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  1. #1

    Unoriginal, Uninspired And Lazy Centurion Rework

    Hi gonna try keep this as short as i can because i could rant for 20,000 words about cents new rework and after closer inspection is just pure laziness from the dev team and i have a few reasons why.

    1. Cents combos are dependent on GB and are not consistent if people know how to dodge which is to be expected at rep 40+ play, encouraging no2's problem.

    2. Cents most reliable combo is light punch light into more of the same, or a charged heavy on a wall splat which leads into no1's problem.

    3. The kit they tried to keep i.e charged heavy pin, pugio and talons do not feel natural anymore and do not have any definitive follow up.

    Just with these 3 things we get 2 results, half a kit your lucky to land or get someone not experienced enough to know or you get a shamefully copy & pasted combo used on hitokiri, jormungandr and black prior.

    Its just my opinion but i fully feel that all cent really needed for a "rework" was more of an improvement rather than an overhaul. All he struggled in was catching and opening, his splat punish was good if all be it a little to good and his parry punish was decent but not over the top as long as it didn't splat.

    What would i of done? Thats simple.

    1. decreased talon damage so the total combo didn't feel like it did all your health, time frame of the animation would of been sped up a touch, it shouldn't be fast due to damage done keeping cent vulnerable but not as long as it was because players often got multi heavies by cents nearly team which wasn't very fair for messing up once in a team fight.

    2. able to faint zone, why this wasn't a thing to begin with is madness and should of been as standard as light and heavy attack faints.

    3. 2nd fully charged heavy faint, he really needed another option to try catch people and as play tested GB on unblockable works very well and is a solid option, not perfect which it shouldn't be but does work a lot even on experienced players.

    4. Able to faint jab into GB, true he has this currently but in all the wrong ways. Instead it should of been faint on a charged jab after a heavy attack. This provides another solid option but is readable to a degree and not perfect which it shouldn't be.

    In short i feel this is way more balanced and improves him enough to keep him relevant, he has a more reliable option to catch, he kept a solid wall splat punish that wasn't to strong or allowed people to out right kill someone who has a shield as well as half health keeping it somewhat fair in team fights.


    Things i would not have added for the sake of balance are these.

    1. hyper armour, he never needed it before, why would he need it now? short answer, he doesn't.

    2. jab on light, he didn't need this and to be honest i don't understand why they added it.

    3. Faint on uncharged jab, this really wasn't needed and added to the stress an enemy would feel ruining there experience in which case, why speed up wall splat at all?

    4. faster kick, this is a lukewarm area for me as a cent main, it was an opener that never worked because of how slow it was but now its being abused. Instead of a solid opener into a combo which he no longer has its now an opener into the same light jab combo. It has also found its self being a perfect ledging tool being near unavoidable after a GB push, for experienced players its not as bad but for most who don't possess light parry react speeds its a death sentence.


    All in all this has shown me that no care or consideration was given to his "rework" instead of the INCREDIBILIS! centurion that punished well and piled on the pressure in a unique way we have been given a carbon copy of jormungandr, hitokiri and black priors main opener of light bash light or other extremely similar effect. No longer do we have a moveset that looks and feels empowering but instead a moveset we have seen thrice over. The dev teams choice to take the approach they did only highlights there pure laziness, lack of originality and disregard for both centurion mains and those who disliked cents strengths.

    Now to clear this up before people think im talking without experience, i mained cent only when we was weak, i enjoyed a tough fight and playing with a handicap in areas because that's what keeps fights interesting and fun. There is no better feeling in this game than using a moveset only you have to its fullest and beating evidently superior movesets on other heroes. Its a rush and feels awesome and everyone who fought you knows it and that logic applies for any hero with a truly unique moveset and style.

    But that's gone now and i highly doubt it will change because if a games dev team is arrogant enough to give us four heroes with basically the same moveset with very little difference and expect us to pay for it i don't think they care enough about there player base to give us a centurion that feels one of a kind.To all those looking to try jormungandr, hitokiri, black prior or centurion, save yourselves some money and just get one of them whatever is cheapest at the time, you will thank me later.

    To the dev team, you should be ashamed of your total absence of originality and ability to make anything intuitive spawned out of pure lack of effort. Do better next time and try not to make the new Wu Lin hero another sell out copy of the same combo you used for 3/4 of the year 3 heroes because all you have given us so far is disappointment.
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  2. #2
    As somebody who used to absolutely hate fighting Centurion, I have personally found his rework to make him a lot more enjoyable to engage with. He's still a pain the backside, but at least now I don't feel like I should get up and go make a coffee or something while I wait for him to finish eating all my stamina and half my health in a drawn-out movie-length feature film attack. But I do agree that the changes in the rework feel uninspired.

    Cent doesn't really feel like he was "reworked" at all, honestly. They just took all his existing moves and concepts and tried to juggle them around in weird ways, and if you main him, I can see how frustrating that'd be. He was limited as hell before, and now it seems like he'd just be a bit janky to play.

    Personally I would have liked to have seen an actual rework, as in a total from-the-ground-up redesign as to how he works and what his role on the battlefield is. But that's just me...
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  3. #3
    Gaser.'s Avatar Senior Member
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    1. decreased talon damage so the total combo didn't feel like it did all your health, time frame of the animation would of been sped up a touch, it shouldn't be fast due to damage done keeping cent vulnerable but not as long as it was because players often got multi heavies by cents nearly team which wasn't very fair for messing up once in a team fight.

    Answer: General Problem with moves that throw your enemy down.

    2. able to faint zone, why this wasn't a thing to begin with is madness and should of been as standard as light and heavy attack faints.

    Answer: Pretty sure they did add this now.

    3. 2nd fully charged heavy faint, he really needed another option to try catch people and as play tested GB on unblockable works very well and is a solid option, not perfect which it shouldn't be but does work a lot even on experienced players.

    Answer: The devs did add this too.

    4. Able to faint jab into GB, true he has this currently but in all the wrong ways. Instead it should of been faint on a charged jab after a heavy attack. This provides another solid option but is readable to a degree and not perfect which it shouldn't be.

    Congrats: You effectively made centurions mix up be beatable by just walking backwards


    Things i would not have added for the sake of balance are these.

    1. hyper armour, he never needed it before, why would he need it now? short answer, he doesn't.

    Answer: Pretty sure they only added hyper armour to charge punch, which is needed so the mix up can’t be counter by just throwing light attacks.

    2. jab on light, he didn't need this and to be honest i don't understand why they added it.

    Answer: Because Quick Grab was a useless move that had game rule braking properties that made it when rightly use absolutel bs. (What’s the problem about a additional way to enter your main mix up?)

    3. Faint on uncharged jab, this really wasn't needed and added to the stress an enemy would feel ruining there experience in which case, why speed up wall splat at all?

    Answer: Why not?

    4. faster kick, this is a lukewarm area for me as a cent main, it was an opener that never worked because of how slow it was but now its being abused. Instead of a solid opener into a combo which he no longer has its now an opener into the same light jab combo. It has also found its self being a perfect ledging tool being near unavoidable after a GB push, for experienced players its not as bad but for most who don't possess light parry react speeds its a death sentence.

    Answer: You are aware that they made his bash 500ms and that pretty much any bash that is that fast can be used after a gb push? (Also again what is the problem with a total to get in to your mix up)



    i mained cent only when we was weak, i enjoyed a tough figh.

    Answer: Wow really cool for you that you enjoy a hero that was pretty much just trying to parry fishing and his entire 4v4 playsyle was 3/4 just charged heavy in to cutsense.

    I kinda get the feeling you just seem to have played him because he was weak and it’s a bad thing to play the heroes that are allowed to push buttons, because I don’t really see how anyone really can have fun with that trainwreck that Cent was.


    But that's gone now

    Answer: And that’s a good thing, this what Cent now is, was a pretty good way to modernise him and finally make him viable.

    I find this whole crying about Cent now being able to feint punches stupid, because it’s simple the only way to make a chargeable punch of a short range, high aggressiv, stamina bully viable in a good way.

    That’s pretty much all I have to say about that.
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