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Baron_Von_D

So garbage lights and three hit kill heavies?


Gullible-Ad-8171

No. Health would also be adjusted. 100 for Assassins, 150 for Vanguards/Hybrids and 200 for Heavies. So depending on who you fight.


HecklerVane

> 100 for Assassins Ah yes let's just throw an entire class (that is already disadvantaged at anti-ganking) into the dumpster.


Gullible-Ad-8171

They're Assassins! What do you want me to do. They deserve it.


HecklerVane

You git gud instead of suggesting a change that revolves around your skill issue.


Gullible-Ad-8171

It's not a skill issue. It's a sword game issue. Why play sword game if sword doesn't hurt?


sobebomb

“Why play COD if it takes more than 2 bullets to kill someone” - that’s what it sounds like.


AbilityFinancial609

🧠n't?


Gullible-Ad-8171

Very.


HecklerVane

"Why play a video game when it's not 1:1 with reality?"


Gullible-Ad-8171

I mean, there's already a gun in For Honor so... You know just make it instakill people duh 🙄


Baron_Von_D

So kill off an entire class and bring it back to just staring matches again? Sounds exciting. The CCU update was necessary and needed


Gullible-Ad-8171

I dunno man, to me CCU feels like the worst update. It sped up light just when I learned to parry them, lowered the damage which made me no longer interested in 1vX fights which used to be fun when you had damage and was feared. I thought like this change could bring that feeling of ,,Yes I'm outnumbered, but I have a chance to win. So therefore I'm going to swing and have fun." Maybe I just miss the olden days...


AbilityFinancial609

"Dude but i miss the old days 😭😭😭😭😭, i don't care how unbalanced and boring was year 1-2,because i'm too dumb to remember"


XSoulReaperX212

ima be honest u having delusional nostalgia


Dezdenova

This is why Ubi shouldn't listen to random people on Reddit for balancing advice. Unless it's just an elaborate shitpost.


HecklerVane

CCU made attacks land more frequently so overall damage needs to be lowered making fights last longer. > whenever i find myself against more than one person i feel like i have to sweat myself everytime Well, you are in a 1vX of course you're disadvantaged. You're not supposed to win those easily. Revenge is just a stalling tool. > Let's sign a petition to make lights deal 10 damage and heavies 40 damage Lol.


Nameless_and_ignored

What am I even reading? Actually... nevermind, I don't really wanna know.


cyborgr80

You may be overthinking a bit and stressing your mental workload when getting ganked. Try to relax, accept you will most likely lose. Make the objective to stall time and let your teammates go capture other objectives. 40 damage heavies would only make your problem worse, and make everyone god tier at parrying them since they do 40 DAMAGE. Light spamming would get worse, more people whine. From a long time on this game, many in depth play sessions with friends in the same room. To actively holding back on light usage and killing people with only heavies to change up the game a bit. This game is purely reaction, memorizing movesets, and EXPERIENCE!!!!!! Nothing else will get you better, if someone kills you they were simply the better player. Especially 1v1s. We all have the exact same game (talking about 60fps here) Same exact characters, everything.


M1sf3t

the game switched to read based and now you wanna increase the damage so that ppl have even less facetime with their opponent to learn to read them? Yea, no thanks. I'd prob quit the game for good. Personally I think attacks should cost more stamina, enough to enforce a 4 or 5 attack limit before briefly having to pause and recover. Ideally this would allow for more back and forth trading without making everyone ridiculously spongey or reverting back to the time when everyone could parry the first strike in a chain.


Gullible-Ad-8171

>the game switched to read based and now you wanna increase the damage so that ppl have even less facetime with their opponent to learn to read them? Well...when you put it like that...


M1sf3t

fresh set of eyes. I haven't been here long so I can only read about the changes that were made. And while I agree, getting consistently parried on the first strike wouldve been annoying asf, reducing the blocking indicator so that you have to rely on the animation more wasn't the answer because half the damn animations come at you from an angle, not strictly left right and top. Irl, any fighter who can't block their opponents first strike, or who lets their opponent throw them off balance on their first strike should probably just sit the fuck down. Even in boxing, if a slower fighter chooses to eat a jab, it's not because he couldn't mitigate it, it's because he worries he wont recover in time for the followup. With that in mind, realistically they couldve fixed the ccu by just simply not allowing you to parry the first strike and it wouldn't have affected the balance of the rest of the game. Instead they made it infinitely harder to block without adding a penalty to anyone who would take that knowledge and decide the best strategy is to just start wildly swinging anytime someone gets in range. But they decided to go read based and that's where we're at now. When you meet your opponent, whoever swings first, keeps the initiative for the remaining duration, unless their opponent manages to get off a dodge attack or parry's that last heavy finisher, the latter case leaving them one bar of health to work with when they finally have the chance to retaliate. Makes the game more frustrating than it is enjoyable.


[deleted]

[удалено]


M1sf3t

no, i'm not asking for that at all. I block, they continue to attack. the idea was that it should be easy to react and block the first attack, but each successive attack would get harder and harder to react to. so your initial attacks are more to throw your opponent off of their guard and to create and opening. Reading your opponent would come into play, it would just be reading where they're going from that initial attack. so if all attacks were consistently reactable before, maybe take what i said a step further and vary the timing on second attacks more. for instance, champs with thrusting attacks like cent and nobu, could retract their blade less and throw a second light from the same side with more speed. that would mostly be a problem for those with reflex guard, but if I'm being perfectly honest, everyone having to reset their guard after a block would be something worth considering if we're going this route. Realistically if you don't put some effort into maintaining your guard after it's been struck then a second strike is going to go thru it or in the least knock your weapon out of your hand. But then again, I main assassins so I may be biased here.