Always in favor of making ganks more technically demanding. This game needs casuals and new players to survive in year 8, and easy ganks can really be frustrating for players that don't know enough to avoid them yet. As long as good players can still execute a gank if reasonably timed, this helps the average/low level players get a better experience without throwing out the value of skill.
If players have a hard time learning easy ganks, how will they learn more difficult ones? How can such players even kill their opponents? this will be impossible in principle except honor duels in 4v4 lol.
"don't know how to avoid" I'm sorry but even the best pro players get destroyed the moment they are in a 1v2 scenario. Moves like shaolin sweep and orochi storm rush are unavoidable if executed from a gank.
@@nicename7633 and that is ok because 2>1 (your teammates must help u to avoid ganks btw). Are u want kill ganks? How to play in mm then? Are u want see honor duels in 4v4? Im not...
@@AG.Baldheadd that must be the weirdest logic ever. 2>1 yeah so what's the point of playing the game then? You're supporting my point that pro gankers make the game pointless especially in mm. I wouldn't care if they restricted it in scrims, but they have to just roll up as a 4 squad in dom and keep steamrolling solo or duo queuing players. It's disgusting.
It's so stupid that the anti gank mechanic is hard countered by the best ganking moves. Attacks blocking revenge activation should NOT be a thing, revenge should supercede everything
Jorm got wrecked. If a teammate block confirms the hamarr slam, it does I think 13 damage and no one else can hit the opponent during or after jorms slam without feeding crazy venge for less than 10 damage
Im still trying to figure out how these ganks are considered fun. Of course new players will leave. Getting stuck in animation stun, seeing all indicators flying by but unable to react and still eating attacks revenge not building up enough to survive let alone having any kind of Hp left
Ive been telling my clan members that the timing in this game matters, we are such a technical fighting game id love if they put a stop to these easy 0-100 ganks,
Although these changes are definitely an improvement, I would much rather them to rework the entire system. I mean, am I the only one who thinks this whole thing is not only confusing but entirely unreliable? As in, here, have damage reduction. Yeah, you still receive damage but hey, its mitigated... for about a second. Oh, you want to defend yourself? Here you go, you can block and parry every 4th hit, so good luck tracking it while you get smacked nonstop. What, you want dodge? No can't do, you'll only get it after hitstun is over. Oh, and by the way, if they hit you in the first 166ms of the dodge, not only their hit will connect but you'll also receive full damage and the whole hitstun again...
In my opinion the changes won’t make ganks any harder, ganks are completely uphill battles at all times, having extra damage reduction wont change that fact, they are trying to make tanking harder but I think they are going about it in a somewhat roundabout way. instead of a tag system and damage reduction that still fills revenge for the original damage value they should change the tag based system to a hit by hit based system where revenge is filled in one of two ways: either segmentally by receiving any attacks, lights, heavies, zones or bashes from multiple enemies back to back to back, for instance receiving an attack fills one segment of revenge out of an amount, receiving a second attack from another player fills another segment equally, and this continues until the arbitrary segment amounts are filled and revenge can be activated. or by using a hit by hit system that fills exponentially more revenge with each hit from a unique source, for instance getting attacked by several damage sources back to back (these sources can be the same 2 players alternating attacks but not environmental sources ) will fill revenge more and more with alternating hit, an example would be something like this: player A revives damage from player B . No revenge is granted. Player A then receives damage from player C . Revenge granted = 5%. Player A then receives damage from player B. Revenge gained =10% then 20% then 40% then 80% this would eventually cap off or reset back to 5% or 10% or even higher or lower after first use and any other subsequent uses. In other words it would change values depending on how many times revenge has been filled to stop revenge being given after every single hit and making ganks impossible (as nice as that would be lol) this would mean that after 5 alternating hits revenge is granted similar to the tag system but one other change would be the removal of the 5 second cool off period or even a heavily extended cool off period where tags are removed since it is now hit by hit, this way revenge cannot be cheesed and robbed by simply staying idle in a fight for 5 seconds and letting your team continue the fight. Switching out players when the fight gets rough. My idea might be shit and I know it’s never getting implemented but I thought I should at least voice my opinions to see if anyone agrees
Instead of nerfing ganks, i think they could just buff revenge. Maybe more damage or longer activation time. Because I'm pretty sure that even with this nerf there will be insane players that would discover new insane ganks to put in fight, inevitably charging more revenge after this change, but still effective in 2v1 scenario
I’d really love to see them go in a different direction with ganks. They are the closest thing we have to combos in for honor but they’re not really feasible to pull off in matchmaking with randoms. In pre made teams they are way too strong. I wish they would make ganking more approachable, but give the player on the receiving end some counter play options. Something like a combo breaker in more traditional fighting games could work
U have counter play on gank that are confirmed by light or GB. U have counter play by just doing the best rotation to avoid being ganked. People need to learn basics After 8 years, its still unbelivable that many high reps dont know revenge tags or that they have free heby on Bash hitstun
@@erbol8116 the game needs to actually explain it's own mechanics, the tutorials don't even explain gb vulnerability, games totally unapproachable to new players
Making anti gank experience a bit better towards the person being ganked is what it should be towards. Obviously you don’t win every 2 on 1, but having dumb loops that prevent someone from virtually doing anything from full health to none is incredibly stupid in any game. So I enjoy the change mostly. Fixing up revenge and a few other things needs to be a focus soon after.
FREEZE PLEASE, Just a minute of attention. For honor developers watch your video so please. I think you also noticed that hero fest executions are speeded uo without any apparent reason. Can you make a video to make evidence about this thing? Why new execution are so fast (it's like the are played 2x fast) they loose naturalness. Please your are the one.
Really I think that confirmed ganks need to be nerfed into the ground while throwing unconfirmed attacks need to feed less revenge. You should be rewarded by making successive correct reads against opponent and not punished as harshly when the enemy makes a correct guess. I have a WIP doc detailing what particular numbers I believe would work well, but the gist is that there should always be significant damage reduction on confirmed attacks, bashes should either have heavy damage reduction on follow-ups if they are not dodgeable due to hitstun, and bashes/GBs should feed less revenge by default to increase their viability when the enemy has a chance to counter them. This would move the ganking meta away from brainless confirms and combos and would allow mixups that are normally useable in 1v1 to be punished less when outnumbering an enemy.
Not really, the revenge bar can be a detriment to continuously attacking for some players. Instead, revenge should be able to be activated at any time, even in the middle of some attacks like Shugo's hug and Medjay's grab.
One minor adjustment not related to ganks that I want to see addressed, is Revenge Holding. That currently someone can hold Revenge (not activate it) so long as they have a target lock. Ideally I think they should make it where you have a 5 second rule, either you pop it, or your revenge drops down to 3/4th (maybe even half). The amount of pressure you can have just holding Revenge in a teamfight is pretty big. I think there should be a trade off to continuing to hold it.
Absolutely not, good revenge use and knowing when to use it is important, so many people will immediately pop it and waste it causing them to die and gain no damage on the opponents, it's a skill to know the best time to use it, that shouldn't be taken away
@@acid1787 If you were in a situation where you are killed because you were locked in an animation it doesn't matter anyway. If you already had revenge and refused to pop it prior to being locked that's on you.
@@sydious_s_snake It's not a skill, it's a crutch of the design. Revenge isn't a get out of jail free card, it's meant to help stall/help turn the tides when help arrives. The problem is when it becomes a source of indefinite pressure in teamfights, which is not what Revenge is supposed to be.
These changes are good. Ganks are extremely boring especially with the special aid characters. Some ganks are smart yes but overall the health of the game would be better without them being so unbearable. Solo Q into 2 or 4 player calling out and optimal ganking is extremely boring. Yes you can win those fights with more skills but because you can do something doesn't mean its fine to let it as it is.
Then you got idiots who just don’t know how to fight or in this case just simply gank. I had teammates stand there not knowing they can land a heavy or simply stand there because they are so strictly scared of the enemy popping revenge.
Unfortunately I think these changes really just made MM unbearable. The real problem with FH is the community and its lack of game knowledge. These changes just make the skill gap SOOOOO much worse. It is ACTUALLY impossible to play in MM with randoms now. If you're not a comp player these changes are awful.
@allthiskorrie3061 Nobody thinks anyways. Lmao this just makes people have to think more who already don't think anyways. Ganking with randoms was already a pain In the ass. Now it's quite literally impossible. The revenge feed is absurd. Every time my teammate pulled up "to help" they fucked us both over and often got us both killed.
Against making the game easier but since it had a spike of new players I understand. Making it more forgiving to continue keeping the game alive. Even tho some of us “veterans” will somehow make each other question why we keep putting ourselves through this torture knowing damn well we readying up next match lol
It's not about the game being easier, but rather it being more technically demanding. Making ganks harder to achieve is the goal, because currently premade teams utterly steamroll in MM and it is impossible to enjoy the game without playing with a group.
so the damage values are too high and the TTK (time to kill) is too low, so they decrease the damage values of all attacks (crushing counters, alot of characters moves, feat bonuses) now they're tackling ganking because its so effective by increasing how long the damage reduction is in effect for. at what point do
ok OG damage values were disgusting, gear stats made even some of the weakest heroes hit like a truck, i'm saying no gear stats but no CCU damage nerfs if they're going to implement this.
www.surveymonkey.com/r/Y8S1-TG
Oil up please
Always in favor of making ganks more technically demanding. This game needs casuals and new players to survive in year 8, and easy ganks can really be frustrating for players that don't know enough to avoid them yet. As long as good players can still execute a gank if reasonably timed, this helps the average/low level players get a better experience without throwing out the value of skill.
If players have a hard time learning easy ganks, how will they learn more difficult ones?
How can such players even kill their opponents? this will be impossible in principle except honor duels in 4v4 lol.
"don't know how to avoid" I'm sorry but even the best pro players get destroyed the moment they are in a 1v2 scenario. Moves like shaolin sweep and orochi storm rush are unavoidable if executed from a gank.
@@AG.BaldheaddDo you even play the game? Lmao what kind of take is that 🤣🤣
@@nicename7633 and that is ok because 2>1 (your teammates must help u to avoid ganks btw).
Are u want kill ganks? How to play in mm then? Are u want see honor duels in 4v4? Im not...
@@AG.Baldheadd that must be the weirdest logic ever. 2>1 yeah so what's the point of playing the game then? You're supporting my point that pro gankers make the game pointless especially in mm. I wouldn't care if they restricted it in scrims, but they have to just roll up as a 4 squad in dom and keep steamrolling solo or duo queuing players. It's disgusting.
1:51 That Nuxia ragdoll, I can't 💀
😅
Watching that gank made my guts churn.
Hey man, the fact you've been covering this game for so long is genuinely awesome. A sincere thank you from the community.
They need to make Revenge be useable at any time. Regardless if you're in an animation or whatever. It should cancel all player animations.
It's so stupid that the anti gank mechanic is hard countered by the best ganking moves. Attacks blocking revenge activation should NOT be a thing, revenge should supercede everything
I think freeze should consider oiling up
*TRUE*
That Nuxia got LAID OUT 😂
it would be nice to see the counter guard break animation get s , only for the person counter guard breaking ofc
Gankers gonna be crying once this officially happens 😂
I belive that the entire revenge system has to be re-designed from the start.
Jorm got wrecked. If a teammate block confirms the hamarr slam, it does I think 13 damage and no one else can hit the opponent during or after jorms slam without feeding crazy venge for less than 10 damage
good
120 health to 40 ain't cool.
Honestly this helps a lot with those unlockable bash with undogeable attack ganks
Freeze oiled up
LMAO
I agree 👍
+1
I’ve been happy to see these changes. Hopefully they continue to improve on this and implement it soon :)
Im still trying to figure out how these ganks are considered fun. Of course new players will leave. Getting stuck in animation stun, seeing all indicators flying by but unable to react and still eating attacks revenge not building up enough to survive let alone having any kind of Hp left
Ive been telling my clan members that the timing in this game matters, we are such a technical fighting game id love if they put a stop to these easy 0-100 ganks,
Good change. Tired of butt buddies deleting me in every fight just because the game won't let me protect myself from such.
It's a healthy change tbh but I feel like sometimes revenge doesn't work the way it should be
So weird they didn’t include every pin and gank. Afeera for example
It needs to be implemented ASAP.
Is freeze ok? I came back to for honor ms there’s a new hero with no freeze checks. What has this world COME TO!?
I'm good, just a little burnt out.
I'll be back with the new hero at the latest, thanks for checking in 🤗
@@fkkfreeze Glad to hear!
we need this update in the game
Getting greased up?
Freeze I’m not sure if it is just me but the link you mentioned at the end of the video is not in the description!
I feel like the direction this is headed is for monkey point pushing to be even stronger.
The TG put a bad taste in my mouth when my teammate confirmed my Jorm's knockdown, but the slam did three damage.
Oh boo hoo, seems like you and your buddies will need to fight fair from now on.
Although these changes are definitely an improvement, I would much rather them to rework the entire system. I mean, am I the only one who thinks this whole thing is not only confusing but entirely unreliable? As in, here, have damage reduction. Yeah, you still receive damage but hey, its mitigated... for about a second. Oh, you want to defend yourself? Here you go, you can block and parry every 4th hit, so good luck tracking it while you get smacked nonstop. What, you want dodge? No can't do, you'll only get it after hitstun is over. Oh, and by the way, if they hit you in the first 166ms of the dodge, not only their hit will connect but you'll also receive full damage and the whole hitstun again...
In my opinion the changes won’t make ganks any harder, ganks are completely uphill battles at all times, having extra damage reduction wont change that fact, they are trying to make tanking harder but I think they are going about it in a somewhat roundabout way.
instead of a tag system and damage reduction that still fills revenge for the original damage value they should change the tag based system to a hit by hit based system where revenge is filled in one of two ways:
either segmentally by receiving any attacks, lights, heavies, zones or bashes from multiple enemies back to back to back, for instance receiving an attack fills one segment of revenge out of an amount, receiving a second attack from another player fills another segment equally, and this continues until the arbitrary segment amounts are filled and revenge can be activated.
or by using a hit by hit system that fills exponentially more revenge with each hit from a unique source, for instance getting attacked by several damage sources back to back (these sources can be the same 2 players alternating attacks but not environmental sources ) will fill revenge more and more with alternating hit, an example would be something like this: player A revives damage from player B . No revenge is granted. Player A then receives damage from player C . Revenge granted = 5%. Player A then receives damage from player B. Revenge gained =10% then 20% then 40% then 80% this would eventually cap off or reset back to 5% or 10% or even higher or lower after first use and any other subsequent uses. In other words it would change values depending on how many times revenge has been filled to stop revenge being given after every single hit and making ganks impossible (as nice as that would be lol) this would mean that after 5 alternating hits revenge is granted similar to the tag system but one other change would be the removal of the 5 second cool off period or even a heavily extended cool off period where tags are removed since it is now hit by hit, this way revenge cannot be cheesed and robbed by simply staying idle in a fight for 5 seconds and letting your team continue the fight. Switching out players when the fight gets rough.
My idea might be shit and I know it’s never getting implemented but I thought I should at least voice my opinions to see if anyone agrees
I am happy that i wont get 100-0 from a 4 party mic guys
Instead of nerfing ganks, i think they could just buff revenge. Maybe more damage or longer activation time.
Because I'm pretty sure that even with this nerf there will be insane players that would discover new insane ganks to put in fight, inevitably charging more revenge after this change, but still effective in 2v1 scenario
I’d really love to see them go in a different direction with ganks. They are the closest thing we have to combos in for honor but they’re not really feasible to pull off in matchmaking with randoms. In pre made teams they are way too strong. I wish they would make ganking more approachable, but give the player on the receiving end some counter play options. Something like a combo breaker in more traditional fighting games could work
Honestly just group only lobbies would be a fix. As in if you are playing with 1 or more other players you’d only get lobbies with other groups
@@benjaminmayall2679 it would fix the imbalance but it’s a lot of wasted potential for what could be a more fun and fleshed out mechanic
U have counter play on gank that are confirmed by light or GB. U have counter play by just doing the best rotation to avoid being ganked. People need to learn basics After 8 years, its still unbelivable that many high reps dont know revenge tags or that they have free heby on Bash hitstun
@@erbol8116 the game needs to actually explain it's own mechanics, the tutorials don't even explain gb vulnerability, games totally unapproachable to new players
good changes
Love this video answering stuff I was asking in the infohub discord lol
Is shugoki's hug healing affected by the damage reduction? Is the amount healed based on the damage dealt?
not affected.
healing on the hug is not tied to the damage
Where's this podcast?
Making anti gank experience a bit better towards the person being ganked is what it should be towards. Obviously you don’t win every 2 on 1, but having dumb loops that prevent someone from virtually doing anything from full health to none is incredibly stupid in any game. So I enjoy the change mostly. Fixing up revenge and a few other things needs to be a focus soon after.
FREEZE PLEASE, Just a minute of attention. For honor developers watch your video so please. I think you also noticed that hero fest executions are speeded uo without any apparent reason. Can you make a video to make evidence about this thing? Why new execution are so fast (it's like the are played 2x fast) they loose naturalness.
Please your are the one.
Can we get your thoughts on the recent warriors den
Really I think that confirmed ganks need to be nerfed into the ground while throwing unconfirmed attacks need to feed less revenge. You should be rewarded by making successive correct reads against opponent and not punished as harshly when the enemy makes a correct guess.
I have a WIP doc detailing what particular numbers I believe would work well, but the gist is that there should always be significant damage reduction on confirmed attacks, bashes should either have heavy damage reduction on follow-ups if they are not dodgeable due to hitstun, and bashes/GBs should feed less revenge by default to increase their viability when the enemy has a chance to counter them. This would move the ganking meta away from brainless confirms and combos and would allow mixups that are normally useable in 1v1 to be punished less when outnumbering an enemy.
Showing a Revenge bar to the enemy is the first thing thats need to be fixed. Total Nonsens
Not really, the revenge bar can be a detriment to continuously attacking for some players. Instead, revenge should be able to be activated at any time, even in the middle of some attacks like Shugo's hug and Medjay's grab.
One minor adjustment not related to ganks that I want to see addressed, is Revenge Holding. That currently someone can hold Revenge (not activate it) so long as they have a target lock.
Ideally I think they should make it where you have a 5 second rule, either you pop it, or your revenge drops down to 3/4th (maybe even half).
The amount of pressure you can have just holding Revenge in a teamfight is pretty big. I think there should be a trade off to continuing to hold it.
Absolutely not, good revenge use and knowing when to use it is important, so many people will immediately pop it and waste it causing them to die and gain no damage on the opponents, it's a skill to know the best time to use it, that shouldn't be taken away
Lmao absolutely not. its already as shit as is since you cant pop revenge if you are in certain animations. Foh with that bs.
@@acid1787 If you were in a situation where you are killed because you were locked in an animation it doesn't matter anyway. If you already had revenge and refused to pop it prior to being locked that's on you.
@@sydious_s_snake It's not a skill, it's a crutch of the design. Revenge isn't a get out of jail free card, it's meant to help stall/help turn the tides when help arrives. The problem is when it becomes a source of indefinite pressure in teamfights, which is not what Revenge is supposed to be.
@@MercenaryJames you're talking a lot like someone who doesn't know how to gank, ironic considering the video you're commenting under
These changes look tobe promising just needs some changes however im still doubtfull that ubi will handle it correctly.
Thx Ubi
Good there shouldn't be 100-0 ganks
These changes are good.
Ganks are extremely boring especially with the special aid characters.
Some ganks are smart yes but overall the health of the game would be better without them being so unbearable.
Solo Q into 2 or 4 player calling out and optimal ganking is extremely boring.
Yes you can win those fights with more skills but because you can do something doesn't mean its fine to let it as it is.
Then you got idiots who just don’t know how to fight or in this case just simply gank. I had teammates stand there not knowing they can land a heavy or simply stand there because they are so strictly scared of the enemy popping revenge.
Does this make the game fun to play now
Worse
Better Play real Games
I hope the next TG takes a pass at the revenge mechanic.
😂😂😂😂 shaolin medjay and orochi laughing already
r u ok mate? haven't seen much from the channel and well I'm banned from ur discord.
The best change would be if they let the game rot and finally start working on a sequel.
Nuxia got hit like a wife in the 30s, that ragdoll was vicious
Is freeze still with us?
I'm happy now can enjoy the game
don't worry, they'll buff Tiandi, Medjay or Shinobi out of nowhere to compensate any loss of dmg, because why not
Forgot the survey link
fixed it
Update I still get 0-100 in dominion 🤦♂️
this hasn't been implemented yet
@@fkkfreeze ah ty for clarifying this makes me much less angry now
The thg should be applied to everybody
while i,m one of those which abuse these mechanics. For overall health of game is NECESSARY.
Unfortunately I think these changes really just made MM unbearable.
The real problem with FH is the community and its lack of game knowledge. These changes just make the skill gap SOOOOO much worse.
It is ACTUALLY impossible to play in MM with randoms now.
If you're not a comp player these changes are awful.
Nah bruv simple as no more getti g fucked up in two seconds people will have to think
@allthiskorrie3061 Nobody thinks anyways. Lmao this just makes people have to think more who already don't think anyways.
Ganking with randoms was already a pain In the ass. Now it's quite literally impossible.
The revenge feed is absurd. Every time my teammate pulled up "to help" they fucked us both over and often got us both killed.
@allthiskorrie3061 Sure it's good for anti ganking but it's an absolute nightmare for trying to gank in MM.
@syfonation6524 not gonna lie how long have you Been playing because this is how the Gane used to be before it became a spam fest
Randoms aren't people
Finally, AAAA.
Hiiiii agaaain mr.Freeeze
Against making the game easier but since it had a spike of new players I understand. Making it more forgiving to continue keeping the game alive. Even tho some of us “veterans” will somehow make each other question why we keep putting ourselves through this torture knowing damn well we readying up next match lol
It's not about the game being easier, but rather it being more technically demanding. Making ganks harder to achieve is the goal, because currently premade teams utterly steamroll in MM and it is impossible to enjoy the game without playing with a group.
3 ppl played it lole
so the damage values are too high and the TTK (time to kill) is too low, so they decrease the damage values of all attacks (crushing counters, alot of characters moves, feat bonuses) now they're tackling ganking because its so effective by increasing how long the damage reduction is in effect for. at what point do
th-cam.com/video/_24IT0XCVDQ/w-d-xo.html
ok OG damage values were disgusting, gear stats made even some of the weakest heroes hit like a truck, i'm saying no gear stats but no CCU damage nerfs if they're going to implement this.
yapper
Terrible changes!
LoL youre here 🤣🤣 youre very salty