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  1. #1

    An other rework plan to pk

    Now I promiesed at least 5 versions, did I not?

    1. DC and DG acts as chainstarter. Dodge attacks act as chain starters (these are just unavoidable changes no matter what direction do you take).

    2. Relentless (new passive effect) added: dealing 1 bleed damage restores 1 stamina point.

    3. Dodge attacks can be feinted into dagger cancel. This would make her dodge attacks finally able to punish things like bp combobash on read. It would also make dodge attacks a bit more dangerous, and if a heavy can have something like this, it must be totally ok for an assassin. (If this is too much, just sped the damned thing up and make it invulnerable to gbs).

    4. Zone attack changed:

    a, Second part removed (we all hate it, it can't be feinted after the indicator appaers, and we get a very unfavourable 50/50 from it. It's main goal is obviously punishing us for using the zone by making us waste tons of stamina on feinting it, or making us eat a ground punish for running out of stamina. So no, just remove it).

    b, Make the remaining first part 466ms (down from 400, obvious nerf needed with all the changes).

    c, Make it a bit wider to work as an actual zone. (it would be cool if we could deal with 5 pikemen within 40 seconds)

    d, Make it start chains (now merely a normal attack which is 33ms faster than a light, a bit wider but costs 60 stamina. It is obvious it should start chains with these changes).
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  2. #2
    TOCKSYK's Avatar Banned
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    1. Then the chain starter would just get parried everytime
    2. I guess
    3. They would have to make it a little slower then, because you wouldn't actually be able to see what's going on. At the moment PK's dodge attacks goes out of the field of view, at least from what I've seen, and it would be problematic, JJ's dodge attack is slow so you can react to it
    4.a. Then she wouldn't have a proper zone anymore since the first part isn't enough to actually clear anything, but then again we have characters like BP and Glad whose zones are made specifically for 1v1 situations
    b. make it 500 ms you mean
    c. you just contradicted yourself there
    d. they should decrease the stamina drain on the zone if they give her a 1v1 zone as a chain starter

    she is a hyper mobile assassin that should be a threat in ganks, she should not be clearing mid
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  3. #3
    1. Mine is not parried all the time, if players start to parry it, I just throw out the heavies. That mixup is actually quite reliable, it just deals no damage and there is no followup.

    2. An effect on the bleed is a must. This feels to be the most fair variant.

    3. If it is not a free guarbreak, free parry or at the very least actually gives iframes, then fine. If it works as an offensive tool, they may slow it down.

    4.
    a, That is a fair trade. It makes a terrible 1v1 tool and not zhat good against minions either.

    b, Orochi has 466ms zone too. This one is only 15 damage and you get a light parry punish on it (but it starts chains). That speed is fair for this (400 would not be).

    c, These moves are not the same in usage, they do not contradict each other. The zone first hit would be a good opening move against minions and against players, you could still follow it up with a side heavy for area attacks, but you would have more control over this than the zone.

    d, I guess it would be useful, but point 2 covers stamina problems imo.

    I fully agree about the role.
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