🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #21
    Originally Posted by MrBdur Go to original post
    I can perform better with Zerk in duels than some of my mains and I have 3 reps on zerk. I barely know him.

    That's where my opinion comes from. If the game becomes too easy due to hero selection, then the hero is too strong. If the game becomes more difficult, then they are too weak.

    The game shouldnt change in difficulty based on hero selection. Knowledge of an individual hero should be the only thing changing game difficulty. Obviously if you suck with a particular hero, that's on you.

    To suddenly "jump" in skill just by selecting a different hero? That's how I know when a hero is too strong (or too weak).
    Originally Posted by Wyrd9- Go to original post
    Aramusha
    C'è questo problema su Aramusha, con Ring the Bell: è un'opzione di selezione rotta contro qualsiasi attacco in carica su neutrale. Quindi, in pratica, Cent, Shugo e Hitokiri sembrano essere fregati in 1v1 da questa abilità.

    Berserker

    ("Developer’s comment: These changes normalize all of Berserker’s neutral light attacks, giving them all the same utility.") Thank you, you have done well.

    Buon lavoro con il Berserker, se ti aiuta ti lascio anche qui questo link da r/CompetitiveForHonor,:
    https://www.reddit.com/r/Competitive..._opinion_also/



    I disagree with what you wrote for the Berserker, removal of Hyperarmor from Light attacks.
    HA it is essentials for him not to be a punching ball who get interrupted as soon as he try something.
    The only ones complaining about this, are the childish people who want to nerf Berseker to get easy wins.
    Originally Posted by MrBdur Go to original post
    Untrue. The ones complaining are the ones who play lots of duels where Zerk is just too strong.

    He needs to get nerfs to his HA while getting more 4v4 tools.

    Zerk doesn't need HA to avoid being interupted. If that were true, every hero would need HA to avoid getting interupted.

    Taking HA off of lights may actually help land heavies. People will assume feinted heavies = light attempts and you could just HA heavy through when they try to interupt. It would create better mixup potential since they could be used as bait more easily.

    In all honesty though, the way to fix Zerk while not actually changing his HA at all is to make hard feints end the chain. No more heavy opener feinted to heavy or light with HA. If you feint, your next attack does not get HA.

    The feint to light is still fast enough to catch people and get back to HA but it also opens up the possibility to shut down his crazy 1v1 offensive pressure.
    I would say assassins in general all should have the edge in a 1v1. And have less tools in 4v4 fights. Their meant to 1v1 not 4v4. They should have tools but not to where their like a heavy and can hit multiple enemies at once with big unblockable dmg. Zerkers unblockable is enough. It creates a lot of pressure so u can GB. I personally never needed an unblockable for external pressure just feint GB's and catching them on recovery from an attack. If I can make due without, that should be enough. Especially for an assassin.
     1 people found this helpful
    Share this post

  2. #22
    Originally Posted by MayanKingGaming Go to original post
    aramusha is interesting, what I don´t like is the excess of dodge attacks, when asassins like PK have clunky dodge attacks, I think most changes are interesting but dodge attacks for heavies is in my opinion too much, Only zhanhu were in need of better dodge attacks, glad for example is an already good character im not sure if so many changes in flowing are needed for him,in comparison with these changes nobu and pk changes were not that great it seems.

    heavies just have everything it appears, asassins are still and will be behind of them in every criteria, even dodge attacks and flowing.
    Exactly. There is no reason heavies should have better dodge attacks then assassins who are lighter. And it takes away the distinction and makes assassins feel useless when facing these opponents who have more health, more dmg, and better dodges🤯 and as well as better combos/attacks than assassins. And how many assassins dont have 1 undodgable so heavies are dancing around them. I can understand a hybrid makes sense that they have a dodge attack. But not Hito just no.
     3 people found this helpful
    Share this post

  3. #23
    Can we try this with duel and you may understand why shugoki trash now
     1 people found this helpful
    Share this post

  4. #24
    after 1 interrupt / disabling (after remove hyper armor) almost all stamina is gone. What's the problem with shugoki oni charge ?
    Share this post

  5. #25
    Overall I love the shoguki but can you lower the damage to 15dam on demon embrace because its spammable. His headbuts are ok but they need to do 8dam rather than 10dam just my opinion tho. Overall I love the character.

    JJ is way too safe you need him to be more open so we can punish him more. Also turn down the dam a bit on heavy.

    Hito is just spammable she needs more stamina cost and needs more guardbreak Vulnerability on her dodge attack. I mean her dodge attack is a heavy so I don't understand why.

    Love Glad but was the 10dam toe stab really necessary. Also give my boy some armor.

    I expect Berserker to get nerf. At least no hyper armor on light attacks or more stamina cost. But it's fine.

    Zhanhu's Great love how much improved he is. He more aggressive and have different options in his playstyle

    Aramusha also needs more stamina cost and he feels a bit safe on his blockade. But hes fine

    Overall I love the characters but they need some adjustments.

    Also please do me a favor and rework Kenshi, Tiandi, Highlander, shinobi, Gryphon, Conqueror and Raider next.
    Share this post

  6. #26
    I do like the new moves for Shugoki but he still needs the soft feint demons embrace with hyper armor. He will just get option selected every time. That was the reason why people kept rolling away from charged heavies. Making the dodge forward heavy not very good in a 1v1.
    Share this post

  7. #27

    Testing grounds.

    Originally Posted by Turtes. Go to original post
    Nice, I liked the Shinobi rework the most!! DD
    I too enjoyed the shinobi rework... much needed and im glad they didnt waste time on other characters that were strong enough to wait... very smart 👌... i also enjoy how the devs lie and say they avidly talk to the community... if they did im sure 10 other things wouldve changed by now... i am very happy with the reworks dont get me wrong.. but he needs it more than anyone rn...
    Share this post

  8. #28
    Originally Posted by CursiveCoder978 Go to original post
    I too enjoyed the shinobi rework... much needed and im glad they didnt waste time on other characters that were strong enough to wait... very smart ��... i also enjoy how the devs lie and say they avidly talk to the community... if they did im sure 10 other things wouldve changed by now... i am very happy with the reworks dont get me wrong.. but he needs it more than anyone rn...
    But to be fair, Shinobi is probably a stronger duelist than most reworked characters. And he needs more work. Even Orochi is more of a priority than Shinobi.
    Share this post

  9. #29
    Some really promising changes in this patch. Will need some testing but just remember that no matter what the community thinks the buffs and nerf will apply to character that don't have at 50% W/L rate or make a fight not fun to play.

    Shigoki - 50/50 DE unblockable needed to be addressed. His new Dodge headbuts are a great addition. He makes for an interesting hero to play as and against now.

    Hitokiri - Interesting. Hito needed a bit more, his sweep rework now gives it a use. Forward dodge attack to chain was always needed to make him match other heros. I'm worried the addition of dodge attack to heavy charagters just promotes dodge attach on any visual cue. I've always thoguht dodge attacks to be to damageing considering the lack of risk involved. Currently heavy dodge attacks can be used to avoid 3 way directional attacks of any kind aswell as bashes meaning dodge attacked will land a heavy attack at risk of being parried for a light or dependant on hero, hard feint GB for heavy. Hito should either have a dodge that is a light to risk a light parry much like orochi, or take the damage nerf to a PK dodge attack. Having a dodge attack open intoa chain for a heavy is unreal and promotes Kensei like approach of 3 direction lights then dodge attacks on visual cue. I fear so much dodging attacks will make most fights just two heros twirling around constantly. Zone to chain is also unneeded. Currently fights feel like playing with Gryphon with low risk hight reward damage.

    Beserker - Looking at the changes they arn't so much as a buff or nerf but they try to allign his changes to other heros. I respect that, however as an already incredible hero he needs a deeper look. Fights with Zerk again heros like PK are completely one sided, soft feint gb should catch his dodge attacks. Hyper armour after a dodge attack delivers trade against deflects shouldn't still happen.

    JJ - Amends to his heavy finisher is great. Not much to be said on the rest, just good changes.

    Gladiator - Gladiators mixups were already huge. He doesn't need more, he's just a complex hero to get good with but master of glad win almost every game. Superior heavy would be nice to stop excessive heard feint to lights. But with new changes Glad will be a menace to 1v1 duals now. Especially against heros without side attack/bash.
    Share this post

  10. #30
    Aramusha already has high stamina cost?
    Share this post