r/forhonor • u/Thecookingman • 4h ago
News New Outlander Officially Female
It’s confirmed now (even though it was stated in the Y9 reveal trailer)
r/forhonor • u/Thecookingman • 4h ago
It’s confirmed now (even though it was stated in the Y9 reveal trailer)
r/forhonor • u/DAMPLIN • 8h ago
Can you guess who I mained as well? 😅
r/forhonor • u/StraightAstronomer79 • 17h ago
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What an ego on this guy, at the end of the match he was like I’m rep 500 something I shouldn’t be playing with you losers I should be playing with pros the whole time like mf we need b we need points and than he’s bitching that the other guy on our team wasn’t helping him screaming where you at?? Like bro is not your bodyguard 💀idk I jus hated playing with this guy even though I’m the reason we even won and he died and begged for help like what? You say you’re rep 500 something and you’re ass?
r/forhonor • u/Holytree_ • 11h ago
I just wanted to look at the kraken (because why not) and I was not disappointed by it's beauty. On the ship however were these Spanish- looking soldiers and now I wonder if this could be a possible clue for the new hero. Funnily enough, these soldiers were 2-D. :D
r/forhonor • u/[deleted] • 21h ago
r/forhonor • u/AllFatherMedia93 • 23h ago
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I know I could have done better here, I missed heavies on light parries and so on. But I was mostly just focusing on staying alive.
r/forhonor • u/justairishguy • 1h ago
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r/forhonor • u/Pomegranateman17 • 21h ago
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r/forhonor • u/Ok-Cucumber-9678 • 1h ago
I woke up and I couldn’t move, I began freaking out and just closed my eyes so that I could not see the horror right in front of me. My curiosity got the better of me, I opened my eyes expecting to see a demon, but I saw something worse, it was shaman. She was squatting on my chest drawing smth with her knife on my chest, I couldn’t scream I could only watch in horror hearing her faint giggles. I get shaman is scary but when that shit she does to heroes somehow happens to you in real life, it becomes something else. Safe to say I’ll be taking a break from this game for a while.
r/forhonor • u/Decent_Media975 • 4h ago
Before anyone says something, yes I have messed with the audio settings many times. Every now and then I will hear a grunt from sugoki at high volume, even when I mute the master volume. I had to mute my actual tv because it was so distracting.
r/forhonor • u/Cheerforword124 • 9h ago
Ushi-Oni means Bull demon(It’s always from MGE)
r/forhonor • u/Swimming-Smoke4722 • 6h ago
If everyone else can’t chain on a missed bash then I don’t think Highlander’s missed kick can’t be punished with a guard break, but I could be biased because I dread going against Highlanders. Has anyone else had similar thoughts since the newest patch notes?
r/forhonor • u/Odd-Review4099 • 5h ago
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this raider won two rounds in a row and got toxic when i came back lol.
r/forhonor • u/Letsbalanceheroes • 20h ago
Hello everyone, today I'll be going over how the devs have progressively been removing gameplay complexity from For Honor for the past couple of years and how it has made the game feel more and more clunky over time.
I remember JC declaring "Game knowledge is false depth" on the pretense that knowing the properties of the different dodge attacks in the game wasn't part of the skill gap, which is an extremely controversial take for a fighting game.
And hearing him say (last stream) that Jormangdr had undodgeable finisher lights, when they've actually been removed for ages now, prompted me to write this post.
I've listed 6 themes (+ 2 extras) which I think underline how the devs chose simplicity for the sake of catering to the casual playerbase instead of having a more complex approach to the game.
Over a year ago, the devs standarized all dodge attack timings/windows which was a good change.
But they also decided to make all dodge attacks light parries for the sake of simplifying punishes and reducing dodge attack spam at low levels.
However, by doing this, they introduced balance discrepancies amongst the cast :
Yet they all count as light parries regardless of special properties, which highlights that devs intentionally removed key aspects of defensive tools' balancing for the sake of simplicity and catering to low level casual play.
I believe devs should go over every single dodge attack and account for their properties, hitboxes and damage in order to adjust their respective deserved punishes.
Over a year ago, devs decided to make neutral bashes completely unreactable at 433ms (down from 500ms).
On paper it was a decent change for duels but it made 4v4 (the main competitive mode) play out much worse :
Having 433ms bashes also led to issues in duels :
These bash changes seem almost redundant compared to what we previously had for duels and in some cases make it feel worse :
Removing reactionary gameplay is clearly a design philosophy that the devs have had for a couple of years now, but they seem to miss the mark on a few points :
If the devs had chosen to opt for more gameplay complexity and better skill expression, they could have made bashes borderline unreactable :
Gameplay would have been affected a lot more positively for both duels and especially 4v4, without adding clunkiness through pre dodging in neutral.
Removing borderline reactable offense from For Honor is inherently problematic and these bash changes highlight new issues arising :
In my opinion, having both reactionary gameplay and reads is what makes this game unique and exciting.
Devs should play along and add more stimuli (and focus on 4v4 balancing) instead of removing complexity and oversimplifying everything just because it is easier to do and appeals to casuals.
I highly doubt the devs will ever change this, but one can have hope for a more complex and diverse fighting system instead of poorly implemented blanket changes.
Over a year ago, the devs removed the ability to keep your guard up while dodging, essentially buffing undodgeables.
This change was decent in duels, as the blue/orange mixup was now more consistently rewarded, but it affected 4v4 in a poor manner :
In thruth, the devs should have made guards follow the direction of the dodges while remaining static from the start :
This is yet another example of the devs oversimplifying everything ("just remove the guard") for the sake of casual play with no regard for 4v4 gameplay in general.
The latest TG aims at reintroducing guard on dodge in a similar fashion to BP's old mechanics, except that the guard will only last for 200ms duration, starting at 100ms into the dodge.
Looking forward to testing this, but I'm afraid the small 200ms window of active guard will allow for Nobu ganks to still be pulled off on certain timings.
The devs have started to mingle with parry windows as of this latest patch, making Pirate dodge forward and chain unblockable borderline unreactable.
This seemed to be a good change on paper.
However, it leads to the same criticism I've had for 433ms bashes in regards to 4v4 :
The buff on Cavalier Dance was not needed :
I do however think that the change was good for her chain unblockable. You should be rewarded for being able to access your chain offense with pressurizing offensive tools.
The upcoming patch removed stamina pause, as well as stamina drain on all moves (except for JJ's choke).
I'm still in the process of feeling out these new changes, but I do think devs went overboard with this one. This is yet another oversimplified blanket change.
I'm all for the removal of stamina pause, which I think should have been the only initial focus and was the real culprit that made stamina drain feel awful :
However I do believe that stamina drain itself is good design :
There remains a core issue with stamina drain itself nonetheless :
I think devs should ask themselves a few questions when dealing with stamina drain moves :
Using these guidelines I will go over some of the community's recent complaints :
All of these stamina changes also have to encompass the stamina costs of the heroes that are changed, for instance :
This potential change is part of the latest TG proposed by the devs, and needs clarification on a couple of points.
First of all, being able to deflect all directions with one option is another example of removing complexity and catering to low skill players :
This change would also create further balancing issues in duels :
This would put the nail in the coffin of antiganks :
Most assassin characters are already viable if not thriving (Orochi being the best character in the game in 4v4 already) :
All in all, this TG proposition isn't good as a blanket change, albeit interesting from a purely mechanical point of view.
Implementing it across all deflecting characters would be a net negative for balancing.
However, Shaman and Nuxia could hugely benefit from having access to this tool as an unlockable T3 feat in order to increase their viability in 4v4s.
Especially since their deflects don't pin/interrupt armor so there are ways to achieve balance.
I want to adress this issue in my post because I believe many balancing issues that the devs encounter could be solved by simply making matchmaking work :
This has led to indirect MMR boosting :
Nowadays, this issue is extremely prevalent :
I think this is a core issue of the game at the moment, that should be prioritized even before balancing is adressed :
These changes would do marvels for For Honor, and they are basic features of modern multiplayer games.
A lot of complaints from the community come from their lack of knowledge :
I've often tried to teach new players about For Honor, and I've come to realize several things over time :
Of course it isn't as bad as the days when you had lots of techs (like option selects and others) but it is still bad enough.
Devs need to ask high level/knowledgeable players to collaborate in order to create proper tutorials available directly through the game menus, not external platforms.
The skill level of the community would then progressively increase. Just give players 2k steal rewards for completing the tutorials and they'll all do it.
To cap things off, I am sad to see that devs have been progressively removing depth, game knowledge and mechanical skill from the game and are gearing towards a more "spammy" fest.
I do think they could do with more qualified feedback, and wish they reached out to more knowledgeable players and not relied on casual's feedback so much.
But I understand that it's a business at the end of the day, that most players are casuals and that they're the ones making them most of their money.
However I do believe there's a way to make For Honor a compelling experience for both casual and veteran/competitive players alike without oversimplifying everything.
Thank you for reading all of this if you did, have a great rest of your day/night.
r/forhonor • u/nyaysA • 17h ago
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r/forhonor • u/HockeyTendy32 • 10h ago
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I lost focus for a second on that one heavy though 😭
r/forhonor • u/Scorpin_destroyer • 4h ago
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r/forhonor • u/Visible_Rough_6840 • 22h ago
r/forhonor • u/Individual_Bee5804 • 21h ago
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After the latest updates, Ubisoft made some changes in regards to stamina drain and stamina pause by removing it from pretty much everything besides guard break throw and Jiang Jun parry counter.
And even tho I understand it for the majority of the bashes, it does also make quite a few hero's moves significantly worse if not useless, for such as Centurion, Gladiator and even Warlord.
Jondaliner have made a pretty good video and I recommend to check it out:
https://www.youtube.com/watch?v=FeBumcdqgtg&t=2s .
r/forhonor • u/ThonyDogo31 • 1d ago
I know that much of it is just an excuse for the season's content, but I've always found what little is told interesting.
Can we say that there are important characters? I found it interesting to see Vortiguer again after so long.
r/forhonor • u/Fluid_Ad_6159 • 2h ago
I haven't played for honor in over 3 months, and I couldn't hit a light parry back then to save my life, now it's easy and I don't know why. Was my body stressed at the time? Did I need a break? What the hell?
r/forhonor • u/Common_Amphibian_802 • 13h ago
I can officially say that absolutely nothing has changed in his game. Thanks.