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  1. #41
    Wardens side lights and side heavies are pretty decent at clearing them, if anything he kills minions faster now than he did with the animations

    I do like the idea of the animations being linked to the feat though, minion executions would be a pretty neat concept
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  2. #42
    Originally Posted by LionsFang78 Go to original post
    Wardens side lights and side heavies are pretty decent at clearing them, if anything he kills minions faster now than he did with the animations

    I do like the idea of the animations being linked to the feat though, minion executions would be a pretty neat concept
    you must be playing a different game from everyone else then... because after the change minion killing is slow and tedious af with every hero.

    with the animations it was fluid, faster and satisfying. now most of the time you click a light to hit a minion the character is swinging their weapons either in the complete opposite direction of the minions or in thin air.
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  3. #43
    Monsieur Samson's Avatar Member
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    I've just gotten the game so I've never played with minion killing animations...so I don't really miss them
    I've seen them in Story mode, and the're nice , I understand why you want them back.

    Shoguki with his slow attacks makes clearing minions really painful...but being able to regain health by demon embracing them is quite handy.
    On the other hand, Valkyrie wrecks grouped minions...it makes clearing B in Dominion rather satisfying in fact.
    Gladiator kills them fast enough with his light attacks and huge stamina...but I agree it's not as stylish as specific animations...
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  4. #44
    We must be playing different games indeed, I find it much easier to clear minions now with warden than before. Two side lights and a heavy finisher is enough to clear almost a quarter of the minions in some cases (depending on the map it's enough to kill almost every minion), all in the same time it would take warden to kill 3 minions with the kill animations. Their removal was especially helpful to Cent, who would sometimes take a full minute to slice the throat of an individual minion.

    The animations definitely felt more fluid, they were satisfying to watch as well, but I'd argue that it's far more satisfying using standard moves that hit 10+ minions at a time. Feels quicker and more satisfying to me
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  5. #45
    I remember when i was playing Kensei and chose to do those animations, even if with a zone attack i could kill the minions faster.. So funny
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  6. #46
    Originally Posted by Kadete93 Go to original post
    I remember when i was playing Kensei and chose to do those animations, even if with a zone attack i could kill the minions faster.. So funny
    yeah it was definitely faster when the animations were active. the people saying it's faster now must be on crack or something.
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  7. #47
    Originally Posted by LionsFang78 Go to original post
    We must be playing different games indeed, I find it much easier to clear minions now with warden than before. Two side lights and a heavy finisher is enough to clear almost a quarter of the minions in some cases (depending on the map it's enough to kill almost every minion), all in the same time it would take warden to kill 3 minions with the kill animations. Their removal was especially helpful to Cent, who would sometimes take a full minute to slice the throat of an individual minion.

    The animations definitely felt more fluid, they were satisfying to watch as well, but I'd argue that it's far more satisfying using standard moves that hit 10+ minions at a time. Feels quicker and more satisfying to me
    You could still do standard attacks on minions just by locking on... the animations were unlock. Two side lights kills two minions, one side heave gets 1-2 more. Thats 4 minions for about 30% your stamina... and I'm sorry but I dont under stand how the map is relevant given they all stand bunched in a giant empty box half the time?

    I have a Rep 69 warden and killed ALOT of minions (pushing B used to be my main objective for what.. two years?). I can tell you its less effective as the old light heavy combo (he used to do a tracking spin and get 4-5 on the heavy...)
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  8. #48
    Vakris_One's Avatar Senior Member
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    Originally Posted by Mia.Nora Go to original post
    Lol professionals. Very definition of a professional is someone who gets paid for the job they do. Hire a monkey and start paying it, it becomes a professional.
    Your understanding of what a proffessional means is very lacking. Picking up a paycheque makes you a worker but it does not automatically make you a proffessional. A proffessional is someone who has built up a lot of experience in the job that they do and/or is qualified to do that specific job, i.e. has a certified degree in that area. Meaning a proffessional is not an amateur.

    Being a proffessional also means that they have proven themselves to be a reliable and competent worker in their particular field of expertise and posess a strong work ethic. Meaning they are engaged in a specified activity as one's main paid occupation and are considered to be very dedicated or/and experienced in that field.

    Paying a monkey to wear a suit and press buttons every day does not make it a proffessional. Paying a monkey to chuck poop at passersby; an activity the monkey is infinitely experienced at, now that could qualify the monkey as a proffessional

    Originally Posted by Mia.Nora Go to original post
    And yes, I am writing this because your message was intended to say "our designers are professionals, UNLIKE you so STFU" even if you will come and say that never was the intention behind that words.
    That's just you projecting your own internal bias onto a neutral statement. Nowhere is it even remotely implied "UNLIKE you!". That's entirely coming from you. The intention of that statement was clear as crystal. It meant to express that the dev team are not amateurs and this change was not an accident, it was planned for. That's all.

    Also you, and pretty much everyone else here, has glossed over the last part of that sentence:

    "...but our designers are professionals and they have ideas that may require things like the removal of animations as stepping stones to achieve."
    Note the phrase, "as stepping stones to achieve."

    So this tells us the dev team wanted to do this as part of a plan, a stepping stone. A stepping stone towards what though? Is this the final step or will there be more? What is the final goal the devs want to work towards?

    Ubi-Jimothy never said anything more because nobody asked him about it. Everybody was/still is too busy jumping down his throat for simply relaying a message from Stephan whom Jimothy chased down, on the community's behalf, for an answer. And all anybody here can do is continue to b**ch and moan and hyper-dramatise the whole situation.

    The folks who care about this really need to ask themselves one thing. Do you want more communication as to what the developer's plan is going forward? Or do you want to continue beating a dead horse and venting uselessly about it?
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  9. #49
    Let's keep things polite, yes? Wouldn't want this to get closed down because of anything.
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  10. #50
    Originally Posted by RealJayDee1984 Go to original post
    Let's keep things polite, yes? Wouldn't want this to get closed down because of anything.
    I concur. There's no need for things to get heated; it won't get us anywhere and will do far more harm than good for us. Also, just as a reminder to everyone, please keep in mind that this particular forum is about the Minions and the combat mechanics against them; anything outside of that must be related back to the main topic.

    That being said, it's pretty clear that the Minion-killing animations will never be coming back ever again. Because of this, a new combat system for usage against Minions is needed to replace it, since what we have now (the matching in-and-out-of-lock chains) is just not fun at all. This synchronized system also has its own fair share of problems and annoyances, which is all the more reason why this game needs a new system to take its place. I provided my own suggestions in a couple of my previous postings, with the latest being the most in-depth, on this forum if anyone is interested in viewing them. Now, I'm kicking the ball to you guys: what changes do you all want to see in the combat system, specifically against Minions? It would be really great to hear from as many of you as possible on this matter.
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