Conqueror and Raider are bottom tier.
Everyone else above them, Shugoki is currently gunning for top tier due to his unparryable bug.
Conqueror and Raider are bottom tier.
Everyone else above them, Shugoki is currently gunning for top tier due to his unparryable bug.
lmao
I would go one step further and say they need to lean into competitive harder in general for me to take the game seriously. The playerbase is a cancer. It’s fun to troll them every now and then, or laugh at how much they refuse to git gud, but at the end of the day you have a toxic community who will ragequit and generally act like bitches if you don’t follow their imaginary rules, and because they are so adamant about their scrubbiness it’s spreading and getting worse by the day. And when the entire playerbase refuses to learn how to play, you’re going to end up with a dev team that probably will balance the game in such a way to cater to the vast majority of their audience. The game is already completely unbalanced to the point I can’t see how any real effort went into it, and if you add widespread scrub mentality on top of it, with no ragequit penalties or ranked mode and you have an issue. The game is fun and all, but a lot of the potential gets sucked out by a shit playerbase and an extremely poor job balancing the classes.
If you’re going to bill your game as a fighting game, you need to treat it like one.
This shit isnt a fighting game get over it
Its like dynasty warriors meets battlefied
Then again I only play dominion
The only thing im disappointed in is the way gear/steel is handled. Its really just a level grind baiting u to pay real money for ridiculous gear…nibbas lvl 1 with lvl 80 gear on lmao. Theres no real concept of forging or working for ur shit. I was hoping for more out of that.
So they are upgrading it?
" an extremely poor job balancing the classes."
Marvel vs Capcom 2 is one of the most broken competitive games of all time, but even EVO still gives it a pass just because it’s “mahvel” fanservice
For Honor is balanced compared to that, Overwatch (which they nerf characters to next to useless),
League of Legends, and other overrated competitive games.
there’s really no counter picks, it’s still player skill based. whining about Warden and Orochi is like Cammy players whining about shotos having antiairs better than hers, and fireballs that give “unfair” zoning advantages.
Git gud.
Go fight a Warden or Orochi and tell me mixing up top light and top light ZAFC is skill based or tell me defending against it is skill based.
Because it isn’t.
Very hard to compare this to other titles because their neutral doesn’t operate on the same plain or in the same fashion.
Tbh i dont see this crazy imbalance yall are talking about.
Besides if you arent playing warden then just lmao enjoy hell when the purge comes
Fight someone who abuses it and you’ll understand, your character can do it too.
Just press top light, then quickly press heavy attack and you’ll cancel your top light into a zone attack, 12f. Extremely difficult/unreactable without foresight and slight guesswork, essentially free unblockable. Punishable by guard break on block though, the Orochi’s is scarier because no punish.
Makes the meta revolve around characters who can threaten fast, unreactable attacks. Characters that don’t have this become worthless because they open themselves up to parries when attacking.
“doesn’t operate on the same plain or in the same fashion”
and see, people have to get out of the conventional fighting game mentality, otherwise, their perception of balance is largely misguided and incompatible with this style of competitive fighting.
As other classes, I beaten Wardens and Orochis. it’s still largely skill based, and gear/stats play a factor too, but starting fresh around level 12, I beaten a Reputation 3 Warden/Orochi player.
sometimes the greatest defense is a good offense. it only seems imbalanced because most don’t bother to learn the other characters.
I mean it’s like SF2 player saying Zangief is useless against Ken, when anyone can beat anyone, sure some have advantages, but no one is equal. true balance is an illusion when you deal with different fighting styles, weapons, and physical capabilities.
the only way to really make it more balanced, is making it more like Bushido Blade with one hit kill mechanics, but then players have to be even more perfectionists.
against Wardens and Orochis, I find it’s better taking initiative and going offense horizontally instead of vertically. that way, they can’t block/parry your attack since you aren’t using top stance, and only use top stance regularly to defend against their top light,
and that can practically negate their top light mindgames strategy.
try to catch them from the side, guard break them, keep defending those lights and don’t use top attacks if they are good at blocking/countering high.
it is all skill based, and every strategy has a counter.
The issue is, as has been stated before, a player who knows what he’s doing will be relying on attacks that are literally unreactable and can be cancelled out of lights. The characters who get access to these tricks can essentially just throw out attacks that force you to guess. It’s not BAWWW TOP LIGHT OP, the complaints are that specific characters have vortices relying on attacks that either put them at an advantage when cancelled out of, or that cannot be reacted to due to their speed. If you watch higher levels of play, the only characters that see frequent use are the ones who can use these sorts of tricks (or the ones with bugged mechanics). I guess the closest I could compare it to is early MKX, where the top tier characters could just spam unreactable overheads and lows that were safe on block, making blocking completely pointless because all it would do was put you in blockstrings until you guessed wrong and got murdered. The issue isn’t blocking or parrying. The issue is that top tier characters have high damage offense that cannot be reacted to.
" The issue is that top tier characters have high damage offense that cannot be reacted to. "
well above fighting gaming, this game is a hardcore competitive game. Millions can’t “react to” accurate bullets in Call of Duty games, but even shooters still are highly competitive regardless what “can be reacted or not reacted to”.
it’s kill or be killed, successfully guess right, successfully hit, and secure the decisive deconstruction of their opponent. it’s a part of the art of war. not everything is going to signal you of what kind of attack is coming next.
it can be reacted to some extent with prepared caution and defense for it, unless you are defending in another direction while they are planning high.
the decision making is fast, and can change fast,** but if you are prepared, their plan is going to collide with steel.**
it keeps the fighting more interesting instead of everything being telegraphed. there’s already plenty of hand holding with the UI.
if certain classes and attacks are too overwhelming, then some people just don’t have what it takes to ADAPT.
and that’s why rage quitters exist.
they refuse to adapt and want wins handed to them if they follow some flowchart that is assisted with signs for everything.
they feel entitled to have signs/signals for every action their opponents take. fights really aren’t a traffic light game.
and there is not a single fighting game where everyone is on the same tier (unless it’s Karate Champ or fighting game with reskins of the same single moveset for all), and players don’t see everything coming from their opponent, even pros are poked and caught off guard often. it happens, just adapt, avoid mistakes, and try to make a comeback while you still have HP.
Man.
Kensei is great.
For generations, if fighting game fans took the time to rant about every time they ate a dragon punch type move
because they didn’t see it coming,
and jumped at the wrong time, they could write entire novel about that alone. xD
top light and top light ZAFC really are probably like the dragon punches of this game, they can happen instantly overall, and if you aren’t prepared, then you’re gonna get hit. but that strategy is not flawless unless people have a one track mentally on their offense and defense strategies. just don’t defend the wrong way, and don’t attack when you should be defending or when defend when you should attack. got to choose the right direction too. there’s a lot of skill, depth and strategy involved.
For generations, if fighting game fans took the time to rant about every time they ate a dragon punch type move
because they didn’t see it coming,
and jumped at the wrong time, they could write entire novel about that alone. xD
top light and top light ZAFC really are probably like the dragon punches of this game, they can happen instantly overall, and if you aren’t prepared, then you’re gonna get hit. but that strategy is not flawless unless people have a one track mentally on their offense and defense strategies. just don’t defend the wrong way, and don’t attack when you should be defending or when defend when you should attack. got to choose the right direction too. there’s a lot of skill, depth and strategy involved.
Except DPs are generally extremely punishable on block. In fact, people complained a lot about FADCs in SFIV precisely because they made DPs safe. Safe, unreactable attacks that lead into vortices are the problem. That’s not a DP. That’s an unreactable safe overhead in a game where it’s not even a 50/50 but a 33/33/33. Your analogy doesn’t even make sense, because a DP as an AA is reactive, whereas these attacks are not. If they were used to punish my attacks, I wouldn’t be complaining.
You don’t seem to be understanding fighting games very well, because your arguments and analogies always seem to be missing the point people are trying to make and mostly rely on buzzwords like “the art of war” or “met with steel” that don’t actually mean anything, rather than concrete strategies or frame data. Nobody’s complaining about Nobushi’s hidden stance punishes, Lawbringer’s ripostes or Warlord’s full block into headbutt, because if you get tagged by that it’s because you left yourself open or your opponent got a read. What people are complaining about are legitimate vortices on fast characters with fast attacks and long reach that are virtually inescapable and often use unreactable attacks. This means the characters will frequently get the first strike, and that first strike leads into a long string of attacks that cannot be reacted to and essentially forces you to waste stamina on a backroll to reset to neutral, where the other character is at the advantage again. People aren’t even specifically complaining about warden top light or zone attacks in a vacuum. The issue is that when that specific character gets both those things on top of the shoulder charge shenanigans, it gives him the tools to pull off the vortex.
Nobushi is actually an excellent example of how that should be working. She gets fast attacks, long reach, and once she gets rolling she can cancel attacks into other attacks to keep her offense going and keep you guessing. But she’s also vulnerable if you close in on her due to poor defense, and her big damage comes from attacks that are reactable and punishable. So she gets to choose between cherry tapping using lights and bleed effects, or she gets to go for her big damage and open herself up. The characters people actually complain about are the ones where the risk/reward curve is fucked by giving them huge rewards for virtually no risk.
I can’t even imagine if I didn’t suck ass in duels…
Please post it. Need a good laugh.
Paired up with a Warden/Orochi combo so me and my friend decided to just throw em off ledges the entire game.
They got soooo fucking angry, shit was insanely fun. Meta still makes me want to commit suicide though.