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  1. #1
    Tyrjo's Avatar Senior Member
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    How to fix Warlord

    The feeling many people playing Warlord have been having for quite a while is how bad he's lagging behind the updated heroes. This feeling is confirmed by the Season 6 win matrix Ubisoft just released. In the season 7 win matrix (which takes into account all tiers from plat and up) Warlord is dead last, mainly because people play him...how would you say, honestly, in those tiers. Warlord needs some tuning and I have some suggestions I would like to discuss. I have written the reasoning behind my suggestion in italics.

    Ubisoft have earlier stated in patch notes that they want Warlord to be a counter attacker, and it is with that spirit I have come to the conclusion of these suggestions. You can all chip in with your own ideas, it's very welcome. I would also like to add, keep this thread civil and on topic. Thank you for reading.

    General
    Chain Starters - Headbutt stab and attacks from Full Block and the Shield Counter can initiate chains.
    Crashing Charge - The run distance in order to initiate has been increased by two meters. The push back distance has been reduced to two meters.

    The changes to chain starters will give Warlord easier access to his more damaging in chain attacks. Attacks which in the Warlords current state are very hard to land.

    In order to make Warlord rely less on crashing charge mixups the numbers have been tweaked. It is still there as a potential threat, but carries slightly more risk when committing to it. At first I wanted to make it a 500ms move, but after having thought about it, it would never land on your opponent in that state. By making the run distance longer, and the push back shorter, it is still there as a potential OOS punish, but it will be harder to abuse it for a wall splat punish.


    Damage values
    In order to make Warlord a better counter attacker, the Superior Block Light Attacks from the left and right sides have been increased from 17 to 23.

    The changes to the chain starters is indirectly a small increase to the potential damage output. Increasing the Superior Block Light Attacks side damage will make it more worthwhile taking the risk of doing a light attack to confirm a Superior Block.

    Chains
    LL-chain added.
    HH-chain added.

    End any LH or HH chain with the "Elders uppercut" (466 ms) that stuns. Guarantees no damage. Cancels the endchain H whiff recovery.
    Basic top light is now 500ms.

    Warlord suffers from having very predictable chains. This will make it a slightly riskier for the opponent to commit to a parry. It will also improve his feint game by having multiple options with his chains.

    Shield Counter
    The Shield Counter can now wall splat, allowing for a side heavy attack to be landed. The heavy attack after a shield counter is now an unblockable attack. This attack can be feinted as usual.

    A small but situational increase to the damage output.

    Full Block Stance
    A "light parry sound" is played if you blocked something that guarantees the heavy attack. The heavy attack out of FB can be cancelled with the feint-button. Or soft feinted with Guardbreak. The heavy attack has lost its undodgeable property.

    Stun your opponent with the "Elders uppercut" by pressing GB after a blocked attack. Headbutt into stab has been removed.

    The stamina regen punishment for going into Full Block has been reduced to two seconds.

    The Full Block Stance is a very lackluster part of the move set at the moment, which is strange for a hero that is supposed to be a counter attacker. The Warlord expends ~40% of his stamina with a block and a heavy from the Full Block Stance. It also stops the Warlords stamina from generating for around 5-6 seconds. The heavy isn't guaranteed if the timing is not spot on. Adding a stun out of the FB will give the FB stance more versatility. Headbutt after a FB block is redundant damage-wise since the light is now guaranteed so it has been removed.
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  2. #2
    Tyrjo's Avatar Senior Member
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  3. #3
    Give him more stamina. A touch more range. Give him back the stun you said was unfair but then gave it to the Warrior. Give him the recovery speed you gave the Centurion. Give a built in feint just about like every hero in the game has now. Give him the blocking speed of the hybrids. And give the continues lights that keep coming even if blocked like the con, Ara, sham, Orichi so on and so on. Give him the knock down stamina stealing free shots like most of the hero's have now that he can spam. Give a dodging attack that we can spam side to side. And our first feat should stun and drain the opposition of all stamina, and make it our first feat now so we get it 10 times a match.
    After you do that can we get rid of all the bombs ands traps. We would like to fight some. Thank you
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  4. #4
    I think he needs guaranteed heavy on superior block. Should be able to soft feint out of heavy into headbutt so he can be aggressive. And better chains.
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  5. #5
    Tyrjo's Avatar Senior Member
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    Originally Posted by XJadeDragoonX Go to original post
    I think he needs guaranteed heavy on superior block.
    I don't understand what you mean by this.

    Originally Posted by XJadeDragoonX Go to original post
    Should be able to soft feint out of heavy into headbutt so he can be aggressive. And better chains.
    I considered the heavy soft feint into headbutt, but thought it would make Warlord too similar to Conqueror. I had the same thought about heavy into Full Block.
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  6. #6
    Tyrjo's Avatar Senior Member
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    Interesting to see his pick rate being so low. Not surprising really though.
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  7. #7
    Tyrjo's Avatar Senior Member
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    Not even an official reply? "Thanks for your suggestion, will make sure to pass it on to the team".



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  8. #8
    First, all heavys need more HP points. WL has 140 hp while berserker got 120, and so goes with most of the assassins, not much of a heavy thoght.
    He Needs more combo options and more Damage on lights, heavys and finishers.
    His passive feats were destroyed by the dev team, while other feats like sharp blades, conqueror’s damage on shield bash and many others were untouched.
    He need those feats reworked as well, or at least that cooldown feature should be removed until all other feats are dealt with.
    Now, he does not have many options, all his finishers are easy parry’s his shield ripost a week move, headbutt can be punished easily.
    Warlord just got hate from the dev team he needs some love now!!
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  9. #9
    https://forums.ubi.com/showthread.ph...k-ideas-Forums

    Here you can find some rework ideas, I posted for while in this forum, now I found this topics with google.
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  10. #10
    Hormly's Avatar Senior Member
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    Lvl 50 warlord here, this is a very good post and definitely on the right track.

    Warlord needs more freedom to combo, a situational reworking to his parry shield bash as it is useless since the parry revamp, but I also don't want it to be the best go-to move after every parry (I've come to enjoy using different follow ups to a parry) so more stamina drain and a wallsplat would be perfect.

    Please don't make his headbutt feintable as that is terribly cheesy and I want him to be an honest character.

    I had the same idea for his full block heavy being unblockable as I always considered it arbitrary that it could be blocked if the attack came from your left, but I think it should only be so if you block a heavy.

    Lower stamina drain on full block so that you're less paranoid about using it as intended (defending against multiple opponents)

    I'd like his shield punch skill to be usable in at least one more situation, perhaps as the third strike in a combo?? As long as it can be dodged and punished
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