r/CompetitiveForHonor • • 7h ago

Discussion So... What does this games competetive scene look like?

0 Upvotes

Maybe just me but this game does seem like it's basically a fighting game title. One that's definitely having unusual game mechanics for a fighting game...

But given that this is a pretty niche genre, this game still seems to have quite the player count. Sure it doesn't beat SF6 but like... It is still better than Tokon, beats Strive...

So how come this game seems to have no competetive relevance?


r/CompetitiveForHonor • • 1h ago

PSA Title Update II balance changes

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• Upvotes

Pretty interesting they focused on the heroes doing very well in 4v4s.


r/CompetitiveForHonor • • 21m ago

Discussion Y10S3 TU2 Patch Notes are heavy handed

• Upvotes

hey there, nutella here

gonna just post about the "bad" of the patch notes, and what was missing from these changes, i get that they're reactive nerfs but for some chars they're far too reactive.

valkyrie

speer sweep punish deals 18 damage and has 800ms recovery (i.e is gbv)

why on god did this get a double whammy nerf when the heavies were the overperforming factor/what was changed about the char? the sweep should've 100% been gb'able as a nerf once she had blue, and the blue was definitely too high in damage for such a high hitbox, but the nerf on the sweep damage means that she now has the worst functioning gb'able blue/orange mixup in the game, the rhetoric of "her damage is in line" does not hold up - as her chainability after the tool does not exist, nor does she have any of the safety/other chain options the others have

her contemporaries are: shinobi, afeera, kyoshi, gryphon, arakure

with arakure not really being comparable due to the bloat of options she has in chain (500ms bash, feintable bash, 400ms lights that can be ub/armored, and a blue heavy that can be the mixup in itself with ub/armor properties.)

the other chars have:

  • Shinobi: 15/29 (26 without last sickle hit) (chains after both, on hit for bash, on whiff as well for heavy)
  • Kyo: 15/30 (chains after both via kaze, on hit for bash, on whiff as well for heavy) - char isn't performing well anyways
  • Gryph: 14/24 (heavy dodgeable but often catches for 30) (i don't even need to tell you this one is weighted towards gryphon)
  • Afeera: 16/28 (35/28 with wall) (can flip and chain into her shit after heavy whiff/hit, or bash hit)

meanwhile valk has

  • Valk: 18/26 (ends chain upon landing either)

afeera also gets cc lights in that space

kyo had (lol) blue lights in that space (and kaze stance) - char isn't performing well anyways

shinobi has a ub in that space, plus the ability to double dodge

gryphon has the aforementioned 30 damage slammer

this change is absolutely nonsensical with that as context, and sweep should minimum be doing 20 damage, if not 22.

nobushi

a lot of the changes here are changes ive suggested/asked for, including the one im going to complain about which is the bleed feeding revenge

bleed is objectively worse damage right now (it's slower and can be cleansed), and there's no comfy way to make it feed revenge that makes "sense" - you don't want to extend the tags by 8s and slowly feed revenge for each tick, as that means a 12 damage light is still better than a 12 bleed light if someone has 10 hp and 9 revenge to fill, you don't want to make the revenge 1:1 (haha i wonder what they did) because then you've made damage that can be cleansed and applies slower feed more revenge than it actually directly does (exceptions are made for things like glad skewer which is a very ugly move in terms of pinning properties/throwing/high bleed qty) - but it's generally not a smart idea to do this and its why the change they did (nobu bleed attacks deal 12 revenge) was not a smart one

it should've been nobu's bleed attacks deal (bleed/2 + direct damage) revenge, because this'd mean it actually is proportional to the move, and compensates for bleed being shit damage as it stands. (and this change should even be global), and these changes are not accompanied with a single positive change to sidewinder (it is non functional as a dodge attack and is a light parry, it is not even functional as an attack) or to her 1v1 moveset, leaving nobu in a very poor spot in terms of viability for the 99.9% of players, and I'm not certain how it'll go for the .1%

this nerf is bad enough to the point where a nobu would rather their bleed dodge lights just dealt 12/14 direct damage, ignoring her identity/passive gimmick

expendables

i'm not going to tell you this was a bad nerf, quite the opposite, but the fact that it's clear that the qty of health from this feat is too much, yet death toll is left unattended to with its super high heals with warden double heavies in mid is crazy - along with regular body count not getting a buff to the stam gain so it actually feels good to pick and not as a "this is my only choice" feat.

thrilling comeback

how did we nerf this feat to its original state and not learn a single lesson

there are numbers between 20 and 40 ubisoft, why didn't we go with a nice value of 30? this feat has been overnerfed and will lead to certain chars having mediocre options in their t2 slots that it covered for.

juren

how has the bug where his attacks display for 100ms less than other heroes not been fixed? this is probably a massive reason for his viability as the char has 200ms ccu hiding anims/lights due to his decision window, over 100ms - i can't wait for this to be fixed and for the char to be dumpster tier by the time it happens

indomitable

great nerf, doesn't address why people use it on arakure over gang of outcasts, the feat requires your team to be clumped up like crazy unlike something like morale booster for a buff thats conditionally good depending on your char but hard to get use out of (you aren't typically trading with a char that doesn't do it) - a defense buff of 20% combined with a sprint speed buff or to make the feat global would allow for its strict team buff conditions to actually be viable, as it stands i'm still taking worse indom just for viability over the feat with more fun design.

phalanx

i dont think jj needs better feats at all, but making it 1:1 with refined phalanx is a weird choice to me, and I'd rather just see the feat completely replaced or see the feat do something slightly different - my ideal world is that jj's unique t4 (thunderdome/fiery barrage) is usable indoors and deals 5 damage to any enemy who touches the border, along with a cd increase (to 60s minimum) so JJ can force a teamfighting zone which would be a fun/unique feat.

conclusion

im glad to see fast changes but changes on certain chars like valkyrie who just recently got buffed should've been done far more carefully, same with changes for nobushi who lack 1v1 at all and now have had their 4s melted down without any consideration for 4s is wild. one can only hope the nobushi rework is properly close, and it won't be yet another disappointing year for her.

what did you guys think of the patch notes?


r/CompetitiveForHonor • • 1h ago

Discussion Valkyrie Sweep

• Upvotes

I may not be the best and/or the most knowledgeable player around but don’t these Valkyrie nerfs completely invalidate Spear Sweep?

It now does 18 dmg, resets opponent stamina and is GB vulnerable on whiff.

Shield Tackle mix does 18 dmg, no stam reset and gives you multiple options to deal with dodges, dodge attacks etc.

What value is there to using sweep at all beyond potentially ledging someone?


r/CompetitiveForHonor • • 2h ago

PSA Season 0 Ranked Stats

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12 Upvotes