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  1. #1

    Thanks for all. My summary:

    This Open Test really made me enjoy the game more then ever before. I had so much fun playing Breach and it is such a high quality mode. You gave me what I asked for in so many Forum Threads, I love it.

    It is long, it is chaotic, it has a boss fight, it has a lot of AI and environmental hazards. Use it or die to it, this is war!

    To lay my cards on the desk with my biggest request to the Devs is the following: DO NOT NERF THE MINIONS, THE COMMANDER, THE BALLISTA OR ANYTHING !!!

    This is exactly what this game needs! Minions are already weak, since one gets accustomed to the right block directions on them. They should keep interrupting revives and executions. Why the heck should I perform a long execution, when there are his angry companions around me. That would be unlogic!

    This should not be Dominion 2.0 where every possible danger is nullyfied, for some 16 year olds to feel like the rocking boss.

    It is really really really good balanced.


    Things I would still recommend to adjust:

    1) Add 1-2 more defender minions in the Cauldron Area, to help making a proper last stand, as the Cauldron Area is the most important part for the defenders.

    2) Please remove the fence in the Walled City phase 2 defender spawn. I understand, that it enabled some nasty drop attacks, but the new spawn is too weak. Running away, using the zip-line and run in from the other side is too much time. Please remove the fence or make a new spawn point, that enables a faster comeback.

    3) Let the Guardian fight for those who defeated him at the ram, and let Archers prioritize pikemen first. The buff seems to be a contraversal thing. In a Stream, you said that pro players claim it to be OP. I think it is too weak, since a buff doesn't compromize staying away from battle for so long. I am not a pro, I just wanted to give you the idea, so you maybe find a better way to implement something of it.

    4) Let us use the cool minion kill animations from Dominion only on the Archers.

    5) Give The Commanders faction unique Weapons. Knight - Longsword / Samurai - Nodachi / Viking - Raider Axe
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  2. #2
    The open test is far From balanced yet.
    The Minions shouldnt be nerfed again, Commander Needs to be buffed, the Guardian needs to be a real objective.

    This mode is not ready for release.
    Some other dude figured out a good balance method and posted it a few ago!

    I recommend you check that out bud.
     1 people found this helpful
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  3. #3
    Originally Posted by BrokeMyClass Go to original post
    The open test is far From balanced yet.
    The Minions shouldnt be nerfed again, Commander Needs to be buffed, the Guardian needs to be a real objective.

    This mode is not ready for release.
    Some other dude figured out a good balance method and posted it a few ago!

    I recommend you check that out bud.
    Minions should stay strong, we agree on the that.

    I made a advice what to do with the Guardian. I think it's a good way to make him actually important, as he is a freakin giant.


    The Commander got some hyperarmour since the last test, and he is not bad now. He simply should not stumble around, when being ganked, but get hyperarmour and drop some Zones.
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  4. #4
    Originally Posted by BrokeMyClass Go to original post
    The open test is far From balanced yet.
    The Minions shouldnt be nerfed again, Commander Needs to be buffed, the Guardian needs to be a real objective.

    This mode is not ready for release.
    Some other dude figured out a good balance method and posted it a few ago!

    I recommend you check that out bud.
    Could you maybe provide us with a link to that specific thread you mentioned for the interested reader, good sir?
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