🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    Lights need to be slowed down.

    Like the title says, they need to be slowed down so people can't just spam them. Nothing is more disheartening than having a dude almost dead, then he starts light spamming and you're dead because your reaction time is so low due to various factors like age. Frankly it feels like the players abuse lights too much simply because the risk v reward of a heavy is too great. And to counter all the trolls that are gonna be like 'lul git gud' you need to remember that at the end of the day, the game is here for everyone to have fun. It simply is not fun to sit there jamming a stick in the same direction the light is coming in, but due to lag and other factors mentioned above, it doesn't matter it's going to hit you. combat in general needs a full rework to discourage this type of cancerous playstyle.
     2 people found this helpful
    Share this post

  2. #2
    The_B0G_'s Avatar Senior Member
    Join Date
    Jan 2016
    Posts
    3,449
    I've been complaining about fast lights for a year on here, on PC it's easier to defend them, and anything slower than 400-466 ms light attacks are useless on the PC competitive scene, so the guy's like you and me who have to guess on every block are s**t out of luck.

    They'll never go back, the fast lights are here to stay, all you can do is play vs AI or quit playing entirely.
    Share this post

  3. #3
    UbiInsulin's Avatar Community Manager
    Join Date
    Nov 2015
    Posts
    6,492
    Originally Posted by Hippieman83 Go to original post
    Like the title says, they need to be slowed down so people can't just spam them. Nothing is more disheartening than having a dude almost dead, then he starts light spamming and you're dead because your reaction time is so low due to various factors like age. Frankly it feels like the players abuse lights too much simply because the risk v reward of a heavy is too great. And to counter all the trolls that are gonna be like 'lul git gud' you need to remember that at the end of the day, the game is here for everyone to have fun. It simply is not fun to sit there jamming a stick in the same direction the light is coming in, but due to lag and other factors mentioned above, it doesn't matter it's going to hit you. combat in general needs a full rework to discourage this type of cancerous playstyle.
    On the topic of fun: we don't want staring contests where the first person to throw out a 100% reactable attack gets punished for pressing a button in a video game. Offense has to work.
     1 people found this helpful
    Share this post

  4. #4
    The_B0G_'s Avatar Senior Member
    Join Date
    Jan 2016
    Posts
    3,449
    Originally Posted by UbiInsulin Go to original post
    On the topic of fun: we don't want staring contests where the first person to throw out a 100% reactable attack gets punished for pressing a button in a video game. Offense has to work.
    I think the changes are more fair on the PC platform, light spam is out of control on console IMO. Entire chains can be spammed with out much risk.
    Share this post

  5. #5
    I recommend the following guideline for both chained and highly repeatable light attacks:

    400ms = 6-10dmg
    500ms = 11-15dmg
    500+ms = 16+dmg

    I say light attacks need to do less damage in general, especially the unreactables, to reduce the viability of light spam. With some heroes, the reward taken from the lights can be transferred to the riskier moves. For example, apply the guideline to the Orochi's chained lights(nerf to low-risk) and increase the damage of the Storm Rush from 17dmg to 30dmg(buff to high-risk). Many Orochi players must ask themselves, 'What is the point performing a high-risk move like the SR, which I could be hit out of, for the reward of a light finisher when I can do a safer move up to 3 times over for similar damage with each blow?' A similar approach can be applied to Valkyrie where her faster chained lights are nerfed but her heavies get a damage increase as many players have requested.

    This method overall nerfs the low-risk offense and improves the high-risk tools but it shouldn't be to the point where Raider is with his/her heavies. The damage for heavies shouldn't be too high either.

    I feel the best way to address staring contests and make fights shorter is by giving the heroes more mix-ups so they can trick and hit their opponents more often, which encourages skill in the process and makes the game more fun. Over relying on speeding up attacks, hyper-armour on start-up, and having over-tuned heavy attacks will make fights shorter but it lowers the skill ceiling and makes the game more frustrating as a result. Yes, more mix-ups take longer to implement but I feel it's the better option and would reduce the complaints. Reducing the stamina cost of moves by 50+% would also improve offense and make the game more enjoyable.
    Share this post

  6. #6
    The_B0G_'s Avatar Senior Member
    Join Date
    Jan 2016
    Posts
    3,449
    Originally Posted by AmonDarkGod Go to original post
    They need separate balancing for console hehe
    I used to agree, but it feels too late for that, I doubt changing it now would bring many back, it already takes ages to balance anything as a whole, I can't imagine how long it would take if they split it into two separate balances.
    Share this post

  7. #7
    Originally Posted by UbiInsulin Go to original post
    On the topic of fun: we don't want staring contests where the first person to throw out a 100% reactable attack gets punished for pressing a button in a video game. Offense has to work.
    Then please hurry up and nerf hito.It is incredibly unfun to get insta traded for trying to attack. Jorm is unfun for basically having that staring contest, trying something and losing to either HA or just getting instant back guardbroken out of any mixup and losing all your stamina... PLease bring the two newest characters into line with the vision of viable offence by removing their super turtle properties

    On a further note standardized 500ms lights have made it it LESS viable because 'one size fits all' in terms of light parry timings
    Share this post

  8. #8
    Originally Posted by UbiInsulin Go to original post
    On the topic of fun: we don't want staring contests where the first person to throw out a 100% reactable attack gets punished for pressing a button in a video game. Offense has to work.
    The health pool is too low for this to work. As it stands, there's little incentive to throw anything out except a bash, a light attack, or a hyper armor heavy.

    I play at a reasonably high rank and still get away with this: https://clips.twitch.tv/ComfortableShinyPangolinPJSugar. For Honor tracker has me listed as top 4% duelists.
    Share this post

  9. #9
    Never going to happen, Devs do not care what you think, they balance around the 1% of competitive or the 99% of brand new players, any balance in the middle is against what they do.

    Because A. They can't create an offensive meta that is fun, so they took the low effort route and just speed up all lights on a huge number of heroes to the point of being near unreactable "i'm bad at this game" buttons.
    And B. Because they can't be bothered to work on this game in any meaningful wide reaching way, only tweaks and balances, because again, this is a side project for Ubisoft as a company to try and wring more money out of a nearly 3 year old game.

    Either live with it or stop playing, nothing is going to change.
    Share this post

  10. #10
    But Mr Ubi it is in fact a staring contest, where the first person to throw a heavy or something that can be parried, then gets caught in a chain of lights followed by either a GB or bash until the either guess right, or are dead. Maybe it's because I'm relatively new. But that kind of statement makes it seem like you don't actually play the game.
    Share this post