that could work maybe, like if you do a good emote before a fight, both u and the enemy will gain a small extra amount of renown, not a massive increase, but a good enough amount to make you want to do it alternativly, not doing the emote wont give you that renown, and ganking someone or attacking your opponent at the start of the fight when he's doing a emote could decrease a small amount of renown that you will gain skirmish has that, killing a enemy in a gank gives you ''unhonorable'' stat that decreases 15 renown after you kill the enemy, sure u still get the average amount per kill like 24 but it will be reduced by 15 for the gank
I wholeheartedly agree with the jumping over sweep mechanic. I just hate when I play shinobi, do the side dodge kick and I get my toes stabbed by a gladiator while my character's feet are at the gladiators height
The copyright is only the framework, meaning that it's the code that you can't copy for the most part Most mechanics aren't copyrighted as they already existed in different ways in other games that came before For Honor From what i've heard when i was working on a fan project
The idea of you popping revenge and emoting giving your team a buff is really cool, cause while you're sacrificing your own revenge to buf the team, that could be all it takes to turn the tide of a match
i think to add to the taunt after successful defensive action mechanic, it would be cool to see this as a way to implement an actual provoke mechanic in the way that you could force the target to lock onto you, being exceptionally useful in teamfights as a way to force an opponent into actually flexing the ganking brain muscle
Imagine an open world game with that fighting system and fashion but u can customize ur own character, equip weapons, armor and command these bot-soldiers urself in certain gamemodes.
@@JeAga_ Storymode? Thats literally the opposite of what this game would be. Why wouldnt u want a game that includes all the stuff u can do in fh plus a few things more?
Okay, for the whole momentum into another attack. That would really look good with warden. Imagine a Raider throwing a heavy, you block it. With the correct input timing, that blocked heavy takes the momentum into a counter attack to the opposing side or top. Downside, it's slower or drains more stamina but has a wider range. May need Hyper armor or make it undodgeable
Unparryable (but blockable) attacks would be great, as they would improve offensive capabilities of some heroes without overtuning them. They should also apply to all roll catchers and some bashes could be nerfed so that they don't guarantee an attack but give it unparryable property
Interactive skills: For example, you can destroy a healing flag with a catapult. The hitokiri can no longer instakill if it has a 1v1 challenge skill. The monkey can't do TP if the enemy or ally is affected by any buff or debuff.
I always thought some sort of universal grapple that all heros have would be cool, like after guard breaking someone, holding guard break as an additional input holds the hero, giving an ally an opening to do damage or maybe if you dueling or in a 1v1, grappling a hero then throwing them boosts the distance theyre thrown.
A bonus in 4v4 game modes if you’re team is all the same faction either more xp or a few extra troops or a faster respawn time just something small to make you’re commitment to a faction compliments you’re style
At 2:24 , this made me think about a hero where instead of set weapons and movesets. Before the game you can pick which weapons you use on that hero. Basically a build your own hero like recruit from Rainbow 6 seige. So as a example you can pick a dagger and mace or hand Axe and sword. Any medium-sized weapon combos. Based of which weapon you choose a different moves you can do. Also saves time by it being able to reuse animations from heros. Example if you have a hand axe in your left hand you can do berserkers dodge attack but only on the left guard.
i would love to have something unique for every character that is not a feat, like a passive or something, the revenge effect on warden is a good example
I'm not sure if this counts as a game mechanic, but I think being able to customize what music you listen to (In the main menu or during a match) would be cool to add to the game. It would be nice to be able choose music from past updates in For Honor
Here are some of my ideas for new game mechanics that could come to the game: - Grappling/Wrestling mechanics in close quarters - Disengages - Follow up attacks after being parried (only have it do 10/13 damage and make it reactable to gbs or lights) - Bind/Winding mechanic (like sword and other weapons bind) - Disarms - Hooking/Yanking attacks/bashes/kick punishes
I have a cool idea for a mechanic that comes with a new hero. I'm talking a riffle hero with 2 stances. One is riffle stance where your can only defend against attacks, but not against unblockables and you have one attack which turns you to neutral guerd, you have to charge up for 5 seconds for which it keeps you static, and any attack will reduce your progress to zero, but the attack is ranged as long as you are locked on to your enemy. It does like deal with half the enemy's hp in one-shot as long as it lands on a enemy and not a ally. He bassicly loads the riffle and takes aim to shoot at the release of the charge button. The other is bayonet stance which is the natural stance to avoid shot spamming in which he jammes a plugbayonet into the barrel and uses it like a spear. This one will be normal with the averages normal 3 hit combo's. The idea is that the shot attack is, so extreemly high risk/high reward that it balances it enough to justitiefy adding the first ranged hero. Remeber he is fully open for attacks, so one on one the ranged atrack is worthless, cause unless your unaware of your enemy's preccense they have no way to actuely compleet charging.
Not too sure if FH has this already but I’ve always thought an ability that forces enemies to lock onto you would be interesting. Things like target swapping dodge attacks wouldn’t be possible cause you’re forced to lock onto one guy, and you can’t runaway
A special emote similar to how Highlander's offensive stance emote, Shaolins qi stance emote, and Medjay's axes emote giving buffs after certain things like parries or chain finishers is actually a very interesting idea
I love the idea of #4. I think it would be neat if some characters had a thing where if they block an attack they can fluidly flow into some sort of heavy attack in the same or other directions, since blocking in my experience (which I admit is limited* seems to be a sort of return-to-neutral thing, where you're both reset, especially in the case of light attacks which bounce off a block. I think this would be a great thing to give to lawbringer, since polearm fighting in armored combat always revolves around blocking and parrying your opponent's strike and using that to flow your own polearm about and bring it down on them (which is clearly something the devs had in mind for lawbringer anyway because of how parry-centric the character is and how the animation of his light-parry unblockable punish is designed).
I wish certain characters had different properties in revenge, specifically where they’re lacking. Imagine if certain characters while in revenge had extra moves or some had longer more fluid combos, different revenge buffs would go crazy (raider getting chargeable heavies to become unblockable due to rage, warden buffing his nearby teammates since he’s a symbol in the knight faction, nobushi getting better combos, etc.) making unique and changing states depending on revenge or having entire builds surround it again would be fun to see
A hold heavy in which a portion of the heavy works like a hidden stance for a hard read and potentially can't be hard fiented can only be soft fiented into a special 600ms light or into a dodge attack
Another idea is a block that only blocks in two directions the direction are any one your not blocking in already and add on to this however you will it
I think the daze/reworked stun mechanic would be perfect for the game. Kinda bringing back the threat of out of stam that the game used to have by giving another way to access knockdowns for the rest of the cast. For who I would give it to: Cent, on the third hit of pummels after guard break. Plus have it do natural damage, like 5, so that way with haymaker it does like 20. Also could be cool on the kick after throw? But I don’t think ubi would separate it from the neutral kick, cause they share an animation. Warmonger: On her downstab after parrying someone out of stam, for snowballing potential. Plus that move sucks rn. Glad: most obvious for the forward and parry buckler hits. Having toe stab interact with daze could be cool, maybe not giving him the knock down but just making it stronger or do more stam damage. Other moves interacting with daze would be sick as well Raider: on stampede charge that hits wall, with maybe a slight damage nerf. Warlord: bash parry punish, reduce the stam damage and replace with daze. Not sure who else would get it, plus I think that certain attack/attack type should disable daze. Pins, wallsplats, confirmed attacks(like warden’s double lights) probably should. Or maybe they consume the daze and it just gives the attack a slight buff? This would open daze to people like lawbringer and jorge.
Maybe some hero could have a special punish on a currently wall splatted enemy similarly to the punishes cent and jorm (or warmonger guardbrake input roposte) have on enemies currently on the ground
Get rid of guaranteed damage from parries, while still giving you some advantage, and also make the parrying animation and stun quicker so things seem more fluid This would result in a Nidhogg/Griefhelm-like experience where you're either gonna exploit one another's openings instead of turtling, or better yet, parry each other in sequence until one messes up and gets hit.
that was actually really well thought out. nice vid mate. now lets curl in anguish as ubi completely ignores all of it and adds a bash undodgable uninteruptible hero with a 70 dmg heavy parry punish :>
#4 also gives both reaction and readbased player actions more depth, #8 is a really cool concept, could be a vanguard thing as it kinda feels like that is what their role should be, obviously some hybrids like griffin would make since to have a similar emote ability
When they teased kyoshin I was so sure that his kit will revolve around iado like drawing attacks from the sheath techniques. I don't hate kyoshin in fact I kind of like him, but I thought it was a missed opportunity. I've envisioned of a hero that has like highlander's offensive defensive mechanics but like a samurai reskin of it
A mechanic that can easily deal with hyper armor: when getting hit while hyper armor is active, your attack decreases and cost a lil bit extra stamina, but only on hit when hyper armor is active if that makes sense ☝️🤓
I want a way to drop your weapon and fight with your bare hands. The move set would be based upon the hero’s faction with a few exceptions. Shugoki would be specifically a sumo wrestler, Gladiator more theatric, Shaolin more disciplined, & Shaman would be like a box of one dozen starving crazed weasels.
#1 is actually pretty interesting but it’s functionally the same as a dodge attack in those scenarios. If it had higher damage than a dodge attack I could see it being a decent situational alternative, but it probably shouldn’t ever be higher than 20 and the faster ones shouldn’t be higher than 16/17, meaning that some of these moves would lose some effectiveness as chase tools. #2: neat concept, no gripes #3: this would just be worse than a regular sweep or knockdown move in most scenarios. I get that stun is a little problematic at the moment due to the disparity between graphical settings and systems, but if they figured out a way to standardize it then I think it could be effective as is. #4: I’m not entirely opposed to this if it also worked against superior blocks to provide a fast counter to those defensive moves, otherwise it would just be a worse version of enhanced attacks. #5: same story as #1, though animation wise I feel like this would work a lot worse than the jump attacks because a lot of side attacks swipe diagonally and would likely phase through the model in an unsatisfying way. Probably more hassle than it’s worth. #6: no comment cuz I’m not sure what Ubi has planned for the new hero or if this makes sense. #7: I think universally that holding forward dodge should put you into sprint while locked on, which would give a more intuitive and clean way to use sprint attacks as roll catches. Side dodges are already pretty strong as is especially in team fights, and I think those effects can be achieved just the same with a charged attack after dodge (i.e. warden) or and extended dodge frame feintable dodge attack (i.e. WM/JJ). #8: we already have this by using feats, which is much easier to balance around than giving you an infinite use version baked into your moveset. Overall i know it’s difficult but i think we should advocate for developing new offensive mixups over new defensive options. I tried to find what options were missing by making a matrix of every offensive option vs every defensive option and seeing which counter combinations were missing, but this ended up being way to much work for someone whose not getting paid to do it lol. I would suggest giving it a shot, could be a great resource.
Dodge stance. A character that goes into a stance at the end of a dodge or dodge attack that has light, heavy, zone, and bash features while in it, and something happens when dodge is released. Guardbreak stance. after initiating a guardbreak or bash, hold guard break to enter the stance, which has dodge, light, heavy, and zone features while in it, and something happens when dodge is released. Separate attack and guard locations: enter a stance to move your attack direction separately from your now static guard position. Mounted npc enemies. Mounts that come with one moveset for vanguards, hybrids, heavies, and assassins each. Mounted combat specialist hero: Keeps their unique weapons while on a mount. has mounted combat features, passive one hit of super armor (regens after not taking damage for 3s) that prevents dismounts. All top attacks now dismount mounted enemies. Mounted enemies can hit non-mounted enemies with side attacks, and mounted enemies with top attacks. Mounted hero combat specialist can lock on while mounted, and can attack from top or one side based on horse positions, or all 3 directions when fighting another mounted hero.
unparryable attacks they would still have a indicator and flash like a normal attack but they have a green trail behind them like undodgeables and can’t be parried but if blocked stuns the person throwing it or drains some stamina while ending there chain and they would need to be on a faster paced moveset
As I've been saying since they announced how many weapons the new hero will use. I know for. Fact that he'll be switching weapons on his own depending on what kind of move you input. I doubt they'd make 8 different stances/mechanics. Maybe he'll have one or 2 separate stances but yeah, I do believe the weapon in his arm will correspond your combo input
I want a bulwark counter type of punish, but for a dodge. It would have to be a new hero, but I imagine that you hold back square and you do a little spin or swirl and it deflects all attacks thrown at you and punishes them. Maybe not bashes, but I want to be able to do something against unblockables besides parry or dodge
Not exactly mechanics but simple stuff that could help making the game more fun 1: delete undodge 2: console get some proper settings treatment like pc 3: every character has a proper chase attack 4: delete active feets and make them passives or the other way around
Love the jump and duck to make for honor more complex, the chip damage with stamina loss is great so people have to maintain stamina again, and the taunt after parry is very cool feel like every hero could have it. the rest are alright i guess
I would love to see some kind of disarm system but I have no clue as to how that would be balanced and implemented, but it’s always been an idea in my head since I started playing For Honor. Like what if Nuxia’s trap attacks pulled your weapon out of your hands and threw them on the ground next to you or something, but in a game about fighting with weapons this would be aids to deal with especially in an outnumbered situation.
I think a posture meter similar to Sekiro would be a cool idea for For Honor , And when the poster bar fills you can GB the opponent and they can't counter it , This would make it harder for people to just block attacks and it can make the game more aggressive
I always thought it would be cool if we get a break hyper armor hero or some hero’s who has this ability, like lawbringer’s top heavy (because he uses the hammer side) or Jorm. If you get hit it works like old shugoki rechargeable armor but only last for one attack and doesn’t stack. So you have to wait for the recharge or throw a attack
I have an idea from a Tekken character that would be cool. Bryan has a taunt (emote) that is an unblockable knee that if timed well confirmes other attacks that can deal massive damage. In for honor this could be a fixed emote (input: walk back + emote). This emote would be a bash that does no damage just like Bryans version but instead confirms well timed lights/heavies. This Taunt would be 800 ms but you can cancel it at any point into ANYTHING. But remember the Taunt is only a threat IF the Player is skilled enough to time their confirmed attacks after taunt properly. Sorry it got long I just want to have a new mechanic in for honor💀
always wanted to put my two cents in, ive always advocated for a drunken fighter shaolin esc hero, that can WILLINGLY put himself out of stamina, how? hed drink a big flask that charges over a period of time or maybe it can be a feat or whatever, WHY? because this drunken fighter gets access to a whole new move set when out of stamina, double dodge and bash kind of like shinobi, deflects and or crushing counters, but in this state he is able to still be thrown to the ground off gb and can get hit with punishes, UNLESS you use his on the ground fake out move, if the drunken fighter is knocked to the ground/wall splatted he is able to do a black prior flip esc counter that can catch multuple people. doing this move would give you your stamina back regardless if you were knocked down or wall splatted. this is just a base for an idea video id want you to do as i find those way more enjoyable than the annual warriors den, love you slander!
unique 4th feat for raider? increase dmg of all teammates by 20% for 30 sec and spawn in 4 breach and 3 dominion minions behind you. "Raiders, we call them, It is a name that can summon Armies" i think it fits him very well as the quote above is literally pulled from his trailer
These vids remind me that even if things aren’t fully tested, there should be variety and it should be FUN- balancing can come later Bcs ubisfy can’t balance anyway
Heal on revenge, feats rework... parrying will ignore bashes from gangs ( or feed more revenge), make deathmatch where you can only duel, and after kill you get 100% of HP, (faster duels basically, i hate to wait 15 sec for new round) more than 8 players gamemode,
I would like For Honor to have a bit more hand to hand combat. There are very few characters that can damage you with other moves besides the force of their weapons, for example Shugoki with headbutt attack and Raider with his knee-kick on the wall. Not to mention that there were soldier killing animations back in the day that had punches, kicks, and elbow attacks with certain characters that could kill soldiers. Plus I find it very boring and unrealistic that Shinoni, Highlander and Warden kicks do not make damage at all and just break your defence or throw you whereas irl blunt force either by hammer weapons or unarmed combat(wearing armor)could cause more damage to plate armor and other armor types than cutting weapons such as swords and axes.
I like all but the emote. I do think it would be interesting. It just feels to hard to implement. But with the charged dodge i started thinking about links roll around attack in wind waker.
Man i would be happy if they actually made new animations for the new hero instead of reusing 90% of existing animations. Like thats the bare minimun that we should be getting but lets not kid ourselves. For honor only has a year or 2 left before they pull the plug. They are only doing the bare minimum. Actually you know what they are doing below the bare minimum.
you want to make the game more realistic but sadly the ideas itself can be very easily misguided: duck move = deflects in most heroes, warden momentum light attack = more lightspam, damage more out of stamina = everyone plays stamina harrassers, etc. you have an amazing pov just the game requires a much much more detailed rework not just simple ideas
I don’t know were else to put this idea but I need other people to hear it. So you know how zhanhus’ how personality is being a pyromaniac? What if he could make fire on the the ground with a teapot or something . I’m thinking of this as like base kit instead of a feat.
Mechanic #1 couldn’t happen due to spaghetti code Mechanic #2 would be quite nice actually. No comment ~^~ Mechanic #3 would be amazing cus we need more effects and debuffs in base kits. Mechanic #4 could have amazing character potential no comment ~^~ Mechanic #5 …. Ugh I want it, but it would only come if they fixed dodging in the first place which they aren’t. Mechanic #6 GOOD IDEA ALSO THANK YOU I’VE HAD H THE SAME THOUGHTS. Mechanic #7 could be interesting, but refer back to mechanic #5’s complaint, and it could be a awesome dodge reworks for anti ganks and new attack variants Mechanic #8 hard to implement animation wise, and balancing wise. But put it on vanguardsish hero and I think we have a nice supportish rally system.
Hey slanderous, if i ever make a fighting game similar to forhonor would you be interested in helping me? Your takes are litteraly the best for this game.
You're cooking with those recent videos, ngl. I'd reinstall this crap game if it was fun to play, instead of this generic "everybody does the same thing" game For Honor is nowadays.
Mechanic #1: Fun
If it's not fun why are you playing
Don't be ridiculous
be realistic
Too hard implement
The order requires thinking and more effort than thinking of a new character
Does it give you steel?
give the game an RDR2 honor system. Increase honor everytime you emote before fighting, decrease honor if you play hitokiri, etc.
would you get rewards?
I read that as "R2D2 honour system"
that could work maybe, like if you do a good emote before a fight, both u and the enemy will gain a small extra amount of renown, not a massive increase, but a good enough amount to make you want to do it
alternativly, not doing the emote wont give you that renown, and ganking someone or attacking your opponent at the start of the fight when he's doing a emote could decrease a small amount of renown that you will gain
skirmish has that, killing a enemy in a gank gives you ''unhonorable'' stat that decreases 15 renown after you kill the enemy, sure u still get the average amount per kill like 24 but it will be reduced by 15 for the gank
The game has an honour system in the matches already
Kinda like rainbow 6 seiges system?
I wholeheartedly agree with the jumping over sweep mechanic. I just hate when I play shinobi, do the side dodge kick and I get my toes stabbed by a gladiator while my character's feet are at the gladiators height
Its so janky when it happens
I can’t wait for Ubisoft to look at this and add a character with bash, unblockables, hyperarmor, and unlimited feints
I’m just waiting for if they ever lift or lose the copyright on the fight style so a company worth its salt makes a similar game
The copyright is only the framework, meaning that it's the code that you can't copy for the most part
Most mechanics aren't copyrighted as they already existed in different ways in other games that came before For Honor
From what i've heard when i was working on a fan project
for the ducking mechanic. I honestly thought it was real for the orochi zone when I first started playing.
Before aramusha had a side dodged I used to think his forward dodge side heavy had a sliver of a dodge window
UA-cam Mechanic: Timestamps
The idea of you popping revenge and emoting giving your team a buff is really cool, cause while you're sacrificing your own revenge to buf the team, that could be all it takes to turn the tide of a match
i think to add to the taunt after successful defensive action mechanic, it would be cool to see this as a way to implement an actual provoke mechanic in the way that you could force the target to lock onto you, being exceptionally useful in teamfights as a way to force an opponent into actually flexing the ganking brain muscle
Imagine an open world game with that fighting system and fashion but u can customize ur own character, equip weapons, armor and command these bot-soldiers urself in certain gamemodes.
I’ve had that same exact thought
Basically, it's just an infusion of For Honor and Absolver
Play the story mode. I don't want this shit.
@@biznessman5632 Ye, just better, with more freedom
@@JeAga_ Storymode? Thats literally the opposite of what this game would be.
Why wouldnt u want a game that includes all the stuff u can do in fh plus a few things more?
Okay, for the whole momentum into another attack. That would really look good with warden. Imagine a Raider throwing a heavy, you block it. With the correct input timing, that blocked heavy takes the momentum into a counter attack to the opposing side or top. Downside, it's slower or drains more stamina but has a wider range. May need Hyper armor or make it undodgeable
Unparryable (but blockable) attacks would be great, as they would improve offensive capabilities of some heroes without overtuning them. They should also apply to all roll catchers and some bashes could be nerfed so that they don't guarantee an attack but give it unparryable property
What you have just described is an enhanced 400ms light attack
@@Joseph-z2kjdbdbekdbfunny
@@Joseph-z2kjdbdbekdblmao
@@Joseph-z2kjdbdbekdbbut they are parriable
Interactive skills: For example, you can destroy a healing flag with a catapult.
The hitokiri can no longer instakill if it has a 1v1 challenge skill.
The monkey can't do TP if the enemy or ally is affected by any buff or debuff.
I always thought some sort of universal grapple that all heros have would be cool, like after guard breaking someone, holding guard break as an additional input holds the hero, giving an ally an opening to do damage or maybe if you dueling or in a 1v1, grappling a hero then throwing them boosts the distance theyre thrown.
A bonus in 4v4 game modes if you’re team is all the same faction either more xp or a few extra troops or a faster respawn time just something small to make you’re commitment to a faction compliments you’re style
More XP I feel is the only one that would be balanced
You should get more exp for playing a hero from a faction you have allegiance to.
At 2:24 , this made me think about a hero where instead of set weapons and movesets. Before the game you can pick which weapons you use on that hero. Basically a build your own hero like recruit from Rainbow 6 seige. So as a example you can pick a dagger and mace or hand Axe and sword. Any medium-sized weapon combos. Based of which weapon you choose a different moves you can do. Also saves time by it being able to reuse animations from heros. Example if you have a hand axe in your left hand you can do berserkers dodge attack but only on the left guard.
best video youve made in a while. i love that you're channeling your feelings for these game into something genuinely constructive
i would love to have something unique for every character that is not a feat, like a passive or something, the revenge effect on warden is a good example
I'm not sure if this counts as a game mechanic, but I think being able to customize what music you listen to (In the main menu or during a match) would be cool to add to the game. It would be nice to be able choose music from past updates in For Honor
Number 8 is such a fire idea!
Here are some of my ideas for new game mechanics that could come to the game:
- Grappling/Wrestling mechanics in close quarters
- Disengages
- Follow up attacks after being parried
(only have it do 10/13 damage and make it reactable to gbs or lights)
- Bind/Winding mechanic
(like sword and other weapons bind)
- Disarms
- Hooking/Yanking attacks/bashes/kick punishes
I have a cool idea for a mechanic that comes with a new hero. I'm talking a riffle hero with 2 stances. One is riffle stance where your can only defend against attacks, but not against unblockables and you have one attack which turns you to neutral guerd, you have to charge up for 5 seconds for which it keeps you static, and any attack will reduce your progress to zero, but the attack is ranged as long as you are locked on to your enemy. It does like deal with half the enemy's hp in one-shot as long as it lands on a enemy and not a ally. He bassicly loads the riffle and takes aim to shoot at the release of the charge button. The other is bayonet stance which is the natural stance to avoid shot spamming in which he jammes a plugbayonet into the barrel and uses it like a spear. This one will be normal with the averages normal 3 hit combo's. The idea is that the shot attack is, so extreemly high risk/high reward that it balances it enough to justitiefy adding the first ranged hero. Remeber he is fully open for attacks, so one on one the ranged atrack is worthless, cause unless your unaware of your enemy's preccense they have no way to actuely compleet charging.
Not too sure if FH has this already but I’ve always thought an ability that forces enemies to lock onto you would be interesting. Things like target swapping dodge attacks wouldn’t be possible cause you’re forced to lock onto one guy, and you can’t runaway
Can we just go back to the time BEFORE the CCU? It killed the game for me, it's where everything started to suck.
A special emote similar to how Highlander's offensive stance emote, Shaolins qi stance emote, and Medjay's axes emote giving buffs after certain things like parries or chain finishers is actually a very interesting idea
I love the idea of #4. I think it would be neat if some characters had a thing where if they block an attack they can fluidly flow into some sort of heavy attack in the same or other directions, since blocking in my experience (which I admit is limited* seems to be a sort of return-to-neutral thing, where you're both reset, especially in the case of light attacks which bounce off a block. I think this would be a great thing to give to lawbringer, since polearm fighting in armored combat always revolves around blocking and parrying your opponent's strike and using that to flow your own polearm about and bring it down on them (which is clearly something the devs had in mind for lawbringer anyway because of how parry-centric the character is and how the animation of his light-parry unblockable punish is designed).
I wish certain characters had different properties in revenge, specifically where they’re lacking. Imagine if certain characters while in revenge had extra moves or some had longer more fluid combos, different revenge buffs would go crazy (raider getting chargeable heavies to become unblockable due to rage, warden buffing his nearby teammates since he’s a symbol in the knight faction, nobushi getting better combos, etc.) making unique and changing states depending on revenge or having entire builds surround it again would be fun to see
Mechanic #1: stop fucking deleting mechanics and calling them "reworks"
The parry emote one actually sounds cool. Like a gloat basically lol.
Berserker used to be able to dodge low attack while performing his backflip emote.
A hold heavy in which a portion of the heavy works like a hidden stance for a hard read and potentially can't be hard fiented can only be soft fiented into a special 600ms light or into a dodge attack
This is mainly meant for a fencing hero if anyone
Another idea is a block that only blocks in two directions the direction are any one your not blocking in already and add on to this however you will it
if warden got a zwerchau attack for that 4th mechanic that would make me bust
I think the daze/reworked stun mechanic would be perfect for the game. Kinda bringing back the threat of out of stam that the game used to have by giving another way to access knockdowns for the rest of the cast.
For who I would give it to:
Cent, on the third hit of pummels after guard break. Plus have it do natural damage, like 5, so that way with haymaker it does like 20. Also could be cool on the kick after throw? But I don’t think ubi would separate it from the neutral kick, cause they share an animation.
Warmonger: On her downstab after parrying someone out of stam, for snowballing potential. Plus that move sucks rn.
Glad: most obvious for the forward and parry buckler hits. Having toe stab interact with daze could be cool, maybe not giving him the knock down but just making it stronger or do more stam damage. Other moves interacting with daze would be sick as well
Raider: on stampede charge that hits wall, with maybe a slight damage nerf.
Warlord: bash parry punish, reduce the stam damage and replace with daze.
Not sure who else would get it, plus I think that certain attack/attack type should disable daze. Pins, wallsplats, confirmed attacks(like warden’s double lights) probably should. Or maybe they consume the daze and it just gives the attack a slight buff? This would open daze to people like lawbringer and jorge.
Maybe some hero could have a special punish on a currently wall splatted enemy similarly to the punishes cent and jorm (or warmonger guardbrake input roposte) have on enemies currently on the ground
Get rid of guaranteed damage from parries, while still giving you some advantage, and also make the parrying animation and stun quicker so things seem more fluid
This would result in a Nidhogg/Griefhelm-like experience where you're either gonna exploit one another's openings instead of turtling, or better yet, parry each other in sequence until one messes up and gets hit.
that was actually really well thought out. nice vid mate. now lets curl in anguish as ubi completely ignores all of it and adds a bash undodgable uninteruptible hero with a 70 dmg heavy parry punish :>
Ugh i got baited
New mechanic: remove all post ccu heroes
#4 also gives both reaction and readbased player actions more depth,
#8 is a really cool concept, could be a vanguard thing as it kinda feels like that is what their role should be, obviously some hybrids like griffin would make since to have a similar emote ability
When they teased kyoshin I was so sure that his kit will revolve around iado like drawing attacks from the sheath techniques. I don't hate kyoshin in fact I kind of like him, but I thought it was a missed opportunity. I've envisioned of a hero that has like highlander's offensive defensive mechanics but like a samurai reskin of it
A mechanic that can easily deal with hyper armor: when getting hit while hyper armor is active, your attack decreases and cost a lil bit extra stamina, but only on hit when hyper armor is active if that makes sense ☝️🤓
I want a way to drop your weapon and fight with your bare hands. The move set would be based upon the hero’s faction with a few exceptions. Shugoki would be specifically a sumo wrestler, Gladiator more theatric, Shaolin more disciplined, & Shaman would be like a box of one dozen starving crazed weasels.
#1 is actually pretty interesting but it’s functionally the same as a dodge attack in those scenarios. If it had higher damage than a dodge attack I could see it being a decent situational alternative, but it probably shouldn’t ever be higher than 20 and the faster ones shouldn’t be higher than 16/17, meaning that some of these moves would lose some effectiveness as chase tools.
#2: neat concept, no gripes
#3: this would just be worse than a regular sweep or knockdown move in most scenarios. I get that stun is a little problematic at the moment due to the disparity between graphical settings and systems, but if they figured out a way to standardize it then I think it could be effective as is.
#4: I’m not entirely opposed to this if it also worked against superior blocks to provide a fast counter to those defensive moves, otherwise it would just be a worse version of enhanced attacks.
#5: same story as #1, though animation wise I feel like this would work a lot worse than the jump attacks because a lot of side attacks swipe diagonally and would likely phase through the model in an unsatisfying way. Probably more hassle than it’s worth.
#6: no comment cuz I’m not sure what Ubi has planned for the new hero or if this makes sense.
#7: I think universally that holding forward dodge should put you into sprint while locked on, which would give a more intuitive and clean way to use sprint attacks as roll catches. Side dodges are already pretty strong as is especially in team fights, and I think those effects can be achieved just the same with a charged attack after dodge (i.e. warden) or and extended dodge frame feintable dodge attack (i.e. WM/JJ).
#8: we already have this by using feats, which is much easier to balance around than giving you an infinite use version baked into your moveset.
Overall i know it’s difficult but i think we should advocate for developing new offensive mixups over new defensive options. I tried to find what options were missing by making a matrix of every offensive option vs every defensive option and seeing which counter combinations were missing, but this ended up being way to much work for someone whose not getting paid to do it lol. I would suggest giving it a shot, could be a great resource.
Dodge stance.
A character that goes into a stance at the end of a dodge or dodge attack that has light, heavy, zone, and bash features while in it, and something happens when dodge is released.
Guardbreak stance.
after initiating a guardbreak or bash, hold guard break to enter the stance, which has dodge, light, heavy, and zone features while in it, and something happens when dodge is released.
Separate attack and guard locations:
enter a stance to move your attack direction separately from your now static guard position.
Mounted npc enemies.
Mounts that come with one moveset for vanguards, hybrids, heavies, and assassins each.
Mounted combat specialist hero:
Keeps their unique weapons while on a mount.
has mounted combat features, passive one hit of super armor (regens after not taking damage for 3s) that prevents dismounts.
All top attacks now dismount mounted enemies.
Mounted enemies can hit non-mounted enemies with side attacks, and mounted enemies with top attacks.
Mounted hero combat specialist can lock on while mounted, and can attack from top or one side based on horse positions, or all 3 directions when fighting another mounted hero.
unparryable attacks they would still have a indicator and flash like a normal attack but they have a green trail behind them like undodgeables and can’t be parried but if blocked stuns the person throwing it or drains some stamina while ending there chain and they would need to be on a faster paced moveset
As I've been saying since they announced how many weapons the new hero will use.
I know for. Fact that he'll be switching weapons on his own depending on what kind of move you input.
I doubt they'd make 8 different stances/mechanics.
Maybe he'll have one or 2 separate stances but yeah, I do believe the weapon in his arm will correspond your combo input
Increased chip on block when low on stam is a cool mechanic
Using The buff emote concept: Grant a special type of buff depending of the faction
Haven't played in years, but the chip damage changed would make 2020 Jorm much better since his whole kit is designed to fuck with stamina.
I want a bulwark counter type of punish, but for a dodge. It would have to be a new hero, but I imagine that you hold back square and you do a little spin or swirl and it deflects all attacks thrown at you and punishes them. Maybe not bashes, but I want to be able to do something against unblockables besides parry or dodge
Id be down for a character that is summons based, like calling in AI officers to occupy zones or extra minions in minion lane, something like that.
Emoting after parry should give like 1-5% Revenge. Not a lot but for those who know how to defend in a gank
#4 is literally just the whole "lights don't stop chains" bit like what Warmonger has
FH finally is cooking with stuff
Not exactly mechanics but simple stuff that could help making the game more fun
1: delete undodge
2: console get some proper settings treatment like pc
3: every character has a proper chase attack
4: delete active feets and make them passives or the other way around
Love the jump and duck to make for honor more complex, the chip damage with stamina loss is great so people have to maintain stamina again, and the taunt after parry is very cool feel like every hero could have it. the rest are alright i guess
I would love to see some kind of disarm system but I have no clue as to how that would be balanced and implemented, but it’s always been an idea in my head since I started playing For Honor. Like what if Nuxia’s trap attacks pulled your weapon out of your hands and threw them on the ground next to you or something, but in a game about fighting with weapons this would be aids to deal with especially in an outnumbered situation.
I think a posture meter similar to Sekiro would be a cool idea for For Honor , And when the poster bar fills you can GB the opponent and they can't counter it , This would make it harder for people to just block attacks and it can make the game more aggressive
My bro, da Prior min. 2:00 ❤ love u, bastard
I always thought it would be cool if we get a break hyper armor hero or some hero’s who has this ability, like lawbringer’s top heavy (because he uses the hammer side) or Jorm. If you get hit it works like old shugoki rechargeable armor but only last for one attack and doesn’t stack. So you have to wait for the recharge or throw a attack
I have an idea from a Tekken character that would be cool. Bryan has a taunt (emote) that is an unblockable knee that if timed well confirmes other attacks that can deal massive damage.
In for honor this could be a fixed emote (input: walk back + emote). This emote would be a bash that does no damage just like Bryans version but instead confirms well timed lights/heavies.
This Taunt would be 800 ms but you can cancel it at any point into ANYTHING.
But remember the Taunt is only a threat IF the Player is skilled enough to time their confirmed attacks after taunt properly.
Sorry it got long I just want to have a new mechanic in for honor💀
always wanted to put my two cents in, ive always advocated for a drunken fighter shaolin esc hero, that can WILLINGLY put himself out of stamina, how? hed drink a big flask that charges over a period of time or maybe it can be a feat or whatever, WHY? because this drunken fighter gets access to a whole new move set when out of stamina, double dodge and bash kind of like shinobi, deflects and or crushing counters, but in this state he is able to still be thrown to the ground off gb and can get hit with punishes, UNLESS you use his on the ground fake out move, if the drunken fighter is knocked to the ground/wall splatted he is able to do a black prior flip esc counter that can catch multuple people. doing this move would give you your stamina back regardless if you were knocked down or wall splatted. this is just a base for an idea video id want you to do as i find those way more enjoyable than the annual warriors den, love you slander!
Here's an interesting mechanic makes it so we get revenge every single time
Have the effects you purchase and equip flash whenever you land a heavy
That was great !
unique 4th feat for raider? increase dmg of all teammates by 20% for 30 sec and spawn in 4 breach and 3 dominion minions behind you. "Raiders, we call them, It is a name that can summon Armies" i think it fits him very well as the quote above is literally pulled from his trailer
Wow, this sounds fun and all… anyways, have a 50/50 blue and orange mix up :)
These vids remind me that even if things aren’t fully tested, there should be variety and it should be FUN- balancing can come later Bcs ubisfy can’t balance anyway
Heal on revenge, feats rework... parrying will ignore bashes from gangs ( or feed more revenge), make deathmatch where you can only duel, and after kill you get 100% of HP, (faster duels basically, i hate to wait 15 sec for new round) more than 8 players gamemode,
That Armor clad guy sure feels uninspired in his ideas.
I would like For Honor to have a bit more hand to hand combat. There are very few characters that can damage you with other moves besides the force of their weapons, for example Shugoki with headbutt attack and Raider with his knee-kick on the wall. Not to mention that there were soldier killing animations back in the day that had punches, kicks, and elbow attacks with certain characters that could kill soldiers. Plus I find it very boring and unrealistic that Shinoni, Highlander and Warden kicks do not make damage at all and just break your defence or throw you whereas irl blunt force either by hammer weapons or unarmed combat(wearing armor)could cause more damage to plate armor and other armor types than cutting weapons such as swords and axes.
I like all but the emote. I do think it would be interesting. It just feels to hard to implement.
But with the charged dodge i started thinking about links roll around attack in wind waker.
i thought they started doing somethin finally xd
i rather have them rework revenge itself and how pinning works considering thats one of the main things people abuse in "high" level gameplay
let me scream in this game
Man i would be happy if they actually made new animations for the new hero instead of reusing 90% of existing animations. Like thats the bare minimun that we should be getting but lets not kid ourselves. For honor only has a year or 2 left before they pull the plug. They are only doing the bare minimum. Actually you know what they are doing below the bare minimum.
0:22 2:13 Ah yes I remember Absolver
3:13 Ah yes I remember SF3
how dare you try to implement fun into my sword game
you want to make the game more realistic but sadly the ideas itself can be very easily misguided: duck move = deflects in most heroes, warden momentum light attack = more lightspam, damage more out of stamina = everyone plays stamina harrassers, etc. you have an amazing pov just the game requires a much much more detailed rework not just simple ideas
What warden gear is that on mechanic 4
I don’t know were else to put this idea but I need other people to hear it. So you know how zhanhus’ how personality is being a pyromaniac? What if he could make fire on the the ground with a teapot or something . I’m thinking of this as like base kit instead of a feat.
You forgot the one shot
Warden rework would be nice
Ya give us thorfinn hero.
Nothing changes
My favourite mechanic is uninstalling and playing something else
I wish you could use the weapons heroes have on there hip maybe you could lose your weapon and have to switch to the one on your hip
isn't mechanic 4 just superior lights with extra steps?
Mechanic #1 couldn’t happen due to spaghetti code
Mechanic #2 would be quite nice actually. No comment ~^~
Mechanic #3 would be amazing cus we need more effects and debuffs in base kits.
Mechanic #4 could have amazing character potential no comment ~^~
Mechanic #5 …. Ugh I want it, but it would only come if they fixed dodging in the first place which they aren’t.
Mechanic #6 GOOD IDEA ALSO THANK YOU I’VE HAD H THE SAME THOUGHTS.
Mechanic #7 could be interesting, but refer back to mechanic #5’s complaint, and it could be a awesome dodge reworks for anti ganks and new attack variants
Mechanic #8 hard to implement animation wise, and balancing wise. But put it on vanguardsish hero and I think we have a nice supportish rally system.
So you are just making sifu multiplayer at this point?
Hey slanderous, if i ever make a fighting game similar to forhonor would you be interested in helping me? Your takes are litteraly the best for this game.
yeah, I plan on making one eventually as well
Currently in my least favorite week of for honor, kyoshin hero fest
❤❤❤❤❤
Ubisoft needs to give up and give the game to you
Give me a guide to your Kensei drip I need it now
I have a new mechanic im sure no one has every heard about its called wave dashing
Vamos no me jodas 😊
remove dodge recoveries and make shinobi´s second dodge cost 30 stam
You're cooking with those recent videos, ngl.
I'd reinstall this crap game if it was fun to play, instead of this generic "everybody does the same thing" game For Honor is nowadays.
mais piça, boraaaa