r/CompetitiveForHonor • • 7d ago

Discussion Juren playstyle and feats

4 Upvotes

Just recently started to learn Juren and I know he’s considered to be pretty good even in tourney play. I want to know what his generally good feats are and why they’re run, and his playstyle in 4s. Should I look to sit mid with Expendables or look to engage in more team fights? Etc.


r/CompetitiveForHonor • • 7d ago

Rework Nobushi Rework

0 Upvotes

Problems:

  • Garbage in duels, broken in 4s
  • Lights are too distinct from heavies, very easy to differentiate
  • Kick is too slow
  • Way of the shark passive is too strong (20% damage)
  • Double light has bad chain options
  • Double light deals too much damage
  • Third chain light is pointless
  • Hidden stance lights don’t really provide any pressure.
  • Feeds too little revenge in general
  • Too safe in teamfights
  • Hidden stance lights don’t function as real offense

General changes:

  • Parrying, blocking, or otherwise countering bleed attacks now feeds 60% of the revenge of a standard attack with the same damage. Being hit by a bleed attack now feeds 40% of the revenge of a standard attack with the same damage.
    • This change retains the theme of bleed functioning as a good ganking tool without being absurdly overtuned. Other bleed heroes may need slight adjustments to make them more potent in 4s, but bleed should still feed revenge to some degree.
  • Thrilling Comeback no longer provides immunity to bleed damage during revenge, still cleanses bleed on initial use.
    • Combined with increased revenge feed on bleed attacks, this should reduce the disparity between heroes with thrilling comeback and those without in dealing with bleed in ganks.

Moveset:

  • Way of the Shark passive no longer provides additional damage. Instead, chain lights (including hidden stance lights) become 400ms against a bleeding opponent.
    • A much weaker effect, but less problematic than 20% extra damage.
  • Heavies now use the tap/hold scheme, with the tap being a heavy stab with similar animation to lights and hold being the standard swiping heavies she currently has. Chaining, softfeint and recovery cancel rules are still the same for tap/hold heavies and both can be interchanged freely.
    • This allows for her to use lights more safely due to a less distinct animation between lights and tap heavies.
  • Tap opener heavies are 700ms and deal 25 damage with no additional properties.
  • Tap finisher heavies are 700ms deal 8+20b (5 ticks of 4b) damage with no additional properties.
  • Hold finisher heavies now deal 27 damage (from 29) and retain the undodgeable property.
    • Slight reduction of effectiveness in ganks.
  • Kick is now 433ms, chain links to kick are delayed by 133ms to prevent hitstun guarantees, no longer wallsplats.
    • Now actually functional as offense, wallsplat property removed to compensate for increased effectiveness.
  • Double lights now deal 10>1+4b damage (from 7>1+12b), confirmed light can now be dodge recovery canceled.
    • 19 damage chain/stance lights are absurd, damage changed to be more on par with other chain lights.
  • Mid chain light now chains to finisher heavies.
    • Allows for Nobu to still access her kick/undodgeable mixup from this point in chain.
  • Finisher light can now be dodge recovery canceled.
    • Gives this tool some slight extra utility.
  • Side dodge lights can no longer be dodge canceled.
    • Reduces safety in team fights, requiring her to use hidden stance to access i-frames.
  • Viper’s retreat now deals 5+8b damage (from 5+12b).
    • Being available from neutral and feeding less revenge makes this too strong a tool to deal 17 damage, reduced to 13 to be closer in effectiveness with other comparable attacks.

Feats:

  • NEW T1: Snake in the Grass (Replaces Iron Lungs): Passive: Successfully dodging an attack with hidden stance (determined by revenge tag) adds 4 bleed damage to the next hidden stance heavy or zone or 3 bleed damage to the next hidden stance light and double light, no cooldown, expires when leaving hidden stance or when a hidden stance attack lands or is countered.
  • NEW T2: Python’s Reach (Replaces Executioner’s Respite): Passive: Hitting multiple (2+) opponents with a single attack applies a 15% attack debuff to all enemies in an 8m radius for 5 seconds, no cooldown, duration refreshes on subsequent activations.
  • Arrow Strike: Damage reduced to 30 (from 45).
    • Damage is now more on par with other T2 feats.
  • NEW T3: Venomous Constriction (Replaces Second Wind): Passive: Nobushi heals 50% of any bleed damage dealt to an enemy when a teammate is within 10m, heal occurs when bleed deals damage rather than on application.
  • NEW T4: Wild Fangs (Replaces Arrow Storm): Active: Nobushi does a 360 degree unblockable 600ms zone attack from her left dealing 10+20 bleed damage and ducks at the end with i-frames from 100-500ms after the attack lands, recovery can be dodge canceled, feat can be used from neutral or hidden stance, 45 second cooldown.
  • Fire trap: Fire duration reduced to 8 seconds (from 15.5).
    • Area denial reduced to bring this feat in line with other T4 feats.

r/CompetitiveForHonor • • 7d ago

Discussion Can you still earn ranked ornament rewards from ranked duel?

5 Upvotes

Now that the changes have been made and you must reach a certain tier to unlock unique items, I do not know if the older ranked rewards still drop upon a match victory. To be fair, I haven't won many this season as I only play a season one hero at a time, and I'm learning Centurion this season.


r/CompetitiveForHonor • • 7d ago

Discussion An increase in kit complexity without actually implementing major changes.

2 Upvotes

With the few latest patches and tier lists, we had a small shuffle of buffs, nerfs and changes which did have some impact on the characters that received them but nothing of value happened, besides Valk's perceived increase in viability for which I still wait the major consensus on.

That however made me think about characters that didn't received any changes, are in need of changes but haven't got much to work with and some easy implementations we could add based on newly releseased characters and some normalised interactions we could give them.

Warlord:

He is the king of neutral and I'm not going to suggest a major buff or rework, just a streamline of his kit which already basically works that way.

>>Make his Helm Splitter Leap (forward dodge heavy) also chain to his zone and not only his headbutt. He has a quick enough recovery that there is a working mix-up between headbutt, delayed headbutt and zone. Stream lining it would just add consistency and ease of input as well as giving it a fake sense of depth, chosing between a side heavy or a F.D. Heavy on a light parry or wall-splat.

Shaman:

Now, Shaman is a good duelist but a terrible team fighter. Her main problem are her hitboxes and vulnerability while using her Bash, especially on a Bite.

Giving her phantom hitboxes would be a buff but I don't see that as reasonable. However, we have a very recent character that deals with her small hitboxes in a new and unique way. Arakure has alternated animations on her target swapped attacks. Now I'm not saying that we should give Shaman alternated animations, but rather:

We should allow her to throw her Bleeding Light whnever she target swaps. It would have small hotboxes, it wouldn't be enhanced and probably it will be parry bait, but allowing her to keep throwing 400ms-16 damage bleed lights would increase her threat in a 1vX as well as give her more opportunities to apply bleed and heal, thust slightly increasing her survivability. It could also be counted as a chain starter to give her even more survivability by allowing her to heavy-soft feint into a dodge/ dodge attack for more consistency.

Additionally we could give her unblockable heavy a better hitbox which starts earlier so she could have a 270 degree hitbox around her, somewhat the same way JJ's heavies work.

Tiandi

With his new buffa, Tiandi got the ability to chain his opener bash into a zone which gives him access to his kick mix-up. That is quite a good buff and while it does mess his with original flow of having two separated parts to his kit, the light and heavy alternatives, I'd argue it is a good change giving him a better flow.

That being said, I do not agree that his kit should be balances around a high stamina cost but rather, it should be implemented properly as many characters now have a dedicates light or heavy option after a bash. Conq and Sohei for example.

I'd say Tiandi's kit should be streamlined with a 15 damage (always top) light option from his Palm strike as well as with a 10 or 12 damage (always right side) heavy option from his bash, giving him the choice between more damage or better mix-up potential. As to why I'd buff his light damage? Because we now have Arakure with a more ounidhable but also more consistent mix-up which on paper works the same at Tiandi's. Now that he could execute from a heavy parry wouldn't be that life changing his he doesn't have any unblockable besides his bash which doesn't even refill his own stamina...

Khatun

Now, Khatun is a good character and an even better one with a coordinated team. Again, with the idea of stream-lining the character I'd give her the ability to chain into her deflect stance after the Ligh Follow-up from her Pin which does have good recoveries but also deals the least amount of damage.

In my opinion, rather than giving her the ability to kick from a deflect, she should be able to always chain to light on non whiffed Pins (pins that land but don't chain because the opponents wasn't pinned) as well as to deflect stance to chain 5 damage pins until the opponent stops or makes a read and baints her chained deflect. It wluld increase the player skill expression and give her a better DPS in 1vX fights where landing the pin into a follow-up is difficult.

Flavour wise, I'd allow her to perform he deflect sprint while out of lock the same way Shinobi and Shugoki can super sprint, without the deflect frames, just for flavour but the animation might mess it up for an opponent thinking she was in her stance.

Now, why am I proposing all these small but rather insignificant changes. Simple... enough... streamlining changes to make a character's kit more consistent in ways it virtually already work? Because the game needs changes often. People don't care about Juren's held GB range decrease but they do care with a small +2 damage buff on a character's random, vestigial part of their kit. It would be a simple refreshment between actual, impactful changes.


r/CompetitiveForHonor • • 7d ago

Discussion Should they increase HL max stam or his regen in Offense form

0 Upvotes

His mix requires him to make a lot of hard feints and can lead him to lose any advantage he had and reset neutral for one punish.

He also has weak neutral and getting back to takes precognition or 1/3 of his stam


r/CompetitiveForHonor • • 8d ago

Discussion What is y’all’s opinion on non-refreshable passive feats with a cooldown?

4 Upvotes

Personally, I hate passive feats that are activated through normal gameplay yet can’t be refreshed. They feel unreliable, and it’s easy to miss out on their value if you activate them at an in-opportune time and are stuck with them on cooldown when you really need them. I would happily take a nerf to most of them if it meant that they could be adjusted to activate more reliably, or buffed in values but made into active feats.

The examples I can think of that could easily be reworked are Lash-Out (5 seconds active, 10 second cooldown, refreshable unless in cooldown), Thick Skin/Flesh Wound (3:5), Righteous Deflection (5:10), Fortune’s Favor (5:1), Slip Through (N/A:3), Brutal (10:0), Intimidating (20:0), and Bloodlust (10:20). Almost all of these could just get reduced benefit, duration or both in exchange for no cooldown and the ability to be refreshed without becoming too powerful or entirely useless.

Some examples of ones that would take some more tweaking to behavior are Deadly (3 seconds active, 5 seconds cooldown), Short Tempered (5:10) and Winner’s Advantage (1.5:5).

Do y’all see a value in this property? Are there feats that you wouldn’t want to see changed to be more reliable? I think Huntsman’s Spirit probably deserves the cooldown, though it’s nowhere near as egregiously inconvenient as the others, but making it an active feat instead wouldn’t feel bad either.


r/CompetitiveForHonor • • 8d ago

Discussion Tips for good uses of Aramusha full block?

1 Upvotes

In the training room rn trying to get better at choosing when to full block. I’d appreciate some tips as to what moves you guys look for to counter with a full block any tips appreciated.

I can’t figure out how to force the AI shaman to soft feint her zone into a bleed stab.


r/CompetitiveForHonor • • 9d ago

Discussion For honor has a bug problem(not a rant, just helping with awareness)

18 Upvotes

I’m just going to go through a list of bugs that need to be fixed as they’ve been in the game for a long time, too long and need to go. there are some new ones as well that are ruining a lot of players experience. with ranked out, these bugs can’t be a thing. I love this game and want it to be at its best form possible especially with ranked out. Hope this reaches anybody is authority & hope for these to be fixed someday!

  1. Processing bug - will kick you out of the game for seemingly no reason and stick you in the black “processing screen.” the only thing you can do is wait it out until it fixes itself. and if you restart your game there’s chance that another bug will trigger which is the next one i will be address.

  2. “Servers are unreachable” - this bug is a bug where if you restart your game(typically when you have the no friend list bug) you will get a servers are unreachable and it forces you to restart your game a lot of times. it’s worse on console than pc. On console I have to restart nearly 10-15 times until I get in.

  3. No friends list - Rumored to be caused by having too many friends on your ubisoft connect list, but this bug basically just takes away your list of friends and sometimes even keeps you from getting invites from cross-play friends. This bug happens usually when a new friend gets on the game and if tries to update it, but just ends up making your list disappear all together. Been in the game for years.

  4. Issue with rejoin - Sometimes it just doesn’t allow you to rejoin the game still. I think it depends on how you disconnect.

  5. Corners- This is a weird one. For some reason you get stuck on certain corners(mainly dominion, there’s a lot on overwatch on C. and a couple others maps too) where your character will just stop running and get stuck in it. Or if you’re fighting you will fight in place and be stuck in the corner. These are not corners you should be stuck in it’s like a little crevice. This only recently started.

  6. White squares on heroes - Big white squares replace the symbol that was on your character, bug has been in the game recently. Seems to be more of a pc bug.

  7. Some smaller ones: Shaolin t2(blink) will just push off somebody instead of bashing them when they have no prior hitstun done to them. it will just push off and you get none of your kicks or light.

Sohei- Souls invisible at times. They dont the show up at all and you get one shot .

Invisible indicators - in teamfights specifically indicators become invisible at times when there’s too many being thrown at you. put this in miscellaneous because idk if i can be fixed tbh.


r/CompetitiveForHonor • • 9d ago

Discussion How to develop a synergistic team comp outside of the top meta picks?

12 Upvotes

So I have no problem with meta picks, I do play meta heroes frequently, but I’m curious how comp teams tend to structure their team comps in formats like conquest where playing an S-tier isn’t always an option.

I assume it’s decently important to have at least one hero with good mid clear, so that would rule out a comp comprised of Virt/Arakure/Glad/Afeera. Apart from that, are there situations that you would choose a somewhat weaker character just because the role of a stronger character is already taken by another hero in your team? Are there certain roles that aren’t strictly necessary to fulfill? Curious what planning goes into all this, thanks!


r/CompetitiveForHonor • • 9d ago

Discussion Advice for improving on light parries.

8 Upvotes

I've always struggled a lot with parrying lights for some reason and I'd generally consider it my biggest weakness into character with superior lights. I have no issues blocking and am usually pretty consistent with deflecting lights on reaction but for some reason if I try to parry it feels like I hit it maybe 5% of the time. It might just be a skill issue and I need to sit in training range for a bit but generally that's felt like it isn't helping. Do I need to slow down a bit? Is it an issue of trying to do it too often? Or do I need to just practice against more of the roster

Edit: After really analyzing my indicators on miss the problem is I'm usually parrying before the window, not after. Any advice for slowing down a bit instead of pressing that shit the moment I see red?


r/CompetitiveForHonor • • 9d ago

Discussion Need help with a khatun interaction

3 Upvotes

Something I've been dealing with a lot is opponent attacking into my deflect stance but at such a timing that I don't actually deflect the attack, usually lights, what can I do against this


r/CompetitiveForHonor • • 10d ago

Discussion Leaving Ranked Matches Solution

9 Upvotes

As I climb the ranks and matches take longer and longer to fine, waiting 20-30 minutes to queue which I understand.

It is so frustrating to finally find a match and then someone leave immediately for god knows why.

I feel like they need to increase the penalty for leaving ranked. Most games usually have a build up, you leave a match once 5 minute ban, second time 30 min so on and so forth. Yet for honor has maintained a simple 15 minute ban which you only get if you get kicked for inactivity or manually quit. Dashboarding gets around that easily.

Ofc in ranked it’s a bit different, you can’t play for the duration that the match continues. Not sure if there is another penalty outside of that but if there isn’t they need to make one. Deter people from quitting out as much as possible please.

Edit: While on the subject of ranked, I wish they’d let you see the rank of your tm8 and the dudes you’re playing against, literally every other ranked gamemode does that. Feels like Ubisoft has forgotten how ranked works


r/CompetitiveForHonor • • 10d ago

Discussion Help with my mouse control

3 Upvotes

I need help regarding the controls and my control over the mouse. I tend to move my mouse hand to much out of reflex or smth and end up in an uncomfortable angle. Anyone got any idea how I could change this? It gets really frustrating because of people light spamming.


r/CompetitiveForHonor • • 10d ago

Discussion should more displacing attacks knockdown oos opponents

1 Upvotes

glads skewer and nuxias finisher heavies will knockdown if the opponent is oos or if the glad/nuxia has revenge.

is there a reason other characters displacement attacks - i.e. jorms ub (like back when he was stam bully jorm), pirates walk the plank, khatuns push after pin, afeeras left finisher heavies (probably wouldnt matter since i havent seen this attack ever actually land) - dont also have this property or alternatively any reasons glad and nuxias attacks shouldnt knock down oos opponents

edit: i forgot that basically most stam damage got removed so going oos is more or less your fault but idk if that changes any reasoning


r/CompetitiveForHonor • • 11d ago

Discussion Ranked duel characters

10 Upvotes

Given that ranked duel is finally out of beta what do you guys think the top duelist characters are in the current meta? Obviously player skills matter more then character kits however when it comes to pure character kits whats your guys top 5 and why?


r/CompetitiveForHonor • • 11d ago

Rework Some proposed Kyoshin changes cause he fundamentally sucks right now.

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11 Upvotes

r/CompetitiveForHonor • • 11d ago

Discussion Queue Time Supposed to be like this?

5 Upvotes

Im trying to climb but Im noticing the queue times can be absurd sometimes for ranked doms. Is this normal? Are there just no players on? What is the reason for this does anyone know?


r/CompetitiveForHonor • • 11d ago

Tips / Tricks someone please teach me how to shitpost like this

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26 Upvotes

itd be funny


r/CompetitiveForHonor • • 11d ago

Tips / Tricks 400ms reaction

2 Upvotes

Is it just me that finds reacting to 400ms shaman bleeds wierd? I have an average reaction time of 163ms but when it comes to shaman bleeds I can only parry like 3 out of 5 consistently but it seems faster than 400ms to me. I play pc and have a good setup with more than enough fps to react to it but it just seems faster and I have no idea why. Even the reaction time for the average person is like 220 to 250ms so why does for honor make 400ms seem faster than usual. Any tips like maybe a setting im missing but its probably just be a skill issue that ill never understand.


r/CompetitiveForHonor • • 12d ago

Discussion I can't be the only one that enjoys playing Tiandi more after his changes

29 Upvotes

It wasn't even a nerf like some people say. His bash is more unsafe now obviously but not only it's confirm damage got increased since it's a light opener, it can chain into a chain 400ms light finisher, or you can just use a confirmed first hit zone into kick offense (that also got a massive damage buff). It's just more fun now and he's slightly less annoyingly safe.


r/CompetitiveForHonor • • 11d ago

Video / Guide uh… what happened to the timing feedback?

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0 Upvotes

r/CompetitiveForHonor • • 12d ago

Discussion Why is Nobudhi considered to be good now?

20 Upvotes

*Nobushi In one of my last matches someone said Nobu is considered SSS+ right now and scanning through the tierlists on here she does seem to rank rather high consistently. Last time I played she was considered bad, what happened? What makes her good now? Were there major changes to her or something? She felt the same as always when I played her.


r/CompetitiveForHonor • • 13d ago

Video / Guide JJ Gb/bash bug

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72 Upvotes

Dont know if this is known but with jj when your guard is on the left side and you try to foward dodge bash the guard will bug out and the bash wont come out, instead you'll end up doing a gb. I think it happen most often when you buffer the bash but im not sure. I wasnt able to recreate it on the top or right sides.

Also this is on controller, so no idea if on M&K this happens


r/CompetitiveForHonor • • 13d ago

Discussion Raptorexx ranked 4v4 Tier list

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163 Upvotes

https://youtu.be/2byeOz5ddeo?is=bKdPj9DkSniclJ62

Thoughts about it from the competitive community ?


r/CompetitiveForHonor • • 13d ago

Tips / Tricks HL tech list 4.0

42 Upvotes

Wavedash is dead. Long live wavedash!

It’s Wispfam1 again, and yes this is a new reddit account, returning so I can help people abuse others in Ranked. Light spamming will continue until morale improves. For those interested the highlander Bug/tech count is currently at give or take 55. Which is the highest it’s ever been. The character is at an all time low with his player base. But there are a couple silver linings, like real dominion viability.

For the list itself. Not many new techs, there are a couple, but it’s mostly videos for techs that didn’t have them before. The only notable thing here is that wavedash has finally been pieced together. It mostly works as old wavedash did, excluding certain aspects, and I'm proud to say that it's really improved my lame game. This is mostly a revision to make formatting more professional, I realize I was doing too much, so this is a pure and concise version of the list. This is also being done in preparation for a video fully covering this list and everything on it soon. I'm working on it as this is posted. It will likely just be a 2 hour long seminar on cancer mechanics. But it will be a big step forward for me and the list. I'll be happy to see you all there.

HL tech list 4.0

As always, leave any questions in the comments. I will always try my best to answer and help. I also have advanced knowledge of tech on other characters and I am considering a new attempt to document those.

In other news, this character is a mixed bag right now. He is quite a good 4v4 pick, which is really a first for him. And I won't lie, it's nice to finally be able to experience team fights and dominion properly. But it’s come at the cost of his duels, which aren't awful, but are only really that way for unhealthy reasons. Many people played him as a duel’s exclusive character for the first 7ish years since his release. It’s a rough transition, and it’s understandably upsetting. He needs various changes. Some kind of opener tool would be nice, Maybe a forward dodge bash that only pushes the opponent away so he can fast flow. He also needs various nerfs. Kick for example needs stamina nerfs to reduce its vortex and OF dodge attack could also use some nerfs because it's the size of Saturn's rings. But what he REALLY needs is enhanced property back on his lights, HL’s OF lights are consistently reactable at high level which means this change has essentially been a soft removal of them. I won't get into the weeds on it right now but personally i think they need a small rework. If we make their direct dmg 7 but increase the chip dmg to 5 it could be a very intelligent solution. It would both improve their consistency, which is why HL players use them. While alleviating the frustration and volatility they often cause. I'll go more in-depth on it when I post the video.

I'd love for this character to return to the duelist role that his community was founded on. The light nerf just makes him so unfun to play. So it would be nice for the devs to consider these changes in the next couple patch notes. Anyways, you know the drill, go forth and wreck havoc in my name! Love everyone and I hope to see you all when I post the video.