For Honor launched - happy Valhallentine's day!

It’s a lot more fun to have consecutive duels, the person who is 1v2 also has a rough road(that’s possible and feels good if you do it) that isn’t just a manic fucking shitfest of attack and guardbreaks.

Much more fun to wait for the duel to end if you want to make use of advanced tech. Otherwise it can be fun to troll the shit out of people.

If they wanted the game to be a 1v1 team tournament instead of a 2v2 they would’ve made otherwise. Right now there’s no reason not to help your teammate when fighting a 2v1. Should you just watch him die because you want to test your skills?
I really hate people asking to enforce non-programmed rules in a video game. Reminds me of last night when I played a custom hide & seek game in Overwatch and the owner complained that I hid for more than 30s in a spot where the Reins couldn’t reach or hit me. If you don’t want me to hide in an unreachable spot just pick heroes with more mobility as seekers or disable the ones that have it dumbass.

By all means. Just don’t yell at me when I take a more practical approach. There’s a 1v1 mode for people who get triggered by 2v1. I think it’s part of the fun, since it adds a dimension to the game that 1v1 just doesn’t offer and rewards finishing your opponent off in a timely manner. It also makes characters like Peacekeeper and Nobushi have to take a bit more risks in some situations rather than always going for the slow bleed them out strategy.

Did this thread turn in to gamefaqs? What’s with all the scrub mentality?

Where are you seeing that exactly?

Me and this guy were both waiting at opposite ends of a bridge to try and lure each other onto it for positional disadvantage. So I turned around and ganked his nearest teammate then double teamed him as he chased after me.
DON’T THINK I WONT.

Lol that reminds me of the time me and this other guy was having a stare off on this bridge. (My back was to a wall so I had no reason to step onto that bridge). He was obviously trying to bait me into coming into his range so he could guard break me and fling me off(He noticed I couldn’t guard break well the last 3 rounds and wanted to take advantage of that).

I sat there, waited till my teammate was done with his duel, then told him to come help me. I stayed in that 1 spot for a minute, occupying his attention until my teammate could come up behind him and kick him off the side of the bridge.

Bruh. We didn’t stop crying laughing for about 10 minutes after that shit. Felt good.

I was dicking around with Nobushi and did pretty well, if I may say so myself. I felt like I figured out what I was supposed to be doing, whereas before I had been a bit too reliant on hidden stance and running out the clock with bleed. Only to be informed that Nobushi was a “noob hero” and to have both opponents immediately rush me while ignoring the second guy. Whatever. More often than not, I managed to win, usually by kicking one of them off a ledge or holding out long enough that my (AI) partner joined in. Eventually the “noob hero” guy gets enough, says I’m a “cheap b****” and picks Nobushi himself. I beat him quite handily since his level 1 Nobushi indicates he’s probably never played the character before. Or well, I would’ve beat him had he not ragequit the moment he realized he was going to bleed out. His buddy lasted one more death before he dropped out too.

How long until these people drop out?

I need some serious help playing this game correctly lol

Checked a community forum to see how people are doing or if I could dig up tech.

Nothing constructive. Just proved further this games community is full of whining cunts.

I don’t even need to check. So many whiny cunts. I had a dude ragequit because I killed him when he was AFK. It’s like, dude, the match had to go on and we’re not waiting five minutes on your lazy ass. Is this what playing SF2 was like back in the day? A bunch of bitches screaming about honor?

You guys are approaching this game with the wrong expectations. This is first and foremost a dudebro team game, just look at how Dominion is always full of people while even in Elimination it is rare for a bot to be replaced by a drop in player. The “community”, such as it is, is gonna be the same as every other “competative” team game, as in, full of casual players that want to drop in and do their thing and not have to bother with actually learning the game. As such, anything that takes a little time to work around is going to get hated on. I’ve seen people call the Lawbringer and the Conquerer overpowered because of their shove chains, for example. The majority of the playerbase hasn’t had the exposure to the more fighting game like elements of this game, the difference between real/fake mixups and true blockstrings/chains isn’t something they know about or will bother to learn.

Reminds me of an anecdote I read on here, someone was trying to get their friend to play SFV and his friend was having trouble against mika, because he couldn’t figure out why he kept getting hit after blocking Lady Mika. In his mind, he had blocked a move that looked like it has a lot of recovery, and it was his turn. Once he was told that the move was in fact +3 and he was still on the defense after blocking it, it quickly lead to him losing interest in the game. His simple understanding of block move -> counter and throw beating block was turned upside down, and he didn’t want to learn the mechanics behind the game to correct his misunderstandings. If you don’t want to learn you don’t want to learn, that’s fine, but that is also (i think) the kind of player this game was made for. Gear bonus, revenge mode, power ups, all of this stuff is in the game so you don’t have to learn the intricacies of a 1v1 fighter.

I’m just glad Ubisoft had the presence of mind to include a 1v1 mode at all. Seriously, Ubisoft releasing two competent games essentially back to back is blowing my mind.

Warden looks the coolest so im maining him. This game is all i ever wanted in life, wrecking a crowd of NPCs as a glorious virtuous justice-wielding knight is all i ever wanted

Taking that SJW method to a whole new level. Just include Dank Memes pls Nick.

If you really want to find tech go to the threads on FGC sites and Dark Souls sites.
Is pretty clear that the core fanbase will emerge from those 2 communities since the rest are dumb scrubs that can’t even read.
The game is named FOR Honor, not WITH Honor, the fact that every stage, every character, every mechanic is build around being pragmatic is something that they would never understand.

If you aren’t playing the Raider you’re on my hit list

vikings smell
samurai are for weebs

knight pouwer four the LOURD!

if you beg for forgiveness it may be granted to you…

…by the lord GOD in heaven

I’ve been playing the game pretty casually, but I think I’ve gotten enough experience with it to really kind of get a glimpse into what may well be the worst gaming metas I think I’ve seen in awhile. It is looking grim, which is a shame, since the game holsters such promise for me. My goal is that it eventually becomes as fun and skillful as Chivalry is for me. I dunno if any broken meta ever broke out in Chivalry, but in my experience, it played very well, and had a surprisingly nice skill ceiling – you could get pretty stupid good at the game and it showed. I’d like this game to be the slower-paced-targeted-3rd person equivalent to that.

I’ve played all the classes, but I main Conqueror, who I think does the best job of showing the uh… problem with the game’s evolving playstyle of choice. I’ll rant about him later, but I do think he is without question the worst character – that’s not to say I’m not doing okay, but uh… it’s a rough road, and when I fight someone who knows what they’re doing, the glimpse into it actually leaves me with this definitive feeling coming back, that is… “If this guy knew everything that he should be doing, I think I would have 0% chance of ever winning with this character.” That’s a new feeling for me, I usually never go so far as to say 0%, I usually leave at least a little room for error, but no, I think it’s actually 0%. If he knew what I knew about conqueror, he could beat me 100% of the time, and no amount of creativity from me would ever be able to change it.

We’ll touch on the rest of Conqueror and his many issues later, let me first kind of go over problems or just general things I’ve noticed about the game, many of which have been discussed. I will also be suggesting possible solutions. (The short version is that this game rewards defense way too heftily)

  • Parries -

Number one culprit of pretty much every issue of this game, so we kind of have to talk about it. I don’t know what the frame leniency is on parries (though I’m pretty positive it’s on a move-by-move basis), but the blunt version is that parrying is STUUUUUPID easy. I’ve used every character and played every fighting game that has parries in them, so I’m experienced in this topic, but these parries are just stupid. They are honestly pretty comparable to 3S’s parries, in that they are pretty lenient in timing with very high rewards. The difference being, that in 3S you have a million options at your disposal and the game plays at a faster pace, thus parrying is inherently way more difficult with way more ways to get blown up for trying it.

As it stands now parries are very easy to do, not particularly risky, I believe drain stamina(?), and give most characters at most distances a guaranteed guard break which goes into a heavy. The parry OS only makes them better and safer – so yeah, parries right now are pretty fuckin’ ridiculous. Considering the average speed of heavy attacks, they essentially become unusable, any non-cancelable unblockable falling victim to the same.

What’s really confusing to me, is that it feels very intentional, I doubt they didn’t realize you could get free damage after parries, and while it’s generally less and more awkward without doing the guard break, you do still get something. I’m fine with universal solutions, but with the strength of the guard break, it makes it so silly. I mean, so many characters have moves SPECIFICALLY designed to have the effects of a guaranteed damage option after blocking or parrying, that the whole concept of them not realizing parries led to damage seem almost like an oversight. I mean just to name a few…

All fast classes: Deflect into various things (Of which there are many)
*Lawbringer: *Literally has moves after a parry, that you could just guardbreak to get more or less the same reward.
*Valkyrie: *Dodge into block leads into bleed.
*Conqueror: *Dodge into block leads into shield slam. (thank god, it’s the only thing keeping him afloat for me), also his heavies block on start-up.
Warlord: His entire concept is based around blocking and getting damage – but why not parry? Seriously, why not parry instead?
Warden: His top light is built around this. An awesome concept considering it limits your opponent, and does a lot of damage. But he can do it from ANY side with a parry. So why not parry?

Pretty much every damn character has something. Warden’s more nuanced parry reward in top stance is an awesome idea. It’s things like that which should be getting you free damage, not some universal mechanic. At least not a free heavy no matter the situation.

I’ll cover more issues on the existing parry and how it fucks with this game’s base game design, but here, we’ll discuss possible remedies to parries.

Solution A:)

Simply reduce the parry leniency so that getting a parry is actually difficult. Not the most graceful solution, and it potentially hurts online play, but it would certainly make it a less desirable option. Personally I think to some degree, regardless of the other options, this would have to implemented in some degree.

Solution B:)

Add in multiple variants of parries depending on various conditions at the developers discretion. You could go the Bushido Blade variant and require hitting opposing buttons to parry attacks, or perhaps parrying heavy attacks gives you less advantage than say parrying a light. This would incentivize going for the harder parry (against the faster attack), and make the heavy parries lead more into what would be considered a reset to neutral with perhaps advantage. If they continue to drain stamina, it would still give you reward.

Solution C:)

Speed up the entire parry animation and reduce the hit stun so you’re merely at advantage, enough so it’s hard to parry lights used on you, but perhaps you (the one being parried) could maybe barely parry a heavy in time yourself. If parrying happened quickly, you would have to react on defense quickly. It would also potentially open up parry wars akin to something more along of Chivalry, where parrying is ALL you have, and it’s a fast back and forth battle, as opposed to a very slow back and forth battle.

Potentially, to make this more interesting, you could give a increase atk speed on the next attack after a parry (varying per character), to give you better reward and make going for a counter parry even harder. These intense moments would also give a damn use to full block stances, heh heh.

Solution D : )

Parrying becomes simply a way to drain stamina with slight advantage.

Solution E:)

Parry drains stamina on the opponent, and instead of putting them into stun, gives you a free throw, which, depending on your positioning, could lead you to getting damage, by throwing them into a wall. This option truthfully feels the most balanced to me and the most practical and fitting to implement. Though I do still think parries need to be slightly more difficult, else the griefing would be real.


  • Guard Breaks -

Guard breaks are kind of weird. You could very easily blame guard breaks for the broken nature of parries, and that’s true. I think the issue with guard breaks is that they have ceased to really be anything of the sort. The tech leniency on them either got higher upon going live or I just got the timing for it down. Essentially, guard breaking in neutral almost never works unless it’s Warden, and you have to guess 50/50 or something other intense situation where you might lapse on attention.

Guard breaks have ceased to be just that, and have kind of become the way to quickly get damage, because for whatever reason, they work on someone who isn’t guarding. I actually think I’m okay with guard breaking giving you a heavy or a throw, I just think I’m not okay with how it’s being used currently. I personally would like the tech window to decrease slightly, and for guard breaks to ALWAYS be breakable, whether you’re in hitstun, blocking or whatever. Essentially, it’s a Blazblue throw, you can always tech it, but you have to react quickly. This would nerf parries indirectly as well, and allow guard breaking to be stronger by being more viable in neutral.

Berserker’s auto-guardbreak obviously might be an exception.


  • Dodging -

I don’t know the specifics on dodging, but kind of like parrying, the strength of dodging seems ever clear. It seems to do what guarding does only better, by providing you cover from multiple angles instead of just the one. Then there’s the fabled dodge attack characters, which easily have the best option in the game right now for covering multiple bases.

I’m not sure if dodging is just invincibility frames, if hitboxes in this game are just weird, but dodging seems to beat most everything, even if attacks are going right through the opponent. In my personally opinion, dodging needs to be more quick, but not provide invincibility or in limited amounts. This means it’s more about positioning yourself out of harms way before it gets there as opposed to just phasing through it.

I need more information on this game to critique this properly, but as a Conqueror, I can’t tell you how many times my chain goes right through my opponent, whether it be at the beginning or end of my swing, or whether they are at the beginning or end of their dodge. An issue with Conqueror’s hitboxes (which are admittedly shit), or an issue with dodge, I am not sure.


  • Feinting/Chains -

As a Conqueror main, I don’t get to true feint very often, so I am actually inexperienced here, but to my knowledge, you can’t feint a chained heavy. Why? Heavy to heavy chains might actually be useful if you could feint while in the chain, so people couldn’t just braindead mash parry after blocking (or getting hit by) the first attack. People would hesitate to parry in more instances if you could feint more often, in more places.

As a whole as well, I feel like the feinting recovery is too long before you can go into an action. I think you can block more or less instantly, which I like, but you can’t attack swiftly from it at all. I think on a character by character basis, feinting speed should be improved. (Provided the OS goes away)

One of the few positives to Conqueror’s wonky way of feinting is that he CAN feint his chained heavies.

It bothers me immensely that chains, at least for slower classes, are almost entirely worthless. Especially if you don’t have a heavy to light chain or some way to mix it up besides. Personally, I think if you block a heavy, you should have a pretty rough time ahead of you. Really, I would like this game to emphasize more appropriate defense, to kind of force people into more situations where they have to block, and that getting out early requires good use of a more balanced or difficult parry, or by using character specific defense options, or a dodge in the correct direction. Really, poor berserkers I mean, they are built around this concept, but can’t do shit. Needs to be fixed.


  • Stamina Drain -

Why is it when out of Stamina, you can still dodge like it’s going out style? Moving quickly is kind of the opposite of what you do when fatigued. Much like everything else, being worn out should reduce your dodge speed immensely. If you get someone drained dry on Stamina, it should be your opportunity to go fuckin’ in. The one time where you can starting chaining like crazy, because even if they parry you, they can’t do shit. The fact people can just zoom around when out of stamina is just stupid.


  • Environmental Hazards -

It’s an awesome concept when done well, but this game does it SO poorly, and I mean, REALLY poorly.

The idea of always being aware of your surroundings is awesome, as is using it to your advantage, but right now, it ceases to be engaging in most instances. For starters, so many maps start you in situations where it’s just death pit after death pit. This isn’t engaging. A hazard as powerful as a instant kill should be something you have to work towards – position yourself well to gain access to. Not something you spawn right next to, and it’s in so many maps – EVERYWHERE. They should have more fire, geysers, things like that. Damage boosts, combo extenders – hell, I love throwing people into walls and getting the heavy, it’s awesome. More things like that being the maps would be great, not a million instant kills.

The idea of using your environment is really cool, and I’ve had some awesome fights where I felt like I got a well-deserved environmental kill. It’s like a boxing match, where my opponent doesn’t realize he’s about to have his back to the corner, because he’s too focused on me. I’ve done it several times, where I keep dodging and weaving in ways to force them to the wall or to a ledge, and they don’t even realize it. It’s really awesome, and the fact I had to work to get them there, shove them, hit them, throw them over and over, all while playing the oppressive Conqueror, so they would focus on me – it’s great. Environmental stuff SHOULD be part of the standard 1v1, but it shouldn’t be given to you right off the bat, and the ones that are should be small advantages like a puddle that slows them or something that reduces their stamina or just the classic wall combo.


I had other shit to say, but let’s just move onto my main chicken…


  • Conqueror -

The problems with this character are immense, and it’s more entirely to do with the current strength of the defensive options in the game. Honestly, if some of the changes listed in the above went through, my big boy might be just fine as he is, but right now, he is anything but.

The current issue with Conqueror, within this meta, is that he is slow as shit, with a very, very weak mix-up game. The meta right now (as I see it), is either stupid fast lights which only some characters have, or waiting for something to parry. Whenever I go up against someone who just waits, that is when I think I have 0% chance of winning. He is too slow, even his lights are easily reactable. Even if by some miracle they didn’t parry the first heavy – that’s it, my offense is over. If I go for another heavy, I get parried 100% because it’s so slow, if I go for a shove, it’s beaten by a dodge in any direction, which, said dodge will also stop any follow-up I could have done anyway. Con’s side heavies and lights whiff right through most people if they dodge left or right, back, up, down or twisty-swirly. The only “creative” option I can do is do a second heavy and cancel it into stance as a very stamina draining option, but from there, even if they go for the parry attempt (which they will OS), I can’t do anything to stop it anyway, the stance recovery is too long, at best, I can block it. If they did a Top-heavy, maybe I could shield bash through (since it blocks top for it’s start-up, just barely).

Con just has almost nothing going for him, even his charged R2 at lvl.2 is still weaker than other attacks in the game. The irony, is they I feel like Con was the one who was built to be playing this turtle playstyle, but it is in-fact, the counter to him.

Now, to me, besides turtling, Con’s strengths/gameplan seems to me to be environmental awareness. If he can get you to the corner, he actually becomes a real character: his attack range finally amounts to something, you can lock them blocking with zone attack (easily parried but I love doing it on baddies), he can get some serious damage going with shoves as each one leads to a heavy when walls are involved. What he really needs is something to get you to attack HIM. So let’s think list off possible buffs, and note, not all of these need to be a thing…

  • Zone attack is unparryable, recovers slightly faster, longer range does high chip damage, or does not do a mandatory two swings. Any combination or all of these would make him much stronger once he got someone to the corner. It’s nice that he auto-blocks all attacks while performing this, but it pushes enemies so far out and takes forever to recover, that you’re just asking to die if you use it. Shame too, it’s my favorite attack. High chip and not being parryable means you could really fuck with people in the corner if you got them there. They’d have to use character specific stuff to get out, which would be interesting, or dodging into the later swings – I dunno, seems like a cool move that could be so much better.
  • Add in Heavy to Light swings, to give some sort of mix-up option.
  • Allow full block stance to be used during light attack start-up as well
  • Allow chained R2’s to be charged, to give him a suito-feint. This option would IMMENSELY improve Con.
  • Lvl.2 R2 cannot be parried. (seems abuseable if so)
  • Shield bash at least cannot be evaded when up close by dodging backwards. (Bothers me this works)
  • Give light attacks superior hit properties akin to Berserker. (Would be fun, but perhaps broken and it moves in on Berserker’s thing, which I don’t like.)
  • Lessen Stamina consumption, right now, he burns out real fast.
  • Give him a chargeable light as well?

That’s enough for now. Enjoy the game a bunch, even if it is filled with the most immature crowd I’ve seen in awhile. I imagine it’s what SFV would be like with a chat feature. So many rage quits, even if you win just one round – it’s kind of crazy. I consider Con really bad, but man, I’ve been told he’s broken by a loooot of people.