Man, whoever said it was rough having guard break as a A/square on a controller definitely wasn't wrong! I can never get my thumb off the joystick quick enough. Also the timing on guard break counter seems reeeaaal funky, I was having a hard time managing it even in the tutorial.
The guardbreak issue I think would be alleviated quite a bit if they moved the break button to the R3 input. The timing is weird, however the doubletap method does work, as outlined above.
The issue is that the control scheme actively forces you to choose between being able to change guard quickly or being able to throw/break quickly. I'm not sure if the "choice" is by design. Personally if I do go in hard on this game I will end up buying an Elite controller to be able to remap the controls.
Edit:
On further thought, reward for throws varies wildly amongst the fighters with the exception of one type; throwing your opponent into a wall causes wallstun and guarantees a hard attack followup.
However, there are definitely strong and weak throws, if we speak of throws only in the context of open space, no edges etc. Of course when you bring edges in etc then the specific throw hardly matters as long as you go off the cliff. Having said that, the Raider's forward throw is probably amongst the strongest, not so much due to the carry, (assuming open space) but because it causes a knockdown that allows a hard attack followup in almost all scenarios.
Raider can also throw from a full sprint and from dodges, and his throw/pommel strike mixup from the dodge is potent and leads me to believe the Raider is optimized around his throw options. Compare to the Conqueror throw, which unless it is into a wall or off a cliff is relatively weak and doesn't guarantee followups.
Then you have the distance of the throw attempts. Raiders and Peacekeepers have very long throw lunges and can throw from multiple positions or actions. Then you have the Berserker who has a very short guardbreak range, though the Berserker throw is arguably balanced by the fact that the forward throw does stamina damage, and can cause a knockdown (see above) if the opponent is on low stamina.
Stamina damage isn't something that I see a lot of discussion about, actually, yet I think that it could be a very important mechanic that isn't quite well understood yet. Heck, I had no idea that the Berserker throw did stamina damage until I watched the advanced tactics video for the zerker.
Edit 2:
Found a spreadsheet of attacks that are throw punishable on block. (I knew there was something good about my Conker)
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 basically what that spreadsheet says is only ever light attack a conker, correct? Pretty much everything else means you get a 45mph steel fastball to the dome?
So basically what that spreadsheet says is only ever light attack a conker, correct? Pretty much everything else means you get a 45mph steel fastball to the dome?
Supposedly, I have to try it out. I did start doing this last night and was getting a lot of throws esp vs assassins. However, this is tempered by the fact that conker doesn't get anything guaranteed out of a throw unless you get a wallstun. I can also try not completing the directional part of the throw and see if I can get a hit in with anything during the "throw stun" by attacking after the initial GB instead of completing the throw. If he had something like the guaranteed knockdown the Raider has that would have been gg.
Edit:
On the flipside, you don't want to light attack a Warlord, because they can attack you at the same time with a mirrored light attack that will block your blow while completing their attack.
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.
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I wish the Berserker's infinite chain was something you could actually pull off more often, I find it incredibly difficult to get 4 or more attacks in the chain off.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Jesus, I'm watching some more stuff and so apparently Berserker has super armor on a couple moves. This is not spelled out anywhere. This is a fighting game all 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.
0
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Jesus, I'm watching some more stuff and so apparently Berserker has super armor on a couple moves. This is not spelled out anywhere. This is a fighting game all right.
Really? Which ones?
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Jesus, I'm watching some more stuff and so apparently Berserker has super armor on a couple moves. This is not spelled out anywhere. This is a fighting game all right.
Really? Which ones?
The forward dash into heavy attack for sure, the double axes? it flashes white, which according to what i just read signifies an uninterruptible attack e.g. super armor. Can still be parried/blocked but it cannot be stopped by another attack.
I wish I had known this earlier, would have made a difference in a few fights.
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.
There is a ton of depth in here that isn't apparent at first glance. I'm glad that's the case though, since I was worried that the combat might be shallow but it seems to have a lot going on that has to be taken into account. The more time I spend with the beta the happier I am with my purchase.
Yeah, early in the betas I got beat by that berserker move a lot. And yes, this game definitely is a fighting game basically. It's all footsies.
I was referring to how older FG's don't explain anything in their tutorials lol. But yeah this is def all footsies.
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.
There is a ton of depth in here that isn't apparent at first glance. I'm glad that's the case though, since I was worried that the combat might be shallow but it seems to have a lot going on that has to be taken into account. The more time I spend with the beta the happier I am with my purchase.
Yeah. I have only really played the Warlord but it seems like there is a lot to each class.
I played a couple hours of Dominion this morning, I swear I lost 9/10 matches. Sometimes I was the best scorer on my team, sometimes the worst. I need to get a better handle on the scoring system, because sometimes a massive lead gets closed very quickly.
Yeah, early in the betas I got beat by that berserker move a lot. And yes, this game definitely is a fighting game basically. It's all footsies.
I was referring to how older FG's don't explain anything in their tutorials lol. But yeah this is def all footsies.
If you dig into the menus there are Advanced Tutorials or whatever for each character that go over a lot of stuff, but there is definitely some things that are still not surfaced very well.
There is a ton of depth in here that isn't apparent at first glance. I'm glad that's the case though, since I was worried that the combat might be shallow but it seems to have a lot going on that has to be taken into account. The more time I spend with the beta the happier I am with my purchase.
Yeah. I have only really played the Warlord but it seems like there is a lot to each class.
I played a couple hours of Dominion this morning, I swear I lost 9/10 matches. Sometimes I was the best scorer on my team, sometimes the worst. I need to get a better handle on the scoring system, because sometimes a massive lead gets closed very quickly.
Each Point gives you 100 points while you hold it, but if you lose the point you lose that 100 points. Minion kills give you 1 permanent point, and I think player kills give you 5 permanent points. Once you are over 1,000 points the other team is "breaking" and cannot respawn. So if they retake a point to bring you under 1,000 they rallied and can respawn again. I think you might also accrue points for sitting in B or C, but I'm not sure what the rate is.
I do like very much how even the heroes that appear to be similar, are quite different. Conker and Warlord counter completely different types of attacks. Berserker throw game is completely different from the peacekeeper, and the deflect presents different opportunities for each.
Wardens Vanguards all feel and play differently, the Raider and Kensai offense feels totally different to guard against. I mean yes the baseline abilities and system mechanics are the same, but the applications are vastly different.
Still has issues, of course, but they are not insurmountable. Right now I feel like unlimited sprint may need to be looked at, as a losing player esp in 2v2 or 4v4 can drag out a fight interminably. I feel like there should be a check put in place to keep an almost-dead assassin from just running and running and running away from the winning Raider. I mean yes by all means running should be effective, just not unlimited.
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.
There is a ton of depth in here that isn't apparent at first glance. I'm glad that's the case though, since I was worried that the combat might be shallow but it seems to have a lot going on that has to be taken into account. The more time I spend with the beta the happier I am with my purchase.
Yeah. I have only really played the Warlord but it seems like there is a lot to each class.
I played a couple hours of Dominion this morning, I swear I lost 9/10 matches. Sometimes I was the best scorer on my team, sometimes the worst. I need to get a better handle on the scoring system, because sometimes a massive lead gets closed very quickly.
Each Point gives you 100 points while you hold it, but if you lose the point you lose that 100 points. Minion kills give you 1 permanent point, and I think player kills give you 5 permanent points. Once you are over 1,000 points the other team is "breaking" and cannot respawn. So if they retake a point to bring you under 1,000 they rallied and can respawn again. I think you might also accrue points for sitting in B or C, but I'm not sure what the rate is.
Holding a point for your team generates one point a second, I think. A and C and any map, if you stand in it, generate 2 points a second.
Yeah, I think sprinting immediately after combat should cost some stamina or something so people can't get so close to exhaustion and then sprint away. Of course, I think as a Nobushi one of my feats is a passive that makes sprinting possible even when exhausted if I remember right.
I wasn't digging this game with my first hour of playthrough, but before dinner last night I got into a PA group and we played some good 4v4 elim and domination matches.
We lost some, won some, but it is totally different feeling playing with people you can rely on. More so then most games. It actually sold me on the game as long as enough PC bro's pic this up.
Also, I'm pretty good with nobushi.
Though if your my teammate and you see me heavy swinging. Kindly run away, because I can't stop myself from killing you too
" I am a warrior, so that my son may be a merchant, so that his son may be a poet.”
― John Quincy Adams
I already preordered the game on PS4, but I will say that playing the PC beta felt really, really good. PS4 Pro runs at a very pretty, solid, 30 fps but the game running at full everything 60fps was pretty damn great.
I'm honestly still debating picking this up at launch.
If they just flat removed revenge/gear stats/not letting me re-bind my controller I think I'd be fully on board.
I can understand gear being relevant in Dominion, because that's their MOBA type mode, but 2v2, 1v1 is vanilla as of right now. The controller issue is definitely something I agree with, to the point where I feel like an Elite controller is going to be my answer.
Which is fine, I hate the standard Xbone controllers and they seem really flimsy, I'm on my third one. I needed an excuse to get an elite I guess.
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 anyone else having trouble downloading this on ps4?
0
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I do think revenge needs a look at, especially for it calculates you getting it. For one thing, you either shouldn't be able to build revenge 1v1 or it should be a lot slower in my opinion, and someone else just being nearby shouldn't count for 2v1. Maybe it should only really start when more than one person is locked on to you, if they could program that. Revenge is just so powerful in a 1v1 situation that it can be very difficult to beat someone if they manage to build up enough to use it in a duel or similar situation.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Gear stats aren't an issue for duel and brawl modes, and revenge is important. It punishes people ganging up on a single person and gives them a chance to turn the tide. Doesn't always work mind you.
Yeah, revenge mode is a comeback mechanic that is pretty common in a lot of games these days. Don't just whack at someone who is good at defending in a 2v1 or 3v1 situation and you won't give it to them. Also, if they do pop revenge that's your turn to defend and just hold them off. It really doesn't last all that long so if you learn to manage it you can deal with it and then defeat them anyway.
FuriousJodo on Twitch/PSN/XBL/Whatever else
+1
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
Yes, revenge is a perfectly fine mechanic by me for its intended purpose which is to even out a situation if you're outnumbered and can hold off your enemies. It has no place in a 1v1 or duel situation though.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
The timing to counter a guard break is actually super strange, and oddly late for how you feel it should be. It's not when you see the icon, it's when they touch you. I find double tapping seems to generally handle it.
The tutorial should really say this.
I got through the rest of the tutorial and played a little of the free mode and it turns out I don't like this game at all anyway.
Oh well. Was nice of them to put the beta out there so I could actually try it.
Yes, revenge is a perfectly fine mechanic by me for its intended purpose which is to even out a situation if you're outnumbered and can hold off your enemies. It has no place in a 1v1 or duel situation though.
I'll agree to a point, I do think it sort of heavily encourages super defensive play. I've seen posts of "high level" For Honor duels and it actually looks really silly because it's just nothing but faints and guard breaks for like 10 minutes.
Jesus, I'm watching some more stuff and so apparently Berserker has super armor on a couple moves. This is not spelled out anywhere. This is a fighting game all right.
Really? Which ones?
The forward dash into heavy attack for sure, the double axes? it flashes white, which according to what i just read signifies an uninterruptible attack e.g. super armor. Can still be parried/blocked but it cannot be stopped by another attack.
I wish I had known this earlier, would have made a difference in a few fights.
@Hiryu02 and @Lord_Asmodeus , the uninterruptible (not unblockable) attacks are all listed in the move set. There is an icon next to the attacks that looks like a set of armor from what I recall, and any attack with that cannot be interrupted by receiving damage. This means that the Berserker will *always* trade damage with these attacks if the enemy throws an attack or GB instead of blocking. As far as which attacks have this property, all dashing attacks except the forward dash light, so side dodge lights, forward dodge heavy, and back dodge zone are uninterruptible. You also gain uninterruptible stance once a chain has gone over four attacks and that also means that the super damaging top heavy finisher can be made uninterruptible if it is at the end of a chain. It can be difficult to get the chain going, but it's worth noting that you can start the chain early by swinging once at the open air and that those uninterruptible dash attacks start a chain which can then be followed though. One of the best ways to start a chain as the Berserker is to wait for your opponent to throw an attack then dodge around it for a spin chop, then switch direction for a heavy from the opposite side, follow with a light then end with the top heavy finisher.
Jesus, I'm watching some more stuff and so apparently Berserker has super armor on a couple moves. This is not spelled out anywhere. This is a fighting game all right.
Really? Which ones?
The forward dash into heavy attack for sure, the double axes? it flashes white, which according to what i just read signifies an uninterruptible attack e.g. super armor. Can still be parried/blocked but it cannot be stopped by another attack.
I wish I had known this earlier, would have made a difference in a few fights.
@Hiryu02 and @Lord_Asmodeus , the uninterruptible (not unblockable) attacks are all listed in the move set. There is an icon next to the attacks that looks like a set of armor from what I recall, and any attack with that cannot be interrupted by receiving damage. This means that the Berserker will *always* trade damage with these attacks if the enemy throws an attack or GB instead of blocking. As far as which attacks have this property, all dashing attacks except the forward dash light, so side dodge lights, forward dodge heavy, and back dodge zone are uninterruptible. You also gain uninterruptible stance once a chain has gone over four attacks and that also means that the super damaging top heavy finisher can be made uninterruptible if it is at the end of a chain. It can be difficult to get the chain going, but it's worth noting that you can start the chain early by swinging once at the open air and that those uninterruptible dash attacks start a chain which can then be followed though. One of the best ways to start a chain as the Berserker is to wait for your opponent to throw an attack then dodge around it for a spin chop, then switch direction for a heavy from the opposite side, follow with a light then end with the top heavy finisher.
Hey thanks, I will readily admit that even though I went through the training videos, I may have overlooked the icons in the move list. It's good to know.
I personally have issues doing the zerker chains to get to buff state, while still alternating lights and heavies and also changing directions so that I don't get blocked before the 4th attack. My individual finger syncopation on my right hand is weak at best.
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.
0
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
I like pike lady in the Samurai faction. She's fun. I just don't like getting infinity comboed by axe viking lady.
I like pike lady in the Samurai faction. She's fun.
Probably the one I hate fighting the most, although the flail user really comes a close second.
"now I've got this mental image of caucuses as cafeteria tables in prison, and new congressmen having to beat someone up on inauguration day." - Raiden333
Parrying is ok but have you tried deflecting? Nothing makes you feel more like a totally sick bad ass Warrior than deflecting attacks. It's an addiction for me at this point.
"I know I should block that overhand heavy, but it would look so sweet if I deflected it and stabbed them in the face instead..."
Parrying is ok but have you tried deflecting? Nothing makes you feel more like a totally sick bad ass Warrior than deflecting attacks. It's an addiction for me at this point.
"I know I should block that overhand heavy, but it would look so sweet if I deflected it and stabbed them in the face instead..."
So here's a story that sort of explains why I'm so enamored of this game on a visual level.
In 1992, I was playing Fatal Fury 2 in arcades, SF2 had come out about a year before, and started the whole fighting game boom. I distinctly remember thinking that graphically, FF2 was a superior game. A huge part of this opinion was due to the fact that FF2 was the first FG I had seen that featured what I guess you could call contextual blocking. That is, the blocking animations of the fighters changed depending on whether they were simply in a block stance anticipating an incoming attack or projectile, or whether they were actively contacting the opponent's attack.
At the time, block animations in SF2 were static, they did not change. A block stance was a block stance. The stance did not change depending on if it was actively intercepting an attack at the time.
Terry Bogard would ball up his fists and hold up a defensive stance as a fireball hurtled towards him. Upon impact, he would compress his arms towards his body, tuck in his head and his whole posture would change as he absorbed the force of the projectile. To my teenage mind, this was fucking amazing. It made me have a vastly positive impression of FF2 overall, this was just so impressive to me at the time, to even code in something so subtle and detailed at the same time. It really made the combat pop out to me. Over the years, fighting games have of course caught up, and this sort of animation is nothing new.
When I first saw detailed gameplay of For Honor, I immediately noticed how the Raider was skillfully changing his stance and actively raising and lowering his weapon to intercept the trajectory of the incoming sword blade. Deftly twirling his axe from left to right, parrying and re-directing the enemy's blows from either side, or above. The interactions of the various attacks, staggers, manipulating the haft of his axe to protect himself, actively reaching out and absorbing the attacks, this again being a new (to me) evolution of contextual blocking.
I derive immense pleasure from watching how combatants realistically interact via the attack/block mechanic and visuals of this game. I never thought I would see a game that so accurately described the intersections of various weights and types of all sorts of weapons. This is probably a minor detail for most, but I am disproportionately happy to see this in action, in my lifetime.
E:spelling
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.
+9
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Anyone playing today, how is Duel activity looking? I had some issues last night getting matched up. Earlier in the day it seemed fine, but as the day wore on and into the night, I rarely got a match even after the matchmaker had looked for so long that it relaxed all my parameters. Is it still slow as heck? 2v2 and Dominion seemed ok, just Duel was slow.
Ubi forums have a thread describing the same issue.
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.
Posts
The guardbreak issue I think would be alleviated quite a bit if they moved the break button to the R3 input. The timing is weird, however the doubletap method does work, as outlined above.
The issue is that the control scheme actively forces you to choose between being able to change guard quickly or being able to throw/break quickly. I'm not sure if the "choice" is by design. Personally if I do go in hard on this game I will end up buying an Elite controller to be able to remap the controls.
Edit:
On further thought, reward for throws varies wildly amongst the fighters with the exception of one type; throwing your opponent into a wall causes wallstun and guarantees a hard attack followup.
However, there are definitely strong and weak throws, if we speak of throws only in the context of open space, no edges etc. Of course when you bring edges in etc then the specific throw hardly matters as long as you go off the cliff. Having said that, the Raider's forward throw is probably amongst the strongest, not so much due to the carry, (assuming open space) but because it causes a knockdown that allows a hard attack followup in almost all scenarios.
Raider can also throw from a full sprint and from dodges, and his throw/pommel strike mixup from the dodge is potent and leads me to believe the Raider is optimized around his throw options. Compare to the Conqueror throw, which unless it is into a wall or off a cliff is relatively weak and doesn't guarantee followups.
Then you have the distance of the throw attempts. Raiders and Peacekeepers have very long throw lunges and can throw from multiple positions or actions. Then you have the Berserker who has a very short guardbreak range, though the Berserker throw is arguably balanced by the fact that the forward throw does stamina damage, and can cause a knockdown (see above) if the opponent is on low stamina.
Stamina damage isn't something that I see a lot of discussion about, actually, yet I think that it could be a very important mechanic that isn't quite well understood yet. Heck, I had no idea that the Berserker throw did stamina damage until I watched the advanced tactics video for the zerker.
Edit 2:
Found a spreadsheet of attacks that are throw punishable on block. (I knew there was something good about my Conker)
https://docs.google.com/spreadsheets/d/1iZXPu8RkGvsbr-5W4xMIfzgB7z-PZPtfc7kUcacIkWk/edit#gid=693476689
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Supposedly, I have to try it out. I did start doing this last night and was getting a lot of throws esp vs assassins. However, this is tempered by the fact that conker doesn't get anything guaranteed out of a throw unless you get a wallstun. I can also try not completing the directional part of the throw and see if I can get a hit in with anything during the "throw stun" by attacking after the initial GB instead of completing the throw. If he had something like the guaranteed knockdown the Raider has that would have been gg.
Edit:
On the flipside, you don't want to light attack a Warlord, because they can attack you at the same time with a mirrored light attack that will block your blow while completing their attack.
That way we can test some things without constant rejoining etc.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Really? Which ones?
The forward dash into heavy attack for sure, the double axes? it flashes white, which according to what i just read signifies an uninterruptible attack e.g. super armor. Can still be parried/blocked but it cannot be stopped by another attack.
I wish I had known this earlier, would have made a difference in a few fights.
I was referring to how older FG's don't explain anything in their tutorials lol. But yeah this is def all footsies.
Yeah. I have only really played the Warlord but it seems like there is a lot to each class.
I played a couple hours of Dominion this morning, I swear I lost 9/10 matches. Sometimes I was the best scorer on my team, sometimes the worst. I need to get a better handle on the scoring system, because sometimes a massive lead gets closed very quickly.
If you dig into the menus there are Advanced Tutorials or whatever for each character that go over a lot of stuff, but there is definitely some things that are still not surfaced very well.
Each Point gives you 100 points while you hold it, but if you lose the point you lose that 100 points. Minion kills give you 1 permanent point, and I think player kills give you 5 permanent points. Once you are over 1,000 points the other team is "breaking" and cannot respawn. So if they retake a point to bring you under 1,000 they rallied and can respawn again. I think you might also accrue points for sitting in B or C, but I'm not sure what the rate is.
Wardens Vanguards all feel and play differently, the Raider and Kensai offense feels totally different to guard against. I mean yes the baseline abilities and system mechanics are the same, but the applications are vastly different.
Still has issues, of course, but they are not insurmountable. Right now I feel like unlimited sprint may need to be looked at, as a losing player esp in 2v2 or 4v4 can drag out a fight interminably. I feel like there should be a check put in place to keep an almost-dead assassin from just running and running and running away from the winning Raider. I mean yes by all means running should be effective, just not unlimited.
Holding a point for your team generates one point a second, I think. A and C and any map, if you stand in it, generate 2 points a second.
We lost some, won some, but it is totally different feeling playing with people you can rely on. More so then most games. It actually sold me on the game as long as enough PC bro's pic this up.
Also, I'm pretty good with nobushi.
Though if your my teammate and you see me heavy swinging. Kindly run away, because I can't stop myself from killing you too
― John Quincy Adams
If they just flat removed revenge/gear stats/not letting me re-bind my controller I think I'd be fully on board.
I can understand gear being relevant in Dominion, because that's their MOBA type mode, but 2v2, 1v1 is vanilla as of right now. The controller issue is definitely something I agree with, to the point where I feel like an Elite controller is going to be my answer.
Which is fine, I hate the standard Xbone controllers and they seem really flimsy, I'm on my third one. I needed an excuse to get an elite I guess.
I got through the rest of the tutorial and played a little of the free mode and it turns out I don't like this game at all anyway.
Oh well. Was nice of them to put the beta out there so I could actually try it.
I'll agree to a point, I do think it sort of heavily encourages super defensive play. I've seen posts of "high level" For Honor duels and it actually looks really silly because it's just nothing but faints and guard breaks for like 10 minutes.
@Hiryu02 and @Lord_Asmodeus , the uninterruptible (not unblockable) attacks are all listed in the move set. There is an icon next to the attacks that looks like a set of armor from what I recall, and any attack with that cannot be interrupted by receiving damage. This means that the Berserker will *always* trade damage with these attacks if the enemy throws an attack or GB instead of blocking. As far as which attacks have this property, all dashing attacks except the forward dash light, so side dodge lights, forward dodge heavy, and back dodge zone are uninterruptible. You also gain uninterruptible stance once a chain has gone over four attacks and that also means that the super damaging top heavy finisher can be made uninterruptible if it is at the end of a chain. It can be difficult to get the chain going, but it's worth noting that you can start the chain early by swinging once at the open air and that those uninterruptible dash attacks start a chain which can then be followed though. One of the best ways to start a chain as the Berserker is to wait for your opponent to throw an attack then dodge around it for a spin chop, then switch direction for a heavy from the opposite side, follow with a light then end with the top heavy finisher.
Hey thanks, I will readily admit that even though I went through the training videos, I may have overlooked the icons in the move list. It's good to know.
I personally have issues doing the zerker chains to get to buff state, while still alternating lights and heavies and also changing directions so that I don't get blocked before the 4th attack. My individual finger syncopation on my right hand is weak at best.
...those are my beta impressions.
parrying is nice
Probably the one I hate fighting the most, although the flail user really comes a close second.
Parrying is ok but have you tried deflecting? Nothing makes you feel more like a totally sick bad ass Warrior than deflecting attacks. It's an addiction for me at this point.
"I know I should block that overhand heavy, but it would look so sweet if I deflected it and stabbed them in the face instead..."
It was like a horde mode.
So here's a story that sort of explains why I'm so enamored of this game on a visual level.
In 1992, I was playing Fatal Fury 2 in arcades, SF2 had come out about a year before, and started the whole fighting game boom. I distinctly remember thinking that graphically, FF2 was a superior game. A huge part of this opinion was due to the fact that FF2 was the first FG I had seen that featured what I guess you could call contextual blocking. That is, the blocking animations of the fighters changed depending on whether they were simply in a block stance anticipating an incoming attack or projectile, or whether they were actively contacting the opponent's attack.
At the time, block animations in SF2 were static, they did not change. A block stance was a block stance. The stance did not change depending on if it was actively intercepting an attack at the time.
Terry Bogard would ball up his fists and hold up a defensive stance as a fireball hurtled towards him. Upon impact, he would compress his arms towards his body, tuck in his head and his whole posture would change as he absorbed the force of the projectile. To my teenage mind, this was fucking amazing. It made me have a vastly positive impression of FF2 overall, this was just so impressive to me at the time, to even code in something so subtle and detailed at the same time. It really made the combat pop out to me. Over the years, fighting games have of course caught up, and this sort of animation is nothing new.
When I first saw detailed gameplay of For Honor, I immediately noticed how the Raider was skillfully changing his stance and actively raising and lowering his weapon to intercept the trajectory of the incoming sword blade. Deftly twirling his axe from left to right, parrying and re-directing the enemy's blows from either side, or above. The interactions of the various attacks, staggers, manipulating the haft of his axe to protect himself, actively reaching out and absorbing the attacks, this again being a new (to me) evolution of contextual blocking.
I derive immense pleasure from watching how combatants realistically interact via the attack/block mechanic and visuals of this game. I never thought I would see a game that so accurately described the intersections of various weights and types of all sorts of weapons. This is probably a minor detail for most, but I am disproportionately happy to see this in action, in my lifetime.
E:spelling
It seems a thing Ubisoft is fond of nowadays.
Ubi forums have a thread describing the same issue.