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View Poll Results: What do you think ?

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  • Are these changes absolutely over the top.

    0 0%
  • Are most of the changes good.

    3 100.00%
  • Are these changes trash and should be remade.

    0 0%
  1. #1

    Orochi | Improvements

    I've played this character quite alot to understand what he lacks, and it's pretty obvious he lacks alot of offense.
    In this post ill be trying to improve his offense by some certain amount and try to give orochi a new feeling.

    Numbers in "Color" are the original values.
    Numbers in "Color" are for the upcoming TG changes.



    General Changes

    Movement Speed Values

    -Running speed increased to 7.8m/s (was 7.5m/s)
    -(In Lock) Forward movement speed increased to 2m/s (was 1.75m/s)
    -(In Lock) Side movement speed increased to 2.5m/s (was 2.25m/s)

    Health & Stamina

    -Health increased to 125 (was 120)
    -Stamina pool increased to 125 (was 120)



    Combat Changes

    Heavy Attacks

    -(Side Heavy) Opener damage has been increased to 32|22 (was 30)
    -(Side Heavy) Opener speed has been decreased to 733ms (was 800ms)
    -(Side Heavy) Finisher damage has been increased to 36|24 (was 30)
    -(Side Heavy) Finisher speed has been decreased to 767ms (was 800ms)

    -(Top Heavy) Opener damage has been lowered to 33|19 (was 35)
    -(Top Heavy) Finisher damage has been increased to 38|26 (was 35)
    -(Top Heavy) Finisher speed has been increased to 767ms (was 700ms)

    -(Any Heavy) Finishers can now be charged up to 1500ms, to perform "Slicing Wind"
    -Slicing Wind - Finishers charged past 800ms now morph into 'Hurricane Blast'
    -Slicing Wind - Deals 40|29 damage and is unblockable
    -Slicing Wind - Will track dodges up until 867ms after which it no longer does
    -Slicing Wind - Can be feinted or soft-feinted into a guardbreak at 1100ms
    -Slicing Wind - Has hyperarmor starting from 933ms lasting for the whole animation

    -(Zone Attack) Can now chain out of
    -(Zone Attack) Stamina cost reduced to 40 (was 60)

    Light Attack

    -(Side Light) Dodge attack speed decreased to 533ms (was 600ms)
    -(Side Light) Dodge is now enhanced
    -(Top Light) Dodge is now enhanced


    Moveset

    -Heavy attacks are now soft-feintable into guardbreaks
    -Can now dodge out of Slicing Wind as early as 1000ms
    -Can cancel recovery of the zone attack with a dodge



    Feats

    Tier 1

    -Iron Lungs replaced with Deadly Duet

    Tier 3

    -Sharpen Blade replaced with Vital Leech



    Let me know what you think about these ideas, are they over the top, or are they too trash, are the feats the right one to replace or would another feat be better in that place,
    please leave constructive criticism and also feedback if you have any
    TL;DR - Orochi got a bunch of heavy attack changes, can now run faster than most assassins, has better mobility while locked, dodge attacks are now enhanced and some are faster, the new addition is Slicing Wind which is basically a charged heavy finisher but with the animation of a heavy deflect that is unblockable and is softfeintable (into guardbreak) or feintable to give orochi some pressure.
     1 people found this helpful
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  2. #2
    I'm not too keen on letting his dodge lights just naturally be enhanced since most dodge attacks are usable as option selects. I would be perfectly fine with him getting enhanced dodge lights after he recovery cancels his finisher recoveries though. That way his ability to do such thing actually has a point.


    As far as the chargable unblockable situation goes I don't really feel it fits where you've placed it. Instead i'd rather his riptide strike be turned into an unblockable light if you hold the input. So it would change the timing of it slightly but would also be unblockable. I would also add a blind based bash after storm rush. It wouldn't be confirmed by storm rush and it gives no free damage. just a blind that you chain off of. This would be along side getting an undodgable mid chain light but only after storm rush. If you combine these factors with enhanced dodge attacks after he recovery cancels or soft feints you've given him a ton of mobility with decently threatening options.
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  3. #3
    'The proof is in the pudding' as they say. Wait and see how the TG changes go, dont forget that getting parried wont cost you an arm now so your offense (while less damaging) gets a safer base to launch from

    My answer would be # 4 - I dont know yet
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  4. #4
    Originally Posted by Knight_Raime Go to original post
    I'm not too keen on letting his dodge lights just naturally be enhanced since most dodge attacks are usable as option selects. I would be perfectly fine with him getting enhanced dodge lights after he recovery cancels his finisher recoveries though. That way his ability to do such thing actually has a point.


    As far as the chargable unblockable situation goes I don't really feel it fits where you've placed it. Instead i'd rather his riptide strike be turned into an unblockable light if you hold the input. So it would change the timing of it slightly but would also be unblockable. I would also add a blind based bash after storm rush. It wouldn't be confirmed by storm rush and it gives no free damage. just a blind that you chain off of. This would be along side getting an undodgable mid chain light but only after storm rush. If you combine these factors with enhanced dodge attacks after he recovery cancels or soft feints you've given him a ton of mobility with decently threatening options.
    I agree, you are absolutely right, i may have blurred out my initial idea for this post but your changes sound great
    i initially wanted to achieve a hero close to a vanguard and with his attacks morphing into his heavy deflect, as in you can use the heavy deflect if you charge your finishers.
    Im not a big fan of bash offense but an unconfirmed bash that confirms nothing might actually work, it's just that is pretty awkward to fit a bash in his moveset.
    i like your ideas alot, but they solidify his playstyle as an assassin even more and i don't think making an assassin tougher to kill (closer to being a vanguard) would be all that bad, they've lost their "glass cannon" identity quite a while back.

    Also any feedback on the movement speed changes ? he basically moves a bit faster not by much but closer to what shinobi has as i compared him to shinobi in terms of speed at the time

    And what about the feats as well
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  5. #5
    Originally Posted by Okt0g00N Go to original post
    I agree, you are absolutely right, i may have blurred out my initial idea for this post but your changes sound great
    i initially wanted to achieve a hero close to a vanguard and with his attacks morphing into his heavy deflect, as in you can use the heavy deflect if you charge your finishers.
    Im not a big fan of bash offense but an unconfirmed bash that confirms nothing might actually work, it's just that is pretty awkward to fit a bash in his moveset.
    i like your ideas alot, but they solidify his playstyle as an assassin even more and i don't think making an assassin tougher to kill (closer to being a vanguard) would be all that bad, they've lost their "glass cannon" identity quite a while back.

    Also any feedback on the movement speed changes ? he basically moves a bit faster not by much but closer to what shinobi has as i compared him to shinobi in terms of speed at the time

    And what about the feats as well
    Well I have 2 friends who are really into Orochi as they're both rep 70 with him. When making suggestions for Orochi in my own thread I kept 2 things in mind. Trying to add 2 properties into his kit (as most good kits have 2-3,) and I tried to not give him anything that would overwrite the current usage of something in his kit. This is why both the undodgable light and unconfirmed bash are after his storm rush and not some soft feint. it encourages people to use SR more without getting rid of the point of SR.


    Giving him more movement speed makes sense to me when the thing Orochi is basically doing is back capping and stalling on a point when he can. So giving him more movement is fine. As far as the feats go both of your replacements play into this style for Orochi and I don't see any conflicts with either the placements or combos with other feats in his kit. Im a fan of giving newer hero's feats to older heros.
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  6. #6
    I've always thought that giving Orochi the ability to deflect unblockables would be a sweet addition to him. Or at least an unique passive feat that gives him that ability.
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  7. #7
    F0D0K's Avatar Junior Member
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    Nov 2017
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    remove reflex guards from assassin and give an opening for him and PK too, just it
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  8. #8
    i support this - xpress login
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