🛈 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

    Improvements: Nobushi

    Top light attack:
    • Make her top light attack the same speed as her side light attacks.



    Hidden Stance:
    • Decrease the stamina cost. She can only perform this about 5 times before she's completely drained of stamina. That's pretty ridiculous for a move where she's only lifting 1 one leg and repositioning her arms. Not attacking, not charging.... Just posing. Many warriors in this game have attack chains that last longer (and exert more effort) than this move. Allowing her the ability to perform about 8 or 9 of these in a stamina bar would be more reasonable.

    • Increase follow-up attack speed a bit ((debatable)). Against some hero's (mostly assassin's) this move is useless because there second chain attacks land before her follow-up attacks will. Not sure if that was the design or not but as I've stated before, it makes the move useless against them.




    Swift Recoil:
    •Make swift recoil a follow-up option after successfully counter guard breaking an opponent. This will allow her to reset distance in those close range situations IF she manages to get the CGB, adding to her versatile retreats skill set.

    • Follow-up attacks after a successful swift recoil has been performed. Currently, there are recovery frames at the end of swift recoil and the only things that can cancel these recovery frames are dodges (I think) and hidden stance. Having the option to follow up swift recoil with counter attacks such as a light attack, heavy attack, or dodge attack that can lead into chains (assuming it lands) would be helpful.



    Kick:
    • Hyper armor on the kick. I've wanted to see this change since before Shinobi. In the current state, Not only can Nobushi's kick be dodged (which is fine) but she can also be knocked out of it mid-kick by attacks, charges, shoves, and kicks from other warriors which I don't think is fair. Warriors that choose to attack her during the kick should still get damage on her from their attack, but they should also be punished for their decision by taking the kick.

    • Longer recovery frames on missed kicks. In the current state, Nobushi is able to whiff her kick and go straight into another attack. This paired with my previous improvement idea (hyper armor on kick) would definitely cause this move to become overpowered. So to prevent this, increasing the recovery frames on a missed kick would be an even trade off. Opponents that correctly guess and dodge her kick should be rewarded with free damage (i.e. guard break, light attack, heavy attack, etc.)



    These are just a few of my ideas. I am open to any critiques that other people may have on this topic and I hope that you all at Ubisoft will consider my ideas!
     2 people found this helpful
    Share this post

  2. #2
    UbiNoty's Avatar Community Manager
    Join Date
    Nov 2016
    Posts
    6,712
    Hi BeingRay! Thanks for the feedback and suggestions! We're in the process of trying to do some balancing to heroes to catch them up with the def meta and S3 changes currently, so I'll pass it along to the balance team!
     1 people found this helpful
    Share this post

  3. #3
    Originally Posted by UbiNoty Go to original post
    Hi BeingRay! Thanks for the feedback and suggestions! We're in the process of trying to do some balancing to heroes to catch them up with the def meta and S3 changes currently, so I'll pass it along to the balance team!
    can you guys also increase the stamina drain for people who spam cancels on zones because the pk and nobushi just cheese you when they apply bleed.
    Share this post

  4. #4
    i would personally like to see the move cancel-able everything else i fully agree
    Share this post

  5. #5
    Originally Posted by PLUR-Police Go to original post
    i would personally like to see the move cancel-able everything else i fully agree
    Which move?
    Share this post