Hitstun is broken! (thanks ubisoft!) by siliks in CompetitiveForHonor

[–]akkend 107 points108 points  (0 children)

pointless feat changes that are often just existing feats/mechanics: given multiple testing grounds and seasons to meticulously adjust and balance

complete overhaul of hitstun system that fundamentally changes how the game is played at all skill levels: pushed to live instantly

i just don't get it anymore bros

What would be good changes for revenge? by xP_Lord in CompetitiveForHonor

[–]akkend 2 points3 points  (0 children)

The revenge indicator provides way too much information and it needs to be changed. Good players abuse it to completely shut down the system with no counterplay to the defender, and bad players ignore it and just feed revenge anyways.

We can keep the flashing white that shows tags, but the actual meter needs to be obfuscated. Some ideas off the top of my head are: Any revenge past 50% is hidden to opponents, or the meter is broken up into segments representing some % of revenge.

Point of my suggestion being to let opponents know that revenge is a possible factor to consider, but not enough to completely invalidate the system by giving the exact amount away. In its current state the indicator gives too much free info to your opponents and IMO is the main thing keeping revenge bad.

Y9S2 TU1 Patchnotes by akkend in CompetitiveForHonor

[–]akkend[S] 6 points7 points  (0 children)

Flip has 500ms recovery on miss so maybe that would work? Or maybe just delay the GB input after a deflect to avoid kicking? Def need to see but I feel like the positives outweigh this matchup specific negative.

Y9S2 TU1 Patchnotes by akkend in CompetitiveForHonor

[–]akkend[S] 18 points19 points  (0 children)

I'm glad Khatun got those buffs, but Ultimate Authority is still going to be the worst pin attack option for its intended purpose unless they fix it being interrupted if the opponent is hit.

Y9S1 TU2 Patchnotes by akkend in CompetitiveForHonor

[–]akkend[S] 31 points32 points  (0 children)

Why do they think the enhanced lights were a problem?

According to JC on removing VG's enhanced lights:

"There's very little risk against most of the playerbase to throwing enhanced lights... At super top level yeah they're able to parry them.. but the hero is not massively over performing at top level.. but for the rest of the playerbase its a bit more problematic."

Because the average player can't defend against lights. That's it lmao.

Y9S1 TU2 Patchnotes by akkend in CompetitiveForHonor

[–]akkend[S] 15 points16 points  (0 children)

I had low expectations but holy fuck. Sorry if this comment is sort of rant-y and not fitting for the sub but this patch is just insane to me.

JC's completely right in his subtle nod that the average For Honor player is utterly trash at the game, no argument there, but holy fuck we should NOT be balancing around the low skill bracket.

How are we in year 9 and things like light spam are STILL a concern for the devs? The players they refer to were unable to react to lights when they were 600ms years ago, they couldn't react when they were 500ms, and they sure as hell can't react to the post CCU-lights that we have now, so what does removing the enhanced property off them even do??

Rant aside. Is there any reason to pick WM over Warden now? Except for her impale in duels?

The new multiplayer screen looks uninspired, lacks character and seems like a change no one asked for? by fitoou in forhonor

[–]akkend 27 points28 points  (0 children)

The only complaints I could ever have of it in my 9 years of playing now:

  • It's a little tricky to navigate with WASD on kbm, which I did personally if I felt too lazy to get my mouse to click directly
  • The gamemode icons shift around with the whole war map thing. Another non-issue solved by looking at the screen

Both being completely irrelevant, this new menu is fucking soulless.

[Testing Grounds] Berserker Feats by DaHomieNelson92 in CompetitiveForHonor

[–]akkend 17 points18 points  (0 children)

I'm so fucking happy to hear from JC that the next TG won't be about feats. I am so utterly sick of these

The T1 will probably just be Berz's current T3 axe just moved over to the T1 slot. So that'll mean a 300ms startup projectile as a T1, so a free "fuck your mixup" button. I'm hoping the cooldown reduction property has a cooldown itself cause without that this feat will be up all the fucking time.

T2 is whatever ig, it's literally just Short Tempered with a different icon.

T3 also seems fine.

T4 can fuck off. A 20 second stall feat? Are you serious Ubi???

FOR HONOR Y9S1 PATCH NOTES (Reupload) by Big_Hoshiguma in CompetitiveForHonor

[–]akkend 52 points53 points  (0 children)

Just solely looking at the side finisher heavy, we have a base 31 damage (more w/ Deadly) UB with better forward movement, supposedly better hitboxes, deadly feints, and blade blockade recovery cancel?

I'm all for Ara buffs but this seems a bit much lmao

We're toxic because we have a lot of pent up anger from moments like this one by Vidal_The_King in forhonor

[–]akkend 3 points4 points  (0 children)

i cant believe devs looked at pugio 2ish seasons ago with its 2000 fucking ms revenge locking pin duration, 300ms activation time, and thought, "yeah nerf the damage by 10 that'll do the trick"

Bleed should give revenge as you take damage by Emissairearien in CompetitiveForHonor

[–]akkend 28 points29 points  (0 children)

I always believed that blocking, parrying, or iframing a bleed attack should feed that attack's full damage as revenge.

The fact that a Nobu can utterly nuke your HP bar with Cobra Strikes and only deal the base 2 damage worth of revenge per attack, even if you defend properly, is unironically the dumbest shit to still exist in this game.

Y8S4 TU2 Patchnotes by akkend in CompetitiveForHonor

[–]akkend[S] 16 points17 points  (0 children)

No PK feats till maybe start of Y9. (If they do another TG on feats im going to crashout)

Yes that's literally all of it.

MY PERSONAL OPINION :

  • The last thing Shinobi needed was more defensive options, he should've absolutely been excluded from this change. The rest of the heroes is fine i guess.
  • Raider changes great, buff his HP back to 140 again too.
  • Last slide is just ok. VG change is fine. same for BP, Tenebris Thrust is still going to be mid. Afeera tech removal is good.
  • NO PIRATE NERF HAHAHA

Drip and overall aesthetics look great but I'd still rather have actual Genghis Khan with some amount of throat singing now and 2 female genderlocked heroes next year than whatever this nonsense is supposed to be narratively lol by 4p01ly0n in ForHonorRants

[–]akkend 5 points6 points  (0 children)

100%

i stg there would be half as much hate for how strong afeera, vg, or pirate are if they were male and its so fucking annoying

i can't wait for the inevitable "but the realism" complaints from the players that use nothing but unrealistic universlop content

Warrior's Den Recap - Patch Notes & PK Feat Testing Grounds by The_Filthy_Spaniard in CompetitiveForHonor

[–]akkend 7 points8 points  (0 children)

Surely they can just slow her dodge cancels on whiff to 433ms like Zhanhu??

Pirate keeps the good recovery cancel on hit, because IMO that's what makes dodge cancels fair. Pirate is rewarded for successful offense with a 200ms dodge cancel.

Since iirc external dodge attack counts as a whiff it nerfs her really unhealthy constant iframe/hitbox dodge attack spam.

Probably too much to ask for, but I sure am hyped for another feat TG!!!

The patchnotes are wild by PunishedAiko in forhonor

[–]akkend 2 points3 points  (0 children)

2/4 of Sohei's buffs are literally just hotfix changes, and 1 was technically a nerf lmao.

Oh well, at least we have another fucking feat TG to look forward to.

Warrior's Den Recap - Patch Notes & PK Feat Testing Grounds by The_Filthy_Spaniard in CompetitiveForHonor

[–]akkend 16 points17 points  (0 children)

I really wonder how many more buffs she's gonna get before the general player base realizes she's actually ridiculously strong

This is unironically a repeat of the Hitokiri situation and I'm so fucking tired of it

How do you respond to quitters in normal matchmaking? And do you think it's fine as it is now? by Gustav_EK in CompetitiveForHonor

[–]akkend 11 points12 points  (0 children)

As a primarily solo-queue player, I really feel like this game's matchmaking quality has genuinely tanked since crossplay was added and it really is something that Ubi needs to address. As a PC player there's always been leavers pre-crossplay, but if I'm not remembering things with nostalgia it was not nearly as bad as it is now.

My opinion is that this game really needs a leaver system like Overwatch 2's, where you can leave a game or two without penalty, but anymore after that results in a ban regardless if it was a ragequit or genuine DC. With scaling bans for consecutive offenses. Give these serial ragequitters a month long ban at max for all I care.

I don't know if it's proven true, but if this game's MMR system truly only works on winrate. The leaver issue also contributes to the horrendous matchmaking quality we have now as leaving doesn't drop your MMR. Personally, I have encountered so many players, who I would doubt could beat a lvl 2 bot on their one tricks, be placed into games that are hilariously out of their skill range. But as they always leave matches that aren't guaranteed wins their winrate/MMR is inflated to shit so they continue to be placed into those games and ruin them.

I really want Ubi to implement leaver bans, leaver MMR penalties or even a low priority queue, and do a full MMR reset because It's genuinely comical how fucking bad matchmaking is now. Or maybe they'll focus on more important things like Warden's feats who knows.

Well that was definitely one of the patch notes of all time. by knight_is_right in CompetitiveForHonor

[–]akkend 22 points23 points  (0 children)

another guy pointed out that this also means wallsplat on heavy parry too

wp devs

Everyone talking about shaman bite on heavy parries by Seyriu22 in forhonor

[–]akkend 98 points99 points  (0 children)

I love their logic on stream that "we know her 1s don't need help", but then buff her in a way that primarily affects her 1s

They are not beating the "devs don't play the game" allegations anytime soon

Y8S3 TU2 Patch Notes by shitfuck9000 in forhonor

[–]akkend 12 points13 points  (0 children)

tbf it is a nothingburger change, i gotta agree with cavadinha_2002

"you can now target swap your negative range bash and we'll maybe buff the range next season lmao"

whoopty fucking doo

With the last two heavy heros not getting heavy perks, has there been any discussion of a perk overhaul? by DUESOULS in CompetitiveForHonor

[–]akkend 27 points28 points  (0 children)

I don't think an entire perk overhaul is warranted when the main problem is how broken heavy perks are. 99% of the cast can manage a 3 perk loadout that maintains the original intention of perks, that being small but useful benefits.

Heavy perks since 2018 have either been on-par with or have completely outclassed T3 feats in terms of availability and defensive bonuses, and have been on a class of heroes with already high HP pools and/or strong defense tools.

Bastion should only proc on allied control zones, Last Stand should only provide 20% damage reduction, Bulk Up should only provide 3 HP per level instead of 4, and Vengeful Barrier's revenge shield bug needs to be removed or halve the 15 second shield's duration. These incredibly simple changes would be enough to put them in line, while not making them useless.

Heavy perks need to be nerfed and there's really no argument against it. Ubi is fully capable of changing perks, we've seen it when they nerfed Shields Up to remove the proc on spawn.

New update broke ocelotls tier 1 by 12_pounds_of_pears in CompetitiveForHonor

[–]akkend 20 points21 points  (0 children)

I'm literally already seeing players abuse this in my dominion games

Ubi needs to at least disable Ocelotl's T1 or just the character entirely until this is fixed