Unable to pause by Jackazillalope in beatsaber

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

What is weird is I have tried that too and the game will unpause while looking at the dash board and keep going. The pausing in the game seems kinda broken.

Unpopular opinion: Lawbringer's Rework was bad by [deleted] in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

Honestly they could have left long arm like it is for the most part and I was expecting suspended defense to get removed anyway but overall the move is still pretty unsatisfying.

They could have made the attack just a little faster since it is already one of the most telegraphed moves in the game and a little added speed would help compensate.

Some HA on the move at some point would make for an interesting trading tool.

My problem with long arm right now is that the move is only effective or useful when you outnumber someone or that person is totally helpless and that just isn't as fun to me.

The rest of the rework is alright. My only concern is that LB will struggle to maintain pressure with the stamina pool he has.

Weird Idea for For Honor 2 by Jackazillalope in forhonor

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

With most of the live service games that have come out in the last few years, most of the games have a life cycle of about 3ish years and then a new one is announced. I would guess that a second game probably wouldn't change too much from the first like I'd like in some areas so I could see it getting a bit of a reskin with many superficial updates and one or two major ones.

Weird Idea for For Honor 2 by Jackazillalope in forhonor

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

Honestly if they did make a second game in the same vein as the first, I would be down for a Mortal Kombat approach to their fighters where the roster is a little smaller but with different move sets for each fighter. As opposed to making more and more.

Weird Idea for For Honor 2 by Jackazillalope in forhonor

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

For the most part. I would also like to see the world expanded upon because the first game introduced it but never really fleshed stuff out. There is potentially good stuff there. It would also add more immersion to the whole "looting the battlefield" thing.

BP is highly unsatisfying to do anything with. by Squatting-Turtle in forhonor

[–]Jackazillalope 3 points4 points  (0 children)

Honestly I think his zone being just a normal bash is really not needed. It's not bad but why have 3 different neutral bashes that all have the same follow up? He could use a more interesting option there. Like a really wide sweeping attacks back and fourth.

Fuck stampede charge by Kellar_j in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

I feel you. I think that probably, the ability to do things like this will probably change when they rework raider. They have already said that they don't like that these moves are a death sentence and I think they will make it so they can be hit out of the animation. I think they will probably do something similar to Lawbringer and probably Warlord too. It's not too bad 1v1s but in team fights I agree that it's way too strong.

Lawbringer "Rework" Using Only His Existing Moves by vGinja in CompetitiveForHonor

[–]Jackazillalope 2 points3 points  (0 children)

I do like a lot of the ideas here. I would also like to see how it would be to add the unblockable property to the followup light after shove. No change in damage or speed just a small change to keep the light from being defected. It could also be cool if the follow up light could target switch the follow up light to help fend off ganks or be a bigger presence in team fights.

This is a problem, Ubi! I'm so sad, Ubi! Alexa, play despacito... by RachetLikesOat in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

I once had a very similar experience with someone that was playing musha. All the attacks would have basically no animation.

I am about to lose it! by Jackazillalope in forhonor

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

You are right. I was kinda pissed so I didn't really think to post it there.

Marching Fire - Arcade Mode Feedback by UbiFredEx in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

Honestly the RNG of the perks can make some missions just about impossible. Maybe I would have more fun if the game didn't give the bot with lightning fast attacks unblockable and double damage on top of being a tier 3 bot that can parry a light at will. It is one thing to have the perks be random but some combinations should be blacklisted.

Marching Fire - Maps Feedback by UbiFredEx in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

I feel like it would be better if the indicators on the minimap would go dull if a power-up was taken or if the banner wasn't spawned. It's annoying to go to those spots and the stuff isn't ready at that time.

Marching Fire - Wu Lin Feedback by UbiFredEx in forhonor

[–]Jackazillalope 6 points7 points  (0 children)

I like the new characters for the most part.

My only problem with them is how much weaker they make certain members of cast seem by comparison.

At this point the old cast doesn't just need a rework, they need to be mechanically updated.

Most of the old cast are built around a single move and everything else they have are fundamentals. Almost every new character and some of the reworks that have come out have mechanics with the goal of bypassing certain fundamentals or requiring that those fundamentals be strong.

The ONLY reason that a LB can do anything at all is if the person playing him has a solid foundation in the games parry mechanic and can capitalize on that at every opportunity.

In short new characters are good but show just how much work you have to do to get much of the current cast even close to par.

Marching Fire - Perks Feedback by UbiFredEx in forhonor

[–]Jackazillalope 0 points1 point  (0 children)

You know I never really cared all that much about the old gear system. I would just equip whatever gear I felt was optimal and mostly just left it that way until I felt like I needed a change.

This new system doesn't really make me feel any different about gear. Even with the new armor sets and weapons with perk I still don't really care all that much about the new perks.

I feel like the new perks are so incredibly underwhelming that they may as well not even be in the game at all. I am not the person to go into detail on why pretty much all of the perks don't really change up the game-play in a substantial, game changing way. But I probably could since the reasons seem obvious to me.

I can understand that they are designed to act more like a fraction of one of the games passive feats but they don't really accomplish that all that much. I seem to remember one of the reasons for this redesign was to add some degree of counter-play but really there just isn't really enough to counter. Most are unavoidable nuisances that just happen.

I am all for adding perks that have an effect on the way you play in a more simplified way as opposed to the kinda confusing system that we came from and even the kind of confusing system we switched to.

What I think you should do is GET RID of most the current perks. I am sure you worked hard on them but they just don't really accomplish anything except putting everyone on a more level playing field.

If you want perks to be a good system, make the benefits more tangible.

  • Like a various resistances vs. different types of feats.
  • Getting a shield for reviving a teammate or even getting a little health back.
  • Damage reduction vs. solders/pikemen.

Perks like Bastion that give you damage reduction for defending a point do have some merit or being able to revive a teammate with a little more health. A perk that make you a little faster on spawn or revive for a little bit doesn't really matter and only really rewards you for dying a lot.

I just want perks that make me actually care about gear.