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  1. #11
    Why nothing has been done for Glad despite he is at the bottom for 3 seasons straight ?
    Can we expect a Glad rework in S3 Y3 ?
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  2. #12
    Are you guys working on for honor 2? Can you please make sure the Warlord is in it?

    When will the true WL rework happen?
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  3. #13
    With people asking over single pick on the PS4 reddit you held a couple of weeks ago and your answer over testing the waters in events are there plans to reintroduce ranked 4v4? I feel that this is the only place that single pick should be considered as, with the matchmaking being before character select, it is the only place that it wouldn't adversely affect people who are new to the game, want to play with their main whether to get them to the rep cap or because that's their favourite character, want to play with a newly released character or are trying to fulfil contract orders. Casual play should remain casual and free choice of character selection is an integral part of that.
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  4. #14
    Vakris_One's Avatar Senior Member
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    Oct 2015
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    Are there any plans to replace all 600ms light attacks with 500ms ones across the whole roster? Seeing as how 600ms is no longer viable for light attacks and any light that is 600ms is a dead piece of kit.
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  5. #15
    This topic relates to fighting as it would help many players perform their zone attack consistently.

    Will there be an option to bind zone to a single button on console? (seems it wouldn't be that hard to allow buttons to do one thing while locked on, but perform a different option when out of lock...this would free up the opportunity to bind zone to one button).
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  6. #16
    Please will there ever be a offline mode implemented into the game via a patch of some sort at any point of the game life cycle?
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  7. #17
    Can you reduce the time after losing a duel by a bit. It's a bit salt inducing to have to watch 20 seconds of orochi hand waving for the next round to start.
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  8. #18
    Are there any plans in motion to update aramusha despite his 4v4 position? Ie to make him more viable for duels?

    Any plans concerning maybe changing tribute mode a little? Its a great concept idea but right now the punishment for having 3 banners is too high resulting in very frustrating turn arounds.
    (An addition of a healing zone could fix this slightly or reducing the respawn penalty)

    Will there be any additional modes or updates given to arcade mode?

    In breach given the mild disbalance in favor of defenders based on the stats are there any inbound attempts to make it slightly more balanced?
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  9. #19
    I'm just going to farm out a load of questions both personal questions and from people I talk to:

    ~Are the devs aware of shugoki's heavies doing damage before they visually connect?

    ~Are the devs aware of Black prior's current bugs? (late guard switch guaranteeing his bash after light, being able to flicker his zone and bash, him guard switching makes his side dash recovery longer, and his actions being delayed after throwing someone)

    ~You guys made some big changes to aramusha a season or two ago saying those were not the only changes you had in mind for him. Are more changes still coming to him?

    ~Is there any changes you're looking into for black prior in the near future?

    ~With the release of goki's rework he got feintable unblockable heavies. You stated if this change went over well for Shugoki you'd give it to Centurion. So is centurion also getting this? And if so can you hint at some other changes coming to centurion?

    ~The competitive subreddit has recently updated their duel tier list to reflect a dominant tactic of getting the health advantage and stalling till the time runs out. Can we expect any changes to address this kind of play in the future?

    ~It's been a bit since you guys mentioned touching on feints to improve them and something called "reaction reduction" which sounded like bringing some attacks down by 33 increments. Can we get an update on these things?

    ~Awhile back you guys had mentioned there was going to be a major overhaul to the stamina system when the community approached you about stamina draining moves being too powerful against people out of stamina. Said changes at the time only paused the stamina regen in regards to bashes and constant drains (like stampede charge) wouldn't effect stamina at all during OOS. Is this still being worked on?

    ~Awhile back you guys removed Shaolin's ability to feint back into QI stance as it was an unintended bug. Could you maybe try to explain why you didn't decide to make this a feature of his kit?

    ~When valk was reworked it was said that you guys were not done with her rework and it would be an on going process. Then later on your data said she was performing well. Is it correct to assume you have sense backed off work on her because of the data? Or are you still going to work at her, just her priority has lessened because of said data?

    ~What is your stance on option selects in regards to parrying?

    ~It was stated also awhile back that when you guys design heros you don't particularly look at max punishes. I am curious on what all you guys actually do look at. Like for instance, do you guys purposefully design how long someone can delay an action (like how conq can delay his forward bash input by a significant amount.)

    ~Speaking of inputting actions I'm not sure if this question falls into the fight style of questions but can I ask why does the game allow several inputs in rapid suggestion? It seems to be the main cause for flicker tech.

    ~Was there a reason the fight team overlooked Warlord's issues with his full block stance? Or was the team not aware of it's issues?

    ~Can I get a response on what the fight teams official stance is regarding 0ms start up on blocking when dodging for certain characters? (ex Black prior, tiandi, conq, and kensei.) It essentially allows them to react block 400ms attacks when those are supposed to be a prediction to defend against.

    ~Can heros who have 600ms lights still get those lights turned to 500ms? (ex kensei mid chain light.)

    ~Is the fight team aware that the window to deflect an undodgable attack is actually bigger compared to normal deflects? Is this intended?

    ~Deflects are often considered to be needing an overhaul because of their general difficulty to use compared to their relative reward for doing it correctly. How does the team feel about the state of deflects?

    ~So it's been discussed that removing revenge from 1v1's in team modes is going to actually be harmful in organized team fights because anytime a gank is messed up people can just bounce out and not refresh a tag. Thus putting the person at 99% revenge at a massive disadvantage because they won't be able to get revenge. If this is supposed to be a solution for people being gimped with bash based offense feeding revenge why not reduce how much revenge bashes give?

    ~Jiang Jun's mix ups are easily reacted to. Is there any plans to address his offense?

    ~Nuxia's traps are not where they could be, her deflect is comparatively weak to all other deflects, and her zone trap or not seems to be a dead move outside minion clear. Are there any plans to address Nuxia's issues?

    ~Shaolin's mix up (kick or undodgable side heavy after light into qi) is a bit too damaging. Is he going to get some damage adjustments anytime soon?

    ~Was it intentional to make Black prior have very little range and chase down?

    ~Gladiator is probably the least touched hero by the balance team. He's known for his zone and not much else. Does the fight team plan on giving him at least a balance pass in the near future?

    ~So the team is aware that buffered inputs mid combo end up being slower than they're supposed to be. Are there any plans to fix this?

    ~Unsure if it's related to the fight team or not. But since we've gotten the training arena i've wanted to be able to tell the bot how to perform specific things. Instead we can only have it input individual commands or pre designed setups by you guys. Is it possible to get the ability to have such a function in game?

    ~It's been noted that both your own website and the fight videos in game are pretty dated and inaccurate when it comes to being helpful to learn a hero. Is there any plan to update either source of information? In that same vein we could use some info in game on how staggers work when unlocked versus locked.

    ~How does the team feel about spacing? Is it an important aspect when designing heros? In that same vein dodge into unlock roll is still problamatic for a lot of hero's offense. Is there anyway the dev team can address this without effecting double dodge into roll? What does the team feel about potentially giving every hero some move that lets them chase down someone?

    ~Can nature's wrath be fixed on Kensei so it can actually catch people who roll away from him?
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  10. #20
    How do you feel about Nuxia's external trap attacks?
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