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  1. #1

    Shinobi Damage nerf and rework Ideas.

    I'm a rep 50 shinobi on PC. I believe I have a lot of good feedback on what the character needs. I know other characters need reworks first, and shinobi isn't a priority at the moment. But please check the reddit post i made in competitive for honor subreddit. Most people tend to agree with my ideas and can't really find a strong reason to disagree despite wanting to hate my ideas. I would greatly appreciate if the devs saw my ideas. I've been thinking of these for a long time and this is my most refined version yet. I also link some of my game-play highlights if you are interested.

    https://www.reddit.com/r/CompetitiveForHonor/comments/8sdlnk/shinobi_damage_nerf_and_rework_ideas_updated/


    https://www.youtube.com/watch?v=mkDjexq9vRc
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  2. #2

    Combos not Nerfs

    Shinobi , and every other character do not need nerfs. They just need to be brought to their full realization for the game. Each character needs to be allowed to be the best version of that character. This will truly bring the games replay value way up. The point for this particular character which I main , that I am making is combos. Specifically close range combos. For example..

    Dodge parry = punch , no damage but unbalanced effect.
    Dodge parry parry = double punch , damage inflicted, with 50/50 chance to be countered.
    Light dodge parry = light and punch combo , damage inflicted, leaves opponent ublanced and open for follow up combos.

    Just by introducing a punching mechanic to the Shinobi would actually add to his kit and make him a more diverse and unpredictable fighter.
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  3. #3
    Um, what? This makes not sense. Shinobi already has great parry punishes. That's not his problem. I main him too. I'm rep 50 on PC and the whole competitive scene says his damage is overtuned, and they have a point, but he is still weak overall and a lot of it has to do with poor fundamentals. Just read everything in the link.

    The point is to make shinobi have single dodge chains so that his dodge attacks aren't always slow and interrupted by guard breaks. Also to make him punishable at any range, so he is punished more often, but also punished less extremely while staying on his feet and only getting a light attack punish for ranged parries.

    Another big issue is that people want to punish the kick, the kick should still be safe, but the back-flip should be punishable on startup with a guard-break. And if they are late on the GB they can be punished with the ranged GB.

    Just read the article. It's all good changes.

    As of right now, yes, shinobis damage is justified because of how weak he is, but everyone complains so i'd like to trade a for more of an inside game and more viability in group fights. Such as i-frames on deflects and the backflip.

    Trust me. I don't want to explain everything again. Give this a read, most experienced players will agree with this on both sides.
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