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  1. #1

    Noob response

    Hey man, I main a shug as well. I really wanted to read through your post and see if I agree/disagree/whatever with anything to do with shug since they seem to be ignored at the moment. Quick question, what does UI mean? I feel like it means something other than, "user interface."

    Other than not knowing what UI stands for when you use it, I really agree with everything else you've stated and suggested. Hell, I din't even know some of this **** existed, like the stam regen block for Oni Charge.
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  2. #2
    Originally Posted by AWK9999 Go to original post
    Hey man, I main a shug as well. I really wanted to read through your post and see if I agree/disagree/whatever with anything to do with shug since they seem to be ignored at the moment. Quick question, what does UI mean? I feel like it means something other than, "user interface."

    Other than not knowing what UI stands for when you use it, I really agree with everything else you've stated and suggested. Hell, I din't even know some of this **** existed, like the stam regen block for Oni Charge.
    UI means uninterruptible. I agree with most of the suggestion but I feel that a move that can regenerate your health and allow a massive amount of time for your allies to wail on your opponents needs some risk. I think the suggestion would be fairly ok in 1v1 but here are a few modification that come to mind to add to your suggestions: 1. Much smaller self damage on miss but still some 2. No damage on miss and faster recovery time on miss but not guaranteed on wallstun 3. No damage on miss but far quicker animation and opponent recovery so they don't get killed by teammates while they are defenseless. 4. No damage on miss but longer recovery and shugoki takes significantly more friendly fire damage while demons embracing, maybe up to a .5 damage multiplier.
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  3. #3
    Aarpian's Avatar Senior Member
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    Dec 2016
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    I'm surprised you didn't mention the biggest problem with Shugoki's design - the passive hyper armour.

    The strength of shugoki while it's up combined with the fact that you can take it off with a guardbreak regardless of whether or not it's successful means every match against shugoki is ****ty, predictable and boring.
    Either give hyper armour as a reward for some offensive actions or remove the ability to get rid of it with a tech'd guardbreak and then balance accordingly.
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  4. #4
    Originally Posted by Chucky_Jones Go to original post
    UI means uninterruptible. I agree with most of the suggestion but I feel that a move that can regenerate your health and allow a massive amount of time for your allies to wail on your opponents needs some risk. I think the suggestion would be fairly ok in 1v1 but here are a few modification that come to mind to add to your suggestions: 1. Much smaller self damage on miss but still some 2. No damage on miss and faster recovery time on miss but not guaranteed on wallstun 3. No damage on miss but far quicker animation and opponent recovery so they don't get killed by teammates while they are defenseless. 4. No damage on miss but longer recovery and shugoki takes significantly more friendly fire damage while demons embracing, maybe up to a .5 damage multiplier.

    Ah, cheers, thanks man.

    Does anyone get an issue where Demon's Embrace doesn't one hit kill when at critical? Is it just me or did that patch that to be omitted?
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  5. #5
    Demons embrace auto kills for me when I'm like, less than two bars. I usually apply it when we're kinda staring each other in the face and switching stances (unexpected). But sometimes I get hit on the way in and die BEFORE shugoki can grab the opponent, even if its uninterrubtable which is sweet, I'd appreciate some decreased damage so I can complete the run.. I haven't really found a followup either when using embrace not in critical. By the time shugoki recovers the opponent is up and off the ground, unfazed. I'd appreciate like a light stomp or something. If you guys do have a followup enlighten me.
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