🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    Lets get rid of the class system

    Honestly though, it doesn't mean anything anymore, you have heavies that are as fast as assassins, do a crap ton more damage, have far more range, and just as good mobility. the staggering differences between chars of the same class is turning this game into super smash bros. lets compare warlord to JJ. point made. now lets compare zerker to Hitokiri. who has more HA? the point is that the class system is useless and entirely broken. this way when reworks are being done, we can do good reworks with actual identity to the chars (by which I would characterize them by weapon) instead hamstringing ourselves from the get go.
     2 people found this helpful
    Share this post

  2. #2
    I think they should look at God of War: Ascension's multiplayer weapon mechanics, whereas you had 3 choice of weapons - a sword, a hammer, and a spear. Each with its own moveset of 3 - 4 chain combo and special abilities and flashy animations. The parry was a button. The combat was pretty spectacular as well.

    The For Honor version: every faction would have their respective weapons. The parry mechanic would be a button. And instead of classes that don't mean ****, we'd have heroes that share weapons that could possibly be balanced.
    Share this post

  3. #3
    I would half agree. I think the devs need to assign roles to heros based upon what they're already like, further push those heros into said roles, and then change up how the roster looks in game for it. This is afterall a team based game and roles do exist. The class archetype stuff "sort of" serves that purpose at the moment but is mainly misleading. So yes "classes" should go. But roles should replace them.
    Share this post

  4. #4
    I agree, drop the role system, the roles don't have any real meaning like the OP said, and when making new heroes, or considering reworks of old ones, at this point it likely just holds back design ideas for trying to keep the hero in its "role".
    Share this post