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  1. #111
    I posted a huge passage previously. For to add that any additional points applied to perks should benefit to some degree. At the moment I have a hard time seeing the benefit of upgrading/refining perks and armor.
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  2. #112
    Mstersplint420, I kind of have some questions on this one.

    First: What do you mean by dishonorable players. Using hacks or just someone running up and stabbing you in the back while you are 1v1ing another player or bot. If they are using hacks you can report them now by clicking on their picture in the game screen. I know it's in the between rounds character select screen and pretty sure it's the same on game map. If they are just running up behind you and stabbing you in the back sorry but that's just part of the game. Basically if your an honorable fighter you get bonuses to renown score and if you stab someone in the back in a two on one situation you get some penalties to the renown score of the kill encounter. I think it's something like minus five points per person in the encounter. So if it's a three on one situation you would actually see like ten points deducted from the encounter score for the player who scored the kill. Now if you are the one player in that situation and can pull of a win and kill them you get bonus renown based on how many.

    Second: Second I agree camera can get a little wonky but they did add a zoom in and out function. Personally I don't use this but may be something that can help you. It was default put to the mouse scroll wheel for pc. I'm not real sure what it is for controller. You may want to check on your keybinds and stuff in options to see where it has been placed.

    Third: The guarding against multiple opponents. There are two types of guard first is a hard guard and is for the opponent you are targeted on and you block in the one of three directions he is swinging from. Second is a little trickier and is called a soft guard. The soft guard is for an opponent you are not locked on and basically you block to the side that they are attacking from not the side that his swing is coming from. So for example you have two opponents in front of you and your target locked on to the one on the right, the guy on your left advances and swings all you need to do is block to your left to stop his attack. The in game training area probably would explain it much better then me and you may want to give that a look if you haven't.

    The game mechanics themselves haven't changed, just the gear stat stuff changing over to a perk system. I hope this helps.

    Have Fun.
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  3. #113
    Originally Posted by Specialkha Go to original post
    Ok, so you really are ignorant.

    No one uses block damage as the gain was too low. No sacrifice here. No one uses def since the gain was too low as well, so that means you could go high on the two others stats and you did not need a lot of def pen as well. You did not really need revenge mode dmg as well beause since you would go high on revenge gain, you would gain revenge mode quite a lot. Well, were are your sacrifice here?

    Get a clue plz
    A Lot of false statements.Orochi and shinobi had to use defence or they just die in 2 strikes (it's happening now).

    The worst thing now is you can't prepare your character for a play style.

    Before you could be prepared a char to survive a fight against 4 at least for the time of getting help. Now a orochi or a shinobi get 2 hits and game over (reminding that it's harder to defend yourself).

    To get a boost of stamina now you have to achieve 400 renom points (oh wait, this happens too late) to get a little bit more of health you have to execute 1x each adversary. But won't happen since there's a lot gank and you just can't survive .

    There is more, the charges low stamina and they put a lot of chars that drain it (worst thing ever!).

    Honestly there is no balance at all.

    That sucks.

    NEW SYSTEM IS BROKEN. After today I'm seriously thinking to give up too. Some of my friends already did. The game became unfair and boring.

    MINOR CHANGES ON REVENGE STATUS WOULD SOLVE MOST PROBLEMS OF THE GAME.

    And one more thing: now some chars have no chance to clutch at all (winning 1x4 fight). AT ALL
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  4. #114
    Please remove perk system...it s suck...please come back to the old system for stat
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  5. #115

    Feedback on the perks themselves

    I reviewed my previous verdict on the perks from during the open test and updated some sections:

    1. Shields Up

    A nice to have perk. Increases survivability which is always good. More beneficial together with Aegis, but not much (18 health shield vs 15)

    2. Aegis

    Good perk. Shields are granted extraordinary often in breach especially due to feats and buffs, revenge and also of course by other perks like Vengeful Barrier or Shields Up. So this is overall a nice perk and a very good pick for breach.

    3. Devourer

    a meh perk for breach. I only use it if I could not have any better at the moment. You get +15 HP on executions. Well I don't need that at all. In breach you also run a risk to get interrupted by minions and that also transfers now onto other modes as well. Plus if I have the time for a longer execution I just do that and have quite enough health back with those usually. I

    4. Endurance

    12% stamina reduction is nice on paper, but you would need to unlock all 4 feats first (gain 3% reduction for each level) to get there which depending on how success you play could be a little late. In breach if you're able to unlock your fourth feat early, but useless in all other modes. If you want to make this more viable give a much greater stamina cost reduction in the beginning that is already noticeably from the standard costs

    5. Survival Instinct

    20% stamina reduction on critical health. One of the horrendiously bad perks. This should be additional damage as you would fight harder to actually to survive. Alternatively this could also be revenge gain and then a legendary or heroic tier perk. Stamina cost reduction however or basically ANYTHING in critical health condition does not help much to survive at all.

    6. Headhunter

    Ok perk I guess but 16 HP is not really much.

    7. Fresh Focus

    OOS is now very punishing now unless you have a stamina feat or if you are playing Jian Jun (doesn't matter to him since he can just Sifu Stance himself right to full stamina within mere seconds - hello?) and hence this perk seems to be quite important to get back into action more quickly. For me one of the most outstanding perks that reallly serve a good purpose. Not OP though. OOS is still quickly achieved and often a death sentence.

    8. Remedy

    Pretty good perk imo. Increases survivability quite a bit by providing you an additional source of healing and does not come with the restrictions of Devourer.

    9. Bastion

    Very good perk. +10 damage reduction when fighting in a zone is very useful for all zone focused 4v4 and every heavy character in the game. Must pick for those in my opinion.

    10. Feline Agility

    Couldn't test that one out yet. Has a better value distribution than Endurance so that you possibly profit from the advantages from quite early on. However I don't know how significant a speed up from 4%-10% ingame is. Maybe this should be flat values and not percentages as slow classes would profit much less from it when it's based on their core speed than already faster classes who would gain a much greater boost for every %-point.

    11. Vengeful Barrier

    I think so far this one is pretty neat. Very nice for anyone who foresees himself fighting in 1vX scenarios and trying to stall time as much as possible. Together with Aegis it provides a health shield of 30. Pretty good I think. Depends however if you are able to get revenge out of a gank situation. Otherwise it might be too seldomly in use to be of worth. So better on tanky characters I guess.

    12. Last Stand

    In my opinion the most worthless and worst thought through perk. On critical health you gain 20% damage resistance....
    Now I wonder, how much health do you have on critical health? Something like... 10? What possible use would a damage reduction have here? You are about to die in one hit. Even on a pretty standard 15 dmg light you would get 12 damage. If we are talking about indeed 10 health then you are DEAD. This perk is absolutely ridiculous. The only scenario I could image it providing a use is when you would gain revenge on your critical status, activate it and have the damage reduction then so that your shield does not go down as fast. That is the ONLY combination and as you can see that is extremely situational due to the fact that we have just normal revenge gain. Another usuage could be in conjunction with Bastion while defending a zone. That should net you 30% dmg reduction on critical health then. That might be interesting to try to on my Shugoki with hard to kill in order to get that fatal demon's embrace in but again you need to be below 25 HP for that to kick in.

    Here are some different ideas however to make it more worthwhile in general:
    1. activate the damage reduction on low health (2 bars or so?) or make it a little like the feat Hard To Kill
    2. provide a significant revenge gain boost to actually use it for revenge and increase your survivability by that for a short period of time

    13. Bulk Up

    Pretty much the same concept as Headhunter but you get the HP boosts with unlocking your feats (so pretty late game in most modes). 16 HP overall gained is not really much, it is often a legendary tier perk and therefore often you have to sacrifice sth in order to have it in your build. Compared to Aegis not worth the investment if youcan have . It would make sense if you were able to use it together with headhunter (as a tank for example) but apparenlty Bulk Up is for Heavies and Hybrids, Headhunter is for Vanguards. Should be lower tier

    14. Rising Dawn

    Very good perk in 4v4 modes and especially breach. 75% health upon revive is nothing to sneeze at.

    15. Galestorm

    Good perk for assassins to get faster out of unfavorable situations after a kill or to get quicker to the next area where they could be of use.

    16. Early Reaper

    Weird one. First attack after spawn or revive does 20% more damage. I wonder what happens if said attack gets blocked what if you whiff it? Is that buff gone then? Seems totally useless. I understand the idea behind it that once you get revived in the mids of battle you have a buff to turn the tables. However this is extremely questionable and only for just ONE attack. This should AT LEAST be just time limited so that you would gain a 20% dmg increase for 7-10 seconds or so then it would be a very good perk but not like this. Of course it would have to be higher tier then.

    17. Crush Them

    Similar weird condition as in Early Reaper. But sounds good to me since it would be useful in anti-gank situations in which onces you disposed yourself off one opponent the next one could eat a big hit. Could not try it out myself, but I imagine this is a good pick for anti-gank heroes and very fitting for berserkers. However again, what if the attack whiffs or gets blocked?

    18. Radiant Rebound

    Ok perk. Let's you jump into action more quickly again due to the 20% movement speed. Surely helpful in breach, pretty awesome in smaller map modes such as tribute.

    19. Rapid Refresh

    Now this is either a mediocre or a extremely attractive perk. It depends on two conditions: 1. Do you have a character with feats that have an active cooldown and do you use them very often? 2. Is the cooldown reduction stacking or not? Does it apply just one time as a fix reduction or do you speed up the cooldown in general?

    I obviously could not try it out myself, so I don't know. However I believe it would work like this: You kill/help to kill an opponent or revive a mate and get overall on all active cooldowns (so you have to have used your feats) a one time cooldown reduction of 5%. Question now does it take the overall basic cooldown time as base value of these 5% or does it take the current time left. If it does the later then you will of gain less reduction when you're half through the cooldown phase than compared to when you just used it shortly before. Interesting perk overall.

    20. Supersonic

    Interesting for players who would use revenge to get away. Good incentive to promote a playstyle which is more team/overall goal and survival orientated. Pretty useful for assassins, but depending on what tier this perk is questionable whether or not this gets easily integrated in builds.

    21. Clever Tactics

    Just like Warden's Conqueror (minus the buff duration). Useful in general sure, but I wonder why you would create a perk just like a feat that those classes who couldn't select that feat would have. In my opinion this one needs to go. Leave the fast capturing for classes and people who choose that feat.


    ----------------


    I wrote this before but it should be mentioned here again that absolutely no work was done on the perks since the open test. Everything remained the same. I think overall there is too little variety within the perks, Some heroes, like for example Aramusha's case did not get an individual set but the whole defensive table. We could use more in total and we could use to access to some more per hero otherwise there are too less build options and hence incentives to develop/try out for sth different. I have so far only one single build on those heroes I play.

    The transition to the perk system was terrible and extremely poorly made. Also, at the current stage the effort to create and try a new build is horrifiying as you need to access a maybe endless grinding process in search for the right pieces. Blowing out steel and crates more than ever before.
    Those who thought this stuff up must be out of their mind or just painfully imcompetent. If this is not getting fixed there is no hope for this system at all.
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  6. #116
    Saratoya29's Avatar Banned
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    Originally Posted by xXB0PEXx_762 Go to original post
    A Lot of false statements.Orochi and shinobi had to use defence or they just die in 2 strikes (it's happening now).

    The worst thing now is you can't prepare your character for a play style.

    Before you could be prepared a char to survive a fight against 4 at least for the time of getting help. Now a orochi or a shinobi get 2 hits and game over (reminding that it's harder to defend yourself).

    To get a boost of stamina now you have to achieve 400 renom points (oh wait, this happens too late) to get a little bit more of health you have to execute 1x each adversary. But won't happen since there's a lot gank and you just can't survive .

    There is more, the charges low stamina and they put a lot of chars that drain it (worst thing ever!).

    Honestly there is no balance at all.

    That sucks.

    NEW SYSTEM IS BROKEN. After today I'm seriously thinking to give up too. Some of my friends already did. The game became unfair and boring.

    MINOR CHANGES ON REVENGE STATUS WOULD SOLVE MOST PROBLEMS OF THE GAME.

    And one more thing: now some chars have no chance to clutch at all (winning 1x4 fight). AT ALL
    So much misinformation here.

    You would not go full def with any heroes and even more not those one because you would lose much more potential stamina with that, and everyone was running with at least average def pen which would render your def stats useless and a waste.

    Now, you need to manage your stamina.

    And you should never win a 1v4. Revenge was introduced as a stalling mecanics. With revenge you should be stalling enough time for back up to show up. Dominion and Breach are team mode.
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  7. #117
    Saratoya29's Avatar Banned
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    Originally Posted by VolatileKnight Go to original post
    https://store.steampowered.com/app/304390/FOR_HONOR/

    For the first time in For Honor's entire history since release, the negative reviews outweigh the positive. It can be seen in Recent Reviews. Something to think about, Ubi.
    Did you read the negative reviews? They mostly speak of the DC issues, not the perks one.

    And on the steam forum, no one is asking to bring back stats. Same on reddit.
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  8. #118
    Originally Posted by FredEx919 Go to original post
    Greetings Warriors,

    With the launch of Marching Fire, we would love to hear your thoughts on a number of topics. We’d like to ask that you leave your comments, feedback, and thoughts for perks here. This will allow us to better organize your initial feedback.

    • Breach feedback: here
    • Wu Lin feedback: here
    • Maps feedback: here
    • Arcade Mode feedback: here
    • Bug Reporting: here

    Perks were a horrible implementation. It’s annoying getting the same useless perk over and over hoping for something remotely useful to fit your play style. It has ruined any feel of progression and instead replaced with an RNG system. You can’t even pick your perk and are forced to play how the devs want you to. Not only that but you guys said the GS would change over to perks and scale right. Instead I was given the same perk for all my gear. What a joke. We can’t even pick the perks we want we have to hope we get it and keep grinding for more until it finally becomes active. I would much rather be able to pick any 2-3 combination and just make gear aesthetic. Because right now it is extremely underwhelming. Don’t even bother paying attention to perks.
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  9. #119
    Originally Posted by Saratoya29 Go to original post
    So much misinformation here.

    You would not go full def with any heroes and even more not those one because you would lose much more potential stamina with that, and everyone was running with at least average def pen which would render your def stats useless and a waste.
    "Everyone"? No. no not at all. There were and are no statistics to support that claim. There were however plenty of people who denied defense penetration and went for full attack builds. How do I know? Because there are youtuber out there that did exactly that and their comment section were filled with .. let's say not so smart people ... who actually thought this is the very best build and what they would go for (in order to attain 1.2% or was it 1.4% points more on one attack gear you had to sacrifice 2 stats entirely on the related gear piece. And then you didn't even do more dmg against ppl with defense. That was basically just a newbie stomper or a somewhat in theory counter build to those you assumed would run a defense close to 0 anyways (in theory because the along going restrictions made this build perform very poorly overall in more team orientated game modes).

    Then there were people who would not sacrifice two stats but still focus on the attack stat, having as a result def penetration as a secondary stat. In that case a high defense would already achieve a bit. This was btw the most common build you saw when you looked at the youtuber scene. But that still does not mean necessarily that everybody used that and there were plenty of other builds around. But I am getting off track. You talked the sacrifice in stamina. Well, there were plenty of heroes that I ran that did not need stamina recovery at all. Just stamina cost reduction. Therefore going for defense was possible (but of course not as "good" as it was before the attack and defense nerf a couple of seasons ago). I. e. warden, lawbringer, even on a specific shugoki build I did not run stamina recovery as exhaustion recovery was the important stat for him and actually having some more defense could benefit him as a tank.

    Now of course if everybody would have ran around with defense penetration as primary stat (like me) that would have been troublesome, yet there are always some cases in which this would have been still effect (against newer players, against max attack builds, against builds with lower penetration) and what not. Thing is, we cannot tell for sure as we never had real insight of what the opposing team had equipped. So all you could do to try and test things (check maybe some dmg numbers you receive or give) and if they would work for you you would stick with it.

    Originally Posted by Saratoya29 Go to original post
    Did you read the negative reviews? They mostly speak of the DC issues, not the perks one.

    And on the steam forum, no one is asking to bring back stats. Same on reddit.
    Well that is not true. Here is for example a thread that was ranking quite high at the moment Marching Fire released:

    https://www.reddit.com/r/forhonor/co...from_stats_to/

    Did not develop like the one in the forum but it's there. I am fairly certain you could even find some threads about that on steam. Anyways this is just for the information's sake.

    Back to topic
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  10. #120

    Perky bois are interesting could be better.

    I play as Lawbringer and my Brother plays Highlander, as slow as you've made them we could at least keep up with ninja spam by having our gear give us better stamina regen and exhaustion recovery.

    These are gone.

    Also as a Lawbringer (please rework I'll make another post but seriously i have to struggle to have fun in this game) I would like to have access to other perks not just the ones chosen for me, id like to be able to have Devour and Recovery, so when I finally do get to dodge a combo and squash a ninja I get more health back so I'm not just picked off easily by the next cent/Valk/ninja who just wanders my way.
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