Hello. I have a day or two before all the "ChinaOP" threads, so i decided to write about my observations right now, while my chances to be notices are slightly higher than 5%.
I'm not a "gud" player but my logic-obsessed brain (of a wannabe game designer) can't help but notice some... imperfections in the For Honor's design.
Namely: The difference in stamina cost of succesul, missed, blocked and parried attacks.
Just an example (numbers are from the training room):
Lawbringer, top light stamina costs:
Succesful: 6 (15 damage)
Missed: 10
Blocked: 21
Parried: 42
Lawbringer, top heavy stamina costs:
Succesful: 12 (30 damage)
Missed: 21
Blocked: 30 (6 damage)
Parried: 84 (0 damage)
See what i mean? In addition to nullifying damage, interrupting combo and stuggering your character blocks and parries drain stamina like crazy. Why? On top of that blocking/parrying costs nothing to the character performing it.
I think that this design decision heavily favours experienced players and heavily punishes any mistakes. If you succesfully connect every attack then you can montor and manage your stamina. But if your attack is parried then you lose any control over your green bar and fall to the ground ready to be humiliated.
Giving heavy attacks such large drawbacks makes them very bad choice in a fight and thus decreases the "depth" of the game. ("Depth" = the number of meaningful choices player can mage. No, inherintly invalid "choices" like jumping off a cliff do not count.)
My assessment is that monstrous stamina drain is unnecessary. Good players do not need extra advantages over bad ones. Good player will always win over someone who randomly flails his weapon.
I'm not familiar with the top level play but my guess is that heavy attacks are not welcome there. (I mean real heavy attacks, not feints/swaps)
So, my suggestion is:
1) Decrease/remove stamina drain on block and parry. Nullifying damage, interrupting combo and stuggering enemy for 0 cost is more than enough of a reward for a successful parry.
2) Make successful and missed attack equal in stamina cost. (Preferably at the current cost of a miss, not a hit) I mean, come on! The air is actually easier to cut than armor, you know.
Note: Please don't argue about specific characters in this thread. Some may suffer less from it, some may suffer more, but (to my knowledge) this applies to every single character in the roster.
Also, please no "Git Gud" skill measuring contest here. Not constructive.
These days I only play ForHonor once in a while, so take my experience with that measure. I completely agree with you on this subject. I came to play a few matches after about 6 months of not touching the game. I found that something had changed and now with every heavy or unblockable attack I am blocked/parried and lose all of my stamina and fall to the ground. This heavily benefits the players who spend all their time practicing and playing ForHonor. Casual players such as myself are just **** out of luck.
Being as it is so easy now to run out of stamina and die, I no longer find this game to be enjoyable.