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  1. #11
    What generally should be done in my opinion:

    1. Stronger heavy attacks. Every heavy should deal at least 30, 40 should be the avarage, higher end at 60.

    2. No guaranteed damage on any counter (unless exhausted), almost instant recovery for the attacker. Instead, the player countering should get an immense advantage for the next seconds. Not all counters should give the same amount of advantage however. If the character has access to a dedicated counter, their general parries should give less advantage.

    Examples:

    Warden: crushing counter blinds with pommelstrike for 4 seconds and deal high stamina damage. Acts as a light chainstarter, now available on all sides.
    Parries drain low stamina, and the warden deals more block damage for 3 seconds.

    Lawbringer: parry chained into a 50 damage blind justice with hyperarmor. Softfeintable into spikes on any side for 15 damage+carry, both are hardfeintable for very low stamina cost. Fast recovery on miss. Also chained into Make way (not guaranteed on main target, deals 35 damage, feintable, unblockable).

    Conqueror: fullblock counter chained into an unlockable heavy for 50 damage softfeintable into shield uppercut and fullblock. His actions cost no stamina for 4 seconds.
    His zone is unfeintable until the second hit (if the first blocked, second will be countered).
    His parries increase his damage for 3 seconds while draining some stamina. His superior heavies are unblockable, but not guaranteed. His superior dodges should be chained into a slow shieldbash guaranteeing a heavy- since it is dodgable, this should be feintable and softfeintable into a fullblock.

    Peacekeeper: Deflects chained into a heavy stab that deals 25 direct and 25 bleed damage. Unblockable, hyperarmored and breaks hyperarmor. Feintable and softfeintable into anything a normal heavy is.
    Parries make her regain stamina, and they drain stamina.


    3. General stamina buff (at least double), and far more chains, or other ways enabling fluid offense.

    4. Counterguardbreaks deal damage now (about 10), and there is no frames where guardbreak is uncountarable. However, countering it now requires more than just pressing counter, some mind games should be set up.


    These changes would make the light meta quite obsolete.
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  2. #12
    Don't forget something major here. The games pacing actually is quiet good. It would change drastically. Besides, on the casual side of things, everything is viable. When people no longer can enjoy their Orochi, Warden or Aramusha, there wont be players left to have fun with. I think a lot of Youtubers are inside their crowdpleasing, monochrome bubble only seeing one side of the coin. But this game is big, multiplatform and consists within a diverse skillbracket. And Ubi needs to cater to everyone. And I am very sure about this change to be hated by the majority of the community. If you want to nerf lights to 3-5 damage, we need a combat system where you can speed them up or slow them down. When used as unreactable chain starter, low damage is ok. But righ now, its 500ms except monk top light. Everything else means you already failed with the initial light, thus 400ms lights is ok. When you fail to dodge highlander mixup and eat a 40damage heavy, its the same. But if you nerf lights into oblivion, heroes like Highlander would outclass assassins soo hard,it wouldnt be funny.

    Last:Ubis data is clearly telling that besides jj dominance, the roster isnfairly balanced. Where does this heavys are so weak always come from? Shugi too will see his rework in near future. Until then, he will still hug some people to deah,
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  3. #13
    UbiInsulin's Avatar Community Manager
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    The team is looking to improve offense at the moment, and this clearly goes against that for the obvious reason of being a game-wide nerf to damage.

    We're not seeing that light spam is a successful enough strategy to warrant this kind of drastic change. It works for some players at lower levels, and it's something we're paying attention to as we don't want it to dominate casual play (see the recent Aramusha changes for an example of this), but this proposed change seems pretty extreme.
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  4. #14
    What does damage have to do with opening up a turtle? Nothing. It has more to do with the speed to which you kill your opponent. Lowering damage across the board would prolong fights and maybe feed revenge if your getting light spammed to death. I don't agree with 3 to 5 damage but I do agree light spam is an issue in casual play.
    It's like saying lowering touchdown points across the board would affect the Miami dolphins offense.
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  5. #15

    3-5 dmg lights?!?!

    Whoever had this terrible idea clearly just isn’t good at the game in general.
    I land far more heavies than lights and if you were in the platinum bracket too, you’d understand.
    Lights are just a way to pressure someone to A. Stop spam dodge attacking. B. Stop guardbreak spamming C. To close the gap when someone is trying to turtle you to death.
    Unless it’s an orochi top light or an infinite combo (with hyper armor) it’s relatively hard to light spam any player decent at defending since you have to switch guards before attacking again.
    I used to main peacekeeper before she was nerfed unviable. Trust me try to play peacekeeper and light spam in gold or above and see how far you get these days lmao 😂
     1 people found this helpful
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  6. #16
    Originally Posted by DoctorMcBatman Go to original post
    Why?
    Of course it's insane. The average light parry punish would do such a proportionally high amount of damage if lights only did 3-5 damage. Take for example the pitiful 3 damage lights, a lot of characters do 30 damage with their heavies, so they parry one light out of 10 and they're now on top or at least even. It wouldn't be worth using lights at all.
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  7. #17
    Maybe buffing heavy attacks very slightly across the board would help a little without light nerf. 25-30 damage on light parries is very low, some chars can't do more.
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  8. #18
    Originally Posted by The_Sun_Danc3 Go to original post
    Whoever had this terrible idea clearly just isn’t good at the game in general.
    I land far more heavies than lights and if you were in the platinum bracket too, you’d understand.
    Lights are just a way to pressure someone to A. Stop spam dodge attacking. B. Stop guardbreak spamming C. To close the gap when someone is trying to turtle you to death.
    Unless it’s an orochi top light or an infinite combo (with hyper armor) it’s relatively hard to light spam any player decent at defending since you have to switch guards before attacking again.
    I used to main peacekeeper before she was nerfed unviable. Trust me try to play peacekeeper and light spam in gold or above and see how far you get these days lmao 😂
    If your so good why do you care if lights are Nerfed? After all "I land far more heavies than lights". I'm calling shenanigans, LMAO 🤗!
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  9. #19
    Originally Posted by SangLong524 Go to original post
    I dont want to spend half the match hacking away a single opponent.
    By "hacking" you mean "spamming"
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  10. #20
    Originally Posted by DoctorMcBatman Go to original post
    Saw this idea from a YouTuber, and I very much so agree. Fast lights would still be viable as openers, but players could not rely on light spam to win fights. Fights would be a lot more skill based because they would be focused around landing heavy/slower attacks when opportunities arise and tempting your opponent to make a mistake, instead of button mashing.
    No such thing as light spam. learn to block and stop trying to parry everything.
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