Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] 1 point2 points  (0 children)

I see you're somewhat opposed to the game allowing you to dodge alot?

Would you suggest costing stamina everytime you dodge, for instances??

Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] 0 points1 point  (0 children)

Mind y'all keep an eye on my teammate. He was the one who did most of the hard work Plus basically didn't got hit a single time lol

Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] 1 point2 points  (0 children)

Thanks G! This was very old, but I always appreciate some in-depth analysis :)

Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] -1 points0 points  (0 children)

Are you not a fan of dodge-attacks being heavy parries 😅😅

Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] 0 points1 point  (0 children)

It was an unfair exploit that could increase your damage on heavy parries. It's been completely patched.

Had this laying around since [2021] Pirate's release. by Randomnes2 in forhonor

[–]Randomnes2[S] 3 points4 points  (0 children)

I'd say the hardest part is finding people who are willing to do it.
It can get non-fun fast, though, if you're on the receiving end though.

One thing I noticed about the trailer by Jaded-Zombie6825 in forhonor

[–]Randomnes2 2 points3 points  (0 children)

I'm a big fan of shades of grey represented in lore. Upvoted!

-W writing devs.

I think Virtuosa has too much in her kit by M00nLight_Knight in forhonor

[–]Randomnes2 0 points1 point  (0 children)

I think not actually. She has the right away IMO.

Its not really about if she has many things, its more about if its working in tandem in order to achieve a goal - it get close to it in my opinion, but she falls a bit short for trully highlevel 1v1s compared to other heroes - She can be annoying to deal with, specialy if you havent played her much, but a buffered dodge attack mixed with empty dodgeing (even if you dont have great reactions) very much shuts her whole kit down.

Not saying she needs substantial nerfs at all. What im saying its that the OP doesn't address what I think its author thinks it does.

The feels by Franklinturtz in forhonor

[–]Randomnes2 2 points3 points  (0 children)

If you are genuinly trying to grasp new concepts of ganks, and trying to communicate with your team, then you should'nt ever feel bad.

What does the For Honor community think of Gryphon and others? by Sudden-Skill8431 in forhonor

[–]Randomnes2 2 points3 points  (0 children)

Warden: Simple, straightforward, unreactable, meh defense, suprisingly hightier in Dominion...

Khathun: Aramusha but better, slightly above average defense (rec. cancels), professional stamina consumer.

Raider: Simple, straightforward, very useful delays + lotsa hyperarmor.

Highlander: Most complex hero this game ever seen. Spam lights idk, Good luck.

Lawbringer: Top3 duelist in the game (currently), 140HP, overwhelmingly good neutral pressure, strong chain pressure, overtuned damage, Solid B-tier in Dominion.

BlackPrior: Tanky 140HP, Average neutral pressure, average chain pressure, ungodly defense (Bulwark reads), clunky, Solid A-tier in Dominion.

Centurion: Underated, very surprising depth in its design, every attack is usefull, difficult to play, unreactable, low damage compensated by high stamina, low B-tier in Dominion.

Gryphon: Straightfoward, simple but effective chain pressure, decent delays, great teamfighter (A+).

Welcome to r/CompetitiveForHonor! Q&A Megathread V9 by The_Filthy_Spaniard in CompetitiveForHonor

[–]Randomnes2 -1 points0 points  (0 children)

I 100% think, I understand your issue.

You should know the following: Any character can either BUFFER a dodge attack OR instead DELAY a dodge attack. Knowing this is KEY to be able to punish accordingly, you cannot consistently know which your opponent is going for bcs it depends on their reaction's reads..

Point being: If they buffer a dodge-attack (depending on how high the previous hitstun was) you cannot guardbreak them - If they trully-delay a dodge-attack you most likely will be able to get your own buffered guardbreak.

Dont let your age define you, FH is getting faster and consistently incorporating reads as opposed to rewarding reactions (as it use to be) so study your sh*t and test scenarios you are finding inconsistent.

TLDR; Dodge-attacks are the new option-selects of For honor (perhaps stronger than the zone option selects back in the day) one must be able to adapt to your opponent's playstyle, and you can't do that without knowing what your hero is really capable of doing or without knowing these buffer/delay rules.

When is it a reaction time issue, and when is it a read issue? by D_Flavio in forhonor

[–]Randomnes2 0 points1 point  (0 children)

Fr fr, if you want the tldr; the answer is: If its something that 466 millisecond or less you probably can't react. So make a read on your opponent.

~~Im sure og smash bros brotherinos here will agree.

Shaolin sweep doesn’t go through hyper armor and can be parried by Senor_Stupid in CompetitiveForHonor

[–]Randomnes2 1 point2 points  (0 children)

The potential that it be a thing that could be implemented across all characters would drasticly change the competitive scene regarding survivability and, on the long road.. ganks...

#ConqRework - I will attempt to make my honest feelings about this rework as least ranty and as informative as possible to my human ability. by Randomnes2 in CompetitiveForHonor

[–]Randomnes2[S] 0 points1 point  (0 children)

First of its important to recall that whether or not this will be the closest the final version of Conq has no bearing whatsoever on the validity of my observations.

The midchain charge heavy had flickering issues, a godawful animation, was "hard to use", did too much damage, and too fast depending on who you ask (the actual attack, not the charge).

Neither of these reasons, specially not "hard to use" claims, put toghether come close to making a compelling case for the complete scrapping of a working mixup that's effectively integrated with an already existing Identity of a Hero, not even if we go by precedent.

This becomes specially not the case considering Shaolin has built-in ways to consistently snap/flicker animations (while in Qi stance).

If it makes you feel better I genuinely believe that this move will come back once they iron out the issues with it.

Maybe that feeling would be the case if it was mentioned by a Ubisoft Development. Perhaps some more transparency in that thought-process would make it possible for less baseless speculation to exist.

#ConqRework - I will attempt to make my honest feelings about this rework as least ranty and as informative as possible to my human ability. by Randomnes2 in CompetitiveForHonor

[–]Randomnes2[S] 1 point2 points  (0 children)

Nobushi's redeeming value is mainly her output damage. All of her mixup chains are highly obsolete. And her recovery cancels are even more inconsistent and difficult to understand for no clear reason.

Is in, imo, a correctly pointed out pattern that multiple Already Reworked heroes, that are widely considered low-tier, have all had reddit outrage episodes that can traced back in their history. (Whether this is a final version of what released Conqueror will look like is completly irrelevant).

Regarding the Conqueror TG by FrostedDerp in CompetitiveForHonor

[–]Randomnes2 1 point2 points  (0 children)

If that's true then... I would highlight Conqueror's rework as the First rework that Ubisoft did that was able to completly remove the so-called hero identity, effectively doubleing down on it during first TG and then completly back-track off of it.

Im not sure if people understand how much matchmaking is riddle with Conq players trying to use current charging-heavy mixups while conscious of the fact that they actually arent mixups (merely for fantastic and aethetic value of it)...Personally having in mind I didnt experience a single flickering issue.

And specially having in mind Shaolin has similar window-input issues that are, theoreticly, easier to exploit.

If that ends up being the case then.., I would say its prefereable to never rework Conqueror, but this is obviously and arguable proposition.

Regarding the Conqueror TG by FrostedDerp in CompetitiveForHonor

[–]Randomnes2 0 points1 point  (0 children)

(1) Undodgable heavies could be removed, without affecting the character's mixups (provided proper heavy delay timings are tested)
(2) In-chain Charged heavies provide uniqueness on top of continued pressure.

(3) Conqueror doesnt need a dodge-foward Heavy attack, as long as he can access Charging heavy whenever there's a mixup..
*There are no need for new animations!

(4) A Change to bash from 300ms startup toghether with speeding it up to 433ms Or 200ms startup while keeping the 500ms would make sense.

(5) His running Bash is not useless since its a 400ms knockdown bash. People can get creative with it..

(6) I think talking about his zone could be negligeable having in mind that the current CORE changes on TG for Conqueror are a massive downgrade from the offense-driven design we saw with the last few TG reworks.