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  1. #121

    Summarizing

    To summarize threat:

    Problems of the hero:

    -Lack of openers
    -Deflect useless
    -Lack of fighting flow
    -Too moves useless in move set


    Solutions suggested

    Lack of openers:

    -Storm Rush Unblockable after charge
    -Riptide Strike Unblockable >> Riptide looks more like a counter-strike than an opener, so i don`t like this solution
    -New moves: UP to Devs, maybe wind gust like follow up on blocked attacks. Too many suggestions to put all of them here.
    -Soft feint heavies to lights

    Deflect useless:

    -Improve deflect rewards more in line with Hurricane Blast
    -Change mechanic >> Something like deflect to counter parries or been able to go for a deflect after parry attempt
    -Hurricane Blast useful with hyperarmor, but still a bad choice compared with parry

    Lack of fighting flow

    -New chain light>heavy for more mix-up options
    -Slighty increase of side attacks speed, even lowing its damage if necessary

    Too moves useless in move set

    -Storm Rush: Too telegraphed. Need to be harder to block, suggested to be unblockable or attack UI and animation changed to warn later of attack direction. It could have a wider cancel window for adding options of use. Need a proper follow up (not only ZA)

    -Riptide Strike: Need hyper armor or Iframes like hidden stance to improve its counterattack use. Other way, make it feintable for improving usability

    -Wind gust: Just useless like deflect reward. Rework or give it an alternative use. Maybe as chain ending to connect different chains (however that would look weird)

    -Zephyr strike: too slow an telegraphed to be useful. Possible improves could be more speed or be able to chose attack direction



    I think we need something like that at this point. I forget nothing, but if i miss anything i''l put it later

    I used italic for remarking what have been said in the threath to be more clear
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  2. #122
    Originally Posted by CaynAldan Go to original post
    To summarize threat:

    Problems of the hero:

    -Lack of openers
    -Deflect useless
    -Lack of fighting flow
    -Too moves useless in move set


    Solutions suggested

    Lack of openers:

    -Storm Rush Unblockable after charge
    -Riptide Strike Unblockable >> Riptide looks more like a counter-strike than an opener, so i don`t like this solution
    -New move: UP to Devs, maybe wind gust like follow up on blocked attacks
    -soft feint heavies to lights

    Deflect useless:

    -Improve deflect rewards more in line with Hurricane Blast
    -Change mechanic like defelct to counter parries or been able to go for a deflect after parry attempt
    -Hurricane Blast useful with hyperarmor, but still a bad choice compared with parry

    Lack of fighting flow

    -New chain light>heavy for more mix-up options
    -slighty increase of side attacks speed, even lowing its damage if necessary

    Too moves useless in move set

    -Storm Rush: Too telegraphed. Need to be harder to block, suggested to be unblockable or attack ui and animation changed to warn later of attack direction. It could have a wider cancel window for adding options of use. Need a propero follow up (not only ZA)

    -Riptide Strike: Need hyper armor or Iframes like hidden stance to improve its counterattack use. Other way, make it feintable for improving usability

    -Wind gust: Just useless like deflect reward. Rework or give it an alternative use. Maybe as chain finalizer to connect different chains (however that would look weird)

    -Zephyr strike: too slow an telegraphed to be useful. Possible improves could be more speed or be able to chose attack direction



    I think we need a something like that at this point.

    I think i forget nothing, but if i miss anything i''l put it later
    First of all, so many spelling errors... proofread before you post.
    Second of all, deflect is not useless, and it's not worse than parry, you just have preference to parry over deflect.
    please don't say things like "To summarize threat"( I'm quoting you btw), you don't represent all of us..
    I've already stated what I think should be done on page 11 and 12. so not gonna repeat again.
    Good day~
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  3. #123
    It's just what have been said in the threath, my personal opinions are marked like that. Anyway, I have made it more clear, I'm not at home and can't spend much time.

    It's purpose is people have an approximated idea about what was said in the threath without having to read 12 pages.

    If anyone thinks he would do it better, please do it ^_^
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  4. #124
    Originally Posted by S0Mi_xD Go to original post
    AT all persons who are suggesting things.
    Just as an reminder, not only that you will play Orochi you will also fight Orochis.
    So you really need to think about the things you are suggesting, to not overbalance the Hero.
    Take your dreams and wishes by side and think about a feedback in an more objective way.
    As some one else pointed out, Warlord is the benchmark. Put another way, if Warlord weren't in the game, then these buffs should be enough to make new Orochi the best character in the game. So good that he could have dominated tournaments just as much as Warlord has since launch. Every character is supposed to be OP compared to how the cast is currently.

    Originally Posted by Existentialmeme Go to original post
    Second of all, deflect is not useless, and it's not worse than parry, you just have preference to parry over deflect.
    This is objectively wrong. Parry has a guaranteed 35 damage on most of the cast and 32 on the handful of enemies with longer range. Parry also has the possibility of environmental kills and 70 damage if your parry exhausts your enemy. By comparison, the only thing guaranteed with deflect is 25 damage with the possibility of 50 damage. It's also harder to do and the 50 damage can cost your some health too. Parry is easier to do, offers more guaranteed damage, has more potential damage and has no possibility of being punished. Outside of outliers like Warren's ZA, there's no argument really how deflect is objectively worse than parry.
     3 people found this helpful
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  5. #125
    I think i have been extremely object in my opinions. The stuff I said a couple a post was a joke and a knock on Centurion. I realize we will fight them and I look forward to it.
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  6. #126
    psyminion's Avatar Member
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    I really like the idea somone posted of bleed on the deflect attacks (like shinobi) with the kind of stab to the stomach it is, I think bleed would be a neat addition to help prioritize it over parry.
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  7. #127
    Originally Posted by Existentialmeme Go to original post
    First of all, so many spelling errors... proofread before you post.
    Second of all, deflect is not useless, and it's not worse than parry, you just have preference to parry over deflect.
    please don't say things like "To summarize threat"( I'm quoting you btw), you don't represent all of us..
    I've already stated what I think should be done on page 11 and 12. so not gonna repeat again.
    Good day~
    dude, r u mad?
    Everyone here is trying to make orochi a good hero... well, i'm not sure ab u
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  8. #128
    Originally Posted by psyminion Go to original post
    I really like the idea somone posted of bleed on the deflect attacks (like shinobi) with the kind of stab to the stomach it is, I think bleed would be a neat addition to help prioritize it over parry.
    I don't think so. Valk have a bleeding counter that anyone use because it's not valuable versus a parry. You need at least a stun effect on deflect to consider it instead a parry.
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  9. #129
    Just to get my two cents in here on this, I have mained Orochi since closed Alpha. Its current state is outright PATHETIC.

    The class is designed to be an "agile, counterer". To currently counter is EXTREMELY close to impossible unless you're against like a shugoki because he is so slow.

    But what gets me the most, is the lack of character input. I will change my guard to the direction I'm being attacked from with PLENTY of time, and the character still stays in a different guard position. I'm not talking about changing just before impact. Im saying before the attack against me is even initiated. What on earth is the point if we can't even properly defend ourselves or counter as the class is designed while in combat?

    Not to mention, compared to all of the other classes, I'm 80% sure Orochi has the least amount of combos, especially compared to the two new characters.

    Out of all the classes, you guys have blatantly ignored all the problems with Orochi making them almost unplayable all the while buffing most of the other classes. Not to mention making the currently most over powered class that just spams the same combo over and over more overpowered (Centurion). Orochi needs to be fixed and Centurion NEEDS INSANE NERFING.

    and in final: Adding new blatantly overpowered classes and making changes to other classes to make specific ones overpowered, isn't a viable way to steer peoples eyes away from the ridiculously neglected classes. Though I am glad you opened an Orochi opinion thread.
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  10. #130
    New heros have a pair of problems should be addressed, but the have new features should be implemented on old heroes. The between combos of cent is a thing that would allow very interesting gameplay. More agile and aggresive heros could have more combinations than defensives ones, not just in statics combos but in a smooth combat. We can end with vortex in that wa, giving different mix up combinations (however warden vortex it's too good to don't use it)

    Follows up to block or even parries would lead to a more reactive gameplay and finish with turtling.

    I played cent enough to know his moves, but i don't think this is a proprer thread to discuss it.
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