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  1. #11
    Buff his lights so you can't get gb out of them or speed them up slightly so that everyone can't parry them lol kinda forces you to play that way I'n os
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  2. #12
    Originally Posted by The_B0G_ Go to original post
    Nerfing his kick/grab mixup will likely put him right back where he used to be pre-buff.

    If you keep up pressure on 95% of HL's, they can't even get their kick/grab mixup going, a fast light stops the kick, most assassins dash attack stops the mixup as well.

    Slower classes like LB might have an issue but LB has an issue with a lot of classes, he's weak. He has no openers besides top light, and everyone knows thats coming; block top zone and be ready for GB and you shut down LB in a 1v1. All he can do is feint heavies and try to get you to bite.

    Getting into OS while being pressured isn't easy, you have to at least get a light attack in and his light attacks are pretty average in speed.

    Kick/grab is strong but it's all he really has to open up passive players so he needs it considering how slow all of his attacks are, and you can dodge it, it's just hard.

    Almost all heroes have at least one "greasy" mixup that is hard to counter. He can maybe lose 5 damage on his heavies, but his attacks are slow and easy to parry compared to other classes.

    All of your suggestions would put him exactly where he used to be pre-buff.
    I'd buff his recovery after attacks in Defensive form so they're not free GB's if blocked. Also let him fast flow into offensive form from defensive form finishers. And maybe allow his armor in Defensive form to be active sooner into his heavies. Maybe speed up some of the attacks in defensive form as well.

    Then I'd make celtic curse undodgable. I'd nerf the damage of Balor's might when gained from a kick to 30. Getting it from a toss would be 35. And getting it from raw dodge/parry would still be 40. Offensive form dodge recovery would be nerfed to either 500ms or 600ms. OR i'd remove his ability to que another dodge after just finishing one. Everyone else in the game sans him and aramusha have a forced recovery after a dodge so you can't que a dodge again. We have a choice here. If we want to keep the ability to dodge through combos to get a heavy then we have to nerf the recovery speed so it's harder to do but still possible. But if we want that playstyle gone but we still want him to be able to dodge in specific situations then we need to add that forced recovery and slightly nerf the recovery speed.

    Then finally I would propose that highlander has armor in offensive form. Either during balors might or during his kick/toss. That way he can still get confirmed damage in a group fight despite allies being near him and not being careful. But the armor wouldn't effect his 1v1 performance.

    All in all these changes make his defensive form a bit more usable and adjusts his offensive form's issues a little without over nerfing and gives him a slight bump to usability in a team fight.
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  3. #13
    Not for nothing, but Highlander is only at 51 percent in 1v1 and under 50 percent in 4v4. He need low dodge recovery in OS because he can't block. It's the ONLY way he can defend himself. Sure his kick to grab combo can be annoying, but it's counterable.
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  4. #14
    Originally Posted by XJadeDragoonX Go to original post
    Not for nothing, but Highlander is only at 51 percent in 1v1 and under 50 percent in 4v4. He need low dodge recovery in OS because he can't block. It's the ONLY way he can defend himself. Sure his kick to grab combo can be annoying, but it's counterable.
    So true story mate...

    If Highlander gets some kind of bigger nerf his OS, not even every dodge attack delete his OS, but there will be every fast attacker will delete him too.
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  5. #15
    Highlander need buff not nerf his defense are too broken...
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  6. #16
    Originally Posted by Knight_Raime Go to original post
    I'd buff his recovery after attacks in Defensive form so they're not free GB's if blocked. Also let him fast flow into offensive form from defensive form finishers. And maybe allow his armor in Defensive form to be active sooner into his heavies. Maybe speed up some of the attacks in defensive form as well.

    Then I'd make celtic curse undodgable. I'd nerf the damage of Balor's might when gained from a kick to 30. Getting it from a toss would be 35. And getting it from raw dodge/parry would still be 40. Offensive form dodge recovery would be nerfed to either 500ms or 600ms. OR i'd remove his ability to que another dodge after just finishing one. Everyone else in the game sans him and aramusha have a forced recovery after a dodge so you can't que a dodge again. We have a choice here. If we want to keep the ability to dodge through combos to get a heavy then we have to nerf the recovery speed so it's harder to do but still possible. But if we want that playstyle gone but we still want him to be able to dodge in specific situations then we need to add that forced recovery and slightly nerf the recovery speed.

    Then finally I would propose that highlander has armor in offensive form. Either during balors might or during his kick/toss. That way he can still get confirmed damage in a group fight despite allies being near him and not being careful. But the armor wouldn't effect his 1v1 performance.

    All in all these changes make his defensive form a bit more usable and adjusts his offensive form's issues a little without over nerfing and gives him a slight bump to usability in a team fight.
    Yeah, I feel his defensive stance should be much more potent. A true 50/50 on effectiveness for both stances and in return making offense stance less dominating.
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  7. #17
    Originally Posted by XJadeDragoonX Go to original post
    Not for nothing, but Highlander is only at 51 percent in 1v1 and under 50 percent in 4v4. He need low dodge recovery in OS because he can't block. It's the ONLY way he can defend himself. Sure his kick to grab combo can be annoying, but it's counterable.
    Untrue. He's perfectly capable of leaving OF and parrying people. Any really good highlander already does this. 400ms dodge recovery is excessive. He already doesn't get forced into a delay for trying to dodge again like basically every other hero in the game sans one person. He could absolutely have it nerfed to 500/600ms and still be able to use it as an effective dodge tool. It just would be harder and require better timing.
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  8. #18
    Originally Posted by Knight_Raime Go to original post
    Untrue. He's perfectly capable of leaving OF and parrying people. Any really good highlander already does this. 400ms dodge recovery is excessive. He already doesn't get forced into a delay for trying to dodge again like basically every other hero in the game sans one person. He could absolutely have it nerfed to 500/600ms and still be able to use it as an effective dodge tool. It just would be harder and require better timing.
    if he loses that dodge recovery, he will lose optimal punishes on certain cast members, making those match ups even harder. Offense dodging is a bit extreme only when mastered, and only the very best highlanders can pull this off. Dodging 500ms lights in succession etc.
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  9. #19
    Originally Posted by RenegadeTX2000 Go to original post
    if he loses that dodge recovery, he will lose optimal punishes on certain cast members, making those match ups even harder. Offense dodging is a bit extreme only when mastered, and only the very best highlanders can pull this off. Dodging 500ms lights in succession etc.
    I can dodge orochi's triple light spam on Aramusha and he's got 500ms dodge recovery only to the sides. It would deff be possible without 400ms dodge recovery. It would just be harder to do.
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  10. #20
    Originally Posted by Knight_Raime Go to original post
    I can dodge orochi's triple light spam on Aramusha and he's got 500ms dodge recovery only to the sides. It would deff be possible without 400ms dodge recovery. It would just be harder to do.
    then let's meet half way. make it 450ms =-0
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