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  1. #1

    Feedback on new characters and defensive meta

    Centurion: Super toxic in 4v4. I think his pinning moves and stamina drain abilities are quite over the top. In 4v4 it makes him a leaping master of stuns and gives any other person on his team at least 2 free heavies. Giving him so many unblockables is pretty punishing. Even if you manage to get out of the massive combo, you have no stamina left. I think giving him mixups is fine, but the fact that he has so many moves that are unblockable and unparryable or have hyper armor make him too unlike any of the other characters. One parry and you're at 25% health with no stamina. No other character can do that. My suggestions are the following:

    1. Unblockable heavy should only be unblockable if the first heavy hits, and put it on the same direction every time (this move honestly needs to work like the kensei top unblockable).
    2. Pinning heavy should NOT drain stamina. You have already knocked us on the ground and pinned us down with a free heavy. Why does this attack drain stamina?
    3. Furthermore if I am on the ground, any hit whatsoever should not drain more stamina from me
    4. The jab should not be unblockable OR it should not drain stamina OR it should not knock you down on the ground for free heavy. No attacks in the game do all three of these.
    5. The centurion needs a side dodge attack if you do all of this. Should look similar to the valkyrie sides but short range. That allows him to mixup even more without ruining him



    BUG: Revenge does not counter the Centurion's jabs, kicks, or pinning moves (including unblockable heavy). This will definitely help out 4v4s because when the centurion doesn't get countered by revenge and fall down, he's ready to do another pinning move or stun on you. Please fix this so 4v4 can be better balanced. The Centurion stuns also prevent from even popping revenge!

    Shinobi: I actually think the Shinobi is fairly balanced. The guardbreak indicator on the ranged grab is a little early and can cause you to spam CGB too quickly which fails. I do think taking away some punish was good, but please at least give us a free heavy on him. I mean, seriously. You can't do much more than double light combo if you're lucky but you should at least give a free side heavy if you pull him down on the ground. The kick is annoying. I don't understand why you gave him hyper armor. It's like the centurion kick except he can double dodge beforehand. There is no reason to give that kick hyper armor, but i could settle if you don't remove it.

    Defensive Meta: I understand you've put two new characters in the game that can open with unblockable moves. This helps reduce the defensive meta. But it's not the complete answer. I believe people are afraid to attack because of the free GB off of a parry. I think these suggestions can help:
    1. When two attacks on the same stance land at nearly the same time, they bounce off of each other, similar to two opponents who are GB each other at the same time
    2. All blocked zones give free GB (this is not true for a lot of characters)
    3. GB punish should only be a light attack, not a full heavy (unless thrown into a wall)
    4. Fix the GB on dodge. Why do you allow characters who are dodging to be guard broken? Even when dodging backwards. It makes no sense. And it shouldn't stun the person who is guard breaking (like what happens when you roll out), it should just fail. You're punishing people for dodging which should only occur, unless the opponent light attacks while you're dodging.



    P.S. Rep 10 fighter (Main Warden, Kensei, and Orochi followed by Conq). Dueled plenty of Centurions and Shinobi
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  2. #2
    UbiJurassic's Avatar Community Manager
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    Thanks for sharing your feedback, UL_BULLET! While we've certainly heard a great amount of feedback on Centurion being a monster in 4v4 and Shinobis kick, you also brought up some great points that are unique and very helpful, such as the GB indicator on the grab.
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  3. #3
    Thank you so much for reading. I really want For Honor to have the same success story as Rainbow Six. I urge the team to speak about some of these issues in the next Warrior's Den. Just some acknowledgement will go a long way.

    And the guardbreak indicator is probably fine up close, but since it takes time for the sickle to move through the air and the indicator is at a fixed time, at long ranges the indicator is actually off.
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  4. #4
    Yeah I have the same timing problem at range GB I press the CGB button to fast and I'm punished .....
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  5. #5
    I think if they remove hyper armor from his kick, players will just swing when he double dodges knowing that he can no longer trade. He'll eat damage and be a few hits away from dead.
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