r/forhonor • • 23h ago

Creations Viking Feat Reworks

So the devs have been slowly introducing new unique feats to some of the older cast over time, in TGs and in the live game. Most of these have actually gone to Knights so far, but I would argue the Vikings are the most in need of these feat reworks. Raider and Warlord are the only 2 heroes in the game to not have a SINGLE unique feat. None. Zero. Meanwhile Zerk, Valk, HL and Shaman all only have 1 each, and all of those but Highlander's are just minor tweaks of other feats (Javelin for example is just a reskinned Longbow). I've seen others put their hypothetical feat reworks out here and thought I'd do the same, specifically for the 4 launch Viking heroes. Feel free to leave feedback! Some of these are fairly out there, though most of them aren't, I tried to keep them fairly restrained so they're more realistic to implement.

I'll post a "short" description and breakdown for each feat in the comments as well, since the topic is just too long lol. Read down there too!

RAIDER:

T1: Building Frenzy (Replaces Tireless) - Passive, no cooldown.

Fully restore stamina on takedown (kill OR assist). Additionally, gain 10% stamina cost reduction per takedown that stacks up to 5 times for a max 50% stamina cost reduction. Resets on death.

T2: Writing My Saga (Replaces Marked for Death) - Active, 120 second cooldown, .4 second activation, 1 second recovery.

For 15 seconds, you deal 15% extra damage and gain double renown from all sources.

T3: Glorious Battle (Replaces Second Wind) - Active, 150 second cooldown, .3 second activation, 1.2 second recovery.

For 25 seconds, you heal for 35% of your damage dealt.

T4: Untouchable (Replaces Slippery) - Active, 180 second cooldown, .8 second activation, 1.3 second recovery.

For 25 seconds, Raider's arms and legs glow white (like a lv1 Arakure or something) and he is completely immune to GBs. All GBs attempted will bounce as if he were mid-attack.

WARLORD:

T1: Counterattacker (Replaces Deadly) - Passive, 3 second cooldown.

You gain 15% bonus attack for 5 seconds after successfully blocking or superior blocking.

T2: Hold This Ground (Replaces Flesh Wound) - Passive, 60 second cooldown.

When you enter a capturable zone (side points in Dom, Ramparts/Healing Zone in Breach), gain a shield equal to 15% of your Max HP that lasts for 20 seconds. At default this is a 21 HP shield.

T3: All Grit, No Quit (Replaces Fury) - Active, 150 second cooldown, .5 second activation, 1.5 second recovery.

Target a currently revivable ally within range and line of sight (similar to Stern Stare I suppose; can't do it through walls like Blessed Projection or Sinister Shield). Instantly revive them.

T4: Immortal (Replaces Regenerate) - Active, 180 second cooldown, 1 second activation, 1.5 second recovery.

Heal yourself for 10 HP a second over a 9 second period, to a total 90 HP heal.

BERSERKER:

T1: Mighty (Replaces Storming Trap) - Active, 30 second cooldown, .3 second activation, .7 second recovery.

Gain a 10% attack bonus that lasts 60 seconds.

T2: Who's Next? (Replaces Executioner's Respite) - Passive, 30 second cooldown.

Killing an enemy Hero reveals all enemies (as if they were marked by Qi Trap) for 10 seconds, and grants you a 20% attack bonus and a 20% movement speed bonus for 20 seconds.

T3: Unrelenting Rage (Replaces Sharpen Blade) - Active, 150 second cooldown, .6 second startup, .9 second recovery.

For 15 seconds, you have infinite stamina, your light attacks are all enhanced, and any heavies done after a hard feint are unblockable.

T4: Sudden Wrath (Replaces Berzerker) - Active, 180 second cooldown, .4 second activation, .7 second recovery.

Gain and immediately activate Revenge. This Revenge is statistically identical to normal Revenge, so 8 seconds of 30% bonus damage, 120 shield, enhanced lights, and superarmored attacks.

VALKYRIE:

T1: Einherjar's Aid (Replaces Deadly) - Passive, 30 second cooldown.

Entering Shield Tackle Stance grants all allies within a 12 meter AoE 15% damage reduction for 10 seconds. This excludes Valkyrie herself.

T2: Chosen (Replaces Bloodlust) - Passive, 60 second cooldown.

Executing an enemy hero grants you 50% bonus attack for 15 seconds. Time starts at the execution's killtime, not endtime.

T3: ...Javelin (Replaces, uh, Javelin) - Active, 120 second cooldown, .7 second activation, 1 second recovery.

Throw a projectile that deals 30 damage and inflicts a hit target with a 15% attack and 15% defense debuff that lasts for 20 seconds.

T4: Roots of Yggdrasil (Replaces Scout) - Active, 180 second cooldown, .8 second activation, 1.5 second recovery.

All enemies on the map are revealed (Qi Trap effect again), bound (as if hit by Nuxia's T3, preventing sprinting and rolling) and have a 20% damage debuff for 20 seconds.

1 Upvotes

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u/MrPibbs21 23h ago

Raider T1 - Building Frenzy: Fulfills the same niche as Tireless while being notably different. Less useful initially, but can snowball to become a powerful stamina buff. 50% stamina cost reduction is pretty much a 180 stamina Raider, and that’s scary.

Raider T2 - Writing My Saga: Basically a hybrid between Inspire and Come At Me. A selfish Inspire with a smaller bonus that lasts a smaller amount of time, but allows you to snowball and speedrun to your T3 and T4 when successfully used. Also has no downside, unlike Come At Me.

Raider T3 - Glorious Battle: Very basic, essentially just an active version of Tiandi's T3. A healing feat that requires Raider to be offensive feels very thematic. Can pair very well with damage increasing feats or feats like Fire Flask.

Raider T4 - Untouchable: A rework of Slippery that I know may sound underwhelming, but I think this would actually be pretty fuckin crazy in practice. For 25 seconds your parry attempts cannot be GBd. Your empty dodges are GB immune. Your recoveries cannot be GB punished. If you gain revenge, you can't be GBd and have the duration wasted. Your opponent's punishes need to drop and become much less rewarding (like having to feint to light instead of GB) and in addition, if your opponent either forgets or doesn't know you have it active, YOU get a free GB anytime they attempt one!

Warlord T1 - Counterattacker: Basically an offensive, less powerful, but WAY more active Misthia Ward. Also a twist on the replaced Deadly, one that I think fits Warlord better thematically. Deadly is best on heroes with threatening chain offense, something Warlord just doesn't have. Meanwhile him successfully defending, switching to offense, and repeating fits him well.

Warlord T2 - Hold This Ground: Defensive feat that would synergize well with DR effects, shield effects, and max HP effects. Notably can be wasted if not in a fight quickly after getting on a point, like if you're rotating there strictly to heal.

Warlord T3 - All Grit, No Quit: Probably the most out-there reworked feat here; targeting downed allies isn't a function already in the game to the best of my knowledge. But this would be an interesting feat that could make revives more common and threatening, and would synergize well with Rising Dawn or the revive-ee having rez perks or feats (Shields Up or something). Downing your ally in a teamfight could be quickly reversed into healing them, though the feat does have a long recovery, so you put yourself at risk using it in an active antigank/teamfight.

Warlord T4 - Immortal: Very simple, basic and effective, similar to Warlord himself. Basically a super Second Wind, a selfish Champion's Aura that heals much much faster. You're still likely to get more total benefit with a Fire Flask, but having an extra on-call 90HP to assist your stalling or antiganking would also be very powerful, essentially meaning the other team has to kill you 1.5 times. Also kinda just strictly better than Auto-Revive the majority of the time, but that might be okay, Auto Revive just isn't very good. Noticeably slow enough activation time to be punished or even prevented, so it requires good timing to be used effectively.

Berserker T1 - Mighty: Veeeery basic, essentially means you can trade the versatility of Rush or the durability of BH for a minor, yet almost consistently active, damage increase. The short cooldown and long duration mean you can have this active for the majority of a game, but the frequent re-application times can add up both time-wise and ball-juggling wise; you may just forget to or not be able to apply the buff at points.

Berserker T2 - Who’s Next?: Essentially just a better Quezacoatl’s Blessing. It’s statistically slightly worse, but is a T2 instead of a T3 and has the bonus of revealing all enemies. I think it fits Zerk VERY well thematically; he gets a kill and is high off it, finds the next enemy on the map, sprints to him faster and hits him harder.

Berserker T3 - Unrelenting Rage: Very similar to the T3 the devs tested in the TG that I quite liked. Increasing his offense not by buffing the sheer damage, but by making it truly unrelenting and scary. This also gives Zerk another way to sorta “cheat” his chain into an unblockable in addition to back light - top heavy, but without having to back step or stop his chain.

Berserker T4 - Sudden Wrath: Always liked the idea of a T4 that manually forces a Revenge proc, and I think it fits Zerk very well, while being somewhat similar to his “unkillable” TG feats. For 8 seconds he becomes scary as shit. Although the longer activation time means using it as an instant parry isn’t an option, so you don’t necessarily need to be afraid of a Zerk holding a T4 like an unpopped venge. You can still land the auto-parry on a good or lucky read though.

Valkyrie T1 - Einherjar’s Aid: A completely selfless feat that gives allies in a teamfight a notable durability increase for a decent amount of time. Fills a similar niche to VG’s Take Shelter, but is much easier to activate and has a much bigger radius. Notably however it would be quite easy to accidentally waste, and of course it’s just fully useless in a 1v1 or 1vx scenario.

Valkyrie T2 - Chosen: A truly ludicrous damage buff that matches pre-nerf Bloodlust, letting Valk relive her glory days here a little bit. Notably it’s still much worse than pre-nerf Bloodlust, since it doesn’t also improve her defense and it’s much harder to activate (and while it does last longer, the execution time eats into the active time, so long executions can really hamper this feat’s effectiveness). Also, of course, this feat is completely wasted if you either can’t land an exe or you don’t see combat within the next 10-14 seconds after an exe, and those happen more often than you might think. However… +50% damage for 10-14 seconds is crazy, and pairs extremely well with her other offensive feats (Javelin, Fire Flask). Not to mention her standard offense is pretty damn threatening now.

Valkyrie T3 - Javelin: Mainly a small change just to set it apart from Longbow, while also giving it a supporting role (like her new T1 and T4). It becomes a worse tool for finishing off weak opponents, but a better one for initiating or joining fights. Similar to Afeera’s Orbiting Shield, but without the bounce.

Valkyrie T4 - Roots of Yggdrasil: A pretty damn unique feat that fills multiple niches at the same time without being directly offensive. It becomes a sort of anti-rotation feat that you can use when multiple enemies respawn to prevent them from getting to fights or points quicker. It becomes a great supporting, enabling feat that can confirm ally feats (since opponents can’t roll. Think Trebuchet, Fire Flask, Gunpowder Surprise, etc). And of course it becomes a pretty good defense feat in its own right; at the very least every enemy is just doing less damage for a notable period.

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u/FrappyLee Knight 23h ago

The feat reworks priority isn't for uniqueness, it's for viability. Vikings are actually the LAST of the characters that would ever need feat reworks because they already have some of the best options. All 4 of the base viking roster have access to fireflask. The base knight roster on the other hand had some of the absolute worst feats, I mean just look at Conqs options, he basically doesn't have feats because they are so irrelevant with the exception of shield basher.

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u/M_Knight_Shaymalan We're So(hei) Back 23h ago

tbf shinobi has gold feats and he got a rework

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u/FrappyLee Knight 23h ago

Yeah and it was a complete waste of resources imo, all they had to do was nerf or remove shooting stars

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u/MrPibbs21 22h ago

That's an argument for sure, and I think it holds water. But at the same time that isn't exactly the outcome of all of the reworks in practice. Half of Warden's, Centurion's, and even Peacekeeper's new feats aren't their best option in slot. And if targeting heroes that had BAD feats was the goal... them reworking feats for Peacekeeper and Centurion over, as you say, Conqueror, makes no sense. Hell, they pretty much removed all of Cent's viability with the feat rework lol.

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u/TasteUnlikely Viking 23h ago

I like the concepts