Yes, keep the 100ms hiding of Indiciator
No, remove the 100ms hiding of Indicator
Well said.Originally Posted by Rasboy29 Go to original post
Originally Posted by Rasboy29 Go to original post
Pretty weak argument. Something can be enjoyable but also objectively terrible. There's a reason why things like B rated movies have their own cult followings despite B rated movies being considered trash.
The devs attempted hero specific fixes to try and make the game better for most of it's life span. It wasn't good enough. If the devs didn't make general game changes we'd still have dumb stuff like:
-Revenge bashes knocking people over
-Parrying an attack and not being able to punish because of distance
-People simply turtling up when their health is critical because health regen would prevent attacks from finishing you off
-Getting instant killed because someone landed a single parry and could GB you to toss you off a ledge
-Not being able to dodge a bash you could react to because your dodge distance wasn't enough to move you out of the way
-Not being able to guard switch on reaction to block basic attacks because guard switch times were not standardized
-Unlock tech plaguing the game
etc. The game was very janky from the get go. Still is because basic mechanics like an input cleaner don't exist. Allowing people to do things like bash/GB option selects where they can parry you or GB/bash you at the same time.
I'll be honest here.
The entire CC update was too rushed. There are changes I greatly do not like. Some nerfs were harsher, than intended. Some feats became useless and not viable. Some warriors became useless in one or two game modes and not viable(sorry to say it like that, but PK is garbage in Breach. She can't kill pikemen!). It made me question, what to main. I wanted to main PK once, but not anymore. The more balance attempts are made, the more unbalanced the game becomes. And it will go on like that forever. Details are always... ALWAYS skipped. As for the pool, this should be definetly removed for the same reasons I read above. If someone is on the offense, I should play more defensively and try to counterattack. Offense with offense means trading blows. That is not how the game should look to me, for both reality and logical reasons. It's a dull and uninteresting button bashing game now.
I don't think rushed is a good word for it. Incomplete is a better statement. But from where i'm sitting aside from some weird character specific choices the only place I think they screwed up on was feat/perk balance or lack there of. But I've only myself to blame for thinking the devs would make a real effort to address these things. What you're wanting (i.e people take turns and go back and forth on who is offensive and defensive) is also what the devs want. It's why the stamina system exists to begin with. And the devs added in the frame advantage/disadvantage system in order to preserve this since stamina wasn't going to be the main factor anymore.Originally Posted by Empire_880 Go to original post
In my experience there is still back and forth. People are just more eager to attack now that they're not going to be severely punished for attempting to take a turn. Mashing does occur. But it's not a sustainable way to play from my experience. I'm not even a top tier player and mashing stopped being a regular thing for me after a few weeks of ccu went by. The systems set in place actively discourage blindly mashing if the opponent they're fighting uses them properly. Some heros can "mash out" better than others. But i'd say that's more a symptom of hero design than game design. I didn't witness any hero that was already good sky rocket in strength. And the CCU did make more heros viable. So I consider the patch a win even if it has some flaws/didn't address everything.
I've been playing For Honor on console since release, and just started playing For Honor on PC 2 nights ago.
I can say with great confidence that the biggest issue in balancing this game comes from the differencea between the 2 versions of For Honor and the devs attempting to please both communities.
On Console, light spam has always been, and still is, an issue.
On PC, the biggest issue is how easy turtling is.
Those 2 major issues are complete and total opposites. To fix them, you would quite literally need 2 different games.
I think balancing will become easier once For Honor gets its next gen upgrade as console and pc will be closer than ever in performance standards.
That's just my personal opinion. Knowing Ubisoft however, they always find ways of surprising us with strange, mind boggling, "nobody wanted this" kind of changes.
Fingers crossed for Next Gen Console For Honor.
This is proof that some people fight so poorly that you don't even need eyesight to beat them.Originally Posted by Lord.Warden. Go to original post
The CCU has made the disparity between some heroes more extreme, but overall it's been a positive change in my experience.
Main thing I notice is how much easier it is to catch people with raw heavies when they're expecting a light, and 600 ms lights are an absolute joke. I revisited story mode to play with a friend recently, and I was accidently parrying Warden lights (still 600 ms in story mode), because my brain kept thinking they were heavies (700 ms indicator post CCU in MP). So I think just from an experience perspective, reverting the changes would reintroduce staring competitions like never before because so many players would realise how easily they can parry 500 ms lights now.
I'm sure there's small adjustments that can be made here and there that would service the overall experience a lot more than completely reverting the CCU changes. A complete undoing seems like a really bad idea to me.
So you are telling me if the 100ms did not exist, he would be able to pull this off? Yeah, didn't think so.Originally Posted by Goat_of_Vermund Go to original post