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  1. #11
    King_of_Xibalba's Avatar Senior Member
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    An indirect buff for my main and bleeding classes

    My main Peacekeeper gets 95 bleed off of someone(how? lots of cvancels and dodge attacks, gbs) and is laying on deep pressure. But this warrior just runs away activates health feats and BOOM! All that applied bleed is removed and he's back to near full health.

    That is how bleed works. As soon as someone gets into a healing center using or using health feats, the bleed is wiped out. This can make bleed-centric characters like PK, Nobu and Shaman damn near worthless and can hinder characters with some bleed attacks(Shinobi, Gladiator, Valk).

    I call that bleed should be healed like how direct damage is healed. What I mean is that the healing zones and healing feat zones do not remove all the bleed in one tick, but instead heal a bit of them tick by tick.

    Thats why as a pk you should NEVER fight with less than a half health against even low level players on health points. Many times I would lose against mirrors also cause my bleed is not affecting them(or doing only 2 damage after it erases the effect) and their bleeds are affecting me (when they own the health point) . They are not at my level but my only viable mechanic is negated.Idiotic.

    And Second wind should be changed so that if you have 50 bleed damage, it only removes the first 25 (50%)instead of all the bleed damage + some missing health

    In the end, this would benefit bleed characters.

    also I use warden sometimes but thick blood is cancer for bleeding chars. Practically you are just fighting a wall. I would Nerf that by only negate 35% of bleed damage or removing that BS feat.
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  2. #12
    Originally Posted by PapillonFlota Go to original post
    An indirect buff for my main and bleeding classes

    My main Peacekeeper gets 95 bleed off of someone(how? lots of cvancels and dodge attacks, gbs) and is laying on deep pressure. But this warrior just runs away activates health feats and BOOM! All that applied bleed is removed and he's back to near full health.

    That is how bleed works. As soon as someone gets into a healing center using or using health feats, the bleed is wiped out. This can make bleed-centric characters like PK, Nobu and Shaman damn near worthless and can hinder characters with some bleed attacks(Shinobi, Gladiator, Valk).

    I call that bleed should be healed like how direct damage is healed. What I mean is that the healing zones and healing feat zones do not remove all the bleed in one tick, but instead heal a bit of them tick by tick.

    Thats why as a pk you should NEVER fight with less than a half health against even low level players on health points. Many times I would lose against mirrors also cause my bleed is not affecting them(or doing only 2 damage after it erases the effect) and their bleeds are affecting me (when they own the health point) . They are not at my level but my only viable mechanic is negated.Idiotic.

    And Second wind should be changed so that if you have 50 bleed damage, it only removes the first 25 (50%)instead of all the bleed damage + some missing health

    In the end, this would benefit bleed characters.

    also I use warden sometimes but thick blood is cancer for bleeding chars. Practically you are just fighting a wall. I would Nerf that by only negate 35% of bleed damage or removing that BS feat.
    i totally agree, but the part with healing feats healing 50% of the bleed just seems bad
    sure thick blood is cancer an so is rock steady but thick blood can be easily changed, maybe making the bleed deal damage 2 times slower.

    for heals, as i said im not sure, it would be a gigantic nerf to a cleansing ability, imagine getting ganking by 1-2 bleed heroes and a shaman, atleast then if you stay in your stalward banner(tier 4 btw) you'll have a cleansing zone and you could survive and stall for longer, completely removing that function is just bad.
    Instead of cleansing, the heal could cleanse the bleed it can, example :

    i have 90 bleed on me, i use second wind, i regen 50 hp and cleanse 50 bleed, same goes for banner.
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  3. #13
    King_of_Xibalba's Avatar Senior Member
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    Banners and the like would cleanse tick by tick, so if they bleed You still acumulate the damage ,but also if You stand there it Will be slowly healed, I did not want intentionally to appear I said otherwise.

    It would be Bad a fixed Number as 50 to cleanse as You said because this could potentially nulify most bleed attacks, in high level 50+ damage done by acumulate bleedings in a determined period of time is not that easy(for pk and nobu or glad), My initial Number, 95, was somewhat exagerated to imagine that scenario better. In My opinion A percentage is much less oppresive. But a fixed Number is better than we what currently have.

    50% is not bad per se but for purposes of balancing it could be tweaked, so yeah 60% or Even 70% could do it. A bleed for shaman can do 16 dam (4per 4 seconds the higher dagger cancel of the Game ) with second wind at 70% it only do 5 to You and not instant so You can still use a banner, devourer or healing point without negate all the hard earned attacks of your rival instantly.

    For the thick blood It could be a good aproach to making the bleed slower,I like that.
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  4. #14
    Shaolin

    I got 70 reps on shaolin and here is my list of things i think about that he could have. Not necessarily every exact detail would be given to him as he might be too meta smashing and become OP like vortiger at launch but you know.

    Dodge heavies can go into Qi stance

    Heavies out of Qi can bring you back to Qi

    Hyper armour on his unblockable heavy to stop light stuffing

    Qi sweep should be holdable after kick to combat dodging

    Unblockable heavy should be softfeint-able to a guardbreak or Qi kick

    Unblockable heavy should get tracking to punish early dodges

    Combo'd or neutral heavies should be softfeint-able into Qi stance quickly enough as to allow for the counter crush of the the enemies parry or the side heavy to catch a dodge or the top light to stuff a guarbreak

    A more useful zone, maybe just a neutral 600ms uppercut palm strike to the chin that he can use to go into Qi but cannot use to get guaranteed damage. Would make it an extremely interesting option select.

    A dodge for his Qi stance or the ability to eat 1 attack and not get knocked out of the stance, kinda like shugs old HA but only for 1 attack not 3.

    An extended window on his Qi light for the counter crush. If someone throws an attack from the same direction as the light, unless it is a parry shaolins light should always win and get the cc if it the enemies attack lands before shaolin hits them. It is very often i make a read on an orochi or lb and attempt to cc their 400ms light but get hit mid cc because i was a little to early or late. I don't think a neutral light or heavy should be an acceptable answer to his Qi stance. Feints, bashes, hyper armour, and guardbreaks are already accepted.
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  5. #15
    Originally Posted by PapillonFlota Go to original post
    Banners and the like would cleanse tick by tick, so if they bleed You still acumulate the damage ,but also if You stand there it Will be slowly healed, I did not want intentionally to appear I said otherwise.

    It would be Bad a fixed Number as 50 to cleanse as You said because this could potentially nulify most bleed attacks, in high level 50+ damage done by acumulate bleedings in a determined period of time is not that easy(for pk and nobu or glad), My initial Number, 95, was somewhat exagerated to imagine that scenario better. In My opinion A percentage is much less oppresive. But a fixed Number is better than we what currently have.

    50% is not bad per se but for purposes of balancing it could be tweaked, so yeah 60% or Even 70% could do it. A bleed for shaman can do 16 dam (4per 4 seconds the higher dagger cancel of the Game ) with second wind at 70% it only do 5 to You and not instant so You can still use a banner, devourer or healing point without negate all the hard earned attacks of your rival instantly.

    For the thick blood It could be a good aproach to making the bleed slower,I like that.
    It's remains to be seen. second wind is in a bad place not because it's bad it's because it's wayyyy too good, if the animation had a 800ms startup where you'd actually put on a bandage and heal then with timing tweaks there and there you could let it cleanse but it has to indicated it's cleansing so that's why you put a bandage.

    Currently our hero just takes a deep breath looks at the sky and boom in less than 100ms he gains 50 hp, but yeah i do agree to some extent that it should cleanse SOME bleed but it'd be really hard to decide how much.
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  6. #16
    Originally Posted by CanadianSoupMan Go to original post
    Shaolin

    I got 70 reps on shaolin and here is my list of things i think about that he could have. Not necessarily every exact detail would be given to him as he might be too meta smashing and become OP like vortiger at launch but you know.

    Dodge heavies can go into Qi stance

    Heavies out of Qi can bring you back to Qi

    Hyper armour on his unblockable heavy to stop light stuffing

    Qi sweep should be holdable after kick to combat dodging

    Unblockable heavy should be softfeint-able to a guardbreak or Qi kick

    Unblockable heavy should get tracking to punish early dodges

    Combo'd or neutral heavies should be softfeint-able into Qi stance quickly enough as to allow for the counter crush of the the enemies parry or the side heavy to catch a dodge or the top light to stuff a guarbreak

    A more useful zone, maybe just a neutral 600ms uppercut palm strike to the chin that he can use to go into Qi but cannot use to get guaranteed damage. Would make it an extremely interesting option select.

    A dodge for his Qi stance or the ability to eat 1 attack and not get knocked out of the stance, kinda like shugs old HA but only for 1 attack not 3.

    An extended window on his Qi light for the counter crush. If someone throws an attack from the same direction as the light, unless it is a parry shaolins light should always win and get the cc if it the enemies attack lands before shaolin hits them. It is very often i make a read on an orochi or lb and attempt to cc their 400ms light but get hit mid cc because i was a little to early or late. I don't think a neutral light or heavy should be an acceptable answer to his Qi stance. Feints, bashes, hyper armour, and guardbreaks are already accepted.
    Interesting changes, also great format i could easily make out each idea, i think all of them are great but to my understanding im not sure how you could soft feint a heavy into qi stance.
    and also maybe instead of tanking 1 hit in qi stance you could from the hit stun, soft-flow into qi stance just like blackprior does.

    after all shugoki's superarmor was removed because it promoted a very passive play style in which you would only attack when you could trade.
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  7. #17
    Originally Posted by Okt0g00N Go to original post
    Interesting changes, also great format i could easily make out each idea, i think all of them are great but to my understanding im not sure how you could soft feint a heavy into qi stance.
    and also maybe instead of tanking 1 hit in qi stance you could from the hit stun, soft-flow into qi stance just like blackprior does.

    after all shugoki's superarmor was removed because it promoted a very passive play style in which you would only attack when you could trade.
    The idea with the heavy soft feint to Qi would be that you hold heavy like you do with highlander, but instead of going straight into Qi he throws out an attack that you can either let fly or continue holding to soft feint into Qi
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  8. #18
    Tamu_Adaar91's Avatar Banned
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    Raider
    two different types of attack by the attacker's fury: analog stick of the guard facing left = attacker's attack by the current one, anological lever of the guard facing right = attack of the raider's fury (the old one at the time of the beta)
    Raider for ever
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  9. #19
    Originally Posted by Tamu_Adaar91 Go to original post
    Raider
    two different types of attack by the attacker's fury: analog stick of the guard facing left = attacker's attack by the current one, anological lever of the guard facing right = attack of the raider's fury (the old one at the time of the beta)
    Raider for ever
    Can you translate to pc as well, i don't understand how it would work.
    Fast zone to the left and slow zone to the right ?
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  10. #20
    Originally Posted by PapillonFlota Go to original post
    LMAO!

    But seriously , pk needs some tool to do something in high level.

    A mechanic for bleeding that is not only enhanced lights. Example , when she applies bleed the parry Windows for her heavies are slightly reduced or her stamina increases for each ticking damage. Both nobu and shaman mechanics are better.

    Shaman in fact do more damage and faster for each bleeding attack (4 per second against two for a total of 16 against 12 for pk)also cures herself. Absurdly better, she can acumulate bleed damage also(so not even this is an exclusive thing for pk), her cancels are directional and her stamina costs reduced. Shaman has an unblockable too.And a Bash that could be an 50 dmg attack.

    An unblockable for pk wich consists in some jump attack chain finisher. Anything to force a reaction

    bleeding mechanics exist as a tradeoff in all the other games, Slow damage but with some sort of compensation, at very least a higher damage output in exchange of not being instant. But this is not reflected in her.
    Cool, an other player of PK who thinks like me.

    Just a few things before I start echanging about Pk difficulties today.

    You said that Shaman deals 16 dmg by bleeding attack when Pk deals 12. Well not true, cause you re comparing a single attack with a guaranteed combo attack.

    Pk dagger cancel deals 1 physical dmg + 15 bleed = 16 dmg
    Pk dagger combo deals 1 physical dmg + 10 bleed = 11 dmg
    Shaman bleed attack deals 1 physical dmg + 16 bleed = 17 dmg

    Also the différence with 5 × 2 or 5 × 3 bleed dmg for PK
    And 4 × 4 bleed dmg for Shaman, is their durations. Shaman makes bleed shorter and stronger, like that her bite possibility is shorter too.

    Anyway I feel the same about the rest, I'll have some more to say too as a Pk main
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