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  1. #1

    The problem of balance in the game.

    Hey lads.

    I feel like the problem of balance in the game is mostly a speed / health / damage gap that is not really clear between the different roles.

    As, let's say, a warden, I don't feel much difference with an assassin in term of damage output, except the assassin is much faster and can punish me more than me.
    The tanks don't feel immensely tanky (except maybe the Shugoki) when, let's say, an orochi deals so much damage in such speed, if I don't block the first hit, I feel like I just lost the duel.

    I liked a lot the fact that the Gladiator can't block permanently, and has to refresh the blocking : All reflexes, which does not let any place for a defensive strategy. I feel like all assassins should be like that, which would make a clear difference with other classes.

    Speed usually wins against anything in all universes, including ours. As a gladiator player, I feel like speed has not been balanced at all when I fight, let's say, an orochi. I simply can't attack more than once, the enemy orochi will simply dodge after the first hit, even if he took it, and punish me with a dodge + attack. Problem being, the Orochi actually deals much more damage and can use unblockable light attacks after the dodge + hit.

    Tanks are mostly about parrying, ignoring a hit, in short terms, anticipating and punishing. But I feel like some other characters, lighter, can punish as much as a tank with greater damage dealt.

    I feel like playing unequally against some characters that have much more possibilities than me. That said, all characters have their goods and bads, and it is normal in a competitive game that some classes predate on others. On the other hand, there is a limit to unequality, as there is a reason why so many players play orochi in tournament duel : Because it simply overpowers most tanks in punishing, most vanguards in term of damage and speed, and even other assassins as a first hit is dodgeable. Orochi players rarely have to even block or parry against a fast enemy : They'll just dodge and punish the next step of the attack.

    A clear difference between the roles would, I believe, create more possibilities while reducing the unbalance. Faints are great, but again, speed beats everything, even faints. Give speed counter-attacks, and try to balance it with damage output and health, and you have the current state of the game.

    What do you think about it? Am I wrong, and why? I try my best to progress as much as possible in a game I love, but sometimes, it just feels like raw injustice.
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  2. #2
    Obviously don't know how to counter dodges. If you have so much trouble against opponents' dodge attacks, you can either bait the dodge then guardbreak, or bait the dodge attack and parry.
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