What even was the point of slowing down lights?
In the CCU, Ubi slowed down all light attacks to a minimum speed of 500ms, this was done, from my understanding, to make them easier to see, and as such, block or parry,. Ubisoft then decided to put a visual buffer on all feints, Which means that if your inputs are as fast as possible, all light attacks after a feint are visually 100ms shorter, this means that all 500ms attacks are in practice, still 400 ms if it’s after a feint (which is incredibly common as it’s literally the most influential mechanic in the game, and all fights revolve around it) but worse still. Is that lights that weren’t slowed down have been improved by this change as well, and these problems are only dramatized on console, where the games fastest moves are nearly impossible to even block without predicting where it’s coming from. I understand the whole “read over reaction” design choice, but this is a bit much. I’ve played other fighting games, and in those, reads are supposed to be big brained decisions where you lay your cards on the table and call your opponents on their BS, you’re not supposed to be playing the game with a textbook open. It’s just a little much, especially considering how radical a change it is for for honor specifically which has been, save for shove mixes, exclusively reactionary.
1 people found this helpful