Hails and salutations, weebs, papists and the glorious Norsemen. I love For Honor, from concept to execution, this game deserves to succeed. Having said that, there are a couple issues that remain particularly irksome to a player like myself, so I’ve decided to compile my suggestions here, for all the good it could potentially do. Let it be known that this is of course wholly opinion, so any other inputs would be most welcome. Having been a dedicated player since the open beta, and amassing over sixty total reputation with between every character (except Peacekeeper lol) I’d like to think my opinion is somewhat relevant, at least informed. And coming from a background of mainly fighting and action games, I’m versed in the concepts of balance and matchups, so I’m approaching For Honor with that mentality. Without further ado, let us begin the meat of what I’d like to see tweaked and added going forward.
Meta Balance: I’d like to begin with an overall change to fundamental way the game is currently played. For the longest time we’ve been saturated with complaints of the “Turtle Meta,” players shelling up defensively and merely counterattacking. The usual example of this was my boy Warlord, due to excellent defensive options and decent offense as well. Yet consistently in the same breath I’ll hear whining about his headbutt, despite being the answer to a Turtle, being punishable, and giving laughable damage.
What I’ve long considered to be a much more aggravating style of play is what I refer to as the “Hare Meta,” player who pick assassins for 1v1’s, then backdash into backdash, into side dash into backdash, into backdash. When you inevitably launch any sort of dash attack after them, they’ll dodge attack, get off a quick light, and then it’s back to chasing their backdash. When using heavies it’s basically a lost cause trying to chase, and slower vanguards struggle to keep up as well. Because why wait to react when you can just put enough distance between yourself and your opponent to attack at your own leisure.
This is far and away the most pressing issue I’d like to see addressed. The speed debuff in 1v1’s isn’t terribly helpful (never noticed it), and spending three minutes chasing the last Peacekeeper that wants to keep their positive K/D ratio is boring. I have two ideas, one of which I’d prefer;
Nerf Assassin Health: Personally, I think a heavy out of guard break should do one pip of health no matter your character, or who you’re hitting. This is mainly to promote executions, since they’re cool, fun, and useful mid-match. At the very least, any assassin character hit flush with any heavy out of grab should be dead. The whole point of the archetype is that they trade armor for speed, but my top heavy doesn’t kill an assassin, I’ve gotta run them down some more, and the Hare Meta takes over. Either this OR…
Nerf Assassin Dodge Invincibility: when dodging, each hero has a certain amount of frames they’re invincible. I’ve not tested this precisely, though I’d wager Assassins have more I-frames than the rest of the cast. Too many times have I had someone cornered only for them to dodge back into a wall and a box and evade my attack, somehow. Making them more susceptible to the physical hitbox of a sword would reduce the ease of evasion they always possess, though let me reiterate I’d prefer merely lowering their armor, since that’d fit better with their archetype.
Hero Balance: I’d say overall each hero is potentially viable, though we have some that stand out in certain modes, and a few who’ll cause problems no matter what you’re doing. Rather than nerf and destroy potential fun to be had with hero X, I propose buffing Y and Z, besides a certain walking cutscene however. To start with heroes I feel are lacking.
Buffs:
Conqueror: Great defensively, an apt choice for holding a point until your team can re enforce. Sadly, without a ledge, he’s simply too slow to cause consistent, serious damage to most characters, with extremely predictable moves. I propose adding the ability to shield bash out of heavy attack startup, like Valkyrie, and being able to charge his flail mid combo, like Highlander with his unblockable stance. Both these characters already have many more moves than Conqueror, and I think these new options would greatly increase his mixup potential, and overall performance.
Kensei: Probably my second favorite character, best girl, and overall a blast to play. Unfortunately, with most low tier heroes, her openers are predictable, and most are easily parryable. I suggest making the first hit of her zone attack hit in front, as well as to the side. It’s still slow, but would allow a surprise zone to be used like a warden, or make trades semi-useful. Now that unlocking doesn’t change the angle of attack, her zone is basically relegated to anti-minion use. She also needs to kill assassins at one bar with a heavy, but this is the same for everybody, and my recurring request. She’s been slept on this whole game, let her blade dance like a petal in snow.
Warlord: Somewhat of a surprise to the uninitiated, but especially after his recent violation at the hands of the last update I think the pendulum of balance should swing back a bit to make him mid tier. Where the parry counter used to give a guaranteed heavy if you were smart enough to bait high or right, now he can simply throw out his unsafe heavy, wee. Though I’d like to see his old counter back, I’m willing to play with the new one, but he needs more stamina. He can be slower and weaker, but he needs more stamina. Assuming you expect a good player to parry you even after a parry counter (or just dodge, Hare Meta I’m telling you,) you cancel and grab. Parry, counter, heavy, feint, guard break, and finally top heavy is a lot of work, 60% of your stamina, and way too much effort to land one top heavy, which won’t even kill an assassin at one bar. If you feint one heavy, then let one go and get parried, you’re out of stamina. And against Gladiator or Centurion, this is a death sentence. Give the man better cardio.
Berserker: Whilst being able to dance circles around players who make mistakes, and full of nuance that makes him unique, against a serious Lawbringer main I don’t see this as any better than 3-7 for Berserker. His problems stem from unsafe starters, and unsafe linkers. He’s in a weird spot I think, right on the cusp of being “meh” and good. I’d recommend either a slight stamina pool increase, or doing maybe doing a half a pip of damage after a guard break attempt, like how he does a half pip during a throw. I don’t think this would be game breaking, since light also beat grab, you’d still have a way to shut down what would be guaranteed damage. Maybe reducing damage relative to how many attacks into a combo he is. I’m really just spitballing here, so I’d be most welcoming for any other ideas.
Gladiator: Totally fine in terms of his moves, he needs a buff to his Bola Ball ability. Centurion throws a gladius at light speed that does damage and pins, the Bolas seem to consistently hone in on the walls behind your enemy. I was really looking forward to using a Retiarius with the net, and was indeed mildly disappointed to find another punching character. Buff the width of the Bolas, so I can actually hit someone moving at an angle more than five degrees to the side.
Highlander: In the same vein as the last couple, I think the only thing really holding back Highlander is inability to do five pommel strikes in a row without losing his breath. Even despite his pathetic speed on most of his moves if his opener that’s actually fast was worth using any more it might be. But as it stands comboing into unblockable stance is a serious waste unless you’re doing his heavy or kick/grab. Seriously, a pommel poke doesn’t take up 95% of the energy that an unblockable sword blow does, and this should be reflected in game I feel. Overall stamina increase, and a great reduction on light attacks stamina cost from unblockable stance.
Nerfs:
Assassins: I firmly believe the issue with assassins is the state of the game as a whole, and not their individual playstyles. Though let it be known if I get my way Berserker will likely need an armor buff. My only problem, besides how many there seems to be (nearly half the cast), is their ability to get away from engagements so easily. Please, I implore thee, for the good of humanity and the game, increase their damage taken from heavy attacks, or if not, make them slower. This is the last time I’ll ask in this post I swear.
Centurion: Ah, at last, the black sheep. The aneurysm behind a mask. The Caped Cutscene. Despite being fun and rewarding, it’s very apparent if this game had a tier list, Centurion would occupy the only S slot, a league his own currently. Most of this stems from his ability to do roughly eighty percent off a wall throw, and the power of pinning. A single missed heavy parry means you’re losing half your health, rather you like it or not. To counter pinning, maybe add a single frame for dodging to the opposite side of his fist when the punch comes after? As for his other strongest ability, kick, part of the problem is the ability to speedily heavy attack after a missed kick, keeping it safe-ish. Much like how you can’t stab after a headbutt, I think a missed kick should be the end of that combo string, and a guaranteed grab for your enemy. In addition, similar to Warden’s shoulder bash, Centurion’s kick should be able to be grabbed out of startup. Merely increase the startup a few frames and the guy practically balances himself. Finally, reducing his stamina pool to something similar to his total health would greatly cut down on the consistent pressure he applies to tired opponents, who oh-so-rarely live to see their stamina recharge.
Game Modes: Woefully underdeveloped, I’d say we’re overdue for a new game type to add variance to the game. Evidently we were to have a capture-the-flag mode that has yet to surface, though I suppose based off the article I read the person either had their information wrong, it’s been delayed or else they were a deliberate charlatan. Nonetheless, there are several playlists that can be added with only slight tweaks to the current game.
Free For All: A staple of random violence and chaotic fun, it’d be a glorious clustermuck of killstealing and backstabbing. Definitely at least four people required, though with very small adjustments I bet at least six people could have a good Free For All game, let alone trying a full lobby of eight.
Juggernaut/Last Man Standing: I’m basically lifting the concept from Halo here, but it’s 3v1, with the Juggernaut having increased armor/attack, whoever kills the Juggernaut inherits the title and gets bonus points, once time’s up whoever had the most kills as Juggernaut wins.
Battle Royale: Whilst 4v4 is possible, you either need good players or communication to ensure you’re always making the most of your numbers, on account of the sheer scale of most maps. What I desire are 4v4’s in Brawl/Duel sized arenas, where the combat is as intense as it is focused. Either have respawns come through via extra spawn invincibility, or have it based off rounds a la elimination.
Siege/War: Essentially just take the campaign missions involving breaking through a castle or defending one and make it a multiplayer mode. It’ll give us the opportunity to see large scale battles, including archers, Captains, and other units usually not included in Dominion, as well as hopefully letting assets like the elephant/wolves see use outside of single player. Spawns would be handled like in Battlefield, a finite amount of attackers to break through and take the castle walls. Secondary objectives would secure entrance to the castle and provide reinforcements, and inherent defenses like ballistas and bombs would provide an advantage to the guarding team. Having one overarching purpose for playing will streamline gameplay, and keep some group of knuckleheads from just sitting on your point all game and getting outscored, like in Dominion. I’m very much aware a mode such as this would take quite a bit of time and effort to make, but would be infinitely worth it in terms of reception. As for the other few, I see no reason why these couldn’t be added within a couple weeks.
Executions: Warden must be able to end his enemies rightly. Have him trip up the opponent, unscrew his pommel, and as they’re trying to get up and run, they get pelted in the dome with a pommel, another which Warden hastily screws on after a quick fist pump. The specifics of the executions are subject to change, but Warden deserves such a noble kill. This is the only one I need.
Other Features: Despite having several attributes similar to fighting games, For Honor only recently added winning with more health after timeout. Whilst this puts the game in a better direction, a few crucial features have yet to manifest. Namely-controlling a bot in training mode. Other fighters have the ability to change bot behavior, blocking, grab breaking, or recording a combo for playback. This is a fundamental characteristic of fighters, and a robust lab system encourages players to improve their game as well as facilitate it, and is an necessity for scientific players to thrive. Another idea would be a handful of trials for each hero to familiarize the player, essentially prompts from the how to play that clear to the next move once the player inputs the right attack.
Bowling Minigame: Please only make this if you do everything else on the list, or if a programmer wants a bonus over a vacation or something. Basically extend the ledges at point C of Overwatch so it’s a single cliff in the midst of three ledges, drop ten captains in the formation of pins, and have four Shugokis rotate between who can charge the most off the edges. It’d be fun and a good dig at Tekken I think.
Conclusion: That’s everything that comes to mind at the moment. Did I miss anything? Any suggestions? I hope my ideas are at least taken into consideration, and hopefully I’ve provided something valuable to the evolution of For Honor.
P.S. please calm down this season Knights whew
TL;DR: Nerf Hare Meta, add robust training mode, add game modes, tweak a few heroes