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  1. #1

    Can We Fix Ganking Yet?

    Not gonna pretty it up- For Honor's BIGGEST issue [yes, more than that year without dedicated servers- or the greater instances of lag cause by said servers] is the cancerous playerbase and it's god-awful, fun-sucking ganking meta. Why bother playing the game you bought in the way that makes it the most fun, right? You COULD play 1v1 with an opponent to decide the fate of a contesting point- sure you COULD. But clearly you get WAY MORE POINTS for having your entire team jump on one opponent at a time and overload his screen so he/she can't even get a parry in and have any hope of defending his/herself. I mean, it's not like the game's got HONOR in the title or anything! [disclaimer, this paragraph is written with sarcastic intent, please read as such].

    It kills enjoyment of the game, and just turns the playerbase into angry, skill-less proverbial tumours. And there's no way to fix this meta... or is there? Now I'm no real game designer or coder [despite having a qualification in game development and a BA in game design], but I think I have an answer to this problem. A way to discourage the moronic ****s from ganking and making the game more fun overall.

    That answer? An adaptive buff system dictated by a Combat Mode counter. Or, in normal-speak, give sufficient buffs to a defending player depending on how many opponents are currently locked-on to them.

    Lemme explain- For Honor's defining mechanic, the 'Art of Combat' [or Combat Mode], locks two players in a 1-v-1 duel until one of them either dies or breaks the lock by going back into Freeroam Mode. 'Ganking' [taken from the words 'gang' and 'shanking', I believe] is the practice of having 2 or more players locked onto a single opponent, making it harder-to-near-impossible for the defender to come out of that duel alive. This pratice is exploited for one of two possible reasons: either the attacking team are intending to better take down an opponent none of them could defeat on their own; or some **** who can't play for **** wants to steal an easy kill for Orders.

    The way the adaptive buff system would be implemented, is by having an active parameter checker for each player in a match constantly counting how many other players are locked-on to them per step [frame of gameplay]. The more players are locked-on to the initial player, the more buffs are granted to that player- theoretically making it easier for them to fight off the ganking team. The fewer gankers locked-on, the fewer buffs the defending player is granted.

    These buffs could range from multiplying positive Gear Stats values [+%s], granting Super Armour or Regenerative Health, giving the defender infinite Revenge or even letting the defender's attacks inflict Bleed damage- and would be tier'd to increase per-locking-opponent, as exampled below:
    -1v1- no buffs
    -2v1- x2 on all +% Gear Stats
    -3v1- x3 +%s, Infinite Revenge
    -4v1- x4 +%s, Infinite Revenge, Regen.Health
    And of course, as the defending player defeats their gankers [or said gankers unlock], these buffs would be removed accordingly.

    This solution would DEFINITELY break the most direct ganking methods, as defenders would basically be instantly OP in response to having to deal with an entire enemy team going to town on them. It may not fully break the ganking meta, as a lot of moves [such as pounces, charging grabs and shield bashes] would still be in the game, but those are required for a lot of classes. But I very much do believe this can fix the problem and make combat in For Honor more rewarding and fun.


    Can someone please push this to someone who actually has the power to implement this kind of change?
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  2. #2
    I very well agree, something NEEDS to be done, I usually play 4v4 because it's fun for me and thr is less, sit, wait for your opponent to hit, u hit, I enjoy 4v4 cuz the pressure of knowing anyone else could jump in any second so thr is less waiting involved forcing players to act more, but the regenerate health might be much because thr is some turtles who can block everything theyd get thr health full then attack, infinite revenge might be much, maybe extended, but I do agree with the gear stat thing, and maybe amped defense or decrease damage taken by x% I don't know just throwing ideas
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  3. #3

    My opinion... the game is not broken...

    I disagree with this completely. It seems to be extremely common to gripe about this, and say that the 4v4 modes are broken due to "ganking". I'm sure you have heard this before too but I'll say it again. There is a reason there are different game modes. If you prefer 1v1's then play duels. All other modes are meant to be played using different strategies and they are more fun if played correctly... For example a 2v2 brawl at the start of the round, a strategy is to both immediately rush the same opponent and deal with one quickly, then 2v1 the other, this is completely acceptable and is what makes having a teammate more fun, and the other team has to find ways of dealing with this, and there are definitely ways to deal with it.

    The toxic part of the community comes from people who think otherwise, people want to trash talk others for using team strategies and say it's not "honorable". If you're playing dominion and getting 3v1'd constantly then you need to pay more attention to what your team is doing and not go off on your own, if you are defending a point by yourself and 3 enemies are approaching you need to call it out and your team needs to come to your aid. You play defense until help arrives, this is a basic part of team play. And I know it's sometimes rough finding teams that actually work together but it does happen and it's way more fun. In my opinion instead of griping about how unfair these situations are, chat with your team and help educate others how to work more effectively as a team instead of everyone focused on wanting to play by themselves in team-based modes.
     2 people found this helpful
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  4. #4
    In reality, two moderately skilled humans could easily kill a third one, there would be no revenge or even multi-parry with the right timing. In For Honor, it is easier than it was in reality, especially since most of the times gankers lack any teamwork and just hindering each other. When I see more than one enemy coming for my point, I press the hell out of the beacon, then stay alive until reinforcement arrives. If they don't arrive, that means there are 3 of your team mates elsewhere doing something important for the win while outnumbering your opponents. I don't mind holding off opponents and eventually dying if it serves the team. If you don't want to be ganked, you can simply follow one or two team mates, and you will be a harder pick that way, or you can gank yourself. If you don't like team fights or being outnumbered though, 4v4 isn't really for you. And the really toxic players aren't the ones breaking some honor code, but the ones insulting others.
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  5. #5
    I've been complaining about this for a while. Ubisoft does not care. They are pushing the game towards gankfests with their unblockable and CC spam. It's out of control. The game is going to be completely devoid of anyone soon. People are absolutely sick of it.
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  6. #6
    @minish4w87 If Ubisoft would increase EXP/Steel earned in 1v1; 4v4 would have a much smaller population. That's why I don't play 1v1; I don't have time to grind out thousands of hour for steel/exp.
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  7. #7
    @Archeun While I do agree with you, I honestly don't spend much time in duels, but if you were to estimate an average time for dominion/tribute match, then play duels for that amount of time, you probably wouldn't be too far off from gaining the same amount of experience, this is only speculation.
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  8. #8
    The OP would completely defeat the point if 4v4...

    So, please... no.

    I generally run by myself, or with 1 friend. I enjoy being outnumbered. There’s a great feeling that comes with killing 2 enemies at once!
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  9. #9
    The problem I always run into with this whole issue is that the whole point of 4v4 mode is to pit two teams against eachother. If you try to "fix" ganking and overcorrect too much, you'd nullify that point and you might as well just make all 4v4 modes into 1v1 modes.

    Think about it - one person vs one enemy is a "fair" fight. But two vs one? The team with two players will always have the advantage. Three or four vs one? I don't think its reasonable to expect to survive that...

    However...

    I think the most frustrating part of getting ganked isn't the inherent unfairmess of the matchup, but rather that because of For Honor's combat mechanics, getting ganked almost always equates to being stunlocked and rendered unable to react.

    It's one thing to face down challenging odds while still feeling like you have some control over the situation, but currently, gank squads can take that control away from you.

    As I've said countless times: taking control away from players is almost never a good idea.

    Therefore, to "balance" ganking and make it less frustrating, I think the key isn't to just buff the victim's stats and essentially turn them into a miniboss, but rather to reduce the amount of time they spend "helpless" during a gank.

    Essentially, getting ganked should make you immune (or at very least more resistant to) crowd control effects like staggering, tackles, stuns, knockdowns and the like. That way ganking is still weighted in favour of the bigger group, but instead of being a 100% unsurvivable curbstomp, it simply becomes a challenge that could, potentially, be overcome.
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  10. #10
    What could be a good idea to do is, boost revenge back to where it was defense and attack wise maybe instead of a push effect revenge has when active. Maybe it an unblockable zone attack with Knock down effect and no indicator. Take away the stun locking bs. Take away the endless combos. Have a set move that can’t be altered unless actually canceling an attack. Tone down the kit that the add on character have. Single pick classes for dominion, skirmish, and tribute. The lag isn’t going to get fixed enough to be decent with lag compensation. A lot of that has to do with the player base being so small and stretched out. Really I think p2p should come back at least till they can get the population back up in this game. Maybe go to a traditional p2p server set up and not spider web crap they had. If I’m wrong on the spider web p2p server please feel free to correct only briefly looked into it. I’m going to agree that the one thing I hated the most was the helplessness this game made you feel.

    The developers need to turn this game around or more and more players are going to walk away from this game. I’m even skeptical that this game can even be saved at all at this point. It was a great idea and it has its plus sides, but between the players, the delivery of the idea, and support this game has had from the developers is killing the game the most. Through the year this game has been out with everything that was done to the game, took away that line between players that have developed the skills and the trash players. Which leaves me to question what they are even going for with this game now. It’s a fighting game maybe they should have it play like one. They had it right with the first 12 character what changed a lot of that was the ones that got added in through out the year. If any characters need reworking it’s them.
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