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  1. #21
    Charmzzz's Avatar Senior Member
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    Feb 2017
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    Originally Posted by C4Phaze Go to original post
    While I agree that the unblockables were introduced with the new characters was to speed up fights. Your other points fall flat as an argument to support the current unblock-able meta.

    1. Yes the old cast had unblockables, however none of them destroy an opponent like the new dlc ones do. Warlord Headbutt never guaranteed a win. Its the fact it was so fast that people complained about it which has been addressed making it easily predictable. The warden shoulder-bash also doesn't guarantee a win. its easily read-able and doesn't do anything punishing that can't be countered. The lawbringers shove in its self again doesn't guarantee a win. The shove in itself doesn't do anything except, well, shove... its the LBs stupidly fast attacks that can follow afterwards that cause the annoyances and grievances. Conqueror shield bash was in a good state before the buff. The buff to make it more like the dlc unblockables has created the real problem as it can be abused to no end now and can guarantee a win in most encounters.

    If you take the mechanics of all those unblockables from the core heroes and compare them to the dlc ones its pretty obvious that there is no real thinking involved with the dlc heroes. Centurion has the falcon punch which can guarantee wins due to it being a low risk / Extremely high reward move. (Knockdown, stun, and stamina drain regardless if the opponent has stamina or not, plus opening for a free high dmg pounce?) The same can be said for the gladiator unblockables, the dodge+shield bash move in on itself can win duels. add in the other unblockables and no further explanation is needed.

    The point is, the new unblockables are a clear issue because they have been introduced without proper counters. That is why players are complaining about them, that is why nearly every single player who plays dlc heroes spam these like the world is on fire. The only way to counter these new unblockables is to dodge since most of them are not even parry-able. However, dodging is only a safe and viable option for assassin characters.

    These new unblockables would be fine where they are at if the core heroes would have more viable options for countering them, but until each of them gets reworked they are an issue. Not to mention most of these are poorly designed. Take glads shield bash and toe stab. Why aren't these parry-able at least? The cents knockdown punch. Why does it stun, drain stam AND knockdown regardless if the opponent has stam or not?

    Its pretty clear not much thought went into these.
    You seem to have no idea about the timings and punishes of all those attacks. I can enlighten you:
    - WL Headbutt: 500ms for guaranteed 17 Damage and possibility to ledge, leads to an untechable GB if dodged by opponent
    - Warden SB (got nerfed alot): 700ms for commited SB leading to guaranteed 24 Damage, first 400ms: can be canceled or canceled into GB for side heavy 30 Damage, max charge is 1200ms for guaranteed top heavy 40 Damage, leads to an untechable GB if dodged by opponent
    - LB Shove-on-Block or Shove from neutral: leads to a hard to react top light / GB mixup option, since it is free on any block this move is used ALOT. Top light is 15 Damage, GB leads into new mixup options or side heavy for 30 Damage, is pretty much unpunishable for anyone without a dodge-attack

    Now to your examples:
    - Conq Shieldbash: 500ms, guaranteed Light 13 Damage and possibility to ledge, leads to an untechable GB if dodged by opponent
    - Gladiator: Toe Stab 600ms (800ms against someone who is OOS), 10 Damage (and knockdown if OOS), leads to an untechable GB if dodged by opponent - Shield Bash: 600ms, no guaranteed followup, possibility to ledge, leads to an untechable GB against Glad if opponent dodged
    - Centurion: Kick: 600ms, guaranteed Light 15 Damage, possibility to ledge - Falcon Punch: 700-1000ms, is highly punishable from neutral (untechable GB if dodged), is guaranteed after a Charged Heavy hit (1000-1200ms) which is only guaranteed after a successful GB - wall stagger

    You have other moves you want to call OP? Because all you mentioned are pretty much the same timings and deal equal damage as the older unblockable moves. Centurion Cutscene and Glad Toe Stab are the only "new" moves. Toe Stab is dodgeable on reaction from neutral and will lead to a big punish, it is only hard to dodge after a confirmed Light hit (but will do only 10 Damage). Centurion lost his easy access to the Cutscene months ago, and the parry changes in S5 did their part on that, too. Thing is that Centurion can't do much to you if you know what you are doing. He is B-Tier right now...

    Edit: The punishes with untechable GB only are true for Characters with low dodge-recoveries (<=600ms). Everyone with higher dodge-recoveries will at least get a guaranteed Light (or confirmed dodge-attack) from dodging these moves which is mostly a 1:1 ratio risk/reward.
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  2. #22
    im ok with unblockables as long as they can be dealt with reasonably or not spammed.
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