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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. #11
    DrExtrem's Avatar Senior Member
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    Dec 2015
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    On pc - maybe.

    But on consoles - nope
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  2. #12
    I'd rather not see the turtle meta solution being a stamina penalty for blocking.

    This because some heros are more stamina involved than others, so it would punish some heros harder than others.

    Instead they could implement a new hidden gauge bar. Block too many attacks for too long and you exhaust this hidden resource. Once you do you get a temporary 'dizzy' debuff. Less visual distortion than the stun but the guard direction indicator is hidden or distorted as well.

    Parrying and attacking feeds the bar, but blocking too many hits without attacking yourself will be punished. While in idle block-lock it auto depletes to like 75%. (so if you play more aggressively / parry it can build up to 100%, but idle drains back to 75). Revenge mode it doesn't drain.

    If the resource naturally decays to like 75% or even lower when idle, it will incentivize attacking so you can keep it above the natural decay point.
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  3. #13
    Gojema's Avatar Member
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    Feb 2017
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    One question: is everyone fine with light parries giving more reward than heavy parries?

    Sure, at first it looks like they are harder to do and should be more rewarded. But my main issue with this is the difference between a light hit and a light parry dmg. If my fastest, long range, 12dmg poke (nobushi) can lead to 1/3 of my health lose than that poke is just unusable. And that is exactly what leads to the "why the hell should I ever attack?" feeling. I think pokes should be at least somewhat safe.

    In my opinion parries should give a special retaliate attack with around 15-25 dmg depending on class. And heavy attacks should do around 10-15 chip damage. This way parrying a heavy attack is still very worthwhile, but the mixup possibilities would greatly increase without favoring one player to much.
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  4. #14
    Originally Posted by We_Wuz_Kongz Go to original post
    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.
    Something like this.

    - BTW probably the easiest suggestion is giving parriies a stun effect for 2-3 seconds. During the stun effect dodging back would make you fall to the ground. so you are forced to side dodge or parry. Both can be punished, but not ina guaranteed way.

    - 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.
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  5. #15
    Originally Posted by Gojema Go to original post
    One question: is everyone fine with light parries giving more reward than heavy parries?

    Sure, at first it looks like they are harder to do and should be more rewarded. But my main issue with this is the difference between a light hit and a light parry dmg. If my fastest, long range, 12dmg poke (nobushi) can lead to 1/3 of my health lose than that poke is just unusable. And that is exactly what leads to the "why the hell should I ever attack?" feeling. I think pokes should be at least somewhat safe.

    In my opinion parries should give a special retaliate attack with around 15-25 dmg depending on class. And heavy attacks should do around 10-15 chip damage. This way parrying a heavy attack is still very worthwhile, but the mixup possibilities would greatly increase without favoring one player to much.
    NO.

    Soma classes like shogoki and LB have slow lights. And both deal low damage. As you said, losing 2/4 of hp because an attack that deal less than 20 dmg, is just silly. I know is harder, but not that harder when you practice a little.
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  6. #16
    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.
    It would give damage. Light parry into heavy and heavy parry into light. GBs would happen when you mix your opponent up and they try to dodge that would be the primary function for GB.
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  7. #17
    Originally Posted by DrExtrem Go to original post
    On pc - maybe.

    But on consoles - nope
    Sorry I hadn't even considered you console guys. I should probably make it clear that this is for PC.
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  8. #18
    Originally Posted by CaptainPwnet Go to original post
    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.
    Never thought about briefly disabling parry for post-parry victims...hmmm. Sounds like a good idea at a glance, though Lawbringer's (like me) would clearly enjoy not having to worry about Blind Justice getting parried anymore, lol. It could create an interesting tug of war, of sorts, being able to push the advantage instead of tge "Parry, GB, get rekt! lulz" situation we currently have to deal with
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  9. #19
    I'd rather see parries increase the speed of your next attack within X frames of the parry but the other player retains their defenses. A system like that would make for exciting and knuckle biting sword play. Watching skilled players trade rapid fire attacks and feints in a classic jedi-esque would be bonafide entertainment.
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  10. #20
    Originally Posted by invalid target0 Go to original post
    I'd rather see parries increase the speed of your next attack within X frames of the parry but the other player retains their defenses. A system like that would make for exciting and knuckle biting sword play. Watching skilled players trade rapid fire attacks and feints in a classic jedi-esque would be bonafide entertainment.
    Not a terrible idea and I thought about it too. But then I thought that the game would simply boil down to parry back and forth until someone misses a parry every time pretty much. Which could leave entirety of the rest of the game mechanics by the wayside.
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