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  1. #1

    New Perk System

    I think it is crystal clear how terrible the perk system is, for multiple reasons:

    1. Boring. Some of the perk combinations are clearly the "musts" for certain characters, minimal variety. And usually not too impactful, unless you play Jorm and hoard all the shield perks together, in which case it makes you immortal. Anyway, not too much incentive to grind this beyond rep 8..
    2. Unbalanced. Vanguards, Hybrids and especially some Heavies are insanely favoured, for them some perks are as strong as a Level 2 feat. Assassins received terrible perks, barely any difference between unlocking them or not.
    3. The maximum item rating is 180, yet you easily unlock the maximum perks between 160-170, therefore it is stupid to keep this rating system (unless you are playing Arcade, in which case, my condolances).
    4. Knowing what stacks with what would be nice.



    The New system:


    1. Make a new Item Rating. 30 for all, 5 for one of the six armor/weapon parts as the maximum. (Make it 300 and 50 if you are more comfortable with big numbers, but I don't see a reason for that).
    2. Make perks that are percentage-based. If you have 3 points on a perk that gives you stamina cost reduction, than at 3 it should give 3% for example. How many of them are made is not a big deal, you may even make some only available for people who participate an event (or buy the battlepass) as long as they don't give a clear edge, only some bonus for those who contribute.
    3. One perk, if you put everything into it, has 30 tiers. At 10, 20 and 30, along with normal percentage-based bonus, you get an additional effect, as a "set bonus". If you are willing to pull off something as amazing as the Might&Magic strategy games, combining some of them might even create these, but you may also stick to bonuses for single perks at 10, 20 and 30.
    4. Gear rarity would determine how they are distributed. Grey would give players 5 random perks at 1 point. Blue would have the chance to give 4 random perks, one of them at 2 points. Purple would have the chance to give 3 perks, either two at 2 points, or more rarely, one at 3 point. Gold rating items would have the chance to house only two perks, one of them at 4 points. Finally, the teal tear would have a chance to house one perk at the maximum 5 points.
    5. Gear ugrade would be changed. You would have the chance to refine your gear, moving points between them, so if you have a teal item which houses 4 perks, you have the chance to refine it, making one of the four perks the maximum 5 points (while the others 0).


    Example perks (may not be balanced, these are just examples):


    Relentless:
    1% stamina cost reduction/point (30% at maximum)
    Bonuses:
    10 points: Increases stamina regeneration by 10%
    20 points: Landing any attack while exhausted fully restores stamina.
    30 points: Increases movement speed by 20%.




    Revenant:
    +1% additional max hp when revived/point (30% at maximum, does stack with other perk bonuses).
    Bonuses:
    10 points: The player reviving you receives back 25 hp for succesful revival.
    20 points: Gains 100% movement speed after revived or respawned for 10 seconds.
    30 points: Upon respawn or revive, your first attack is unblockable.
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  2. #2
    I miss the old systems, really gave us the ability to make unique builds and not get stuck with meta builds.
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  3. #3
    Gaser.'s Avatar Senior Member
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    Originally Posted by Kanharn Go to original post
    I miss the old systems, really gave us the ability to make unique builds and not get stuck with meta builds.
    And was unbalanced beyond fixing.
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  4. #4
    Originally Posted by Kanharn Go to original post
    I miss the old systems, really gave us the ability to make unique builds and not get stuck with meta builds.
    Literally everyone was running around with revenge builds. There was literally zero other viable options. Also it was so cool that you were literally unable to play new characters because someone playing the same hero over rep 7 dealt twice as much damage.
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  5. #5
    Literally everyone was running around with revenge builds. There was literally zero other viable options. Also it was so cool that you were literally unable to play new characters because someone playing the same hero over rep 7 dealt twice as much damage.
    I ran around with a balanced build on my nobu, was quite good actually. Oh I miss those days.

    I like your idea for the perk system tho, bets the crap we have now.
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  6. #6
    I think each class [vanguard, assassin, heavy, hybrid] should have access to ALL the perks in that class so they can choose the ones that fit their build best.

    Then I think gear score should affect how much boost each perk gives. Why would i waste steel & salvage maxing out gear if it doesnt do anything different after 600pt activation threshold?
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  7. #7
    Originally Posted by Goat_of_Vermund Go to original post
    Relentless:
    1% stamina cost reduction/point (30% at maximum)
    Bonuses:
    10 points: Increases stamina regeneration by 10%
    20 points: Landing any attack while exhausted fully restores stamina.
    30 points: Increases movement speed by 20%.




    Revenant:
    +1% additional max hp when revived/point (30% at maximum, does stack with other perk bonuses).
    Bonuses:
    10 points: The player reviving you receives back 25 hp for succesful revival.
    20 points: Gains 100% movement speed after revived or respawned for 10 seconds.
    30 points: Upon respawn or revive, your first attack is unblockable.
    Yes please, i really want a new talent like system to replace perks, but i think it should be hero specific for let's say raider (berserk) to have different effects as to its vanguard counter part on warden which would be (valiant) or on kensei.

    I really hope they address this issue and i hope they tackle it in a more rpg way rather than a strictly fighter game way.
    i want to see them experimenting and if possible make some drastic changes and release BALANCE patches every week or so just as many games do.
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  8. #8
    Nobu literally has zero useful perk.
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