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  1. #11
    Now dynamic rewards equalise the reward over time played, might it be worth separating skirmish and elimination on the deathmatch playlist to see if that raises the player count in one or both of them? The core groups who play either seem to really not like the other.

    Are there any plans to reintroduce a ranked 4v4?

    Would it be possible for players to have a choice between the current texture pack and the original? The older texture pack had a darker and grittier feel that some people favour.

    When the shaman and warlord throw distances were nerfed we were told the reason would become clear in future updates, what was that reason?

    Can you please program the bots better in phase three of breach, especially on the attacking side. A twenty to thirty minute match can be ruined by one or two ragequitters because bots, even if you spam the quick chat, do not push the archer zone, they do not clear the front line, they run straight to the Lord who, if they are anything less than level three, he mows through because they can't parry. It gets even more ridiculous if you turn matchmaking off for orders and have all bots, I have seen them bleed through upward of 25 tickets. Bots on the attacking team cannot play phase three of breach in any kind of competent manner.
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  2. #12
    Only last stream?Sod it, here's what I want to know.

    1. Are there plans to keep reworking the hitherto untouched OC heroes, or reversed, is there any of the Year 1 heroes that you will not rework at this time?

    2. Are there any plans to rework the older heroes' feats to achieve the same kind of synergy as we see in the later heroes like Wu Lin and Harbingers?

    3. Are there plans to give some heroes a second rework at this time?

    4. Are there plans to make ranked (any mode) a real part of the game?

    5. When will ranked duel go out of beta?

    6. When will the other modes get a ranked version?

    7. What types of incentives are planned to be put into raned mode to draw players?

    8. Are there any plans to remove, recreate or replace the faction war at this time?

    9. What is next in line to be normalised?

    10. Is reputation (account) used in any way during matchmaking? And if not...

    11. Are there plans to remove reputation (account or hero) from matchmaking lobbies to avoid confusion and frustration among players?
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  3. #13
    Are thre any plans about making future Breach maps different from the current basic layout. There are always 2 Archerpoints + Cauldron in first Phase, 3 Archerpoints + Cauldron in second phase, etc. How about having 2 Archerpoints on both sides (in summary: 4) in second phase for example, and balance it out with more/less tickets, or having one Archerpoint that is REcapturable for the defenders, breaking the gate with something alternative then the ram. Something that changes the pace, since it wouldn't be fun if every map was more or less the exact same.
    And are there plans on making the neutral Guardian more interesting, since (especially as defenders) it doesn't pay off leaving the Archerpoints for 1-2 minutes alone for some buffs?

    Would you Devs consider, adding interactions with minions in Breach, like having a few of them dedicated to minion commands via QuickChat?
    From all the mass of minions in mid-lane it wouldn't hurt to give like 3 of them to each player, so they can decide where they want them to go.
    Go to the ramparts, fight at the ram, guard the cauldron, follow as bodyguard, guard the shieldbanner, attack the neutral guardian ... just as some quick ideas to get a picture. Even better if we could customize our minion segment with shield patterns, ornaments and maybe even slightly stronger equipment.
    It would add a tactical aspect and make matches much more interesting and diverse.
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  4. #14
    RIP the wall of text I could've made. So here are the best questions I could come up with given the specific scope I have to work with:


    1) The testing grounds was stated to initially be for hero balance changes and game mode changes. Is it physically possible for testing grounds to be used to test things besides these? ex feat balancing or content that effects the game as a whole? ex block changes.

    2) I noticed the new hero seemed to have some kind of armor for his hammar slam and his tier 4 unique feat. Does this armor only prevent stagger from attacks or does it also protect from bashes?

    3) Was the new breach map done in house or was it outsourced?

    4) Is the plan with testing grounds to hopefully get hero reworks/adjustments done faster/more often instead of having to wait for each season launch?

    5) Awhile back you had mentioned a phrasing called "reaction reduction" which was the attempt to change a few things in order to make offense more viable. One of these things sounded like varied MS increments. In this balancing update you've given Orochi varied MS increments. Is he being used as a test bed for this concept?

    6) Stephan in the stream stated Orochi was kind of a 1v1 specialist. Many have taken this to further cement his earlier comment about external pressure for both him and pk in a previous den to indicate Orochi isn't meant to be an external threat. If this is the devs current viewpoint on Orochi can the devs look at giving him some tools that make him more able to secure those roaming singled out targets?

    7) There are obvious comparisons between the new hero and centurion. Was the new hero's design an attempt to revisit centurion's concept? Or was it more just happenstance?

    8) Hitokiri hase some pretty polarizing views in the community. I was surprised to see only one change done to her and said change not tackling the biggest complaint about her. Can we expect more changes to come to her in the near future?

    9) Can I get an explanation on why Nobushi's swift recoil was removed? Why was her guaranteed kick and soft feint light removed as well?

    10) I understand that this balance pass was more about balancing than reworking and thus explains why it seems like Shinobi was just nerfed. But why wasn't his ranged heavies being unsafe on block not addressed? Why was his charged based option selects not addressed? Why was his ability to knock someone down with his deflect kick in revenge not addressed?

    11) I know peacekeeper is a tough thing to adjust due to her damage since deep gouge exists. You guys had adjusted her recovery for some moves which is nice but how come you didn't also address her heavy finisher recoveries? Those are pretty bad.

    12) With Shinobi's slide tackle he used to be able to stall a revenge activation by hitting someone with it. This has been removed with the patch and it's not the first time the devs have done such a thing. Can we get an explanation on why the devs are against "revenge lock" properties on moves?

    13) Will the rock steady feat prevent the new hero from knocking the heros who have this feat to the ground?
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  5. #15
    Tyrjo's Avatar Senior Member
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    Originally Posted by Goat_of_Vermund Go to original post
    Ah, I forgot, it's more of a suggestion:

    6 . Make us be able to use random executions and emotes. Even if the only possibility is attaching it to an existing emote/execution button to make it share the input and bring it out randomly (for example, if you press x, the system randomly chooses an execution from the four you have attached to x). There are too many cool ones, and I just hate the fact I have to choose between them (and that is a reason I did not unlock some, I don't have any more slot I can free for them).
    I can answer your question right away, since it has been asked before and Damien answered it. Memory limitations on console prevent this from being possible. Imagine the game having to load 8 players x 16 executions into a Dominion game. If For Honor goes next gen, it may be possible.
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  6. #16
    Vakris_One's Avatar Senior Member
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    1. Will the testing grounds feature mean that hero balancing updates and reworks happen more frequently and/or on a more regular basis?

    2. Will Hitokiri be looked at in Season 11 with the goal of making the character less of an ultra-defensive one but a viable and more fun hero?

    3. Since Orochi is considered a pure 1v1 specialist by the devs will he be given tools that make him actually viable in 1v1 at high level?

    4. Will Nobushi and Shinobi receive further tweaks to their kit in order to help with their offensive viability now that they have both been hard nerfed with little to no compensation?

    5. Can you say anything more about the updates/reowrks that Centurion, Gladiator and Warlord will receive?

    6. Will you be looking to update and improve Kensei's kit further such as addressing the poor viability of Nature's Wrath and the lack of pressure from his mid-chain?

    7. When will the Wu Lin be included into the Faction War and given their own maps?
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  7. #17
    Tyrjo's Avatar Senior Member
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    Is there a particular reason Jörmungandr can't mix-up the Jötunn Farewell within his short two hit chains, and go Light, Bash, tracking Light or Light, Bash, unblockable Heavy?
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  8. #18
    Tyrjo's Avatar Senior Member
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    Why does the Jötunn Surge have so long recovery on whiff? It makes the (600ms) bash not really useable in 1vs1.
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  9. #19
    UbiInsulin's Avatar Community Manager
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    Closing this up because I'm getting the questions together now. Thanks so much, everyone.
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