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  1. #21
    S0Mi_xD's Avatar Senior Member
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    Originally Posted by bmason1000 Go to original post
    Yeah, I'm back to being disappointed again. This rework is really starting to feel like a nerf. They turned zerk in a light spammer. I get they want to shift the identity to the infinite chain, but with 600ms heavies, its just as useless as it was before abd so is bear mauler. That third heavy could do 500 damage and it wouldn't make a difference.
    I feel you :')
    It's just a shift of power.
    From raw dmg to weaker unblockables.
    Stamina comsumption will be higher in comparison to dmg output.
    But we got some small tweaks like hyperarmor starting earlier on forward dash light and side dash lights are now undodgable.
    Oh and some property changes on zone to not get punished for light.
    Faster lights with hyper armor - but imagine, this attack costs a bunch of stamina.
    A Heavy, the feint of a heavy that costs as much stamina as a heavy and the light attack.
    The "new" light attack costs us stamina for 2 heavies and a light - sure it is better than befor, befort those changes we got a normal light for a feint but i mean, a feint is a requirement now for the advanced light

    Basically Berserker made a 180° turn on the same spot.
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  2. #22
    bmason1000's Avatar Senior Member
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    Originally Posted by S0Mi_xD Go to original post
    I feel you :')
    It's just a shift of power.
    From raw dmg to weaker unblockables.
    Stamina comsumption will be higher in comparison to dmg output.
    But we got some small tweaks like hyperarmor starting earlier on forward dash light and side dash lights are now undodgable.
    Oh and some property changes on zone to not get punished for light.
    Faster lights with hyper armor - but imagine, this attack costs a bunch of stamina.
    A Heavy, the feint of a heavy that costs as much stamina as a heavy and the light attack.
    The "new" light attack costs us stamina for 2 heavies and a light - sure it is better than befor, befort those changes we got a normal light for a feint but i mean, a feint is a requirement now for the advanced light

    Basically Berserker made a 180° turn on the same spot.
    Yeah the stamina costs are going to be nuts, and the damage output is going to be poor. Honestly, I'm taking a break. I just took a week off from FH and it was nice. I'll come back for s5 to see the changes but i have a feeling I'm finally just done.
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  3. #23
    Maybe it's because i'm not a zerk main but i'm not really seeing why people are having a ton of issues with the update to him.
    Like I can understand and agree the stamina consumption overall on him is a big problem now.
    But everything else seems fine/makes sense.
    Also for clarification. is dodge canceling still a thing now and they only removed it from lights?
    or is it gone completely?
    Also can someone explain why in the footage we saw of all the reworks that zerkers axes would glow blue when performing dodge attacks?
    I only saw the clip. no audio.
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  4. #24
    It looks like they removed soft canceling neutral lights with a dodge, and you can still do it with a heavy, not sure. Does this mean lights in a chain can be dodge-canceled?

    Not sure about the glowing blue during dodge attack. Sounded like he said something about how the kensei can't dodge out of it or something. Can't rewatch it now. I think it was somewhere around 2 hrs or 2.5 hrs into the stream.
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  5. #25
    Originally Posted by high-horse Go to original post
    It looks like they removed soft canceling neutral lights with a dodge, and you can still do it with a heavy, not sure. Does this mean lights in a chain can be dodge-canceled?

    Not sure about the glowing blue during dodge attack. Sounded like he said something about how the kensei can't dodge out of it or something. Can't rewatch it now. I think it was somewhere around 2 hrs or 2.5 hrs into the stream.
    if it's only gone from neutral lights I don't see the big deal really.
    good question.

    hm. weird.
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  6. #26
    S0Mi_xD's Avatar Senior Member
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    Originally Posted by Knight_Raime Go to original post
    Maybe it's because i'm not a zerk main but i'm not really seeing why people are having a ton of issues with the update to him.
    Like I can understand and agree the stamina consumption overall on him is a big problem now.
    But everything else seems fine/makes sense.
    Also for clarification. is dodge canceling still a thing now and they only removed it from lights?
    or is it gone completely?
    Also can someone explain why in the footage we saw of all the reworks that zerkers axes would glow blue when performing dodge attacks?
    I only saw the clip. no audio.
    The blue glow means undodgeable - the problem is, there is no much improvement.
    Berserkers power Just switched fom raw dmg to unblockable bait game.
    He is now pre-rework kensai with more hyperamor but less dmg oh and more stamina problems
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  7. #27
    bmason1000's Avatar Senior Member
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    Originally Posted by Knight_Raime Go to original post
    if it's only gone from neutral lights I don't see the big deal really.
    good question.

    hm. weird.
    Cancel light attacks to deflect parry attempts. The way you'd feint a heavy to parry their heavy? You're essentially feinting a light to deflect their parry. Verrry strong tool.
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  8. #28
    Originally Posted by S0Mi_xD Go to original post
    The blue glow means undodgeable - the problem is, there is no much improvement.
    Berserkers power Just switched fom raw dmg to unblockable bait game.
    He is now pre-rework kensai with more hyperamor but less dmg oh and more stamina problems
    That is a very interesting change conceptually. Though I don't quite understand why. People didn't dodge dodge attacks. they parried them.
    Is this perhaps their attempt at punishing people who default to rolling away? and is this only on zerker? or all assassins?
    I wonder if it interacts with superior block dodges in anyway.

    I think the idea of toning down his damage and increasing stamina cost makes sense for what he's being given. but the exact values atm seem a bit too tilted. at least in the stamina department and top unblockable heavy. Zerks new OOS parry/throw with 2 side heavys and the unblockable side heavy to follow creates a nice mix up.

    Originally Posted by bmason1000 Go to original post
    Cancel light attacks to deflect parry attempts. The way you'd feint a heavy to parry their heavy? You're essentially feinting a light to deflect their parry. Verrry strong tool.
    I can see how strong that sounds. But i've personally never seen this used often. So i'm not too convinced it being gone has a huge impact.
    btw do you know if you can still dodge cancel lights that are mid chain? or did they remove it for all lights?
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  9. #29
    bmason1000's Avatar Senior Member
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    Originally Posted by Knight_Raime Go to original post
    Maybe it's because i'm not a zerk main but i'm not really seeing why people are having a ton of issues with the update to him.
    Like I can understand and agree the stamina consumption overall on him is a big problem now.
    But everything else seems fine/makes sense.
    Also for clarification. is dodge canceling still a thing now and they only removed it from lights?
    or is it gone completely?
    Also can someone explain why in the footage we saw of all the reworks that zerkers axes would glow blue when performing dodge attacks?
    I only saw the clip. no audio.
    Making those two attacks unblockable does next to nothing. Getting to your third heavy is practically impossible, and the top heavy is never blocked anyway. You either know when to use it that it CAN'T be blocked, or it gets parried every single time.

    Yes, now it "forces a reaction." Cool. The playstyle this promotes around that top heavy is the way all of us were already playing. Nothing has changed about that. Only now the times we CAN land it, the damage is almost cut in half.

    Removing dodge cancels is going to mean more punishes for us. It removed a lot of safety from zerk.

    400ms lights after a feint. Cool? You'll land more opening lights, which had their damage nerfed. The following heavy is still 600ms and will almost always be feinted in 1v1 just like now.

    400ms chained lights. Similar situation. Sure, you'll land a few more of those and the damage buff balances out the opening nerf i guess, but the following heavy is still 600ms and will be parried just as often. Chain over. For 1v1 purposes, infinite chain isn't improved much at all, honestly.

    Damage buffs on the heavy combo. Good luck landing two 600ms attacks in a row. The 3rd one? 800ms. Unblockable, great. Damage buff, great. No one was blocking it anyway, just like the top heavy. "Forces a reaction" now. So we can feint it 100% of the time and never see that damage.

    Slashing rush. TREMENDOUS stamina drain. Slashing rush was an incredible attack that was incredibly under utilised. Not worth it anymore. What good is some breathing room and landing 9 damage if I'm oos? Which with all the feinting thats going on, stamina management is an uphill battle already.

    Hyper armor after a feint. That's actually pretty great, that's going to open up some reallll potential. This might be the saving grace, but i won't be surprised if it's only a neat trick instead. Here's hoping.

    Earlier hyper armor on head slicer. This is a good thing.

    Deflect requires gb input. If the gb is still guaranteed, this is a buff. Having a choice is great.

    Zone attack changes are good. Acts as a heavy for parry purposes. Hallelujah.

    Lets sum this up if we can.

    Small quality of life changes are pretty excellent. Buffing bear mauler combo does nothing. Increased hyper armor buffs ability to trade, but we've nerfed damage on the hits you trade.

    Essentially what we've done is remove some safety and uniqueness and turn zerk in to another light spamming assassin. 1v1 competitively viability IS increased, because you can turtle up and throw out 400ms lights now. You'll land more hits now that do less damage. Viability increased, playstyle changed slightly (but for some players, removed completely.). This rework is boring, that's the big issue. Zerk is marginally more viable and far less interesting, because their interesting aspects all got nerfed or literally removed.
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  10. #30
    bmason1000's Avatar Senior Member
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    Originally Posted by Knight_Raime Go to original post
    I can see how strong that sounds. But i've personally never seen this used often. So i'm not too convinced it being gone has a huge impact.
    btw do you know if you can still dodge cancel lights that are mid chain? or did they remove it for all lights?
    No its not "huge," but it is a unique tool that is gone now.

    As for the mid chain cancels, honesty I've never gotten that to actually work. Not once. Works on whiffed heavies though, which is very good.
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