It's a real question because, in the end, For Honor is a fighting game. Having tracking reduces highly the skill needed to connect and turns some fights in a button smashing contest.
Also, the tracking in the game is really overtuned, making the characters "slide" forward, doing 90° mid air turns to land a strike, changing the direction of the strike when it's half way.
I'm not going to go as far as saying that the devs have never done a combat sport in their lifes, but it seems that they just haven't played any fighting games neither.
give me explanation how you going to hit tiandi without tracking? dodge+tracking in couple makes dodge work for 1 attack with few exceptions, faint into GB also makes dodge not work, without good tracking tiandi will 360 your head and you will not hit him once. Not saying that tiandi is top notch, just took him as example.
Tekken has moves with the homing property which is akin to tracking. So saying "it's a fighting game" isn't a counter against FH using tracking moves.
And the tracking isn't "over tuned" it's inconsistent. I'm willing to bet the reason you might think tracking is bonkers is because you're mistiming your dodges. So the game corrects itself before it launches the attack.
For honor is a 3d fighting game. tracking needs to exist to some degree in these games to compensate for the extra movement capabilities.
Tracking was weak when the game launched and you could dodge attacks on distance even if you messed it up (or just spamming back dodge). There is a window in dodges where you will be successful and avoid the tracking, if you miss it the attack will hit, even if it looks very bizarre (PK is a prime example of this, you can get executed 2 meters to the left of the guy while they hit the air in front of them).
But it needs to be there, the same way as correct timing guaranteeing a dodge does
I think the tracking that is in the game now is a little absurd but tracking in general is a necessity. Dodge attacks and dodges should not be viable counters to everything. For example fighting a raider, if you make a read and dodge heavy the raider who is in midi combo, if he throws out a side heavy he will have hyper armour and will do much more damage to you than he takes from you. In that case you failed the read a he wins that round. On the other hand if he had tried to GB feint it would have been too late for him to grab you and then he would take damage with you taking none. You won that read.
However the problem I see here is that with a good handful of heroes including tiandi, raiders light chain is basically impossible to dodge out of because they almost act like they have the undodgeable property. So with raider mid chain, he can either cancel your dodge attack or trade by either throwing a light, heavy, or storming tap. If he does none then you get parried for a free light. His zone has so much AoE and tracking that it is practically impossible to dodge.
It seems the devs really did not consider tracking as a balance tool in this consideration. I hope we see more standardization with tracking for example, zones could always counter dodge attacks and regular dodges [not on reaction but on read]. Lights and heavies would have their own separate rules for tracking and dodging that make them different than zones but follow reliable tracking rules across the roster of heroes.
You're forgetting back at launch dodges/dodge distance and recoveries were not standardized. And diagonal dodges existed.Originally Posted by Sweaty_Sock Go to original post
Tracking for some heros has been adjusted overtime yes, but the bigger impact and what made tracking more reliable is the nerf to dodge distance both for side and back and the removal of diagonal dodges. Now a days in order to dodge something that doesn't have actually horrible tracking for sides or poor forward reach you either need I frames or already be back walking and spacing properly.
Was trying to simplify I frames so as not to use the word - though i do disagree a tad? tracking has gotten stronger over time (not stronger as in better, but 'working as intended' I think, less '1 timing dodges all') - since launch anyways, look at highlanders kick grab mixup, that 360 degree pirouette would have caused blood screams if he had it at his launch (cent was bad enough and his tracking is rubbish with one dodge on the punch timings)Originally Posted by Knight_Raime Go to original post
EDIT: I suppose that answers what I was trying to say to OP. You used to be able to dodge many attacks on one timing. Now you cant.
Yes, as I said, they have buffed some hero's tracking over the years. But dodge distance and recoveries also played a major roll in your ability to avoid things. PK and shaman? in particular had very good recoveries and distances to the point where back dodging even up close put them farther away than anyone else and could punish things other heros could not. I was merely trying to stress that the ability to evade things in FH has been effected by both tracking for some heros and overall evasive manuvers being nerfed/standardized.Originally Posted by Sweaty_Sock Go to original post
But with the way many attacks track now, if the I frame was missed i'd dare say even a diagonal dodge wouldn't save you. There are instances now where you can physically avoid a hit by a significant distance and the attack will hit you even if it doesn't physically even reach you
Either way im sure we can agree the way tracking now works was needed to force more fighting and a good thing