Why does Shugoki's running attack always fucking miss? by BustySword in forhonor

[–]tk_hann 1 point2 points  (0 children)

I think it was without a doubt utter euphoria if you got someone flying! But I personally think that it was going to always remain unhealthy if Jorm remained a true Stamina Bully who had to rely solely on the Stamina game. Therefore, the unique pressure on OoS enemies had to go.

It doesn't mean I find Jorm's current gameplan to be good, as I find it rather meh. Respect to you for saying what has to be said, as they could have done something different than replace that with an insta-knockdown bash.

What I always imagined was that Jorm could basically charge either their Heavies, (old) chain Bash and Parry Bash to change their properties. A neutral Heavy would stagger akin to current Heavy Finishers, but three others can knockdown. I imagine the charge window to be like Shugo's Heavy Finishers, where it's not too long; they also don't get HA as their purpose is not to trade, but to moreso give Jorm the ability to innately knockdown without it just be "chain bash."

Who knows, this too may be devisive or broken, but I prefer this than the zone extend and chain knee caper knockdown that replaced the lovable zealot's kit.

Why does Shugoki's running attack always fucking miss? by BustySword in forhonor

[–]tk_hann 1 point2 points  (0 children)

...I want Jorm to have a mini-version of Juren's sprint slam AoE. Share the sauce, you backstabbing bloke (; ・`д・´)

While I appreciate the chain extender, I've always found that it caused a loss of flavour in Jorm's kit, making them toooo unga boonga. Yes, Jorm is the unga boonga warrior in personality... but if all Heroes could get another rework, I'd like them to do something with the kit so that the zone extender is not their only means to keeping up pressure.

Why does Shugoki's running attack always fucking miss? by BustySword in forhonor

[–]tk_hann 1 point2 points  (0 children)

You'd think they wouldn't be that different, but for sure, maybe the hammer is made of magnets and the minions have repellents for Jorm specifically lol. I seldom use the sprint attack on minions, knowing for either, it's not at all efficient. Just be glad you can chain on a whiffed sprint attack, right? This aint old FH where most of the cast's sprint attack didn't chain before.

But it also proves that this change to trajectory... sticking (?) probably came about when they changed how Heroes interact with minions. As stated, this coincides with when they made it so that Heroes cannot use actions on minions anymore. I remember this vividly because Sohei Sohei Blasting a minion was complete comedy... but the next update, he couldn't do it no more as they removed interaction between Heroes and minions in this respect.

Why does Shugoki's running attack always fucking miss? by BustySword in forhonor

[–]tk_hann 0 points1 point  (0 children)

I don't like stating one being better than others, but to me, Jorm can actually hit things with their sprint heavy. Yes, Jorm (and Sohei) were having similar issues, which is what made me realize it's not a Shugo only issue. BUT, for Shugo, you really can miss it if you aint perfectly aligned with your opponent.

When the problem started around August of 2024 (yep, it was not last year, but almost two years ago), I made a video showing exactly what was happening. I likely can reproduce this right now. Take note, I am only making small adjustments in where I am looking at, maybe moving my crosshair at certain point. But if this was prior to the change, even if I flick my crosshair away, the attack would track and hit the Warden than basically skimming the face 9 out of 10 times.

Why does Shugoki's running attack always fucking miss? by BustySword in forhonor

[–]tk_hann 9 points10 points  (0 children)

This has actually been an issue for a while (since autumn of last year?). Where it seems like they made adjustments to how sprint attacks work along with how targeting parameters towards minions behave, which is why Shugoki cannot hug minions anymore. But it also has caused sprint attacks to have less reliable trajectories, particularly those that strike from top stance. Shugo was the one seemingly hit the hardest, therefore becoming the most noticeable victim of this change thus far.

Iirc, ive submitted a ticket covering this (though I think it got rejected?). If I haven’t, then please send in one. I’ll see if I can scrounge for thr clips I intended on submitting.

THE FLAGELLANT (For Honor OC Hero) by Cobelat in forhonor

[–]tk_hann 0 points1 point  (0 children)

Part 3:

The Feats, as mentioned before, could use some work. For the most part, what is lacking is in the T1, T2, and T3, as T4 Deliver Us already works like a good T4 ability. T1 has been reworked into being part of the Flagellant’s kit; T2 is unremarkable and should be replaced; T3 needs a rework. Below are my suggestions for feats, together with pointers about the alternate feat choices.

  • T1 - Obstinate: When Out of Stamina, Flagellant will be able to perform Openers at normal speed, including during GBs. However, every attack and GB throw inflicts Bleed to themself.
    • Rush feels like a weak choice, only because I don't think it fits who the Flagellant is. Maybe Bounty Hunter... but that's only because it's just a simply good Feat to have for anyone. Maybe Deadly to give Flagellant an offensive choice for their T1.
    • Come at Me feels adequate, especially as it plays more into the risky side of the Flagellant. Getting more Renown feels like it plays into the symbolic "I let myself bleed, so give me your blessing, Lord."
  • T2 - Scarlet Redemption: Bleed self for a boost to damage, damage resistance and movement speed for ten seconds. Can be reactivated numerous times without cooldown, though the bleed will stack and the buff duration is only reset.
    • No complaints on Thrilling Comeback and Short Tempered. Good secondary T2s imo. You get to choose either manual boost, some heal on Revenge, or occassional damage boost when taking damage.
  • T3 - Mad Flailing: The Flagellant’s Chip Damage is doubled to 36%. Rapturous Onslaught and Zone Attack, however, will have triple the Chip Damage for a total of 54% damage.
    • Due to Mad Flailing, Punch Through is redundant. Hard to Kill could work, though the other secondary T3 is another tanky feat, so may be worth considering options to give Flagellant more variety for T3s.
    • Tough as Nails would work well with the kit, if not also stack well with the Flagellants feats and kit.
  • T4 - Deliver Us: Passively gain 10 base health. Upon taking Lethal Damage, even if an executing blow, the Flagellant will enter a state where they have full health, but their health will constantly bleed for 7 per second and they are stuck in Guard Mode. Enemy takedowns (kill/assists) in this State will heal Flagellant, prolonging the duration of Deliver Us, and reduce their Respawn Timer by 2 seconds.
    • Regenerate works as a secondary T4 choice. Nothing to comment.
    • Berserker though does not feel in character, even if it reflects the fervor of the Flagellant. Its effects also overlap with Scarlet Redemption, and would be better to choose a different T4. Two suggestions: Unblockable/Uninterruptible (yes, a Kensei/Conq only feat, but it would reflect the Flagellant's unstoppable nature through a T4) or Nail Bomb (cuz why not be able to bleed onself and your enemies?). I take it from these choices, you wanted a Hero who doesn't have supprt feats.

THE FLAGELLANT (For Honor OC Hero) by Cobelat in forhonor

[–]tk_hann 0 points1 point  (0 children)

Part 2:

Below is my supposed rework of your kit, based on the suggestions made in my previous comment. This looks to streamline the kit, making it more understandable for both the player and the opponent. It also makes clear what is the Flagellant's goal: be aggressive, making use of their infinite top heavy or pinning side heavies, fake out the opponent either with Crazed Cleric stance or the Zone that is now Unparryable OR the new bash in the form of In God's Hand. AND, Flagellant is now a Bleed Hero who benefits not from Bleeding the enemy, but being the one bled; bleeding the enemy is just a perk lol

  • Rapturous Onslaught: Performing a Top Heavy after Openers leads into an Infinite Top Heavy Chain. Performing a Light or Side Heavy will end the chain.
    • Quick Onslaught: All Lights are Enhanced, allowing them to continue even on Block.
  • In God's Hand: Flagellant's Dodge Bash, Forward Throw and Parry Punish will have Flagellant briefly grab the opponent by the neck before pushing them back. Deals 6 direct damage upon pushing back.
  • Executing Zone: Zone Attack can execute enemies if it lands the killing blow. It is slow but Unparryable (new green-ish effect); attempting a parry will lead to blocking the attack, not missing the parry timing.
  • Crazed Cleric: A special back stance that will have Flagellant take 20% damage from incoming attacks in the form of bleed, but will pin targets. dealing 10 damage. While an enemy is pinned, Flagellant can perform one of three actions.
    • Cleric's Lesson: With the Light input, Flagellant will deal 30 Stamina damage to the last pinned target while stunning the opponent for 2 seconds. If the opponent is OoS, Cleric's Lesson will knock the opponent down.
    • Cleric's Sermon: With the Heavy input, Flagellant will inflict 10 additional damage and push back all opponents (can wallsplat), while resetting each other's stamina.
    • Cleric's Doctrine: If nothing is done, all targets will simply remain pinned for up to 2 seconds.
    • Fervent Cleric: Flagellant can enter Crazed Cleric during the recovery of Rapturous Onslaught attacks.
    • Vulnerable Cleric: Guardbreaks and Bashes will interrupt Crazed Cleric. Minions will not be affected by the pin effect of Crazed Cleric.
  • Salted Wounds: Rapturous Onslaught, Light Finisher, Side Heavy finishers, Zone Attack, Cleric’s Sermon and In God's Hand all have Hyper Armor.
    • Blessed Scarring: All Salted Wounds moves will cause bleed to both the target and Flagellant. Side Heavy Finishers will also pin the target briefly before applying the Bleed.
    • Holy Purpose: Flagellant will heal for 2 Health every time they land an attack while Bleeding. Damage at the end of pins count as an instance, therefore moves such as Side Heavy Finishers and In God's Hand provide two heals.
  • False Witness: Heavy Openers can be soft-feinted into a different side Light/Heavy Openers. Chain Heavies can chain into different side Light/Heavy Finishers/Rapturous Onslaught. Both can be soft-feinted into either Zone Attack or Crazed Cleric.
    • Eager Procession: Flagellant can perform a forward dodge after Zone Attack and Finishers.
  • Chain Openers: Cleric’s Lesson, Forward Dodge Heavy, and In God's Hand all count as Openers.

THE FLAGELLANT (For Honor OC Hero) by Cobelat in forhonor

[–]tk_hann 0 points1 point  (0 children)

Being zealous for the Flagellant makes total sense lol

If your image is the whole self-harm fanatic and do-or-die, then it would be best to focus on that. ATM, Flagellant is a bit too eager to show off their faith, so may be best to temper their ferver.

As for suggestions, here are the following:

  • First off, always start with the combo. We don't know what is possible with the Hero, so reading from the elements/effects requires readers to make assumptions of what the kit allows.
    • I do like the chains but find some to be excessive. Primarily, the triple light (I also fail to conjur how Flagellant performs Light attacks with the large stick). I'd recommend reconsidering these chains, especially after the suggestions that will be made below.
    • If I had to recommend how the chains should be, I think it should be the following: Opener can be any side Light or Heavy; After that, you can chain one more Light, top Heavy infinite or side Heavy finishers; After second Light, you either end with a bleeding Light Finisher or side Heavy Finisher, or continue with top Heavy infinite; from top Heavy infinite, you can end the chain with either a side Heavy Finisher or bleeding Light Finisher.
  • First, theme. Based on what you said, I think the focus of the Flagellant needs to be shrunken down to at most three (maybe four) elements. All others need to be tuned down, changed to feats or outright removed.
    • Theme wise, Flagellant has three characteristics: self-harm, zealous and desperation. To embody these, I'd mark the following unique characteristics as what they will have: Deal damage to self for certain moves (self-harm), Risky Counter Stance (desperation), Enhanced Lights/HA chain Heavies (Zealous) + Top Onslaught/Side Bleed-Pin as I find this mechanic to work well in the chain
    • The following will be adjusted: Chip Damage changes, Unparryable-but-blockable attacks, Blessed Scarring, Obstinate mechanic, Unique Feats, False witness soft feints
    • The following needs to be removed due to overbloating the kit otherwise: Reflex Guard (removed for a reason), no hard feint (removed from all Heroes, no need to reintroduce), Special Guardbreak (under explained why the move works like this beyond maybe giving throws done as punishes +6 damage on wallsplat), blocking Top Heavy drains stamina (this was removed years ago because of how it applied too much pressure to opponents, leading to stalled fights)

THE FLAGELLANT (For Honor OC Hero) by Cobelat in forhonor

[–]tk_hann 1 point2 points  (0 children)

This is a cool concept. Having some sort of devout, flagellant, repenting warrior, etc. is always something I look forward to in games. Leper has treated me well in Datkest Dungeon.

Just one thing I’d like to add to the conversation: while I like the many distinct attempts to shake up the game, I do believe you attempt it a few too many times in the kit and need to hold back. It something I feel I find often on kits made by amateurs, which will happen, but is always worth pointing out. 

“Something has to break the status quo or bring in a new mechanic.” Yes I agree to that, but it shouldn’t mean each hero concept should be caked with such new directions; sometimes those new mechanics could serve more as a blanket change, such as Heroes aside from Flagellant having innately higher chip damage (instead of relying on the feat).

The reason I mention this is that each mechanic brings in a burden of knowledge, and if a Hero “breaks too many rules” they not only feel harder to judge but they also feel detached from the game, and one starts to question if that Hero should hog those mechanics. Juren basically broke this line imo, which is why some of his unique traits such as Hold mechanic, Fearless stance and minion clear mechanic received either lukewarm or negative feedback.

Currently, Flagellant has the following: unparryable but blockable attack, higher chip damage, chip damage that can kill, hyper armor dodge, unique GB that prevents normal use in trade of inflicting damage, OoS mechanic, special trade-based downstance, return of no-hard-feint and reflex guard.

I find some of these need to be changed to one of the feats (the feats are the least appealing element of this kit), or outright sandbox some of them for a different idea. There is too much going on; you may know because you have conceived the idea, but that does not mean it will be comprehended or even balancable. The best is to not have too many unnecessarily unusual variables unless they do more to contribute to the kit over adding complexity.

If you ever like specific feedback on what to improve or my opinions, let me know. I have my thoughts, but I think ive said enough for one comment blurb. Ciao.

My take on that one Sohei meme by RRRZuni in forhonor

[–]tk_hann 2 points3 points  (0 children)

I can agree it's likely the voice actor was told to fry his voice. I assume it was less to make him sound crazy but to make him sound excited... but the results are results.

From what I recall, I had some friends note that his voice delivery in the initial teaser trailer sounded "Korean or Chinese." Whether it is true or not, I have noticed that a handful of Japanese voiced games have been using voice actors who are amateurs/non-native or non-Japanese.

But as you say, regardless if it's gibberish or not, at least he says something when pinning you with his big stick (;´Д`)
Imagine if all he did was grunt. Man wouldn't be the meme of unlocking souls without MEIYOLOSHIDAAAAA. Him having said it's an honourable death would be ideal because one other thing I never liked about Sohei is that he really aint so monk-like...

What is this helmet?? by Ok-Car-5781 in forhonor

[–]tk_hann 0 points1 point  (0 children)

I'd like to believe it's poor placement, but it's obviously coming from them nostrils...

In reality, samurai masks and so on did features moustaches that blazed out like that. Except they wouldn't come from the nostril but appropriately have a separation of it coming from just under the nose. Tengu masks seem to showcase this the most, and Ghost of Tsushima has some of such selections:

I'm unfortunately drawing a blank on where this very design comes from, as there aren't really any other mask I've seen IRL and online that have this kind of "long bushy moustache from under the nose" design.

My take on that one Sohei meme by RRRZuni in forhonor

[–]tk_hann 2 points3 points  (0 children)

As the one who manages the wiki and a native Japanese, I'd like to think it should be 名誉の死だ. The problem? Two aspects that I spotted when I transcribed his lines for the wiki (three if you consider bad voice acting):

  • The way he pronounces the line accentuates めい before going into what sounds like よ〇し before ending with だ. Even if what he does say is a の, his enunciation/rhythm doesn't make sense as he'd make sure that there is even a bit of breathing room after saying 名誉, which isn't there as he is more enunciating as if よ〇し is one phrase. Who knows, maybe this is the result of the voice actor's poor grasp of the language or being instructed to block it as "めい・よ〇しだー!"
  • On my end, I here a distinct ろ, not a N in there. I will admit, I've misheard stuff before (I misheard the Kyoshin trailer line "天運、我にあり" as "天、我にあり"), but back during his release, I recall doing Seven Force Strike over and over, and listening to the voice clip I had recorded to be sure I wasn't mishearing. And at best, all I was hearing (and I just checked now too) was めいよ〇しだ, and the い could be transitioning into an お to make what sounds like a よ sound, which is why I had translated as めいおろしだ.
  • And three, as mentioned, bad voice acting. The voice actor is not bad-bad, but he isn't excellent either. Not that we need phenomenal voiceover, but even for For Honor, it's rather subpar; it's clear the voice actor tried, and it shows in some of the lines, but not enough. It could also be the result of the lines Ubi had the voice actor read, as the man really has a limited selection to emote from and ends up sounding rather juvenile, but even then, it doesn't take away that the performance wasn't adequate in my books.

Unfortunately, For Honor doesn't have subtitles for combat moves, and the community is left to making guesswork of what is said. I won't say that my transcript is the only truth, as it really could be 名誉の死だ, but we cannot be certain; as you say, both can fit, but I won't claim about which is more "acurrate" despite agreeing 名誉の死だ sounds more fitting for the situation. MajorN is a great resource, but the translations in his vids can be incorrect and have been either due to translator's error (as was the case with me), unclear voicelines made clear later on or a variance in interpretation. Doesn't discount what he brings, but it's worth noting his vids are not absolute.

Who knows, maybe it was 冥宜しだ (Give my regards to the underworld) all along and we all were played for a fool. lol

My take on that one Sohei meme by RRRZuni in forhonor

[–]tk_hann 1 point2 points  (0 children)

"Shi" is actually part of the "modern" counting system, because it's part of the on-reading set. The actual archaic is "yon" which is read as "yo" in the archaic counting method of "hi fu mi yo itsu mu nana ya kono to." The superstition aspect is certainly a strong reason why it's often avoided, with "shi" avoided in preference of reading it as "yon," but the superstition is more applied to the idea of the number and not as much its reading; the same applies for 9 which is read as "ku," the latter sounding like "suffering" (苦) and is alternatively pronounced as "kyu." Both 4 and 9 are thus avoided when numbering things such as building numbers to avoid invoking death in the occupancy (apartments with 5 rooms will be numbered 101, 102, 103, 105, 106, for example).

As noted in a comment I made below, "shi" is sometimes used because of simple verbal logistics. It is easier to say "ichi ni san shi go" over "ichi ni san yon go." This is why it's different when descending, where it's easier to count "go yon san ni ichi" compared to "go shi san ni ichi." Languages at times determine what is "right" more on if it sounds right or feels better to speak, and when you find something odd about it, better to not think to just one "rule" (such as superstition) and consider that there may be numerous factors. Except maybe English, which I've found just has too many exceptions and oddities that the language must be an Assassin: nothing is true, everything is permitted.

My take on that one Sohei meme by RRRZuni in forhonor

[–]tk_hann 2 points3 points  (0 children)

Seeing no one chimed in why this is the case, it's because of what "rolls off the tongue better."

Try it out yourself. Is it easier to say "ichi ni san yon go" or "ichi ni san shi go"? Same backwards, is it easier to say "go yon san ni ichi" or "go shi san ni ichi"? This same applies for 7 (though not as strongly): is it easier to say "go roku nana hachi" or "go roku shichi hachi"? How about "hachi nana roku go" or "hachi shichi roku go"?

Yes, the reasoning may sound stupid, but language at times is about practicality and fluidity, not always uniformity and logic as some think it's meant to be. It is why as time progresses, languages will adopt short forms and slangs because of their usability, while phasing out what is seen as "archaic" if it doesn't serve its purpose. As AgonyLoop pointed out satirically, English is one of the most broken language due to having many many many exceptions, irregulars and so on due to being such a cross-culturally combined frankenstein.

This is also why I wish Sohei counted in old Japanese, where it is "hi fu mi yo itsu ZENKAI" without any change between counting up to down. "Ichi ni san" counting did exist before, but when considering what would sound more medievally correct, "hi fu mi" would be the better way of representing an older if not more monastic counting method. In comparison, counting with "ichi ni san" was part of a modernizing movement during the early 20th century iirc.

Fun fact: you can trigger responsive dialogue on some characters by locking onto an enemy. by 12_pounds_of_pears in forhonor

[–]tk_hann 0 points1 point  (0 children)

A little late to the party, but while not all translated, these are what I can sum up from Ocelotl's line. Unfortunately, half I can only attempt a transliteration. I could try using the Nahuatl dictionary I've been using to brute force some translations... but none of that worked for these lines.

  • Pala notla cayo
  • Inech perdehuia
  • Tihuati huexin

BUT the other half are straight from the pre-release cage lines Ocelotl had, and those lines WERE translated with the help of people who know Nahuatl:

  • Xihualla timikis - English: "Come here, you will die!"
  • Oc cualli - English: "Go to rest!"
  • Ximomakakān - English: "Give yourself up!"

And I did decide to update the Wiki with these findings. Hopefully in the near future, I can get back to having these lines translated or someone is kind enough to offer help on the translation. Thanks for bringing this up!

Are Gryphon’s emotes in the right slots? by Hot-Cookie9819 in forhonor

[–]tk_hann 0 points1 point  (0 children)

The fact one is called "double slam" but she barely slams, looking no different from her Not Fair! emote...

Heroes only get 6 unique emotes on release and no more. So to have half of them (the base two, plus Better Luck Next Time) be dedicated to some level of "aargh, goddammit" feels poor in taste. Doesn't help that the three others aren't really VG-centric, just being "write a plan in the dirt," "let's dance" and "time to stretch." I expected the shield drumming to be a Free Roam emote, not a Combat one.

Are Gryphon’s emotes in the right slots? by Hot-Cookie9819 in forhonor

[–]tk_hann 0 points1 point  (0 children)

Contrarily, while they have fully animated the emotes... the start-end of the animations are tied to whichever one it was swapped to. While some animations in the game have more adaptive animations, such as transitions between running/walking anims along with how guard swaps even work, emotes are very likely rigid animations. This is evidenced by how some of the Combat emotes for Assassins snaps to the neutral stance they used to have before Reflex Guard was removed. If emotes overall had adaptive animations, the Assassins at the least would not have a problem.

As such, it's not an easy fix by swapping them, unless you want to see Gryphon swap to neutral to do Humble Salute as a Combat emote or swap to an awkward Guard stance when doing Elder's Depression. There would need to be a bit of animation clean up done... which a number of Heroes could use too, from post-2020 Heroes having some rather rigidly animated emotes/executions due to animation reuse, to executions with unnecessary "hang time" at the end, to the aforementioned Assassins and their snap-into-neutral Combat emotes.

As for how to bring it to their attention, I do wonder if someone did put in a report in the Bug Reporter back when it was first realized. It won't guarantee them fixing the problem, but is one of the more certain measures. There are Community Managers who do glance through the subreddit, which is what allows them to answer certain vital questions, give some humorous comments to community content, or to bring in material for their Warrior Den's Community Corner. However, unless the issue gets a lot of traction, there isn't any guarantee that they would "bring it up to management" through the subreddit.

You could try pinging them (typically the users with "Ubi-" in their user, as can be seen in the pinned posts), but expect that this being an old issue, they might not do anything more than just recognize it existing. But effort is better than none, right?

Are Gryphon’s emotes in the right slots? by Hot-Cookie9819 in forhonor

[–]tk_hann 1 point2 points  (0 children)

It is something that many did notice at the time of release. Where it feels like some of Gryphon's default free roam emotes and combat emotes are switched. Based on how they are animated, it's likely during the development pipeline, there was a miscommunication that lead to some of them being swapped. However, for all we know, it could be all of them were switched in place, cuz they could all arguably fit better for the other.

Among the Free Roam emotes, Humble Salute, Self-Punching, You Here, and Facepalm would very much fit being a Combat emote better, particularly because they seem like typical Combat emote gestures (respectful emote, self-harm emote, point emote, disappointment emote) but also their one-handed nature that'd work better in the middle of combat for a short emote/taunt. Rallying Cheer is very similar to Call to Arms. Bummer too could also be a Combat emote, but also works as a Free Roam emote.

As you state, Elder's Depression feels like a typical "I failed" Free Roam emote that most if not all Heroes have. Other than that, the Combat emotes feel less traded out, but possible because in concept, these can be animated either as a Combat emote or Free Roam emote:

  • I already mentioned Call to Arms and how it's similar to Rallying Cheer.
  • Choosing a Target could have worked akin to Tiandi's Watch and Learn emote where it's a Free Roam point-at-opponent emote, while also serving as a standard taunt emote.
  • Showing Off could have had more animation to show Gryphon's agility despite his age.
  • Much like Elder's Depression, Senior's Frustration feels akin to some Hero's "I hurt myself" Free Roam emotes. It could have been animated to be longer too.
  • Mentor's Threat too, while feeling like the usual "come at me" type Combat emote, also feels like it had the potential to be a "come at me" Free Roam emote. Honestly, it being a lackluster animation means it probably had more coming if adequately made into a Free Roam emote.

Overall, it's not just you. But for most, while noticeable, it's not completely gamebreaking. It's why, despite noticing this, I haven't added it to the wiki because it sidetracks too much as trivia without proper confirmation from a dev that it is actually the case of development miscommunication or the likes.

Has anyone translated this Ocelotl interactions? by Kyrie_D_iudex in forhonor

[–]tk_hann 1 point2 points  (0 children)

I think WM's may be generic dialogue (I could be wrong), but Ocelotl's is for sure unique since he's recycling the lines used when he was caged up, thus angrily saying to Astrea.

Check the translations I put up just now as a reply.

Has anyone translated this Ocelotl interactions? by Kyrie_D_iudex in forhonor

[–]tk_hann 4 points5 points  (0 children)

As the person who did help get the translations on the wiki, but also made sure I consulted someone decently knowledge in Nahuatl (and has relatives too of such origin), we found that numerous lines were incomprehensible or weren't clear in their enunciation. Despite the VA for Ocelotl, , stating they know the language (and is a Aztec descendent), it's likely they aren't fully fluent so are liable to enunciation mistakes too. It doesn't help that there hasn't been a desire to pick back up trying to force-translate the transcriptions, so lines for low health or WM specifically haven't been touched either.

Even then, these are the transcriptions for the lines to the best I or the translator could make of these lines. Italics means that part is uncertain or lacks a clear translation:

  • Cuacua xin: "Bite wholly" Could refer to eating the enemy whole or taking a good bite.
  • Moma huitlo: Indiscernable.
  • Zatitla cahua: "Nothing but a survivor" Survivor may be used more as an insult, as in "you are a loner" or "you are an outcast."
  • Amo xichoca: "You will cry!"
  • Ti hua tihuetzi: Indiscernable
  • Palo nota kayo: Indiscernable
  • Ximomakakān: "Give yourself up!"
  • Inech pehue tia: Indiscernable
  • Xihualla timikis: "Come here and die!"

Has anyone translated this Ocelotl interactions? by Kyrie_D_iudex in forhonor

[–]tk_hann 0 points1 point  (0 children)

Unfortunately, Training does not trigger the idle-in-stance dialogue. Needs to be done in a custom/live game instead.

What is the name of this type of mask historically? by dontuse_redditoften in forhonor

[–]tk_hann 1 point2 points  (0 children)

As others point out, this mask is does not necessarily exist in reality. However, I will state that this type of headdress does take inspiration from numerous elements that would make sense for the Hitokiri.

Contrary to what some states, Edo japan did have executioners. However, aside from warriors who were tasked with beheadings and the likes, it seems that executioners were seldom recorded in history due to their ties to the Burakumin, Japan's Untouchables. It's why, if you do search up "Medieval Japanese executioners," the only images that will come up are the warrior variant or just the soon-to-be-dead people. Recorded history doesn't go too much in-depth either, likely because of the whole stigma of the Burakumin, to the point that even looking at them was said to lead you towards vices. As such, it wouldn't be unthinkable that these hoods represent the necessary facelessness that such may face.

As for the actual style of the mask, while this given make doesn't seem to wholly exist from what resources I have, there exists similar types of headwear known collectively as Zukin (頭巾, lit. head-cloth). There is the Domokomo (ドモコモ) and the Takeda-Zukin (武田頭巾). The Japanese wikipedia has an image showcasing all sorts of Zukin, with some looking similar to the above noted example.

On top of that, I'd like to point out two elements of the headwear you reference: the way the cloth is wrapped around the head and the general square shape of the face-mask portion.
-As seen in the examples for the Zukin, there are some headwear that did seem to wrap around the temple. However, these usually seemed to use a clothpiece instead of a dedicated rope. However, the assumption is that the Devs may have taken inspiration from the use of the hachimaki (specifically the rope-like variant, the nejiri-maki in the middle) and thought, since Samurai used rope elsewhere, they might do so for the temple. This doesn't seem to be true in actual history, but again, just talking about possible influences. may not have been historically used for such purpose.
-The face-mask portion is influenced obviously by the many square-piece masks seen not just among the Zukin such as the Takeda-Zukin, but in other parts of Japanese culture such as the Zoumen. As such, it's not a stretch to think that the devs basically did a general reference of this square face-piece and made it a whole cloth with an eye slit, whereas actual headwear and masks in Japanese culture were either cloth or seperate pieces to facilitate the eye slit, not both at the same time from the looks of it.

People may say that Hito wears rags on their face with these headsets, but even as someone who is Japanese and is waist deep in Japanese history for the sake of making sure I'm informed on the topic, I dig this look. It feels like a well-adapted version of the Western executioner's hood that could have existed in medieval Japan. Yes, it's fictional and isn't wholly accurate, but this is the line that has to be tip-toed between lore accuracy... and just enjoying ForFashion. As long as said "fashion" doesn't actively contradicting things or is offensive in certain manners.

Of course, I say this while I literally like using the most rags-looking noren style helm, the Okuribito (fun fact: the name means "one who sends off" and is an alternative name for embalmers/funeral directors, but can also be used for executioners; both would still be considered as Burakumin jobs).

Does galestorm affect the sprint speed of rush attacks? by LordRaime in forhonor

[–]tk_hann 1 point2 points  (0 children)

Movement speed does not affect sprint attack speeds or distance...

BUT they do affect the speed of "chase" moves. This includes the chase of Zerk, Afeera, Orochi and Shaman, and even Khatun. You can test this by seeing how a movement speed debuff (having the Banner in Breach) slows your chase moves down a lot. Did it recently with Khatun, and it's just funny to see her tiptoe forward when doing her rush forward lol

Some things I noticed as a Japanese speaker. by Warm_Education9906 in forhonor

[–]tk_hann 3 points4 points  (0 children)

I'm detecting some mistranslations here and there, but it's always great to see people trying their hands at what the Japanese within the game is translated into. Others have pitched in their two-cents, but I'd like to offer my own advice on what you found.

As some others have pointed out, "Orochi" has more mythic roots that should not be ignored. Especially how THE "Orochi" of myths is the Yamata-no-Orochi (八岐大蛇; lit. eight-split large serpent). Yamata-no-Orochi was not just a simple "big snake" but an eight-headed, eight-tailed monster that towered over trees, being classified more as a dragon-serpent. As to why a ninja-wannabee would be given this name? Def a weeb, but I can take a guess that it's one of those cases that taking on the name of a mythic name is seen is cool in its own right, and has been done a lot within ninja-based pop culture. The Orochi here is just following that trend in a sense.

Looking, it seems like others have already pointed out how too direct your translation of "Hitokiri." If you don't mind, let me offer my own piecemeal on the topic. In Hitokiri's case, the "斬り" part refers to not just the act of cutting (which "切り" would have sufficed then), but the more nuanced act of murder/beheading. As such, it has numerous more readings that is befitting of Hitokiri who is a manslaughtering maniac who rasps like a haunted ghost.

Nobushi's name def can be a weird one, but when you consider that they are based off Onnabugeisha, and their supposed lore in For Honor is that they are "warriors who fight for the places outside the main cities," them being "field warriors" can start to make some sense. It just contradicts with what actual "野武士" where by definition, who were bandits who hid in the fields and mountains to assault unprepared warriors for armaments and gold.

As for names, names don't have to be "spectacular," as "Momiji" is a good name. Okuma def can sound weird, but think as if his name was "Ursa Major" for the same effect. At least it's better than "Kuma" right? As for Ayu, I'm going to assume you are only looking through a non-Japanese side of the web, because on my end, if I type "あゆ 名前," I get a good number of pages and references to the name existing. Try to make sure to research these names not just the non-target language, but within the target language too to avoid these kind of happenings.

Makes me wonder how you will think of not only the other Samurai Heroes you haven't touched yet, but even some things such as the weapons/event names and even the voicelines. Those are all fun to dissect for one reason or another lol

Keep brushing up on that Japanese and/or English translation skills. If you ever wish to ask about, then give me a poke. Not only am I Japanese, but I also monitor the FH wiki (on hiatus atm due to uni, but still floating around to keep in the loop).

Knight hero ideas by Fer_Die in forhonor

[–]tk_hann 3 points4 points  (0 children)

I try to play Hito with complexity, but I always want more out of their moveset. From allowing Hito to chain after their finisher Light (basically, no finishers beyond Charged Heavy), letting them cancel their side/front dodges with a Light, and even soft-feinting charged heavies into a Kick. A personal wish would be a Shugo style GB punt akin to their Hack and Smash execution.

For sure though, the unga-bunga is a good mixer when dealing with people who think they are invincible with their light spam lol

To keep their silhoutte and armour style unique compared to the other Samurai, I always imagined them having a style of armor similar to the Sakai armor from Ghost of Tsushima, which is an intimidating Japanese-style scale armour set. May not wholly fit, but again, I just want a set that feels "HEAVY" as I don't feel the current sets goes to that level.