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  1. #1

    Peacekeeper rework?

    I'm still reading people complaining about the Peacekeeper both here and on the Reddit board, I'm kind of not happy with where she is either so I've been thinking about it some. I am in no way experienced in game balance nor a high level player, but if there were to be a rework, this is kind of what I would want to be pushing for.

    Her lights

    These need a nerf in some way, the devs seem stuck with the Fast part of her makeup, her movement speed is fast, her dodges and punishing whiffs are fast, her lights can stand to be slowed to around the same level as the next person down. I have said it often over the orochi and how people use him, I do not think counter attackers should have hugely safe openers.

    If they are stuck on the speed and want that then the other thing to look at is the damage, either with a direct damage nerf or with something like making the second attack a bleed attack, people get annoyed with bleed but here is the thing, bleed has a cap, make the second attack a bleed and suddenly spam hits the point where every other attack is doing very minimal damage.

    Zone attack

    Make this around the orochi speed, still fast for a surprise attack, it is currently stamina intensive enough you can either zone or go into lights, one or the other.

    Dodge

    I think her dodge is fine in regular state, she is a closer, she can dictate the distance, I think this is a fair part of her, especially as so much of her none light-light comes off of it. Out of stamina it needs to take enough of a nerf she can't just laugh at the new more punishing out of stamina state in the works.

    Her kit

    At the same time as slowing the lights or reducing the damage of them, I would want to see her side dodge damage and the total triple stab damage (with the rearranged damage values so that while stab stab wallsplat dodge deep gouge is still the best option, it doesn't have such a large gap over triple stab) return to pre-nerfed values. These are her counter attacking kit, they might need further reworking, either up or down depending on how the speed or damage on lights affects her, after but this is where the bulk of her reward should be. Also a small buff to the light soft cancel off of the heavy, the cancel is a good parry bait and punish but right now it does underwhelming damage to the point you are not going to look for that over other options.

    So thoughts? Any other ideas? I still want her to be strong (I main her, of course I do) and I still want others to be buffed up to her level as opposed to nerfs all around, but I want it to be more because of the counter attacking rather than her speed giving her the ability to stand in front of you and overwhelm you with lights and the main issue I have with what the devs have done is they have nerfed everything except her light-light, she can't chain them as fluidly but it is still one of the strongest parts of her.
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  2. #2
    Lyskir's Avatar Senior Member
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    trying to make her skill cap higher and the light spam cheese weaker



    agree
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  3. #3
    After putting in some good time with her these would be the suggested tweaks i'd make: (you should be familiar with them but i'm fine with posting them to the world now)

    ~Increase her soft feint gouge damage via more bleed ticks. If she lands the gouge when her target is already bleeding it slightly increases the damage of every tick but they ticks happen faster allowing for quick burst damage. But also preventing from keeping someone's health from regening from extended periods of time.

    ~Fix the problem of time snap removal removing her soft feint into GB mid combo.

    ~bring the damage of her side dash attacks back to pre nerf. they were never a problem.

    ~If her first light connects the second light is slower. If her first light misses her second comes faster. Feinting the heavy in that combo now costs more stamina to prevent looping of light light spam.

    ~If PK's zone is blocked she temp can't dash. This gives the chance for someone to GB her but not guaranteed. That way someone can potentially be rewarded for making a good read but it's not guaranteed. Clearly this also means some heros who have fast enough attacks can attempt that either as sort of a mind game against PK. "will they attempt a GB or should I be looking for an attack?" This would be proper punishment against PK as well. But with a chance to escape if she makes the right read on what her opponent will attempt to punish her with.
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  4. #4
    The only thing she ever needed nerfed was the speed at which she attacks (especially on console). It is unreactable.

    Instead I think the devs nerfed everything but the speed of her light spam/ZA.

    I honestly wish I could sit them down in front of my ps4pro plugged into a 1ms pc monitor here in Australia, and film them just getting totally wailed on by unreactable light spam.

    Maybe they should just wait till servers are in, and do a full balance pass of the game in terms of how reactable everything is ( including my main shinobi), and consider seperate balance in terms of attack speed between console/pc.

    If all the light spammer classes become weak just buff them in other areas, damage/health etc..
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  5. #5
    PK is fine, nothing to see here. Move along, move along.

    (definitely not a PK main)

    EDIT: Now that I've read through this a bit more, I realize you're actually suggesting quite a few buffs. More side dodge damage ftw
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  6. #6
    Alustar.exe's Avatar Banned
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    I can get behind these changes, I feel that she should be bumped up in the "skill" department of her kit instead of keeping light spam viable.
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  7. #7
    Originally Posted by Knight_Raime Go to original post
    After putting in some good time with her these would be the suggested tweaks i'd make: (you should be familiar with them but i'm fine with posting them to the world now)

    ~Increase her soft feint gouge damage via more bleed ticks. If she lands the gouge when her target is already bleeding it slightly increases the damage of every tick but they ticks happen faster allowing for quick burst damage. But also preventing from keeping someone's health from regening from extended periods of time.

    ~Fix the problem of time snap removal removing her soft feint into GB mid combo.

    ~bring the damage of her side dash attacks back to pre nerf. they were never a problem.

    ~If her first light connects the second light is slower. If her first light misses her second comes faster. Feinting the heavy in that combo now costs more stamina to prevent looping of light light spam.

    ~If PK's zone is blocked she temp can't dash. This gives the chance for someone to GB her but not guaranteed. That way someone can potentially be rewarded for making a good read but it's not guaranteed. Clearly this also means some heros who have fast enough attacks can attempt that either as sort of a mind game against PK. "will they attempt a GB or should I be looking for an attack?" This would be proper punishment against PK as well. But with a chance to escape if she makes the right read on what her opponent will attempt to punish her with.
    Yeah I remember those ideas and like them, I felt if others wanted to weigh in I shouldn't present their ideas as mine first (though I confess the second light as bleed was someone else's ages ago, can't remember whose).

    Originally Posted by Sneaky-Patches Go to original post
    The only thing she ever needed nerfed was the speed at which she attacks (especially on console). It is unreactable.

    Instead I think the devs nerfed everything but the speed of her light spam/ZA.
    That is what a whole bunch of us have been saying since the nerf to dodge attacks, that the community is going on and on about lights and zone and this is doing nothing but taking away a viable alternative to lights and zone.

    Originally Posted by DoctorMcBatman Go to original post
    PK is fine, nothing to see here. Move along, move along.

    (definitely not a PK main)

    EDIT: Now that I've read through this a bit more, I realize you're actually suggesting quite a few buffs. More side dodge damage ftw
    I tried structuring my post in different ways as what I want is a rework, some up, some down, I felt if I started with buffs, I would lose more people for the opposite reason you reacted and I wouldn't get them back. I am very much a peacekeeeper main, sword and dagger dual wield is my thing, then add assassin and knight and the fact they actually fit together, it is like all my childhood playfighting rolled into one character, she was mine before I knew anything about tiers. She was the reason I bought the game in February and honestly would have been my main even if she had been trash tier, but what I am after is as Lyskir and Alustar said, for the bits of her kit that actually take skill and timing being more effective than standing there and throwing lights.
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  8. #8
    UbiNoty's Avatar Community Manager
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    I'm not entirely sure where we currently stand with PK balance changes for any time in the near future, especially since she's been mostly solidly in the middle in terms of power.
    But ideas to push her kit to a better place instead of forever being stuck as the icon of light-attack spam are always appreciated.

    I'm sure UbiJurassic will want to leave some more insightful feedback to add since he's a PK main.
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  9. #9
    Originally Posted by UbiNoty Go to original post
    But ideas to push her kit to a better place instead of forever being stuck as the icon of light-attack spam are always appreciated.
    That's pretty much my hope in getting conversation going since as I said I am hardly experienced in balancing. I am not looking for her to change place in terms of tier, the aim is getting her to be just as good in the hands of a good player for a different, and hopefully less toxic, reason which is where a huge chunk of my early posts went into trying to achieve back when a good number of her mains were shouting git gud lol.
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  10. #10
    Im up for everything that will make pk's stop to just


    light > heavy feint into light > zone cancelled > light > heavy feint into zone > light.



    Not to mention the fact that pure light spam works pretty well even against good players, at least if we consider risk = reward. Spamming lights is low risk.
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