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  1. #11
    My bad again sry.^^
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  2. #12
    Originally Posted by GayForShugoki Go to original post
    Only the old and whiny players that cannot adapt are leaving. The people who abuse meta and overpowered champions leave because they cannot do anything else. I am seeing more players than previously, especially new names and new players whereas before it was the same old players.
    I don't know about you, but i get 5-15 minutes queue times, compared pre-CCU where i would get like 5-10 mins.
    i may be trying to play at really dumb times and that might explain why.
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  3. #13
    Originally Posted by Garr99 Go to original post
    What do you mean by unreactable offense I've seen people parry lights over 6 matches since
    the update came out you obviously found easy players if they couldn't react goat.

    Are you three blind what's worse is they put out a mediocre version yet you all believe
    that it's good honestly if you got the TTS version you'd still say the same thing heck
    I would've if that were case but it isn't.

    I was expecting better wasn't anyone else yet this update ruined a couple of characters
    not naming a few because we all know I feel lawbringer was buffed and nerfed in a way.
    Standardizing dam numbers buffed certain heros and nerfed some.

    The stamina drain on lights was horrendous that was a terrible idea and who thought it was a good idea
    to make a character with feats that deny protecting objectives and ganks.

    Aramusha just feels even more bland then usual and orochi got an unblockable
    thank the stars only that it's useless.

    I fully believe this update was garbage in disguise.
    I think you don't mean the same words over unreactable offense as I do. Spamming lights is still obviously suicide, I meant the "block top, parry side" or "optionselect on heavy timing" solution doesn't completely annihilate entire characters' offense now. Lights are not just jokes now that only connect if the opponent is not playing any attention. I parried many lights myself in the CCU, it doesn't mean they are completely safe all the time, it just means there is a valid reason to throw them. And finally, throwing a heavy does not eat all your stamina, your mixups don't exhaust you automatically.

    The game is infinitely better now than it was, but obv. worse than it could be. They jumped the fence, but they left some flesh on the top.
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  4. #14
    Lights should be 400ms on first hit then 500ms in combo that way you can get into your
    mixups without getting blocked.

    Mid chain heavies should have HA while finishers every "direction" is unblockable.
    Don't exactly remember who mentioned this but this a good idea

    Every character should either get a kick or tackle bash with their own unique
    animation befitting the character. Unless the character already has a bash that is.

    Health should be increased to have fights last longer I agree with oktogoon this
    should happen.

    The reasoning behind HA midchain is so you don't get
    your combo interrupted. The unblockable is to provide a
    way to open up people it also has to be believable.
    Having the unblockable on all sides would also make it easier to antigank/gank or
    help in 4v4 situations

    Dodge attacks for certain heroes are good but optional they can easily be parried so I suggest
    every character with dodge attacks should receive the same treatment.

    Each of these things I mention should also be unique to the character animation wise
    and identity wise. (Except health)

    Anyways this is all I think pretty sure this won't happen anyways.
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  5. #15
    What I mean by treatment for dodge attacks I'm talking about the ability to feint sry for leaving that
    out but here it is.
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  6. #16
    400ms neutral light means you don't get any offense against that hero. Whatever you do, you are hit out, as everyone who ever fought pre CCU lawbringer can tell. Plus if chained lights are slower, why throw them? 500ms chain lights never worked.

    Your suggestion would basically remove any reason to have unique heroes.
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  7. #17
    Yet your only looking at lights when you should be using heavies mid chain HA and finisher UB goat
    500ms combo lights negate the spam part that certain people complain about and why would 400ms
    be an issue if every character gets that same treatment plus with frame advantage/disadvantage you can
    still get hits in wouldn't you. Those 400 ms lights give characters an opportunity to start a mixup.

    This is why people like you don't see the bigger picture next time think more clearly about it.
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  8. #18
    Originally Posted by LightUpTheEyes Go to original post
    Lol it's hard to stay away from this game isn't it?
    Leaving this game is not as hard as you think, I stopped playing this game in August of 2019 after they nerfed the Shinobi into the ground in Patch 2.11, they made the hero unplayable so I lost trust in the developer's ability to properly balance heroes.

    It's been about a full year since I played For Honor and the developers still haven't done a single thing to make the Shinobi more viable.

    The Shinobi just keeps getting worse while they introduce new heroes with more advanced feats and damage.
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  9. #19
    King_of_Xibalba's Avatar Senior Member
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    Feb 2020
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    Mérida, México
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    865
    Phew! Raime is playing again that´s good

    As I previously posted, my win ratios are increasing with ccu, but this is not enough for me to fully like it.

    maybe if they raise the deflects dmgs, correct the nonsense damage values, and check some unnecesary nerfed feats /perks, I could support the ccu fully.

    I think I missed some games that were slow but more strategical, I feel that before the game needed a more strategic approach in combats, more mind games.

    Oh well, lets see the next patch .
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  10. #20
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