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  1. #1

    "Some suggestions to improve Lawbringer" thread summary (he needs some buffs)

    Hi everyone!

    I've been monitoring the activity in my previous thread called "Some suggestions to improve Lawbringer" (you can find the link to the original thread at the end of this text) for a long time now and it seems that everyone who wanted to write a comment about it did, therefore a don't see more activity around my thread. Because of this I decided to summarize the ideas in there therefore giving some ideas and general directions for the developers when they decide to work on Lawbringer. I'm also doing this because I saw quite a lot of threads and thoughts concerning Lawbringer here on the Forums in the past weak or two, so it's clear that a lot of people are interested in a Lawbringer rework.

    So, let us begin!

    MY SUGGESTIONS: Aim: give Lawbringer more options to adapt to more combat situations and different heroes more easily, there fore making him more dynamic and less static.


    Core changes:

    1. New attack chains. My main problem with LB is that he don't really has any kind of chain-pressure and pressure from neutral, because of his attack pattern. This needs to be changed for sure. LB needs to feint a lot of attacks and therefore he can't keep the pressure on his enemy. His flow is not the best and he can be easily disabled, however on paper he is the disabler. He needs new attack chains to "mend" these problems. In my original thread I said that he needs to have the ability to preform two lights in a row, however after a bit of thinking I realized that it's not that necessary, at least not in all of his attack chains. Since he is a hybrid (probably hybrid between vanguard and heavy) I think that he should have a combination of two and three hit chains. These wouldn't require new animations which is a bonus because it takes less work for the devs so it is easier to implement into the game. These are the following:
    - Light + Light: light chain starter is his current one, light finisher is 500 ms, 13 or 14 damage and undodgeable (undodgeable will be important later).
    - L + H: light chain starter is his current one, the heavy is the unblockable finisher (this would make him access his unblockable easier, therefore he could force a reaction out from the enemies more frequently).
    - H + L: heavy chain starter is his current one (maybe dealing 27 damage instead of 24 but it's not that necessary if the devs implement my other suggestions); light finisher is 500 ms, 13 or 14 damage and undodgeable (since shove can be accessed after any heavy this could translate into a good 50/50 mix-up because according to my version of LB the shove is 500 ms so it is either shove + light for either 9 or 13 damage (depending on attack direction) or the undodgeable light for 13 or 14 damage).
    - H + H + L: the heavy opener and follow-up are his current ones, the light finisher is 500 ms, 13 or 14 damage and undodgeable.
    - H + H + H: this chain should be kept as it is.

    2. Better hit-box. In For Honor Lawbringer has what is seemingly one of the longest weapons in the game, yet LB's range does not that good at all. So the hit-box of his heavies and zone should be wider to clear more minions per swing and hit multiple enemy heroes in ganks if they are close to each other.

    3. A new soft-feint option. Whit this new move LB will be able to soft-feint the startup of every unblockable heavy finisher into a dodge, therefore into a shove. This would definitely improve the character's flow in combat, which is greatly needed to make Lawbringer more flexible and viable in every combat situation (duel and team fight).


    Positive changes:

    1. Speed up shove to 500 ms. Every non-chargeable bash in the game is 500 ms if I know it correctly except shove (and HL's kick), which is 600 ms. This is a bad design choice, especially now, since the HA from shove was removed. Shove was designed with HA in mind right from the get-go, but because they removed it the move lost it's core aspect. Because of this shove is almost useless and flawed, highly predictable and reactable from a dodge. To give an example: a LB (by using shove) can't prevent a JJ from doing his light follow-up after his dodge attack, this attack will hit the LB before the shove could hit the JJ (although the LB dodged the dodge attack). I have experienced this many times. Also, if you predict Gryphon's neutral bash you can't punish it with a shove because Gryphon will interrupt it with his light follow-up. A 500 ms shove would also contribute to a good 50/50 together with LB's new attack chains (mentioned above).

    2. Give HA to top heavy unblockables. This would improve LB's team fight capabilities and would guarantee the top unblockable after a light parry, because others can't interrupt you (same as Gryphon).

    3. Allow LB to access shove after a zone attack. This would provide him with better flow.

    4. The zone attack (both the standard one and Make way) should cost 40 stamina instead of 60. Better stamina management is always a good thing. It allows LB to preform a higher variety of mix-ups.

    5. Speed up long arm to 900 ms (it is 1000 ms now), make it feintable and improve the recoveries after a miss. This would give LB the option to initiate pressure from neutral, which would contribute to the offense oriented play style of post CCU For Honor.


    Negative changes:

    Of course I don't want LB to become a "monster". I think I'm quite reasonable and my suggestions so far are grounded in reality. If all of these changes would make it into the game without anything to counter-balance it, LB would be too strong. So my suggestions in this regard are the following:

    1. Impale is only guaranteed on a light parry, no longer on a heavy parry.
    2. Impale after a parry (only after a parry) should cost more stamina (10-15% more).
    3. Long arm should guarantee an UNSAFE (hitting the wake up armor) light instead of an unsafe heavy.
    4. Light riposte should deal 10 damage instead of 12.
    5. Shove + light finish your chain and leaves LB in frame-disadvantage.


    SUGGESTIONS OF OTHERS:

    Others who participated in the conversation (I would like to say thank you for them) suggested thinks like HA on the Longarm (without being feintable) or on follow-up heavies. Some would like to see HA on shove make a return and others suggested that he should have increased damage. (Keep in mind that it's not necessary to implement every single of these changes into the game, I'm just writing them down so the devs can see that there is clearly some interest in reworking LB among the players of For Honor.)
    If you would like to see this suggestions in more detail you can find the link to the original thread below.

    I think that's it! I think that at this point I did everything in my ability to make a Lawbringer rework happen. So I'm not going to write about him in the near future.

    The purpose of this thread is to offer some ideas which could make my favorite hero Lawbringer a bit better and also to make the developers see that a lot of people would like to see him reworked. I truly hope that they see this and they will consider using some ideas mentioned in this tread when they decide to work on LB.
    I whish the best for you developers! Feel free to take the time needed to deliver some amazing reworks (Aramusha, Highlander, Shinobi and of course Lawbringer) nobody is in a rush.

    If you have any thought about all of this feel free to add them below, just please be reasonable and polite about it. Please up-vote this if you can. Thank you!

    The link to the original thread:
    https://forums.ubisoft.com/showthrea...ove-Lawbringer

    Thanks for reading, have a nice day!
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  2. #2
    Hi. Everything is good except for the long arm)
    The things lb really needs are: shove from neutral (even 600ms will be good). Speeding up shove will turn LB into conq 0.75. HA on shove was cancerous. Good they got rid of it.

    HA on top heavy finisher - yes. It will be good.
    Also, instead of HA maybe add a softfeint into stunning light that comes from left or right? The light dont start a chain.

    Longarm: make it not feintable, but softfeintable into undodgeable light that comes only from one direction. And the light ends the chain and puts LB into frame disadvantage.

    Impale on heavy parry: make it not guaranteed but fast and blockable. Or make it guaranteed only on light parry. small arenas are always favourable for the lb.
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  3. #3
    saskamon

    I'm glad that you like this ideas! You also made some interesting and reasonable suggestions. The more we can gather the better because the devs will have a larger pool to choose from, when they decide to rework LB.
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