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  1. #11
    What a parry should give you quote

    Refund? just joking lol
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  2. #12
    The only attacks that should be parryable are the ones that you throw out when out of stamina. Leave the reward for a parry the same.

    It could make fights actually feel more like fights where the tide could turn any moment. People can be aggressive...even overly aggressive but they may get punished for it.

    It would lead to less turtling and more offensive and enjoyable gameplay.

    The game has become an absolute bore...I won't even play 1v1 or 2v2 because that's all it is. 4v4 is barely any better since its the same situation there. That leaves me getting enjoyment out of 1/3 of the content for this game...and at times that's a stretch.

    The sit and wait for someone to attack BS has got to stop. The game is simply not enjoyable anymore. I know I'm not the only one who feels that way.

    Parrying is the problem. Please fix it.

    Intelligently, I may add. Not some half a$$ed Band-Aid BS temporary fix like all the "fixes" you've made. This needs a real fix, to take the game to the next level.
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  3. #13
    part of me wishes the game didnt revolve so much around guardbreaks
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  4. #14
    I think parry should stay as it is now but the window to parry should be way smaller to make it quite dificult to use. In that line parry should be a very risky move but with a big profit if you manage to pull it (just like old days in dark souls).
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  5. #15
    I like to say a good player is someone who can reliably parry lights and zones. A very good player is someone who can resist the urge to do so. If you just block, Kensai can triple feint into top light all he wants, Berserker can disguise lights and heavies into his feints with vivid imagination, they will never land a fkn hit on you. Then all you need is a hero with a good 50/50 like LB's shove on block or someone with varied, fast and non-predictable openers to beat the other one's defense.

    I agree that parrying heavies should only reward a light or perhaps even nothing but at the same time, heavies must do 30% or more of their base damage if just blocked. Parries will be even more crucial than it is now, much more in fact, although in a different way. That would be a faster, more interesting meta still very much based on mind games. Parrying lights should still reward a heavy (not necessarily a gb) as it feels very rewarding and is still a risky maneuver (because of disguised heavies and feints). Though if this light is part of a chain (as 2nd or 3rd attack), then you should just have a light as a reward (another problem For Honor has is combos being too punishable). Of course, parrying someone oos should still make him fall with all that already means behind in term of damage potential. That's just good outplay.
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  6. #16
    Originally Posted by CitizenPuddi Go to original post
    part of me wishes the game didnt revolve so much around guardbreaks
    Guard Break is annoying in fact, since the first day I hated that feature. During a fight you have to cgb so, but so much which at some point the entire fight happens around this: you pass the entire time waiting for a gb after every single move.

    Who the hell pass an entire sword fight trying grab the opponent?

    Ubi need to remove the guaranteed gb after parry and any guaranteed damage after gb without throw someone over a wall. This way we balance parry and guard break at the same time and allow the fights really flow like sword fights.
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  7. #17
    parrying someone should cost stam.
    they should change the feint window so you can't fall for a feinted attack in attempt to parry and then avoid being punished.
    (in general) parrying a light should get you a heavy. parrying a heavy should get you a light. and parrying a zone could get you a GB.
    obviously with certain moves there would be some exceptions.
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