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/r/ForHonorPTS
balls in your jowls
This is pretty much what I think the CCU should have brought to this game and did not Btw this has every hero into account but does not count feats If some attacks are not mentioned its either because I want it to stay the same or forgot.
Global changes
Removal of hidden indicators for console players up until cross platform play is available
Light attack stam cost reduced to 8
Combo light stam cost reduced to 4
GB throws stam cost removed
All bashes have a 200ms gb vulnerability in their startup
All heavy openers and heavy dodge attacks have a 433ms gb vulnerability in their startup
All lights and zone attacks have 100ms gb vulnerability in their startup
Removal of the new feint system, because you should be able to control to a certain extent how much of a heavy you want to show, and need some skill to feint at the last possible second.
Samurai
Kensei
Top lights dmg in chain order - 15-15-15
Side lights dmg in chain order - 12-12-15
Top heavy dmg in chain order - 30-30-35
Side heavy dmg in chain order - 30-25-28
Zone attack - 15-20 dmg
Forward dodge light – 12 dmg
Forward dodge heavy - 25 dmg
Side dodge heavy - 20 dmg
Kensei only needs better dmg numbers because he is overall a good and balanced hero, ubi just over buffed his heavy dmg.
Shugoki
Light attack - 13 dmg
Heavy dmg in chain order - 28-26
Charged heavy dmg in chain order - 35-32 neutral charged heavy forward momentum increased
Zone attack - 18 dmg
head butt stun duration increased to 1000 ms from 500ms
gb heavy punish dmg reduced to 20
demon embrace dmg reduced to 20 healing is also 20 recovery decreased from 2s to 1s
Nerf the dmg, buff the kind of useless moves.
Orochi
Top light combo - 12+6 dmg
Top lights dmg in chain order - 12-12-17
Top lights speed in chain order - 500 - 400 - 466
Side lights dmg in chain order - 14-12-17
Side lights speed in chain order - 466 - 400 – 466
Top heavy dmg in chain order - 25-28 (finisher still unblockable)
Side heavy dmg in chain order - 28-33 (can’t get a side heavy on gb only top)
Zone attack - 18 dmg
Zone attack speed increased to 466ms
Forward dodge light - 20 dmg Forward dodge light speed 533ms
Side dodge light - 16 dmg
Backwards dodge light - 20 dmg (it’s also enhanced)
storm rush - 18 dmg from all sides
light deflect - 30 dmg
heavy deflect - 50 dmg
This are the changes I think orochi needs to be good in this game by making him a better quick dmg dealer and duelist with some pressure on ganks.
Nobushi
New chain light-light-heavy
Light combo on 2nd chain and hidden stance - 10 + (2 + 12 bleed) dmg
Lights dmg in chain order - 12-10-14 (Finisher light if the second light is dodged, is enhanced and guarantees a kick on hit)
Heavy dmg in chain order - 26-26 Finisher heavy guarantees a kick on hit
Zone attack - 20 dmg (removal of the second part because it is useless and makes you have to waste more stam on a feint, also making its recovery dodge cancellable would be nice)
Side dodge heavy - 20 dmg
Side and forward dodge light and back walk light - (6 + 12 bleed) dmg
Hidden stance
Light forward momentum increased slightly so back dodge while back walking is not as effective and guarantees a kick
Nobu didn’t have any viable pressure, this is to make sure her hidden stance can actually confirm dmg and make the opponent react while also giving more safety to her light chain if it is dodged.
Shinobi
New chain light-heavy
Light combo - 12+6 dmg
Heavy combo dmg - 23+6
Heavy finisher combo - 23+3× (1+3 bleed) 35 dmg
Quick light parry punish - (12+8 bleed) dmg
Lights dmg in chain order - 12-15
Lights speed in chain order - 500 – 466
Ranged heavy - 20 dmg Heavy dmg in chain order - 23-23 After any heavy you can dodge roll forward
Zone attack - 10 + 5 – 15 dmg
Light deflect - (20 bleed) + 12 dmg
Heavy deflect - (20 bleed) + 20(from ranged heavy) dmg
From forward dodge roll
Finisher lights are undodgeable
Bicycle kick guarantees a ranged heavy
Pretty much a rework with a similar playstyle and improvements on dmg
Aramusha
Light openers and deadly feints - 12 dmg
Chain lights – 14 dmg from all sides
Top heavy opener and finisher dmg - 22-28 Speed changes reverted
Side heavy opener and finisher dmg - 28-32 Speed changes reverted
Chain heavy – 25 dmg from all sides Speed changes reverted
Zone attack - 12-32 dmg (2nd part is deadly feintable)
Forward dodge heavy - 25 dmg from all sides
From blockade
Light (pummel strike) - 12 dmg
Top heavy – 25 dmg
Side heavy – 32 dmg
This gives him an opener and makes him the fast attacker he is meant to be while lowering his dmg overall
Hitokiri
Light opener and finisher dmg - 16-18
Heavy opener and finisher dmg - 24-35 (Hyper armor startup at 600ms on openers)
Chain heavy - 24 dmg from all sides (the armor that she still has on the unblockables from her most recent nerf still affect her chain heavy, only the opener heavy armor starts sooner)
Zone attack - 22 dmg
Forward dodge heavy - 24 dmg
Knights
Warden
Side lights combo - 12+4 dmg
Top lights dmg in chain order - 14-15
Top light crushing counter - 25+15 dmg
Side lights dmg in chain order - 12-15 (Improvements on the animations and speeds of chain lights from different directions specifically the sides)
Top heavy dmg in chain order - 28-34
Side heavy dmg in chain order - 24-30
Zone attack - 16 dmg
Forward dodge heavy – 20 dmg
Just a few improvements to his dmg and chains so does not need to rely as much on the bash (still going to rely on it a lot though)
Conqueror
Light openers - 12 dmg from all sides
Chain lights - 14 dmg from all sides
Top heavy opener and finisher – 28 dmg
Side heavy opener and finisher – 22 dmg
Chain heavy - 24 dmg from the sides and 28 from the top
Charged heavy openers – 34 dmg
Zone attack - 10 dmg
Full block counter - 24 dmg
Just a few dmg changes without anything too significant
Peacekeeper
Light dmg in chain order - 15-12
Top light speed in chain order - 466 – 400
Side light speed in chain order - 500 – 400
Top heavy dmg in chain order - 23-33
Side heavy dmg in chain order - 18-23
GB triple stab punish 2 x (2 + 6 bleed) + (2+12 bleed) - 6 + 24 bleed dmg
Dagger cancel - (3+12bleed) dmg with frame advantage on hit
Confirmed dagger finisher - (1+6 bleed) dmg
Forward dodge heavy – 18 dmg
Side dodge heavy – 15 dmg
Deflect - (18+12 bleed) dmg
Zone attack 15-23 dmg (Zone attack 1st part speed increased to 433ms its enhanced regardless of the enemy’s bleeding status. Improvements to the recovery and animation of the 2nd part of the zone, and making it combo into the confirmed dagger finisher, also guarantees an execution on kill)
Improvements to dmg, the zone and bleed cancel
Lawbringer
Light riposte - 16 dmg
Blind justice - 28+7 dmg
Top lights dmg in chain order - 14-14-17
Side lights dmg in chain order - 12-14-15
Top heavy dmg in chain order - 28-30-35
Side heavy dmg in chain order - 26-29-33
Zone attack – 20 dmg
Side dodge bash has hyper armor, forward dodge bash does not but speed increased to 533ms
Impale and confirmed finisher light - 7 dmg
Just overall dmg improvements and a bash so that he does not need a 400ms attack from neutral.
Centurion
Lights dmg in chain order - 13-15-17
Heavy dmg in chain order - 22 - 25
Charged heavy dmg in chain order – 25 - 30
Full charge punch punish – 35 dmg
Gb throw guarantees kick into light
Forward dodge heavy – 25 dmg
Zone attack - 17-17-17 dmg
He is already good he just does to much dmg.
Gladiator
Lights dmg in chain order - 14-12-13-14 (light speeds remain as pre-patch)
Heavy dmg in chain order - 25 – 30
Unblockable backstep heavy - 10 + (4 + 4 + 12 bleed by tick) dmg
Zone attack - 18 dmg (Increase the hit stun of the 1st part of the zone and make the 2nd part slower so it can be consistently parried if you dodge the 1st part)
Forward dodge light - 18 dmg
Side dodge light - 16 dmg
Toe stab - 10 dmg
Once again just dmg changes, surprising how many knights are already good and are just being brought down a bit with dmg changes.
Blackprior
Lights dmg in chain order - 12 – 14
Superior light - 20 dmg
Top heavy dmg in chain order - 27 – 32
Side heavy dmg in chain order - 24 – 30
Bulwark counter - 24 dmg
Forward dodge heavy - 18 dmg
Superior forward dodge heavy - 24 dmg
Unblockable from full block - 24 dmg
Once again just dmg changes
Warmonger
Impale - 8 + (12bleed) dmg (on wall splat and oos)
Light dmg in chain order - 13-15
Top heavy dmg in chain order - 28-30
Side heavy dmg in chain order - 24-26
Zone attack - 15 dmg
Forward dodge attack – 18 dmg
Unblockable side dodge attack - 24 dmg
Removal of side dodge bash
She has a cancelable dodge attack no need for cancelable dodge bash
Vikings
Raider
Top lights dmg in chain order - 13-16-22
Side lights dmg in chain order - 13-14-16
Top heavy dmg in chain order - 30-32-35
Side heavy dmg in chain order - 28-30-32
Zone attack - from neutral 24 dmg in chain 38
Storming tap - 13 dmg
Just dmg changes here.
Warlord
Top lights dmg in chain order - 14-18
Superior top light - 24 dmg
Side lights dmg in chain order - 12-16
Superior side light - 22 dmg
Top heavy dmg in chain order - 22-28
Side heavy dmg in chain order - 28-32
Zone attack - 18 dmg
Full block
Light punish - 16 dmg
Headbutt punish - 14 dmg
Heavy punish – 25 dmg
Just dmg changes
Berserker
Heavy parry quick riposte - 15 dmg
Top light opener - 16 dmg
Side light opener - 13 dmg
Top Chain light and feint light - 13 dmg
Side Chain light and feint light - 10 dmg
All top heavy - 28 dmg
Side heavy dmg in chain order - 24-28-31
Infinite chain heavy - 24 dmg
Zone attack - 4-4-4-4 dmg
Side dodge light – 15 dmg
Forward dodge light - 18 dmg
Forward dodge heavy - 28 dmg
Once again just dmg changes, amazing how the Vikings are also good just like the knights.
Valkyrie
Top light dmg in chain order - 13-12-12
Side light dmg in chain order - 13-14-14
Superior light - 25 dmg
Heavy dmg in chain order - 25-27-30
Sweep - 30 dmg
Side dodge light – 17 dmg
Forward dodge light - 19 dmg
Zone attack - 20-20 dmg
Superior block heavy punishes(deflect) 15 + (15 bleed) and top light(12dmg) sometimes
Valk gets some better light dmg while getting worse heavy dmg and the deflect is good again
Shaman
Light combo - 12+4 dmg
Lights dmg in chain order - 12-16
Light finisher and heavy cancel into light - 6 + (9 bleed) dmg
Light finishers and bleed cancels speed top 433ms side 500ms
heavy dmg in chain order - 24-29
Unblockable heavy – 33 dmg
Zone attack - 12 + 6-12 + 6 dmg
Forward dodge heavy - 18 dmg
Side dodge heavy – 18 dmg
Bite – 30 dmg + 20 heal
Deflect - 16 + (9 bleed) dmg
Mostly heavy dmg nerfs and speed nerfs on the bleeds.
Highlander
Defensive form
Light dmg in chain order - 15-13
Superior light – 25 dmg
Light speed in chain order - 600ms - 500ms
Top heavy dmg in chain order - 30 – 34
Side heavy dmg in chain order - 28 – 32
Zone attack - 22-22-22 dmg
Offensive form
Light – 10 dmg
Heavy - 32 dmg
Dmg improvements and making his first light make sense as a backstepping and crushing counter tool
Jormungandr
Lights dmg in chain order - 15 - 17
Top heavy dmg in chain order - 28 – 33
Side heavy dmg in chain order - 24 - 29
Zone attack – 17 dmg
Forward dodge heavy - 24 dmg
Hammer slam – 35 dmg
Just tweaking dmg, here not gonna touch on the stam issue he has going.
Wu Lin
Tiandi
Light dmg in chain order - 15-12
Top heavy dmg in chain order - 29-35
Side heavy dmg in chain order - 24-30
Zone attack – 17 dmg
Dodge light - 13 dmg
Superior dodge light - 23 dmg (Guarantees palm strike, because why not seriously)
Forward dodge heavy - 20 dmg
Side dodge heavy - 20 dmg
Kick always guarantees forward dodge light
Dmg tweaks and making the kick useful for tiandi himself even without a wall.
Jiang Jun
Light dmg in chain order - 15-18
Top heavy dmg in chain order - 28-33
Side heavy dmg in chain order - 25-27
Forward dodge heavy – 28 dmg
Side dodge heavy – 25 dmg cancelable into 15 dmg side light
Zone attack – 20 dmg
Dmg tweaks only.
Nuxia
Heavy parry light riposte – 19 dmg
Light dmg in chain order - 14-11-12
Heavy dmg in chain order 24-27-30
Side dodge light – 16 dmg
Forward dodge light – 20 dmg
Zone attack – 24 dmg
Heavy Trap – 24 dmg
Zone Trap – 35 dmg
Deflect – 34 dmg
Dmg buffs and nerfs
Shaolin
Side light opener combo - 10 + 4 + 4 dmg
Top light opener – 10 dmg is 433ms (or 400 if Ubisoft doesn’t mind)
Finisher light – 18 dmg
Infinite chain light – 10 dmg
Heavy dmg in chain order - 22-28
Infinite chain heavy – 24 dmg
Zone attack - 8+8-16 dmg (First 2 ticks of the zone are confirmed)
Deflect – 24 dmg
From Ki stance
Ki stance is dodge cancelable
Top heavy – 32 dmg (Needs better tracking or if you early dodge it with a hero with long dodges it wont hit)
Side heavy – 24 dmg
Light – 18 dmg
Superior light - 28 dmg
Kick confirms light finisher(18dmg) and goes into the 32 dmg unblockable.
Side dodge heavy – 18 dmg
Forward dodge heavy – 24 dmg
Kind of making shaolin a quick attack specialist with smaller heavy dmg than normal but tons of follow ups and options with a quicker less damaging top light
Zhandu
Light dmg in chain order - 14-18 Dodge cancelable 200ms after the attack
Heavy dmg in chain order 26-31 Dodge cancelable 200ms after the attack
Zone attack dmg 18 Dodge cancelable 200ms after the attack
Dodge lights dmg 12
Forward dodge heavy dmg 24
Deflect does 12 direct dmg
Dmg changes and better dodge cancels.
My thoughts to make Jormungandr less of a bash spamming character who turtles all the time as his only offense. Giving him more options to do as a mix up or to change him to the offensive and keep him offensive. Removing the annoying bash spammers that ruin the fun by not letting you do anything except fall down. These changes would also give him a more viable moveset so you cant just back dodge his entire kit, and making him more viable in high level play as well without even adding a 50/50 like half the other high level viable character.
-Add crushing counter
-Remove bash finisher
-Add 15 damage stun or heavy on guard break instead of bash
-Have it so he can cancel unblock-able heavy finisher into a bash with the pommel, guarantee non chain light (will knock down opponent out of stamina)
-Lower Hamarr Slam damage to 35 or 40 (Its way too damaging and rewards people for spamming the bashes until out of stamina, its too important to get rid of it, but if you lower the damage, it would be closer to a big hit but not an instant health drain. With the max punish, youre getting 90 to 100 dmg and that is just nuts, and will kill almost everyone in a duel scenario, its too punishing but it does not need to be removed)
-Remove enhanced on light finisher (people spam it too easily, and it would help being something to allow players to get an opening in his offense, allowing a fair trade of offense/defense)
-Change forward dash into an un-dodgeable, speed it up, and change the animation to something more sturdy looking rather than a stumble ( Its too slow to be hard to react to, and the soft feint only gets a small amount of people.)
-Change bash animation into something more diverse, there are way more ways to bash someone than punching them in the gut or crotch with a hammer.
-Remove the neutral bash( same problem with gladiator's toe stab, too spam-able)
-light after parry to deal 15 or so damage and start chain(a good opener to switch offense to Jorm)
-Hamarr Slam gains all block during use to prevent being so vulnerable during the slow slam animation ( In ganks especially, if you slam someone, you will be hit. The slow animation and long recovery is such a bad thing for him, but it makes him feel stronger so keep the animation and recovery but prevent such heavy repercussions. The fact its so slow and has that long recovery, makes it so his 2nd feat is almost required to be alive in a gank, giving the players fewer options to choose from)
-Improve heavy opener speed -700, or 750? 800 or 850 on top?- (, and remove hyper-armor on it (we don't need so much hyper-armor in the game, all it does is trick new players into hitting it and it just gives people hard times all around, no fun to go up against).
Idk about you but I think for honor has incredible potential for a map editor.If the devs would let the community express their creativity through a map editor ,I am sure they wont be deceived .I dont have any argument to back this up but an iniative like this would catch the interest of many potential players like it did to me when far cry 5 released their map editor.
This game is something i come back to time and time again. Every single time I come back I remember why I left in the first place. There are crazy inbalances, some characters dominate while others are so trash they do even have an option to open people up (lawbringer and shugi but ill talk about them more later). The new marching fire update made more problems than it can fix. The new characters have so many advantages above the regular cast that it becomes a chore to fight them, tiandi is fast as fuck shaolin is way to fast has way to many options to do and everyone is faster than the last and hit you before you even know whats happening, big boi is just a nightmare with how fast and how much damage he does. If you are up against 2 you lose thats pretty much the way it goes, you can throw all hope out the window because these fat fucks are so fast and hit so hard it doesnt matter what you do. Nuxia and tiandi are the most balanced of them but id still put them above the rest of the cast. not only is ubi unable to balance new characters they cant seem to get the old ones right either. They seem to like to tweek characters that are already good for a rework. PK and warden did not need a change in the slightest. Valk, conq and ken, sure they needed it but how about instead of buffing the warden and PK we look at the problems the others have. It almost feels to me that ubi doesnt play their own game, the comment they made about lawbringer "learn to play lawbringer then we can talk about a rework" is the last straw. THEY DONT PLAY THEIR OWN GAME!!!!! Lawbringer has 0 options for openers, what can lawbringer do? Turtle. Thats it, he cant do anything else because he has no other options. But ubi looking at their DATA say he is fine, when anyone who plays the game for more than 2 hours can see lawbringer cant open people. Ubisoft has poured hours into making their game but almost nothing playing it. Heres an idea for them, higher a team of people to PLAY THE GAME so they can see the probelms first hand and not look at their shit data that doesnt show the real problems.
The trap, her main sortve, selling point if you will, will be useless within the fortnight, simply emoting can make the trap useless, make it so that during her trap she can soft feint into something else? she needs more mixups, atm shes just a weaker orochi with a funky trap mechanic that works 3/10, just what ive come to learn so far, and that deflect, dont get me started, deflects can be hard to pull off, and the fact that her light after deflect isnt guarenteed is pretty silly, just some opinions :)
Copy/pasting my post from the main subreddit. seems like it should go here.
In breach it seems nearly impossible to destroy the ram. Every game seems to always get to the last phase. This makes it feel like the first 2 phases are pointless. Especially since the attackers' tickets to the next phase aren't dependent on their remaining tickets from the previous one. So some things need to change.
For one, the gate could be given more health. Right now it takes 3 hits to break down, even though it's segments look like it should take at least 4. The other thing that could change is the ram's health. It takes 8 cauldron dumps to kill it. And it gains health when it breaks the gate... So it either needs to not be healed when it breaks the first gate, or it's health needs to be lowered to like 4-6 cauldron drops.
Getting to the last phase should be a reward for a good match. Not a guarantee.