🛈 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. #1

    Gladiator changes for better 1v1s

    As a gladiator main, playing testing grounds with him was an experience of a lifetime. I can't begin to describe how excited I was to play him in real matches after the end of testing grounds, but all that excitement was swept away when they started to announce nerfs for him. Being able to chain to my heavies from anything is cool and all but it barely even works in high level play. Most of the time people simply light you out of it which beats the whole purpose not to mention the terrible tracking of the skewer which almost everyone knows of and easily abuse. It was understandable that they removed the stun from his shield bash but taking away the stamina drain was very much overkill. Now the bash has absolutely no purpose but a way to quickly access your very much predictable and easily avoidable skewer. The changes to his bash were overkill because it incentivized a reckless playstyle from your opponent because they know that your punishes are abysmal thus making their high risk high reward move set a low risk high reward move set. Furthermore, they removed his unique oos punish which contributed to his personality. Now I understand the amount of damage a gladiator can get against you when you are oos is crazy but that doesn't mean they should give up on the move set as a whole.

    Solutions:
    1. All finisher heavies are now faster (to avoid being light attacked out of it) and undodgeable excluding the skewer. This gives glad more offensive pressure instead of relying on his predictable abysmal tracking skewer.
    2. His punch guarantees a light OR it reduces as much stamina as it used to without the stun. This will make the opponent's attacks high risk high reward. So instead of sending a flurry of attacks knowing glad can only counter with a deflect or a dodge light, people will actually start to think more about their attacks.
    3. His toe stab unbalance oos punish will now return full stamina to both combatants. (Similar to centurion's fully charged punch combo). This way, glad won't just delete the opponent's entire health bar the second they run out of stam but instead has just enough pressure to make his opponents think twice before going oos.

    - With these changes, glad will partially keep his oos pressure and will have a more offensive and rewarding kit while also having viable punishes to reckless attacks made by the opponent.
    Share this post

  2. #2
    Yes. Glad needs buffs. Those are good, and will make the character regain his identity.
    Share this post

  3. #3
    No disrespect but...
    Maybe you could give Glad some kind of wings... and he could fly and attack from the sky.
    Share this post

  4. #4
    In my opinion the changes should be:
    -Make zone only cost 12 for bash and 12 for the heavy, but it is unfeitable.
    -Make dodge bashes deal 9 damage
    -Make heavy finisher undodgeble but reduce damage to 28

    As glad already would have decent openers and extra chain pressure, I believe a toe stab change would be unnecessary.
    Share this post

  5. #5
    *9 for bash (total of 21 stam for the zone)
    Share this post

  6. #6
    Originally Posted by Tio_Croc Go to original post
    In my opinion the changes should be:
    -Make zone only cost 12 for bash and 12 for the heavy, but it is unfeitable.
    -Make dodge bashes deal 9 damage
    -Make heavy finisher undodgeble but reduce damage to 28

    As glad already would have decent openers and extra chain pressure, I believe a toe stab change would be unnecessary.
    Look....Glad have almost everything... one Million openers... unlimited chains.... Side & front Bashes and Toe Stab...Side Dodges...Front Dodges... Zone That connect with everything...
    Jesus...

    What more?!? Full Block Stance? Light Unblockable?
    Share this post

  7. #7
    1)He has no real openers. His bash is not a viable opener cuz it doesn't deal damage. "but it makes him follow up to unblockable", yes so does whiffing a light. Is light whiffing a good opener? His zone is not a viable opener cuz it eats half of his stamina.

    2)His unblockable is not that great. It deals 35 bleed damage which he takes NO benefit from while his opponents' deal solid 32 direct damage. Also, 2 damage on Hyper Armor.

    3)His dodge attack is not good cuz it's a light parry. Dont get me wrong, every dodge attack should be a light parry, but the fact that many others heroes have dodge heavies make it not that good.

    So in summary, he has only pseudo-openers that lead to a weak unblockable mindgame.
    Toe stab be kinda good tho, but that's it. With the removal of his disgunting OS, he's going to be even worse.

    He is a mediocre hero, not a good one.

    "unlimited openers" nope only fake ones.
    "unlimited chain" if 80% couldn't punish toe stab with a dodge attack that would maybe be meaningful, but that's not the case. The chain stops really often, eventhough it is "infinite".
    "Side&front bashes" that do nothing besides wasting your stam. Only used to interrupt stuff, not as a viable opener.
    "side dodges front dodges" side dodges are light parries, front dodges are kinds useless since they removed the stun.
    "zone" that drains half of your stam, limiting your mindgames to 1-2 attacks.

    What he needs is: 1)real openers, that actually do somthing and are practicle. 2) More chain pressure, cuz his unblockable is mediocre and Toe Stab is not a strong mixup without an undodgeble.
     1 people found this helpful
    Share this post

  8. #8
    Originally Posted by Tio_Croc Go to original post
    With the removal of his disgunting OS, he's going to be even worse.

    He is a mediocre hero, not a good one.
    Well...you just sad it all...When you say Glad is a mediocre hero, its all sad...case closed.
    Share this post