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  1. #1

    Better, more powerful gear stats for character play-style customisation.

    So gear stats are pretty much useless at the moment. I mean, they're pretty balanced because they're all hardly worth the time. They were pretty much nerfed into uselessness.

    Now, first of all, I'm not saying the change to the gear stats was bad. They needed balanced and they were unfair to newer players that didn't have good gear yet.

    What I'm asking for is meaningful, powerful gear stats. Things that really change how you can play you character. I want more weapon/armour specific stats that reflect the piece they're put on and impact how it's used, rather then just giving you general full character stat boosts.

    For example, on the blade of a sword you could have gear stats like "percentage of damage inflicted as extra bleed damage", "Heavy attack swing speed" (heavy only because buffing light attacks would make them too fast) and "Extra renown for executions".

    I would also suggest they have major draw backs. Like, if you go for 'Heavy attack swing speed' then you do 2/3 damage on your heavy attacks, or if you went for bleed damage then on a parry you inflict bleed damage on yourself, and if you went for the 'extra renown for executions' then you'd receive less renown for non-execution kills.

    Perhaps even some unique pieces of gear with unique stats and unique draw backs. Like a chest piece resembling a priest's robes called 'the robe of self-flagellation' (or something, I'm not great at names, haha), and it's unique stats could be that you constantly take small amounts of damage but heal on hitting an enemy.

    Gear stats like that would make the game sooooooo much more interesting. You could build a unique character and a unique play style. Not to mention the variety of opponents you would face. All focusing on different aspects of their character. Of course, it's probably a pretty big project to undertake. You'd need a lot of creativity to come up with balanced buffs and debuffs for all the characters. I mean, you couldn't have a shinobi with lightning fast heavy attacks and you couldn't give the centurion more stamina drain. So you'd probably have to have different gear stats for each class, rather than general stats for everyone.

    Anyway, this is my suggestion! Please give feedback.
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  2. #2
    imagine a centurion with increased heavy speed......excuse me while I go barf my guts out. interesting idea tho...
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  3. #3
    Originally Posted by Velentix Go to original post
    imagine a centurion with increased heavy speed......excuse me while I go barf my guts out. interesting idea tho...
    Hahaha, that's exactly why I said it'd need to be balanced specifically for each character. :P
    I play Conqueror so increased heavy speed for him would be good but not ridiculous, which is why it popped into my head as a good example.
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  4. #4
    Although the idea could appeal to some players, here are a few downsides:

    - For honor remains a fighting game in which muscle memory and precise timings is key. A gear that would make some attacks faster or slower would mess that up and, in that regard, I feel the inconvienients far outweigh the advantages.

    - The gear system already makes a big enough difference in my experience. Max level gear gives you around 10% bonus on average on all stats if you choose the balanced gear and closer to 30% on average if you chose to prioritise one specific stat. Last time I played a custom match with friends without gear stats, I could clearly feel the difference with my usual 144 gear. I think that as it is, we have the good formula: good gear gives you an edge on players with less gear, but doesn't make it completely unbalanced for new players or players switching to another hero.

    - Reworking the gear system again basically means every steel and salvage spent on our current gear is money down the drain. Most of us did not like the way our gear stats were randomly reshuffled between season 1 and 2. I understand that it was a necessary evil to rebalance gear stats and I admit that is far better today. But let's not make a habit out of it.

    - There are currently 7 different possible stats for each piece of equipment of a given level. Since the content of the gear crates is random, for each piece of gear you obtain, you have a 14.3% chance of it being the one you were dreaming of. Increase the number of possible stats and the percentage gets lower. And therefore you need more steel to buy more crates to get the gear you want. Honeslty, I feel like the gear system of this game already looks way too much like one from an MMORPG. Let's not make it worse. Ubisoft, if you want to steal ideas from Blizzard, look at Overwatch, not WoW.

    This, of course, is only my humble opinion.
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  5. #5
    Originally Posted by Horus-31 Go to original post
    Although the idea could appeal to some players, here are a few downsides:

    - For honor remains a fighting game in which muscle memory and precise timings is key. A gear that would make some attacks faster or slower would mess that up and, in that regard, I feel the inconvienients far outweigh the advantages.

    - The gear system already makes a big enough difference in my experience. Max level gear gives you around 10% bonus on average on all stats if you choose the balanced gear and closer to 30% on average if you chose to prioritise one specific stat. Last time I played a custom match with friends without gear stats, I could clearly feel the difference with my usual 144 gear. I think that as it is, we have the good formula: good gear gives you an edge on players with less gear, but doesn't make it completely unbalanced for new players or players switching to another hero.

    - Reworking the gear system again basically means every steel and salvage spent on our current gear is money down the drain. Most of us did not like the way our gear stats were randomly reshuffled between season 1 and 2. I understand that it was a necessary evil to rebalance gear stats and I admit that is far better today. But let's not make a habit out of it.

    - There are currently 7 different possible stats for each piece of equipment of a given level. Since the content of the gear crates is random, for each piece of gear you obtain, you have a 14.3% chance of it being the one you were dreaming of. Increase the number of possible stats and the percentage gets lower. And therefore you need more steel to buy more crates to get the gear you want. Honeslty, I feel like the gear system of this game already looks way too much like one from an MMORPG. Let's not make it worse. Ubisoft, if you want to steal ideas from Blizzard, look at Overwatch, not WoW.

    This, of course, is only my humble opinion.
    Thanks for the feedback.

    So, to address your points:

    - I think muscle memory would be fine because you're not changing the flow of the move or just the speed of one part of it. So, when you see someone begin an attack you'll see what speed they're moving at and you'll adjust pretty quickly. Also, making it less predictable is a good thing. There are already moves in the game like the centurion's chargeable attacks that can be delayed by a tiny bit to throw off your opponent's timing. I think for a lot of characters you can also extend the time between attacks in a combo if you time it right. So instead of going light-light, you can go light-pause-light. It's something I use as the conqueror a lot because otherwise your attacks are pretty predictable and you often get parried.
    I don't think by adding in stats that make attacks faster you would make it impossible to block or parry. It would be more difficult but that's kinda the point, haha.

    - I know exactly what you mean. The problem is the way in which the gear system makes a difference. It's a point blank boost to certain stats. By giving equipment unique effects that have a more tangible effect on gameplay, rather than just making your attacks more powerful or giving you better defense, you'll drastically increase the number of ways you can play as certain characters. It'll add gameplay customisation and practically double the depth of the game. Skill will still play just as much of a part but it will let you tailor a character to your style of play a lot better.
    I think if they kept the same power ratio for the gear as they currently have then it wouldn't make it too unbalanced for unequipped characters fighting fully loaded characters.

    - Yeah, this is a very valid point. After the gear change was when I upgraded all my gear to the highest level and I remember thinking that I was glad I didn't do it before the change. There are a couple of ways to deal with this.
    You could add in the gear I'm suggesting as new gear while keeping the old gear. Give players the choice about whether they want stat boosts or gameplay customisation.
    You could also simply remove the steel cost for upgrading gear and make it salvage only. Sure, it means the last lot was a waste but I think most players have so much salvage they wouldn't really mind.
    The most unlikely solution considering that steel can be purchased and that ubi would be hesitant to give it out so freely, would be to simply refund the upgrade costs for all the max upgraded gear you have. It would miss out people who hadn't quite gotten to the max upgrade yet but most people will focus on one piece of gear at a time until it's fully upgraded before moving on, so it's probably a fairly safe move.
    Finally, they could also implement some sort of swap over system, where you can chose what kind of gear your current gear changes into. That way people could chose what they think is best for their playstyle and it would save them from having to collect and upgrade their preferred type of gear again either by playing matches or buying packs with steel.

    - I can see where you're coming from but I'm afraid this is a point I disagree with. I know a lot of people want to get the 'perfect gear' and they wait until they've got that piece before upgrading any of their stuff. However, I also know that getting gear is a large rewarding part of the game. That excitement when you get a piece of gear at the end of the match and you hope it's the piece you want, or that it's even just a piece that's better than your current stuff, that should be kept and encouraged. By adding in more types of gear, yes you would make it more difficult for someone to get their perfect gear set up, but it would also means that people wouldn't reach the upper limit so quickly and that the excitement of new gear would stick around longer. It would also increase the feeling of satisfaction when getting your perfect set because you'll have designed it with more detail and intricacy than you would with the simple stat buffs we've got at the moment.

    Anyway, thanks again for your input. They were all very good points worth thinking about.
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