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  1. #11
    Originally Posted by LightUpTheEyes Go to original post
    .

    Environmental hazards on the other hand were way too many in numbers and stupid easy to get. High Fort still has this problem on C and everytime that map is picked you can rest assured there will be a Warlord unlock running around being a big bowling ball which is a whole other problem all its own.
    Yeah I thought high fort was gonna be my favorite when I first started. Than I realized there are some kids just far superior and their charactors are designed just for that special occasion. Its still a good map but sometimes that guy shows.
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  2. #12
    Originally Posted by LightUpTheEyes Go to original post
    That's not really true. I don't have a problem with drop attacks, they're extremely situational and hard enough to land as it is with a high risk of death unless you coordinate with a teammate and have him gb the dodge and pray the opponent doesn't have a dodge attack to negate said guard break.

    Environmental hazards on the other hand were way too many in numbers and stupid easy to get. High Fort still has this problem on C and everytime that map is picked you can rest assured there will be a Warlord unlock running around being a big bowling ball which is a whole other problem all its own.
    Theres nothing wrong with drop attacks in general but there should at least be an algorithm where jump damage is calculated by jump distance. Let the big ledges land 1 hit kills but with the small ones theres hardly any window for dodging or reacting especially when getting ganked. It sucks already you're getting 1v3'd and getting one hit killed in a split second is just the cherry on top. Plus with this algorithm the devs can play around and add more creative and strategic ledges that aren't an *** to deal with.
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  3. #13
    Which maps are your issue? All the small ledges are hardly ever even an option. I think youve all gone bananas
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  4. #14
    Originally Posted by kamakazimerc Go to original post
    Which maps are your issue? All the small ledges are hardly ever even an option. I think youve all gone bananas
    Beachhead and Sanctuary bridge, but this is more about implementing the algorithm I mentioned.
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  5. #15
    Not even, both those map locations are only used when you physically knock somebody off and than procees to jump at them like a wild animal. Which is the best way to leap off for a kill. It's more filling.
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  6. #16
    Originally Posted by kamakazimerc Go to original post
    Not even, both those map locations are only used when you physically knock somebody off and than procees to jump at them like a wild animal. Which is the best way to leap off for a kill. It's more filling.
    They're also used in gank situations, you don't have to be knocked off for the jump attack to land.
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  7. #17
    Originally Posted by LightUpTheEyes Go to original post
    That's not really true. I don't have a problem with drop attacks, they're extremely situational and hard enough to land as it is with a high risk of death unless you coordinate with a teammate and have him gb the dodge and pray the opponent doesn't have a dodge attack to negate said guard break.

    Environmental hazards on the other hand were way too many in numbers and stupid easy to get. High Fort still has this problem on C and everytime that map is picked you can rest assured there will be a Warlord unlock running around being a big bowling ball which is a whole other problem all its own.
    Each map for the most part has a zone where environmental kills are a significant risk, (this includes drop attacks.) Maps like highfort are still chosen competitively in part because you can choose to avoid said point. I don't think Highfort is a problem. I think maps like gauntlet and harbor are a significant problem because of how prevalent drop attacks are in both. Regardless, The problem isn't just the frequency or lack of for some maps for drop attacks. It's that you can fully kill someone regardless of drop distance while risking little if anything to do so. Drop attack damage should be determined by risk to the person doing said attack.

    I.E if you want to fully 100-0 someone with a drop attack than the drop should be able to OHK you at full health as well.
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