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  1. #21
    Originally Posted by Astrad06 Go to original post
    Perfect so now the lights are easier to do and will cost 6 stamina ... Perfect to fight light spam, why didn't I think about it? Oh yeah ... I have a brain.
    Then you might want to start using it a bit sometimes, it wouldn't hurt.

    The updates literally butchered light attack-based offense, all individual lights cost 12 stamina. What they did is reduced back guaranteed followups' cost to 6. In pk's case, that means if she lands a heavy, she can add her bleed for 6 stamina, not for 12, so after she lands a heavy, she won't lose 24 stamina, only 18, which is still more than the 12 a normal hero loses after landing a heavy (translation for idiots: it is not about spam, it is making the game more fair).


    May I assume you are a Lawbringer main? I just have a feeling you are someone who just lost their free wins against Assassins.
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  2. #22

    Imagine a 29 damage heavy deflect???

    I was just testing orochi for the first time since the new update and I got a nice heavy deflect while my teammate was low expecting him to die but I see the damage output 29... how is that even possible??? After that I tested out the light deflect and it’s 20 damage. How does this even happen? Change this pr just revert the game back to it’s original state!!!
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  3. #23
    This post prooves that Dev team does not playtest the changes and so called "balancing team" doesnt really exist. CCU was delayed due to pandemic so you had waay more time to prepare it, yet it failed miserably. New champion makes the game a trainwreck in 4v4, whole community is in an uproar about the whole situation, and then this post comes out. This should be introduced as a hotfix, you should have it prepared as "Plan B" at least.... not putting it away for a whole week. Community is already leaving due to this whole update, and posts like this are only making it worse. You basically are communicating to the playerbase (quite loyal playerbase) that you dont care. No responses in threads, noone from Ubi seems to be looking at the Suggestion/Feedback forum, no replies from your side....
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  4. #24
    Warmonger's feats? WTH is this! UNACCEPTABLE!!!!!!
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  5. #25
    Originally Posted by Goat_of_Vermund Go to original post
    Then you might want to start using it a bit sometimes, it wouldn't hurt.

    The updates literally butchered light attack-based offense, all individual lights cost 12 stamina. What they did is reduced back guaranteed followups' cost to 6. In pk's case, that means if she lands a heavy, she can add her bleed for 6 stamina, not for 12, so after she lands a heavy, she won't lose 24 stamina, only 18, which is still more than the 12 a normal hero loses after landing a heavy (translation for idiots: it is not about spam, it is making the game more fair).


    May I assume you are a Lawbringer main? I just have a feeling you are someone who just lost their free wins against Assassins.
    No i main valk... and probably you don't read like you friend Mr Bdur... every champ will have stamina reduction on light chain from 12 to 6, not only pk. And if you say that this update has destroyed light attacks probably you don't play so much, they are more strong than before. I'm happy for Pk i play her a lot of times but here i was talking about devs objectives: they start with the idea of reduce light spam but everything they are doing are reinforcing them. My comment was just for that. Obviously for pk this is good and i hope they remove the late recover from her stab because she finish four times on five with a light, and for her is a great disadvantage.
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  6. #26
    Originally Posted by Astrad06 Go to original post
    No i main valk... and probably you don't read like you friend Mr Bdur... every champ will have stamina reduction on light chain from 12 to 6, not only pk. And if you say that this update has destroyed light attacks probably you don't play so much, they are more strong than before. I'm happy for Pk i play her a lot of times but here i was talking about devs objectives: they start with the idea of reduce light spam but everything they are doing are reinforcing them. My comment was just for that. Obviously for pk this is good and i hope they remove the late recover from her stab because she finish four times on five with a light, and for her is a great disadvantage.
    Chains are not reduced. Combos are reduced: guaranteed attacks will cost 6 stamina, not 12.


    Easy example: Orochi top light combo where he throws the second light, the second light will cost 6 stamina. If he throws anything and goes for the chain light, that is still 12. Warden is an other example. Shaolin is one more (he had triple ligths, so 36 stamina was the cost for that). In PK's case, Deep Gouge will cost 6 stamina, while her second light will still cost 12 (while it deals 9 damage and will be always dodgable from this point even if the first attack hits you or you put people in block reaction due to bleed).
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  7. #27
    Originally Posted by Splack184 Go to original post
    I was just testing orochi for the first time since the new update and I got a nice heavy deflect while my teammate was low expecting him to die but I see the damage output 29... how is that even possible??? After that I tested out the light deflect and it’s 20 damage. How does this even happen? Change this pr just revert the game back to it’s original state!!!
    Lmao, yeah. Sucks doesnt it? I'm not poking fun it's just funny to me because shaolins only deflect attack has only ever done 25 damage before the update, which is the exact same amount as an opening heavy, so it's almost like why even bother.
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  8. #28
    Stamina drainage should be returned on parries but also blocks.

    That's just a small list, but all the heroes would have to be fixed.

    Nerf Warmonger:
    1) Reduce the damage of corruption on heroes.
    2) Furthermore, corruption should only affect the heroes and not the Minions and Spearmans by sparing them.
    3) Reduce the corruption Area of Effect around affected heroes by at least 15% or 20%.

    Please fix Highlander:
    Highlander over-hyped, then, consequentially, over-nerfed; much more than needed.
    Sprint Attack:
    -Right Heavy 1: 28 dmg 900ms 24 stm (it's fine as it is)
    -Left Heavy 2: 20 dmg 1000ms 24 stm (Bring it to 28 dmg. It consumes too much stamina for such damage so you need to increase the damage).
    [In Defensive Stance]
    I don't understand how the Highlander's heavy attacks damage less than the Kensei's heavy attacks. Two weapons of the same size but that of the Kensei harms more.
    If you want I can give you a suggestion:
    [In Defensive Stance]:
    -Side Heavy Opener: 34 dmg (Bring it to 38 dmg)
    -Top Heavy Opener: 34 dmg (Bring it to 38 dmg)
    Since the second heavy attack only damages 29 you should give it a chance to use it after a GB, like the second heavy attack of the Kensei.
    The rest of his moveset is fine as it is.

    Kensei:
    -Zone attack:
    Left Heavy 1: 13 dmg 500 ms 60 stm (Bring it to 40 stm. Consumes too much stamina for only 13 dmg.)
    Left Heavy 2: 14 dmg 1500 ms 0 stm (Bring it to 20 stm )

    Warden:
    -Zone Attack: 13 dmg 500 ms 60 stm (Bring it to 40 stm)
    Consumes too much stamina for only 13 dmg.
    -Crushing Counter: 24 dmg (Bring it to 27 dmg)
    This move is all about prediction and good timing, so they will test your skills and have previously even assigned high damage if you can do it. Now I don't feel it is more useful (at least to me, but I'm sure I'm not the only one). This move is indeed very good and satisfying because it rewards skill over mindless button mashing and light spam.

    Berserker:
    -Zone attack:
    1)Regular Zone:
    Right Heavy 1= 3 dmg 500 ms 65 stm (Bring it to 4 dmg | 60 stm. Reduce his stamina consumption.)
    Right Heavy 2= 3 dmg (Bring it to 4 dmg)
    Right Heavy 3= 3 dmg (Bring it to 4 dmg)
    Right Heavy 4= 3 dmg (Bring it to 4 dmg)
    2)Slashing Rush:
    Right Heavy 1= 4 dmg 500 ms 65 stm (Bring it to 6 dmg | 60 stm. Reduce his stamina consumption.)
    Right Heavy 2= 4 dmg 500 ms 0 stm (Bring it to 6 dmg)
    Right Heavy 3= 4 dmg 500 ms 0 stm (Bring it to 6 dmg)

    Most of the heroes have suffered absurd Nerf.
    While other heroes have suffered only a slight Nerf.
    Hitokiri heavy infinity chains: why didn't they get a nerf? The damage is the same as before the patch.
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  9. #29
    Originally Posted by Goat_of_Vermund Go to original post
    Chains are not reduced. Combos are reduced: guaranteed attacks will cost 6 stamina, not 12.


    Easy example: Orochi top light combo where he throws the second light, the second light will cost 6 stamina. If he throws anything and goes for the chain light, that is still 12. Warden is an other example. Shaolin is one more (he had triple ligths, so 36 stamina was the cost for that). In PK's case, Deep Gouge will cost 6 stamina, while her second light will still cost 12 (while it deals 9 damage and will be always dodgable from this point even if the first attack hits you or you put people in block reaction due to bleed).
    I misunderstand the difference between combo and chain, if this is the change so i retire all i said. I agree with it.
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  10. #30
    Dude this update what a mess.. playing dominion as PK against 4Warmonger, they just never die, pk is doing no damage and this new hero is broken asf, and im not even talking about this cancers feats. No deflect damage,you do that to force player to not light spam, we dont even see the light attack comming everybody is lightspamming now and we can do nothing. Im leaving this game until it comes back how it was..
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