🛈 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. #31
    Also i agree with baggin. The base games problem wasnt a lack of skill or a skill cieling. It was just that guaranteed dmg punishes were from the get go to rewarding combined with an all too easy to manage blocking system.
    Share this post

  2. #32
    well i am going back on my word and say what the problem for the game is that they only have made focus on the read based part without the form off react it got very catered into light spam which is what i dont want this game to be made into

    the game already have hero issues. with these changes it will just add fuel to these problems if they implement this update.

    so basically i want these changes someway or another but not in such severe case as this is. not the right time
     5 people found this helpful
    Share this post

  3. #33
    Vakris_One's Avatar Senior Member
    Join Date
    Oct 2015
    Posts
    3,449
    Originally Posted by Baggin_ Go to original post
    The concept I was really looking for in For Honor wasn't about guaranteed punishes, it was more about user error. If I got killed, it was because of my mistake, not because I threw an attack that got parried and ended up being a killing blow.
    Which is what we have now in the TG minus the fact that some moves and punishes are still way too overtuned. Dying in the TG is now mostly down to making more mistakes than the other player and not because they simply out-reactioned you.
     1 people found this helpful
    Share this post

  4. #34
    Lukettle's Avatar Member
    Join Date
    May 2018
    Location
    Europe
    Posts
    95
    Very happy with the overall damage reduction changes. Assuming there will be more tweaks to them, i don't want someone's slow heavy dealing 1/3 more damage than someone else's slow heavy and that sorta thing, plus the bleeds and all that of course. But yeah, the damage reduction is something i find to be huge positive.

    Haven't formed opinion the hidden frames and stuff yet. Mixed feelings, i see both positives and negatives.
     1 people found this helpful
    Share this post

  5. #35
    Ngl I'd take these changes over the live game anyday
    Share this post

  6. #36
    Originally Posted by Vakris_One Go to original post
    ….This new system favours you more than the old one because you will never again encounter a scenario where a player with superior reactions to you will be able to completely shut your offense down based on reaction alone while you cannot do the same to them. Now you're both in the same boat because the attacks that are unreactable for you are now also unreactable to 99.9% of the playerbase barring the 0.1% of super humans who are capable of slowing down time with just a thought
    Well, i meat a lot of that 0.1% those days. Yesterday there was even a rep 0 Overall,I couldnt hit him once because he parried 100% of my attacks (even the feinted once) and then he beat me up with his lights who where unreactable to me. this is only one example, almost every Testing Ground i played, most times I can land the first light after they finished the chain (during the recovery time) but my second hit in my chain gets parried. No fun playing this way. Maybe we are in the same boat but he steers and I paddle on his command

    but never mind.
    it comes as it should, we have no real influence anyway, Ubi has already proven that.
    In worst case, I play vs AI or the boring arcade quests.
    Share this post

Page 4 of 4 ◄◄  First ... 234