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  1. #1

    PK

    Firstly Hi and hello and thanks for giving my post a glance. However, I don`t know if there is any point in writing stuff here, because it is not like it will get to see the light on a Q/A in the warrior's den or seem to reach other people then forums admins here, which is kinda sad in the games official forums. Secondly, it also does not get any traction unless you are a streamer (PC only ofc) or a top player (PC only ofc). But enough about things you can not change but at least maybe I get some frustration out.

    Now to go to the topic of PK. Last warriors Den they said something rather interesting regarding balancing and doing so in the fashion of risk vs reward. The specific example was about Kensei zone attack which is probably the attack with the best tracking in the game and one of the hardest attacks to read, which also has high knockback and ledge capability, 360 degrees, counts as a heavy, can be used backwards, is 500 MS and is really good to use in group fights with "unlocking" (targeting a player behind to make it unparryable). They said that since it only does 20 damage it would reward players a much harder punish and the Kensei would have to connect it twice to outvalue a light parry punish. Now I`m not saying they should nerf it or make it a light parry, but, I was rather intrigued by the statement of which they balance and the fact that it actually was Kensei zone.

    Now with this in mind let us discuss PK.

    - PK has good lights 500 and 400 MS but the lowest damage and tracking in the game.
    - PK has a slow heavy but can be soft fainted into top bleed, gb, or dodg-canceled, but by far the weakest in the game unless you end your chain and give away momentum. which will still leave it as one of the weakest and most stamina consuming heavies.
    - PK has a really good zone for option select, good tracking and is really fast (400MS). It is the only zone that counts as a light attack, that does not do chip damage or has the ability too ledge. also, it is the by far weakest damage in the game out of all zones.
    - PK has average dodge 600MS side dodge. However, cannot really delay dodge attack like the rest of assassins, dodge attack is the slow, chain finisher, does not track dodge, but counts as a heavy.
    - PK Can`t do chip damage other than 2 damage from heavies or 3 damage from comboed heavies (which both are really slow) and does not pose a threat due to the incredibly low damage.
    - PK Has good GB damage (38), but one of the weakest OOS/Wall punishes in the game, has no way to threaten a character that is OOS since you don`t do chip damage and only has regular attacks and GB.
    - PK Soft faint GB can`t is so slow that it can`t catch dodge attacks, or heavies if they go for Light parry timing or use option-select.
    - PK arguably the weakest deflect in the game, it does the same damage as shaman/Orochi but Orochi`s is direct damage and can be followed up by a 400 MS light or different mix-ups, Shaman has the same damage in the same way, but shaman gets a bleed on an enemy and therefore get a lot of momentum due to blood trance.

    Now looking at risk/reward I`m gonna take a few examples.

    - PK has to land three zone attacks to get the same damage as an LB get from one parry (45) (assuming now wall which would give him a higher punish)
    - PK has to land 12 (first light attacks) to kill and LB but 2-3 parrys kill you depending on if there is a wall or not. Yes PK has different options, but this is just an example of damage vs reward. PK has to land 5 heavies with the follow-up bleed to kill and LB and this is also bleed damage which is slow.
    - PK vs Kensei. Kensei light parry rewards him 40 damage, Kensei heavy parry (light attack not zone) will net him 20 damage which is the same as PK has from a heavy without the bleed.

    I could go move for move with every character in the game and PK would be at the worse end damage wise in almost every case. I feel like PK is more fun to play due to the mind games, but people can just blindly guess right 2-3 times and your dead while you are forced to commit a lot to get near the same damage leaving you at a high risk. Looking at 1v1 I feel like PK should get back 20 damage zone and 25 damage start heavy. comboed heavy should be 30. the first light should be 17 or 15 and the 400 ms one should be 12-13 or 15 depending on the first one.

    My biggest issue is that PK is worse than Valk in matchmaking 4v4 since you have zero damage but can`t increase defence to outvalue your opponents extra damage. as a double refined PK with 14% damage you do less damage on an enemy from a light parry punish than you would do in a duel if they have 40% debuff resistance which most people do. Most of PK`s damage get an insignificant damage increase and all of the bleed damage gets reduced by 40%, yet you can`t increase it? so the main source of PK mix-up and damage is just reduced by 40% blank. Which again makes her a total waste of space and time in matchmaking 4v4.

    We can all agree that PK needed a damage nerf and some more interesting gameplay, but just because she has been one of the strongest heroes does not mean you have to make her trash in gear stats modes out of spite. It would not have bothered me as much if you`d actually be able to get ranked dominion at the same pace as regular dominion, but, you can`t and she would still be trash in all other modes that involve gear stats. In duels she is pretty much fine, just needs a small damage buff like I suggested earlier and she would be at the place where Ubi seems to want every hero to be.
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  2. #2
    They cant balance her for 4 v 4 and duel modes.

    She is top tier in duel modes... or was. Not sure how she is now but shes still at least A tier in duel modes.
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  3. #3
    She is when Setmyx plays her, but then again so is Warden when he plays it. But, not everyone plays with 240 frames and is probably the best player in the game. But I agree and as I said, in duels, she just needs a small damage increase or even better does chip damage on light/heavies if the target is bleeding. This would at least punish turtling without giving her an unblockable or having higher damage that would at least make it hurt a little if they make a bad read and blindly go for an option select, or parry attempt.
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  4. #4
    Pk is really bad now
    Wow.
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  5. #5
    Some suggestions for PK:
    -Cancel the dagger in any direction
    -Speed up the softfeint in to guardbreak. Both that and the daggers are defeated by a simple light attack from half the cast
    -Either give her a bump in damage, or make her heavies faster. If she kept the same 20 damage heavies but sped them up to 600ms, I feel that could help out. I think the idea behind her low damage is that it's just a small sword and dagger; however, if it's not going to be slow and high damage, it should at least be quick for the damage it currently does
    -Potentially give her a countering move since she has less tools to work with than the other counter attackers like Orochi and Shinobi. She carries a sword and parrying dagger, maybe give her a parry counter move.
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  6. #6
    I agree that the Soft-fainted GB needs to go back to how it was speed wise, and I see your point of 600 MS heavies, although, I think that just would give heavy on GB and light GB timing which is fine that she does not have. Also when it comes with the mind games of heavy/light/daggercancel/GB/Dodge/parry bait she needs to have a slower heavy for delayed faints and way of light parry timing which also give you the ability to play a lot more around.


    - PK heavy damage + 5 on nutral and comboed
    - PK light 15/15 insted of 13/17 if not swap them around since the 400ms one should be the weaker one.
    - zone 17-20 damage or go back to being a heavy
    - dash attacks should go back as well
    - dagger cancel count`s as a chain starter
    - light/heavy/light combo.

    And make bleeds/poison affected by defence/attack stats and not deBuff resistance.. It is just braindead that everyone can remove 40% of bleed damage but it does not get buffed by attack. PK (180 GS 2x refined with 16% attack) heavy does 23 + 6 +1 (30 damage) on an enemy with normal 40% debuff resistance. in non gear modes it does 20+10+1 (31 damage) and her GB would do 22.8 damage insted of 38 in the same gear setting.
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