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  1. #1

    Ideas for Warden ngameplay and maybe some ideas to move out of the bash meta.

    First and foremost i know that because of the current state of the world some changes are really hard and i know that ubi just released the warden rework and announced seven other reworks. They are doing a really good job this year but like my last post i would like to give some ideas because this is my main and it pains me a little bit to see him in this state, even tough he is strong, even tough he can be fun i think he could be so much more. Again i love this game and i want to be as constructive as possible.



    As i watched the warrios den and saw what ubi did with Shugoki and Aramusha something popped on my mind that some of my friends and some youtubers and professional players said, that for honor needs to move away from the bash meta. In my opinion bashes should be in the most casess and safe some exeptions like the new gladiator toe stab, aramusha's new ring the bell and shugoki's new headbut. The bash itself should do some little dammage and advance the combo to a mix up, not confirming anything from your character but leading to the rest of your moves so the game can be more skill based but still fast. So having that in mind, when the situation on ubi side get better i propose a new testing grounds for even some of the characters that already got reworked to test this. It doesnt hurt to at least try something new right?


    The warden changes i propose using already existing animations or maybe new motion cap ones once ubi can do that again, would be to transform warden into a real swordsman and not the shoulderman. Lets begin by giving him a new lvl 1 bash animation and purpose, for the level one i sugest giving him the pomel tap animation from kensei. This new bash would give someting like 9 or 10 dammage and would not guarantee any follow up dammage from the warden, but from this he could choose to go straight to his unblocable heavy, try his luck with a light or do a zone that is 500 ms doing 16 dammage and is ublocable. This would do wonders to make the character more fluid and healthy on a 1v1 cenario but more useful in 1v2 or team figh cenario just like the new aramusha blockade. HIs level 2 bash would be the same just a delay to catch people dodging to early to and get a gb. The level 3 i propose either using a new animation for a murder stroke(hiting the oponent with the hilt of the sword) or using the warmonger impale animation but with one diference, this being that the warden would lunge foward like in his shoulder bash and impale the oponent with his sword dealing 30 or 28 damage. This move would have hyper armor and would be really useful to finish people off like gryphons hyper armor on ´parry and guard break. This would make warden diferent from warmonger and would be something more unique, because in this version he would be stil vulnerable if the move wiffs but if hits you can dispose quickly of a oponnent but you cannot execute from this move(i dont think you need to execute from this move but if you think it makes no sense why it shouldnt then i am all ears).

    Next would be his lights, warden has some really terrible lights so how about we give him normal 500 lights but with new animation for his combos? Like LR1 being the normal light then TR1 being a stab. Or LR1 being the animation of the double light but used like it was a normal two hits? Like light from the left then light from the right but its like the double light animation that he already has but split in two. Next thing i would love to see warden having crushing counters from all sides, because that is how a swordsman fights you atack and defend at the same time using the hilt of the sword as protection. So i propose lowering his CC damage to 20 or 22 but from all sides and not confirming another light. Next his heavys, they are almost perfect.In my mind the only thing i would change is to give them a more belivable and with less spins animation but the range and unblocable capabilities and the option to go straight into the bash(but with the changes i propose) would make him really fun to play.


    Now two more things that are more nitpicky i think. First to change his zone animation, is a bit too sloppy for a master swordsman. How about instead of him using one hand to do this massive arc, he uses both of his hands to do a nice, controled and fast horizontal cut? It would not be that big of a deal i think. And now for last for his dodge foward atack. How about instead of him lunging like he is about to trip on his legs, he puts the sword foward and lunges doing a stab like in the manuals?Since this move is fast i dont think it needs to be feintable but i am open to suggestions.



    Well this was my idea for the future to this character i love so much. Maybe this need a few tweeks and maybe something i let pass could make him too strong, but i am striving to keep him a adaptable character as he should be. Exeling at 1v1s but not being useles in 1v2 or team fights also giving him his own twist and making him more of a swordsman.



    Thanks for anyone that read trough all and sorry if my english is not that good, i hope this can reach some devs to give them new ideas. I dont want to do your work for them, i just want to inspire them to try new things for this game i love so very much.
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  2. #2
    Just posting because i dont want this idea to get lost into the limbo.I still think this should be at least a testibg grounds idea.
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  3. #3
    Gaser.'s Avatar Senior Member
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    Not needed.

    Also all directions crushing counters are a design mistake.
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  4. #4
    Can you elaborate?
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  5. #5
    Gaser.'s Avatar Senior Member
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    Originally Posted by ZeroRvs Go to original post
    Can you elaborate?
    Warden is kinda fine how he is, his design is pretty decent and he still kinda has his old nature in mind.


    All directions crushing counters are mistake in my opinion because of the fact that you can pretty much beat most pressure via just backwalking and throwing a light, most of the time the enemy won’t be in range to parry you but you can still crushing counter the attack.

    All directions crushing counters are a rather unhealthy defensive mechanic.
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  6. #6
    I understand your point but that is exactly kinda of statement that i want tilo go against. I dont want a character that is one of the poster boys of for honor to be just decent or just fine. I want to reach for is untouched potential in a new way, he will still be S tier but would at least in my mind be more fun, more skill based and more adaptable in his unique way(Wich is the gist of all vanguards, you want then to be simple but adaptable and really strong on the hands of a skilled player).

    Now about the crushing counter problem, i see the back walking CC being anoying and such(Altought i know there is a way to counter it). But the characters that most benefit from a CC used like that either have hyper armor on the next atack or in the case of BP the bulwark counter. Is not the CC itself that makes him anoying to deal, is what comes next (Almost like a mix up). Warden doesnt have neither, he doesnt have hyper armor or a counter to make a mix up. The only thing that he has after that light is another light(That can be beat up by another light or parry/block/deflect and so on) or a bash(That will be canceled if not timed correcly). So in warden especifc case i dont see him having CC from all sides as a bad thing, specialy if done as i said with no light after that being guaranteed and only 20 dammage. For me woukd make him more adaptable, more skiled and would make sense to his character(He beeing a master swordsman).

    Ps: I know he has his unblocable heavy but that is reactble and no hyper armor again so still falls in the same category.
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