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View Poll Results: Should the changes mentioned in this thread be implemented.

Voters
35. You may not vote on this poll
  • Yes, makes all these changes.

    7 20.00%
  • No, the game is fine in it's current state.

    4 11.43%
  • Make most of these changes.

    15 42.86%
  • Make only a few of these changes.

    9 25.71%
  1. #1

    Is Tru3 right?

    01) Light attack parry = Heavy attack confirmed

    02) Heavy attack parry = Light attack confirmed

    03) Guard break no longer confirmed on parry.

    04) Look for a reasonable universal guard stance switch speed.

    05) Fix zone attack flicker, unlock guard mode bugs, guard break feint, and soft feint exploits. Whether that means incorporating them into the game and balancing them or removing them entirely.

    06) Make 50/50's a little harder to access in general.

    07) Give characters that have no 50/50 tools to open up turtles, unique and hard to access tools to do so.

    08) High chip damage when blocking heavy attacks and low chip damage when blocking light attacks.

    09) Remove last health bar regeneration.

    10) Make running out of stamina more punishing.

    11) Lower the opportunities for environmental kills.

    *I forgot to say that these ideas all came from a PC player perspective*

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  2. #2
    1) Sounds good

    2) Sounds good

    3) Maybe on a light parry? Against some players, GBs are never gonna happen without a way to guarantee them.

    4) Agreed

    5) All bugs and exploits should be removed, naturally.

    6) Hard to do without butchering all moves tied to the 50/50s.

    7) Some characters, perhaps. Others can crack open turtles just with the speed of their attacks (Valk, PK).

    8) Heavy chip damage definitely could use a boost, but I'm against light chip. Blocking animations would need an overhaul to make such a thing even approach believability, anyways.

    9) I've only had a serious issue with health regen once (Long Armed someone who would have died to the following light, but HP regen kicked in *during* the LA animation). Aside from that, I've seen no cause to be against it.

    10) Abso-*******-lutely.

    11) With no guaranteed GB off of heavy parries (and especially if even light parries don't guarantee them), I fail to see the need, except for some duel maps perhaps (that bridge in the woods is ridiculous, lol).
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  3. #3
    Originally Posted by Felis_Menari Go to original post
    1) Sounds good

    2) Sounds good

    3) Maybe on a light parry? Against some players, GBs are never gonna happen without a way to guarantee them.

    4) Agreed

    5) All bugs and exploits should be removed, naturally.

    6) Hard to do without butchering all moves tied to the 50/50s.

    7) Some characters, perhaps. Others can crack open turtles just with the speed of their attacks (Valk, PK).

    8) Heavy chip damage definitely could use a boost, but I'm against light chip. Blocking animations would need an overhaul to make such a thing even approach believability, anyways.

    9) I've only had a serious issue with health regen once (Long Armed someone who would have died to the following light, but HP regen kicked in *during* the LA animation). Aside from that, I've seen no cause to be against it.

    10) Abso-*******-lutely.

    11) With no guaranteed GB off of heavy parries (and especially if even light parries don't guarantee them), I fail to see the need, except for some duel maps perhaps (that bridge in the woods is ridiculous, lol).


    Well 1 and 2 are not that good.

    Some classes like orochi could just be passive, parry heavy and would have a double guaranteed top light who deals very high damage.

    Not to mention some classes like LB, shugoki and kensei have very slow light attacks, that are not that hard to parry.



    Parry needs to give others pros. Not free damage.

    GB also needs a rework, they could make him uncounterable, but should no longer be used to stop heavies. Right now, landing a Gb vs any competent player is almost impossible.

    Block should cost stamina, moderate amount of stamina.

    In 1vx could be tweaked in the following way:

    - Only locked enemy will drain stamina, all attacks blocked outside the lock window will be stamina free.
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  4. #4
    Originally Posted by kweassa1917 Go to original post
    Disagree. Guaranteed damage on parry is at the very heart of the turtle meta.




    Disagree. It's guaranteed damage from GB that's the problem, not the parry-GB mechanic.




    Agree, though the standard needs to be set o the "slower" classes, not the "faster" ones.




    Agree.




    Agree. Tho' it needs to eb a LOT harder, not 'little' harder.




    Disagree. Giving easy 50/50 openers is an open invitation to spam. Instead of having "some" classes spamming their favorite UBs, we'll basically have ALL classes spamming "opener" UBs. The goal is to remove as many "1-button easymode 50/50" as possible, not to proliferate it.




    Agree.




    Undecided.




    Undecided




    Disagree. Should be a problem addressed through tweaking GB mechanics, not by removing stuff from the map.
    Yes, I agree with you

    Except point 9 and 10

    Health regen is nice and allow to have some dense fights.

    Running out of stamina is fine, the problem lies in assassin's dodge.

    If block should cost stamina, that means an exhausted player would not be able to block, that means he needs the dodge.


    But what about making block out of stamina possible, but every block will drain the exhausting bar ? And blocks out of stamina won't stop a combo ? That will mean, dodge or die.

    OFC dodge speed needs to be nerfed a little.
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  5. #5
    Originally Posted by Lord-Micidial Go to original post
    Well 1 and 2 are not that good.

    Some classes like orochi could just be passive, parry heavy and would have a double guaranteed top light who deals very high damage.

    Not to mention some classes like LB, shugoki and kensei have very slow light attacks, that are not that hard to parry.



    Parry needs to give others pros. Not free damage.

    GB also needs a rework, they could make him uncounterable, but should no longer be used to stop heavies. Right now, landing a Gb vs any competent player is almost impossible.

    Block should cost stamina, moderate amount of stamina.

    In 1vx could be tweaked in the following way:

    - Only locked enemy will drain stamina, all attacks blocked outside the lock window will be stamina free.
    So what were you thinking? Something like getting parried gives you damage in return, slows the parried person's ability to switch guard or maybe an attack speed increase for the person who made the successful parry?

    Guess you could also make parries do something minor like making your next combo uninterruptible by blocks. So light attacks getting blocked would not stop you from continuing the combo to completion.

    And as far as gb viability I'd say it's pretty relevant at higher levels. Feinting an unblockable into gb is pretty common practice on alot of characters.
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  6. #6
    Originally Posted by Lord-Micidial Go to original post
    Yes, I agree with you

    Except point 9 and 10

    Health regen is nice and allow to have some dense fights.

    Running out of stamina is fine, the problem lies in assassin's dodge.

    If block should cost stamina, that means an exhausted player would not be able to block, that means he needs the dodge.


    But what about making block out of stamina possible, but every block will drain the exhausting bar ? And blocks out of stamina won't stop a combo ? That will mean, dodge or die.

    OFC dodge speed needs to be nerfed a little.
    I think the chip damage and the parry concept I mention would have to happen together and that would deter turtles that and if hp didn't comeback. The turtles would have to act or die to chip. And if hp didn't come back even trying to run away wouldn't give them a chance to reset and turtle up some more.
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  7. #7
    #9 won't happen because ubisoft JUST buffed one of the heroes heavy damage to 25, which is just enough to take that last bar.
    All the other heroes were already at 25 or higher.
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  8. #8
    If Parry doesn't give any guaranteed damage, Why I should use it?. Only for stamina damage and unblockables?, It doesn't sound like a good incentive for use parry when my enemy attack me with blockable attacks.
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  9. #9
    Originally Posted by Arnaldo27 Go to original post
    If Parry doesn't give any guaranteed damage, Why I should use it?. Only for stamina damage and unblockables?, It doesn't sound like a good incentive for use parry when my enemy attack me with blockable attacks.
    As was said above, parry for guaranteed damage is one of the primary reasons the turtle meta is so strong and prevalent. It definitely needs to go and be replaced with something else. Increased attack speed on next attack possibly, maybe next attack after parry is not parryable as well so forces a dodge or else you take chip damage that we can hope is implemented?

    Not sure what the best option would be but guaranteed damage on defensive options needs to go. Also 1 and 2 are completely backwards anyways. Light attacks should be safer to throw then heavies not more risky. It makes no sense to throw a light attack that is low reward if the risk is 2 or more times the damage you would have dealt. I get that in theory it's harder to parry lights but that is how it should be, the damage is low so the risk should be low.

    Other than that most of these ideas are just no brainers/bug/exploit fixes or vague general ideas with no actual specifics on implementation. A.K.A. Useless rhetoric lol.
     1 people found this helpful
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  10. #10
    for raider there was never a confirmed GB after any parry, I parry a lot and at least half of my GB are countered, so stop spreading misinformation.
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