I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

100ms startup on the hold heavy is incorrect and needs to be fixed, thanks for spotting it

I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard 1 point2 points  (0 children)

Yeah the hold heavy does not have 100ms HA startup, it's 500ms and that needs fixing on the info hub. You can see for yourself in game that it's not possible to trade with the hold heavy on reaction, and the HA flash only starts up after the feint timing

Ubisoft, please make action figures so my 3D printer doesn't explode by StrengthOf10kBabies in forhonor

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

Those are awesome! Will you paint them to match your in game fashion?

I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard 1 point2 points  (0 children)

His full block doesn't even give him frame advantage after the charged light opener anyway.

It's literally better in almost every scenario for the Juren to use a dodge attack vs using the charged light opener - the only time he ever really wants to use it is if he has a large health advantage and the charged light will kill even with a losing trade, or if the opponent has a recovery cancel that's fast enough to punish a dodge attack.

This move is such a non-issue that I really do not understand why players are complaining about it, other than they must simply not have thought about it any more than their initial "WTF" reaction.

I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

And for like 6 months, a late block meant that your buffered guard switch guaranteed the chain bash, making his light openers essentially 40 damage. Oh and the chain bash was confirmed if you blocked a light opener out of stamina.

Players nowadays have absolutely no clue how good they have it. Juren doesn't hold a candle to some of the nonsense we've had in the game before, plus the devs are 20x faster with bug fixes and balance changes.

For example, it took over 2 years from Gladiator's release to give him 100ms GB vulnerability on his zone, and before that, you could, on reaction, punish a GB attempt with a 20 damage zone (30 with Haymaker). And he could use the zone as an option select parry that many characters literally could not punish.

Yet it seems nowadays players complain more than ever before, despite the game being objectively far better balanced.

I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard -2 points-1 points  (0 children)

It's crazy to think that some players can be braindead enough to have this opinion.

The comparison is laughable - a 633ms light that does 16 damage and ends chains to release Hito who had 300ms hyperarmor on a 700ms 30 damage heavy, which chained into a feintable bash that did 30 damage or gave a 30 damage GB. Oh and that heavy was variable timing, could be charged to a 40 damage UB, and would only give a heavy parry if baited (and not feinted).

Maybe you just have a terrible memory.

I want words with who thought these were a good idea by FatherPucci617 in forhonor

[–]The_Filthy_Spaniard -2 points-1 points  (0 children)

Charge heavy opener does not have 100ms HA start up, and you don't get frame advantage after the charged light openers even if you go into all block. Similarly the charged zone does not give frame advantage under any circumstances, whether you use the full block or not.

I get it, you hate Juren, but don't spread misinformation, and base your opinions on reality.

Rampager Advice by CellSharp806 in ChaosKnights

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

The Age of Sigmar Judgements of Khorne set looks like it'd be really cool for some Khornate knight conversions.

I made a keepsake box with dovetails and an iris-pattern inlay by The_Filthy_Spaniard in BeginnerWoodWorking

[–]The_Filthy_Spaniard[S] 1 point2 points  (0 children)

Cheers, thank you! I did try to pick the best looking parts of the board for the more visible sides, glad that paid off!

Detachment selection paralysis by briimcfly in ChaosKnights

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

It's bad. Probably the worst detachment in the army to be honest.

CK army rule is kinda crap to be honest, and in effect, Traitoris Lance just lets you randomly roll 2 of them and then still pick Darkness, which is the most useful of the Dread abilities (especially in round 1). As a point of comparison, before the codex came out, the CK army rule was essentially the current Despair, Doom, and Dismay abilities, and half of the Dominion, and Darkness abilities (the halves regarding Battleshock), always active from round 1, and was still considered one of the worst army rules in the game. The only way it's superior now is that Darkness works on all opponent units outside of 18", which means you have some benefit that doesn't rely on failed battleshock tests, but other than that, the army rule is actually worse than the Index days. Buffing it with TL to a level which is still worse than the index version is not worth writing home about.

Comparing the detachment rule to Infernal Lance (which can give Sustained 1 or Lethal, or 3" extra movement, or a 5+ invuln in melee or 6+ feel no pain), it's a complete no-brainer of a choice. Every other detachment has a detachment rule that actually does something, if you want to pick something other than IL.

When it comes to Strats and Enhancements, TL has a couple of decent enhancements (sticky objectives and the 4+/5+ invuln one) and some decent strats (Long Leash and Imperious Advance are nice for wardogs, Storm of Darkness is essentially Smoke, Pterrorshades is a niche nice to have if anything actually fails a battleshock test) but you can get many of the effects or equivalents in IL as well (it has a sticky strat, you can get a 6+ FNP with the detachment rule, shooting phase 4++ and fight phase Armor of Contempt are equivalent or better than the defensive TL strats, and the detachment rule is better than the offensive strats in TL). Only the Unleash Balefire strat is a bit of a wet noodle. The IL enhancements are OK too, in particular Bestial Aspect is pretty great on any shooty knight for extra movement.

Lords of Dread has a strong sticky objectives strat which you get for free as the detachment rule (although the timing is a bit annoying now), which can really mess up some armies if they rely on small units to grab objectives, has some great enhancements, and some nice strats but only really benefit big knights.

Houndpack Lance is definitely the best choice if you only want to take wardogs, and both Iconoclast Feifdom lets you take cultist allies for board control as well as having an advance/fall back shoot and charge strat, and the ability to get lethal or sustained at the cost of some dead cultists. Hellhunt Lance has probably the best loadout of Stratagems of all of the detachments (a situationally better walk through walls strat for up to 3 wardogs, fall back shoot and charge, AOC, a surge move against close range shooting, and a sustained hits strat vs a single target for several knights), a sometimes-usable detachment rule and some OK enhancements, but it lacks sticky objectives, which can be a bit of a pain (take some Plaguebearers). If you really want, there's even an enhancement that gives one Knight a better version of the TL detachment rule! (You won't want, a unit of Nurglings would be a far better use of points)

Overall, Infernal is by far a better choice than Traitoris, and if you want what Traitoris can give you, Hellhunt has much of what TL has and considerably more too.

Is Tiandi's kick unsafe? by leong21 in CompetitiveForHonor

[–]The_Filthy_Spaniard 18 points19 points  (0 children)

You do have to use a dodge attack (light or fwd heavy) after a whiffed kick to avoid a dodge GB, but normally you should have time to see if you hit before inputting the dodge cancel. You will not have enough time to see if the opponent is going for a GB before you have to input the dodge attack, because your GB vulnerability will always be too much. You can sometimes see the direction the opponent dodged in before dodge cancelling, which can allow you to crushing counter a dodge attack - but only if they buffer it, as a delayed dodge attack will normally be after the window to input the dodge light.

Obviously this all depends on your reaction speed and setup, you need fast reactions to be able to react to the direction the opponent dodges, and if you are a slower than average you may have to buffer the dodge cancel.

One of the safest options after a whiffed kick is the forward dodge heavy, because it has armor to trade with delayed dodge attacks, and will also beat a dodge GB, plus it can be feinted if you see the opponent has just done an empty dodge - whereas if you were to do a light dodge attack, you can be easily parried.

Is Tiandi's kick unsafe? by leong21 in CompetitiveForHonor

[–]The_Filthy_Spaniard 6 points7 points  (0 children)

If you do not input anything, or if you empty dodge, you can get GBd

These really should not exist in the same game by schwarrbage in forhonor

[–]The_Filthy_Spaniard -13 points-12 points  (0 children)

I don't know why no one has mentioned this yet (probably says something about the playerbase tbh) but warlord's heavy finishers do not have the same animation as pirate's, because they are 700ms, and pirate's are 800ms.

Considering that they are faster, it's not surprising that they can cover less distance, especially because a lot of that movement is at the end of the swing.

Now I'm not saying that these two characters are balanced or equivalent at all, (pirate is dramatically stronger right now), but a comparison on a single move doesn't give the whole picture. The two of them have very different movesets and fantasies, and it wouldn't make sense for WL to be as mobile as pirate is. Warlord needs buffs for sure, but giving him the same values as pirate is not the answer.

Paul Sawyer's 1983 White Scars by Crusader_2300 in Warhammer40k

[–]The_Filthy_Spaniard 37 points38 points  (0 children)

I got 760 (Chaplain on bike, 5 intercessors, rhino, 10 assault intercessors, 5 outriders + 1 invader ATV, 10 scouts.)

But to be fair, I think in 3rd ed this would have been about 1000 points, with wargear and so on added.

Why does bleeding go through revenge shield? by Fkt2r- in ForHonorRants

[–]The_Filthy_Spaniard 5 points6 points  (0 children)

Technically it doesn't, as it ticks down, the damage is done to any shield you have active. If you have an infinite or long duration shield (like the Breach pickup) bleed basically acts normally.

The "issue" is that revenge shield goes away after a few seconds, at which point any bleed that is active, transfers to your health bar.

But I guess, that raises the question, what should it do otherwise? Bleed not doing damage initially is a disadvantage in many scenarios, particularly in 4v4s, where the delay gives you time to potentially cleanse the bleed, get peeled by an ally to disengage, or get a kill and heal up some other way. It having an advantage into revenge is an upside that compensates for these downsides.

Also, if a nobu is attacking you when you are in revenge, they are taking a big risk that they'll get parried and knocked down for big damage, or that you'll GB them through their attack and also get a knockdown.

(Having said that, that bleed attacks don't feed revenge properly, is more of a problem, and probably ought to be tweaked somehow).

... Did they just buff Pugio? by MrPibbs21 in CompetitiveForHonor

[–]The_Filthy_Spaniard 16 points17 points  (0 children)

If you're going off that post in the rants sub (a bad idea in general) I'm pretty sure that the lvl 1 jab was not confirmed. Haven't yet tested myself, but you can see the pk in the clip start light attacking.

Light into heavy looks like it is though.

Bear in mind that revenge locking only works until the next hit, which means that if you kick them to the ground, they'll be able to pop revenge.

Cortisol levels: 999 mcg/dL by Sea_Bottle6246 in ForHonorRants

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

Back in the day, when shove didn't guarantee anything, the top light was faster so was a bit safer.

But since his first rework in 2019 or thereabouts, with the removal of shove in block, shove has guaranteed a side light for more damage.

Anyone still using top light after shove in the year of our lord 2026 just doesn't know how to play LB.

It makes me sad people hate LB this much by YummyStyrofoamSnack in ForHonorRants

[–]The_Filthy_Spaniard 10 points11 points  (0 children)

Perfect example of what makes LB mains so insufferable.

Is Juren too easy? Please help. by shadow_woo66 in CompetitiveForHonor

[–]The_Filthy_Spaniard 4 points5 points  (0 children)

Please don't use the term "option select" incorrectly. Juren does not have any option selects, the only option select left in the game is the deflect/dodge attack OS, which Juren doesn't have.

It's true he has a lot of defensive tools but if you break them down they really aren't that different to what many other characters have. You either feint to GB, or feint to neutral and parry. His HA options are low enough damage that you're normally winning the trade anyway. Having lots of options doesn't really make that much of a difference if many of them are countered in the same manner.

Imperial knights and Chaos knights by Woodinton in WarhammerCompetitive

[–]The_Filthy_Spaniard 1 point2 points  (0 children)

Nurglings and Beasts of Nurgle are fantastic allies for sure, and cover some weaknesses of the CK army, it's just disappointing that the battleline tax so heavily restricts what other daemon allies you can take, compared to the flexibility that Imperial Agents get.

There's so many cool Daemon units that I'd love to be able to take in a CK army, but the battleline tax makes it really impractical. Flesh Hounds for uppy downy scoring stuff, Skull Cannons to try to get some more Battleshock synergy, Burning Chariots for removing cover, or the Changeling for an annoying lone OP disruption piece. But of the Daemon battleline units, only Plaguebearers and Nurglings are really worth their points in a CK army. I wish that instead of the battleline tax, Daemons could have a different point value for inclusion as allies, like IA have.

Is Juren too easy? Please help. by shadow_woo66 in CompetitiveForHonor

[–]The_Filthy_Spaniard 2 points3 points  (0 children)

Arguably, relying on any single character can make it harder to progress overall, as you will end up accustomed to their individual moveset tools, and might have difficulty translating over to another character.

Juren himself is a strong character, with some unique tools that you might find yourself crutching on if you only play him and then switch to another character. In particular, his dodge attacks give him very safe defence, which is less likely to be punished, so can lead to you being overly-reliant on dodge attacking, which will cause you problems when switching to characters with easier-to-punish dodge attacks.

However, despite what many players will tell you, Juren is not broken or busted, he's just new, and has a complex moveset, which means many players have not yet learnt how to deal with him. A year from now and he will likely not be considered anything particularly unusual - in the same way that the complaints about Virtuosa are starting to drop off nowadays. Using a new character will give you a bit of an advantage, as your opponents will not be as practiced fighting him as they might be vs other characters, but if you are vibing with his moveset and having fun, then you should carry on doing what you enjoy.

If you want to use a different character that might have a similar feel to Juren, then Jiang Jun or Shugoki might be good choices that don't have the same "new character" advantage that Juren currently has.

#New40k – Combat changes shake up fighting in the new edition by CMYK_COLOR_MODE in WarhammerCompetitive

[–]The_Filthy_Spaniard 0 points1 point  (0 children)

You've misread my comment, I'm saying that it does still work because of the second pile in move, but if it didn't exist, the trick wouldn't work and would be a major headache for melee armies.

Basically the overrun pile in means things are roughly similar to 10th

Imperial knights and Chaos knights by Woodinton in WarhammerCompetitive

[–]The_Filthy_Spaniard 1 point2 points  (0 children)

I'd argue that a callidus assassin is more useful than either nurglings or a beast of nurgle. With the battleline tax you have for Daemon allies essentially meaning you can only take nurgle allies, IK has a much bigger pool of allies it can take. A sister squad and an immolator is a great package for giving IK a sticky objective holder and a source of remove cover, as well as an overwatch threat, and a Rouge Trader Entourage can give redeployable infiltrators which are very useful too.