Unsure if you guys are aware but Ubi has been recently been making a bigger push towards being more informative with their game. So far they have released a short video for each hero featuring FreezeYT making the guides, a video explaining Dominion and how it works both of which are on the youtube channel called "gameplan" https://www.youtube.com/c/UbisoftGameplan/videos
They have also released a page explaining some common terms used for the game: https://forhonor.ubisoft.com/game/en...minology-guide
Now, over on the competitive reddit they have a Q&A thread perma stickied where you ask general questions. Not everyone has a reddit account or simply doesn't want to interact with the competitive side of things for one reason or another. So with this thread i'm going to attempt to do what I always wanted to do since I started being active on forums. Be a bridge to help and inform players if I can. I myself am not a competitive player and thus I cannot say I speak for the competitive community. However, I'm VERY enthusiastic about the game and pride myself on understanding how it works. Plus typically my opinions/feelings usually align with competitive players. SO please feel free to ask your questions here.
I will do my best to answer. I am not on here as often as I once was and I clearly do not know everything. I will still try to answer or at least seek out and ask someone I know who will know the answer. If I can help just a single person understand something or help them with their gameplay in some way this thread will be a success for me.
I am very curious about these infos, and will check them as soon as I find the time.Originally Posted by Knight_Raime Go to original post
Let me ask a noob question: in the comp community's opinion, which heroes count as viable picks for comp duel? I am following Barak, I think I have a good grasp on which ones are chosen, but I would really like to know if the viable picks list is indeed as short as I think (in Diamond, I see more variety).
Those would be (in no particular order,) Conq, Warden, warmonger, warlord, BP, pk, Centurion, shaman, nuxia, zerker, LB, gryphon, nobushi, and technically tiandi/glad.Originally Posted by Goat_of_Vermund Go to original post
Some of these are obvious picks. Nuxia has access to 400ms chains that can't be dodged from several instances and traps punish most option selects in the game and allow her to semi comfortably fight some of the best heros like Conq and Warlord and BP. Her real weaknesses is pretty much poor defense.
LB, Tiandi, and glad are pretty much only relevant because of their strong defensive capabilities. Shinobi could be argued to be considered viable because of this. His kick is also fairly hard to punish but is pretty useless all things considered. He's just so awkward to play at a functional level it's not really worth considering him for really anyone.
Gryphon has pretty alright defenses but a much better mix up than any of those I just talked about. Which in combination with his redonkulous out of lock punishes on poorly times rolls sort of makes up for his bad neutral play.
Pk's mix ups are prone to option selects pretty heavily. However if she manages to get you bleeding hitstun forces the person option selecting to pick one of two timings to OS on preventing her from being shut out. That in combo with the damage she puts out on defensive punishes like her dodge attack plus bleed and her special gb punish makes her quite terrifying. She just struggles to get going.
Finally Nobushi's case is a weird one. One thing that really matters is if you can consistently react to her kick or not. If you can it significantly effects her offensive capability. If you can't she has good offense. But even if you can react to her bash she's not bad from a defensive standpoint. Hidden stance option selecting is still very potent. Just not completely safe since it's gb vulnerable. You can parry with her back light as an option select which let's her keep space and keep it relatively safely. Since it procs bleed it's also one of the highest punishes off of a heavy parry that doesn't involve a knock down or a wall.
Any hero not mentioned is basically a throw pick as they have two many flaws in their kit to really compete.
I´m aware of the gameplan videos I congratulated personally with a mesage to freeze which he kindly answered me, I explained him the efforts of the for honor official forums community and the jokes/sugestions I did since I´m here about how he was needed to be included in the payroll. He has a twitch too he is cool and chill.
Maybe also you raime should work for them who knows? I already said that lol, In fact the same threads and posts when I sugested to UBI devs the inclusion of Freeze I pointed them at you also.
That would mean I'd need to keep a level of professional courtesy when interacting with anyone which I wouldn't be able to promise. Plus Freeze does actual leg work. I don't do much testing anymore. I'm basically just a repost bot that you can interact with.Originally Posted by MayanKingGaming Go to original post
haha I know man, but you know a lot too, maybe as a consultant tester or something.Originally Posted by Knight_Raime Go to original post
Sorry I didn't catch this post.Originally Posted by MayanKingGaming Go to original post
It's my opinion and I think some of the comps opinion to standardize renown gain. Health I don't think needs normalizing and I haven't heard anyone from the comp community ask for that. But something they could potentially do to help the sustainibility for all classes is bake both revenge attacks and body count into traits everyone has. That's more my opinion than comp though. There's not been a lot of talk about those ideas.
I'm not going to give any definite answers for assassins on the comp side because I don't believe anyone there has a strong opinion on them as a whole or it's not really discussed as often as other things.
However we seem in agreement that something should be done with guard states as a whole. Ideas range from giving everyone standard guard to reducing the decay rate or what makes reflex guard decay. People like myself were wanting standard guard to drop for the duration of dodging to remove the ability to dodge and block at the same time.
I'm not the best authority to ask about assassins as I don't really play as them. But at this point in time I don't think the issues that effect them are entirely specific to them and are more game wide problems. And that the only two assassins that are actually in need of dire help are shinobi and orochi.
well is totally understandable that you won´t give a definitive opinion, this is a somewhat complex matter, I think dropping the guard for the duration of the dodge is an interest concept, yeah I would like that.
Yes the game classes are confusing , oh well I would like at least more stamina in exchange of less health and maybe doubling the time to refresh the reflex guard.I don´t think standardizing the health is needed, just more stamina depending on the char. some more some less (glad hmmm maybe nothing for him)
For all heros who haver superior block on dodge sans Conq they can just have the guard drop for a portion of the dodge rather than the entire thing. Conq shouldn't have Superior block on dodge. Zhanhu, kensei, tiandi all get situational punishes with it as is so them retaining it is fine. And Valk's guard already does drop for a portion of it and retains Superior block still. She's kind of the model i'm looking at for a good example.Originally Posted by MayanKingGaming Go to original post
Increasing stamina pools is something i'm not against. The problem with reflex guard is how it works mechanically. You can't refresh the guard until it's decayed. And because it takes time for the guard to show up once you switch it trying to block multiple attacks that happen right on top of each other is rather difficult. If I say, require 2 attacks to force the guard down that might have some funky interactions with external blocks. If they increased the block window for reflex so it can external block better that might also cause some input clunkyness. The "easiest" solution is to just make reflex guard as a whole decay slower. But this doesn't solve all of the problems. If they just make the guard appear after switching instantly like how standard guard works we might run into past problems as well.
There's just not a simple solution to tackle it's issues as a whole and i'm pretty sure that's why the devs have just flat out said they won't be messing with guard states at all.