Good job Ubi, ya messed up another game...
Quitting For Honor because in an effort to make the game less "light-spam" and turtle oriented, you have turned it into a spam-fest and added a Pay2Win hero that absolutely destroys dominion.
Do you guys even play this game?
They do and they suck at it. Why do you think they added a pay to win character? Why do you think they're shifting the game from reaction based to guessing/prediction? They can't react like the pros can so they'd rather turn the game into a Rock, Paper, Scissors and spam fest. They want to mash buttons mindlessly and win.
Just look at the first round of this video and it will show you everything that's wrong with the new update.
I have a question. Im new player, 14h in pvp, mostly duels. Light spam is my weakness, i cant block most lights or parry them, I watched videos of good players 2018-2020 and couldnt understand how they parry and block all of them. I was googling some info about blocking and parrying and found alot of threads on forums where ppl dont like new CCU update, talking about unreactable new light attacks and just leaving the game. I have read CCU patch notes and only saw light attacks nerfs. So tell me how CCU nerfed lights are now harder to react and why ppl hate new update so much ?
Basically it's that this game used to be so good because you could read the opponent and react to what you saw. Animations make this game fantastic. Once you learn this you could master it till you become very good. In this mechanic learn how to parry draw a line between good and bad players because of the huge advantage it gave. With it you could stop a potential combo and also start yours. Parry can be easy or difficult depending on how visible the attack is, playing you improve your reading of the game and so you learn also to predict, which is very important to parry light attacks.Originally Posted by SJW_Slayer. Go to original post
Because parry mechanic is hard to be mastered it's essential the games works at his best, especially when the use of eyes is so important. The worst enemy is of course lag, than we have the introduction of new heroes and changes that may be considered. Doubtlessly this richness of content is very appreciated (thank you so much Ubisoft) but with all this changes of course were also balancing problems between the heroes of the cast. This grown players been salty. People who don't like to loose complained about this till devs decided to abandon this parry based combat system, so now we have CCU.
CCU emphasizes attack and discourages a lot defense. Attack indicators changed and been speeded up so now is much more difficult to perform a parry. In result is much better attack than wait, the game become very less skill based and a lot more casual.
That's all.
Well that new update has basically made every attack's first 100ms hidden on the indicator. That means if a light attack which is 500ms speed coming at you, you only see/receive it at 400ms speed because the first 100ms of that attack are hidden on the indicator. This is why people are complaining and hating on the new update. All attacks seem 400ms because players always relied on indicator to "react" and the developers don't want players to "React" they want them to make a "read" on attacks. If you look at the video I posted above you will see how brokenly fast those light attacks are with the 100ms hiding indicator change. Highlander is a light spamming machine now and there's no way you can see them coming. They basically turned the game from a reaction based game that actually took some brain/skill into a rock paper scissors guessing/prediction game.Originally Posted by SJW_Slayer. Go to original post
Make sure you vote here https://forums.ubisoft.com/showthrea...0ms-CCU-change at the top of the article.
Good job Necroing a post because you butthurt.Originally Posted by AMBUSHpredator6 Go to original post
I don't like the hidden indicator either but saying that it is a guessing game and about making predictions about what you're opponent is going to do next isn't bad at all because you need mixups to win if your opponent is going to sit there and block all day because unless they have an unblockable attack that can't be parried they will just block every attack and parry anything they want to. Giving every character an unblockable that can't be parried with the option of soft feinting that attack into guardbreak and hard feinting that attack would fix the game because no one in the cast can soft feint an unparriable unblockable attack into guardbreak or another unparriable unblockable attack, except for Highlander and he can't soft feint his unblockable heavy attack into guardbreak, hard feint his Fomorian Kick or Caber Toss, or soft feint his Caber Toss into guardbreak. Additionally, if you think about it, the hard feint animation allows your opponent to react to it by not being baited into going for the parry because it signals that it is a feint and in the case of soft feinting it looks like an attack until the guardbreak animation comes up at the last moment, making it a good mixup provided they can hard feint the unparriable unblockable attack as well in case your opponent wants to use a dodge attack to counter your unparriable unblockable attack. All you have to do in this game is wait and be patient because the purely defensive style can't be beaten even when playing as Highlander because he can't soft feint and hard feint all of his moves in his Offensive Stance, which prevents fluid combat from occurring. If they don't have an unparriable unblockable attack that can be soft feinted into guardbreak and hard feinted because that is the only thing that consistently beats blocking all day and waiting to parry an attack. No character can beat this strategy though characters like Highlander come close. All light attacks can be blocked, which stops the offense and it's back to neutral because if your opponent doesn't have the tools to beat a purely defensive style that only goes for guaranteed damage, i.e. after parrying an attack using the appropriate counterattack that gives you the lead in terms of health, then there's nothing they can do. The only damage that's guaranteed when your opponent is blocking is chip damage from a heavy attack or damage from an unblockable attack but both can be parried and lead to guaranteed damage. All you have to do is give every character an unparriable unblockable attack and allow them to soft feint the attack into guardbreak to catch the dodge should they dodge it and hard feint this attack in case your opponent decides to use a dodge attack. Ideally, however, every character should be able to chain every attack into another no matter what it is and be able to soft feint all of these attacks into guardbreak as well as any other attack, and hard feint all of these attacks no matter what they are. This would truly allow for dynamic and fluid combat because they could do so until they ran out of stamina.