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  1. #1

    Testing grounds suggestion

    With the new year of for honor focusing more on balance I would like to suggest a testing grounds that would effect the game at a base level. Remove blocking's ability to shut down chains on blocking a light, and flip blocking's stamina drain multiplier to be more intensive for the defender instead of the attacker.
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  2. #2
    Originally Posted by Velentix Go to original post
    With the new year of for honor focusing more on balance I would like to suggest a testing grounds that would effect the game at a base level. Remove blocking's ability to shut down chains on blocking a light, and flip blocking's stamina drain multiplier to be more intensive for the defender instead of the attacker.
    Nerfing blocking that much would make the light spam issue even worse. A single light, if it's the first attack in a chain, can be enhanced but not all of them. Dodge lights can be enhanced too but, again, not the 2nd and 3rd lights in the chain. The 400ms lights that would follow should be enough to open up your opponent.

    Flipping the stamina drain multiplier on the defender sounds good to test out.
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  3. #3
    Vakris_One's Avatar Senior Member
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    Making blocking drain stamina is a big no, no for the simple reason that 4v4 modes exist and they are the primary mode for the game. Losing stamina for blocking attacks in a gank situation is not going to make the game better. The entire stamina multipliers system is need of an overhaul.

    Making every neutral light enhanced would be something interesting to test out. There's no need to make everyone's chain lights enhanced however because enhanced lights feature a heavy hit stun property which is what enables hit stun ganks to be so strong. It goes without saying that hit stun ganks do not need to be buffed by allowing all lights to be enhanced/have a heavy hit stun property.
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  4. #4
    Originally Posted by Vakris_One Go to original post
    Making blocking drain stamina is a big no, no for the simple reason that 4v4 modes exist and they are the primary mode for the game. Losing stamina for blocking attacks in a gank situation is not going to make the game better. The entire stamina multipliers system is need of an overhaul.

    Making every neutral light enhanced would be something interesting to test out. There's no need to make everyone's chain lights enhanced however because enhanced lights feature a heavy hit stun property which is what enables hit stun ganks to be so strong. It goes without saying that hit stun ganks do not need to be buffed by allowing all lights to be enhanced/have a heavy hit stun property.
    Originally Posted by Soldier_of_Dawn Go to original post
    Nerfing blocking that much would make the light spam issue even worse. A single light, if it's the first attack in a chain, can be enhanced but not all of them. Dodge lights can be enhanced too but, again, not the 2nd and 3rd lights in the chain. The 400ms lights that would follow should be enough to open up your opponent.

    Flipping the stamina drain multiplier on the defender sounds good to test out.
    Vakris: for 4s I can definitely see the problem in a 1vX situation. personally I would just try it out in duels first, if it works well there, we could look to expand it to bigger modes but just as a thought exercise I can see a couple of work arounds for your concern.

    The first would be to use the tagging system that would also work as a stamina adjuster, so that depending on the number of tags stamina rates would be adjusted accordingly(keep in mind I'm no dev so if this is possible or not I haven't a clue)

    The second work around would be revenge, which is unfortunately its own mess that I wouldnt want to rely on.

    I do agree that the multiplier system is in need of overhaul, but whether it favors the attacker or the defender my main desire for it is that it stops being so obviously drastic. I would prefer that stamina drain be more a feature of particular moves in each hero's kit rather than blocking.

    As far as neutral enhanced lights go I specifically avoided using that phraseology because enhanced lights come with other properties as you have pointed out, and hit stun ganks are the last thing I want buffed. my main intent is to give each character a chance to get into their combos especially with how many combos start with a light attack. I don't know how that would work on the dev side, but I don't want the lights to produce heavy hit stun.

    Overall I think its worth testing out some variation of these two things in testing grounds.

    Soldier of Dawn: yes it would just be the first light that I want altered to allow easier access to to combos though not with all the enhanced light properties as I stated above to vakris. I figured if they are willing to testing ground an entire game mode maybe a couple changes like this would be possible.
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  5. #5
    I like the idea of stam decreasing on block, there should be some penalty for blocking besides a little bit of chip damage. For the 4s situation what if they made it so blocking like you said decreases stamina, but getting parries regenerates some stamina back?
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  6. #6
    UbiInsulin's Avatar Community Manager
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    Originally Posted by Vakris_One Go to original post
    Making blocking drain stamina is a big no, no for the simple reason that 4v4 modes exist and they are the primary mode for the game. Losing stamina for blocking attacks in a gank situation is not going to make the game better. The entire stamina multipliers system is need of an overhaul.

    Making every neutral light enhanced would be something interesting to test out. There's no need to make everyone's chain lights enhanced however because enhanced lights feature a heavy hit stun property which is what enables hit stun ganks to be so strong. It goes without saying that hit stun ganks do not need to be buffed by allowing all lights to be enhanced/have a heavy hit stun property.
    Hmm, it would definitely be frustrating to go OOS too frequently when trying to hold against more opponents. Good point. Stamina is something we're looking into in general, but that's sort of a separate issue.

    Enhanced lights seem to have helped WL and PK (after bleed) to some degree. It would make for an interesting test across the cast.

    Is there a particular hero or two that would really benefit from enhanced lights?
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  7. #7
    Originally Posted by UbiInsulin Go to original post
    Hmm, it would definitely be frustrating to go OOS too frequently when trying to hold against more opponents. Good point. Stamina is something we're looking into in general, but that's sort of a separate issue.

    Enhanced lights seem to have helped WL and PK (after bleed) to some degree. It would make for an interesting test across the cast.

    Is there a particular hero or two that would really benefit from enhanced lights?
    Highlander and Shaolin would have more access to their stances. It would save the need to access their stances on miss and allow them to maintain pressure during transition.

    Other benefits include better access to:

    • unblockable heavies/finishers - JJ, Jorm, Zhanhu, Glad, Berserker, Shaman, Warden,
    • chained bashes - BP, Hito, Jorm
    • bash mix-ups - Conq, Warden, Nobu, Tiandi, Glad
    • recovery cancels - BP, Zhanhu, Tiandi, JJ
    • 400ms lights - Orochi, Nuxia, PK(outside bleed)
    • Hyper Armour during chains - Raider, Berserker, Hito,
    • other tools - Cent(quick throw), Shinobi(backflip), Aramusha(chained mix-ups),
    • mix-ups and pressure in general for all heroes
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