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  1. #21
    Both characters will still be viable, your talking what, one heavy (max) worth of damage you need extra to get a kill?

    Changes to BP seem good, the ability to get out of all guard so quickly was problematic in 4's where people would use it to abuse his heal on all guard during fights yet remain un-punishable - won't bother me as I only use it to reactive flip or as a recovery cancel to chain an unblockable/feint - the changes seem measured (particularly if they do address tenebrous's safety on miss issue in this 'jawbreaker' nerf)

    JJ changes look fine as well, same deal - one more heavy needed to win a fight, hardly an earth shattering nerf however spread across 2-3 people in 4's it will add up and stop his insane target switching 'spin to win' working quite as well. I don't know who objectively doesn't understand why this had to happen - he was fast, elusive, massive stamina regen, tanky, range & he hit hard. Now I can consider him a faster, nippier tank that doesn't hit as hard but he does hit alot more consistently (my main problem with him was he seemed to have it all)
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  2. #22
    Vakris_One's Avatar Senior Member
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    Originally Posted by Siegfried-Z Go to original post
    Well, Yes, my post was a bit provocating. I admit. It was a kind of 2nd degree.

    I have already stated in many others JJ thread that i agree some part of his kit should be look at in 1v1 situation.

    But so far i though the main priority should be To adress his 4v4 dominance.
    That's why, i'm not going To hide it, i am happy right now.

    Because as you said before in this thread and that's very true, these things should have been done a long time ago already and they should be looking at some real balance solution right now. But the fact is they are pretty slow to make accurate changes.

    About BP, yes we are not sure they are talking about his bash recovery, i think they gonna give some explanations in the Den today.

    Again i agree, we still have some real issue such as the late guard switch and long recovery after a throw.

    I still, as always before care about overall balance. That's why even if their are still some obvious issues, that's good they want to fix some unfair things going for bp right now (mainly talk about his sb recovery, hope they talk about that).

    In another hand we still have very weak char such as Pk or Glad.
    But both BP and JJ are not going To be that trash after these changes. Special mention for BP who gonna remain strong overall.
    JJ still gonna be a good 4v4 Char.

    Overall these changes are deserved one To me.
    Sorry if my tone was harsh. I'm just dissapointed that we had to wait this long for some simple damage number changes in the case of JJ. This kind of thing should have been done a couple weeks after his release. If we were made to wait this long I was expecting them to come out with actual balancing changes that address his problems in 1v1 while reducing his overtuned 4v4 status.

    Tweaking damage numbers is entry level stuff. It's basic coding. Balancing is what devs get payed the big bucks for. All I'm seeing here is the equivalent of an intern that changed the numbers following orders from a dev who wet out to lunch. If we're being made to wait this long where's the actual balancing?

    As for Prior, I think it's a good sign that they tweaked his numbers so soon and he will still remain a strong hero. However it's really bad that they have yet to acknowledge the mechanical problems the community has reported about him such as his unusually long recovery after a throw and the late guard switch in blocking his light guarranteeing his bash. They also have not acknowledged the competitive community's feedback on adjusting Black Prior's power away from the shield bash and equalising the power into a chase tool mind game. Thus making him more well-rounded and fun to use/fight against rather than yet another overtuned one-trick.

    Just to clarify my opinion on this; these changes were all needed but the characters also need to be balanced properly - for both viability and kit depth. Otherwise we're in danger of slipping back into getting another Warlord after his hard nerfs or a PK after her crowbar to the legs.
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  3. #23
    finally they decided to nerf the JJ, it was too strong especially in 4v4s, but it still has the bugged lights.

    as for the BP, the nerf of the damage does not make sense if it still has the non-punishable neutral bash, rather than making a nerf in the one in combo, which needs a light attack, it was more useful in terms of balance, to make a nerf to the neutral one in my opinion
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  4. #24
    Originally Posted by Vakris_One Go to original post
    Sorry if my tone was harsh. I'm just dissapointed that we had to wait this long for some simple damage number changes in the case of JJ. This kind of thing should have been done a couple weeks after his release. If we were made to wait this long I was expecting them to come out with actual balancing changes that address his problems in 1v1 while reducing his overtuned 4v4 status.

    Tweaking damage numbers is entry level stuff. It's basic coding. Balancing is what devs get payed the big bucks for. All I'm seeing here is the equivalent of an intern that changed the numbers following orders from a dev who wet out to lunch. If we're being made to wait this long where's the actual balancing?

    As for Prior, I think it's a good sign that they tweaked his numbers so soon and he will still remain a strong hero. However it's really bad that they have yet to acknowledge the mechanical problems the community has reported about him such as his unusually long recovery after a throw and the late guard switch in blocking his light guarranteeing his bash. They also have not acknowledged the competitive community's feedback on adjusting Black Prior's power away from the shield bash and equalising the power into a chase tool mind game. Thus making him more well-rounded and fun to use/fight against rather than yet another overtuned one-trick.

    Just to clarify my opinion on this; these changes were all needed but the characters also need to be balanced properly - for both viability and kit depth. Otherwise we're in danger of slipping back into getting another Warlord after his hard nerfs or a PK after her crowbar to the legs.
    No worry man.
    I understand what you say, and i can only agree. These changes are pretty basic and easy things to do. But they did nothing about real balancing work.

    The best example with this patch about no one talk about is the 3 dmg buff on the light punish full block for WL. It doesn't change anything To the fact WL full bloke doesn't work properly.

    Lets hope the fact they did it faster with BP is a good sign for the futur.
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  5. #25
    Originally Posted by LionsFang78 Go to original post
    Are all of these BP changes necessary? With some names and numbers being wrong I'm going to assume that they're making him overall easier to punish while reducing his damage, that's all well and good, but increasing the time it takes to exit bulwark stance goes too far imo

    I'll admit I'm probably biased, I've decided to main BP and will continue to do so even if he gets nerfed into the ground. I play him without using tenebris rising, relying only on lights, heavies, soft feint and zone bashes, and bulwark slash. I pretend that his standard bash is too risky to use because I knew the nerf would come. There's no way Ubi would allow a 500 ms unpunishable bash that deals 20 damage to go unchanged. With these changes I feel as though my entire playstyle is going to be crippled, and I'm going to be shoehorned into a playable that every single BP will be forced to adopt post changes

    I thought the only changes he'd need were making him punishable via gb on a whiffed shield bash and reduced damage on his light finisher. I don't want to play like conq with a random bulwark counter thrown in every so often

    Could someone provide a link to the changes? I can't seem to find them. I'd appreciate it
    Pretty much yes. Top level players were able to leave BW stance on reaction to a feint. Meaning he could CGB someone's feint into GB attempt. Which is a big deal because GB's are the only counter to bullwark.
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  6. #26
    Man, I take one week off and a lot happened. Maybe I'll take a couple more weeks off and see what else happens.
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  7. #27
    Hormly's Avatar Senior Member
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    Just fix warlords full block please
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  8. #28
    Originally Posted by Hormly Go to original post
    Just fix warlords full block please
    Whats wrong with it?
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  9. #29
    The_B0G_'s Avatar Senior Member
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    Originally Posted by Sweaty_Sock Go to original post
    Whats wrong with it?
    It may be the fact that an attack isn't guaranteed off of a block? I personally like the way his Full Block is compared to the others, you don't need to block anything to let a heavy rip, I catch people trying to CGB all the time.

    It would be nice to get a free heavy from a block though. As of now it can be blocked.
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  10. #30
    Tyrjo's Avatar Senior Member
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    Originally Posted by The_B0G_ Go to original post
    It may be the fact that an attack isn't guaranteed off of a block? I personally like the way his Full Block is compared to the others, you don't need to block anything to let a heavy rip, I catch people trying to CGB all the time.

    It would be nice to get a free heavy from a block though. As of now it can be blocked.
    That would nullify all other options of the Full Block. I'd like it if it had more versatility and wasn't so much like other full blocks:

    https://forums.ubi.com/showthread.ph...to-fix-Warlord
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