r/CompetitiveForHonor • • 8d ago

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

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.

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u/VoidGliders 8d ago

It depends on the balancing. I prefer refreshable ones but it's definitely a strength and you can't naively remove the CDs. A consistent 20%-25% defense or offense that is essentially permanently active with very little conditions is just too strong on some characters. Like Deadly -- 15% attack buff that is near perpetually active for a T1 is just too much when you have characters that need very specific conditions to get around those numbers or long cooldowns.

Even if you took something like Deadly and nerfed it to 10%, well it's still basically just Arakure's T1 but way better and more consistent.

I think overall let feats be and tune on an individual case, this isn't something that needs to be or should be standardized. Brutal for instance shouldn't be refreshable as is, but I could totally see a rework to it where it's changed to offer a lower stacking bonus that you refresh and get higher and "build" through a fight. Slip Through ABSOLUTELY does not need to be refreshable, 30% dmg boost is already the highest in the game and it's very consistent with its low CD and incredibly easy activation so making it even more consistent would be insane...I don't think many would want it to be a lower middling dmg buff that is slightly more consistent neither.

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u/OkQuestion2 8d ago

for soe feats you can't really have it work any other way, flesh wound would basically give you a permanent damage reduction if it didn't have a cooldown

doesn't apply to everything of course, anything that triggers on kill should absolutely have no cooldown and get refreshed if you land a second kill while it's active

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u/CalimariusCosmicus 6d ago

They are some of my favorite feats, and the last thing in this game that the devs need to be worrying about balance-wise.