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  1. #11
    Originally Posted by Knight_Raime Go to original post
    I'm not disagreeing that he needs major changes. I just disagree with removing superior block from his heavies. It would really be a shame if the only two defensive mechanics he gets to keep is FB on zone and FB stance.

    Maybe give him superior block on lights? He does a little animation with his shield when he lights, it could be used I supose. I still don't think his superior block on heavy is a good idea, if we'll make him able to feint. Maybe just let the heavies as they are, but I doubt he would be a good hero with unfeitable heavies and not many option selects.

    WM and warden's bashes can't punish anything with the armor. It prevents them from being interrupted after a very long charge time. Double dodge and single dodge are a lot faster. If him trading with his bash was problematic because it had armor before it's definitely going to be problematic if you bring it back on top of single dodges as well. I'll have to disagree about calling a single or double dodge a mix up if the options are the same from both. You'd just never use double dodge. It makes far more sense to have differences between the tools for single and double dodge. Like in my suggestions his single dodge links into the double light or faster kick with no armor. While the double dodge would link into a faster heavy finisher for sickle rain.


    I think I was not clear. I would remove every back dodge of his kit, that includes back double dodge and back roll. That means it is possible to dodge and GB the kick. That is why he'll sometimes have to change the timing of his kick or delay GB, and that is why it receives hyper armor on the double dodge kick. It is almost a charged bash mindgame. Aweaker verdion tho cuz he can use it to punish attacks.

    I don't believe it's as simple as dialing up a knob. That might be the case for recovery changes but for guards I don't think so. Even if it could last severely longer that only fixes half of the problem.
    They did it with Glad's guard multiple times. They also increased the duration of all reflex guard in a patch a long time ago if I'm not mistaken.
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  2. #12
    Originally Posted by Gaser. Go to original post
    these fast zones eat almost half or more then half of your stamina tho, making them a light parry would be rather butchered in the sense of risk and reward.
    But I also wrote down that they would cost 12 stamina.
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  3. #13
    Ok if we're thinking about making the game more offensive i'd say nerf parry dam for all heroes
    Heavies should be 15-20, lights should be 5-10 make lights 300 to 400ms, bashes 400ms n
    combo to both lights and heavies only initiated via by heavy chain, heavies 700 to 800
    ms only medium stun in chain final heavy in chain causes heavy stun that would decrease
    defense n increase more initiative towards offense between players.

    Berzerker only heavies are HA in chain only doesn't start after heavy feint
    only dodge lights have HA forward heavy still has hyperarmor give him
    a 2 n 3 light chain.

    Lawbringer make his final heavy have HA his impaling bash 400 ms
    no HA grants execution forward dodge bash replaced with a 700-800 ms forward dodge
    heavy that impales.

    Jorm remove his grab n give him a choke move 500 to 600ms that deals 20 dam
    remove the nut squasher in give a light side dodge that deals 15 dam give a
    light-light-heavy, light-heavy-light n heavy-heavy-light chain.

    Shinobi remove his range give him a forward heavy 700 ms his final light in chain
    deals bleed ticks 2-4 each sec remove the dodge kick instead give a dodge still incorporating
    the smoke instead it's poison smoke dealing 2 dam per tick the radius 5-10 meters around
    give him a light-light-heavy, heavy-light-heavy, final heavy turns to grab move dealing bleed
    5 dam ticks.
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  4. #14
    The final heavy incorporates shinobi's chains if I may add they'll grab from 6-8 meters.
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