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  1. #11
    Originally Posted by Skarin279 Go to original post
    I just fought against nobushi and it was to insane, I didn't had any chance to react or something. Was dead within seconds
    What are the changes exactly??
    They dont want you to react, they want u to read your opponend and guess where he is attacking, a joke imao. 300ms visual Indicator is for me like a one-arm-bandit, u push a button and hope for the luck it was the right one at the right moment.
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  2. #12
    KitingFatKidsEZ's Avatar Banned
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    Conqs top heavy does 14 damage ) his side heavy is now better at 22
    The damage values are all over the place definitely need some work to be a bit less random. The queen of duel is back for now just looking at the changes on paper.
    Would be nice to have a >complete< changelog .

    Personally ive found lights about as easy to parry as on live from neutral.

    The stamina change is huge tho - you can actually throw a light at half stam without going oos and losing the round instantly.

    Ive also found Lawbringers top light still seems to be 400ms? maybe its just bias and my brain refuses to parry those - thought those were tuned down to 500 not sure maybe just slow.

    The built in delay as a way of lag compensation without changing most of the ingame mechanics sounds like a good start for lag comp - so thats super hype.
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  3. #13
    Originally Posted by Baggin_ Go to original post
    It's fun, but Aramusha side heavies are 20 dmg lmao.
    Yes lowering damage overall is a good move. But specific numbers need looking at.

    Originally Posted by MrJack20252 Go to original post
    Black prior now can't be punished after a bash by assassins side attack because of the recovery changes, Centurion has 12 dmg on 600 ms lights and 20 dmg on a normal heavy, Warden can only do 24 dmg heavy after a full charged shoulder bash and conqueror full block now can only do 16 dmg, Hitokiri normal heavy now do only 24 and the full charged one 34 (why the hell? now the kick is an high risk low reward move) congrats ubi, now a 1v1 against a 140 health hero will last 30 minutes.. especially in 4v4 where they can get "Tough as nails" (+25 hp feat) and bulk up (adds 16hp, perk)
    There was no recovery changes that effected his bash. They only adjusted the recovery to specific attacks. Not bashes. Centurion still has his pugio cutscene and it's more easier for you to land a fully charged heavy since your pin will catch people spamming attacks. Regardless. it doesn't matter where he's at because it will change with his rework. Warden's mix up (speaking as a long time warden player) is perfectly fine. His unblockable finisher and finishers in general is where his damage is at. The mix up is still 100% viable. Just with less damage. Which is fine. Hito was barely effected. Her feint game is a lot better. I get that deleting people feels fun. but it's not healthy.

    Originally Posted by atac56 Go to original post
    i think parries should have a flat drain of stamina, rather than no drain of stamina at all.
    Most of my group seems to feel the same way. Removing stamina from the equasion entirely is a bit much. We should still lose some when being parried. Maybe some when attacking a block from someone OOS. Whiff cost being gone is 100% okay though.

    Originally Posted by Psycho-Bandit Go to original post
    The changes are horrible in gank modes like Dominion, in a gank u need to ses the inicator and react to it, that is not possible anymore.
    The changes supposed to make it mor guessing than reacting but how schould i guess an attack in my back??? It is so funny, they wanted to reduce the annoying lighspam but in a gank u are just surounded visually 300ms lights, no chance anymore. It was hard before, now it is impossible cause i am not Chuck Noris!
    Except the devs have never attempted to address light spam because they themselves said it was never a problem at higher levels of play.
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  4. #14
    KitingFatKidsEZ's Avatar Banned
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    So aside from the damage values that need some looking at - overall reduced which is great.

    These changes feel really good to play. You can actually use red and its not the worst thing ever.

    Immah predict Hyperarmor and 400ms chainattacks to come out on top assuming they dont get huge disadvantages through damage values again. Good serkers will probably be nuts to play against in duel.
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  5. #15
    Is it just me or is revenge messed up in TG dominion? I swear I've never seen so much of it in my life.
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  6. #16
    feels like the changes are gonna be made into gank based predicttion instead of skill based reactionary combat
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  7. #17
    I'm super exicited to see how will this affect the game. I personaly found the overall dmg nerf as a good thing (chipping down a Lawbro will be one hell of a fight), and also I also think that the parry, whiff and block changes are going to be crazy for some heroes. I hope it will encourage players to find a healthy ballance between offensive and defensive plays. I'm kind of interested that how much dmg would Nobushi's top heavy deal on a bleeding opponent....maybe it is time to return to my main ?
    This **** will be crazy.
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  8. #18
    Vakris_One's Avatar Senior Member
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    Originally Posted by Centroz120 Go to original post
    feels like the changes are gonna be made into gank based predicttion instead of skill based reactionary combat
    There's no skill involved in reacting. See an image on screen, push button. A trained monkey can do it.
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  9. #19
    Originally Posted by Vakris_One Go to original post
    There's no skill involved in reacting. See an image on screen, push button. A trained monkey can do it.
    ...That like saying there is no skill in playing music, you memorize then you just play the notes.

    There is a lot of skill involved in developing the knowledge and circumstantial intuition to react properly to any situation within the game, and already what some people may call "reacting" is actually "reading" because of older age, slower reaction times, or bad equipment (coughs in console).

    Point being. There is a lot of skill in using reactions while tuned into the game. Regardless the game will never be just one or the other. Proper gameplay in the system as its currently implemented will always involve both reacting and reading, and to arbitrarily decide that everything that falls on the reaction side of things takes no skill is stupid. It is true that over countless hours reacting can become so ingrained in a person it requires no thought and is second nature to them, But thats still not a lack of skill. People whistle and sing without effort when they have practiced a lot. But its still quite often skillful.

    Sorry this was lengthy, but I really dislike flat dismissive statements like what you said. because at its core you attacked his argument solely on a semantic definition of skill not including reacting. which is both incorrect and just pointless.
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  10. #20
    It's great that they're finally doing large sweeping changes with testing grounds.
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