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For Honor


Sorieno

Öne çıkan mesajlar

bingildak said:

shrekte de lawbringer (mızrakla saplama) da da lock dan çıkıp smart use of mechanics olayı var. bunları engellemeleri gerek direkt. shrek'ın attığı o knockback o kadar kısa mesafede o kadar geniş alana vuruyor ki. adam çok bir şey de riske etmiyor. double heavy olayı çok sorun değil çünkü zaten adamdan heavy yemek için beyin ölümü geçirmen gerek.

locktan çıkıp da kaçan adama da bir debuff atarlarsa tadından yinmez. böylece koşan orochi pk nın olayı da biter.


gerçek orochi'yi hiçbir nerf durduramaz

biz orochi'yi yürekten sevdik
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dün duelde ağlıyordun ya ondan dedim ^________________________________^


bu arada dün report ettiğim adamı banlayacaklar mı çok merak ediyorum.

redditte açıklama yapmışlar, ön ceza falan yok direkt banlayacağız diye. suspension falan yok yani eğer cheat ile yakanırsan. direkt hesap banı. 60 euro çöp oluyor.
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light atk'ı bir sonraki patch düzelttiklerinde light ı çok daha agresif kullanabiliyor olacaksın abi öyle düşün. benim warlordda kullandığım gibi olacak. turtle dövmekte baya iyi light atklar. conq'un kiti ama biraz 2 trick pony bana da sorarsan. çok heybetli falan turtle yaptı mı öldürmesi en zor hero ama yine de ben şahsen çok zevk almıyorum oynadığımda. warden kitini düşünce conq oynamak anlamsız geliyor aynı şey olmasa da.
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clipte çok kötü oynuyor abi warden. kenseiler artık neredeyse hiç overhead unbreakable vurmuyor çünkü en predictable hareket, parrylemesi kolay yavaş olduğu için ve direkt cezalandırıyorsun. baya basic kombo yemiş :p sonrasındaki shoulder bash de baya üzücü, o kadar neutral bir stance'de o kadar yakından bash vurması için karşıdaki adamın baya noob olması gerek. side steple cezalandırır ortalama üstü her oyuncu o hareketi ki öyle olmuş.
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orochi oynayanlar şu video'yu kesin izlesin;

http://www.youtube.com/watch?v=IJOTpSIIvAI&t=929s

çok güzel anlatmış class'ı.

genel olarak benim tarzımda oynuyor anlatan kişi; deflect'ten çok parry yapmaya özen gösteriyor. 30. dakikalarda sanırım parry ve deflect arasındaki farkı anlatıyor orochi için, oralara dikkat.
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Upcoming Gameplay Improvements
Conqueror and Berserker:
Currently if your opponent blocks a light attack from these two characters, they can combo into a free Guard Break. This will no longer happen.
Peacekeeper:
We will address the bug where the second and third stabs from a guardbreak do not apply bleed.
Valkyrie:
Light Attacks: reduced recovery time
Light Chains: reduced time between attacks
Pouncing Thrust & Hunter’s Strike: Increased damage and link options after those moves
Shield Crush: add link to Light Attack chains
Hunter’s Rush: reduced recovery time
Guardbreak Counter (All Heroes):
Currently you can’t counter a guardbreak during a guardbreak attempt. This will be return to the previous behavior seen in the Beta.
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Daesu said:


Guardbreak Counter (All Heroes):
Currently you can’t counter a guardbreak during a guardbreak attempt. This will be return to the previous behavior seen in the Beta.


Allah bleanı versin Ubisoft. Ya ne küfürler ediyorum şunun yüzünden. Umarım tez zamanda batarsın ya.

Abi Orochi'nin tek yaptığı şey guard break üstü yukarıdan heavy attack. Dedim benim karakter yavaş diye karşılık veremiyorum herhalde. Allah binbir belanı versin Ubisoft.
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Copied from the main sub
Hey Warriors,
Tomorrow morning (Feb 28th) at 8am EST (13:00 UTC) we will update the PC version of the game to V1.03. This will require a downtime of around 15 minutes. Changes contained in this update can be found below.
NOTE: V1.03 for XB1 and PS4 has been submitted for certification with Microsoft and Sony, respectively. We will update you with the timing of their release when we have it.

Feats
Shugoki
Fixed a bug that caused players to lose the “Hard to Kill “ Feat upon death.
Orochi & Berserker
Addressed bugs with their area of effect (AOE) ground Feats not working if the player stopped moving The Orochi's Nail Bomb & the Berserkers Stun Trap Feats now apply their damage effects correctly to characters who trigger the trap, but stop moving towards the trap, as it was intended.
Valkyrie
The Valkyrie Bloodlust Feat is now triggered on all types of kills as it was intended.
Berserker, Warlord, & Valkyrie
Tweaked the “Rush” Feat animation transition bug from idle to sprint animations

Fight
All Fighters
We reverted the Guardbreak mechanics to the Beta behavior in order to have it be a more usable skill. Guardbreak is no longer un-counterable if you're Guardbroken during Guardbreak startup. Attacks that cannot be blocked because they are too fast no longer display the Unblockable Attack feedback. Fixed camera clipping issues with walls on executions

Peacekeeper
Some tweaking was made on the Peacekeeper during the Beta, which caused some bugs and unintended changes. We are changing some of her moves to behave as designed.
Fixed the Peacekeeper Guardbreak and Bleed stacking bug
Stab 1 applies 2 dmg + 15 Bleed dmg over 10 sec
Stab 2 applies 2 dmg + 12 Bleed dmg over 8 sec
Stab 3 applies 2 dmg + 9 Bleed dmg over 6 sec
Bleed damage now stacks up for a total of 36 dmg, in the Beta this total was higher (45dmg) but has been reduced for balancing along with the accompanied bug fix
Increased the range of the Peacekeeper Stab Attack to fix issues with missed stabs and therefore not applying Bleed
Stab range increased from 1 m to 2 m
Changed the range distance of the Peacekeeper Light Attack. She can now connect a Light Attack after a parry.
Normal Light Attacks had their range increased by 0.25 m; from 2.75 m to 3 m

Berserker & Conqueror
Light Attack recoveries decreased to prevent free Guardbreak on Block. This was never the intended behavior. Berserker's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms Conqueror's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms

Valkyrie
Overall Valkyrie gameplay update/buff. We found that the changes we made during our latest Technical Test were impacting too much the dueling abilities of the Valkyrie. She has gone from the 1st place in Win/Loss in Duel to the last spot.We’ve made some of her moves a little faster and we’ve added some mix-ups.
Pouncing Thrust & Hunter's Strike damage increased from 12 dmg to 17 dmg Pouncing Thrust & Hunter's Strike can link into Light Chain faster: from 400 ms – 900 ms to 200 ms – 500 ms
Light Attacks recoveries reduced by 100 ms
Light Attack Miss Recovery 900 ms to 800 ms
Light Attack Hit Recovery 700 ms to 600 ms
Light Attack Interrupt Block Recovery 800 ms to 700 ms
Light Attack Regular Block Recovery 700 ms to 600 ms.
Light Chain second Attack Startup reduced by 100 ms, recoveries reduced by 100ms
Light Chain second Attack Startup 600 ms to 500 ms
Light Chain second Attack Miss Recovery 800 ms to 700 ms
Light Chain second Attack Hit Recovery 600 to 500 ms
Light Chain second Attack Interrupt Block Recovery 700 ms to 600 ms
Light Chain second Attack Regular Block Recovery 600 ms to 500 ms
Shield Crush can now be chained into Light Chain
After 400 ms into Hit Recovery
After 500 ms into Miss Recovery
Hunter's Rush Recoveries shortened by 200 ms
Miss recovery 1000 ms to 800 ms
Hit recovery 800 ms to 600 ms
Interrupt Block recovery 900 ms to 700 ms
Regular Block recovery 800 ms to 600 ms

Orochi
Increased the dodge back on the Orochi’s “Riptide Strike” Increased the backward displacement from 1.75 m to 2 m

Game mode
Duel, Brawl, Elimination
Bots joining an in-progress match will be dead for the current round.
Miscellaneous
Changed Music in Face Off screen Various bug fixes
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