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  1. #1

    A tip to balance the 4v4 without actually over nerf new characters

    Add the resolve.

    What is the resolve ?

    Resolve is an invisible bar ( even visible if you prefer), like dark souls poise, that will fill up after each knockdown recieved. Once the bar is filled up you are immune to knock/stunlock for x seconds, it will work like shugo's super armor, preventing the player to beeing stunlocked in a corner like a feral dog.



    Revenge will grant knockdown immunity for the entire duration.



    Resolve won't be upgraded with gear, for NO REASONS:

    Leave your thoughts below, and be civil. Thank you
     2 people found this helpful
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  2. #2
    Some feedback ?
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  3. #3
    Although the idea isn't that bad, the way it could work would be tricky.

    What do you define as a knockdown?
    The raider throw is a knockdown for me, same with getting pushed after i run out of stamina.

    While i would agree with some counter against the first (although raider is a bad example for this), the second would mean i can get immunity because i dont handle my stamina as i should.

    Getting stuck in an endless scycle means you screwed up somewhere, in which most cases you deserve death.

    I would give an extra option to revenge though. If you have revenge and you drop below 10% health it will automatically activate.
    This should activate revenge without its normal animation.
    If you are on the ground you would become imune to knockdowns and have full stamina, but your character would have to do its mormal "stand up" animation.
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  4. #4
    Nice idea but kinda pointless. Once you get ganged up on and knocked down once you are already pretty much dead.
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  5. #5
    Alustar.exe's Avatar Banned
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    And internal cool down for some CC would be nice, every team based gae I know of limited constant CC spam in some fashion. (if not from launch, they learned their lesson quickly) Take RIft for instance, PvP in that game was wild, and for the first few months, mages could run the map, three of them could lock down groups of players indiscriminately with little thought. Even if you were with your group it didn't mean much. So they added a GCD to all crowd control effects. it was signified by a little icon next to your nameplate that would disappear when you were free from the immunity. It wasn't much, maybe 20 secs? 30 at most. but it was enough (honestly, in those fights, 30 secs felt like forever)
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  6. #6
    Originally Posted by alustar24 Go to original post
    And internal cool down for some CC would be nice, every team based gae I know of limited constant CC spam in some fashion. (if not from launch, they learned their lesson quickly) Take RIft for instance, PvP in that game was wild, and for the first few months, mages could run the map, three of them could lock down groups of players indiscriminately with little thought. Even if you were with your group it didn't mean much. So they added a GCD to all crowd control effects. it was signified by a little icon next to your nameplate that would disappear when you were free from the immunity. It wasn't much, maybe 20 secs? 30 at most. but it was enough (honestly, in those fights, 30 secs felt like forever)
    Most games i know, with CC and stuff, are more often than not "fantasy" based.
    Most of the times its either skills or Magic based, rather than the more physical approach they have in this game.

    Its not like, after i kick you in the face, i'm not allowed to kick you in the face again without waiting X seconds.
    Maybe CC should be more restricted to Stamina consumption. Throwing someone might be easy the first time around, but after after that it does have drawbacks to your body.

    Maybe, instead of a cooldown, it will affect other aspects of your character.
    Lets say a 10 second timer.
    First CC will start the timer, no drawbacks.
    Second CC (at the 5 second mark), will reset the timer as well as increase the Stamina consumption of said CC mode and decrease follow up damage by X%.
    Repeat of above will further increase the stamina costs of CC moves and decrease the damage until you wait the 10 second duration timer to be finished.

    Said timer should not be displayed, as you would need to learn your character's body, rather go all MMO and watching clocks tick.


    Depending on the hero a the timer which registers CC moves will have different values, as well as the drawbacks being different depending on the hero.
    A shogoki for example would have less stamina punishment for lifting/ throwing a enemy, but a much longer duration before said timer resets.
    Same with a Peacekeeper. They would have a much harsher damage/ stamina punishment, but can recover much faster afterwards.
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  7. #7
    Originally Posted by alustar24 Go to original post
    And internal cool down for some CC would be nice, every team based gae I know of limited constant CC spam in some fashion. (if not from launch, they learned their lesson quickly) Take RIft for instance, PvP in that game was wild, and for the first few months, mages could run the map, three of them could lock down groups of players indiscriminately with little thought. Even if you were with your group it didn't mean much. So they added a GCD to all crowd control effects. it was signified by a little icon next to your nameplate that would disappear when you were free from the immunity. It wasn't much, maybe 20 secs? 30 at most. but it was enough (honestly, in those fights, 30 secs felt like forever)
    Most games i know, with CC and stuff, are more often than not "fantasy" based.
    Most of the times its either skills or Magic based, rather than the more physical approach they have in this game.

    Its not like, after i kick you in the face, i'm not allowed to kick you in the face again without waiting X seconds.
    Maybe CC should be more restricted to Stamina consumption. Throwing someone might be easy the first time around, but after after that it does have drawbacks to your body.

    Maybe, instead of a cooldown, it will affect other aspects of your character.
    Lets say a 10 second timer.
    First CC will start the timer, no drawbacks.
    Second CC (at the 5 second mark), will reset the timer as well as increase the Stamina consumption of said CC mode and decrease follow up damage by X%.
    Repeat of above will further increase the stamina costs of CC moves and decrease the damage until you wait the 10 second duration timer to be finished.

    Said timer should not be displayed, as you would need to learn your character's body, rather go all MMO and watching clocks tick.


    Depending on the hero a the timer which registers CC moves will have different values, as well as the drawbacks being different depending on the hero.
    A shogoki for example would have less stamina punishment for lifting/ throwing a enemy, but a much longer duration before said timer resets.
    Same with a Peacekeeper. They would have a much harsher damage/ stamina punishment, but can recover much faster afterwards.
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  8. #8
    Lyskir's Avatar Senior Member
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    Originally Posted by Lord-Micidial Go to original post
    Add the resolve.

    What is the resolve ?

    Resolve is an invisible bar ( even visible if you prefer), like dark souls poise, that will fill up after each knockdown recieved. Once the bar is filled up you are immune to knock/stunlock for x seconds, it will work like shugo's super armor, preventing the player to beeing stunlocked in a corner like a feral dog.



    Revenge will grant knockdown immunity for the entire duration.



    Resolve won't be upgraded with gear, for NO REASONS:

    Leave your thoughts below, and be civil. Thank you
    limited CC would be nice
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  9. #9
    I am not sure there is a way to balance 4v4, just try as best you can to balance 1v1. If you are caught alone and the other team brings 3-4 people, you are dead...period. The win condition for someone here is to not be caught so badly outnumbered. Trying to balance the game any other way will wreck it honestly.

    As for the resolve idea, its not a good one. There are already counters, dodging, being situationally aware to not get cornered, etc. You are just asking for another skill-less passive instead of learning dodge and counter punch techniques.
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  10. #10
    Originally Posted by Elzziwelzzif Go to original post
    Although the idea isn't that bad, the way it could work would be tricky.

    What do you define as a knockdown?
    The raider throw is a knockdown for me, same with getting pushed after i run out of stamina.

    While i would agree with some counter against the first (although raider is a bad example for this), the second would mean i can get immunity because i dont handle my stamina as i should.

    Getting stuck in an endless scycle means you screwed up somewhere, in which most cases you deserve death.

    I would give an extra option to revenge though. If you have revenge and you drop below 10% health it will automatically activate.
    This should activate revenge without its normal animation.
    If you are on the ground you would become imune to knockdowns and have full stamina, but your character would have to do its mormal "stand up" animation.
    Ofc out of stamina resolve would not be applied.

    Originally Posted by Ivarr.Bygunn Go to original post
    Nice idea but kinda pointless. Once you get ganged up on and knocked down once you are already pretty much dead.
    Is not true, happens really often that you remain with decent amount of hp but then you get knocked down again and again and again.

    Originally Posted by alustar24 Go to original post
    And internal cool down for some CC would be nice, every team based gae I know of limited constant CC spam in some fashion. (if not from launch, they learned their lesson quickly) Take RIft for instance, PvP in that game was wild, and for the first few months, mages could run the map, three of them could lock down groups of players indiscriminately with little thought. Even if you were with your group it didn't mean much. So they added a GCD to all crowd control effects. it was signified by a little icon next to your nameplate that would disappear when you were free from the immunity. It wasn't much, maybe 20 secs? 30 at most. but it was enough (honestly, in those fights, 30 secs felt like forever)
    Exactly, icon near name, or visual effect on the characters.

    Originally Posted by darksavior1977 Go to original post
    I am not sure there is a way to balance 4v4, just try as best you can to balance 1v1. If you are caught alone and the other team brings 3-4 people, you are dead...period. The win condition for someone here is to not be caught so badly outnumbered. Trying to balance the game any other way will wreck it honestly.

    As for the resolve idea, its not a good one. There are already counters, dodging, being situationally aware to not get cornered, etc. You are just asking for another skill-less passive instead of learning dodge and counter punch techniques.
    This would give you a chance to run away and get safe. Now, you can't, unless you have naruto, ops i mean shinobi.
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