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  1. #1

    Two combat changes that should have been from the start.

    For Honor is a great combat game, but there are some things that don't really make much sense. The execution of the game was very poor and the current combat system is very poor. Defensive play is too easy and simple since every attack is able to be easily reacted to and there are very little to no variations.

    The two suggestions I propose aren't necessarily aimed at the defensive meta, but would help with the issue. They're mostly things that should have been part of the game from the start.

    1. The speed and damage of an attack will no longer be influenced by the direction of the attack.

    - An example to explain this: Say with whatever hero you take, you perform a light attack. Regardless the direction you perform it (right side, left side, top), it will have the same speed and damage. So side lights will have the same speed and damage as top lights.

    Why this change? When a hero has more damage and speed on a specific direction with a certain attack, it basically forces that hero to use that direction with said attack. There is no variation, so the opponent can simply put their guard in the direction they know is the fastest since there would be no need to focus anywhere else. For example, take Kensei's light attacks. Kensei's top light is his fastest light, so his opponents can simply focus up top to react to it. If Kensei uses his side lights, they're slower, so they can be more readily and easily reacted to. Another example is Orochi. His top light is much faster than his side lights, so he can never use his side lights reliably, which means his opponents just need to simply focus up top.

    A certain attack needs to be the same speed no matter the direction because it would allow for more variations and it would force players to actually react to attacks, instead of focusing on a single direction, which can completely shutdown certain heroes. By doing this, heroes that only have one or two reliable attacks can now be more unpredictable. A lot of the game seems to be the same attacks over and over because only certain directions are viable, which causes very mundane and redundant gameplay and promotes easier defensive play/turtling. There are only 3 directions to attack from in this game, so it doesn't make sense that only one or two directions are viable to attack from. Should have been obvious that this would cause problems. Some heroes even have strong counters against certain directions, like Warden's top counterstrike, so he can very harshly punish heroes that rely on top attacks since they have no other viable direction. Every direction should be viable.

    Why do you think that PK can throw out lights from every direction and be constantly successful? It's not just because her lights are fast in general, but because every direction is viable to attack from.

    This would NOT change combos and finishers. Only attacks from neutral. And to not be confused, this does not make every heroes' lights and heavies the same speed and damage. It just removes the speed and damage differences depending on direction.

    Mostly, this change is just to make all directions viable to attack from. That's really all this is.

    2. Change all blocking to reflex/non-active guard blocking (assassin blocking).

    - When there are only 3 directions one can attack from, it isn't enough considering all non-assassin heroes only really need to react to 2 directions since the other direction is automatically blocked. This would also increase the skill cap for players and make defensive play more difficult in general. Assassin heroes have a much harder time turtling than non-assassin heroes and reflex is a part of why (not saying they can't turtle, but it is more difficult to do so).

    With this change combined with the 1st change, it would make playing defense much more skill based, which would also indirectly increase the skill cap and reveal an obvious difference between skilled and non-skilled players. It would also make turtling much more difficult to pull off and give more options to heroes without many offensive options (Raider, Kensei, Orochi....). It would make combat much less redundant and predictable and make it more skill based and fast paced with more variations.
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  2. #2
    I support these suggestions.

    +1


    Ever in service,

    Zume Frostpaw, Guardian of the Empire

    Rep30 Orochi
    Rep5 Nobushi
    Rep3 Shinobi
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  3. #3
    UbiJurassic's Avatar Community Manager
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    Thanks for posting these suggestions,Pestilence1X!
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  4. #4
    nyrue's Avatar Senior Member
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    I like the idea of a hardcore mode, but such a change in guard stances favors assassins unevenly, although just because the guard is hidden doesn't mean it couldn't remain active, lose the guard indicators keep the attacks warning indicators
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  5. #5
    Originally Posted by nyrue Go to original post
    I like the idea of a hardcore mode, but such a change in guard stances favors assassins unevenly, although just because the guard is hidden doesn't mean it couldn't remain active, lose the guard indicators keep the attacks warning indicators
    You are right that it would favor assassins, so there could be a change to that. Perhaps lowering the health of all assassins by a small amount could be a fix to this. Having permanent active guards at all is part of the problem.
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  6. #6
    Originally Posted by Pestilence1X Go to original post
    You are right that it would favor assassins, so there could be a change to that. Perhaps lowering the health of all assassins by a small amount could be a fix to this. Having permanent active guards at all is part of the problem.
    Lower the health of all assassins? I'm going to say no to that one, personally xD The Shinobi already only has 3.5 bars of health which is ridiculous.
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  7. #7
    Originally Posted by Zume_Frostpaw Go to original post
    Lower the health of all assassins? I'm going to say no to that one, personally xD The Shinobi already only has 3.5 bars of health which is ridiculous.
    I'm not saying it's the best solution, but just a solution. Perhaps Shinobi could be an exception?

    Maybe a health drop wouldn't be the solution, but if active guards were removed, then just change the timing for the guard drop to happen. So for instance, if an assassin's guard drops after 1 second, make it to where all non-assassin heroes' guards dropped later, like after 2 seconds.
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  8. #8
    Originally Posted by Zume_Frostpaw Go to original post
    Lower the health of all assassins? I'm going to say no to that one, personally xD The Shinobi already only has 3.5 bars of health which is ridiculous.
    Well, they could make it specific for that gamemode. Just put all assasins on 90hp in hardcore to balance them a little, and perhaps make their passive block last a little longer. Blocking a pk and shinobi will be pure pain without indicators.
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  9. #9
    I'm not saying this is a "hardcore" gamemode. These are changes to the game in general. If you add a "hardcore" gamemode, it will just divide what little playerbase there is left.

    The change in guarding/blocking is mostly a sort of "recommended secondary" solution, but the primary solution is the 1st solution: direction attack speed and damage differences being removed.
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  10. #10
    vgrimr_J's Avatar Senior Member
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    if you made all the same attack speed changes to all the heroes it would make this game dull and boring
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