Arcade mode is very very hard at the high levels, and I think this could be a little helped by reducing bot difficulty.
My suggestion to make it a little nicer to add more bot levels to the game overall. Many times bots are better than players, and unlike players you can't try to trick them and do mind games to score some hits. It's basically RNG if you hit them or if they parry all your light attacks, and RNG is not a good system for that lol.
If you think to other fighting games, there are often more than just 3 difficulties. I think you should make the current level 3 bot the new highest, like level 5 or 7 or 10 or something (idk how much higher, just make it a little higher) and fill in the blanks with easier bots.
I feel like bots in general don't have much of a mid-ground. You either kick their butt or they kick yours.
How about making it so bots do not break game mechanics!! This is the simplest of bugs that needs to be fixed.
Example 1: Blocking/parrying/dodging guaranteed strikes such has stab after warlord headbutt, stab after dodge heavy from pk, top light after warden crushing counterstrike
Example 2: Blocking while on ground
Example 3: Ignoring boosts such as knock down on heavy
Example 4: Hidden buffs: Why do AI in arcade get an inert damage buff and players get an inert damage debuff. Upping your gear helps but never puts you on par with them.
Level 3 bot capabilities are bad enough, these just make it go from bad to unfair.
I do not own this mode (didn't buy marching firing because I though the content doesn't worth my money) but my friend invited me several times and those are his conclusions:
A. Poor reward
B. Too much difficulty when you play on your own (even at 2 players, we tried several times to succeed)
On my side, I think that locking a playing mode to a season was a bad move but of course, I am on a specific so i do agree that my opinion is not rightful.
I only bought the Tiandi because it's quite a funny and very good heroes. I do have the money to buy hem all but as I said before...probably there are not my taste.
I am more hyped by the new 4 heroes that are coming to be honest.
The game should allow arcade mode owners to use a group looking tool that looks for players that could accompany and help them.
By the way, why allow new characters to be able to be used for legendaries and weeklies, knowing that doing such a thing will only prove useless and frustrating?
Better yet, why should a player who could just get a character to reputation 8 through multiplayer contents or later levels feel the need to do any arcade missions other than the weekly ones for their rewards?
If i remember correctly, the arcade mode was advertised as a feature that could allow players to get experience and gear for their characters faster. Except it is not only hard, but also filled with rng.
Can developers please fix these problems?
I've been playing Arcade for a few days now and I like the idea of it, however, in order to achieve any part of the weekly challenge you either need to be a serious pro with high ranking gear, or have more than one player...who is also a serious buffed up player. The weekly challenge has been nothing but frustration with little reward. I do like that you can still gain rewards for at least attempting to play the weekly challenge, but again, very little reward for doing so, not worth the time, effort, or frustration.
If there was a good chance of picking up the crimson effect, specifically for the hero you are playing with, I think more people would be up for it, and you shouldn't have to complete the whole weekly challenge for low chance to pick up the effect since people had to pay extra for Marching Fire for the "opportunity" to gain the effect. It is a nice feature that you can still gain points for trying, but it can be even better by allowing a chance to pick up the Crimson effect without having to spend HOURS dying in frustration.
Things I would change.
1. Make the Crimson effect available to pick up, even if you didn't beat the weekly challenge.
2. If the effect is picked up, make it for the specific Hero the playing is using in Arcade.
3. Maybe make a separate version of the challenges for single and multi-players. less powerful bots for single possibly?
So... Months in and still giving AI an unwritten buff. Recommended gear acore for difficulty gives the AI a 20% increase in damage and thebplayer gets a 20% decrease in damage. That is without modifiers. Why in the **** is that the recommended gear score then. Why do you not show the debuff/buff stats for using a characters gear score. You won't even show the stat, nevermind remove it. This just makes it more aggravating and less fun when there are untold things against you. Hell having 180 gear score in the weekly still gives a 10% buff ai/debuff player damage. ... Why not just display it or better yet, remove it. What was the point of this!!!
I'm not sure how the For Honor team is creating arcade encounters but they need to be severely tweaked. At higher levels arcade quests/missions range from frustrating but doable (in the case that there are environmental or somewhat fair/player biased modifiers) to rage inducing. Many encounters favor bots heavily, either by giving them minions, random hazards like arrow rain/meteors or a numbers advantage. While bots seems to play like players (often teaming up on a lone target) they greatly outskill the majority of your playerbase. Despite "tweaking" the bots in the latest patch, they still block/parry most attacks but they can also chain unblockable after unblockable or feint the player much faster than they can react. This is before modifiers are even introduced into the equation!
Then you throw in additional issues like really really really broken modifier combos. Like fighting a Nobushi with a +3 bleed modifier while they also cannot be interrupted. This effectively turns that bot into a 3 hit kill machine, as bots in arcade inherently do more damage.Buffs for the player (if they're even given) often don't really help in the grand scheme of things per encounter. Like Attacks drain stamina, pretty useless when most of the bots will counter or block everything you throw at them.
Here's just a small example of the typical experience in arcade at higher difficulties.
I'd suggest the following changes to arcade to still promote challenge while not being stupid hard or forcing players to rely on cheap tactics or characters.
-In smaller arenas (the circular ones) if multiple bots are present they should not team up on players.
-Even if this just meant the instant one was killed or executed another immediately engaged in combat, this would be preferable to 2v1's or in the case of standing still at the beginning of the match 3v1s.
-If the bots outnumber the player and the player must attack/fight multiple bots at the same time, the bots should not be given any tier 3 modifiers.
-Its hard enough fighting two level 3 bots at the same time without having to deal with even further tipped scales when accounting for bots's modifiers
-Bots should not get any combinations of perks that effectively allow them to two or three hit a player.
-This is primarily to address +3 damage modifiers on top of another damage dealing modifier. Bots should not get any combination of damage perks and should be limited to one. Lower health heroes can get two hit by a bot or whats even worse is when an already high damage hero gets +3 damage and additional damage as their health goes down.
-Players should get modifiers to counter those of their opponents or be given alternate means to defeat them in combat
-Its not fun to fight bots who have a handicap and be given effectively useless modifiers in return. ie: Health regen on kill in a 1v1 arena with no minions, Unblockable but the enemy has uninterruptable, etc.
Players should be given the same tier perks to counteract their opponents if only one such perk is given.
-Having a tier 1 regen health on hit to counter a tier 3 bleed on hit is not only insulting its damn near useless. Level 3 bots found in higher difficulties severely limit the effectiveness of on hit perks, mostly because they block attacks, counter/parry attacks or punish the player heavily for landing or attempting attacks.
-Whoever is in charge of arcade mode should play test every quest in each difficulty tier with each hero before adding them to the pool.
-If these encounters are procedurally generated the algorithm needs a lot of tweaking. A lot of the encounters feel like nobody even tested them.a good chunk of higher tier fights turn into "did the bot make a mistake" (which is super rare), "did I have sufficient modifiers to engage the bots in fair combat?"(which again is pretty uncommon) or were there environmental hazards that I was able to use/abuse (a good 25% chance of having a situation where this is possible). Obviously this probably isn't intended. I know arcade is supposed to be challenging at higher tiers, but the amount of time and effort put into beating these are not worth the frustratingly lackluster rewards.