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  1. #11
    This proves nothing because there are lot of possibilities that cant be properly accounted for with the naked eye.

    First of all, using an assassin as an example is bad because they have timed blocks. Even if they are blocking for the first 9/10ths of the attack animation, if their block was slightly premature and it expires during the last 10 milliseconds before the attack connects, it will not (and should not) count as a block even if it appears as though it should have been blocked.

    Furthermore, even if a non-assassin has their block up for 9/10ths of the attack animation, if they give the game an input that makes them stop blocking at the last moment, it will look like the block failed when the reality is that they stopped blocking. If you slightly mistime a parry, dodge, deflect, hidden stance, full block, or just do something stupid like accidentally throw a light attack, you make yourself vulnerable the instant before the attack lands but the game doesnt have enough time between input and hitstun to show you a corresponding animation as proof of user error.

    The fact that OPs examples all consist of slow heavy attacks penetrating assassin guards makes it HIGHLY likely that the assassins are just blocking prematurely and arent experienced enough to know they need to recenter their analog and refresh their block to keep it from expiring.

    If this were a real issue with the game, a LOT more people would be complaining about it. Not saying this definitely isnt real, but this thread doesnt make a convincing argument.
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  2. #12
    Yeah, same for me. This netcode is simply broken... God I miss the times of dedicated servers when you decided to join a server with 30ms ping, instead of being forced into one with players over 80...
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  3. #13
    K1dR0b's Avatar Junior Member
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    Mar 2017
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    Watch enough videos of this happening and you'll see its not noobies mistiming a parry. It's a legit block that is not recognized and its causing a lot of people to lose matches when they might have won.
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  4. #14

    Block response failure

    It suffices to say that an error like this is functionally game breaking in nature, furthermore it conveys the studio's utter lack of competence in designing game systems.
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  5. #15
    JCL.'s Avatar Junior Member
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    Jul 2018
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    Did you and I watch the same video? In the first clip, the orochi said he tried to deflect, but flunked the timing, and got hit.
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  6. #16
    We.the.North's Avatar Banned
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    Oct 2013
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    Not just Block. But aswell as deflect doesnt connect like it used to be. İ am not a noob rep 38 Orochi. Many things dont feel Right.
    Deflect works best against top attacks and undodgeable attacks. Otherwise, your dodge "dodges" the attack instead of triggering the deflect. For Deflect to "check", the attack has to hit you. As a result, A LOT of attacks in this game has close to 1 frame where you can deflect, most of which are side attacks.
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  7. #17
    SpaceJim12's Avatar Senior Member
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    Aug 2017
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    Simple microlags. We still don't have proper lag compensation. So, take a reflex guard of assassins, add it to latency (yours and your opponent), add all this to lost packages from server and get goes through block attacks. I belive that something noone can fix. Just add a more ranged lag compensation.
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  8. #18
    this happens sometimes when you parry also the animation will happen but you still get hit.
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  9. #19
    This **** is why I'm so ****ing upset with tournaments right now. Blocks not working, ddos, and what's with my NAT switching to moderate in tourneys when the rest of the time is OPEN. Hmm.
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  10. #20
    Holy hell, I thought I was going crazy, but it looks like this thread proves it. I just decided to pick up Peacekeeper a couple days ago and so many times incoming attacks still hit me even though my guard was where it was supposed to be. They were not close calls either, my guard was always in the correct position half a second to a second at the most before the attack landed. It's absolute nonsense.
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