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  1. #1
    DFQN1's Avatar Senior Member
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    General Offense And Defense Suggestions

    The majority of the player base (as I observed) seems to have a problem with sped up attacks (me too). And that's a valid point because speeding up attacks isn't the right way to counter the "turtle meta". So what the Devs basically did was not nerfing the defense but buffing the offense to a point where it only gets annoying. I thought of it in another direction. Why don't we just nerf the defense and keep the speed of attacks as they are (with some additional adjustments of course)?

    I thought about the options one has when defending themselves. We have blocking, parrying, dodging, deflecting, special stances, full block (but that's blocking anyways). What if those moves consume stamina? Ok obviously we are going to get out of stamina more often. But how about a faster stamina regeneration then? Let's say you're oos. We give it a 3 seconds oos state where your stamina can't get drained or paused. So we have a little break in the flow of the fight but only for a few seconds.
    A blocked attack should also vary when it comes to stamina drain. It should depend on the damage an attack does. The higher the damage, the higher the stamina drain.
    I think the biggest problem for throwing attacks is the risk of being parried all the time, well, because an attack is too slow or too predictable. But we don't need to speed up the attacks. How about we nerf the parry itself instead? Guarenteed damage after a parry = gone. The only thing I would "guarentee" is a light attack which is semi guarenteed. So it can only get parried but can't be blocked. Heavy attacks (whether it's a light or heavy parry) can be blocked or parried. But why should you parry then when you simply can block everything you ask? Well, let's give the attacking side some tools so you still want to parry (no, not speed).

    CHIP DAMAGE! Obviously. Higher chip damage (like 25%) and make it lethal. So an opponent with 1 hp can be killed when he simply blocks an attack.
    Chain Finisher Follow-ups (Cffs). The only guarenteed damage I would add to this game (except for infinite chains and chains which end with an unblockable attack).
    What a Cff basically is:
    A guarenteed attack which gets initiated automatically when the last hit of a chain successfully lands (it doesn't matter if blocked or not). Every chain of a character should have a different Cff. Maybe at least one for stamina drain and one for damage.

    And most importantly: Bashes do not guarentee damage.
    The change: If a bash lands successfully, the attack afterwards (heavy or light) can't be parried. Only blocked. Every attack after a bash is enhanced and therefor not interruptible. (unblockable attacks can be parried obviously)

    Very important:
    No exceptions. A light attack drains the opponents stamina and does chip damage. No matter if enhanced or not. (25% of 15 isn't that much anyways)
    Chain finisher lights also guarentee Cffs.

    Feel free to share your opinion
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  2. #2
    DFQN1's Avatar Senior Member
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    Feedback and opinions are much appreciated
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