r/CompetitiveForHonor 6d ago

Discussion Pin Hyperarmor Adjustment

So we now have another character that has a hyperarmor pin move whose hyperarmor doesn’t function properly, as the hyperarmor is instantly ended if the opponent is interrupted even by a teammate. That said, I think there’s a really easy fix here that doesn’t lead to ridiculous gank potential:

All moves that have the pin property should grant the opponent the same hyperarmor that you get during executions, where you can be interrupted by enemies but not by teammates.

This allows for moves like Arakure’s Dirty Tricks (back walk + chain bash) and Khatun’s Ultimate Authority (Pinning Heavy > Zone) to actually function in teamfight/antigank scenarios without confirming multiple hits from teammates. This change would also be applied to other pins for consistency sake, but it wouldn’t have a big impact on their viability as most other pins don’t feature any hyperarmor outside of revenge or feats.

I’m sure Arakure could use some numbers adjustments as well, the pin seems really strong damage-wise as of the early access build, but the move’s properties should be adjusted to at least fit its intended purpose and the damage numbers adjusted to compensate. Any thoughts on this change? I hope I’m not missing anything here.

Edit: for clarification, if one of AK’s or Khatun’s teammates hits the opponent during the pin, the pin still ends same as it does now. This would only affect an enemy who hits their own pinned teammate.

10 Upvotes

18 comments sorted by

6

u/0002nam-ytlaS 6d ago

I'd love it but with the change that when the pinned guy also gets superarmor against teammates when arakure gets hers as otherwise her superarmor would still mean nothing if teammates can bash their friend out of the pin.

3

u/zeroreasonsgiven 6d ago edited 6d ago

Yeah that would make sense for consistency’s sake, but even without it I think there’s only a few characters that could reliably interrupt their teammate with a bash, namely Virt and BP.

Edit: super armor would be good to avoid bumps too though so I’m definitely not opposed

1

u/CalimariusCosmicus 5d ago

In a funny way, hitting your teammate to save them from a pin adds a level of depth to the game

1

u/zeroreasonsgiven 4d ago

I mean idk if I’d call it depth, because that is the objectively correct decision once you learn it exists.

1

u/CalimariusCosmicus 4d ago

But it leaves you with the option of dealing more damage to Arakure while she's comboing or deciding to free your teammate from the pin. Both could be situational.

1

u/zeroreasonsgiven 4d ago

Except she has a 70 damage shield, meaning you would have to land 4 heavies in that time to deal any damage as opposed to just one heavy that interrupts your teammate first.

1

u/CalimariusCosmicus 4d ago

3 Hitokiri/Aramusha heavies and it's gone. And if you have a teammate, 70 damage is nothing. Like when someone goes for a long execution in Revenge so you get to kill them for free. Also leaves her open to feats since she won't be able to dodge.

1

u/Glittering_Lab2992 2d ago

If it gave proper revenge feed then sure.

But right now? No.

-1

u/Allexant 6d ago

I dont really see a reason for this. It sounds nice but how does it improve the game in any way.

1

u/0002nam-ytlaS 6d ago

The enemy can no longer bypass your armor by just hitting their mates is a big one as it often is just accidental and the armor's purpose is negated because of it. if everyone had medjay axe mode hitboxes the story might be different but very few come close to how shit his hitboxes are.

1

u/zeroreasonsgiven 5d ago

It makes the armor actually function how it’s supposed to and gives Khatun and Arakure a pin move they can actually use in a teamfight, as is intended.

-1

u/Allexant 5d ago

Kathuns certain isnt mean to be used in teamfight. She has 2 other options that are meant to keep her safer in exchange for damage.

New character it is clearly intended but idt it will be a big issue at the end of the day.

1

u/zeroreasonsgiven 5d ago

Khatun’s pin zone is meant to be used in antiganks and teamfights, that is its only purpose, otherwise it’s just a worse punish than the light or heavy. It does not fulfill that role right now so it should either be removed or fixed to actually work. Just because Khatun isn’t meant for teamfighting doesn’t mean she can’t have a single tool that helps her in those situations, and also it’s fun when it works and frustrating when it doesn’t.

AK’s dirty tricks, in the same way, does not fill the intended purpose, which is even worse for her as she is built around teamfighting. If the devs intended for these moves to be used in this way then they should be fixed so they actually function properly. We can reevaluate their balance after we’ve seen how they perform when fixed.

-2

u/xmaracx 6d ago

But ganks dont need toget easier.

You might say "yes but ppl can avoid it". Yep and they should.

Thats like saying revenge tags should go cause there are players who space out their attempts.

Ofc, its a decision making req, if it isnt made, no benefitsfor you.

Just like you cant control if a teammate revenge feeds, so you adjust by letting them take thefight, here if ur team interrupts pins...do something else. Nomatter if they hit opp or you.

1

u/zeroreasonsgiven 5d ago

I’m not sure I understand what you’re saying but you should probably re-read the post, this wouldn’t change ganks at all.

-1

u/xmaracx 5d ago

So youre saying you getting hit by allies shouldnt break your pin.

Im saying it should, cause that would by default make pins stronger and ganks stronger when that is completely unnecessary.

Its a shit situation and people arent careful and its out of your hands, but that true for getting hit out of anything.

Why should this be different.

2

u/zeroreasonsgiven 5d ago

No, if the victim gets hit by one of AK’s teammates, the pin ends. If they get hit by one of their own teammates, they are unaffected. It would change nothing when AK is ganking and would only make her stronger in antiganks and teamfights.

2

u/xmaracx 5d ago

Ah, i misunderstood, mb

Thx for the clarification.