Originally Posted by Vakris_One Go to original post
Thanks for posting these they were super helpful and just confirms for me that light spam is going to be even more a non issue with these changes. In all honesty I kind of looked those over in the patch notes so that could be why others have complained so much concerning lights. The frame changes/knowledge is a good addition and creates more complexity for the game. It's a better determination of skill that combines both reads and reaction times than live.
This is what I was saying when I said "you just wait for them to finish their potential light spam chain, so you can then commence yours."Originally Posted by Vakris_One Go to original post
It's light spam that affords you the opportunity to sit there and wait for their chain to be over with so you can then start yours in return. The meta that naturally comes to mind and seems to be actually successful is lights, lights, lights, and more lights. If you see anything else that isn't flashy and unreactable, you interrupt it with a light and just keep lighting until your light chains are finished. Characters without a 3 light chain are essentially pooched. Characters without HA to attempt any heavies at all are also essentially pooched.
I guess if you play an assassin or wu-lin with a light dodge attack option you have that going for you, but that's even less balanced than it already is for heroes with dodge attacks vs those without. This is also why I felt that Zerker is god mode in TG because literally everything in Zerker's kit and playstyle takes to the TG changes like a God.
I still don't like it lmao.
I don't claim to be good at this game and will go as far as to say that I am indeed NOT GOOD AT THIS GAME lolz, so don't take this too seriously I'm not passionately arguing this stuff and claiming to be correct. Just throwing my opinion and observations into the thread for feedback.
Cheers
I'd rather have these changes over live
1st reason: It's more fun and there is less people staring you down
2nd reason: No stamina penalty from getting parried means more players staying in the fight
been seeing less players running like a coward which I hate the most sometimes.
3rd reason: It's a better change in the long run honestly there is room to tweak it but that can come later.
.
4th reason: 100ms fixed delay means less of a means to exploit it since everyone can do it plus this change
pretty much fixed some complications with certain heros like nobushi/highlander etc...
5th reason: Less damage means more of a reason to throw heavies.
6th reason: Compare live game with TG which one is honestly frustrating to deal with.
So after many matches i can write a little review. I will not go into the extreme detail like many of the guys before me. My review will only show my personal standpoint and the one from my teammates. We only play dominion so i donīt know how a duell is feeling now and iīm on pc. I love these changes. I have the feeling that i can never play a normal dom again
Iīve testet many heroes, didnīt matter if theyre op or trash, I just wanted to knwo how they were feeling with the changes. There was not a single char where i didnīt have fun with or where i stood no chance against another player. And this alone is a great plus. Chars that have been trash (or i havenīt played them enough and suck) now have a chance against the more dominant chars.
Of course its another playstyle now and you have to adopt. There were many high rep and good players that are good in the normal game but donīt understand the changes. They gonna complain about it the hole game, but they are just to slow to adapt. Its hard for us all to read the opponent now because you canīt react to that. But I like it. Its a faster and more aggressive playstyle now. Even some friends came back to FH now because we told them to. They were never good and havenīt played for many month but they had a chance against their opponents now. Yes not a high one but higher than in normal dom. So we love the changes and I personal hope that this is on the normal servers asap.
One last thing, I totaly agree with all of you when its coming to the dmg. There are many things to look at, shamans dagger for example, but hey the testing ground are made for this. They are testing things and we give our feedback and hopefully Ubi will change the bad things.
With all this factually mis-informed focus on "light spam" nobody has even mentioned yet how truly broken most feats are in the Testing Grounds version of the game so I will be the first. Feats in the TG version of the game are quite busted. The feats that were already problematic in the live game are now ten fold more busted in the TG. These are feats like:
- Smoke Bomb
- Kiai
- Second Wind
- Fire Flask
But even feats that aren't an issue in the live game are now a problem in the TG version. Like:
- Healing Banner now heals too much
- Every thrown weapon feat now does too much damage
- Every damage buff now does too much
- Every enemy debuff now does too much
Feats were not adjusted for this version of the game and as a result they do not match the reduction in damage and the improvement of offense. 95% of all feats are outright busted for the TG version of the game. If the devs decide to go with this version then all of the feats in the game will need to be given a balance pass to match that version of the game. It's not going to work if feats are left untouched as they are now.
What the hell are you thinking of NERFING conqueror into the ground??? his only moves pretty much are 1 light attack and Shield bash. and full block into Flail.
but now Flail does 14 DMG???? and glads ZONE does what 27????
Is this some sort of Joke, because it's not funny..
this is Star wars Galaxy, NGE all over again...
good way to destroy a game..
what a waste.
just leave it the fook alone already.
Heavy attacks will go extinct if these damage numbers go through. Warden does 24 with a top heavy and a crushing counter? Why would i ever go for a CC now when all i get is a pathetic 24 damage.
I know in the live game he gets a guaranteed 55 damage and usually a SB double side light for a total of 73 damage which is completely absurd and that should have been addressed when he got his 'rework' but its and easy fix, either make it so the second light can be blocked or the CC returns both parties to a neutral standpoint after that.
These TG changes seem to buff all the weak heros buy nerfing all heavying hitting heros. I can only imagine that every conq main out there is ready to uninstall the game. I mean 14 for a heavy and light does 12? Like c'mon ubisoft use your head for once, do you honestly think conquerors will ever use their heavy attacks now?
PK now has the strongest heavies in the game at a whopping 37 damage because of the bleed while everyone on else is capped at mid 20's, will this be the rise of season 1 PK popularity again?
Feats in the live game are busted right now and they still haven't fixed them, do you think they'll change the damage enhancing feats because of the new damage numbers? Fat chance bud.Originally Posted by Vakris_One Go to original post
On the consols, with a medium ping (about 30ms), nothing of these work.For those that think light spam is a problem in the TG, there is indeed a problem. That problem is called not reading the patch notes and not understanding frame advantage.
The video linked below explains the gist of how frame advantage has made light spam an extinct species in the TG:
https://www.reddit.com/r/forhonor/co...t_spam_in_the/
For a more detailed and thorough explanation of the changes to frame advantage see this one:
https://www.reddit.com/r/forhonor/co...unds_actually/
If these changes go live understanding frame advantage is going to be the new skill ceiling that seperates the high level players from the rest of the pack. As apposed to the live game where the soft skill ceiling is understanding delayed attacks and the hard skill ceiling is based purely on having superior reactions. Reactions will still play a large part because obviously someone that can react to a 400ms neutral light is going to have the advantage against someone who cannot. But with the stamina penalty changes it will be somewhat less oppressive since parrying will no longer put people OOS and getting blocked does not mean you just lost a metric ton of stamina simply for using a single mixup that ended up getting blocked.
Trying to dodge the second attack you are hit.
Parring ligth is impossibleand bloc it si more difficult that before.
Now I have to wait for the end of a chain to counterattack, before I just had try to block a hit.
In addition, the light attack of a heavy hero is still too slow and does not hit even after the end of the chain of an assasin.