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  1. #11
    UbiInsulin's Avatar Community Manager
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    Nov 2015
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    Originally Posted by Valoredramack Go to original post
    If the Shinobi gets gets nerfed instead of a buff, I will definitely be quitting this game because that would be a stupid decision for a hero that is already too easy to punish and already has the lowest health pool with no high powered attacks to offset his weaknesses. If the backflip gets nerfed then hyper armored attacks should also get removed.
    It may be worth mentioning that Shinobi (along with Glad) is also likely getting a buff from the reflex guard standardization (to 1000 ms).

    In general, the team hasn't exactly made it a secret that they're still looking at making the game more offense-orientated. Shinobi's backflip was just one part of this that was mentioned.
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  2. #12
    I don't get how you can think the shinobi is weak. 24 damage lights, 40 damage on all heavies (with the light followup), safest deflects for highest damage, the ability to stay out from any mixup without the slightest risk, and offense that might not be the best, but it is almost sure you won't get anything out of it as the other player if the shinobi is halfdecent. He has a dodge attack, he has the kick which is a bash-type dodge attack, it comes out just as fast as any other dodge attack, the only difference is you can't parry that. And yes, if a hero is boring to fight against because it shuts down offense, it's a good enough reason to REWORK him (not nerf him without compensation).

    I think that his damage needs to toned down, her safe escape from punishes has to go, and in return, he needs maybe more health, and a more viable ranged offense . As an example, I think Shinobi should be able to throw 500ms ms ranged lights in an infinite chain, with mixed up heavies and guardbreaks. Parrying a light would give the current heavy parry punish, parrying a heavy would pull in the shinobi for a free light attack, countering the guardbreak would pull in the shinobi but wouldn't guarantee anything. However, I am unsure how it would work, the devs really shot themselves in the leg when they introduced ranged attacks in a melee fighting game.
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  3. #13
    Shinobi is an assist-hero, he can't sustain in a gank cause of lowest health pool. His bleed can be countered by second wind. Double or quad dash are easily dodged for being 600ms on side. Many assassins has access to 400ms lights or dodge light while shinobi's lights being 500ms.
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  4. #14
    lol even heavies have 400 ms nowadays
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  5. #15
    Hormly's Avatar Senior Member
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    Shinobi is a "problem" character, he breaks the mold too much and the only way to make him balanced is to remove what makes him special 🤔.

    a ranged character was a dubious idea for a game like for Honor in the first place, in my opinion they should just scrap his range gimmick and make him a balanced fighter.
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  6. #16
    So you want to see the whole roster to have their same generic movesets? How about adapt to their playstyle? These scrubs just wants to remove what makes a character special & unique.
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  7. #17
    Originally Posted by Lotus.Sia Go to original post
    So you want to see the whole roster to have their same generic movesets? How about adapt to their playstyle? These scrubs just wants to remove what makes a character special & unique.
    Nobody against special & unique things characters have, but the game have specific combat system and we can't add, for example, archer or rifleman in the game. Character must fit into the game and work according to certain rules without creating absurd situations.
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  8. #18
    Originally Posted by Iscarikret Go to original post
    Nobody against special & unique things characters have, but the game have specific combat system and we can't add, for example, archer or rifleman in the game. Character must fit into the game and work according to certain rules without creating absurd situations.
    Certain rules can be extended to solve many problems that's within the certain rules. Shinobi's ranged gb, slide tackle makes him dangerous & it forces you to look shinobi as a threat unlike some characters whose whole mix-ups can be avoided just keeping them as external attacker (aka trash tier characters). It benefits players who are aware of their surroundings & listens to sound cues.
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  9. #19
    Originally Posted by Lotus.Sia Go to original post
    Certain rules can be extended to solve many problems that's within the certain rules. Shinobi's ranged gb, slide tackle makes him dangerous & it forces you to look shinobi as a threat unlike some characters whose whole mix-ups can be avoided just keeping them as external attacker (aka trash tier characters). It benefits players who are aware of their surroundings & listens to sound cues.
    I'm (and nobody) not against ranged attacks, it is ok that kusarigama can be used how was intended, but it must be only 4v4 feature (and it is 4v4 feature already, if your opponent know how to fight, then you can't use ranged attacks, so nothing is wrong). I am against his current duel playstyle. In 1v1 Shinobi can make quad dodges and keep himself very far that you can't just attack him until he will let you, it is absurd, in Raider thread you said "Every character must & should have unreachable attacks to help their offense & opening their enemies up" but how to open opponent when he can break the distance and keep it for the time he want?
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  10. #20
    Originally Posted by Goat_of_Vermund Go to original post
    I don't get how you can think the shinobi is weak. 24 damage lights, 40 damage on all heavies (with the light followup), safest deflects for highest damage, the ability to stay out from any mixup without the slightest risk, and offense that might not be the best, but it is almost sure you won't get anything out of it as the other player if the shinobi is halfdecent. He has a dodge attack, he has the kick which is a bash-type dodge attack, it comes out just as fast as any other dodge attack, the only difference is you can't parry that. And yes, if a hero is boring to fight against because it shuts down offense, it's a good enough reason to REWORK him (not nerf him without compensation).

    I think that his damage needs to toned down, her safe escape from punishes has to go, and in return, he needs maybe more health, and a more viable ranged offense . As an example, I think Shinobi should be able to throw 500ms ms ranged lights in an infinite chain, with mixed up heavies and guardbreaks. Parrying a light would give the current heavy parry punish, parrying a heavy would pull in the shinobi for a free light attack, countering the guardbreak would pull in the shinobi but wouldn't guarantee anything. However, I am unsure how it would work, the devs really shot themselves in the leg when they introduced ranged attacks in a melee fighting game.
    In a separate thread within the Suggestions & Feedback forum, I already explained in specific detail why the Shinobi is weak so I don't need to repeat myself:

    Every attack that you listed for the Shinobi is easily punishable and exploitable, those are not safe moves like you keep trying to falsely imply. I addressed the overtly punishable movesets of the Shinobi in the following link well-before you replied to this topic:
    https://forums.ubi.com/showthread.ph...and-Punishable

    You believe that the Shinobi is safe because you probably don't understand how vulnerable the Shinobi is and have not yet learned how to exploit those vulnerabilities. I can easily beat a Shinobi player with most other heroes because after having played the Shinobi up to Rep 25, I learned intimately just how weak and flawed that hero is compared any other hero; especially since most other heroes can attack more than twice consecutively, unlike the Shinobi which has to take a predictable break between every two attacks.

    Many other heroes can also attack more quickly than the Shinobi which makes that double light attack null and void half the time because it can be punished by simply trading blows or attacking preemptively....a lot of heroes can simply power through the Shinobi's double light attack unphased and uninterrupted because of this hyper armor gimmick that many heroes have these days.

    The Shinobi's 500ms light attack is even slower than other assassin heroes so landing an attack is difficult against faster-striking heroes that aggressively spam multiple attacks consecutively....even the Valkyrie can out-strike a Shinobi and without even having to be as close.

    Shinobi's double dodge is incredibly vulnerable to guard break at melee range and the kick is very easy for any experienced player to dodge and counter-attack because the timing is extremely predictable.The kick can't even initiate if the double dodge gets guard broken, which is a major vulnerability.

    The Shinobi has no dodge attack either....so he easily gets out-maneuvered by heroes like the Orochi, Kensei, and Jiang Jun because they can attack in tandem with a dodge while the Shinobi cannot. The lack of a dodge attack also means that Shinobi's "Slip Through" feat is even harder to use, not even sure if that feat does much good since back flipping might not activate it and even if it did the Shinobi isn't generally in a position to take advantage of it after doing a back flip.

    Lastly, everyone knows that deflects are not easy to employ in a heated fight even for pros like myself, particularly since "heavy heroes" these days have advantages that allow them to attack just as quickly as assassin heroes. The fact that you are referring to the deflect as a safe attack with high damage just goes to show that you probably don't even use the Shinobi.


    All of these reasons and more, the Shinobi is undeniably weak and overly punishable compared to any other hero in the game...he either needs a serious Buff or a Rework.
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