can't balance pk as long as she has this attack speed.

    Raider, yeah, was not even mentioned and you guys said last time that you will buff him next patch. You did address that you will buff him but thats whats odd. Last dev stream you ignored anything asked on orochi and yet her gets a buff, a very useless buff but still. You talked about raider but have nothing for him.

    So over all a good stream but balancing is half way there. I am sorry but it feels like you really do not play your own game and kind of base your assumptions on what you see others do. To make it simple, every hero that does not have safe opener is a button tier for a reason. Except pk because her lights are just that damn fast that she breaks the turtle meta with it. So your options are, either give everyone super fast pk attacks, which would be broken as hell. Or give everyone some sort of safe opener. So that orochi and berserker don't have to feint all of their stamina away to get in one hit and then if their enemy just blocks and does not parry then they are just ****ed and have nothing.
    Upvote. Rep 17 Orochi here. I know I'm a counter attacker and I'm cool with it but as everyone knows NO ONE attacks in high tier play because of the Defensive Meta(which is why the deflect buff is a joke). Especially considering the risk/reward compared to a combo off a parry....across the board, you need to reward offensive gameplay if you want to break the defensive meta i.e. Landing successful combos either negates or reduces stamina cost, increase the damage of attacks off deflects or dashing blocks, increase damage of attacks como'd off a feint, adding a damage reduction to attacks combo'd off defensive play like parries or fullguard, add stamina cost to parries(because catching an incoming HEAVY attack and throwing it would wear someone out IRL wouldn't it?), are a few suggestions.

    - For Orochi specifically; faster side lights would at the very least force apponents to do more than simply park it in top guard and wait for the zone, which is #OrochiDeath assuming they are a good player that doesn't fall for the feint game. Lets face it, in top tier play you have two combos 1. Hard feint a side heavy into top light and 2. Hard feint a top heavy into a zone. This is predominately because the side lights are stupid slow compared to the other assassin classes(hell even some vanguards..). We do have some other cool attacks BUT they are very telegraphed and very difficult to pull off(and if you F them up, you get punished hard). When you do land one(storm rush for example), we no longer get the confirmed double top light on Heavys, Vanguards, and Valk(possibly more). Some can block the first light(which is supposed to be confirmed off storm rush?) others can block the second light(which should be confirmed after landing the first per the tool tip...bug? I have video of both with multiple classes if needed). To keep Orochi a counter attacker we need ways to provoke the opponent into attacking(because that's where Orochi shines) after the turtle comes out of his shell, Orochi can punish like no other. So, things like; allowing us to cancel Storm Rush at will instead of 2 steps = commit, allowing us to cancel RipTide, giving us dash + light soft feints like the rest of the assasins in the game -..-(our zephyr strike is like a 95% chance to get parried these days but atleast having the tool would give us an option....animation change?), or reduce the cost of feinting for Orochi if that's the way we are intended to provoke attacks so we can counter-attack or negate the stamina cost of the feint if you land the follow-up attack?
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  7. #27
    So, the patch notes say the release is today, but so far I see no annoucement or downtime. Is the article wrong or does the patch comes silently?
     1 people found this helpful
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  8. #28

    Why just Why

    Originally Posted by FredEx919 Go to original post
    Hello everyone,

    We’ve just wrapped up another Warrior’s Den livestream. As always, we thank you all for joining and sending your questions. Just in case you missed the show, I’ve added below the full VOD! You can also find this weeks newsletter (including patch notes for v1.06) at the following link (This Week In For Honor (4/21)). Enjoy and be sure to post your questions below for next week!




    Please explain to us how giving LB a free 50/50 from blocking helps solve turtle meta instead of making it worse? Can you also explain to us why gaurd change is not normalized and why you think its fair for certain heros to be able to block everything and others cant? Can you explain to us why some champions get huge punish damage from parring heavy attacks while others get nothing? Can you explain why certain champions only get a confirmed light attack from Gaurd Break while others get top heavys? Can you explain to us why there is no chip damage in this game to make turtling impossible?
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