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  1. #1

    Executions and team breaking

    I have enjoyed For Honor, despite the somewhat imbalances of heroes.

    But when I'm executed from a being attacked by 2 people. and because the execution takes so long that, when my team breaks, my respawn is denied

    I think this should be fixed, either just instantly respawn the person getting executed (it's not like we want to watch our characters die) or delay their respawn as if the team hadn't broken (still giving the enemey team a slight numbers advantage
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  2. #2
    I would rather like to see execution not being interruptible. Some of them are pretty long and by the time you done with it you get attacked by two other players.
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  3. #3
    UbiJurassic's Avatar Community Manager
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    The length of executions is intentional, mostly because a longer execution will equal more health regen in comparison to a shorter one. That said, the length of an execution is supposed to be use strategically and is also why we give players multiple executions to choose from. A shorter one ensures that you are able to safely execute the enemy and deny the revive with minimal risk of being knocked out of it. A longer one can ensure additional time that an opponent is kept off the battlefield for a few precious seconds so that your team can push onto an enemy point.
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  4. #4
    Originally Posted by UbiJurassic Go to original post
    The length of executions is intentional, mostly because a longer execution will equal more health regen in comparison to a shorter one. That said, the length of an execution is supposed to be use strategically and is also why we give players multiple executions to choose from. A shorter one ensures that you are able to safely execute the enemy and deny the revive with minimal risk of being knocked out of it. A longer one can ensure additional time that an opponent is kept off the battlefield for a few precious seconds so that your team can push onto an enemy point.
    Thats an interesting point of the game and I think it could benefit from a change.
    What you are discribing isn't really having a choice in what execution you gona choose.
    For me, it feels way better to choose an execution because I like the visual of it instead of its values (timings, health gain).

    So, lets have an example: https://www.reddit.com/r/Competitive...n_information/
    Orochi Execution - And Bow
    50 HP gain - kill time: 1300 ms, duration: 6200 ms

    That means: You get 50 hp after 1300 ms and have to wait another 4900 ms until you get out of the animation. Yes, it's one of the quickest kills you can get but you have to wait ages to get control of your character back.
    I personally like the execution visual, so I WANT to use it. No mather what timings or values it has.

    So, Why not this:
    Give the player the option to get out of execution after the kill timer, but the health you gain gets reduced by the time you got early out of it (so you get the health via pulses).
    How? Just an idea: 50 hp / ((6200 - 1300) ms) * 1000 = 10,2 hp/s -> means: for each second you stay in the execution animation, you will get 10,2 hp.

    This way you can set health gain to a value like 50 for every single execution in the game,
    the player can choose mainly by exec. visual,
    with the option to get out of it when needed.
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