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  1. #1

    Make chains Unparriable but Blockable?

    How do you guys feel about something like this? Most characters dont use the chains provided in the move list for their characters, because it's so easy to get parried. I'm not sure if it's been suggested before, but maybe it could push players toward being more aggressive instead of turtling or relying solely on unblockable openers like SB or Headbutt and stuff? There would be exceptions to this of course (we can use common sense to figure out where.) An example of such an exception could apply to the Berserker's "infinite light chain." Obviously, this wouldn't apply to that. I mean the chains that are not infinite and are just standard L-L-H or L-H or H-H stuff. The first move of the chain would just be a normal move that could be parried, but the moment it goes into the second and third or w/e moves maybe the character would glow green or blue (to differentiate from the "unblockable" aura that gets applied for unblockable moves.) Discuss?
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  2. #2
    Care to explain wut? I'm looking for a detailed discussion of why it's a good or bad idea.

    Also, in addition to the OP, I think chip damage should be added to blocked heavy attacks. Maybe something like each blocked heavy attack deals 25% of a single bar give or take. This encourages players to want to be more aggressive and use these chains instead of turtling because it's rewarding them for their offense. This forces players to make the decision of: block the unparriable chain and take the chip damage of the 1-2 heavies in the chain, or dodge to avoid all damage and risk the enemy feinting into a GB. It adds a safe option while taking chip, or a greedy option that creates a 5050 mixup.

    Another idea is have blocked heavies do stamina damage. When your enemy blocks a heavy attack that you throw at them, it knocks off a chunk of stamina from their bar. If an Exhausted enemy blocks a heavy you throw at them, it does chip damage. Maybe up to 1/3 of a bar. This forces players to try to parry and risk a feint into an enemy parry or gb instead of turtling until their stamina is back
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  3. #3
    I think they just have to keep going through hero toolkits with a fine comb and improve strings attack by attack.

    thinking of my Kensei,

    get a little jealous over Valk/LB combinations buffs. And with LB, their shove makes for a better hard-feint mid combo to shove restart / string combos where-as Kensei is much more punishable (and stamina exhausting) doing this, despite being the OG (can at least dodge out of LB strings tho).

    But I think they just have to keep doing what they've been doing, looking at one class at a time. Evantually it'll come around.

    I think one option they haven't explored yet but should consider is making some light attacks (not all) within a chain not interrupt combo sequence when blocked. This at least would allow to keep up pressure.

    Raider's heavy-to-light soft feint and Kensei's 2nd light are two attacks that come to mind. Exception being against Conq and superior block.

    Parries could be nerfed, but I'm hesitant on that because that punishes everyone, but really punishes the combo-reliant / no opener / no knockback heros more than it helps them. Those heros depend on GBs for guaranteed damage more than the others, and the free GB off a parry is the best way to facilitate that.

    Also baiting a parry is how you get attack strings to go through. Removing the parry possibility just makes turtle meta worse. While it's true that your super-turtles won't fall for that, it's less likely mid-string VS in an opener. And that's why it's this [block > all] that needs nerfing (or rather, some attacks need to be less interrupted / mitigated against when blocked).
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  4. #4
    Nah. Assassins would be able to apply unbelievable pressure. Chains are useful in bigger modes and lower tier duels.
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