Making them lose the game isn't the problem, it's a super shitty experience sitting around waiting for the timer.
But the running problem is also just an issue at the beginning of the match too. Those characters can basically run fast enough they can grab as many powerups as they want before choosing to fight you.
I guess as a change of mood, issues notwithstanding, I do want to say that I am thoroughly engrossed by the various heroes and playstyles on offer from this game.
It's to the point where I'm at rep 1 on five different classes and I still cannot settle on one, on top of which I still want to pick up the LB.
Conker - great, satisfying defense and feels great to punish mistakes and aggression. I don't need to hit you with my shield or weapons, I will hit you with the floor! Or walls, or cliffs, or spikes. Oh you have a combo? Too bad. Healing on block feat is amazing. Cons: I don't like the somewhat comedic emotes.
Warlord - enjoyable armored trades, constant forward momentum. Does not care that you are swinging at him, will swing right back at you and win. Explosive stamina and direct damage off a parry+shield chop. Feats make you so tanky and feel good to just shrug off damage. Emotes are badass.
Berserker - insane damage, combos feel good when you can punch through an enemy defense, good mobility and infinite combo can be very rewarding. Nice armor on forward attacks too.
Valkyrie - can't wait for speed buffs. I love her sheer number of tools and I like the spear attacks. Great variety, just needs a little push. Also javelins in 4v4 modes are the best. Please buff my EMOTES.
This game also made me break from my usual "biggest dude with biggest weapon" character choices, because the weapon+shield combat and interactions are just so satisfying. Even the simple act of blocking feels good and responsive from a visual standpoint, I LOVE contextual blocking animations.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
TIL I get a free throw on a blocked side dodge attack on Kensei. Thank god I can now stop trying to parry that shit and just go for the simple punish.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
+2
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ObiFettUse the ForceAs You WishRegistered Userregular
I want to say, similar to Berserker, you get them exhausted, then throw them so they fall, top heavy immediately comboed into the zone. 95 damage is a ton. That's insane, esp considering the Raider has multiple moves that do stam damage/exhaust, right?
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Taking a break from Nobushi to work on a Viking character so I have a Rep character from each faction. Decided on Raider, but I'm not sure I'm doing it right. Kinda just doing side-step pommel strikes, and R2x3 heavy combos. I mean, it mostly works but also seems kind of predictable.
Switch it up more, remember that your dash in can chain to pommel strike or the guard break. GB, run them to the wall and knee, top heavy, zone unblockable for instance. Then they don't know what horrible thing is coming when you engage.
That said they are predictable yeah, but if you're not being parried, keep doing the R2x3 (or x2 then unblockable) and break their stamina.
Not really sure where they fall once playing people who parry and tech regularly.
Those fighter school videos are cool, but they're based on the alphas/betas, so a lot of stuff shown there is no longer valid.
I'm going to start reporting people for griefing if they're just intentionally running away to drag out the match, specially if they're up against 2+ players.
"When you first take a territory, it will be extremely weakly fortified. Whereas the next line of opposing territories will be extremely strongly fortified. They're chock full of supplies and troops and very difficult to take. They have a foothold there. The opposition doesn't need to worry as much about fortifying those territories, and they'll nearly always focus on taking back what they've just lost.
Instead of focusing on expansion every cycle, you absolutely need to fortify the territories that you've just taken or they'll immediately change hands again.
The cycles should alternate. Expand, fortify, expand, fortify, expand fortify. This prevents spreading resources too thin and overextending. You need to create new footholds as you expand. The first race that collectively masters this will wind up on top."
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
To be honest, the more I've played the more the whole thing kinda just feels arbitrary. Like, it doesn't matter what I do, the results are predetermined. Lately it seems like there's already a crazy ratio of samurai to my vikings in freshly captured territories. Like, as soon as the refresh happens, the battle is already lost.
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Hold on, does anyone know if zone attacks track and beat side dodges?
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
So its getting to the point where I go into duels expecting to win which is good but fuck chasing orochis in a 1vs 1 duel.Only loss today and it was bullshit. On a happy note destroyed a warden so hard it cheered me up and distracted me from the pain that is trying to go through all 8 op levels in borderlands two , was so goddamn close and then died to a surveyor at the last part.
It's been said before, but I'll say it again. This is the most sorry excuse for an emblem editor that I've ever seen. Only 5 layers. Limited selection of shapes. Limited transformation options for the shapes. We're even missing a huge array of basic shapes to draw upon. We don't even have isosceles or right triangles. We could build more shapes with other shapes if we had a reasonable number of layers to work with.
TIL the parry timing is when the goddamn red arrow FLASHES. How did I overlook this?
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
I absolutely love For Honor. Unless Mass Effect Andromeda is everything I want it to be, and more, this will likely end up being my game of the year. I'm just really, thoroughly impressed by it.
Just did a series of about 10 duels with a Kensei on my Orochi. I probably lost more than I won, but it was pretty even overall, and I learned a lot. Started off, he would attack into me and I would Zephyr Slash into double overhead lights into a Zone Attack. Then he started feinting the frontal attack and blocking to the side I dodged to. Then I would empty dodge to the right, feint out his block to the incorrect side, then Zone Attack him from my left. When he caught onto that, he adapted. Then I adapted. And it went on like that for ages. By the final match, so many attacks were feinted, and so many more were correctly blocked, dodged or parried; the only real damage came from someone making a mistake and then the other guy slipping in guaranteed damage on the recovery. Felt so good, even when I lost, because I was learning and growing as a player.
I appreciate the shit out of this game. I haven't had this much fun in a competitive fighter since like Smash Bros Melee.
Won much more then I lost today but the loses I did get from pks and the people that run away in a duel made me super salty.
+1
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
It looks like warlord and warden are my niche. Tried Conq and couldn't hack it, couldn't get on board the orochi train. Kensei far too slow and predictable for me. I'll probably keep practicing with peacekeeper and then maybe berserker after patch cause I do wanna know what it's like to go fast.
I don't know why I didn't stick with warden. I was in alpha and it was my better class then. Flailing around as Conq (hah!) just isn't working which is too bad cause I like them a lot
am i wrong on the following perception? unlike fighting games, where your moves affect all opponents more or less equally, it seems in for honor, the person you're attacking also factors into whether or not certain moves can be dodged/blocked
for example, im pretty sure I thought that with Conq, most people I grab I can't follow up with a heavy (instead of shoving them). but against Berserker I can. similarly, it seems peacekeeper has more ability to dodge out of sequences that some other classes seem to have to soak up
real? coincidence?
Jasconius on
0
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
Yes, different classes have different strengths and weaknesses, situations they need to avoid, etc. I know it gets compared to a fighting game a lot but it isn't like one in most ways. That said, a couple of those instances are bugs on the table to be fixed in the first patch.
Peacekeepers are just stupid good at escaping from situations that by all means should have killed them because they can nearly cover ground backsteping while exhausted faster than players can sprint. They can basically get out of jail free whenever they damn well please and are top tier characters even with their triple stab bugged up.
Most characters are capable of following up a guardbreak with a side heavy. I've heard that raider is a bit to slow.
Normally parrying a target gives you a free untechable guardbreak opportunity. But some characters with long reach, predominately the nobushi, have the luxury of being pushed ever so slightly out of guardbreak range and avoid being punished.
i think my favorite aspect of conq is that i dont even need to parry to get what seem like untechable throws. if i block any heavy it feels guaranteed into fat damage
am i wrong on the following perception? unlike fighting games, where your moves affect all opponents more or less equally, it seems in for honor, the person you're attacking also factors into whether or not certain moves can be dodged/blocked
for example, im pretty sure I thought that with Conq, most people I grab I can't follow up with a heavy (instead of shoving them). but against Berserker I can. similarly, it seems peacekeeper has more ability to dodge out of sequences that some other classes seem to have to soak up
real? coincidence?
You can get side heavies in. Up heavy is too slow to really ever use unless you wall bounce them first. Or knockdown (but not with the jumping charge). If you knock a stam drained opponent you can get a first stage charged up heavy on them.
i think my favorite aspect of conq is that i dont even need to parry to get what seem like untechable throws. if i block any heavy it feels guaranteed into fat damage
Posts
But the running problem is also just an issue at the beginning of the match too. Those characters can basically run fast enough they can grab as many powerups as they want before choosing to fight you.
It's to the point where I'm at rep 1 on five different classes and I still cannot settle on one, on top of which I still want to pick up the LB.
Conker - great, satisfying defense and feels great to punish mistakes and aggression. I don't need to hit you with my shield or weapons, I will hit you with the floor! Or walls, or cliffs, or spikes. Oh you have a combo? Too bad. Healing on block feat is amazing. Cons: I don't like the somewhat comedic emotes.
Warlord - enjoyable armored trades, constant forward momentum. Does not care that you are swinging at him, will swing right back at you and win. Explosive stamina and direct damage off a parry+shield chop. Feats make you so tanky and feel good to just shrug off damage. Emotes are badass.
Berserker - insane damage, combos feel good when you can punch through an enemy defense, good mobility and infinite combo can be very rewarding. Nice armor on forward attacks too.
Valkyrie - can't wait for speed buffs. I love her sheer number of tools and I like the spear attacks. Great variety, just needs a little push. Also javelins in 4v4 modes are the best. Please buff my EMOTES.
This game also made me break from my usual "biggest dude with biggest weapon" character choices, because the weapon+shield combat and interactions are just so satisfying. Even the simple act of blocking feels good and responsive from a visual standpoint, I LOVE contextual blocking animations.
https://docs.google.com/document/d/1XcC4tBm4q5DOKvjqEpZeiPq6GCSrtAES3h0rYK887BU/preview
TIL I get a free throw on a blocked side dodge attack on Kensei. Thank god I can now stop trying to parry that shit and just go for the simple punish.
We need to start putting stuff like this and the Hero School videos into the OP
Okay, wait. This is the first I'm hearing of this and I can't seem to accomplish this as a Raider.
Is this Top heavy -> Zone when I just guard break push?
edit: I can't be remembering this right, at least I hope I'm not?
Switch it up more, remember that your dash in can chain to pommel strike or the guard break. GB, run them to the wall and knee, top heavy, zone unblockable for instance. Then they don't know what horrible thing is coming when you engage.
That said they are predictable yeah, but if you're not being parried, keep doing the R2x3 (or x2 then unblockable) and break their stamina.
Not really sure where they fall once playing people who parry and tech regularly.
I'm going to start reporting people for griefing if they're just intentionally running away to drag out the match, specially if they're up against 2+ players.
https://www.reddit.com/r/CompetitiveForHonor/comments/5vqd2y/psa_you_should_be_fortifying_the_territories_you/
"When you first take a territory, it will be extremely weakly fortified. Whereas the next line of opposing territories will be extremely strongly fortified. They're chock full of supplies and troops and very difficult to take. They have a foothold there. The opposition doesn't need to worry as much about fortifying those territories, and they'll nearly always focus on taking back what they've just lost.
Instead of focusing on expansion every cycle, you absolutely need to fortify the territories that you've just taken or they'll immediately change hands again.
The cycles should alternate. Expand, fortify, expand, fortify, expand fortify. This prevents spreading resources too thin and overextending. You need to create new footholds as you expand. The first race that collectively masters this will wind up on top."
EDIT: I also managed my first intentional PvP Counter Guardbreak today. Progress!
https://www.youtube.com/watch?v=NN30YMzja6Y&feature=youtu.be&t=198\
(just before 3 minutes in)
"You don't fight with Honor"
"No. But he did."
Reminder not to skip arm day.
https://youtu.be/YNzrG4J36rA
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
Then you go up against a warlord who starts swinging at you, sorta just stops midswing, wonders if he left the oven on, and then hits you.
Armchair: 4098-3704-2012
Every Orochi out there:
https://www.youtube.com/watch?v=Opj6f-XpxGM
Just did a series of about 10 duels with a Kensei on my Orochi. I probably lost more than I won, but it was pretty even overall, and I learned a lot. Started off, he would attack into me and I would Zephyr Slash into double overhead lights into a Zone Attack. Then he started feinting the frontal attack and blocking to the side I dodged to. Then I would empty dodge to the right, feint out his block to the incorrect side, then Zone Attack him from my left. When he caught onto that, he adapted. Then I adapted. And it went on like that for ages. By the final match, so many attacks were feinted, and so many more were correctly blocked, dodged or parried; the only real damage came from someone making a mistake and then the other guy slipping in guaranteed damage on the recovery. Felt so good, even when I lost, because I was learning and growing as a player.
I appreciate the shit out of this game. I haven't had this much fun in a competitive fighter since like Smash Bros Melee.
I don't know why I didn't stick with warden. I was in alpha and it was my better class then. Flailing around as Conq (hah!) just isn't working which is too bad cause I like them a lot
for example, im pretty sure I thought that with Conq, most people I grab I can't follow up with a heavy (instead of shoving them). but against Berserker I can. similarly, it seems peacekeeper has more ability to dodge out of sequences that some other classes seem to have to soak up
real? coincidence?
Most characters are capable of following up a guardbreak with a side heavy. I've heard that raider is a bit to slow.
Normally parrying a target gives you a free untechable guardbreak opportunity. But some characters with long reach, predominately the nobushi, have the luxury of being pushed ever so slightly out of guardbreak range and avoid being punished.
Armchair: 4098-3704-2012
You can get side heavies in. Up heavy is too slow to really ever use unless you wall bounce them first. Or knockdown (but not with the jumping charge). If you knock a stam drained opponent you can get a first stage charged up heavy on them.
They can be teched off normal blocks.