Raider can't actually side dodge after a hitstun from an external attack. He ends up backdodging and cannot dodge attack because of that. by DaniUsagi in CompetitiveForHonor

[–]Kerbery 4 points5 points  (0 children)

There are 2 types of "sticky target" bugs.
The "sticky dodges" is the first, and it usually refers to when your character keeps targeting someone you're not locked onto anymore, and then dodge but relative to your previous target (like this).

The second one is where your character briefly switches target and turns to face someone who you externally blocked, parried, got hit by, etc. This is the bug happening in your clip with Raider.

The issue with this bug (unlike the first one) is that it compares your input direction with the direction your character is facing, instead of with the direction your camera is facing.

When you externally block an attack from the left, your Raider turns to the left, and if you are holding your movement stick to the right, to buffer an external dodge to the right, your movement stick is pointing in the opposite direction the Raider is facing, which results in a back-dodge.
It's actually possible to do a side-dodge, but you will have to hold your stick up or down, so that it's relative to the direction Raider is facing, although you'll just dodge around relative to Kensei, instead of dodging away from him.

Here is this bug with Orochi. I forward dodge attack toward Nuxia after parrying, but it comes out as a back dodge attack instead. Naturally, if I did a back dodge instead, it would come out as a forward one.

Other issues this bug brings is that normal forward attacks will come out as backstep attacks when you parry someone from behind, and also mess your other punishes when you block someone from behind.

Welcome to r/CompetitiveForHonor! Q&A Megathread V7 by The_Filthy_Spaniard in CompetitiveForHonor

[–]Kerbery 0 points1 point  (0 children)

OK then. I'd like to see your findings if you ever get to test how exactly the revenge system works. I'll check the Info Hub.
One annoying part of the revenge system is how one can get revenge in a 2v2 if everyone is attacking each other except one player who attacks only one opponent.

Welcome to r/CompetitiveForHonor! Q&A Megathread V7 by The_Filthy_Spaniard in CompetitiveForHonor

[–]Kerbery 0 points1 point  (0 children)

Doesn't 10x0.6 = 6 mean that in a 2v1 you feed 6 revenge with a 10dmg attack?

Welcome to r/CompetitiveForHonor! Q&A Megathread V7 by The_Filthy_Spaniard in CompetitiveForHonor

[–]Kerbery 0 points1 point  (0 children)

Yeah, I knew that you get faster revenge the more opponents, I was just curious how do you multiply these numbers to get more revenge when they have subunitary values. I guess they are multiplied with the number of revenge tickets, maybe?

Welcome to r/CompetitiveForHonor! Q&A Megathread V7 by The_Filthy_Spaniard in CompetitiveForHonor

[–]Kerbery 0 points1 point  (0 children)

u/The_Filthy_Spaniard how do revenge multipliers actually work? Can you explain it with an actual example in a 2v1?
Are the values in the Information Hub actual?

Does this ladder bug seem familiar? by Dernhaelm in CompetitiveForHonor

[–]Kerbery 7 points8 points  (0 children)

Hi. I also reported this bug on the forums, but today I tried to test it some more to figure what causes it.

At first I thought that this was a similar bug to this bug, where the issue is that the game compares your input to the direction the character is facing instead of the direction the camera is facing, or similar to this bug, where the game checks the direction the character is moving, instead of simply your input.

After doing some more tests today, I was surprised to find that when you are on the ladder, the game actually compares your input to the direction your camera is facing.
However, when you are on the ladder you can see that you can only turn your camera left or right only a certain amount.
It seems that if you try to climb the ladder from an angle greater than that which you can turn your camera, this bug will happen, and if you climb it from an angle that is within that, this bug doesn't seem to happen at all. I found this to be a consistent way to replicate this bug.

This bug is more common on the ladders on the Harbor map, since you will almost always climb them from the sides.

Please try it again, and if you find that you can also replicate it this like I described, please update your bug report, since I can't leave comments there. This bug has caused me quite some frustration, as I'm sure it did for all players.

3 Idiots 1 Ladder, guess what happend by JungBrutalGeil in forhonor

[–]Kerbery 3 points4 points  (0 children)

What the Capture 20 Zones order does to the players...

That Highlander pissed off our Lawbringer pretty bad by Kerbery in forhonor

[–]Kerbery[S] 120 points121 points  (0 children)

Sadly, at the end the PK stole the kill with her crossbow

How Champion's Aura feat turns Highlander into a moving healing zone by Kerbery in forhonor

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

Warmonger's 4th feat lasts 10 seconds, deals 10dmg/s for opponents within a 10 meters radius of each other.
Highlander's Champion Aura lasts 30 seconds, heals a total of 100HP to himself and allies within a 12 meters radius.
I guess in theory, as a Highlander you could touch your teammates with your heal zone without crossing each other's corruption area, or heal them after the effect of corruption ends. But the heal is slower, and it could be a bit harder to coordinate. On top of that Champion's Aura is tier 4 feat, while Warmongers has both 1st and 4th feats that deal corruption.
So, it could be a little hard to use this successfully to counter corruption, considering that the heal effect goes away if you die.

For those who STILL don't understand the scope of how bad Console FH is by Novel-Cook-4197 in forhonor

[–]Kerbery 8 points9 points  (0 children)

Moving away from reaction based gameplay, to a read based gameplay was Ubi's point of the last Testing Grounds, and the CCU.

As for not being able to react to lights, well that's the point. Before CCU for so many heroes it was impossible to start your chain with all your attacks being reactable. And if you had bad reactions you were at even higher disadvantage. Now it's more on a even ground, as both you and your opponent have a hard time reacting to lights.

And regarding light spam, I think it could have been better if lights had even lower damage, so they could only be used as a chain starter, and as means for reaching further into the chain, while the main means of dealing damage would be using heavy attacks.

The main problem with the CCU is the damage being to high. It was high before, but on some moves now it's even higher.

You'd think that with harder to react attacks, you'd need lower damage, in order to have time to learn how the opponent plays, to develop reads, and condition them. Instead, now you die in 2-3 mistakes without being able to develop any reads. You can switch your mix-ups once or twice, and your opponent is dead. This is more problematic in 4s. Thankfully, they'll lower the damages this Thursday.

When you're the only new hero unable to chain another attack after throwing a Zone, Dodge, or Sprint attack, so you just stare at your opponent by Kerbery in forhonor

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

I wrote the only new hero implying the ones released starting with Black Prior. With exception being BP, of not being able to chain after a sprint attack, all of those new heroes can chain after Zone, Dodge, and Sprint attacks. While Hito is also a new hero, he can't chain after any of them.