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  1. #1

    Hello everyone. Tips for improving the centurion.

    I waited a lot for a game where I could play with a Roman soldier, Any game where you could personalize the character I tried to make it more like a Roman,
    And finally I have the chance to play with a Centurion for this I thank you developers.
    But now that I got reputation 2 I see him very limited as a hero, so I would like to suggest to you some changes(I know I'm one of the many and not one of the best players):

    In addition to the combo: Lion's Claws, Lion's Fangs and Lion's Bite , i would also like to have combo, such as: light, heavy, light and heavy, light, heavy ,it would make its gameplay more varied and less predictable.

    The Legion Kick is very slow and easy to punish and that's fine, because you can not spamming and winning with this move you have to understand when to use it,but on the other hand I consider it really unusable
    i think it would be better if you could use it after a dodge on both right and left,And guarantees a Light attack.

    Regarding the speed with which it is possible to do a feint on the heavy attack I think it is too slow.

    As for the amount of his hp (health) in a dev stream, he said he is a hybrid between an assassin and an avant-garde, but seems closer to the second than at the first,Looking at him is very armored and I really do not understand
    the reason for his few hp i think maybe it would be appropriate to take him to the warden's level.

    I also think it is necessary that the damage to the light attack is slightly increased, not much.The jab combo should take less resistance to the enemy, and make some damage, tends to use little that movement due to lack of damage.

    Eagle's fury reduces damage when an enemy is on the ground.

    Or said what I meant, thank you for reading, if something is not clear you ask, my english is limited apologize for that. Let me know what you think.
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  2. #2
    I agree with everything, dmg need to be nerfed, kick should be available from every side like rest of bashes, it should be also little bit more hard to punish, faster recovery untill its easy to avoid. Heavy combos propably will be added, they remove it by accident just before release by removing his guaranteed heavy from kick and quick throw. And light is guaranteed after kick
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  3. #3
    I know the light is guaranteed after the kick I meant, dodge, kick, light.
    thanks for your reply. I see that not many are interested in this discussion.
    Did they explain why the other combo was removed?
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  4. #4
    I feel like what you're proposing is too much of a buff without enough of a nerf. I agree on the HP being increased, because right now he doesn't fit his character model. I always thought he was more of a heavy/vanguard rather than a vanguard/assassin.

    Honestly, I think they should remove the ability for his charged heavies to pin. It pretty much guarantees combos that take up to half health off some pretty beefy characters. I would absolutely not want the ability to kick directly from a dodge! It totally removes the ability to go for a guardbreak after a dodge, speaking as an ex-conqueror main. This means that whenever you dodge a warden shield bash or something similar you can't punish it with a guardbreak.
    They should also add the ability to charge the kick, like the jabs. It would increase the risk/reward of the kick but also give options as to how long you hold the kick for. That way you could bait a dodge then hit them with a full powered kick.

    I don't think the leaping attack should do less damage to people on the ground, that makes no sense. The idea of this character is to run their stamina down, keep throwing them so they land on their asses then pull off the leaping stab to deal the majority of your damage.
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  5. #5
    What I imagined would be a buff not a nerf,or maybe just have more mixes.

    Honestly, I think they should remove the ability for his charged heavies to pin,
    Can you explain this better? Do you mean the fact that he follows the target? (My bad english)

    Both the warden and the conqueror can use bash loaded or not, if they do not load at the maximum power the bash,
    you do not get a guardbreak, for this I think it's better to kick after a Dodge with a light guaranteed especially against the warden who
    can feint the bash in a guardbreak, or maybe get a light attack connected with the Dodge for the centurion.The loaded kick seems to me a good idea, adding the unpredictability.
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  6. #6
    Ah, well I definitely don't think he needs a buff, hahaha.

    When you hit someone with a charged heavy as the centurion they get 'pinned' for about a second. In other words, your character can't move for a bit. It lets the centurion lead into a fully charged jab that can't be dodged. That's when they knock you over and jump stab you for ridiculous damage.
    I think they should remove the pin from that attack. So that it's not a guaranteed combo after that first hit.
    You would still get the extra range and the unblock-able status added to the charged attacks so it wouldn't be too harsh a nerf. You could even just reduce the pin time so that the centurion can only get a non-charged jab for free.

    I didn't realise you could charge up the warden and conqueror's bashes... As far as I knew, it was just whenever someone dodged the bash they would get a free guardbreak. Also, making the kick a dodge counter wouldn't prevent the warden's mix-up guardbreak from catching you. It would catch you while you were dodging, before you can start the kick. It wouldn't be like the assassin's dash attacks where they attack during the dodge. It'd be like the conqueror's where you dodge and then kick.

    I'm glad we agree on charging up the kick though.
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  7. #7
    The Centurion combo that does a lot of damage spins around stamina, maybe that's the problem ,
    If your stamina does not go to zero, the punch of the centurion does not throw you to the ground but stuns only.
    It is likely that the damage to stamina would be revised a bit, it's all the hub of that combo, When faced with a
    centurion you have to be careful of the stamina.
    For this I find it limiting this hero, that the whole match is to have that combo ,I would like to have it given,
    what I said about my suggestions, otherwise we will find ourselves
    with a hero who is only used as a turtle ,Parry, heavy, fist, eagle and repeat.


    Edit:I'm wrong, the punch of the centurion throws you on the ground indifferently from your stamina so this should be revised, you should only be grounded if you are without stamina , and if you have stamina you should just get stunned.
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  8. #8
    I think the charged jab is alright, it's the fact that it's unavoidable after a charged heavy. If you weren't pinned then you could simply dodge it. They should just remove the pin from the charged heavy, or reduce the length so that they can only get off an uncharged jab. That way it wouldn't remove from the centurion's options but it wouldn't be such an over-powered combo.
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  9. #9
    The Cent is simple too strong in 2 cases:

    1) In Teamfights he spams the **** out of you, while his mate butches you! Would be great if his Knockdown and Staminadrain stuff would be nerfed, if you are not focused on him!

    2) Wall-fetish .... no further explaination neccessary!


    I am not 100% sure, but I think his uppercut takes away about 40% Stam, and that's BY FAR TOO MUCH
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  10. #10
    Originally Posted by Illyrian_King Go to original post
    The Cent is simple too strong in 2 cases:

    1) In Teamfights he spams the **** out of you, while his mate butches you! Would be great if his Knockdown and Staminadrain stuff would be nerfed, if you are not focused on him!

    2) Wall-fetish .... no further explaination neccessary!


    I am not 100% sure, but I think his uppercut takes away about 40% Stam, and that's BY FAR TOO MUCH
    In team fights his kicks and punches aren't really any different to a warden's shoulder bash or the conqueror's shield bash. What really gets you in a team fight is his charged unblockable heavy. As soon as that hits you you're stunned and left open to getting wrecked by everyone else.

    It's the same with his wall fetish, haha. As soon as you hit the wall he gets a free charged heavy, which means you're helpless, get knocked down then stabbed for massive damage.

    As I've been saying, remove the pin from his charged heavies and he would be as fair as any other character.
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