IMO the current "MAXIMUM possible block damage" in game, which Shugokis can do with a 173% block damage setting via T3 feat "Punch Through" and the +73% block damage weapon piece, should be the norm.
If we believe the current community report about damage values(https://docs.google.com/spreadsheets...Kgc/edit#gid=0), system-wise light attacks do not deal any block damage, and ZAs, non-targeted sprinting attacks, and heavy attacks do,
The Shugoki has the strongest block damage in that 1st top heavy at 5, 1st side heavy at 2, and 2nd hit of combo heavy at 3. The ZA does 2+2 = 4 damage, With a total of 173% block damage buff these values are at buffed up at 2.73 times higher numbers, as with following:
● top heavy-heavy = 21.84
● side heavy-heavy = 13.64
● ZA = 10.92
Average light attacks are in between 12~15 damage, with only seelct few classes(Kensei, Nobush) higher than that. In other words, a successful block against Shugoki attack combos will do at minimum as much as a weak light attack, and at maximum a strong light attack damage, Personally, in my experience this much block damage feels relevant enough to matter in combat and encourage aggressive attacks. In Dominion I'd actually recommend the Punch Through + max Block damage setting for Shugoki players rather than using the damage resistance ones.
The Raider is also another strong candidate with quite relevant amount of base block damage, so that even just a 173% block damage value from just the weapon piece, it's still quite impressive.
● top heavy-heavy-heavy = 19.03
● side heavy-heavy-heavy = 17
Also, since block damage is only available on heavies, it means even with high block damage there are considerable risk of being parried and is inherently "spam-proof", so to speak.
This means on average, each heavy attack should be doing around default 5 damage to really matter in game. Currently, aside from a few classes like the Shugoki or the Raider, on average most classes do between 2~4 damage on each heavy attacks blocked.
IMO, as a rule, at default, conceptually/realistically "weak" weapons should be doing about 4 damage per block, bigger/longer weapons at 5 damage per block, and the heaviest, strongest hitters with big-arse poleweapons should be at 6.
So, something like this:
● one handed/"light" weapons: peacekeeper, warlord, shinobi, centurion = 4 damage with top heavies. 3 damage with side heavies and combo heavies(2nd attack and more)
● "normal" sized weapons: warden, orochi, valkyrie = 5 damage with top heavies, 4 damage with side heavies and combo heavies
● 'heavy" weapons/pole weapons = raider, lawbringer, nobushi, kensei, = 6 damage with top heavies, 5 damage with side heavies and combo heavies
● exceptional "heavy hitters" = conqueror, shugoki, berserker = 7 damage with top heavies, 6 damage with combo heavies and side heavies
These values should be the "default".
Even if the Serker becomes beast it will be a nice change of pace, the meta will shift and with every shifting meta always brings new top tiers. I'm okay with a new top tier because for too long its been Warden / Warlord. also maybe make GB's a bit harder to time so that people will actually throw them out instead of only doing GB off a Parry or a Block to punish (like Kensei side dash swing)
I like the math and logic behind this post. Well said Friend!Originally Posted by kweassa1 Go to original post![]()
Exactly this. On Peacekeeper for example, if I do a Sidestep Strike first, and my opponent reacts to it, blocks, dodges or parries it, then I am left staggered and vulnerable and they are free to hit me over the head.Originally Posted by Draghmar Go to original post
If they move first, I am free to Sidestep Strike around their incoming attack, they are comitted and can no longer block, dodge or parry my attack, and they end up with my sword stuck in their side.
Easy to see why the one who turtles (which isn't just about blocking or hiding behind a shield, it's about not going first) has an advantage. As you say, the solution isn't as simple as increasing chip damage.
Under Peacekeeper it says Counter Attacker as a class definition, and I think this example is more about PK play style then turtle meta. I Believe if you just Feint the PK and GB any dodge she does is countered by more or less by a mind game. The best turtles IMO are the ones with a start up like Warlord / Conq / LB and that's who i think the chip damage will effect the most.Originally Posted by Gray360UK Go to original post
You're right about that. The "turtle meta" is a result of many different things, and certainly increasing the block damage alone will not fix it.Originally Posted by Gray360UK Go to original post
As I've laid out in my old post, "[REPORT] The DEFINITIVE Fix to Turtling and Class Imbalance (http://forums.ubi.com/showthread.php...ght=definitive)", one of the things I believe will impact FH for the better, towards solving the "turtle meta" is the removal of normal blocks interrupting light attacks.
As you've mentioned in other thread, about how you want "fluid" attacks to be a thing -- which I agree wholeheartedly -- the one largest factor that stops any of the classes from being able to be fluid in their attacks is the fact that light attacks -- the combo initiator for all classes -- are interrupted by blocks. In an environment where blatant heavy attacks are discouraged due to parries, most classes try to find opening with attacks that start out with lights -- except every attack is stopped dead in its tracks after a successful block.
What this does, is:
(1) limit the number of attacks thrown
(2) slows the pace of the game down where both combatants throw around 1 attack at a time
(3) which in turn becomes a negative feedback loop where defense becomes easier, because the basic structure of combat in FH is both combatants trading 1 attack each
The centurion, which people have trouble adjusting to, is off this trend and has a chockful of moves that span out despite on block, and forces the player to react differently on each occasion. Also a relative example would be the Shugoki, which despite having only two combo moves -- light-heavy and heavy-heavy -- is surprisingly a strong class in combat which can afford to be a bit more aggressive than the rest -- and this is thanks to how his combo initiating light attack is not interrupted.
Think I may have missed your original post on this but I'd like to bring it to light with the team once again. I think constant reinforcement is probably one of the best ways to make sure the devs take notice and listen to you all.Originally Posted by kweassa1 Go to original post
Oh crap... I just realized my prior forum handle, which has been snuffed by the freak spam filter accident, probably "blinded" that post as well.Originally Posted by UbiNoty Go to original post
I'll snap up a new version.
Please send this link over to the devs, if you need it. Thx again Noty.
http://forums.ubi.com/showthread.php...lass-imbalance
Thanks UbiNoty. Please also reinforce these if applicable:Originally Posted by UbiNoty Go to original post
For Honor 2.0
War of the Factions Now and Then
I deeply love this game and the idea behind it. Unfortunately, all my friends already quit it, due to the current state of the game.![]()
Wish the dev team best of luck in pulling another "R6-like" turn of events with this franchise!
Although several times this community seems to wanna "kill" you, in reality, we all deeply love this jewel and want it to be a huge success and not be simply forgotten.