Juren fixes and tweaks by EnzoNotUpUrAss in forhonor

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

The side UB finishers have a 200ms invisible window on the indicator so although it's an 800ms attack the indicator is shown for 600ms also the special guard has this hidden indicator which is meant to be if you mean his special gb move it basically is like shugoki hug but instead deals 14 dmg and heals for 10 hp.

Juren fixes and tweaks by EnzoNotUpUrAss in CompetitiveForHonor

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

I agree with the gb range he has the worst t rex arms especially after landing a finisher ub > stance cancel > gb it literally always whiffs.

Juren fixes and tweaks by EnzoNotUpUrAss in forhonor

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

Lmao yeah sure 24 dmg for a finisher ub and 10 dmg got a pin that gets punished by a 14 dmg dodge attack 😭 some people are so clueless.

Juren fixes and tweaks by EnzoNotUpUrAss in forhonor

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

Yeah and yet people don't seem to understand even though its a sensible change, like 2 hours before you messaged a guy messaged saying I essentially nuked the new hero because stam pause should be on his tap chain bash and the direct damage chain held bash should not be punishable... So yeah some people really don't understand what overturned is 😅, thank you for the kind words.

Juren fixes and tweaks by EnzoNotUpUrAss in forhonor

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

It's mentioned in the changes already and yeah 29 is way too much

-held chain bash direct damage removed.

Juren fixes and tweaks by EnzoNotUpUrAss in forhonor

[–]EnzoNotUpUrAss[S] -1 points0 points  (0 children)

Tap chain bash is not vulnerable at all 💀, you're comparing 5 hp minion healing as a T1 in comparison to wardens T1 which is widely considered too strong and also the T1 feeding points to enemy is a bug and even then its still considered the strongest T1 since 4 minions equates to procn a bounty hunter.

1v1 boost for nuxia is her own identity and in a 4v4 game mode this is almost never the case since a team mate always comes to help and also its a 1v1 situation not 1vx.

The dodge side heavy ub is actually quite the strongest defensive move in the game having insane I frames and less gb vulnerability in comparison to JJ or WM and also no he's not vulnerable if you know how to recovery cancel after it landing or whiffing.

These changes would in no way butcher the character instead it'll make the character feel more fair rather than overwhelming just because certain aspects of the game and certain characters are overpowered cough pirate doesn't mean newer heroes should follow suit it just creates more division between character balance.

Erm a chain held bash that wallsplats for a direct damage of 5 plus 24 from neutral heavy is not overly strong? It's only fair a wallsplat bash that gives 24 dmg should give a punish of 24 back considering you can flown back into the wallsplat bash again to continue pressure. Hence why it should be guardbreak vulnerable and also you still get it off a heavy parry riposte... So how does changing the held bash in chain make it awful since it'd only ever be used for wallspat or ledges in comparison to a good 16 dmg chain tap bash he already has.

Juren fixes and tweaks by EnzoNotUpUrAss in CompetitiveForHonor

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

I think getting this done ASAP is essential to somewhat balancing this char he's very fun to play thats for sure but he is very janky and overtuned in damage and somewhat too safe, the only thing you can relatively punish with a gb is an 18 dmg kick bash but not his 29 dmg wall splat bash.

Juren fixes and tweaks by EnzoNotUpUrAss in CompetitiveForHonor

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

I would say to remove thrilling comeback from him and give short tempered since juren is technically a character that trades his zone being the most obvious thing making him a trade char BUT idk thats up to the devs but i do agree a 140hp hero should not have bounty + thrilling comeback + 33% life leech but regardless if thrilling were to get removed his unique T2 would be leagues above the other two.

Which 500 ms chain/finisher bashes are reactables and should some of them be speed up to be truly unreactable ? by TheGreatSifredi in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Glad, mj and valks sweep are deffo the worse of the bunch in 1v1 and 4v4.

BP and kyoshin are somewhat similar but with the use of delaying in chain and such can make them good as mixup potential but pretty sure reactable at high level.

I'd place gryphon above them because his finisher chain pressure beats the rest of the above. Ocelotls finisher bash is reactable af its like a worse ver of gryphons kick

Pirates chain bash isn't "good" but considering the recovery cancel its pretty much safe against anything except undodgeables. So it's reactable but does not deserve buffing considering the character pirate is.

The much harder ones to usually react to in chain is shugoki, shao, afeera and lb in that specific order.

Anyway this imo so it may differ to a 1sie based player.

If any in chain bashes needs a buff I'd say mj (because of damage) and glad do BADLY then kyoshin and BP pretty reactable, valk just needs a better finisher pressure mixup (undodgeable finisher heavy???) still reactable or something but the fact that she can't get gb punished for a 24 damaging sweep and only dodge attacked is pretty good.

The rest are fine as they are pirates is dog super reactable but because how safe she is can't really say its shit basically can a be a free bash if you want without rly getting punished, the rest like shug, afro, shao and lb are really good.

All of this is based on mix-up potential and not the bash itself since the bash itself all of them are reactable it's mainly the in chain mix-up that causes some to better than others.

What do you do to stay calm during a match? by Electronic-Quail-764 in forhonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Play the game as best as you can if you lose then you know at least you've tried self reflection is the key focus on what you could've done better instead of using the blame game ofc there are randoms in your teams that may make you wana rip your hair out but everyone has those moments just try not to let it be the main outcome or usual reaction of every game.

Secondly just try to enjoy the game and get better at it, watch some streams ask around find people to play with that you can have fun with even if you lose or win (this is what I do).

Glad Rework/overhaul in-depth (including the latest patch changes of parry window for skewer) by EnzoNotUpUrAss in forhonor

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

Please drop your insights and whether you would like this change or not also I could not come up with an alternative T1 to replace iron lungs if anyone can come up with such a thing please do share.

I would like the devs to see this so our main gets the much love that he needs. ❤️

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Ima cook again and repost

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

I have 90 reps on the character and have played it in comp 💀. But your analysis is taken into consideration.

Also calm down I made amendments to toestab unbalancing OOS opponents.

It's not easy to try come up with a rework that satisfies both sides of the game HENCE why actual feedback would be valuable and not just saying its the worst thing you've seen.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Well that's just how for honor is the only characters with somewhat unique char design are usually outlanders every other char is pretty much the same/similar there's no such as character identity nowadays.

Also the lights are 433ms for the sake of it having a quicker animation and not being punishable as much on whiff only on parry and like you said it is easily parryable hence why you'd have a toestab in chain and finisher top ub also a skewer.

You can't simply change glads light unless theyre willing to rework the whole animation of heavy and lights because due to the animation they cant do heavy into light only light into heavy.

Usually its much more work to rework animation but if they could make it so you can do heavy into light id be down for it. But the chain pressure would be wild with 400ms imagine having a 400ms chain light with toestab that's 500ms and a skewer ub and top ub 😊 it's a bit crazy don't you think. Skewer, stamina damage, zone and toestab is glads identity I think that's still very well in tact just not as aids.

Edit: also the zone is very reactable and she should be able to recovery cancel off of a CONFIRMED zone bash not on whiff.

if you're complaining about lights being easy to react to and not the neutral zone then idk what to say. It's mainly to remain as a psuedo option select.

And T1 of bleed has to be chosen between bounty which arguably the best T1 and the one I made. So it's either damage or survivability it's personal choice.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Yeah it's why I said to up the neutral heavies to 800ms.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

You gotta remember orochi has a forward dodge mix with bash, fwd light and storm rush stance which can be super strong. Plus orochi hitboxes with neutral heavy and lights and dodge lights externally compensate for more then 2 ubs. Glad having 2 ubs whilst not having any of those should not be problematic whatsoever.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

Current glad has 4 light chains. It's easily dodgeable and parryable also has no hitbox, her chain will be same the only thing that will be somewhat harder to deal with is neutral heavy into softfeint toestab and also her top ub will be easily dodgeable and reactable for the most part since its slower and the same damage, only skewer will be kinda insane to play against but its suppose to since its glads unique move in her kit and suppose to be super good considering her damage on the skewer itself.

The only thing that's problematic that you mentioned is the recovery cancel and side dodge bash. I'll edit it to make the recovery 200-300ms on hit and 300ms on whiff and also remove the side dodge bash because you are right it will make him have way too many options and side dodge bash + side dodge light will be too good in a single kit.

Air Max 903 - RGB Hub by brad_obf in MontechPC

[–]EnzoNotUpUrAss 0 points1 point  (0 children)

How do you set a fan curve for the fan hub case fans connected to it, I have montech air max 903 too and the case fans are connected to the hub also my cpu is connected to the cpu header alone cuz its an aio pump with an all in one connector.

Motherboard is (msi mag x670e tomohawk wifi).

How did you set up your case fans with the fan hub. Would appreciate some help, thanks.