🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    PT Stamina Change.

    Stamina
    Stamina is currently a resource generally spent by the attacker, while the opponent who only defends ends up ahead in the stamina race while Blocking and Dodging. Also, when your opponent is Out Of Stamina, it can be very hard to punish them. We want it to be more dangerous to be in Out Of Stamina State.

    Changes:
    Stamina Regen on Block and on Dodge is now paused:
    Dodge left, right, and Dash forward: no stamina regen on the first 400ms
    Dodge Back: no stamina regen on the first 600ms
    Interrupt Block*: no stamina regen on the first 300ms
    Regular Block**: no stamina regen on the first 500ms
    Out of Stamina state makes players more vulnerable:
    Blocking Light Attacks will not result in Interrupt but Regular Blocks, allowing your enemy to keep chaining lights
    Impossible to Parry
    Dodge and Dash are 200ms longer to make you more vulnerable to Guard Break
    Dodge and Dash no longer have any special defensive properties such as Deflect or Superior Block
    Getting hit by Melee attacks when Out of Stamina doesn’t drain stamina, it only pauses the regen
    We want offense to take a more critical advantage against a target Out of Stamina. By making Out of Stamina weaker, we want players to fear it more as we put more pressure on Stamina management. Pausing the Stamina regen instead of draining it is a necessary change to make Out of Stamina escapable.

    *Interrupt Block bounces the attacker off. It happens when Light attacks get blocked.

    **Regular Block doesn’t break the flow of attack allowing you to keep chaining.



    Just like with the revenge nerf, this seems like an overreaction. It's like they can't decide on one or two changes so they implement all of them. If blocking (with 18% chip damage), dodging and getting hit all stop stamina regeneration and parrying, counter attacking and escaping aren't viable options, being OOS is practically an automatic loss.This seems to reinforce the defensive meta if anything. If landing the first parry can effectively win a fight, what incentive is there to attack?
     1 people found this helpful
    Share this post

  2. #2
    Tyrjo's Avatar Senior Member
    Join Date
    Jan 2016
    Location
    Sweden
    Posts
    2,100
    I agree that the dodge is a too powerful move. It is basically an "I win button" for the fast classes. Dodging should indeed hurt the stamina regen and maybe even cost 5-10 stamina.
    Share this post