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  1. #21
    I was taking a break for 3 months now and wanted to see how far you got after that time.

    To put it briefly the warden rework is an epic fail on PC an here is why:

    Wardens top heavy which is now unblockable is always showen as an incoming side attack!!!


    I thought you would eather fix this long knowen bug or do not give him a rework that makes him benfit from it.

    Sorry to ask but do you plays this game at all?
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  2. #22
    Originally Posted by Jmoyano92 Go to original post
    Maybe he used a feint.
    Feints dont finish the heavy attacks into execution. It was 100% a UI bug not picking up the heavy. There was attack indicator and it still went through.
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  3. #23
    Originally Posted by Klingentaenz3r Go to original post
    That would be because you are attacked by a quicker attack in the meantime and hence the indicator of the unblockable disappears. Instead the other one appears as the current threat so that you can defend against that. Very confusing stuff, I know.
    No I wasent. It just didnt show. I watched the attack to parry it and I died to the hit. The UI just doesnt display the proper signals with it some of the time. I have seen it twice now. Both of them clear as day examples. The UI will just disappear. No fient. No other attack. It just goes poof before his attack even lands and even before you would have the option to parry it.
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  4. #24
    Originally Posted by The_Lord_Shrek Go to original post
    No I wasent. It just didnt show. I watched the attack to parry it and I died to the hit. The UI just doesnt display the proper signals with it some of the time. I have seen it twice now. Both of them clear as day examples. The UI will just disappear. No fient. No other attack. It just goes poof before his attack even lands and even before you would have the option to parry it.
    Generally its lag, I've wanted an option to just turn of the hit indicators (and not all the stance widget etc.) for ages so I can watch the character not the hit marker as they are pretty unreliable in laggy games - this happens with all kinds of heros
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  5. #25
    Ok I was playing with him and I have important and interesting suggestions to improve the actual Warden.

    (I have almost 500 hours in game)

    ·Shoulder Bash:

    You can not cancel Shoulder Bash if you just press the feint button. Now you must press feint buttom and stop pressing the guard break buttom (needed for shoulder bash) at the same time so this is bad in terms of how it feels. It feels uncomfortable in terms of gameplay. like 2X1 instead of 1. Before pre-rework this was fine but now it feel strange and bad, like clunky.
    Do this: If you press feint buttom (only that key) the shoulder bash is cancelled, like before.

    ·Top heavy unblockeable:

    Remove this unblockeable from every single combo except when you do properly a Crushing Counter Strike. You will have these 2 unblockeables,
    The top heavy unblockeable only will be after an succesfull Crushing Counter Strike. Against ganking this will be a powerful tool for Warden, besides, It looks very powerful and scary and you need some skill to do it. not like now.

    ·Remove the second guaranteed top light attack after Crushing Counter Strike:

    We are Wardens, not Orochis. Warden only must have his second guaranteed light attack on the sides.
    Besides this guaranteed second top light attack has a big problem: you can do an insane combo of three unblockeables right now (2 of them unstoppable = 55dmg) and if you are smart you will do:

    *Crushing Counter Strike + Guarantedd Top Light + Unblockeable Top Heavy = 95dmg
    or
    *Crushing Counter Strike + Guaranteed Top Light + Feint Top Heavy Unblockeable and turn it into another Crushing Counter Strike = 95dmg

    This combo deal a lot of easy damage. 40 dmg + 15 dmg + 40 dmg = 95 dmg in total for one combo... It is too much damage in less than 4 seconds.

    So that's why the guaranteed second top light must be removed, that's the Orochi attack and it is unnecesary damage for top Warden players. We don't need that.

    ·Heavy side attacks values: from 30 dmg to 35 dmg. (because 30 is little damage for a two-handed sword, Nobushi have a stick and she can do the same damage, even the shinobi with his two scythes do the same damage, so a little more for Warden)

    ·Crushing Counter Strike:

    Restore the damage value from 40 dmg now to 45 dmg pre+rework (this value was fine, so no change is needed in the 45 dmg value)

    ·Lights side attacks values:

    1st Side Light attack: does 15 damage (like pre - rework, because It was fine).
    2nd Side Light: does 7 damage (was 9 in pre- rework and 6 after rework and that's nothing. It's must be 7).

    Top light attack: It is fine, 15 damage (current damage, like side attacks, but this one is faster of course so don't touch it)

    ·Forward Dash + Heavy:

    The movement is cool (and annoying as f@c# for the enemy at the same time) but the animation looks clunky, the attack must have less speed (100 or 200 ms slower) and the animation must starts at 200ms in the Dash Forward movement (not 300ms). This little change would be perfect.
    Also you must nerf the range of this attack, because it is extremely powerful and annoying when you are alone in front of a whole enemy group and you must flee to find your team. It has like 7 meters long effectiveness range right now and that's too much, even for a long sword, so the perfect range for this attack must be 2 meters at maximum. Besides, with this new attack now Shinobis and Nobushis are completely useless fighting against Wardens... and that is a big problem, and the cause of that is this attack. It is a heavy finisher, (heavy with 20 dmg) but it is extremely fast, and that's unfair because it is a heavy attack (with execution for the enemy) and if you try to move back or if you try to run away if you are surrounded, it is a guaranteed hit.

    Warden is right now a cancerous character because the top heavy unblockeable in every single combo and because the Forward Dash + Heavy.
    Fix that. Warden players don't need any skill to win now. I can be God with him now without effort, and that is very unfair for other players.

    *All these damage values are fine, if you take the calculator it looks good.

    *Warden is right now the most "50/50" hero in the game. So please, fix that with this values.
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  6. #26
    Warden Feedback

    I am not a Warden main but i like to play him sometimes and i am rep 12 with.

    Overall, Warden is far too strong now. In my Opinion he is now the best Char in the game, here is why :

    Decent defense
    Every lights at 500ms (double guaranteed if from side) which is very good for a Vanguard
    500ms Zone still very efficient
    Very strong punishes ! (Wallsplat, OOS, Parry)
    Strong OOS Pressure (SB/Unblocable)
    Best superior block of the whole game ! 40dmg plus top light Guaranteed -> 55dmg for a sup block (Highlander is 30 and Valk 27 while both are among good sup block for exemple)
    Front Dash attack is a heavy but almost as fast as light dash attack of the Kensei....
    SB mix up is very easy to access and now the charged SB has an INSANE Tracking and Guranteed a TOP HEAVY !! The fact you can feint while charging it makes it probably the best moove of the whole game looking at Risk/Reward ratio...
    Each moove of his entire set can now chain with the unblocable......
    Side heavies has been speed up
    Good feats (as most knights)


    So globally, he is fast, he has insane pressure game, insane punish, strong damages, no real punishable moove if well played and the most broken thing is he has a far too easy access to his unblocable and SB mix up.

    He is too safe and too easy to play for the damage he can allow you to easly got.

    Again, i like to play him, he is in my top 5 char i enjoy to play, but it is just an honest point of view.

    My main is Kensei, but be honest with Kensei there is nothing you can do agaisnt Warden.
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  7. #27

    Warden Rework Opinion

    In my opinion the rework is fine except for three factors

    1. Forward Heavy:
    I feel wardens dodge forward heavy is too fast to be considered a heavy attack. I propose a simple solution, make it a light attack. Keep the same speed and distance just make it a light attack input for those who are skilled enough to parry to balance out the risk/reward ratio.

    2. Charged Shoulder Bash:
    The risk reward ratio on this attack is now extremely unbalanced in my opinion. Opponents facing a warden now have a 50/50 chance of getting hit by an uncharged sb or a charged one. They either dodge on sight of them charging up to avoid an uncharged one get hit by a charged one instead or they try and delay their dodge and get hit by a normal one. The only safe way to avoid both is to double dodge backwards which "resets" the duel. This also gives him extreme out of stamina punish given the fact you can roll when out of stamina (the same goes for lawbringer's bash-light/bash-guardbreak-heavy combo).

    3. Free Top Heavy Off of Charged SB:
    His guaranteed heavy would be fine if it weren't so easy to land a charged sb due to its buffed tracking (and his 50/50) and the fact that warden's heavy attacks are some of damaging heavies amongst all the other characters. Most characters regular heavies do a base 25/1 bar of health (slightly over on some other characters) while his do a whopping 40/nearly 2 bars of health!! Considering before he would only get that much damage on a wall splat, seems pretty ridiculous he is getting that on a charged sb that has insane tracking, distance, and hyper-armor. One option is to simply nerf his heavy attack damage all together or just on landing a charged sb.
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  8. #28

    New Warden is S-tier

    He is most certainly the best character in the game right now. No character should be able to feint their bash - imagine if Conqueror could cancel his bash into a guardbreak like Warden. Besides, the range on his charged shoulderbash is absurd. I also wish there was a way to tell if he was charging his shoulderbash or letting it go instantly, just to eliminate the 50/50 element.
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  9. #29
    Originally Posted by Jmoyano92 Go to original post
    Ok I was playing with him and I have important and interesting suggestions to improve the actual Warden.

    (I have almost 500 hours in game)

    ·Shoulder Bash:

    You can not cancel Shoulder Bash if you just press the feint button. Now you must press feint buttom and stop pressing the guard break buttom (needed for shoulder bash) at the same time so this is bad in terms of how it feels. It feels uncomfortable in terms of gameplay. like 2X1 instead of 1. Before pre-rework this was fine but now it feel strange and bad, like clunky.
    Do this: If you press feint buttom (only that key) the shoulder bash is cancelled, like before.

    ·Top heavy unblockeable:

    Remove this unblockeable from every single combo except when you do properly a Crushing Counter Strike. You will have these 2 unblockeables,
    The top heavy unblockeable only will be after an succesfull Crushing Counter Strike. Against ganking this will be a powerful tool for Warden, besides, It looks very powerful and scary and you need some skill to do it. not like now.

    ·Remove the second guaranteed top light attack after Crushing Counter Strike:

    We are Wardens, not Orochis. Warden only must have his second guaranteed light attack on the sides.
    Besides this guaranteed second top light attack has a big problem: you can do an insane combo of three unblockeables right now (2 of them unstoppable = 55dmg) and if you are smart you will do:

    *Crushing Counter Strike + Guarantedd Top Light + Unblockeable Top Heavy = 95dmg
    or
    *Crushing Counter Strike + Guaranteed Top Light + Feint Top Heavy Unblockeable and turn it into another Crushing Counter Strike = 95dmg

    This combo deal a lot of easy damage. 40 dmg + 15 dmg + 40 dmg = 95 dmg in total for one combo... It is too much damage in less than 4 seconds.

    So that's why the guaranteed second top light must be removed, that's the Orochi attack and it is unnecesary damage for top Warden players. We don't need that.

    ·Heavy side attacks values: from 30 dmg to 35 dmg. (because 30 is little damage for a two-handed sword, Nobushi have a stick and she can do the same damage, even the shinobi with his two scythes do the same damage, so a little more for Warden)

    ·Crushing Counter Strike:

    Restore the damage value from 40 dmg now to 45 dmg pre+rework (this value was fine, so no change is needed in the 45 dmg value)

    ·Lights side attacks values:

    1st Side Light attack: does 15 damage (like pre - rework, because It was fine).
    2nd Side Light: does 7 damage (was 9 in pre- rework and 6 after rework and that's nothing. It's must be 7).

    Top light attack: It is fine, 15 damage (current damage, like side attacks, but this one is faster of course so don't touch it)

    ·Forward Dash + Heavy:

    The movement is cool (and annoying as f@c# for the enemy at the same time) but the animation looks clunky, the attack must have less speed (100 or 200 ms slower) and the animation must starts at 200ms in the Dash Forward movement (not 300ms). This little change would be perfect.
    Also you must nerf the range of this attack, because it is extremely powerful and annoying when you are alone in front of a whole enemy group and you must flee to find your team. It has like 7 meters long effectiveness range right now and that's too much, even for a long sword, so the perfect range for this attack must be 2 meters at maximum. Besides, with this new attack now Shinobis and Nobushis are completely useless fighting against Wardens... and that is a big problem, and the cause of that is this attack. It is a heavy finisher, (heavy with 20 dmg) but it is extremely fast, and that's unfair because it is a heavy attack (with execution for the enemy) and if you try to move back or if you try to run away if you are surrounded, it is a guaranteed hit.

    Warden is right now a cancerous character because the top heavy unblockeable in every single combo and because the Forward Dash + Heavy.
    Fix that. Warden players don't need any skill to win now. I can be God with him now without effort, and that is very unfair for other players.

    *All these damage values are fine, if you take the calculator it looks good.
    This is literally one of the opt "i dont know how to play for honor" posts in quite some time. Why would they remove wardens second light attack after a CC? 1 its inly possible if someone attacks you from the top. Who the F... attacks a warden from the top? Unless you brain damage to do that a wardens move hot the useless tag on it. Second. How on earth can you say "make charged shoulderbash commited". Its like wanting to get free damage whenever you see a warden charge a SB more than 1 sec. Sooo you want to demolish another move. Qich is 50%useless now anyway.
    Further more you want to remove the top unblockable from all finishers except CC. Dude? Wtf? That top unblockable is again iseless anyway because against a warden most players defend theyr top guard. And that fricking unblockable is super easy to parry. Another useless add to warden. Ubisoft. Please wake up, and gice warden a soft side light feinth from the top unblockable. Else, not only that you added 2 new moves (in reality only one move) to warden, but you made him easyer to play agains... and way worse than before. I agree with the removal of vordex, but not if were left with a f-ed up hero in the procces
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  10. #30
    being warden is my main, i would say the only thing that kind of makes him op in this rework is him being able to feint his shoulder bash at any point in time it he can even feint it after he moves a little bit and that physically forces people to move its like highlanders kick to grab combo its a guessing game you cant really rely on your skills to react to it its a total guessing game other than that i dont think the rest of the changes made warden to strong
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