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  1. #11
    Originally Posted by EvoX. Go to original post
    I don't care if it was normalized. He had no need of that buff because the SB was already more than viable. The tradeoff for his bash being the highest damage and stamina draining among the neutral 500ms bashes was that it had bad tracking. Almost nobody dodged on his dodge to avoid everything, and even if they did, the Prior player could adjust by using his zone. Even if someone could dodge his SB on reaction more times than not, he could still use the Unblockable to punish that and create a whole new mixup. Why wasn't his guaranteed bash after light ''normalized', huh?' Why didn't Raider's damage get normalized? And Hitokiri's hyperarmor?

    This was a huge buff to him. His recovery on a missed bash should be increased by 100ms, matching Conqueror, but it won't. I really dislike top tiers being made even stronger, puts a bad taste in my mouth and speaks of messed up developer thought process.

    Blockable finishers have never been viable, never will be. I have nothing more to say on that.
    I'm not really going to argue semantics here. Just pointing out that the devs were not "lul lets buff BP."
    As far as the recovery goes you're wrong but I don't have the energy to argue. Again. just pointing something out.

    Doesn't mean finishers become viable tools. Just means you won't eat a GB for trying anymore. Which is a good thing.
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  2. #12
    Originally Posted by Knight_Raime Go to original post
    Doesn't mean finishers become viable tools. Just means you won't eat a GB for trying anymore. Which is a good thing.
    Unless you're Aramusha. In that case, F you right in the butt.
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  3. #13
    Originally Posted by Baggin_ Go to original post
    Unless you're Aramusha. In that case, F you right in the butt.
    ye there's still a lot of recoveries they need to tweak.
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  4. #14
    I think I'm done with this game, I play daily, but everyday I enjoy it less and less.
    I believe you don't even play the game before deciding on new patches.
    The recovery times were needed long ago, but you refuse to acknowledge that you messed up badly on the Raider rework and you don't change it. Jorm needs his stamina damage reduced and a range buff, and c'mon, are you ever going to do something about the Hitokiri's HA?
    Matchmaking is still a great mess, I tried again in a long time ranked duel and, while having no tier assigned I was pared with a Gold 3 tier Rep 42 Cent to fight with my Rep 9 Valk. And in 4v4, matchmaking it's not a better scenario.
    Revenge is broken, there's no really telling when and how you're going to get revenge. Players should not get revenge when there's two players around but only one is attacking and the other doesn't even locks.
    Also, they shouldn't get revenge when fighting in equal numbers, 1v1, 2v2, 3v3, 4v4, in those cases no one should get their revenge meter filled.
    Also, you just fixed it, but I can believe it took you more than a month to fix the bug on Bots, that just shows how little attention you pay to your game or the community.
    I'm pretty done with this game and with Ubisoft in general. I love the concept of For Honor, I've always wanted a game like this, but you are ruining it. The game doesn't need to go faster, it needs balance in every aspect of it.
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  5. #15
    Originally Posted by Knight_Raime Go to original post
    Actually there was quite the clammering about shaolin's damage of triple poke and double poke into kick into light when MF was the new kid on the block.
    As an avid shaolin player I think the damage nerf is entirely justified as it makes his mix up potential/interrupt damage more in like with other heros with minor mix ups.
    Damage nerf on raider is a different story since his mix ups are considered to be big ones and are comparable to other big damage punishes already.
    These complain were understandable back in s8 maybe. But now a lots of heroes, Tanks included have 500ms lights doing 18dmg. They just give it to Conq in the same patch they nerf Shaolin one.

    How is 12 or 14dmg in line with other "minor mix up" ?
    Btw i've never hear this "minor" or "big mix up" wording, what do you mean by that ?

    What bother me is not the 21dmg triple poke.. i never use it unless it allow me to finish my opponent. Its this stupidly bad 7/7/7 dmg distribution.

    What i want to point out is atm Nobody was asking this Shaoling dmg nerf... just scroll the forum or reddit. But Raider dmg is maybe the main complain since s10 release and we got nothing about it.
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  6. #16
    Originally Posted by Siegfried-Z Go to original post
    These complain were understandable back in s8 maybe. But now a lots of heroes, Tanks included have 500ms lights doing 18dmg. They just give it to Conq in the same patch they nerf Shaolin one.

    How is 12 or 14dmg in line with other "minor mix up" ?
    Btw i've never hear this "minor" or "big mix up" wording, what do you mean by that ?

    What bother me is not the 21dmg triple poke.. i never use it unless it allow me to finish my opponent. Its this stupidly bad 7/7/7 dmg distribution.

    What i want to point out is atm Nobody was asking this Shaoling dmg nerf... just scroll the forum or reddit. But Raider dmg is maybe the main complain since s10 release and we got nothing about it.
    I mean if time made things okay then Raider's rework should be considered fine next season.
    And the mix up was either 24 or 38 damage. (full triple versus double into kick into light.)
    This was slightly above mix ups like warden's SB bash between landing a bash into double light or baiting for a GB for a side heavy.

    As for wording big mix ups are like what you eat when you're near a wall or OOS. Smaller mix ups are things typically done in the open.
    Not saying his damage shouldn't be toned down at some point. Just trying to explain why said change was made versus raiders not being addressed.
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  7. #17
    Originally Posted by Baggin_ Go to original post
    Unless you're Aramusha. In that case, F you right in the butt.
    Gladly trade that for the ability to GB a musha in startup.. feint GB into eating 40 damage is a powerful tool, if you can;t accept that has limitations on the flip side... then swap them.
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  8. #18
    Originally Posted by Sweaty_Sock Go to original post
    Gladly trade that for the ability to GB a musha in startup.. feint GB into eating 40 damage is a powerful tool, if you can;t accept that has limitations on the flip side... then swap them.
    He already has a trade off for that. If he feints his heavy he is gb vulnerable. To my knowledge nobody else has that. Glad maybe?
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  9. #19
    Originally Posted by Knight_Raime Go to original post
    I mean if time made things okay then Raider's rework should be considered fine next season.
    And the mix up was either 24 or 38 damage. (full triple versus double into kick into light.)
    This was slightly above mix ups like warden's SB bash between landing a bash into double light or baiting for a GB for a side heavy.

    As for wording big mix ups are like what you eat when you're near a wall or OOS. Smaller mix ups are things typically done in the open.
    Not saying his damage shouldn't be toned down at some point. Just trying to explain why said change was made versus raiders not being addressed.
    It doesnt. But since s8 a lots of heroes got bigger dmg on their 500ms lights. I talk about it because the team said they nerf it because it was too high for a 500ms moove.
    So in the same patch they make Conq infinite light 18dmg but Shaolin double poke light 14dmg.

    The kick from QI isnt a guaranteed moove and unlike BP its punishable on Dodge by a GB on a very similar mix up.
    Shaolin has never been s tier nor shining in their stats. Imo this nerf just came out from nowhere and isnt justified.

    Raider punish while high may not be higher than other heroes having big punish thats true.
    But regardless of punish Raider 50dmg zone have to be adressed. Unless you play BP being involved in a group fight is very scary if there is a Raider because of his crazy dmg + aoe and UB or HA on heavy and god knows the game is full of Raiders atm.

    Its even worst if the group fight take place somewhere you cant work on your spacing as you would like to.
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  10. #20
    Originally Posted by EvoX. Go to original post
    I don't care if it was normalized. He had no need of that buff because the SB was already more than viable. The tradeoff for his bash being the highest damage and stamina draining among the neutral 500ms bashes was that it had bad tracking. Almost nobody dodged on his dodge to avoid everything, and even if they did, the Prior player could adjust by using his zone. Even if someone could dodge his SB on reaction more times than not, he could still use the Unblockable to punish that and create a whole new mixup. Why wasn't his guaranteed bash after light ''normalized', huh?' Why didn't Raider's damage get normalized? And Hitokiri's hyperarmor?

    This was a huge buff to him. His recovery on a missed bash should be increased by 100ms, matching Conqueror, but it won't. I really dislike top tiers being made even stronger, puts a bad taste in my mouth and speaks of messed up developer thought process.

    Blockable finishers have never been viable, never will be. I have nothing more to say on that.
    Like I said before, he doesnt need the buff, but I just want to add he doesn't have a guarenteed bash after light, it's completely avoidable if you have some discipline with your guard position, changing after the hit but before the dodge takes up a tiny amount of time, but it's just enough for the bash to land before the dodge goes through. Most people I play against are capable of dodging it, it justs needs practise.
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