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  1. #11
    Hm
    I think the shorter respawn time when being ganked is an interesting idea so far.
    But i honestly have no clue how the game system would recognize a gank situation...
    Should that be triggered by assists?
    Or should it count the enemies locked on a certain player based on time?
    I have no idea, really.
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  2. #12
    recently I was playing few dominion-matches. the ganking in alot of these matches takes a big part of the fun away (imho at least). I think the best you can do is to group up and try to fragment that deathball. but with strangers in a team it seems cose to impossible to coordoinate that way (even if you spam "group up).

    atm you have a steady time to respawn depending on how (and when) you died. this leads to the situation that every now and then one lonely fighter is running around and gets catched by the deathball.
    so I started to think about some other games I played before (etqw for ex) an how they handle respawn. could it help against that deathballing by starting in waves of reinforcement?!? like (for ex) every 30 sec there is a wave of respawn so that all those rotting corpses on the battlefield can rejoin the fight.

    personally I sure would prefer to reinforce in waves. some might say that this would feature deathballing in general but deathball/ ganking already is there but we have a hard time to crack the nut.

    (state the obvious: this ain´t my mothertongue so excuse me pls and I hope I could at least transport my thoughts)
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  3. #13
    I think shortening the respawn time on ganked Victims seems like something that is a good idea to try to see how it affects game play at the very least.
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  4. #14
    Originally Posted by chobbsy99 Go to original post
    Furthermore, it should be impossible to execute opponents if they were fighting 1v3+. Kills would seem less satisfying and it would allow revives. This may reduce the incentives to deathball a little.
    I really like this idea. It would force players to either stay and guard the body. Or move on in the death ball allowing teammates to revive them. Its an interesting idea. But executions are so cool in this game it would be sad to not see them as often.

    Im not sure how everyone would like that but it would be interesting to try it out.
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  5. #15
    SpaceJim12's Avatar Senior Member
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    After 10 hours spend in Tribute, I think there is one more thing, that could help make gunks less rewarding.

    I tried to understand, why I don't feel helpless and useless aftar stand and died in 1v3 situation. And then I realised, that after this 1v3, my opponents had half or even less of their healthbars. And they can't do anything with it.
    So, my point here, is that devs should remove healing from zones. No healing at all in Dominion. If you stupid enough to join the gunksquad, prepare to be low health.
    And people with low health are more careful, so maybe they will avoid gunks at all.

    But all this thing have no sense, unfortunatly. Even if devs wanted to fix Dominion, I think it will be dead, same as tribute and skirmish/elimination now. Breach will take high activity and others 4v4 modes will take low activite. No happy end for Dominion.
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  6. #16
    I don't really see how not being able to execute is supposed to work, I mean, how does the game decide what's a gank and what's not?
    Imagine you fight someone for a good 3 minutes and then a teammate comes along and hits your opponent a couple times. You get the kill eventually, but you're not allowed to execute, because a teammate is nearby? This is bound to lead to inconsistencies.

    On the respawn timer I do agree, though I think it should be decreased across the board, no matter the situation.

    Revenge should be removed entirely, instead friendly fire should be punishing for the aggressor. If you hit a teammate with a light attack, he should take 100% FF and you should pay 200% stamina for that attack. If you hit a teammate with a heavy, he should take 50% FF and you should pay 300% of stamina for that attack. This way, the ganksquad cannot mindlessly spam attacks through their own teammates, but have to coordinate their attacks, which would make the gank generally slower and more defendable. Also if a ganksquad is careless, it would even be beneficial to the gankee, because he can use their FF and stamina loss to his advantage. It would also create a whole new defense mechanic, because if you know that enemies can hurt their teammates, you would try to position yourself in way, that an incoming attack could maybe hit their teammate, if you dodged it correctly etc... What do you think about that?
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  7. #17
    ChampionRuby50g's Avatar Senior Member
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    Camberto, I like your suggestion off FF dealing stamina damage to the person who hit their ally, but I think the numbers are over the top. Sounds like one hit would put you OOS regardless and that’s a bit much. I’ve never supported an increase in FF damage dealt to friendlys. It could be abused by toxic players too easily, killing teammates would happen far more often, and mistakes do happen after all.

    I assume the no execution would work similar to the honorable bonus people get, like honorable 2v1 etc. I suggested a little while ago that players who get killed by a gank get a renown boost of 10 points for their effort in fighting off a 2v1, 3v1 and 4v1. It would slow down the feat advantage deathballs get, and incentives the player to fight harder.
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  8. #18
    Originally Posted by ChampionRuby50g Go to original post
    Camberto, I like your suggestion off FF dealing stamina damage to the person who hit their ally, but I think the numbers are over the top. Sounds like one hit would put you OOS regardless and that’s a bit much. I’ve never supported an increase in FF damage dealt to friendlys. It could be abused by toxic players too easily, killing teammates would happen far more often, and mistakes do happen after all.

    I assume the no execution would work similar to the honorable bonus people get, like honorable 2v1 etc. I suggested a little while ago that players who get killed by a gank get a renown boost of 10 points for their effort in fighting off a 2v1, 3v1 and 4v1. It would slow down the feat advantage deathballs get, and incentives the player to fight harder.
    Well the numbers could obviously be adjusted, but I think this is the best way to address this issue. I feel like having a bigger stamina punishment on heavies is alright, because you can quite easily faint them, if you notice an ally would take it. And being OOS while in a gank squad isn't really that bad, as you can just wait it out without pressure. FF should definitely be in the game at least at 50%, since the lack thereof is IMO the biggest problem.
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  9. #19
    Originally Posted by Camemberto Go to original post
    I don't really see how not being able to execute is supposed to work, I mean, how does the game decide what's a gank and what's not?
    Imagine you fight someone for a good 3 minutes and then a teammate comes along and hits your opponent a couple times. You get the kill eventually, but you're not allowed to execute, because a teammate is nearby? This is bound to lead to inconsistencies.
    I get that. I’m a centurion main (hate me all you want) and most of his damage comes from combos and wall splats. Having team mates interrupt my attacks can make 1v2s actually more difficult than 1v1s on occasion (unless the opponent is oos then gg).

    Having a team mate not only interrupt my attacks but also prevent an execution would be infuriating.

    That’s why I think 1v2s should allow executions still. Only allowing them on 1v1s would be an unrealistic expectation of the honour of the player base. Also the current revenge system means that fighting two opponents at once is not the end of the world.

    I think they could probably manage it using the honourable kill system, but I’m not a developer. Hopefully they can work it out!
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  10. #20
    Some really good ideas here about the balancing of the game.The no execution when your getting jumped or the low re spawn time if you do get jumped.
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