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For Honor: Swordsmanship "Shooter" - Page 10

Forum Index > General Games
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Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 27 2017 21:38 GMT
#181
They have acknowledged the big defence/attack on ubisoft forums, however, i dont like some of their suggestions there.
I do not want to play a rock/paper/scissor game, i want a reactionbased game where everything can be defended.
No free-damage we have from parrying and dodging.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 27 2017 22:03 GMT
#182
They need some form of chip damage or you get people blocking in the corner like in fighting games. There are plenty of moves in fighting games that are not always “safe” and it does turn into mind games and “rock paper scissors”

The shield classes need to be giving a little more offense and have their defensive reigned in. I play the conqueror a lot he is so sluggish that you almost always feel like you have to turtle. You can’t feign either, which might be the problem.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-27 22:23:20
February 27 2017 22:11 GMT
#183
If you make no other change, well ye.
Easy to block one attack, but 3-4 attacks in a row?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 27 2017 22:24 GMT
#184
Mind games and feints are core of most fighting games once you can execute. That is the promised land for any 1v1 game, where it is all about the players out witting each other.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-27 22:30:00
February 27 2017 22:29 GMT
#185
On February 28 2017 07:24 Plansix wrote:
Mind games and feints are core of most fighting games once you can execute. That is the promised land for any 1v1 game, where it is all about the players out witting each other.

Can you translate execute for me in terms of figting games.
Also why is that so relevant? Just because its like that in those games, it doesnt mean its the best method.

In for honor, there is literally no tactic now. And you dont want to make for honor tactic based?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2017-02-27 22:35:43
February 27 2017 22:34 GMT
#186
Execute = preform the giving moves/combos at all times. They will also get the combo off if they find an opening. And their opponent knows this and works to not present an opening for them to preform the combo/move. So the game becomes about creating that opening for themselves. That is why "canceling" is so important in those games, because they can fake out their opponents. All fighting games will be focused on out thinking your opponent once everyone gets a grip on the match ups.

In street fighter, they throw fireballs to force a response.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 27 2017 22:34 GMT
#187
Like some small about of feitning/mindgame, sure, we cant remove that since we are humans but have that type of attacking dominant would feel very wrong.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 27 2017 22:37 GMT
#188
Streetfighter is a very defensive game by design, just like for honor. But for honor needs some tweeks to allow for a bit more offense.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-27 22:50:42
February 27 2017 22:37 GMT
#189
On February 28 2017 07:34 Plansix wrote:
Execute = preform the giving moves/combos at all times. They will also get the combo off if they find an opening. And their opponent knows this and works to not present an opening for them to preform the combo/move. So the game becomes about creating that opening for themselves. That is why "canceling" is so important in those games, because they can fake out their opponents. All fighting games will be focused on out thinking your opponent once everyone gets a grip on the match ups.

In street fighter, they throw fireballs to force a response.

Alright.
So the Difference between regular fighting games and for honor is that you can parry the opponent here i guess?
Parrying can switch the initaive instead of giving free daamge which would lead to it being okay if your opponent combos you.

I guess in tekken you can parry but its inconsistent, so i wouldnt say those are similar
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2017-02-27 22:45:37
February 27 2017 22:44 GMT
#190
It depends on the version of the fighting game. SF has had several versions of defense, including counters and parrying. The most consistent part of fighting games is that blocking(pressing back), inflicts a small delay on the attackers next attack. But the defendant takes chip damage almost all the time. But at its core, it is about managing distance and creating openings to chain combos.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Gorsameth
Profile Joined April 2010
Netherlands22030 Posts
February 27 2017 22:47 GMT
#191
I could see chip damage being added to blocks, means you cant atleast defend forever.
It ignores such insignificant forces as time, entropy, and death
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 27 2017 22:49 GMT
#192
I would prefer if the chip damage was based on each class too. That way defensive classes can't be spammed down as a practice. Of course full parrys would take no damage, because that requires you to execute.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 27 2017 22:50 GMT
#193
They need some form of chip damage or you get people blocking in the corner like in fighting games. There are plenty of moves in fighting games that are not always “safe” and it does turn into mind games and “rock paper scissors”

But in tekken, everything is defendable, yet its hard to defend against all sorts of attacks. In tekken, taking the initaitve to being the attacker is encouraged. In For honor its not encouraged one bit.

Chip damage feels abusive to me. Just attack without brain or execution or anything, just spam the opponent and win. However, if the opponent parries you, even your light attacks you are at square 1 again. Meaning, you cant do anything.

I want to feel good about attacking. Right now doing a duel is very boring.
If we look at boxing, irl boxing. You have tactics how you execute your combos, you have hard hits, you have pokes. Reflexes, footwork.

Why cant for honor be like that. That you have to earn your damage.

Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 27 2017 22:51 GMT
#194
On February 28 2017 07:49 Plansix wrote:
I would prefer if the chip damage was based on each class too. That way defensive classes can't be spammed down as a practice. Of course full parrys would take no damage, because that requires you to execute.

In my mind. This design would not change what i feel for honor, would still feel really bad to play the game. But sure, stick with it and if they implement it, we will see.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 27 2017 23:08 GMT
#195
On February 28 2017 07:50 Foxxan wrote:
Show nested quote +
They need some form of chip damage or you get people blocking in the corner like in fighting games. There are plenty of moves in fighting games that are not always “safe” and it does turn into mind games and “rock paper scissors”


Chip damage feels abusive to me. Just attack without brain or execution or anything, just spam the opponent and win. However, if the opponent parries you, even your light attacks you are at square 1 again. Meaning, you cant do anything.


That isn't really how it works in fighting games. It is just a cost of being super defensive and a way to beat someone of you have a life lead and trap them in the corner.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2017-02-28 00:23:04
February 28 2017 00:18 GMT
#196
Personally I still think the guard break system is the most janky thing about it. Why is the throw mechanic so amazingly safe to throw out and also so amazingly easy to counter? It practically seems pointless to even have it. Just a quicktime event you hope someone fucks up on. It dissuades people doing certain moves or back dashing in certain points of a battle, but what in the end does that even accomplish overall when all the other defensive options still exist?
CobaltBlu
Profile Blog Joined August 2009
United States919 Posts
February 28 2017 00:24 GMT
#197
It may also be a good idea to have defenders lose some stamina when blocking. Heavy strikes at least. Chip damage wouldn't be a problem because every system in the game is skewed towards defender right now. Even meter gain.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-28 00:57:44
February 28 2017 00:53 GMT
#198
Idk, feels super weird to be that combos arent available and instead of fixing that, lets add chip damage. Will still suck to play the game if thats the only thing that is changing.
While we are at it, defending will still be super easy its just that when you block you take damage.

Like nothing is changing except making attacking a forced move and defending not rewarded enough.
Want to swing a heavy? Well you cant cuz you will get parried.

So doing a heavy is impossible. Only left is those light poke attacks. What a tremdnous fun gameplay we have here guys.
Yoav
Profile Joined March 2011
United States1874 Posts
February 28 2017 04:21 GMT
#199
On February 28 2017 07:03 Plansix wrote:
They need some form of chip damage or you get people blocking in the corner like in fighting games. There are plenty of moves in fighting games that are not always “safe” and it does turn into mind games and “rock paper scissors”

The shield classes need to be giving a little more offense and have their defensive reigned in. I play the conqueror a lot he is so sluggish that you almost always feel like you have to turtle. You can’t feign either, which might be the problem.


I mean, to be fair, there is chip damage in this game; it's just not much. There's even stats for it in gear: "Block Damage" and "Block Damage Resist."
Alchemik
Profile Joined March 2014
Poland7124 Posts
February 28 2017 11:49 GMT
#200
On February 28 2017 09:53 Foxxan wrote:
Idk, feels super weird to be that combos arent available and instead of fixing that, lets add chip damage. Will still suck to play the game if thats the only thing that is changing.
While we are at it, defending will still be super easy its just that when you block you take damage.

Like nothing is changing except making attacking a forced move and defending not rewarded enough.
Want to swing a heavy? Well you cant cuz you will get parried.

So doing a heavy is impossible. Only left is those light poke attacks. What a tremdnous fun gameplay we have here guys.

heavies are in general harder to punish then lights - as Nobushi for example, you very often get literally nothing out of a parried heavy, but get either a free GB or top heavy out of a parried light

chip damage wouldn't change that much, as lights are very often parried at a high level
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