🛈 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

    Orochi Fix Ideas

    Problems:
    - 400ms light after Storm rush can be freely avoided by dodging backwards.
    - Storm Rush is not fast enough to force a proper reaction and costs way too much stamina.
    - Poor flow as it's hard to use his dodge cancels.
    - Poor external pressure.

    Proposed Solutions:
    Quick Fix:
    Light Attacks:
    Chain light attack forward tracking increased (so it can no longer freely be avoided when dodging backwards after a Storm Rush)
    OR
    Higher Hit Reaction for Storm Rush (so they can’t dodge backwards in time)

    Finisher Side Light attacks are now enhanced (to flow into his dodge cancels easier and back into his Storm Rush).

    Storm Rush:
    Damage increased to 20 (from 17)
    Left attack sped up to 300ms (from 400ms to match the right and properly force a guess)
    Reduce the stamina cost to 12 (from 17), +0 on hit (from +21), +9 on miss (from +30)

    Slow Fix:
    Light Attacks:
    Chain light attack forward tracking increased
    OR
    Higher Hit Reaction for Storm Rush

    Storm Rush:
    Damage increased to 20 (from 17)
    Left attack sped up to 300ms (from 400ms to match the right)
    Reduce the stamina cost to 12 (from 17), +0 on hit (from +21), +9 on miss (from +30)

    New Move: Whirlpool Kick
    - 500ms unblockable melee kick that knocks down a single opponent (Tozen’s kick)
    - Replaces any Finisher Heavy attack.
    - Chains into and guarantees a Finisher Light attack on hit
    - 700ms of dodge, block and cgb recovery.
     1 people found this helpful
    Share this post

  2. #2
    Ubi-P4in's Avatar Community Manager
    Join Date
    Oct 2015
    Posts
    1,241
    Thanks for the post jortakk. (the formatting is great too, very helpful)
    Share this post

  3. #3
    Most of this is good changes that make sense and are generally asked for. I will mention that Storm rush used to have a higher hit stun to it which guaranteed the zone on hit. This was removed because the stun guaranteed things externally that were not intended. We saw this happen with Aramusha and Nobushi as well. So they're unlikely to ever increase hitstun in situations that would guarantee something not intended.

    Better tracking is frankly a solution that needs to happen. Tracking needs to be increased and normalized for the entire cast. The only time there would be any difference would be on moves specifically designed to chase. Those should frankly have Warden's forward dodge heavy level of tracking. Range/tracking are two highly underutilized aspects to character kits that the devs seem to ignore which creates inconsistencies in gameplay.


    As for Tozen's kick I think it could be something for all finishers. Not just chain finishers. You can allow him to soft feint into it from heavies as well though since getting to his finishers are not always easy. I'm also not sure about the reward or the numbers. 700ms I think means if you dodge it on reaction you can get a GB. And no bashes in the game regardless of speed should net a GB as a punish. At least as long as GB's function as they currently do.
    Share this post

  4. #4
    700ms cgb recovery is gb on prediction (similar to valk's sweep, glad's toestab and conq's sb)

    Oh, one other idea that might be good for gank setups is allow his guaranteed followup top light be able to be delayed for longer (similar to pk's bleed followup and shaolin's triple light)
    Share this post