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  1. #11
    Did Patch v2.18.0 fix the gb tracking problem?
    I thought it was her problem and didn't expect to adjust the other heroes Back-dodge.
    I don't know the degree of improvement...
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  2. #12
    Originally Posted by mitsukan01 Go to original post
    Did Patch v2.18.0 fix the gb tracking problem?
    I thought it was her problem and didn't expect to adjust the other heroes Back-dodge.
    I don't know the degree of improvement...
    I think every hero was improved in regards to GB tracking with the adjustment they made. GB's feel a tad more consistent now, and I like it.

    Since we're on the topic of Valk, there's always been something missing.

    I think she's the only character in the game with every possible chain combination. She also has infinite chain possibilities. You can also give opponents the allusion of Valk having an infinite light chain with the way you can delay the lights; the recovery after each light is really good. She also has crushing counter superior lights AND a superior block deflect; both do some decent damage. Not to mention Valk has two deflect choices, one being the shoulder pin for direct damage and bleed and the other being a GB for environmental kills or execution opportunities.
    She has a bash that can be initiated from any heavy startup, which guarantees a light. She has a backdodge full block that can be used to escape mixups. Her finishing side lights bonk you to and fro and guarentee a heavy if you wallsplat. Also good for ledging.

    I like everything. If you're unpredictable, Valk can be difficult to read.
    I sometimes struggle to understand why people continue to hark on Valk. Theoretically, she's a solid hybrid. She has a LOT of tools. She has a bash for opening up people, she has good mixups, she has decent defense and counterattack options, and has mixup potential.

    I keep hearing how the sweep is still reactable. That's because it's still predictable and comes at the end of every chain. Most of the time, normal finishing heavies will catch people who dodge on sweep timing, but that's only if they dodge opposite of the direction of the attack. If people call your bluff and don't dodge, they'll have to be prepared for one of the side light finishers.

    I think Valkyrie has it all and is excellent in any situation. However, she isn't without some faults. I don't like the zone attack. It clears minions decently, and has good tracking, but it's not good as an option select. One thing that's special about it is it's only kinda fast, does 20dmg on the first hit, and the second hit can be fainted or soft fainted to a bash. 1v1 it's useless, but has a decent hitbox in dominion. It's kinda quick considering it has heavy attack properties, but it's too slow to use as an option select, or at all.

    Her backdodge fullblock is usually too slow to catch certain heroes with quicker recoveries if they don't hit the shield, so it's almost never worth trying unless you know they're going to commit to trying to hit you. For how vulnerable it can leave you, I wish it gave a medium or heavy stun and guaranteed a heavy. Out of every tool she has, the fullblock is probably the least used since it's too high risk/low reward.

    Her sprint attack probably does too little damage. 20dmg feels a little weak, whereas Raider can get a solid 35dmg, or Warlord doing a decent amount. Valkyrie's should probably do at least 25dmg. Her neutral heavies do 28dmg.

    That's all I'd really change. Other than that, I don't really notice too many other things, at least not anything that frustrates me.
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