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  1. #1

    For Honor Reimagined

    Before I start I want to make some things clear. I want what is best for the game and for the players that play the game. Both pro players and casual players. Having that said I would like to know if I am the only one that feels this way or if others feel the same. I strongly dislike the direction that this game is going. This game before the CCU felt really nice. I like the feeling of fighting someone where we are constantly countering each other, attacking each other, parrying, deflecting all that. I want it to feel like a fight. I feel like the game is moving more towards a traditional fighting game. We are getting more heroes that can apply constant pressure till you are dead. I want you to understand I am not complaining about going from 100 to 0 health. I just do not enjoy putting my opponent in a combo where if they make certain wrong reads they are still stuck in that combo. I want combat to shift where both of us are in offensive and defensive positions constantly. For example pre CCU having 2 kenseis fight each other or 2 orochis fight each other was very nice and satisfying to watch. Both exchange blows and have pauses during the fight and it just feels like you are watching a fight from a movie or something. I really like how those fights felt and looked. Current Gladiator, Shaman, Pre CCU Kensei and TG Raider feel like they give that kind of feeling. I am sure there are other heroes that feel nice but those are off the top of my head. They do not really have anything annoying about them and I like how the fights feel like I have an opportunity to do something. Some of the other heroes such as berzerker, aramusha, nobushi, TG shinobi, and tiandi I feel like are just really spammy and not enjoyable to play or fight.

    The idea

    -Remove all indicators
    -Change attack speeds and damage to what they were pre CCU
    -Leave current stamina values alone the way they are

    I think the game should make a shift to better and cleaner animations than just shifting an indicator timing back and forth depending on the state of the game. I think this change would shift the focus of the game to create better animations and it would make it harder for pro players to react to indicators which allows for offense to be a bit stronger in competitive play. Simultaneously this would reduce the viability of light spam as lights would not be so fast on consoles and would be much easier to deal with. Since lights are easier to deal with their would be a shift towards more thoughtful actions rather than just mashing buttons. If turtling is something that we are worried about than I think the best solution is to speed up ONLY the opener light. The purpose of the opener light is to interrupt, or to start your offense so I think it can be sped up. But having these chains that go on and on and its highly difficult to get out of it is just ridiculously boring. I do not think it should be this hard to get out of somebodies pressure. Turtling is definitely an issue and I do not want players at the top to haveto deal with it so I think a sped up opener and no indicators would help out in starting a fight. Maybe rather than making attacks faster we could do things like increase chip damage on heavies for all heroes. People that attack more should be rewarded in ways other than the current way. I think interrupting and starting offense should be easier than maintaining offense. That in my opinion is more of what For Honor is about rather than a traditional fighting game.

    This is just the first idea of a general idea. I just wanna know if others feel similarly about how the game feels
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  2. #2
    Nah dude, I disagree and I think you Miss understand the purpose of light attacks in the ccu. Also complaining about light spam and turtling is basically getting mad at your opponent for not fighting the way you like. You can’t expect your opponent to make it easy for you.
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  3. #3
    No no I am not wanting my opponent to make it easier for me at all. The point I am trying to make is that I want the fight to feel like a fight where both people are actively adapting and engaging each other. Kind of like a dance where both partners need are effected by what the other is doing. I feel like For Honor is leaning towards a game where the fight can be completely dominated by a singular person rather than being a more balanced back and forth type thing. I am not mad at my opponents for light spamming or turtling as those are both tactics that just work. I am just saying that the game feels much better when people are pushed to use the fullest extent of their moveset against each other rather than leaning on styles that work because they are easy or simple in nature.
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  4. #4
    major problem with removing attack indicators is that some heroes have weird-*** attack moves that make them attack from one side but the animation shows a different side this means that it would be annoying to go off visuals hence why I think they added it even more so some players like myself use it for parry timing as it does show when you need to parry tho if they added difficulty options for pros elites vets common and casual players this would be nice and don't restrict how a person gets matched but warn pros their playing against noobies and vice versa
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  5. #5
    also be that as it may might I remind you fient spam is a thing I honestly would like to see this restricted to tokens so you cant spam it mid fight and light spam is easy to counter just as much as turtling is

    light spam is just block them and when you have an opening a well timed dodge with a light swing tends to stop it quickly
    a turtle is easy as well guard break is a thing [ffs the amount of times I remind people in pve that guard break is a thing its honestly sad the amount of players who don't work together I respect the pros because they use everything and their good but vets ain't pros ok and when you see the comp teams fight you learn just how good the game is when you don't spam your attacks and you time ****]
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  6. #6
    I do agree that some animations would not translate very well if attack indicators were removed. I just feel like this would be a step in the right direction. A push for more clean animations and less dependency on the attack widget. It would be nice if they were to redo some of the weird animations for the overall improvement of the game. Also I do not really see how you can say that light spam and turtling can be easily dealt with the methods you have presented. I feel like dealing with playstyles is a very nuanced thing as you need to understand how that specific person likes to use that playstyle. Its usually never as simple as dodge and light attack. I usually need to fight that person for a while and recognize a pattern they like to light spam in so that I can make a read and parry them. Also when it comes to turtling its not as much of a problem now but back in the day of slower attacks nobody would throw any attacks at all because of how easily everything was countered. I do not see either of these issues as a very simple thing to tackle. And just to be clear I am talking about how these situations play out in a pvp setting. If turtling back then was easy to deal with then the competitive scene would not need to set a rule where people had to attack or deal with consequences. I am thinking of games like absolver or dark souls. Those games do not have a guard widget, But the animations and attacks are meant to be clean and smooth and that is what for honor should do. At least thats what I feel they should do. I think the game would feel better if indicators were just not there to make defense harder rather than speeding things up.
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  7. #7
    Gaser.'s Avatar Senior Member
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    -Change attack speeds and damage to what they were pre CCU


    Ah yes killing comp entirely because we go back to staring down our opponents and punish them with 40 dmg light parry combo for even wanting to play offensive.


    Dude CCU wasn’t even that bad and if you struggle to keep up and have a decent time that that’s more your not being good.
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