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  1. #1

    Creating equal ground between turtling players and aggressive players

    To whom it may concern over @ Ubisoft:

    Here are some reasonable suggestions regarding PARRY, a supposedly defensive mechanic that is currently (almost solely) used as an offensive tool. I would say that it's use currently falls neatly into the category of all previously corrected exploits and bugs classed as "not intended by the development team".

    There are several conditions with which the new mechanic should comply in order to work:

    1.) First of all, parrying should not place the parried opponent in a guaranteed damage situation. It should allow the parrying player an opportunity to punish though, but the parried player to react to the attempted punishment as well. Thus, guard breaking should not be an option (as it's not an option when the opponent is attacking, rolling, etc. because of motion). Parrying could rather, for some characters - whose movesets allow it - lead into a finisher (unblockable, uninteruptible, etc.) or just into a normal light/heavy attack (depending on what type of attack was parried). This would naturally break the stalemate between players who are afraid of being parried (because of the current guarantee of damage from some characters).

    2.) Secondly and for the above change to work (the whole reason behind parries in the first place, I would think) chip damage should be substantially increased. I would suggest that chip damage do half the damage of the intended attack on block. This must be the main reason behind parries, to negate this damage. There are already players who parry lights consistently and dodging is an adequate solution to light spam. Of course, superior block (as on dodge, not like that of conqueror) - as on certain characters - should have the effect of completely negating this damage, as it is a proactive move. All static forms of superior block should be removed.

    3.) Thirdly, following from the above (and for it to work once again), guard breaking an already moving opponent should not be allowed (as mentioned before, it is not allowed on certain other actions in motion). Rather, guard breaking should be defaulted back to the state at release (with it's very tight timing) and used only to break an opponents guard who is unattentive. This would naturally ensure fights to flow and stay exciting.

    4.) Fourthly, for all of these suggestions to work, the current disparity between characters' guard stance change speeds needs to be seriously addressed. I agree that all characters cannot change guards with equal speed, but there are terribly slow characters compared to others; to the extent that they can't even keep up with slow light (orochi) spammers. I would also suggest completely removing all assassins' default hidden guard stances. These basically serve no purpose (plus to negate it's obvious flaw of not registering blocks on the same frames as those with static block stances, people spam guard change that just makes them look possessed).

    I accept that these suggestions might remain fantasy, but would really appreciate their consideration.

    Kind regards,
    Kobus Louw.
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  2. #2
    I like the effort you put in to those ideas some of them are pretty cool. Of course Ubisoft doesn't give a ****. Let's be honest the game is broken and while I hope the new characters coming up will breathe some life odds are they will be broken too. Until ppl complain then nerf the **** out of everyone save for a couple ****ing turtle classes. I mean people are rewarded for playing like *****es. The only honor in the game is in the title. It's a shame because while I complain I still like it because I like competitive gaming. I've been an Ubisoft fan for a very long time and yet the more I realize they truly don't give a **** about the community. If I could somehow return this game and get my money back I would. I will give credit though I only got kicked around 7 times in two hours of play a couple days ago in comparison to 35 a couple weeks ago. I guess that's improvement.
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  3. #3
    False info? Everything I stated is true as far as I am concerned. I do not usually post in forums so when i do its how i view things. As far as ignorant goes, i am far from it. Its fun to be vague and naive as possible isn't it? ROFL> GFY What a jerk-off.I would be willing to bet your one of those turtle players from above.
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  4. #4
    nyrue's Avatar Senior Member
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    Dec 2012
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    your chip damage suggestion would break 4v4's can you imagine ganking where blocking doesn't negate a significant amount of damage you'd be dead in seconds also they are fixing guard change times, and parrying is a skill based action thus it should be reward more significantly than other actions,
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  5. #5
    @ nyrue,

    I agree with you that my suggestion about chip damage would break 4v4's. What I would suggest in that regard then, is that they change it as many others have stated revenge mode needs to be changed (removed from 1v1's). Thus, then like revenge would not gain from 1v1 fights, chip damage would apply (and vice versa in 1vX fights).


    EDIT: I would argue that the whole problem with the turtle meta is actually based on 1v1's. From my experience, turtles don't make it far in group fights because sooner or later they're gonna be guard broken and just thrown off a cliff or get hugged, etc. The point is, they don't have time to stand there and do nothing.

    Regards.
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