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  1. #1

    Ubisoft, you got it right in the centurion rework

    increasing weak speed and increasing light attack damage was a great idea and also canceling the jab will ensure a much better move for the centurion, now what really lacks to complete the centurion kit in my opinion are



    increase the speed of the kick so it will be much better to start some sequence


    increase heavy attack finisher damage from 25 to 27 or 28, so when you hit a parry the heavy attack will compensate you for that


    good job ubisoft!
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  2. #2
    Ubi-RealDude's Avatar Community Manager
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    Glad to hear you're a fan of it. Be sure to give Cent a try in the Testing Grounds as well when available.
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  3. #3
    EvoX.'s Avatar Senior Member
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    Half of his kit is still full of dead/outdated moves, I really hope he doesn't launch like this.
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  4. #4
    Originally Posted by EvoX. Go to original post
    Half of his kit is still full of dead/outdated moves, I really hope he doesn't launch like this.
    what for exemple?
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  5. #5
    EvoX.'s Avatar Senior Member
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    Originally Posted by Fallfuturer Go to original post
    what for exemple?
    First his chain lights. There's zero reason to use them instead of the heavy, which is also 500ms, has variable timings, can be feinted/softfeinted, does not stop the chain if blocked and only gives a heavy parry punish if parried. It's like they forgot their own character's stats. Without a special property like being undodgeable, or just being faster, they're a dead move.

    Second is his dash forward heavy. Absolutely terrible tracking, slow, easiest parry in the game, terrible recovery. Has been a dead move since Centurion launched, unchanged according to the patch notes. Simply unusable.

    Third is his kick. A 300ms + 600ms bash, abysmally slow, having trouble thinking of an easier neutral bash to dodge other than Lawbringer's, which is meant to be a trade move and is a great dodge bash. Has been an outdated bash since everyone stopped sucking at the game. 600ms bashes with a 300ms tell have absolutely no place in the current state of the game, it and its players have evolved way beyond dealing with easy stuff like that.

    Fourth is his heavy finisher recovery, which is among the worst in the game. In 4v4s this is the most noticeable, miss one finisher and you stand there for what feels like 2 full seconds. No clue what's even the reason they're so long, or why they aren't changed considering everyone got a significant buff to that specifically in the last patch.

    Fifth is his light parry punish. 25 damage. Twenty. Five. Damage.

    Unless all of these are addressed, he will still feel slow and outdated. His rework looks only half finished.
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  6. #6
    Originally Posted by EvoX. Go to original post
    First his chain lights. There's zero reason to use them instead of the heavy, which is also 500ms, has variable timings, can be feinted/softfeinted, does not stop the chain if blocked and only gives a heavy parry punish if parried. It's like they forgot their own character's stats. Without a special property like being undodgeable, or just being faster, they're a dead move.

    Second is his dash forward heavy. Absolutely terrible tracking, slow, easiest parry in the game, terrible recovery. Has been a dead move since Centurion launched, unchanged according to the patch notes. Simply unusable.

    Third is his kick. A 300ms + 600ms bash, abysmally slow, having trouble thinking of an easier neutral bash to dodge other than Lawbringer's, which is meant to be a trade move and is a great dodge bash. Has been an outdated bash since everyone stopped sucking at the game. 600ms bashes with a 300ms tell have absolutely no place in the current state of the game, it and its players have evolved way beyond dealing with easy stuff like that.

    Fourth is his heavy finisher recovery, which is among the worst in the game. In 4v4s this is the most noticeable, miss one finisher and you stand there for what feels like 2 full seconds. No clue what's even the reason they're so long, or why they aren't changed considering everyone got a significant buff to that specifically in the last patch.

    Fifth is his light parry punish. 25 damage. Twenty. Five. Damage.

    Unless all of these are addressed, he will still feel slow and outdated. His rework looks only half finished.
    While I agree that what was shown doesn't address his entire kit I have to contest some of these points.

    First his chain lights being 500ms now means they will be proper target swap attacks for anti gank/team fight. As they have more area they hit and more range than the uncharged heavies.

    His kick is being indirectly being buffed by the heavy it links to being a finisher. Means you can neutral kick into unblockable heavy mix up. It's probably still beaten by dodge attacks on reaction. But it is something to note.

    Your fourth and 5th points are a bit of a stretch. Those are indeed downsides to his kit but not dead moves like you originally lead on with your first post. I know it's nitpicking but still.

    The only 2 worries I have with centurion from what we know so far is what is his tracking like for his jab and the recovery for jab and second heavy. And if his talons will still confirm multiple heavies or not. Because those things hugely impact his anti gank/team fight potential. and current centurion only has his team fight potential in 4's.
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  7. #7
    EvoX.'s Avatar Senior Member
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    Originally Posted by Knight_Raime Go to original post
    First his chain lights being 500ms now means they will be proper target swap attacks for anti gank/team fight. As they have more area they hit and more range than the uncharged heavies.
    Standard 500ms lights are a viable anti-gank tool? Really? In 2019 and from such a small weapon with such small range? That's news to me. I think they're pointless.

    Originally Posted by Knight_Raime Go to original post
    His kick is being indirectly being buffed by the heavy it links to being a finisher. Means you can neutral kick into unblockable heavy mix up. It's probably still beaten by dodge attacks on reaction. But it is something to note.
    That's not a buff in any way. It's still a completely useless move that leads into something more easily and safely accessible from his neutral heavy. Why on earth would I throw out a kick that gets punished by more than half the roster? Why does the kick need to be left as a dead move? Come on, now.

    Originally Posted by Knight_Raime Go to original post
    Your fourth and 5th points are a bit of a stretch. Those are indeed downsides to his kit but not dead moves like you originally lead on with your first post. I know it's nitpicking but still.
    I said either dead or outdated parts of his kit. Long recoveries are outdated, proven by the last update and less and less heroes having needlessly long finishers. It's a large disadvantage in 4's, and makes heroes just use first part of chains, stop, repeat, something the devs already expressed they don't like. As for the light parry punish, it was long overdue. 60 damage for a light parry was obscene, but once the Season 5 patch hit, he's been on the other side of the spectrum. It's high time that changed, I don't want it to stay that way. 30 damage should be the minimum.

    His Eagle's Talons will be interruptible during the stab, that's for sure, but they might forget to remove the hyperarmor when you've just punched the opponent, which guarantees full damage heavies from allies without interfering with the cutscene. Not many people use that since there's no need. Guess we'll see.
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  8. #8
    Originally Posted by EvoX. Go to original post
    Standard 500ms lights are a viable anti-gank tool? Really? In 2019 and from such a small weapon with such small range? That's news to me. I think they're pointless.



    That's not a buff in any way. It's still a completely useless move that leads into something more easily and safely accessible from his neutral heavy. Why on earth would I throw out a kick that gets punished by more than half the roster? Why does the kick need to be left as a dead move? Come on, now.



    I said either dead or outdated parts of his kit. Long recoveries are outdated, proven by the last update and less and less heroes having needlessly long finishers. It's a large disadvantage in 4's, and makes heroes just use first part of chains, stop, repeat, something the devs already expressed they don't like. As for the light parry punish, it was long overdue. 60 damage for a light parry was obscene, but once the Season 5 patch hit, he's been on the other side of the spectrum. It's high time that changed, I don't want it to stay that way. 30 damage should be the minimum.

    His Eagle's Talons will be interruptible during the stab, that's for sure, but they might forget to remove the hyperarmor when you've just punched the opponent, which guarantees full damage heavies from allies without interfering with the cutscene. Not many people use that since there's no need. Guess we'll see.

    pt1) I get the sarcasm. But my point still stands. Both the hitboxes on his lights and his zone have much better area presence compared to his heavies and reach compared to his uncharged heavies. Yes the lights themselves are not fantastic anti gank tools like say Nobushi's zone but that doesn't mean they're statistically useless/pointless. The fact that all of his lights are 500ms now and that his zone is feintable means he will have some decent complimentary tools in his kit besides his heavy and cutscene. It's not a big boon but it is a nice one.


    pt2) I'm not advocating for the kick to remain bad. I'm merely pointing out that due to the unblockable heavy change it can serve as some kind of pressure to an OOS opponent or an opponent who doesn't have a dodge attack/bash. It's less "here is how you are wrong" and more "hey try looking at it like this." Considering the heavy input needs to be buffered and the kick itself is beatable on reaction by dodge attacks heavy or not is indeed bad and should be looked at.


    pt3) I wouldn't call it outdated. yes some moves have had their recoveries buffed with this patch. But they haven't universally taken a stance against long recoveries. As shown by shugoki still haveing a 2 second recovery on hug whiff. That both shinobi and nobushi still have moves that are unsafe on block. etc. I'm not arguing against his long recoveries. I'm just saying the way you presented your initial post doesn't really fit with the points listed. It feels more like "these are my concerns" and less "these are dead moves." Because the latter would mean his charged heavy finisher is a dead move. and it isn't. It's still quite useful in getting that cutscene if your ally sets you up for it. Like I said. It's a nitpick. And I agree he needs a light parry punish, especially since his parry counter no longer guarantees a heavy (unless wall splat ofc.) But again it's just weird wording to me.

    pt4) AFAIK you can already be interrupted when trying to do the talons. What I was referring to was specifically if they are going to standardize the wakeup with the stab so only 1 heavy is allowed (ala shaman) or if it will stay the same where multiple heavies can hurt the person waking up. Which is a very big part of his current team fight potential. As it's basically dead for anyone who's hit by it barring poor timing or mid revenge.


    Anyway to put my stance on the table I think these changes make him a better duelist. Which means he's a better solo killer in 4's. And I think his new mix up will make him a good ganker. And due to his gank potential plus his feintable zone and body count/bounty hunter I think he'll also be decent as far as mid presence goes. So even if they do nuke his team fight potential with the removal of flooring someone in revenge, removal of guaranteed charged jab, and potential standardized punish potential for talons I think it won't kill him in 4's. It'll just shift his role.

    My main concern is his tracking on his jab and his recoveries for his jab and chain heavy finisher. Which if both are bad can absolutely ruin the character. But considering those are number tweaks it's something they could easily fix if we report it enough in our feedback from the tests. So. I'm not overly worried about centurion atm. Not like I was when I first saw the showcase and patch notes.
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