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For Honor

Yojimzo

One of many Bat-Breakers.
So those rumors were true. The rumors about those two being the first post launch character releases has been floatin' about since beta. Course, I never saw whether a dev actually flat out said that was the case, so yeah.
 
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A F0xy Grampa

Problem X Promotions
What do you guys think about this idea?

I think to buff offense in this game while keeping defense as powerful as it is, all you have to do is remove the guard indicators, that way:

1. You'll have to learn the match up for defense, and not just follow an indicator.
2. Offensively feints become more effective


Then on top of that I'd make all things that give guaranteed damage (headbutt, shoulder, kick, shield bash etc) advantage and no damage on hit, mixed in with no defense indicator they'd just get a mixup rather than guaranteed damage from dumb scenarios.

Also, I'd make back dash cost stamina too.
 
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Juggs

Lose without excuses
Lead Moderator
Premium Supporter
What do you guys think about this idea?

I think to buff offense in this game while keeping defense as powerful as it is, all you have to do is remove the guard indicators, that way:

1. You'll have to learn the match up for defense, and not just follow an indicator.
2. Offensively feints become more effective


Then on top of that I'd make all things that give guaranteed damage (headbutt, shoulder, kick, shield bash etc) advantage and no damage on hit, mixed in with no defense indicator they'd just get a mixup rather than guaranteed damage from dumb scenarios.

Also, I'd make back dash cost stamina too.
I think characters like Peacekeeper would be near unbeatable if this was done. Maybe decreasing the amount of frames you see the guard indicator would work, as well as decreasing the amount of frames you have to parry.
 
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Doombawkz

Trust me, I'm a doctor
My PSN is Derplorddewgong if anyone wanted to play. I'm not super good (I only just learned how to parry, still unsure if Shugoki can block high)
 
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EntropicByDesign

It's all so very confusing.
I still need seat time on the characters I picked to see who I like in practice and not just theory. Warden really seems more interesting than at first glance.
 
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A F0xy Grampa

Problem X Promotions
I think characters like Peacekeeper would be near unbeatable if this was done. Maybe decreasing the amount of frames you see the guard indicator would work, as well as decreasing the amount of frames you have to parry.
Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.

Parry could literally stay the same and it wont matter because you have to actually identify the move AND the direction, rather than just the move since the indicator always tells you the direction.

We can block faster things in quicker fighting games, even games like fight night function similar to for honor and they dont have block indicators, but they do have parries.
 
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Red Hood MKX

Mercenary dog
Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.

Parry could literally stay the same and it wont matter because you have to actually identify the move AND the direction, rather than just the move since the indicator always tells you the direction.

We can block faster things in quicker fighting games, even games like fight night function similar to for honor and they dont have block indicators, but they do have parries.

Completely agree backdashing should cost stamina pk running away all day is one of the most annoying things in the game she can always set the pace of the match because your always having to chase her down. Also i think running when not locked in should cost stamina too atleast in duels no need to be running around the map in duels
 

Gesture Required Ahead

Get on that hook
What they need to do is make attacks not deplete your opponent's stamina. Like why do I have to get punished twice as hard for landing an attack then getting hit by an unblockable?

Also why ever play Orochi when Warden is a better Orochi?
 
What do you guys think about this idea?

I think to buff offense in this game while keeping defense as powerful as it is, all you have to do is remove the guard indicators, that way:

1. You'll have to learn the match up for defense, and not just follow an indicator.
2. Offensively feints become more effective


Then on top of that I'd make all things that give guaranteed damage (headbutt, shoulder, kick, shield bash etc) advantage and no damage on hit, mixed in with no defense indicator they'd just get a mixup rather than guaranteed damage from dumb scenarios.

Also, I'd make back dash cost stamina too.
Its a decent idea but it would never happen atleast in the meta as a whole.
Removing indicators would kill the casual audience. And sure it could be for just the tourneys and competitive but it wouldnt change the actual games meta.

i think what really needs to be done is just nerf shielders, fix being able to feint parry (they said it was a 'bug') and buff the weaker players. I dont agree with making moves so fast they are unreactable. I think the best way to improve offense is make it so heros get mixups after they get their heavy to hit or blocked. That would mean that defense can parry the heavy but if the heavy user feints it they get to punish the defender. if the opponent guesses wrong and they just block the heavy then they will have to deal with some sort of mixup
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.

Parry could literally stay the same and it wont matter because you have to actually identify the move AND the direction, rather than just the move since the indicator always tells you the direction.

We can block faster things in quicker fighting games, even games like fight night function similar to for honor and they dont have block indicators, but they do have parries.
The devs specifically said that their aim was to be a defensive game, like real life martial arts style. They want defense and patient play to be the standard. There's a Q&A article somewhere that goes into detail about the current state of the game, if someone could find it and post it.
 

EntropicByDesign

It's all so very confusing.
So, I ended up just co-oping story mode for no reason.

What's the consensus on these scavenge boxes I'm occasionally getting? It says they give you loot appropriate for your level, so it would seem like you'd want to save them until you're higher level.. just how high before I should be using them?

To be honest, I'm more concerned with looks than I am actual stats because I'll be dueling and 2v2ing primarily, BUT I'm sure I'll play Dominion and such as well so stats are still nice.

Just curious if there is a 'right' way to handle the boxes and if I open them now if I'm horribly gimping myself later or something.
 
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