For almost all the rest of us, we miss all of these things occasionally. Feints work, parries get missed, guard breaks or shoulder slams knock up into the environment. Attacking doesn't have this issue... everybody at the mid tier and up can execute all their attack combos reliably, and know how to use mix ups and manage flow.
For Honor: Swordsmanship "Shooter" - Page 6
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Yoav
United States1874 Posts
For almost all the rest of us, we miss all of these things occasionally. Feints work, parries get missed, guard breaks or shoulder slams knock up into the environment. Attacking doesn't have this issue... everybody at the mid tier and up can execute all their attack combos reliably, and know how to use mix ups and manage flow. | ||
Foxxan
Sweden3427 Posts
Tier 1: 90-100% tier 2: 75% tier 3: 45-50% Look if defense is this good and even with 50% in defense, it will feel as the attacker will have to little power. Also feints as in mindgame should not be to a reliable tool because it will be to much luck invovled in that in the long run. Thats why its a flaw that needs to be adressed and the attacker needs more power. | ||
Yoav
United States1874 Posts
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FeyFey
Germany10114 Posts
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KingDime
Canada750 Posts
Other mu's are making sense but assassin's aren't clicking for me. | ||
Aceace
Turkey1305 Posts
https://gfycat.com/MilkyRecklessBird This is brilliant! | ||
DannyJ
United States5110 Posts
![]() The one thing I really wish they did in this game in terms of just game interest is to start you off with shitty looking gear. Everyone looks like an endgame boss from the get go. Would have given more incentive to play the game if you could actually unlock the cool looking gear. | ||
disformation
Germany8352 Posts
so they are actually planning on fixing some of the issues | ||
Foxxan
Sweden3427 Posts
Guardbreak Counter (All Heroes): Currently you can’t counter a guardbreak during a guardbreak attempt. This will be returned to the previous behavior seen in the Beta. I dont understand what this means. so they are actually planning on fixing some of the issues I dont see any core fixes here. | ||
disformation
Germany8352 Posts
On February 17 2017 18:43 Foxxan wrote: I dont understand what this means. I dont see any core fixes here. 1) they did change something with the gb counter timing between open beta and release. i linked like 6 threads about that a while back. 2) not sure what you think a core issue is. i assume its the defense > offense thing. obv is a bugfix / slight balance fix not something touching core mechanics. just happy they are fixing at least that. think the devs are already busy with bugfixes / release as it is. i wouldnt be keen to change core stuff just after the release if i was in their shoes tbh. feedback from the betas has mostly be good and i am not sure if they even have data suggesting ghat zhere is a problem. if we are lucky they are aware and design is talking about it, but if they will fix it it will take time. you just dont change some core aspects of the game. that needs to be discussed, implemented and tested. so if they are doing it it will take quite some time. and ghere is a good chance they wont do it. edit: between discussing if they want zo fix it, how to best fix it, implementing it and testing it i think they would easily need somewhere between a month or two. | ||
Foxxan
Sweden3427 Posts
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disformation
Germany8352 Posts
well pk's grab n stab being bugged is an issue, but thats nitpicking over the word. should prolly have said: at least they are fixing some bugs. | ||
Foxxan
Sweden3427 Posts
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disformation
Germany8352 Posts
On February 18 2017 00:47 Foxxan wrote: Yeah. Anyway, do you know when the patch is? Would like to maybe focus more on that valkyrie. unfortunately no idea. which is kinda annoying. | ||
Foxxan
Sweden3427 Posts
EDIT: eurogamer touched on the defensive-approach at higher skill levels, impressive. | ||
CobaltBlu
United States919 Posts
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Pwere
Canada1556 Posts
I don't see it being a problem in the long term. It wouldn't take much to push more action, and they're already committed to at least one more game mode and 6 new characters. I doubt they'd let such a huge issue slide if it starts affecting more players. | ||
Foxxan
Sweden3427 Posts
The wait-game-passive play in 1v1 occurs like every game for me right now and i have around 50% win rate only. The first hours feels fun though(10h+ maybe) while you are still learning. And hopefully they try and fix the game over the months to come. Also the theme, the atmosphere feels nice. | ||
Yoav
United States1874 Posts
On February 18 2017 13:52 CobaltBlu wrote: I'm kind of interested in this game as a pseudo fighting game but I'm worried about defensive turtling and the latency problems. Are there many issues with that in 1v1 and 2v2? Turtling: Play Warden and it's not really a problem; you have a lot of options to open people up. Other characters vary quite a bit in how much it's a thing; Lawbringer is basically all about parries. But yeah, because you can defend/counter everything if you play well, you pretty much always need to feint when going in, or else trick them into thinking you're gonna feint (not unlike a lot of real fencing). Latency: So, there's no latency issue. The problem is connectivity; they went with fighting-game style P2P2P2P connections, which is generally quite good for 1v1 and even 2v2. But the nature of it is that if anybody has problems, everybody has to wait a bit. So normally you don't notice in small situations, but in dominion/elimination there are sometimes pauses and very occasionally rewinds. More critical errors are not unheard of; I've gotten "Your ethernet is unplugged" error (incorrectly) before. | ||
Pwere
Canada1556 Posts
While playing on my laptop (770m, not the steadiest fps, way below recommended), I have a reaallly hard time reacting with simple blocks. I've tested two controllers and different settings, but the issue is the same. On stages where my fps drop below 40, there is a significant delay between block stance changes. You can see it lag behind your input. The window to get hit between a parry and the block also seems bigger. I thought maybe I sucked today, but I tried on my desktop, and blocks are on point. I also almost never get hit between the heavy and the block when I try to parry, and it's easy to confirm combos for the 2nd/3rd hit, no need to mash early. Basically, the game is unplayable without a steady 60fps. There is a very weird input delay that seems to grow with lower fps. You have to mash a combo before your attack hits if you want it to chain, and if you mash a bit too much, it will throw an attack out after the recovery animation is done. Guard stance changes are delayed, and parries are much less reliable. 40fps looks like it should still be playable, but it isn't. You're at a huge disadvantage for no apparent reason. No clue why it happens, but I assume there's some people out there who could be a lot better if they simply had more fps. | ||
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