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  1. #1

    Centurion rework ideas

    The cent is in a weird position right now. For one hand, he has extremely low hp and quite predictable mixups, but at the same time, his charged heavy or wall throw hits so hard that it's a bit unfair against certain heroes. His moveset is very predictable too.

    Suggestions:

    1. He needs more health, at least one more bar.
    2. His charged jab should track people dodging too early, and it should have hyper armor from the point it becomes charged. It should still be possible to dodge both on reaction, but the charged jab is useless right now, at least it should track dodgers.
    3. His charged heavies should deal more damage: the regular ones around 30, and the unblockable around 40. Neither should guarantee a free charged jab, nor even an uncharged one.
    4. His unblockable charged heavies should be feintable a bit later, when the icon is already shown. Right now, the unblockable is a free, safe parry.
    5. His hyper armored forward jump attack should deal at least 30 damage for trades, it's very risky to use, it should be a bit more viable at least.
    6. The parry followup kick should only guarantee a light attack and some stamina drain to be in pair with other heroes' punishes. Unless the opponent is kicked into a wall.
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  2. #2
    1: No he doesn't need more health, at all.
    2: No it shouldn't track at all and it should NOT get Hyper Armor. The whole point of being able to dodge an attack is to not get hit by it, what is the point of dodging if attacks just track you anyway?
    3: If anything he should deal LESS damage, because currently he can stunlock you WHILE he is murdering you. How does that seem fair to certain classes?
    4: No it should not. The rest of the classes have to deal with short feint timers, so should you.
    5: No it should not deal more damage and it is no more risky to use than any other attack.
    6: No comment.

    I have a hard time trying to write anything that doesn't end up with me insulting your way of thinking in some way or another, so I'm just going to leave it like this.
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  3. #3
    1. With the changes I suggested, he needs more.
    2. This technic would work like this: If you dodge a normal jab early, and it's charged, it will hit you, even if you use a dodge attack. If you predict this, you still get your free guardbreak by dodging later (there should be a split second where it is not too late to dodge the noncharged jab, and not too early to dodge the charged jab). It's more fair this way than getting it from charged heavies, and using it in neutral is useless.
    3. If he doesn't get the guaranteed charged jab after landing a charged heavy, he will actually deal less damage this way. He now gets 25/30+35=60/65. With my suggestion, it would be 30-40 without any cutscene. He could still use the jab, but you would have the time to dodge out, as I have written above.
    4. I don't really play centurion so I don't have to deal with it, I just had an idea about how to make this character more fair and interesting. The thing is, when it starts to glow orange, you know that he can't feint it anymore, so it's just a free parry in every situation where you have control over your character. It will be parried, every time by everyone in every situation.
    5. It's unfeintable and slow. It's risky to use because if the enemy is not attacking at the same time as you do, he can very easily punish you for it.
    6. With the suggestions I wrote, the centurion doesn't need a free heavy on heavy parries.

    It's sad you feel an almost irresistible urge for insulting a neutral-toned suggestion in a game suggestion forum. I just wrote this down because I think every heroes' playstyle should be fair and interesting, not only for their players, but for their opponents too, and I think it would make the centurion more fair in both ways.
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  4. #4
    Neutral toned or not, your suggestions would make him even more unbalanced than he already is. You are trying to make him on par with the shaman, another character that is severely unbalanced.
    You shouldn't buff everything all the time to make them on par, you need to find the middle ground, and you wanting to turn a character that can stunlock most of the slower attackers to death, to be even more dangerous and troublesome to deal with, is just not a good suggestion.
    Next you'll make a topic about how the shamans bite needs to do more damage and heal more, because, it is a risky move to do...

    How do you truly think other characters would deal with this? How do you see a Warden dealing with this? Or a Lawbringer, who Centurions already smack to pieces in seconds thanks to their massive stamina draining abilities?
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  5. #5
    I did not play lb. much, but I don't think the centurion is good against him. The kick is easily dodgable, every attack he throws would be punished by a shove, and it takes about two parries to kill a centurion as a lawbringer. By the way, I wrote something about the lawbringer too a few weeks ago, he is underpowered too, and I had some ideas to rework him. The warden is a bit underpowered too, and despite reaching rep 20 with him, I have no idea what could be done about his kit.

    If you read again what I have written, you can see that the current broken things of the cent would be taken out with these changes. No more wallsplat to a half hp combo, no more charged heavy into half health combo, less damage on parries, no stunlock etc. He would keep his "melee specialist" part what was intended, he would have the same damage values as a warden, and his unfair parts would go away. Maybe they should decrease his stamina drain too with these, it should be tested to work. The current version doesn't work, he shuts down certain characters, and is absolutely destroyed by others.
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  6. #6
    Okay, I have read the damned thing 3 times now and I am just not seeing it. But I'll take your word for it. (I'm blaming my fever)
    I still don't agree with the increased damage, Hyper Armor or tracking.
    Increased damage would just make him into another Highlander, spamming 1 move to kill people, and tracking is just not a good thing in a game where dodging plays a valid part.
    No abilities should track, it's like using auto aim in an FPS, it is never fair. And Hyper armor should really be removed from all characters that isn't a Heavy, not given to more characters.
    Again for the damage, I think the increased damage across the boards is starting to become a problem and is going to turn the game into a "I hit you, you are dead" game if it keeps up. We are already at the point where several characters can kill others in 3 hits.
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  7. #7
    I agree. He does need to take more damage. Especially from his left. His poor defense on that side should not stand up to attacks!

    Anyways all I see after reading it over and over again is a buff. I think his zone should get nerfed. One knockdown and he can hit you with all three. That's 75 damage.

    Oh and I've three hot killed many people work Orochi, yet it does take more skill to do than other classes
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  8. #8
    UbiJurassic's Avatar Community Manager
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    Thanks for sharing your feedback on Centurion, everyone!

    We've seen a lot of concerns with Centurion, especially after the introduction of the new parry reward changes. I'll be sure to pass along the feedback to the team.
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  9. #9
    Omg i laughed so hard at the firat 4-5 posts ))))
    Centurion does need a rework. But nothing any of you suggested... giving him more damage would only broke him to the point where there would be only cents on the game ) nerfing him would be bad because for GOOD players (sorry guys) centurion is pretty predictable. What he needs is A REWORK. And the most important thing and the most damaging and unfaire move cent has is his eagle/talon jump move (alltho i mained centurion for 2 3 sezones... i never got the name of this move right) ) anyway. When cent doez a full charged jab, the enemy shouldnt get trown to the ground. That move should be viable only if the enemy is teown down by other meens or players. In staid what i think that move should do is make the screen 25%blurry, (dizzy effect) and remove the direction reticle for then cent attacks for around 3 seconds (more if 3 is to short but less is a no go). Allso since you remove one of hos most damaging abilityes he needs something in return. Like canceling the full charge heavy into a punch that does 7-10 dmg against dodgers. Either this or better:
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  10. #10
    (An old post of mine)

    https://forums.ubi.com/showthread.ph...nturion+tweaks

    Centurion tweaks, not nerfs.

    What i think should be tweaked in centurions arsenal are the followings:
    1. Uncharged jab should take life not stamina, and not have the stun effect.
    what this does is:
    - making the jab a normal attack (HP damage) -> give the chance for the enemy to react to the next move (no stun) allowing players to not go into those full stamina draining combos (because no stun),
    - minus one move that saps stamina,
    - also solves the infinite wall combo from Centurion.

    2. Charged jab should still take stamina, should cause stun, but SHOULDN'T knock down enemy.
    Additional note 1: a charged jab should guarantee only a heavy or mid charged heavy, not a full charged heavy (reason: it would go into another infinite combo)
    what this does is:
    - you don't get knocked down -> you won't get jumped on with the lounge attack (in the worst case by 4 centurions at the same time)-(i didn't say remove the lounge attack)
    (in my opinion the lounge attack should be only in case another hero (ally, like Shugoki, Raider, Law Bringer, Valkyrie), no stamina GB trows and knock down on revenge activation knocks down the enemy and ONLY THEN you can jump on him).

    3. Zone attack does half the (full) damage, but let it be cancelable on player choice (at least after the second hit), and speed the timing between first and second hit (not third).
    What this does is:
    - a chance to not get 100% punished on Z.A. at the cost of half the damage. (zone attack should not be a finisher move),
    - allow parry only on first and third hit (second is confirmed, but all three attacks are blockable),
    - make Z.A. a viable move.
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