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  1. #1

    Warden Rework

    I've made a thread about tweaking Warden's Light Attacks and I consider those changes as must do and a bare minimum, but now I think I am ready to concoct a full suggestion.

    Version 1:
    • Zone attack cost is decreased from 60 stm to 55 stm (or better 50 stm).
    • Warden now can chain a Light Attack after a Zone Attack. Light Attack can be followed by Shoulder bash.
    • Warden now can chain a Light Attack after a starter Heavy Attack. Light Attack can be followed by Shoulder Bash.
    *This is instead of the Testing Grounds changes featuring Shoulder Bash following after Zone and Heavy attacks. Will improve both his swordsmanship and his flow at the same time*

    • The confirmed Light Attack after a Crushing Counter deals 10 dmg instead of 13 dmg for a total of 30 dmg instead of 33 dmg.
    • Top unblockable finisher's damage is decreased from 34 to 32.
    • Top unblockable finisher also blinds the enemy if it lands.
    *This will force the enemy to parry the top unblockable more often, leading to more consistent usage of Crushing Counter. And will give a nice bonus of blinding the enemy*

    (The blinding effect is an effect that Lawbringer and Gladiator inflict that hides indicators for a short amount of time).
    • The first side Light Attack deals 12 dmg instead of 10 dmg, and the Light Attack that used to deal 5 dmg now deals 3 (or better 4).
    • Warden gets [Light - Light - Light] chains.
    • If the finisher (3rd) Light Attack isn't a part of double light, it can't be followed up by Shoulder Bash.

    In the other thread I suggested to make either this
    Originally Posted by FixWardenLights Go to original post
    Leave the double side lights to Vortex, i.e. make it available only after Shoulder Bash and speed up all 600 ms lights to 500 ms.
    So his lights will be as following:
    500ms right side light -> 500ms left side right and vice versa;
    500 ms right side light -> 500 right side light, same with left side/But if it's after a shoulder bash, then it will be double lights instead.
    And of course, 500 ms top light -> 500 ms side light.
    .
    Or this
    Originally Posted by FixWardenLights Go to original post
    Or maybe just make double side lights mixable with another light attack.
    E.g:

    Double side light -> Top light
    Top light -> Double side light
    Double right side light -> left side light
    Double left side light -> right side light
    Double left side light -> left side light
    Double right side light -> right side light
    Left side light -> Double right side light
    Right side light -> Double left side light
    Left side light -> Double left side light
    Right side light -> Double right side light
    In this thread however the first variation gets another Light Attack.
    Where in the second variation, he didn't have 3 Light Attacks chains, but double lights were considered as one attack. But that was just a required minimum in my opinion, so in this thread he gets 3 Light Attacks chains instead: so he can do both [Top Light - Right Side Light - Left Side Light] and [Top Light - Double Side Light] chains for example.

    Pick either variation. The first one would be more powerful, but less fancy. The second one - vice versa.

    The rest of Testing Grounds changes go unchanged, i.e:
    • Back dodge Shoulder Bash is removed.
    • Warden takes the step forward when feinting the Shoulder Bash.
    • Better trajectories on his Zone and Heavy attacks with Zone Attack having its recovery time reduced from 1000 ms to 500 ms.
    This is optional:
    • Finisher side heavies are 900 ms unblockable (if you think that it's necessary for 1vX, then go for it)
    • Finisher heavy attacks can be followed by Shoulder Bash.
    • Valiant Breakthrough can be followed by Shoulder Bash (or maybe change that for light attack that can lead to a Shoulder Bash too).

    [So, basically fix his lights and instead of the Testing Grounds' side Heavy Finishers with dubious trade-off (unblockable vs speed) give Warden a third Light Attack to his [L - L] chains and a blinding property on his top unblockable Heavy Finisher and instead of a Shoulder Bash after Zone and Heavy Openers give him a light attack after both Zone and Heavy Openers that can chain into a Shoulder Bash.]

    Version 2:
    Same as Version 1, but:
    • Shoulder Bash speed is increased.
    • Shoulder Bash now costs 14 stamina (from 12).
    • Finisher Light Attack is undodgeable and deals 16 dmg.
    • [Heavy Attack - Light Attack] and [Zone Attack - Light Attack] are extended to [Heavy Attack - Light Attack - Light Attack] and [Zone Attack - Light Attack - Light Attack].
    • Warden can't feint LV1. Shoulder Bash by cancelling it into a Guard Break. He can still feint LV1. neutral Shoulder Bash.
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  2. #2
    Maybe give him a crushing counter on every openers lights attacks but without the second confirmed?
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  3. #3
    Originally Posted by FixWardenLights Go to original post
    I've made a thread about tweaking Warden's Light Attacks and I consider those changes as must do and a bare minimum, but now I think I am ready to concoct a full suggestion.

    Version 1:
    • Zone attack cost is decreased from 60 stm to 55 stm (or better 50 stm).
    • Warden now can chain a Light Attack after a Zone Attack. Light Attack can be followed by Shoulder bash.
    • Warden now can chain a Light Attack after a starter Heavy Attack. Light Attack can be followed by Shoulder Bash.
    *This is instead of the Testing Grounds changes featuring Shoulder Bash following after Zone and Heavy attacks. Will improve both his swordsmanship and his flow at the same time*

    • The confirmed Light Attack after a Crushing Counter deals 10 dmg instead of 13 dmg for a total of 30 dmg instead of 33 dmg.
    • Top unblockable finisher's damage is decreased from 34 to 32.
    • Top unblockable finisher also blinds the enemy if it lands.
    *This will force the enemy to parry the top unblockable more often, leading to more consistent usage of Crushing Counter. And will give a nice bonus of blinding the enemy*

    (The blinding effect is an effect that Lawbringer and Gladiator inflict that hides indicators for a short amount of time).
    • The first side Light Attack deals 12 dmg instead of 10 dmg, and the Light Attack that used to deal 5 dmg now deals 3 (or better 4).
    • Warden gets [Light - Light - Light] chains.
    • If the finisher (3rd) Light Attack isn't a part of double light, it can't be followed up by Shoulder Bash.

    In the other thread I suggested to make either this

    Or this


    In this thread however the first variation gets another Light Attack.
    Where in the second variation, he didn't have 3 Light Attacks chains, but double lights were considered as one attack. But that was just a required minimum in my opinion, so in this thread he gets 3 Light Attacks chains instead: so he can do both [Top Light - Right Side Light - Left Side Light] and [Top Light - Double Side Light] chains for example.

    Pick either variation. The first one would be more powerful, but less fancy. The second one - vice versa.

    The rest of Testing Grounds changes go unchanged, i.e:
    • Back dodge Shoulder Bash is removed.
    • Warden takes the step forward when feinting the Shoulder Bash.
    • Better trajectories on his Zone and Heavy attacks with Zone Attack having its recovery time reduced from 1000 ms to 500 ms.
    This is optional:
    • Finisher side heavies are 900 ms unblockable (if you think that it's necessary for 1vX, then go for it)
    • Finisher heavy attacks can be followed by Shoulder Bash.
    • Valiant Breakthrough can be followed by Shoulder Bash (or maybe change that for light attack that can lead to a Shoulder Bash too).

    [So, basically fix his lights and instead of the Testing Grounds' side Heavy Finishers with dubious trade-off (unblockable vs speed) give Warden a third Light Attack to his [L - L] chains and a blinding property on his top unblockable Heavy Finisher and instead of a Shoulder Bash after Zone and Heavy Openers give him a light attack after both Zone and Heavy Openers that can chain into a Shoulder Bash.]

    Version 2:
    Same as Version 1, but:
    • Shoulder Bash speed is increased.
    • Shoulder Bash now costs 14 stamina (from 12).
    • Finisher Light Attack is undodgeable and deals 16 dmg.
    • [Heavy Attack - Light Attack] and [Zone Attack - Light Attack] are extended to [Heavy Attack - Light Attack - Light Attack] and [Zone Attack - Light Attack - Light Attack].
    • Warden can't feint LV1. Shoulder Bash by cancelling it into a Guard Break. He can still feint LV1. neutral Shoulder Bash.

    Honestly I'm fine with Warden having better mixups and better stamina and chains but if he does his damage on his attacks needs to be lower down.
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