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For Honor: Swordsmanship "Shooter" - Page 6

Forum Index > General Games
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Yoav
Profile Joined March 2011
United States1874 Posts
February 15 2017 14:40 GMT
#101
No because the issue is that defense scales more with skill than attack does. The reason defense has an advantage at top tiers is that they are nailing (nearly) every parry, countering every guard break, and never screwing up their footing. Mind you, even at the top tiers very few if any players are actually perfect at this.

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
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-15 15:07:20
February 15 2017 15:06 GMT
#102
Again, why doesnt it impact several tier of players? Just because the player doesnt have 90-100% in defense, doesnt mean it will affect the gameplay, weather that person is aware of it or not doesnt matter it affects it.

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
Profile Joined March 2011
United States1874 Posts
February 15 2017 21:01 GMT
#103
In other news, Apollyon is bae.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 15 2017 22:05 GMT
#104
For Honor has a funny network system, I hope it will be the last game that uses it. Still probably better then single player host.
KingDime
Profile Blog Joined September 2010
Canada750 Posts
February 16 2017 17:22 GMT
#105
Playing warden right now, easy to learn with some fun offensive tactics but im not understanding the best method to fight the assassin classes. I can get in some hits with side swipes and sometimes feinting combos if they run into it but if they play patient and constantly dodge the attacks I bleed health from side attacks. I've heard you're supposed to guard break dodges but typically they're doing a side attack while dodging and I get smacked for it.

Other mu's are making sense but assassin's aren't clicking for me.
Doom Guy
Aceace
Profile Joined June 2011
Turkey1305 Posts
February 16 2017 18:30 GMT
#106
https://gfycat.com/FinishedFreeAmurratsnake
https://gfycat.com/MilkyRecklessBird

This is brilliant!
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2017-02-17 02:07:45
February 16 2017 19:02 GMT
#107
Any time I try to jump off the edge to kill people i usually just roll into an invisibile wall

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
Profile Joined July 2009
Germany8352 Posts
February 17 2017 09:23 GMT
#108
http://forums.ubi.com/showthread.php/1580891-Upcoming-Gameplay-Improvements
so they are actually planning on fixing some of the issues
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-17 09:45:23
February 17 2017 09:43 GMT
#109
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
Profile Joined July 2009
Germany8352 Posts
Last Edited: 2017-02-17 10:44:17
February 17 2017 10:29 GMT
#110
On February 17 2017 18:43 Foxxan wrote:
Show nested quote +
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.

Show nested quote +
so they are actually planning on fixing some of the issues

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
Profile Joined October 2004
Sweden3427 Posts
February 17 2017 11:12 GMT
#111
You said "issues", therefore thinking it would be something other than "buff or nerf" some attack hereand there.
disformation
Profile Joined July 2009
Germany8352 Posts
Last Edited: 2017-02-17 11:34:50
February 17 2017 11:31 GMT
#112
ah ic.
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
Profile Joined October 2004
Sweden3427 Posts
February 17 2017 15:47 GMT
#113
Yeah. Anyway, do you know when the patch is? Would like to maybe focus more on that valkyrie.
disformation
Profile Joined July 2009
Germany8352 Posts
February 17 2017 16:03 GMT
#114
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
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-17 23:07:54
February 17 2017 23:05 GMT
#115
Getting pretty boring already this game. The wait-game is really not fun.
EDIT:
eurogamer touched on the defensive-approach at higher skill levels, impressive.
CobaltBlu
Profile Blog Joined August 2009
United States919 Posts
February 18 2017 04:52 GMT
#116
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?
Pwere
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2017-02-18 06:46:11
February 18 2017 06:45 GMT
#117
Turtling depends a lot on the matchup. Play the warlord if you don't want to have to deal with that. He basically has a neutral mixup that forces the action, since you can't realistically react to it, even if it's a low damage move.

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
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-18 08:36:15
February 18 2017 08:32 GMT
#118
30h total gametime pretty much, no network issues at all for me pretty much. I sit at fiber broadband.

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
Profile Joined March 2011
United States1874 Posts
February 18 2017 15:15 GMT
#119
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
Profile Joined April 2010
Canada1556 Posts
Last Edited: 2017-02-18 17:00:29
February 18 2017 16:54 GMT
#120
I ran into a weird issue, maybe some of you guys can reproduce or explain...

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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