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  1. #131
    Originally Posted by bigboyburnell Go to original post
    I think that glads attacks should little more difficult to doge for compensate for his absurdly short (but balanced) guard that doesn't last long.
    I don't know if its just me but when an other player (happens 95% of the time with AI) attacks me I dodge to the side to do the shield punch but my opponents attacks still hits me even though I dodged???
    Yes, I have the same. In newest Warriors Den they have mentioned that Gladiator's dodge is bugged and it is getting fix.
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  2. #132
    Just adding to the various points made before. I apologise in advance if any of the points below were made by others, as I did not read every single page of the thread.

    Gladiator is a very strong character: mainly due to the speed, and the feint game/mix-ups. He is one of the more viable characters in the game, but I don't think he is OP actually. With time, people will manage to deal with him better, I feel.

    The much-complained-about zone is strong, but in practice not any better than Warlord/Warden/Orochi/PK. You see, the punch comes in fast and is unblockable, so if you're in range you basically eat the damage. But if you read your opponent and dodge, than blocking or parrying the actual trident hit is pretty doable (and I play on console). I find that although it is fast, it is reactable (though granted it is not easy). When looking at Warlord/Warden/Orochi/PK zones, those are just as hard to react to (if not a little harder on console), so you eat up the damage anyway: it doesn't matter that those are "blockable", you still need to pretty much guess when they're coming (on console at least). So is it a high-tier zone? Definitely. OP? Only as far as Warlord/Warden/Orochi/PK are OP or not.

    Some good design choices (IMO):
    - the heavy following the punches is not guaranteed, and there is no option for an immediate light follow up. An obvious one on the heavy, but a good choice not to have a light for guaranteed damaged (like after Cent's melee attacks).
    - the dodge stabs are unsafe on block: in line with other assassins, but a good choice anyway
    - the skewer after deflect is not guaranteed. The skewer is a powerful move, possibly too good as guaranteed folow-up from a deflect. This is a good choice but makes the deflect uninteresting for this character (more on that below).
    - the skewer is only triggered in a chain: excellent choice; this means that the wall-splat/stun game of the Glad is not OP. If he could charge the move out of nothing, it would be Centurion wall carnage all over again.
    - Out-of-stamina punish from the toe-stab knock-over: you only get one guaranteed heavy, whereas you get two from a parry, and one light/one heavy from side or back throws. Again, very good choice: the out-of-stam mix ups leading to the toe stab are very viable, but the punish damage is actually less than a parry which is a mistake the out-of-stam player needs to make him/herself. Well done there, devs.

    Some things that could actually improve for the character (I'm gonna get some hate here for sure, but hey...):
    - the parry counter: that takes a little more skill/timing than a regular parry, but you get less from it. The regular parry gives you either a guard break to heavy, of a dash-light attack (for the longer range parry); the parry counter gives a blockable/parriable heavy. Now, it does yield the stamina punish as a trade off, so that's maybe the design here: to choose between stamina punish or damage. If so, that isn't a bad choice per se, but most players will opt to go for damage most of the time. I feel like it would be good to have another option for smaller but guaranteed damage, my suggestion is to (in addition to the heavy option) quickly hit the guard break for a toe stab, or to add a guaranteed light with recovery (so it cannot be chained). But, as it is, it isn't completely useless, only quite situational.
    - the deflect. As I mentioned above, the fact the skewer after deflect is not guaranteed is a good choice and should stay that way. But, even more so than the parry counter, given the risk of a deflect the benefit is too small, in this case. To point that I, and possibly most other Glad players, will outright avoiding deflecting. Now, given that the guard time is so short, I feel like the character as intended to deflect: but the option is just too risky for the reward. Is it completely and utterly useless? Again, no: it can lead to mix-ups and mind games, but that is way too sophisticated for the risk (I do it anyway lol, but get punished often too). For the deflect, more so than the parry counter, I feel like there should be a guaranteed low-damage option. My suggestion is the same: either press guard break for a toe stab, or light for an unchainable light. The key is to guarantee a little bit of damage (15 or so) and reset the fight back to neutral.

    Other than that: a beautifully designed, very unique-feeling character. Superb job on the move set, animation, voice lines and look.

    For a change, thank you Ubisoft, we know you are listening. Keep it up!
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  3. #133
    Just adding to the various points made before. I apologise in advance if any of the points below were made by others, as I did not read every single page of the thread.

    Gladiator is a very strong character: mainly due to the speed, and the feint game/mix-ups. He is one of the more viable characters in the game, but I don't think he is OP actually. With time, people will manage to deal with him better, I feel.

    The much-complained-about zone is strong, but in practice not any better than Warlord/Warden/Orochi/PK. You see, the punch comes in fast and is unblockable, so if you're in range you basically eat the damage. But if you read your opponent and dodge, than blocking or parrying the actual trident hit is pretty doable (and I play on console). I find that although it is fast, it is reactable (though granted it is not easy). When looking at Warlord/Warden/Orochi/PK zones, those are just as hard to react to (if not a little harder on console), so you eat up the damage anyway: it doesn't matter that those are "blockable", you still need to pretty much guess when they're coming (on console at least). So is it a high-tier zone? Definitely. OP? Only as far as Warlord/Warden/Orochi/PK are OP or not.

    Some good design choices (IMO):
    - the heavy following the punches is not guaranteed, and there is no option for an immediate light follow up. An obvious one on the heavy, but a good choice not to have a light for guaranteed damaged (like after Cent's melee attacks).
    - the dodge stabs are unsafe on block: in line with other assassins, but a good choice anyway
    - the skewer after deflect is not guaranteed. The skewer is a powerful move, possibly too good as guaranteed folow-up from a deflect. This is a good choice but makes the deflect uninteresting for this character (more on that below).
    - the skewer is only triggered in a chain: excellent choice; this means that the wall-splat/stun game of the Glad is not OP. If he could charge the move out of nothing, it would be Centurion wall carnage all over again.
    - Out-of-stamina punish from the toe-stab knock-over: you only get one guaranteed heavy, whereas you get two from a parry, and one light/one heavy from side or back throws. Again, very good choice: the out-of-stam mix ups leading to the toe stab are very viable, but the punish damage is actually less than a parry which is a mistake the out-of-stam player needs to make him/herself. Well done there, devs.

    Some things that could actually improve for the character (I'm gonna get some hate here for sure, but hey...):
    - the parry counter: that takes a little more skill/timing than a regular parry, but you get less from it. The regular parry gives you either a guard break to heavy, of a dash-light attack (for the longer range parry); the parry counter gives a blockable/parriable heavy. Now, it does yield the stamina punish as a trade off, so that's maybe the design here: to choose between stamina punish or damage. If so, that isn't a bad choice per se, but most players will opt to go for damage most of the time. I feel like it would be good to have another option for smaller but guaranteed damage, my suggestion is to (in addition to the heavy option) quickly hit the guard break for a toe stab, or to add a guaranteed light with recovery (so it cannot be chained). But, as it is, it isn't completely useless, only quite situational.
    - the deflect. As I mentioned above, the fact the skewer after deflect is not guaranteed is a good choice and should stay that way. But, even more so than the parry counter, given the risk of a deflect the benefit is too small, in this case. To point that I, and possibly most other Glad players, will outright avoiding deflecting. Now, given that the guard time is so short, I feel like the character as intended to deflect: but the option is just too risky for the reward. Is it completely and utterly useless? Again, no: it can lead to mix-ups and mind games, but that is way too sophisticated for the risk (I do it anyway lol, but get punished often too). For the deflect, more so than the parry counter, I feel like there should be a guaranteed low-damage option. My suggestion is the same: either press guard break for a toe stab, or light for an unchainable light. The key is to guarantee a little bit of damage (15 or so) and reset the fight back to neutral.

    Other than that: a beautifully designed, very unique-feeling character. Superb job on the move set, animation, voice lines and look.

    For a change, thank you Ubisoft, we know you are listening. Keep it up!
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  4. #134

    buff gladiator block defense

    the gladiators block defense should not be like the peace keepers defense plus his block goes away much faster than the peace keepers and he isnt as fast no can he side jump as far as the peace keeper his block is almost non existent please fix his block timer make it normal like everyone elses the shinobi is more of an assassin then the gladiator and ye the shin has a normal block like all the others im only asking to fix his block defense make it normal like the others warden and the rest because his block timer goes way to fast much faster than the peace keepers and he doesnt has as much movement speed or reach as her
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  5. #135
    Wow, thats really good news thanks!
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  6. #136
    A.re.s's Avatar Junior Member
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    Feb 2017
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    22
    Hello. It seems to me or at the Gladiator indicator stand goes out much faster than the rest of the killers? I conducted a small study of the rate of change of the rack for other fighters and received the following results:
    a) Berserk - 00: 01.10
    b) Shinobi - 00: 00.51
    c) Peacekeeper - 00: 00.98
    d) Orochi - 00: 00.98
    e) The Gladiator - 00: 00.41
    Therefore, in the mass battles, the gladiator looks very weak. If it is attacked by several opponents at the same time, the indicator of the rack has time to go out before you block the enemy's attack. Maybe I'm wrong, Maybe I need to raise the level of reaction, but it seems a little unrealistic.
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  7. #137
    Originally Posted by A.re.s Go to original post
    Hello. It seems to me or at the Gladiator indicator stand goes out much faster than the rest of the killers? I conducted a small study of the rate of change of the rack for other fighters and received the following results:
    a) Berserk - 00: 01.10
    b) Shinobi - 00: 00.51
    c) Peacekeeper - 00: 00.98
    d) Orochi - 00: 00.98
    e) The Gladiator - 00: 00.41
    Therefore, in the mass battles, the gladiator looks very weak. If it is attacked by several opponents at the same time, the indicator of the rack has time to go out before you block the enemy's attack. Maybe I'm wrong, Maybe I need to raise the level of reaction, but it seems a little unrealistic.
    Im not telling ur study is wrong but until now the biggest problem with guard reflex isnt the amount of time it stands but a bug that prevents you from block successful attacks in different directions.
    Devs said it will be fixed soon, lets believe and wait...
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  8. #138
    Originally Posted by A.re.s Go to original post
    Hello. It seems to me or at the Gladiator indicator stand goes out much faster than the rest of the killers? I conducted a small study of the rate of change of the rack for other fighters and received the following results:
    a) Berserk - 00: 01.10
    b) Shinobi - 00: 00.51
    c) Peacekeeper - 00: 00.98
    d) Orochi - 00: 00.98
    e) The Gladiator - 00: 00.41
    Therefore, in the mass battles, the gladiator looks very weak. If it is attacked by several opponents at the same time, the indicator of the rack has time to go out before you block the enemy's attack. Maybe I'm wrong, Maybe I need to raise the level of reaction, but it seems a little unrealistic.
    Yes it looks very weak in 4v4. Even in duel when you start blocking heavy attack your indicator will go empty and heavy attack will strike you.
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  9. #139
    I think Gladiators biggest issue is how easy he is to play. Nothing that effective should be so easy, literally my 10 year old cousin without hands can play that class to its full potential.
     1 people found this helpful
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  10. #140
    Originally Posted by BTTrinity Go to original post
    I think Gladiators biggest issue is how easy he is to play. Nothing that effective should be so easy, literally my 10 year old cousin without hands can play that class to its full potential.
    I really doubt that.
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