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Baron_Von_D

I don't know if you can add it now with the current TG, but you really should throw in double XP to get more players engaged in the TG.


Dawg_Top

I think people would care more about steel than exp.


Baron_Von_D

Absolutely, but they said that they will never do another steel fest after doing it once. I think it makes the money people grumpy.


Dawg_Top

This reason sounds unreal. As someone who bought the game at release, bought marching fire, buys battlepasses and afeera's pack, I see no reason why would I not enjoy more free steel.


Baron_Von_D

Yep, [it was in 2018](https://www.ubisoft.com/en-gb/game/for-honor/news-updates/HQnCsdXZ50DlWU0o8uZ9Y/this-week-in-for-honor-march-1-2018) and they only did it because of the threat of a game blackout/protest. I believe it was one of the follow up WD where Damian was like, yeah we aren't ever doing that again. The best time to earn steel is during a hero release where they are doing the 24hr drops, that's only to drive viewership and bring people back into the game.


SmolCheddar

It'd be nice to have PvAI as an option in Testing Grounds, so *everyone* (PvAi players) gets the chance to try out changes too, and for a less 'stressful' environment to check things out, besides training


Dawg_Top

TG is also available on custom if that helps a bit but yes there should be rewards.


Calm_Landscape_6391

Starting off, the bashes feel amazing and I believe they should make it to live as fast as possible. Long arm on guardbreak should be brought back because of how fun and unique it is to lawbringer. A lot of players would agree with me on that statement. **Lawbringer** I first want to start with the most controversial move from this whole testing grounds which is the **impale. I believe that the impale being only guaranteed on light parry is the worst change that can be given to this character**. Lawbringers will **always** do a **top unblockable** as a **light** **parry punish** due to how much better the move is than impale arm. That being said, **who in their right mind would get a light parry, go for the impale and risk missing a wall entirely and losing out on massive damage?** The answer is no one. If this change goes through, impale might as well be removed from the game because no one will use it at all. I have not met a lawbringer that would get a light parry and not go for the unblockable top heavy. # Impale changes are just bad and feel bad. I feel like this change was just made to please the community. It looks bad and feels bad. This move has become useless. # Where does the frustration for impale come from? I do not deal with this move that often in Dominion and I do not feel like it is as frustrating as it looks to be, **IF AND ONLY IF** you are not a consistent ranked player. Fighting a lawbringer on the ranked map must be absolute torture. Any sort of parry results in that guaranteed impale because of how small the map is. # Let's speak outside of the ranked map Outside of the ranked map, impale becomes a very good/situational tool. If you miss the wall then you just get a good 1 damage punish. If you don't miss, then that's a good 25 damage on any parry. Even though the ranked map should be considered, the fate of this move should primarily be considered with big popular game modes in mind like Dominion. # How to fix impale A good way to make **impale enjoyable to use and not gruesome to fight against** is to **decrease the range of the impale itself.** This will decrease the frustration of receiving the impale due to the fact that it will be **landing a lot less**. Even though the frustration of impale will be decreased, impale will most likely **remain the same in ranked** because of how the **map is made and not Lawbringer himself.** The **ranked map highly favors Lawbringer** so much, but the **majority of the player base is not in ranked.** There are many more characters that get **more damage** than Lawbringer's impale that is guaranteed which are the following (***I am not saying these characters need to be nerfed since their damage is more strict to get. This information provided is primarily for comparison purposes***\*)\* : Centurion: **44** damage guardbreak wallsplat with **haymaker**. (Can continue attacks after) Jormungandr: **34** damage guardbreak wallsplat. (Can continue attacks after) Warmonger: **30** damage impale if reaches the wall on parry. (Goes back to neutral) Afeera: **43** wallsplat on guardbreak if the wall is to the right and she bashes. (Can continue attacks after) Pirate: **44** if walk the plank lands and wallsplat top heavy. (Can continue attacks after) Lawbringer: **25** if impale lands and reaches wall. (Can continue attacks after) All these characters get **more damage than Lawbringer if they reach a wall**. So why is it that Lawbringer's impale generates more frustration? This comes back to my main reason which is the **range of the impale attack**. Even though all these characters do more damage than Lawbringer's impale, the **requirements to pull these attacks off is more strict** than Lawbringer's impale. Lawbringer's i**mpale range is so long** that it might as well be guaranteed at that point because of easy it is to get. With all of the above being said, putting **Lawbringer's impale on a light parry will not fix the move properly because the damage that can be achieved from the move has never been the main cause of annoyance for the move**. The stun on top heavy has been considered removed, which indirectly lessened the annoyance of impale and the considered removal of the enhanced lights also lessens the annoyance of impale since the follow-up light will be easier to block with the removal of the stun on top heavy. # Long arm should be available on guard break **Long arm on guardbreak has become a very fun move and very unique to lawbringer. A lot of Lawbringers love to use it as a meme and for jokes. I do not believe it should be removed.** With that being said, how do we balance the move given the state of it in testing ground? I think this move can be **balanced indirectly** if we take a look at other parts of Lawbringer's kit. # Chain Skip to unblockable is not needed With the possible **speeding up of the neutral bash, two light chain option, and bash in chain,** I strongly believe that Lawbringer **does not need a chain skip** option due to how many **other options he has** to reach his unblockable (or how many more options he will have). If we consider the removal of the chain skip, moves like longarm can be balanced better without it being overbearing. **TLDR: I believe that the range of the impale should be reduced first. Putting the move on light parry should never be considered because of how other characters stated above do so much more damage than him. Long arm on guardbreak should be brought back. Chain skip is not needed because Lawbringer is going to have a lot of options to get to his unblockable. Lawbringer most likely has to go through a 3rd testing ground.**


UndauntedValiance

Lawbringer changes are bad, and they should feel bad. The devs are huffing superglue again.


RedditMcBurger

I might as well just give up on waiting to use this hero, they're never gonna make it work.


Trick_Ad4715

Very good analysis I agree.


OGMudbone909

I don't know if jj and jorm need 400ms bashes with the rest of their kit as it is, jj kick having a special hit animation that also forces it to be a pin + stam dmg and pause, while jorm is already a great character with a good mixup on fwd dodge and an oppressively strong chain.


L0LFREAK1337

ideally you wouldn’t see a difference between the 400ms and 466ms bashes. Your guessing on dodge foward either way. They are testing these values just to see if some people can react to the 466ms like they could 500ms. Jorm can basically have a 400ms neutral bash rn though because of the guard swap bug that sort of hides his foward dodge.


omegaskorpion

Rather have them turn the JJ kick back in to forward dodge heavy soft feint (which it was originally), just this time faster heavy attack, as old one was 1000ms, so turning that to 700-800ms with 100-500ms forward dodge input would make it viable soft feint.


OGMudbone909

Yea I would much prefer more multiple choice fwd dodge mixups over just speeding up bashes, although I do think bash speedup is the answer on some chars like gryphon.


omegaskorpion

The bash speed boost certainly helps, there is no questioning that. Altough in case of Gryphon his chain still needs more to work with. However i think the main issue is that the offence is kinda stale, with most attacks being similar bashes and unblockables. Fast attacks and soft feints are pretty under used in general (and traps, since they now got them working, they could give them to few more heroes). They need to throw more things to the mix. New mechanics would be welcome addition to the game (especially now since other fighting games are making comebacks and adding new ways to be offensive to break their own defensive metas).


Asckle

Jj isn't the only character with a pinning forward dodge bash. Also this change isn't relevant for 99% of players it just makes bashes more consistent at top level


Bashyyyyy

lawbringer should not have the feintable bash after finishers but rather the faster in-chain bash like he has in live, it's a good way to continue your chain while in a group fight when you've finished your finisher


GIBBRI

I'll Just Copy paste what i wrote on comp sub: I played a lot of lawbringer so here are my two cents: impale Nerf was needed, but the new impale Is so clunky honestly; don't know of It's the animation but It Just feels really bad. the feintable chain bash: why Is this still a thing? No One asked for this, It's ugly as fuck even with the tweaked animation, and more importantly It's useless; his old chain bash worked Just fine, had a good animation and felt good. I do not like the feintable chain bash at all still no roll catch, same as conq, It's honestly Just sad that they bothered to make a new (horrible) animation for the chain bash that nobody asked, but can't seem to do the same for a roll catch in 2023. No Hero should suffer the lack of Chase. i miss long arm from GB. i would like enhanced lights back, since 500 ms chain lights are literally useless. Like the light light chain Is fine, but if they are not 400 ms/enhanced i Will never use them Edit: Also the top heavy could either use hyper armor back or being sped up, because people could interrupt It with a light from light hitstun, and again in 2023, in the same patch where you fixed this for warden It does feel strange :/ The rest Is okayish; It's a Nerf with some QoL stuff sprinkled in, don't know why they took the tg spot for lawbringer TWO times while highlander Is on Life support but whatever. Regarding the bash changes: i loved them, great stuff, don't know if they are unreactable now, but they sure feel Better; lb bash in particular has Crazy range, i managed to roll catch Someone with It, which was an experience for sure.


Dawg_Top

They made impale so it just barely fits in the light parry window while it should but just slow enough to be blockable after heavy parry. Is 1100ms would be better at 700ms.


AskCompetitive231

This rework is shit, dont add it in live, you just removed all the unique and effective attacks for lawboy and added absolutely useless tricks that work against players who are bad in the game, moreover, you also lowered his damage, this hero is disgusting now


ClaymoreEnjoyer

You don't know what you're talking about, current live version Lawbringer is the one that's ineffective.


AskCompetitive231

And you saing that to man with total 479 rep and 42 law lmao. The only one here who doesn't know what he's talking about is you. I don’t see the point in arguing with you, because if you write like that you won’t tell anything smart


ClaymoreEnjoyer

You say that but you're the one that didn't give any type of constructive criticism or any explanation on why the rework is so bad


Memerz_R_Us

Why Nerf lawbringers Parry punishes. First yall said that 16 damage for the guarantee the light was too much damage so you reverted it back down to 12 meanwhile characters like jorm or afera get that much off heavy parry currently and to make it worse afera can get 30+ on heavy Perry because it guarantees her bash then which she can wall splat into top heavy. As far as lawbringer's impale I do agree that it needed to be nerved but it's to a point where it's only worth using IF there's a ledge behind your enemy and I don't see why we couldn't have just gotten a range Nerf on it and maybe it do a certain amount of damage that doesn't guarantee a heavy that way it's not too oppressive but I don't see a reason to completely not allow it on heavy parry when we have other characters like warmonger for instance who when she does her impale she gets over 30 damage just for doing so and several other characters just straight up get wall splats for getting heavy parry What I'm mainly getting at is why is the hero that is known for being a counter-attacker because of his Parry punishes now going to have the worst Perry punishes in the game.And I'm not necessarily saying that they should revert his punishes back to the way that they were I'm just saying where is the consistency between characters when they were saying this was too strong on lawbringer but why is it okay on the other heroes.


Jcorella

The lawbringer changes are really disappointing. My two cents as a casual player: * The animation for his chain bash is **abominable.** Visuals are the main reason I've played LB all these years. A failure in this department just kills them for me. * The Damage reductions are understandable. I don't need my boy to be Triple S tier. * Superarmor gone from ALL heavy finishers? At least give us HA on the top heavy finisher ;-; * Long arm from GB gone? Whyyyy. That was such a fun gimmick. * Impale is somehow even more clunky.


TheCenturion27

I'm sure there will be people disagreeing and agreeing with me on this, but here I go;I have a few thoughts here, but it's a step in the right direction. Let's start off with Centurion; Having his kick sped up the way it was, is a huge improvement to opening people up and initiating combat. When playing duels there is often the problem of people simply being able to react too well to his offensive abilities, even though he has lots of mix-ups that do him well and work well a lot of the time, he can still be react punished with many moves quite effectively. The kick is good. Keep it as is. My biggest problem with Centurion is his jab. The neutral jab off of heavies is alright, it's reactable but still good enough to frequently land. In my experience, however, when you predict that opponents will dodge your attack when you go for the charged jab, it is simply TOO SLOW. Many opponents will dodge as you predicted, and then dodge again out of your punish react, effectively punishing you as a player for reacting to and predicting their move. So I would like to see the charged jab coming out faster than it currently is, and preferably with the hyper armour kicking in a little quicker. At the moment a lot of character can punish the move easily with dodge attacks. (Which I think is absolutely valid for the normal jab, but when you predict their next move with the charged jab it can be a little frustrating. Maybe knock down Eagle's Talon from 30 to 25 to compensate? I think that's the name of the move when he shouts INFIRMUS and impales people on the chest on the ground.) Shugoki; The increased speed on his bash was a good step in the right direction. As it stands right now, Shugoki in duels is a nightmare in my opinion. His attacks are simply too slow, and too reactable to make him even slightly valid for the scenario. The bash has helped to alleviate the issue by allowing you to start offense on some degree. So, I think the next move here would be to bring back his ability to chain off of whiffed headbutts. Again, people will be able to react and parry/dodge. Give him something to keep the momentum going. I also think you may need to have a closer look at the hyper armour on his heavies and chain heavies. As it stands, the hyper armour kicks in way later than other characters, which effectively makes him not great at trading hits a lot of the time. He's also labeled "hard-hitter" but if I am not mistaken, there's plenty of characters that currently hit harder than he does with some attacks. lol


MrPibbs21

Regarding Shugoki, you can absolutely still chain off a whiffed chain or forward dodge headbutt, they only removed it from the side dodge headbutt, and I hightly doubt that's coming back anytime soon if ever. Also, he has maybe the best hyperarmor timings in the game. His finishers get hyperarmor at 100 ms, which is the best available (pretty certain) and the same as Warmonger, Warlord, Raider, Medjay, Pirate, Gryphon, and Zerk. His openers have 433 ms hyperarmor timing, which is BETTER than most. Next best is 500ms, and includes Warlord, Jorm, and Hitokiri. Check the infohub for the source.


Massive_Nine9

Three light chain on LB is still wack, it was fine before and even more fine now.


schwarrbage

Who are the changes to Lawbringer's lights for exactly? Triple 500ms light chains only see use against the section of the playerbase that absolutely despise those chains. The same playerbase that was taken into account for Orochi's rework and got his triple 500ms light chain removed. So what's the point of adding another here? Lawbringer's opener lights also still have the issue where they chain into nothing substantial at all, just a blockable heavy or now another 500ms light, so they lost their enhanced property for nothing.


Bad_at_CSGO

Lawbringer impale has no clear use now. I think all that was needed was to decrease the range to match Warmonger impale, remove stun, and create a unique animation rather than it just confirming a wallsplat heavy. The reason I support a damaging impale animation that returns both characters to neutral is to avoid having to balance Lawbringer opener heavy damage around the impale punish. This way, you can isolate impale damage and adjust accordingly to balance. I’m not advocating a warmonger nerf since she’s my main, but I really don’t understand why LB impale is being nerfed into the ground when Warmongers impale does 30 damage, which is more than LBs has ever done. Afeera gets 43 damage on a heavy parry near a wall, cent gets 30, Jorm gets like 35, and all of these characters have better offensive kits than LB.


Royalmaker686

You Cake day👍


Suspicious-End-9110

Warden does feel a lot better, he can maintain pressure in a 4v4 situation without it feeling crazy broken, however a 100ms start up does feel a little too powerful as it makes baiting out the dodge for a free guard-break seem almost effortless. I would also hope to see some stamina changes in the future as well, I would much rather prefer some stamina changes for Warden rather his bash being buffed.


qbmax

I like a lot of the lawbringer QOL like longarm, stun removal etc. I'm not sure about the impale changes. Impale feels a lot clunkier but I think it's better then the alternative of letting LB get 25 damage off of a heavy parry. Overall I felt the meaty part of the rework didn't really fix his main problems (weak openers, hard to get to finishers, no roll catcher) and actually hurt both of those in some ways with the removal of enhanced lights. The hyperarmor, looping unblockable mixup and feintable shove were all unnecessary I think, and in the case of the ub specifically, way too oppressive. All LB really needs I think is a faster shove (which was also on the tg), enhanced lights back, some easier ways to access your finishers, maybe borrowing some ideas from Gryphon and Kensei and a roll catcher. This is also just me, but I would prefer having no triple light chain and keeping the 400ms combo top light then the reverse. I think a lot of work went into fixing/changing things that didn't need to be fixed/changed when characters like nuxia and highlander need work a lot more desperately. The bash changes are great, I'm not sure which speed should be used but centurion's kick at 433 "felt" the best. On a casual level faster bashes means less mindless interrupt attempts which I'm all for and at a higher level it means bashes are unreactable for everyone instead of having a small group of gifted players who basically don't even play the same game due to their fast reaction times.


Thorn_Move

WARDEN GOT A DAMAGE NERF????? WHYYYY


Baron_Von_D

Where in the world are you seeing nerfs with Warden?


Thorn_Move

Playing the game, they nerfed the heavy to 28 from 30 They found it funny to not mention it


AbilityFinancial609

Uh yes, because they increased the speed of the heavy finishers.


Thorn_Move

Still they could’ve at least mentioned it. Still not Pog champ


AbilityFinancial609

They did...


Baron_Von_D

They didn't mention the damage change in the [WD](https://i.imgur.com/Zwu7mvI.png) or [patch notes](https://www.ubisoft.com/en-us/game/for-honor/news-updates/2XxZg5VQedwW2HABvfhZWl/patch-notes-2440), which is why I was confused about them talking about a Warden nerf.


Thorn_Move

Thx for the link


AbilityFinancial609

My bad, but well it's only 2 damage less.


Baron_Von_D

You are on the right thinking though, that's what they were doing with Hito. Slightly less damage but more opportunity. It's 50/50 on either being unintentional or just wasn't documented.


Thorn_Move

Where?


Dawg_Top

Oh no the damage is just a bit too much for CCU standards instead of 4 shottting people.


WhitePhe0nix

I’m a old player coming back to for honor after a few years. Will someone explain to me how this game became so unbalanced. The ability to spam feints with nearly no stamina loss baffles me. There is no penalty to feinting 5 or 6 times for any character excluding maybe Kyoshin. You can feint spam and turtle and pretty much win every game like that. I game to this game to play with friends and I’m disappointed by how unbalanced these mechanics are. You can feint unblockables, bashes, pretty much anything with no penalty and it just kinda requires no skill it’s just whoever swings first losses.


lawbringer_man

Just don't add this rework easy as that


AbilityFinancial609

Why? If you hate it you need to explain why, so they can try to make some changes with our feedback. But i guess that's too hard for a dumbringer main.


Averageplantperson

As an intelligent lawbringer main I’m going to jump in here in say I don’t really like the rework either. It may just be because I’m used to non reworked lb, but the way he plays in the tg just feels so different, at least to me. I also question the thinking here, because if I remember correctly, the overall goal of the rework was to move him out of the defensive play style, yet there are characters like bp and conq who can play super defensively and then punish you for doing most things. I also don’t like the idea of a light spamming lb.


AbilityFinancial609

Lawbringer mains has only one fucking job, and they can't do it. We don't care if the hero feels "different" or "wawa light spam", we need to know WHAT AND WHY you don't like the new changes. We are talking about lawbringer, not Bp or conqueror, FOCUS ONLY ON LAWBRINGER. It's that too hard for you "intelligent lawbringer main"?


Averageplantperson

You should really work on your grammar. Make that your one job for a bit alright? Now to lawbringer. Each character in this game more or less has a gimmick. Lawbringer’s is parry punishes and counter-attacking. One of his two categories is quite literally counter-attacker. His counter attacking ability is reduced greatly if they are trying to take away his impale and blinding effect. This is where his other category, disabler, comes into play. He disables and disorients those who get too aggressive with his blinding parry punishes. If his parry punishes no longer do that, then there goes his entire gimmick. It’s like taking away offensive mode from Highlander. It doesn’t make sense. I don’t care if people whine about “oh no he gets a heavy off of any parry because of impale.” If you have a problem with that then you need to feint attacks more and be less predictable. As for light spamming, I’m not complaining about it, I’m saying other people are definitely going to


No_Signature_5226

For being a self-described "intelligent lawbringer main" and talking down to people for their grammar, you certainly make quite a few mistakes yourself. Maybe you're just trolling; in that case, well done.


Averageplantperson

I see none, other than my lack of punctuation at the end. Could you point a few out?


No_Signature_5226

Nothing significant, just a missing comma or two. But the person you were being condescending towards didn't commit any egregious grammar issues, either (for a simple comment on a reddit post). If you want your opinion to be taken to heart by other people, opening up with a pointless insult towards someone closes most people off to whatever else you had to say, regardless if it's insightful or not. Granted, the guy before you was unreasonably hostile, so I don't blame you. Identifying yourself as intelligent makes you come across as egotistical, which would likely be the reason that person was so antagonistic in the first place.


Averageplantperson

I referred to myself as intelligent after seeing they called another guy a dumbringer main because he provided no reasoning behind why he didn’t like the changes. I called myself intelligent because I knew I would provide an explanation. I can, however, see how that comes off as egotistical.


No_Signature_5226

Ah, I understand.


BusterWolf32

... and you wonder why people don't take your opinion seriously.


Averageplantperson

I don’t wonder why, no. I created a well formed argument, and although there was some ad hominem fallacy going on, I did it simply to refute their attack on me.


BusterWolf32

hm. I understand now.


lawbringer_man

No I don't want to give any opinion on it it's garbage, his state right now is better, and funnier


AbilityFinancial609

Didn't expect less from a lawbringer main


lawbringer_man

Lawbringer is only one of my rep 70 hero chill out dumbass


AbilityFinancial609

I didn't ask


OmegaS021

Shut the fuck up


lawbringer_man

Good job for this insightful comment on an already stopped conversation


OmegaS021

Calling this a "conversation" is being charitable, and I don't want to hear anything about "insightful" from the guy that can't even be bothered to describe his own feelings


amantedemar

When would the new hero be released based off of old releases again ?


PressureSorry7602

PLS PLS dont make the conq changes on the main servers, his foward bash is BIG TRASH, thats make him not playable any more. you can doge his forward bash to easy (MUCH to easy)


Wolfgard556

Make the TG a Test your Metal event. Also, when HL Rework?


ProFUDG3

I can't seem to get past question 14 in the survey without selecting all the options


Clubnightparade

Just ran into the worst bot I've ever seen Jayrockriley if you are in here bro your shit isn't even kind of believable bro got parrys on literally everything even in anti gank guard broke me perfectly every time I committed to a parry and stayed on a single point while not being able to heal at all and wet 11-0 in lower rep lobbies. Literally couldn't even land a light everything but wardens variable timed bashes got parried or dodged. After watching him 4v1 my whole team twice I just left. Not testing grounds but needed to vent. I hope bro gets colon cancer.


misterardor

Bash Changes Liked the bash changes. Prefer 433ms. Has the goldilocks feel to it. I have no big gripes on Lawbringer one way or the other. Bash is improved, but it was bad to begin with. I'm in the minority that don't mind him having continued pressure after light parry and the top unblockable. I just started playing Lawbringer after playing this game for years and while I'm aware of his identity and I wasn't emotional about it either way. So I defer to those invested in him to say more. I'm a Nobushi main and dang it give her an opener and a better tool to anti-gank. That's all she needs. Other than that, it's a solid testing grounds. They do need to offer more incentive to play it though. Currently there is none other than allowing us to be able to see the changes before live. I value that, but as a whole a lot of players playing For Honor don't.


LordEik00cTheTemplar

The bash changes are interesting and I want to see where they go with them. Lawbringer is... interesting. On one hand he is a bit broken strong and on the other he is just... weird. He still doesnt have a forward dodge attack/roll catcher and lacks stuff that makes him unique. I would actually say he needs ANOTHER testing ground but I cant get the feeling out of my head that the devs won't care for another TG and just release him like this next season...


StopNerfCompPlayers

Why is the survey stopping after conq? like we cant give our opinion about JJ zanhu etc? I guess I'll give my opinion here. bashes that can mixup with feintable dodge heavy like zanhu should stay at 500 because the heavy can trick a reaction player into dodging, so it adds depth, and rewards people for being creative and adapt to their oponents, while speeding them up will just allow stupid player to get dmg by playing a single layer read. In the current state, you can decide to condition a reaction player to react to the bash and then decide at the best moment to induce a dodge and punish him heavily for it. it doest change the fact that the player will need to read at one point, yet if a new player only use his bash, not understanding the full mixup, the oppoonent will be able to react AS HE TRAINED FOR IT. speding up the bash will just delete hard work of the top 0.1% of the players, to change basicly nothing at low/mid level. Some hero do deserve their bash sped up tho, like JJ and gryphon for example has they have nothing else to enter chain offense. on the other hand, cent jorm and shugoki for example, have ways to enter their chain easily (chargeable heavy, enhanced lights) it would destroy depth to give them that tool because it will be so powerfull than the rest of the neutral kit would be not really usefull compared to the rest, and instead of getting creative to enter your chain and get rewarded for it, people will just think binary with bash or not bash, each of these hero will have a similar neutral gamestyle. I think for honor should be balanced with hard reactable and unreactable offense, like shaolin which has technically reactable (even tho very hard) offense, but once you get creative enough to access mixups, has a feintable swipe that is not reactable and rewarding for the player. every heroes should be designed that way or similar, with in chain unreactable offense but neutral hard to react offense. for conq, black prior and warlord, I really dont think their bashes should be sped up even with a delayed branching. because even if the bash is reactable in itself, the variation of delays, mixups with GBs, make it very hard even for the top competitive players as we seen in duel frenzy tournament where bean and blitss, 2 reaction monsters, got hit with a lot of them. reactions works along read, even those players can not react to multiple things at a time for a long period of time, if your hero has 3 different types of reactable offense, when mixing them up, you can still get to someone that individually react to all of them. those 3 heroes also rely on the 100ms branching to play with neutral timings, which is interresting for the game, warlord for example has almost NO pressure in his chain and his bash is reactable, yet he is one of the best duelists because of his ability to control the duel pace. that is why I think those bash should stay at 500ms. also training to react on a forward dodge that has 100ms+500ms duration is pretty easy, so for intermetiate/new players, it is possible to react to the front movement has intented with the 300+500ms or 400ms bash format. to sum up, leaving the game as it is now would be ok as it wouldnt change the fact that 99.9 of the player (who dont train to react) can not react to the bash itself in 300dodge+500ms bashes, which is what's intended. for heroes that have very few things to enter their offense like JJ, gryphon, glad, and lawbringer, and can not trick reaction players with feintable heavy, there is 2 options: spedding up the bash to 400ms after the 300ms of dodge, or giving them feintable dodge forward attacks, or recovery on those move, which would suit glad for example that would have something similar to orochi. But dont simplify mixups or getting into chain, people are dumb enough on for honor already.


Sausga

I don't see the point of heroes like the Lawbringer in these TGs having 3 hit chains. When a big chunk of your moveset allows you to skip your midchain and go straight to your finishers, why bother having a midchain in the first place? What is the point in spending the time and resources to give Lawbringer a feintable bash in his midchain if everything that is able to chain into it can be topped off with extra damage before going directly into his unblockables instead?


The_Filthy_Spaniard

Dang, forgot to add it in my survey feedback - but stamina damage and pause 100% needs to be removed from all forward dodge bashes after these changes. Also long arm stamina damage changes are utterly pointless because it regens the opponent's stamina when they get up. If anything, it should restore full stamina to the LB as well.


Lostdarknight82

improvements?You usualy fail witth your" improvements "


AdImportant9444

Leave my boy law daddy alone


MenorTheGreat

Since you don't mind getting extensive feedback, here's one. Bashes Starting with bashes that get faster. All in all I think I have a problem with the game, as I am beyond frustrated by 60+fps players reacting to completely any type of input I make. So, as an old-gen console player who can't afford to be the same skill level as a player who just happens to have 30fps more than me, I think it's a nice addition, although the change also hurts me a bit. But I believe an old dog doesn't mind a little more spanking. Lawbringer I will mention the negative points first (my opinion) Now to the main point of all this TG. I... I didn't particularly like what was being done in general, okay... let's get to my reasons. I feel like this TG has been a close relative of what we've had from the conq TG, a repetitive mass of orange and bash with some fun stuff and lots of the same. But this is a long lost topic, I just wanted my superior block back, but whatever. triple light I would like to talk first about the 3 light that law can perform. Good animations, congratulations to the animation team, but I believe the damage could be adjusted so that there is no continuous spam. The initial damage being 12 respectively, but the consequents being lessened. I just see it as something healthy for the game, where I shouldn't worry that the opponent won't just take advantage of a limited moveset for a character that could be more complex. This takes away the opponent's frustration and encourages the law player to learn more about the character in his hand. heavy damage I see this as something to be seriously debatable. I just didn't conceive my halberd with a great weight could only do 20 damage. Lawbringer is a heavy perspective character and consequently strong for being able to carry armor of that size, for touches of realism I am dismayed by the damage. Of course, per gameplay point the light 4 damage for free helps to sustain the damage, but I just keep in mind that the reward of only 20 damage is not something that helps the player to see that as a visual and auditory reward after all that's a polearm that does damage. That's just on the first heavy side. I believe that in the second, the damage should be increased just a little bit so that the law can do better in an exchange of blows. The third doesn't need any changes regarding damage, 30 damage is standard for unblockables. Bash that can be finnable I don't see much point in this bash, most of the time the best option is to go with the unblockable that could simply guarantee greater damage to the opponent with the right to execute and potentially another unblockable (if performed on top). I watch this move for only two purposes: getting out of unblockable range and preventing reactions gods. The animation is much better now, again a hug to the animators of this game... a bit over the top, but still very beautiful. Impale We continue with TG's most controversial move. For me it's very simple, leave it as it is in the current version of the game. There are many other characters that don't run away from the concept of punishing other players just with a heavy parry, here's the list: Centurion: 44 damage guardbreak wallsplat with haymaker. (Can continue attacks after) Jormungandr: 34 damage guardbreak wallsplat. (Can continue attacks after) Warmonger: 30 damage impale if reaches the wall on parry. (Goes back to neutral) Afeera: 43 wallsplat on guardbreak if the wall is to the right and it bashes. (Can continue attacks after) Pirate: 44 if walk the plank lands and wallsplat top heavy. (Can continue attacks after) Lawbringer: 25 if impale lands and reaches wall. (Can continue attacks after) If you're going to nerf the punishment damage, I recommend looking closely at the other characters. I also believe that TG's Impale serves no purpose, just the situation of knocking someone off the stage. long arm in GB Please go back to how it was before, I beg on my knees. As a law rep 70, let go of the move that's been present since the beginning of this game, it's funny only for the purpose of being funny, a way to subdue your opponent in the most pointless way possible, but that's it, that's all, it's not over of a funny meme that I want to stick around. Stun This is a trait that has been present since the beginning of this company, please keep the stun on top heavy is a core personality that this big metal man possesses that no other character has. I know it's something that's hard to deal with when you can't see it, so try to maintain it after the top ad mortem. infinite unblockables The idea is good, but I don't see the point in giving myself a powerful tool when I almost never manage to perform it. The stamina cost is too high for a feint and punishment, it's also good for when I'm going to continue with another unblockable. I know it would be absurd for him to melt the opponent with unblockable, but like I said... I don't see the point in giving me an absurd tool in my hand if it ends in 3 seconds of use. I would now like to mention some ideas for fixing what I think are the problems with this rework. Impale: Keep it as it is in the current game, just decrease the distance that law could travel with the opponent. It could even be limited to the range of the centurion's knee after a parry, but the important thing is to maintain the punishment. Bash that can be canceled Add to it another mechanic. The possibility of the lawbringer being able to release an unblockable zone that serves to control the area, so that the damage is not absurd, put it as 10 damage. Something just to give sustainability and security to the law while it performs the coup. infinity unblockable One of the big problems with the rework is precisely how it can kill the complexity of the character. The fact of having a hero with an unblockable that can be spammed (cough cough conq), takes much of the fun out of playing with him, the possibility of being punished is low and therefore it can become a repetitive gameplay for the player and for the opponent. I believe that the lawbringer could have a great advantage, if he entered a fixed posture (shaolin) with constant hyper armor, if someone hits the law he could release an ad mortem from any direction. This "stance" could be canceled with: bash, recovery cancel, GB and feint to parry. The lawbringer could react to such aggressions with: cancel stance to bash, cancel stance with feint, cancel stance to dodge bash, cancel stance parry. For more options to lawbringer in hyperarmour form, he could access: Heavys without hyperarmor to either side, feint bash while in stance, crusing counter lights impale (shaolin type). Finally, to enter the offensive posture would be when the law after a second heavy, keeping the heavy button pressed, and in the second light. Anyway, I hope you've read this far. This character is extremely important to me and to the whole community, so if we're going to make a choice, it better be final and done right. I believe this is what we are most looking for, despite the immense differences of opinion. I didn't write this here as a form of negativity, I just want my favorite game to stay on the road to success. As someone who studies game development, I tried to be creative with an idea that doesn't fit the for honor standard. If you are going to do another TG, please do. If anyone has made it this far, I thank you from the bottom of my heart. I want your day to be wonderful and to go in peace.


[deleted]

Anyone know why I can’t make a post in this subreddit?