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  1. #1

    Check out the 1st July 2021 Testing Grounds changes

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  2. #2
    Dang, Raider really received a short end of the stick here. Nothing new, just everything like it used to be but slightly faster.
    Stamina from UB was a really long time coming thing for him since CCU shenanigans, so it is not even surprising.
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  3. #3
    That's a lot to digest for most things except raider. Raider kind of feels like what they did with zerker in the last TG. Both are getting/got meaningful changes but it's questionable how helpful said changes will be. I think it's good storming tap is now enhanced, that will be very helpful for those who play like me and primarily block over parrying but I do worry about the change to armor. I can't tell if they're improving the trading or not. Hopefully they've also made Raider's neutral zone FA on hit because it's currently FD which makes it a pretty poor opening tool.
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  4. #4
    IMO Raider deserves a bit more.

    The rest... we will see tomorrow. The changes seems promising.
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  5. #5
    Don't want to be a Negative Andy here but even if the majority of the community won't be satisfied with Raider's changes it will still go live as it is or just bumped up a little with no real changes except the values and that's it. No recovery changes still probably can be bashed/lighted out of his UB, no new moves like a kick/tackle, no undodgeable. And the most baffling thing in the buff of the top-heavy finisher. Who the hell goes for heavy top finisher anyway? It is such a useless move that nobody really uses it. smh
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  6. #6
    I was hoping for enhanced light chain starters and a bit better recoveries after both of his zone attacks. Also, the soft-feint (only the soft-feint) version of Storming Tap should be undodgeable.
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  7. #7
    I was hoping for the Raider rework, in case it was good, I would leave Jorm due to the limitations it has... Type B plan

    But now they're making me worried...
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  8. #8
    Things are back in their natural order. It was weird that pk was not the weakest 4v4 character for a few months.
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  9. #9
    MrBdur's Avatar Senior Member
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    Feb 2018
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    1,425
    Ahhhhhhhhhhhhhhhhhhhh

    Mmmmmmmmmmmmmm

    Dang. Dang. Dang.

    I mean...

    I don't know about everyone else but...

    WHAT?!?!?

    THIS

    IS

    LIT!!!!!!!!!

    Raider: They fixed my only issue with the hero. The armor timing. They set it back to feint timing, and that completely corrects my only problem with that hero. I have 22 reps on him and so I'm happy that I can happily go back to using him more. Also happy about the little improvements he got, making the overall kit just flow slightly better and it's going to be a fun time, I'll say that. Thank you.

    Orochi: one of my first ever main heroes. 34 reps now. Haven't really touched him much for months. Umm. WOW. These updates are... good! Like... they sound REALLY good. I can't wait.

    Shinobi: I have NEVER liked shinobi. He was cheap and stupid and then he was weak and useless. He actually sounds VERY interesting from what I read. I will absolutely give him a try.

    Option Selects: LOL. All I can really say is thank god, thank you Ubisoft, and good riddance.

    No joke, it actually bothered me when I got accidental parries with a zone attack. I'm like, "that's not what I did, though?!?!?"

    Lol
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  10. #10
    Now that option selecting is going away (which I think is the healthiest for the game) I believe it is going to cause a new problem which is gank survivability.

    Zone option selects were a great defense when dealing with a gank which is now going to be much harder especially when dealing with a well coordinated gank.

    As we move forward, some post OS removal fixes I would like to see are that any kind of pin move that holds you in place weather it be a bash (like shugokis hug or Shamans bite) or a regular attack (like Gladiators skewer) bounce off when in any kind of defensive recovery like parrying and blocking. Right now the game punishes you for playing well by rewarding the gankers for example Shugokis hug off of a parry animation. I feel these kind of moves should bounce off parry stun or block stun. They should only be rewarded during a hit stun.
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