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  1. #1

    Peacekeeper buffs past CCU

    The Kit

    1. Make every succesful Peacekeeper heavy attack instantly take off the bleeding HP part. For example, if the 16 damage Top Heavy Opener hits someone who has 12 bleed on them, it should deal 28 damage and remove the bleed (and after that, a deep gouge may follow of course). This would help a lot with both executions, finishing off a dying opponent quickly, and since bleeding opponents are usually dying to someone else, it would also help with killing blows for better renown gain. At the same time, it is not a damage buff.

    2. Make Dagger Cancel, Dashing Thrust and Sidestep Strike a chain opener. Dagger Cancel this way could be a fair mixup tool, and since it is always a top attack, it would be fair if she could chain from them. Dodge attacks should start chains because it is unfair she has like 1000ms recovery on miss, and if you do not parry them, I don't see a reason why she shouldn't continue with the chain.

    3. Make Top Heavy Finishers unblockable. With PK being the only hero now without any bash or unblockable, this change is pretty selfexplainatory. You might remove the guardbreak softfeint as compensation from the Top Heavy Finishers.

    4. Make the Zone's first part a Heavy Attack (no reason to make it give a light parry punish anymore, it is not faster than the usual). Make the Zone's second part feintable later in the animation, along with the window you have for the Dagger Cancel softfeint. Make the Zone's second part execute on contact like a normal heavy attack. Her zone went from broken to useless, this should be fixed.



    Feats

    1. Remove the following Feats: Conqueror (tier 1), Fiat Lux (tier 2), Catapult (tier 4) from Peacekeeper.
    2. Make the following feat available for Peacekeeper: Nailbomb (tier 4), Arrow Strike (tier 2).
    3. New feat: Sharp Edge (tier 1 passive): Every attack deals 1 addition bleed damage. The bleed damage triggers 2 seconds after it is inflicted.



    P.S.: And finally stop healing feats removing bleed damage, and remove that stupid Thick Blood feat. And Carthage should be burned down too.
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  2. #2
    King_of_Xibalba's Avatar Senior Member
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    I support this, UBI LOOK AT THIS.
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  3. #3
    Originally Posted by PapillonFlota Go to original post
    I support this, UBI LOOK AT THIS.
    Thanks! I hope at least some of it make it in the game. Playing her now can be very frustrating. I basically fish for drop kills now to be helpful at all in 4v4.
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  4. #4
    i like the thick blood perk feat its really the only thing that defends me from peacekeepers and other bleeding reliable characters
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  5. #5
    Originally Posted by LordSpyro598 Go to original post
    i like the thick blood perk feat its really the only thing that defends me from peacekeepers and other bleeding reliable characters

    Please, do not write here unless you have more than 95 IQ. Thank you!
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  6. #6
    Just because you tell me not to doesn't mean i wont thank you sir.
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  7. #7
    Gaser.'s Avatar Senior Member
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    Originally Posted by LordSpyro598 Go to original post
    i like the thick blood perk feat its really the only thing that defends me from peacekeepers and other bleeding reliable characters
    And what have you archived?

    Nothing you ain’t improving to deal with bleed you just take the get out of jail card and learn nothing.
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  8. #8
    They just need to switch the damage values around for her guaranteed bleed follow ups from heavies so her "meat and potato" light/heavy are actually usable. Her GB bleeds, and heavy cancel bleeds (I forget what they are actually called) are fine applying bleed the way they currently do. It's just her guaranteed heavy follow up's from regular opener heavies and dodge attacks that have completely messed up her being able to "fight." Instead now, all she can do is "apply bleeds and wait."

    So regular opener heavies should be 20 +1 + 3 (bleed), and chain heavies should remain as currently is 20 +1 +10 (bleed).

    Dodge heavies should be something like 15 +1 + 4 (bleed).

    The opener heavy/dodge heavy 3 bleeds should tick slower and last the same length as the chain heavy 10 bleed does. This should keep her enhanced light status up the same amount.

    Her dagger cancels and GB bleeds can remain the same.

    I understand roughly why her #'s sit were they currently do, because her overall damage output from opener heavy and dodge heavy for example is exactly in line with what other assassins opener heavies now deal with the generic CCU frame. The difference is basically almost half of her damage comes from DoT with the bleed. It shouldn't do this because it removes the ability to use core light/heavy mechanics in fighting, and hence you can't reasonably ever expect to get an execution off or in the case of thick blood in 4's it is laughably broken. Just switch the raw dmg #'s around vs bleed damage like I described and that should at least bring her somewhat back into the fold within the CCU changes.

    And yes, thick blood is an absurd feat. It shouldn't exist, but if it had to it should at least be an active feat in a nerfed state. 20 seconds active gives 75% bleed damage reduction, cures bleed when it goes inactive. 180 second CD. Pk's current state exemplifies how absurd thick blood is because with her #'s being so lop sided between raw damage and DoT bleed damage, she literally only does 13 damage heavy openers and 5 damage dodge attacks for THE ENTIRE MATCH. She is useless and lost the moment you see someone with this feat on the opposing team in the map loading screen. How laughable.
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  9. #9
    Originally Posted by FuncK_D Go to original post
    They just need to switch the damage values around for her guaranteed bleed follow ups from heavies so her "meat and potato" light/heavy are actually usable. Her GB bleeds, and heavy cancel bleeds (I forget what they are actually called) are fine applying bleed the way they currently do. It's just her guaranteed heavy follow up's from regular opener heavies and dodge attacks that have completely messed up her being able to "fight." Instead now, all she can do is "apply bleeds and wait."

    So regular opener heavies should be 20 +1 + 3 (bleed), and chain heavies should remain as currently is 20 +1 +10 (bleed).

    Dodge heavies should be something like 15 +1 + 4 (bleed).

    The opener heavy/dodge heavy 3 bleeds should tick slower and last the same length as the chain heavy 10 bleed does. This should keep her enhanced light status up the same amount.

    Her dagger cancels and GB bleeds can remain the same.

    I understand roughly why her #'s sit were they currently do, because her overall damage output from opener heavy and dodge heavy for example is exactly in line with what other assassins opener heavies now deal with the generic CCU frame. The difference is basically almost half of her damage comes from DoT with the bleed. It shouldn't do this because it removes the ability to use core light/heavy mechanics in fighting, and hence you can't reasonably ever expect to get an execution off or in the case of thick blood in 4's it is laughably broken. Just switch the raw dmg #'s around vs bleed damage like I described and that should at least bring her somewhat back into the fold within the CCU changes.

    And yes, thick blood is an absurd feat. It shouldn't exist, but if it had to it should at least be an active feat in a nerfed state. 20 seconds active gives 75% bleed damage reduction, cures bleed when it goes inactive. 180 second CD. Pk's current state exemplifies how absurd thick blood is because with her #'s being so lop sided between raw damage and DoT bleed damage, she literally only does 13 damage heavy openers and 5 damage dodge attacks for THE ENTIRE MATCH. She is useless and lost the moment you see someone with this feat on the opposing team in the map loading screen. How laughable.
    You basically lost the moment you picked her. You are playing a 14 years old girl against adults already. Thick Blood means you don't even get a weapon against them, in that case, you play the peasent girl with a kitchen knife about to be killed by armed soldiers/bandits.


    What you wrote down is not enough to fix her. She has no unblockables, no frame advantage on her dagger cancels, her zone is 500ms that is a light parry punish with a useless followup, her dodge attacks have 1000ms recovery (basically you can be guardbroken if they are dodged, while Shaman's faster dodge attack starts a chain), her forward lounge heavy has abysmal range (people now are able to roll from her). Her level 2 feat is either the useless Fiat Lux, Revenge Attacks which has minimal effect on anything, and Thick Skin which is a very small passive damage reduction buff (it even has internal cooldown if you are hit). Her tier 4s are very situational, very long cooldown feats you won't even unlock all the time. Add one of the weakest projectile feats, the once per game Sharpen Blade, and the walk out of it without serious damage Pugno Mortis, and you have a character with literally the worst set of feats in the game.

    What I wrote down is a bare minimum for her to be competent for her job. And even than, she will be bad for both ganks, anti ganks, team fights and clearing, but at least good for roaming.
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  10. #10
    MrBdur's Avatar Senior Member
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    Originally Posted by LordSpyro598 Go to original post
    i like the thick blood perk feat its really the only thing that defends me from peacekeepers and other bleeding reliable characters
    Spyro, you have a handful of incredibly controversial opinions that just leads people to believe you just started playing yesterday.

    In terms of balance, your voice won't amount to much if you don't actually know what you're talking about.

    Not trying to be rude, just saying that you will get nothing but negative reactions if you continue spouting off such naive statements.
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