Exactly.Originally Posted by WarGods1 Go to original post
Lol... What? Are you insinuating that only an underdog (or the single player facing 3 in this case) gets a rush of adrenaline? It's funny you refer to being a leader, which implies operating on a team, but all the revenge lovers out there seem to be purely, and ever so simply, single minded. Work as a team, if you are playing 4v4 games. That doesn't mean being a **** boy and cowardly ganking in a deathball. It does mean strategically moving and fighting, utilizing the full kit of your characters and trying to win. If you get revenge it gives plenty of a boost as it is right now. I am not opposed to limiting in some way the impact of unblobkables when in revenge, but they should not be negated. If you are fighting a team by yourself and they are wrecking you that is not being ganked. Being ganked is when a team roams together and when they could be fighting flour opponents they all chose one and fight only one enemy at a time, causing that enemy to stagger and be killed in a way they can't defend. If you are alone against a team you should die, people are so out of control to think them having fun and getting a monster boost to compete against the four opponents who out played their team is some how reasonable. Yeah those guys deserve to have a severe disadvantage and I deserve to have a giant boost so I can win! Who cares if they are having fun, who cares if this is fair for them, who cares if this is in any way reasonable, I deserve to have fun and f*ck what anyone else thinks! This game is supposed to be made for me to have fun, for me to win, for me to get all the advantages, and for anyone else to have to bow out my feet because ME ME MMMEEE!!!Originally Posted by Tirik22x Go to original post
Lol me monsters are funny, and I love laughing at them. I feel like people begging for revenge to be back in the stupid, gear stacked state of season one, those are the same people that hero hop to the OP player of the patch. People who suggest reasonable fixes or slight changes to revenge, this is not directed at you. I think there needs to be big changes with AOE and one shot kill feats, with the death all mentality of f*ckboys, and with the lame gains that are given by refining gear. I like the idea of extending the window of revenge parries to apply to any attacks initiated during a successful parry. I am not sure I think all unblobkables should just be blocked if you are in revenge, I do think changes could be beneficial.
But you me monsters, please keep getting upset and quitting the game because you don't know how to work as a team or win in any way that is fair, somehow you deserve extra boosts right? Forget anyone else, this game was made for you!!!
It’s funny that you can’t all see what’s going on here...
EVERYONE is right in this situation. The problem here is REVENGE by design doesn’t work as intended.
Bare with me here:
-revenge is supposed to allow you to potentially survive until help comes or to run away: it can allow this sometimes, but when locked in CC and unblockable spam it sometimes does not.
- 4v4 mode is meant to be team based, but unless in a group, you’re playing with randoms. On one hand a player shouldn’t be punished for having useless teammates who can’t comprehend simple things like a “help at ____” or that we’re losing and need to “attack ____ shrine” ect. At the same time though, we also can’t be rewarding players who willingly run into a 3v1 situation because “maybe I can get sweet kills for my channel” or “I think I’m far better than I actually am because I have max revenge gain”.
All of these concerns are legitimate. The problem is you’re all arguing these points and asking for different things from revenge because REVENGE ITSELF since games RELEASE has never been working properly. I propose the reason for this is because: the mechanic that allows the most tankiness to survive for a while or run away, is also attributed with BONUS ATTACK.
The fix is so simple. TAKE AWAY ATTACK BONUS, take away uninteruptable on all attacks, give a slight buff to speed and maybe shield. This will help deter people from attributing “revenge=more power” and make it not so easy to kill others with, hell, maybe give damage debuff, but if you propose a simple game mechanic to be one thing, MAKE IT USED FOR THAT ONE THING. Give the hero more tankiness with less damage and a very small temporary speed boost to help escape if they choose that route. I wouldn’t even be apposed to a cool down where the first couple seconds make you un-hitable, much like hitting warlords all block stance but that individual with revenge will not be able to do anything but walk/run/dodge/roll. This would play into both being able to run away or waiting for help to arrive, while taking away the “we out played you, it’s 2v1, and now you just took half my health because of activation knock down and damage boost”. I’m not in love with that idea because: cowards that will delay the whole inevitable loss by running all over the map, but at least get the mechanic working as intended.
What kind of Teamplay does For Honor offer except Deathballganking? Literally nothingOriginally Posted by mrmistark Go to original post
You cant help your teammate besides throwing attacks on his opponent. Thats it
I dont understand why people give so much about teamplay when there is literally nothing but deathballing right now that could be called teamplay.
That would be more palatable than the current state, it would probably need calling something other than revenge.My main thing is I don't think a powerup like that belongs in a team game, certainly as it stands and where people want to be akin to end game bosses should they wind up 1v4 in elimination (if you've been around since before the revenge nerf people were literally arguing this), but as you say there is also getting useless team mates so if there has to be something that is better than HAHA I knock you overand take half your health and oh here's an uninterruptible attack just as you are standing..Originally Posted by mrmistark Go to original post
Because a good team can beat a deathball. In elimination and skirmish if they realise it is going on they can form up themselves, not played tribute enough to speak much on it but there are three tributes, unfortunately I have wound up on teams where they won't wait ten seconds, rather treat the enemy team to endless 4v1 and health gains through executions, dominion though yeah it is doable. If it gets rolling, then it relies on one or two standing their ground a short while, but say they are at c fighting two, one respawning ally goes to the soldier zone in b, one goes to a, they boost or kill soldiers until the deathball comes rolling, one of them moves to vacated c while the other tries to escape with the headstart granted by them taking his zone, by this point we're hoping it is back to 4v4 because then the fact that we hold two zones means either they need to split up or they will constantly be down two as a zone or soldier lane is abandoned in order to rotate zone captures, drawing out any time they take to get one person and watching the points gap widen. The other option is if you meet three or four in their zone, play completely passively, as conqueror, I used health on block and parries, as peacekeeper I used my dodges, my best result came as a peacekeeper where I held three in their only white zone for a minute and a half, in that timemy teammates boosted the other zone and killed soldiers, I took the death but in that time we had achieved a 500 point swing and had an unassailable lead because they decided to murderball the peacekeeper and didn't keep their eye on the actual aim of dominion. Now I was lucky to get a good team in that, I am a PUG player though when servers come for console and are polished I may join groups on the knights discord, but it happens now and then.Originally Posted by Waynedetta40k Go to original post
Calls ganking in a deathball, “strategic movement”, feels better about self proclaimed “superior battlefield presence”. XDOriginally Posted by SEISMIS21 Go to original post
You know, I really wouldn’t MINDDD this, but they would definitely have to take away the offensiven buffs revenge adds. It’d honestly be too much and as a said previously, it has nothing to do with what revenges sole purpose in game is. It’s not supposed to be a gank buster. It’s supposed to be a tool used to run away and regroup, or help hold a position until help comes. While I do agree that something needs to happen with UB vs revenge mode and your solution would certainly help, that’s giving too much power while the attack based buffs are still prevalent. Honestly the shield just needs to be better IMO. You shouldn’t be able to get 2-3 shotted out of your whole armor bar, even IF you’re an assassin. This game also has too many variables that make revenge more of a joke than before. You have all the feats which is a HUGE one, on map buffs, ect. That really dumb the idea of armor on revenge down.Originally Posted by Tirik22x Go to original post
I wouldn’t mind your idea but if we were to go this route there would need to be a balance:
- take away attack buff and uninterruptible
- take away free max punish on knockdown
- give large debuff resistance
- give better shield in general
- immunity to CC stagger
- block UB attacks