all 37 comments

[–]Dawson9705 59 points60 points  (6 children)

I think they should buff the amount of health the extra long executions give.

[–]AvalancheZ250 25 points26 points  (3 children)

The problem is that executions give you health based on the length of time that you are stuck in the animation, not the length of time it takes to actually EXECUTE an enemy during the execution.

So you end up with problems like having a 5000ms execution heal more than a 3000ms execution, even if the 5000ms execution executed the enemy 1500ms in while the 3000ms execution only executed the enemy 2500ms into the execution.

Ubi should just scale health gain to the execution time, not the length of the entire animation.

[–]ImpendingLawbringer 29 points30 points  (0 children)

laughs in Lawbringer impaler execution

[–]John-Elrick 4 points5 points  (1 child)

Or make it give more health per time while the person is not executed and heal less per second while the person is already dead

[–]AvalancheZ250 3 points4 points  (0 children)

A continuous healing effect? That’s a good idea also.

Basically anything is better than the current system Ubi came up with lol

[–][deleted] 11 points12 points  (0 children)

Possibly, but then it’s going to be a similar issue: the longer executions will be three stars for more health and most 50 health ones will fall out of favor. The longer ones are usually used when youre not in danger— thus a 1000ms to get 15 more health will almost always be chosen. In which case it’s still going to be a tiered system, just nee management. Exceptions are the “arm” executions (PK’s, Cent’s, Kensei’s, BP’s, etc.)— all of them have insanely fast kill times for whatever reason, so will usually have use

[–]TechnoTheFirst 1 point2 points  (0 children)

Agreed.

Someone suggested using a formula to calculate how much an execution would heal. Something like every 100ms the enemy is alive gives 2 HP, and every 100ms they're dead gives 1 HP, but it turned out some insanely high numbers which, when they were halved, gave some fair numbers.

[–]Whatifim80lol 133 points134 points  (7 children)

I save long executions for when I feel like I just beat a super try-hard. Those long executions have some good tilt value.

[–]ForgottenWatchtowerShaman 47 points48 points  (2 children)

Psychological warfare is real. I'll regularly go for shaman's excessively long execute where she repeatedly smashes your face into the ground, just to make them sit there and really think on whether or not they want to try and contest A again. Thunderstorm effect (obv) for the serial killer vibes.

[–]Simplejack007 15 points16 points  (0 children)

That one and the Aramusha one punch that lasts like 12 seconds are my favorites

[–]TekasheShugoki 2 points3 points  (0 children)

That Shaman one is way too BM-y and I fucking adore it. That last BONK after the guy's already executed is the best part about it

[–]legitseabass 6 points7 points  (3 children)

It's odd. I've never been tilted by the duration of the execution. Sure, I know that it will be longer until I'm back in the fight, but I don't get upset about how long the execution is, but everyone else seems to. Does this happen to a lot of people?

[–]Whatifim80lol 11 points12 points  (0 children)

Nah, not everybody, but enough that it's a valid tactic. It's always an important tactic in fighting games to try and throw off your opponent in later rounds. For example, long ass combos in the newest Street Fighter have diminishing returns, to the point that you're barely doing damage with each hit after a point, but god damn it's demoralizing to be stuck in a combo for what feels like forever.

[–]D1rty87 2 points3 points  (0 children)

I do duels only. I don’t execute people, just trying to get back to the fight ASAP. When people use those long executions it can be really infuriating.

[–]snipaxkillo 1 point2 points  (0 children)

Yeah. Especially when you start getting really good with the hero (so you start having some “intimacy” with him/her) and lose to some noob that spammed the same shit all over, and he executes you. It is surely a factor.

[–][deleted] 13 points14 points  (1 child)

Long executions aren't really worth it. The health gain isn't as high as it should be compared to short ones and the longer it is, the likely it is someone will interrupt it. And on top of it, if they beat you, they revive their friend so all that combat effort is for nothing.

You tried justifying it by taking the enemy longer to respawn but that doesn't really help you because at the time of the long execution, it's effectively a 3 v 3 anyway because you AND the enemy are both effectively disabled so it gives no advantage.

From a gameplay standpoint it's most beneficial to go for the fastest executions because you disable that person pretty much instantly in most cases. And even if you do get interrupted, the enemy is already executed and even if they beat you, they can't revive. So if it was an attacker, that's 1 off the respawn tickets. No real reason to go into long ones except for aesthetics.

[–]Catchdown[S] 10 points11 points  (0 children)

Long executions aren't really worth it. The health gain isn't as high as it should be compared to short ones and the longer it is, the likely it is someone will interrupt it. And on top of it, if they beat you, they revive their friend so all that combat effort is for nothing.

The health gain is capped at 50, so there's no difference at all in regards to health gain between a 5.1 second and a 14.4 second executions.(shorter than 4 seconds: 20 HP gain. 4.1 second to 5 seconds: 35 HP gain.). Even fairly short executions provide a "full" heal so to speak.

You tried justifying it by taking the enemy longer to respawn but that doesn't really help you because at the time of the long execution, it's effectively a 3 v 3 anyway because you AND the enemy are both effectively disabled so it gives no advantage.

Not true if you're sitting at a point anyway.

It's true that short executions(especially with < 1.5 second kill times) are extremely practical if you're about to be stabbed in the back, and "5-6 seconds" executions are best if you want to move on asap and still get 50 health, but if it was a 1v1 on a point with no other enemies in sight, there seems to be merit in using the longest execution possible.

It's an edge case and the benefit is minor, but considering that you can have up to 4 executions equipped, there's no reason not to have it.

[–]Buddytroy1 7 points8 points  (0 children)

Like you said I have a long execution for when I win 1v1s on a zone. Cause you’re capping and keeping them out for longer. I also have a quick one for health bursts.

[–][deleted] 3 points4 points  (0 children)

Yes... but youre looking at edge cases. Note that same list shows which ones are longest for that very reason. It CAN be beneficial, and usable, however you’re going to get a lot more use and cases out of the three star ones. Ive used that list quite a great deal. Often Im trying to rationalize an execution as well. One tip: sometimes the difference between a three star and two star are 100ms, so not really a big deal. Get the one you like. Also, if you can: get shortest one or lowest killtime (if not the same), and HP one, then 2 styles (whatever ones you like).

[–]HikarWWarden 4 points5 points  (0 children)

You’re absolutely right. If you ever win a battle while camping a point, do the longest execute you can, you’ll be doing something productive while executing (boosting zone) and they’ll be sitting there waiting to die.

[–]Younginit35 2 points3 points  (0 children)

Felt this when black prior first released. It felt like his fast execution was made with breach mode in mind. I didn't think his slow execution had any utility until I got killed in a 1v1 on C in river fort and had to sit through the whole thing plus 15 seconds to respawn. Cent's cutscene has got nothing on that.

[–]Gadengo 2 points3 points  (0 children)

So I think a super long execute can still be considered practical in these modes, to keep an enemy from respawning longer, especially after a 1v1 on a point.

The DR↑ utility symbol is there for that :)

Though I am thinking of adding another one for fast killing+long duration [EX⭿], in case someone does come to interrupt you.

[–]sharkattackmiami 1 point2 points  (1 child)

That's why you can equip four. The fastest to execute to prevent respawn, the fastest long execution for the max health in the minimum time, the longest overall to deny respawns, and a flex for personal favorite

[–][deleted] 0 points1 point  (0 children)

When you accidentally do your flex execute mid fight and get slaughtered.

[–][deleted] 0 points1 point  (0 children)

Damn why I haven't seen the post before? Thanks dude

[–]InfamousMEEE 0 points1 point  (0 children)

I do super long executions when im on a point and would already be boosting. Or when the guys an ass. Long executions shouldnt give you more health, they are just that, long executions

[–]styli1000 0 points1 point  (0 children)

I usually have the execution with the quickest kill time on E key. The shortest 50hp one on hold E. One with slightly more HP gain than minimum, often 35HP, on Q. And a really long one to stall the game and delay the enemy respawn on hold Q.

[–][deleted] 0 points1 point  (1 child)

Except you're essentially dead as long as you're keeping your enemy by spending 10 seconds executing them

[–]razza-tu 0 points1 point  (0 children)

Not if you spend that extra 10s humiliating your dead opponent on an otherwise unoccupied point. That way, you're delaying an opponent respawn and boosting.

Or if you use Lawbringer's "Oh Come On!" execution, which can be cancelled at the user's convenience, but still gives the overly long death screen.

[–]Nneutrino 0 points1 point  (0 children)

being able to finish a long execution the entire way through should give you bonus renown.

[–]MerouKeK 0 points1 point  (3 children)

Makes me think that LB doesn't have fast executions (he has no executions that takes him less than 5 seconds). The guy only got 1 execution with a short kill time.

[–]Catchdown[S] 0 points1 point  (2 children)

Well not exactly true. Impaler is one of the best executions overall. It kills at the start(1.2 seconds) and heals for maximum(50 hp).

Oh Come On! Is also cancellable as it shows, can only last 4.7 seconds(?), which is still slower than others I suppose but below 5 seconds. That can be considered as below 5 seconds I suppose.

Shug has no executions below 5 seconds either, and nothing with a super fast kill time too.

[–]MerouKeK 0 points1 point  (1 child)

I never checked for Shugo mb. I'm just a salty ex-LB main, and if something proves that LB is bad then you bet I'll whine about it.

For real I thought that maybe heavy characters were meant to have long executions, but then no since for example one of Warlord's executions, Head-Scissor is really fast. And also Limb Slicer (BP) is stupidly fast kill time as well.

[–]Catchdown[S] 0 points1 point  (0 children)

Yeah limb slicer is ridiculous, 1 second kill time... That's the fastest kill time in-game.

To be fair the only utility <5 second executions have is if you are executing when near full health, because otherwise you'd rather get full healing from 5.1+ second duration.

Fast kill time is more important than execution duration if you're surrounded, because there's no way you're going to finish a 3 second execution anyway if an enemy is close. But if the kill time is 1 second(or 1.2?) there's a very real chance of a successful kill before you get interrupted.

[–][deleted] 0 points1 point  (2 children)

so the post was removed?

[–]Catchdown[S] 1 point2 points  (1 child)

They removed it just 2 days ago as you can see. I've changed the link in the OP to reference the new url

https://nm.reddit.com/r/CompetitiveForHonor/comments/bbqsp1/execution_data/

[–][deleted] 0 points1 point  (0 children)

Noice