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  1. #1

    Suggestions for Breach mode

    Hello,



    suggestions for Breach mode:

    Archers:
    - could be made to melee retaliate when immediately close to them. Also add additional hit points so they cannot be 1 hit. This will make the zones harder to capture and archers will be also attacking heroes and army when very close to them. Their retaliation range should not be too high though since they will not be firing arrows then (maybe melee only).

    Zone Capturing:
    Last zones (3rd zone) can be changed to have the armies always attacking (always receiving reinforcements from both sides - until the gate is destroyed or end game) - to prevent from permanent capturing - this will add additional challenge as players can only control them temporarily.


    Healing Points:
    Teams can be Using active Healing Points Inside and Outside Castle (nearby healing points should remain active):
    Before a gate is destroyed the Defender Team should be able to use the healing point inside the castle without health penalty. The healing point should be active with only its zone to be accessible. The attacker team should have health penalty if entering there. This is logical since the castle is still not breached.

    This also may be implemented for the Attackers Team:
    If they have destroyed a gate - their outside Heal point can be available to them for healing so they can return to it if there is no option to use the current heal point. Defenders should not be able to use it due to the health penalty.
    This way the defenders can use the remaining heal points without health penalty and the attackers control the previous captured heal point with no health penalty.
    It will allow additional emergency healing options while the other team is controlling the current heal point.


    Catapult Projectile Animation from map intro - the projectile looks like it is not moving - could be made to rotate / more realistic animation.


    Sound Bugs:
    - if a hero uses the shortcut rope and you hit him with a projectile so he falls off - then the sound of the rope use remains till the end of the game.
    - same when you go to a distant zone and the health penalty sound is played - then the sound keeps playing.

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  2. #2
    Some of these are good ideas, the only one I disagree with is the health zone one. The reason for that is that would just create an issue of players using the previous areas as avenues of escape when on attacking, when they already will run all over hell and creation to avoid dying, only to die anyway. They cut off prior areas because there is no reason to go there as far as the gamemode is concerned and it also makes the map much more manageable if it is taken in sections.

    A suggestion of my own: I have noticed that if an attacking team gets to commander with a decent number of spawns left, there is almost no way for defenders to win. The magic number seems to be ~1 live to 1 bar of the commanders health. This creates the frankly silly and frustrating situation where the enemy team pitches themselves at commander with reckless abandon of their own lives, and as long as they land like 1 or 2 heavies, which they will because they will parry fish you and commander for revenge and then just go ape, they are guaranteed the win. My suggestion is such: There should be some form of reward for either fending someone off of commander swiftly or for wiping the entire enemy team or a large portion of them. Something to make the attackers have to actually work together to keep you from killing them and do damage to the commander, rather than pitch bodies at the man till he dies.

    And for the love of everything holy make that man get the hell out of the way of Senbonzakura if he can!
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