🛈 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. #21
    Originally Posted by mrmistark Go to original post
    I agree with most of this. Since the start of complaints with turtle meta, I always said as well that they need to handle it carefully or else we would end up with an offensive meta where defense is obsolete. I already believe the game is headed this way. I’ve made many posts about how defense penetration: 1 stat, equals 3 defensive stats. This is just crazy. They say “defensive meta” and thought, let’s take out defense, but it’s really the turtling and punishes, not a characters overall health. It actually made it so more people tend to turtle. Someone with more health is always going to be more offensive and take more risks vs someone who has less than a bar, but anyways, I digress.

    I too think the kits all need options. I think if anyone who is good enough can open a player, but I do think a form of any unblockable is necessary for each kit, not necessarily an opener, it can be, but something in/ end chain i think fine too, for instance glads skewer. As long as it can be made viable. For instance: if laws chain Ub was his only UB, I wouldn’t consider it viable per se as apposed to raiders zone. I think everyone should as a kit standard have one of these viable UB options.

    I think aramusha like you said just needs consistency. From what I’ve seen, I think top should be guaranteed on side heavies and the UB on top heavies, ring the bell for lights and the kick for situational extra damage. His kick is dodgeable by Shinobi, I’d like this fixed. I also think they need to tweak the input and make it better. It sometimes makes the block sound when I use it but doesn’t actually count as having used the BB despite gaining full block. I also think it should have longer hold time because all anyone has to do to a person actively trying to use it is feint for free damage.

    I do think he is fine overall. He has a nice kit. I think he could do with a dodge attack though. Speaking of dodge attacks: anyone with dodge capabilities wrecks him as his chain is very pushing foward. His side attacks catch no one that dodges. What I mean by this is they dodge a top attack, the side following attack seems to not readjust where the enemy is sometimes.
    I can't touch on defense penetration and anything really related to 4v4. majority of my experience with that stuff is season 1.
    I'm not opposed to unblockables being added to older kits. I just don't think it's a requirement to give every single kit an unblockable from neutral to be used as an opener.
    Can you elaborate on why you want both of his heavies to work against other heavies? and why specifically you chose a BB option for that direction of heavy?
    yeah both him and bushi can dodge it due to the delay after BB deflecting. it's weird.
    I don't really think that's needed. if someone is being over aggressive with feinting you can just use your heavies. They are free from being GBed and deny feint games pretty hard.

    I've had my combo chase people who dodge so perhaps that's a connection thing.
    Share this post

  2. #22
    Originally Posted by Vakris_One Go to original post
    I agree he needs consistency and they need to sort out the bugs he has with throw next to a wall and being GBed out of his light attack. Having read your explanation on why giving him unblockable finishers won't really do much against players who can already handle him I agree with that as well.

    I still don't like how limited his kit is though and I think he needs more options because turtling him pretty much negates him just as much as it negates Orochi, Zerker and a lot of the OG roster. I personally would like to see them give Aramusha side dodge heavies. Just give him that and I wouldn't mind if they left his kit as is except for the bugs.
    I am trying to find a video on this wall throw bug as i've not yet experienced it myself. It potentially could exist since for some reason these new heros only have 4 directions they can throw someone compared to everyone else who can do diagonal throws. eh...I'm not exactly keen on wether that is an issue or not. I hardly fight turtles. most of the time people still attempt to parry or whiff punish. I only fought one turtle last night and I lost because he was a goki which is a super bad match up for aramusha. Wether or not I agree with that they likely won't give him that since side dodge attacks are usually reserved for assassins. Valk and bushi withstanding.
    Share this post

  3. #23
    Originally Posted by UbiInsulin Go to original post
    This is when the deepest thoughts happen, though.

    Regardless, this is an excellent post alustar!
    I think you mean to say "this is an excellent post Knight_Raime!"
    -cough-
    Share this post

  4. #24
    Originally Posted by SenBotsu893 Go to original post
    you can recreate that bug. go into training with a lvl 0 dummy.
    then place yourself and the dummy parrallel to a wall.
    if you gb and try to throw her into the wall, ara will always throw her to his backside instead. this has cost me many wallsplats already...
    Next time i'm able to get online i'll do that.
    That deffinitely sounds like it's because he is lacking throw directions that most other heros have.
    Share this post