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  1. #1

    Serious Balancing issues.

    Ubi, please take some changes into consideration. This game is horribly unbalanced at the moment, and it NEEDS fixing. Badly. I don't really feel like typing paragraphs upon paragraphs about what's wrong with the game because it's 5 AM, but I'll just put a few notes here.I will mainly account for 1v1s here.

    Warden --
    -Only strong because of 50/50 vortex spam.
    -Hard to punish for vortex spam.
    -Weak outside of vortex spam.
    -Only zone in the game punishable on block? Why?

    Conqueror --
    -Very weak outside of shield bash heavy spamming.
    -Very few chains.
    -Inability to feint (without using full block).(I know it'd be stupid to feint a flail, yeah, but come on Ubi, this character really needs some love and less focus on CC spam, much like Warden).

    Peacekeeper --
    -Inhumanely fast zone attack. There is absolutely no reason it should be as fast as it is. Make it as fast as a PKs first light in a chain and it'll be more balanced.
    -Overall, a mediocre kit. Spams lights all day and feints heavies just to throw out more lights.
    -Poorly telegraphed attacks. It's hard to tell from the animations whether she's heavying or lighting aside from top attacks.

    Lawbringer --
    -Guaranteed light on a shove. This really shouldn't be a thing.
    -Very poorly telegraphed attacks. Mainly the light after a successful heavy. On a character that has a blind, it is essential that they have well telegraphed attacks so that the opponent can read and defend against it.
    -Too much guaranteed damage off of pike, which leads to a free top heavy, shove, and light.

    Raider --
    -50/50 when sprinting at you. If you dodge you get guard broken and if you don't you get carried.
    -Can counter guard breaks while dodging. What the hell? Why?
    -Insane damage, which may not be an issue if he didn't get a guaranteed light after a 50/50 carry into a wall + knee dmg.

    Warlord --
    -High health pool.
    -Fast attacks, many attacks with much different timings, very unpredictable.
    -Guaranteed dmg after spammable, fast, headbutt.
    -Insane throw range. Can ledge you from any spot on any map. (Nearly.)
    -Hyper armor. Hyper armor everywhere.
    -50/50 unblockable shove or GB.
    -Good tracking and a fast zone (zone's inherently have good tracking already, this only makes it worse.)

    Berserker --
    -Absolutely insane top heavy dmg attack with hyper armor. If it didn't have hyper armor it'd be fine, but holy ****.

    Valkyrie --
    -Seems a bit on the weak side, has no heavy-heavy combo to feint into GBs and such
    -Very quick CC, but it's punishable.

    Kensei --
    -Very high damage with weird attack timings. For the most part he's in a good spot, but could use one more tool for his kit.

    Shugoki --
    -Absolutely no way to open up
    -In desperate need of love from Ubi. He needs more in his kit, or he will forever be forced to turtle, and turtling isn't fun.

    Orochi --
    -A weak character in need of desperate love by ubi, but also one with some upsetting abilities.
    -Zone flicker absolutely needs to be fixed.
    -Storm rush should not give free top lights after it's execution, the dmg from the hit alone is enough.
    -Terrible dodge attacks and side lights.
    -Riptide strike needs to be feintable, but only before you step back forward.

    Nobushi --
    -Another weak character in need of love.
    -Unsafe light attacks, very easy to parry on reaction.
    -Hidden stance is too slow to dodge anything but heavies and slower CC.
    -Has a slow, easily reactable kick that has a guaranteed GB as punishment.
    -Dodge attacks are the only dodge attacks in game that must be delayed to actually dodge, risking missing the dodge attack window and starting a heavy attack after a dodge.
    -No way to open up turtles.
    -Very immune to guard breaks because she is always in recovery frames, unless she dodges, which leaves her immune to guard break.

    Centurion --
    -Heavies so fast that they can't be guard broken during windup without a soft feint
    -Too much guaranteed damage off of one hit, out of control mixup potential if combined with wallsplats.
    -Zone does godly amounts of damage.
    -CC such as pounce, impale after a successful attack need to break on damage.

    Shinobi --
    -Ranged GB timing needs adjusted to be consistent with other guard breaks. Needs to be more telegraphed so that Shinobi's cant just fish for ranged Gbs in team fights.
    -Sickle rain needs to either be removed, break on damage, or be reduced to one light attack that applies the bleed damage of 2 in the current rendition.
    -Ranged heavy dmg needs toned down slightly, since it is guaranteed on kick.
    -Needs a stamina cost reduction buff. (Should cost less stamina to perform attacks or abilities besides kick.)

    Bonus balancing issues --
    -Flicker (Which was already mentioned)
    -Unlocking. Unlocking needs to be fixed. NOW.

    I know it's a lot to read, but some of your characters need love and reworks to resolve their low skill ceiling playstyles and unviability against good players.
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  2. #2
    S0Mi_xD's Avatar Senior Member
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    Apr 2017
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    Warden
    - is good without vortex (just in case you call shoulderbash vortex is wrong, only if your enemy is out of stamina, it is called vortex, and that got pretty good nerfed)
    - warden can't keept up the vortex so much, after max. 3 shoulderbashes he runs out of stamina
    - Because such a strong zone needs drawbacks, you are complaining about the wrong zone attack

    Conqu
    - needs a slight offense boost
    - his full block feint is pretty good
    - his Superior block on just blocking needs a nerf
    - not that weak outside sb spam as you think, but yeah SB is his main tool

    PK
    - i think zones, that fast should deal less dmg
    - is more then just light spam
    - lights and heavy feinting ... average day of an assassin
    - thats the point of the "poorly telegraphed" attacks

    Lawbringer
    - it is not guaranteed, you can dodge it (or in your case, hidden stance)
    - like above, thats the point, also why should a "blind effect" would loose it's value if it was easy do defend yourself while blinded... (this thread starts to sound more and more hilarious to me)
    -high risk / high reward dude .... it's fine

    Raider
    - his running attack has nearly no start up frames, that makes it pretty fast - but this issue is alread known by the devs
    - his kick is abit too strong with 15 dmg
    - he can counter GB while dodging because he has an ability to GB you while dodging (this is a strong tool)

    Warlord
    - He is a tank class, thats why he has high HP ...
    - his lights are normal speed with 600ms on top and 500 ms on side
    - his heavies have a weird animation but are pretty slow, just learn the timing it's pretty easy
    - hyperarmor everywhere? the only hyper he has is on his heavies - and thats fine
    - headbutts are fast but not that hard to dodge, also the guaranteed dmg is 10, thats low
    - his zone is abit to strong for the speed 25dmg 600ms
    - tracking same as every other hero
    - "50/50 unblockable shove or GB" - don't know what are you talking here, explain it to me
    - throw range will be adressed

    Berserker
    - it is very slow and telegraphed - learn to block, parry and watch your actions (do not attack blindely), the hyperarmor works now abit better - but berserker still needs some buffs

    Valk
    - she is absolutly fine and a perfect example for a working and balanced hero
    - she doesn't really needs a heavy- heavy chain - she has great mix ups

    Kensei
    - has a strong mindgame but you need to be skilled with him
    - not sure if he needs something more, i think his kit is nice, only hard to use its full potential.

    Shugoki
    - Shugoki is pretty much in a good spot
    - the only thing he needs, is to make Oni charge viable again

    Orochi
    - a strong hero in the right hands
    - he is a counter attacker, if he hits with a counter attack like stormrush, it is his reward to get those lights
    - zone flicker is not only orochi related
    - his dodge attacks are fine, just don't spam them randomly
    - feinting riptide would be to much, making it abit faster to get those counterattacks would be enough

    Nobushi
    - is not weak
    - 600ms, 500ms, and 400 ms light attacks normal light attack speed
    - her zone 33 dmg and 600 ms speed
    - hidden stance is ok, the only problem is, that the follow ups after hidden stance are too slow to counter properly
    - the kick is indeed abit to slow
    - her stamina consumption is abit high especially on the kick

    Centurion
    - to much dmg on normal heavy and on combos
    - stamina management is completly wrong
    - and many other problems

    Shinobi
    - ranged gb should grab if you are in an attack animation
    - but so far shinobi is fine
    - a very squishi assassin
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  3. #3
    [QUOTE]Orochi
    - his dodge attacks are fine, just don't spam them randomly [QUOTE]

    They are badly broken (I think since they changed stance). I use gamepad on PC and every 3rd dodge attack fails and Orochi just "shakes his shoulder" and does nothing and you get rekt cause of that fail move. It needs to be fixed!

    Totally with Deathdrawns statement on this one.
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  4. #4
    Personally there seems to be a bit of debate going on here, so I'll do my personal best to provide another opinion.

    Warden
    -Vortex isn't that strong, you can safely anticipate it every single time and never get hit by it. Just dodge right when they do and even if they cancel into a guard break you'll be out of range. No matter your character.
    -Zone is good, it's not powerful enough to kill you at the low health regen point, and it is punishable by gb if he is blocked. It's a high risk-high reward move that adds a different direction to his offense.

    Conq
    -Definitely needs something more. Shield spam and full block feint spamming shouldn't be a thing.
    -No more free gb on blocking a heavy, it negates the need to parry as you'll be completely safe
    -Needs to take some small amount of damage on block. In the next patch, superior block takes NO block damage, negating an entire stat and the whole defense meta change that's happening.

    Valkyrie
    -Relies a bit too heavily on light attacks, making her a weird one. She's fast but not very strong.
    -Has moves in her kit that are worthless. There's no reason to deflect when you can parry and get pretty much the same reward for less risk.

    PK
    -Zone needs less damage or less speed. It's too fast to ever let your guard change from the right side against one unless they attack from a different angle.
    -Spam with sharpen blades (or whatever the bleed feat is) is obnoxious and ridiculously strong unless you have lots of debuff resistance. Make this feat in general not apply bleed on block.

    Orochi
    -Only has two moves that are viable. Only needs two moves to be viable. This is a problem as he's technically still a powerful character but with barely any tools.
    -Storm rush needs to be faster, but only barely.
    -Side lights might need to be 50ms faster. Not enough to be on par with top lights, but fast enough to actually be used.

    Shugoki
    -Trades damage very effectively, but is easily punished if he even tries to go aggressive for an instant.
    -A smart shugoki will crush you by never attacking first. A dumb one will die every time by attacking first. Turtle is the way to win.
    -One hit kill hug shouldn't be a thing. Maybe make it do double damage instead? That's a lot (like 70 damage) but not an instant win off of one smart parry or gb.

    Nobushi
    -Only strong because of unlock tech zones. Damage on this also needs a 5 point nerf. It's just a bit too strong of a move.
    -Dodge light attacks need to continue to move in that direction as she winds up. Sometimes you still end up hit by an attack since she stops dodging very early in the attack.

    Lawbringer
    -Easily punished for being aggressive, but punishes hard against aggressors.
    -Block on shove negates the need for risky parries but technically guarantees nothing. Makes him generally a very slow and turtle-y character.

    Centurion
    -Far too much damage when near walls. If your opponent is positioned correctly, you can trap them with heavies and non-charged punches.
    -Fully charged heavy combo on light parry (this is not changing in the patch) which is absurdly strong.
    -Zone attack SHOULD NOT KILL AT BASE REGEN HP. It does like 30 damage on each swing, which is hilariously powerful. I'm not absolutely certain, but I believe the first hit of the zone is guaranteed after a kick, meaning getting hit by it at base regen hp is a death sentence.
    -Hopefully after this patch's changes he won't be as devastating in 4v4. We'll see. Otherwise, his fully charged punch needs to be reworked.

    Shinobi
    -Personally, I think he's in a good spot. Very little way to predict his attacks, but one good parry takes away roughly 50-60% of his hp, meaning you only need two punishes to kill a shinobi.


    And that's all I've got! However, Gladiator's toe stab is going to be abused heavily, I guarantee it. Especially since it tracks backward dodges so much.
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