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  1. #1

    rework/fix for shinobi

    this rework/fix is to encourage an more agressive playstyle at least i think it will

    NEW PASSIVE
    shinobi does more dmg against bleeding enemies
    every second ranged attack gets super armor and cant be dodged the idea is if the second heavy to parried he doesn't get pulled to the ground. maybe add it as a new chain

    FEATS
    shinobi has a T3 feat that's called slip through. Every time the shinobi dodges he gets a dmg buff for a short duration get rid off it.
    replace it with a ranged root/bind that puts the opponent out of stam. The aim is to use in combat so make it so he has to be locked to someone

    CHANGES
    shinobis ranged heavy do 25 dmg change the dmg to 20. when the opponent is bleeding the ranged heavy does 22 dmg + 3 bleed dmg

    shinobis normal heavy do 30 dmg and have a ms of 900 change the dmg to 25 and the ms to 500-600. when the opponent is bleeding it does 27 dmg + 3 bleed dmg

    shinobis light do 14 change the dmg to 10-12. when the opponent is bleeding it does 12-14 dmg light should add bleed dmg cause light spam

    shinobis dodge cost 24 stam change that to 17-20 to charge his heavy cost 25 put that to 20

    shinobis kick does 30 special stam dmg and 17 stam 47 in total. Reduce the special stam dmg to 20 and the 17 stam dmg to 15 that's 35 in total.

    shinobi has a piece of kit called shadow strike when ever he parries and light attacks he inflicts 14 bleed change that to 20

    shinobis deflect does 15 bleed could do two things when shinobi deflects a bleeding opponent all the bleed stacks turn to real dmg shame for out of combat tackle ex: opponent has 50 bleed shinobi deflects opponent takes 50 dmg. I think this would be good for both players the opponent could bait a dodge.
    second option is to increase the bleed from 15 to 20

    NEW KIT/MOVES
    when shinobi kick an out of stam opponent hooks them and does sickle rain opponent get full stam back after and any one who hit the opponent cancel the whole move


    lil bit bout me I play since beta main orochie in beta then at launch I changed to warlord never touched shinobi till recent but these changes would be good in current state of the game I think cus of the presser it put both players under the opponent sit and watch's his hp trickle away while knowing the shinobi is stronger cus of it kind of the same scare as a shaman bleeding you and the alpha male shinobi sweating bullets to keep the bleed on knowing if his doesn't he will go back to being a beta.

    sorry grammar be like nah son and Im dyslectic as a warden is op.

    Ill be happey to chat more bout shinobi and maybe other changes and or be calld an idiot
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  2. #2
    Sounds good but hate to break it to you; Ubisoft don't care. They only like knights.
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  3. #3
    Ubisoft doesn't pay any attention to the issues with the Shinobi, that's why I stopped playing this garbage game.
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  4. #4
    Originally Posted by zrexray Go to original post
    this rework/fix is to encourage an more agressive playstyle at least i think it will

    NEW PASSIVE
    shinobi does more dmg against bleeding enemies
    every second ranged attack gets super armor and cant be dodged the idea is if the second heavy to parried he doesn't get pulled to the ground. maybe add it as a new chain

    FEATS
    shinobi has a T3 feat that's called slip through. Every time the shinobi dodges he gets a dmg buff for a short duration get rid off it.
    replace it with a ranged root/bind that puts the opponent out of stam. The aim is to use in combat so make it so he has to be locked to someone

    CHANGES
    shinobis ranged heavy do 25 dmg change the dmg to 20. when the opponent is bleeding the ranged heavy does 22 dmg + 3 bleed dmg

    shinobis normal heavy do 30 dmg and have a ms of 900 change the dmg to 25 and the ms to 500-600. when the opponent is bleeding it does 27 dmg + 3 bleed dmg

    shinobis light do 14 change the dmg to 10-12. when the opponent is bleeding it does 12-14 dmg light should add bleed dmg cause light spam

    shinobis dodge cost 24 stam change that to 17-20 to charge his heavy cost 25 put that to 20

    shinobis kick does 30 special stam dmg and 17 stam 47 in total. Reduce the special stam dmg to 20 and the 17 stam dmg to 15 that's 35 in total.

    shinobi has a piece of kit called shadow strike when ever he parries and light attacks he inflicts 14 bleed change that to 20

    shinobis deflect does 15 bleed could do two things when shinobi deflects a bleeding opponent all the bleed stacks turn to real dmg shame for out of combat tackle ex: opponent has 50 bleed shinobi deflects opponent takes 50 dmg. I think this would be good for both players the opponent could bait a dodge.
    second option is to increase the bleed from 15 to 20

    NEW KIT/MOVES
    when shinobi kick an out of stam opponent hooks them and does sickle rain opponent get full stam back after and any one who hit the opponent cancel the whole move


    lil bit bout me I play since beta main orochie in beta then at launch I changed to warlord never touched shinobi till recent but these changes would be good in current state of the game I think cus of the presser it put both players under the opponent sit and watch's his hp trickle away while knowing the shinobi is stronger cus of it kind of the same scare as a shaman bleeding you and the alpha male shinobi sweating bullets to keep the bleed on knowing if his doesn't he will go back to being a beta.

    sorry grammar be like nah son and Im dyslectic as a warden is op.

    Ill be happey to chat more bout shinobi and maybe other changes and or be calld an idiot
    Very good suggestions. Anything honestly will help. Even one unblockable or simple feintable heavy that doesn't jump.

    Keep fighting!
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  5. #5

    Cambio al Shinobi en play 4

    Seria bueno un cambio a shinobi en play, porque en pc al shinobi dar la vuelta hacia atras seva lejos, pero en mi caso en play 4 solo se va un poco y eso en play es una desventaja, y para el oponente un ventaja
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