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  1. #1

    Idea, not mine, for the heavy class

    Someone had the idea of giving all heavies passive hyper armor and unparriable heavy attacks that do chip damage which makes sense to me. In a David (assasins) vs Goliath (heavies) scenario the assassin would use their agility rather than block a heavy attack that would stage them...similar to what you see in the game of thorns fight between the viper and the mountain or in the movie Troy when Paris fights Menelaus.

    Conc would have to become a vanguard and Highlander would have to lose his active HA. Lawbringer would become full fledged heavies as it should be.

    If heavies didn't have to fear being parried on their heavies it would probably end the 🐢 meta.
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  2. #2
    Vordred's Avatar Senior Member
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    last thing we need is more special attacks, we have unblockables, bashes, traps, undodgables, so add in unparriables, it would just get silly.

    i would rather see parry removed altogether and instead all characters have superior blocks. heavies can have it on heavies, and everyone else can have it on lights.

    but then you would have retool a bunch of other things too. and ubi have shown they aren't interesting in investing in updating old stuff, just add new ****
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  3. #3
    Originally Posted by Vordred Go to original post
    last thing we need is more special attacks, we have unblockables, bashes, traps, undodgables, so add in unparriables, it would just get silly.

    i would rather see parry removed altogether and instead all characters have superior blocks. heavies can have it on heavies, and everyone else can have it on lights.

    but then you would have retool a bunch of other things too. and ubi have shown they aren't interesting in investing in updating old stuff, just add new ****
    Having none parriable lights on the assassin class makes sense. What if only a vanguard could parry both and be parried by both. Vanguard would receive chip damage still both on light and heavy attacks by a heavy.

    Also what if a parry:
    Assassin: free heavy on heavys light, heavy on vanguard light, light on vanguard heavy

    Vanguard: free heavy on assasins light and free light on assasins heavy. Free light on heavy's heavy, free heavy on heavys light.

    Heavy: all parries are guaranteed light.

    With this system you might be able to get rid of unblockables except on highlander. He could lose his passive HA in offensive to compensate.
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  4. #4
    I proposed a similar thing with the parry punish for the Lawbringer.

    We need more actual heavy stuff. Something that lets heavies be heavies and not assassins with a sliggtly higher healthpool.
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  5. #5
    Originally Posted by Illyrian_King Go to original post
    I proposed a similar thing with the parry punish for the Lawbringer.

    We need more actual heavy stuff. Something that lets heavies be heavies and not assassins with a sliggtly higher healthpool.
    Exactly... And shugoki has an assassins health pool without HA.
    Assasins have spam...heavies need thiee own thing better or equal to spam.

    The way I see it there should be a rock paper scissors between the classes. Heavies kill assasins, assasins kill vanguard, vanguard kill heavies generally speaking of course. Hybrids would have to pick a class....maybe in for honor 2.
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  6. #6
    Originally Posted by CRIMS0NM0NKEY Go to original post
    Exactly... And shugoki has an assassins health pool without HA.
    Assasins have spam...heavies need thiee own thing better or equal to spam.

    The way I see it there should be a rock paper scissors between the classes. Heavies kill assasins, assasins kill vanguard, vanguard kill heavies generally speaking of course. Hybrids would have to pick a class....maybe in for honor 2.
    I know ... that extra 25% dmg without hyperamour is really a pestilence for Goki ^^

    Eventhough I don't think that such a rock-scissor-paper thing would be good. Every hero should have a good chance against every hero.

    What there should definitely be, is more mechanics beside unblockables (since unblockables are mostly easy to deal with) that let slow heavies be effective.
    Speaking of stuff like parry-resistance, more chip-damage.

    Lightning fast soft-feints don't really fit to heroes like Lawbee, Goki and even Raider to a certain extent. Just look at his bigasss 2-handed axe
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  7. #7
    From the heavies, I only play lawbringer and shugoki (and sometimes conqueror, but he is not a heavy, he should be swapped with lawbringer), but I try to give a generic opinion on them.

    In 4v4, they do what is expected from them to some extent. They are the slow guys you want to outmanuever, because they hit you hard. Some heroes are weak, but it's easier in 4v4 to live up to your role. Vanguards are the frontlines, assassins the scout, heavies are the heavy infantry.
    In 1v1, where they are easily counterable, they are not too good.

    Some of my suggestions to improve them.

    1. They need more active hyperarmor (on some moves) and more hp (around 200 or more if assassins keep their 120). Maybe more damage and maybe more unblockables.

    2. I don't think they should be turtles, or be turtled. They should simply just ignore damage with heavy armor and toughness. What if some heavy attack, even if parried, would get a fast enough recovery to avoid punishes (even cent knee kick) with some difficulty, negating the main reward for turtling. In return, these heavies should regain their stamina slower, and they would only get guaranteed punish on a light parry (and only about 25 dmg or so). They could start something on parries as a blind justice, which is not guaranteed, but threatening and would give great mixup potential.
    The main weakness of these heavies would come when they overextend their stamina: since they are slow, they will suffer greatly for it (kinda what happened in THAT GoT fight).

    I really hope they will make heavies something like this. They should be menacing foes who attack you actively, not turtles. I don't remember the part of Star Wars for example when Darth Vader stood in one place, fishing for parries (he is what a lawbringer should be in fighting style, that was clearly shown in his character trailer. It took me some time to realize I bought the wrong hero, he is the bullied kid trying to push the bully after every slap).


    Ps: I forgot to mention, superior lights for all.
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  8. #8
    I believe there should be a balance of both the spam meta and the turtle. I don't want another hackandslash battlefront. Turtling takes more skill than light spam.
    Trying to balance the different classes equally is likened to a motorcycle and a car racing....one is going to be overpowered or one under powered for them to reach the finish line at the same time. Nobody will agree which one should be what so the imbalance will go on. Which is why rock paper scissors would be a much easier solution. We already have imbalance and the heavy class is underpowered so the rock and the scissors are the exact opposite of how they should be. Since heavies are getting a rework it would be easy to put them in their rightful place.
    I agree that the heavy class needs more health as an assassin shouldn't be able to kill them in 15 second like they do in this game.
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  9. #9
    I think (without finishing it here) we can all agree (and I hope Ubi reads this) that more blunt strenght would fit heavy characters very well.

    Speaking of hyperarmour, parry-resistance, more HP, more damage, more chip damage and stuff like this.

    Variations of such stuff should be considered when reworking and buffing heavy heroes.
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  10. #10
    Fighting a heavy should feel like fighting a troll in LOTR: assassins should have the chance to easily hit them a few times, but a few hits shouldn't even lower his health considerably. Meanwhile, heavies should kill vanguards in a few hits, maybe two hit an assassin if the assassin is a careless idiot and trades with the heavy (for example, the orochi starts lighting the shugoki while the shugoki charging up a heavy, and it would result in a trade). It should give the "oh ****, I must dodge it" feeling to the assassin, not the "meh, he must be new, let's parry that oversized club from that giant with my extremely sharp and fragile weapon without ruining the edge, then maxpunish the fat idiot." I like the parry mechanic, but the ability to stand safely in the face of a guy a head bigger without actively doing anything is stupid.

    An assassin vs heavy fight should be fast: the heavy wouldn't stand a chance walking out of it unscatched, but the assassin should really move as much as he can without making bad reads.
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