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  1. #1

    Season 5 High level play.

    This is what i'm talking about.

    It's scary... Broly guy whatever his name was talking about how disappointing conqueror was but I saw this coming from a mile away.

    2 separate styles. Lock conqueror vs Out of lock conqueror, lol. The real offense/defense stance.
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  2. #2
    Tundra 793's Avatar Senior Member
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    Nothing murders my enthusiasm for For Honor like watching "high level" gameplay.
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  3. #3
    Thx for posting the video! The new conq definitly looks good. One if the bashes was 400 MS and his lights looks alot faster to.
    Similiar pressure as Warden have when opponent Out of stamina aswell. Zone attack has Been changed to i think?
    Looking forward trying Out the new conq
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  4. #4
    But yeah I was posting this related to my last post about unlock tech and how to use it and how it ruins the original thought process of the game... Art of unlocked combat... Hurts integrity of the game and needs to be seriously looked at in season 5 healing process.
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  5. #5
    They need to nerf retreating way more... Maybe pause stamina while running? slowly drain stamina while running? Pause stamina when dodging when out of stamina as intended? Being in combat needs to be the OPTION to use when you see an enemy.

    There's this weird glitch with shaman that if you try and unlock and run away asap it actually lets you linger on lock before you can actually run away. Make it to where if you get a parry you can disengage faster and then start to run so instead of getting a punish you actually legit retreat? Simulator fighters are harder to balance when it comes to these things but in order for this game to push the competitive scene things like these must be addressed.

    One day Simulators will be shown at EVO. Right now it's 2d fighters with Tekken/soul calibur showcasing 3d. Hmmm, the more of the "Cheese" that is demolished the better off this game will be.
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  6. #6
    yeah I watched that earlier today. was very entertaining and tense to watch.
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  7. #7
    Another example of cheese is running to a ledge environment "Warlord" to gain an advantage because 1 GB is death. or Shugoki/Centurion running towards walls because 1 Guard Break is either death or close to it.

    Guard breaking when the wall is behind you should cause staggering like if someone threw you against the wall themselves... You already die when you go for a GB and end up getting counter GB'd. when hazard is behind you, why aren't walls treated the same way? it would promote players wanting to fight out in the open more and the person trying to cheese for the GB end up getting heavily punished for it.
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  8. #8
    also regarding the wall changes when you are behind a wall it would further promote less out of lock running and instead trying to gain middle steage control in Duels. The wall change would also apply to soldiers in dominion.

    Also make it to where if you counter guard break somebody it allows proper distance between you and the opponent so they can't spam another GB. Basically the person that initiates the GB is the one that gets pushed further back and the person that countered it stands his ground and pushes the opponent back more.
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  9. #9
    3rd post in a row lol my bad, cell phone habits...

    So pretty much the Wall in general needs a rework, all moves that cause knock back, like centurions kick and punch... Basically everybody with that tool to cause an unblockable melee attack should cause staggering if done on a wall. and the characters that can really abuse that mechanic like Centurion should just get a move readjustment. Only giving it to Shaman, nobushi, full charged warden shoulder bash, is a little underwhelming.

    In real life, boxing, in ufc cage being cornered is absolutely the worst thing you can be at positioning wise, so why isn't it the same here as well? Neutral in this game is about maintaining center and spacing. It would also promote more actual attacking to avoid being put in a bad position and characters with fast walk speed could actually USE it more to their advantage. and characters like Shugoki and Lawbringer aka slow characters that rely on getting close to you should have an easier time maintaining pressure. Balance the changes on how the wall works, it would also close the gap on the "assassin back dash meta."



    If you guys disagree with my opinion then I'd like to hear it, I love hearing other ideas on this matter if you feel like it would promote a negative side or hearing like minded changes that would be better then what I posted.
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  10. #10
    Alustar.exe's Avatar Banned
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    In addition to these I any to see trip and cloths-line hazards. I'm kind of surprised they weren't in to begin with. I'd personally like to see more of those and less OHK ledges and spike traps.

    I think most of the communit, however, would see crowd control effects like that not trigger well hazards. For the life of me in but sure why.
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