The class system in For Honor currently has very little mechanical importance. Vanguard, Heavy, Assassin and Hybrid are mostly labels rather than actual combat identities.
My idea is not to give every single attack completely unique values. Instead, attacks keep their normal base values, while the class system applies small and consistent modifiers.
The goal is to make classes feel different without creating extreme hard counters.
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1. Class-Based Health Damage
Every attack keeps its existing base damage.
The final damage is calculated like this:
Base damage, attacker class, target class, class modifier, final damage.
Heavy Attacking
A Heavy deals:
- Base damage against another Heavy
- Base damage plus 1 against a Vanguard
- Base damage plus 2 against an Assassin
- Hero-dependent damage against a Hybrid
Example with 24 base damage:
- 24 damage against a Heavy
- 25 damage against a Vanguard
- 26 damage against an Assassin
- Hero-dependent damage against a Hybrid
Vanguard Attacking
A Vanguard deals:
- Base damage minus 1 against a Heavy
- Base damage against another Vanguard
- Base damage plus 1 against an Assassin
- Hero-dependent damage against a Hybrid
Example with 24 base damage:
- 23 damage against a Heavy
- 24 damage against a Vanguard
- 25 damage against an Assassin
- Hero-dependent damage against a Hybrid
Assassin Attacking
An Assassin deals:
- Base damage minus 2 against a Heavy
- Base damage minus 1 against a Vanguard
- Base damage against another Assassin
- Hero-dependent damage against a Hybrid
Example with 24 base damage:
- 22 damage against a Heavy
- 23 damage against a Vanguard
- 24 damage against an Assassin
- Hero-dependent damage against a Hybrid
Hybrid Damage
Hybrids receive individual offensive and defensive profiles based on their actual design.
A heavily armoured Hybrid could be treated similarly to a Heavy. A highly mobile Hybrid could be treated similarly to an Assassin. A more balanced Hybrid could be closer to a Vanguard.
The same class always deals normal base damage against itself.
Heavier classes deal slightly more damage against lighter classes. Lighter classes deal slightly less damage against heavier classes.
The maximum difference is only two damage points, preventing extreme matchup advantages.
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2. Class-Based Stamina Profiles
Each class receives a clear stamina identity.
Heavy
- High stamina pressure
- High resistance against stamina damage while blocking
- High attack and action costs
- High dodge costs
- Long stamina regeneration delay
- High stamina regeneration speed after the delay
A Heavy can absorb pressure well and heavily drain an opponent who relies on blocking. However, the Heavy cannot attack, feint or dodge endlessly.
Assassin
- Low stamina pressure
- Low resistance against stamina damage while blocking
- Low attack and action costs
- Low dodge costs
- Short stamina regeneration delay
- Lower stamina regeneration speed
An Assassin should avoid powerful attacks through movement rather than simply blocking them.
The short regeneration delay allows the Assassin to act again quickly, but the lower regeneration rate means that fully restoring the stamina bar still takes time.
Vanguard
- Moderate stamina pressure
- Moderate resistance while blocking
- Moderate attack and action costs
- Moderate dodge costs
- Moderate stamina regeneration delay
- Moderate stamina regeneration speed
The Vanguard remains the balanced all-rounder.
Hybrid
All stamina values depend on the individual hero.
- Heavy-oriented Hybrids receive heavier stamina profiles
- Mobile Hybrids receive more Assassin-like profiles
- Balanced Hybrids remain closer to Vanguards
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3. Possible Stamina Regeneration Values
These numbers would only be starting points for Testing Grounds.
Heavy
- Regeneration delay: approximately 1,200 milliseconds
- Regeneration rate: approximately 35 stamina per second
Vanguard
- Regeneration delay: approximately 800 milliseconds
- Regeneration rate: approximately 30 stamina per second
Assassin
- Regeneration delay: approximately 400 milliseconds
- Regeneration rate: approximately 22.5 to 25 stamina per second
Hybrid
- Regeneration delay depends on the hero
- Regeneration rate depends on the hero
Regeneration delay and regeneration speed should be treated as two separate balancing values.
A Heavy waits longer before regenerating, but quickly restores large amounts once regeneration begins.
An Assassin begins regenerating almost immediately, but takes longer to completely refill the stamina bar.
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4. Blocking Causes Stamina Damage
Whenever a blocked attack deals chip damage, the defender also receives the same base amount as stamina damage.
For example, an attack that deals 5 chip damage would cause:
- 5 health damage
- 5 base stamina damage
The class profiles then modify how strongly this stamina pressure affects the defender.
A Heavy generally causes more stamina pressure and resists more stamina damage while blocking.
An Assassin generally causes less stamina pressure and receives more stamina damage while blocking.
A Vanguard remains moderate in both areas.
Hybrids depend on the individual hero.
This makes blocking the safest defensive option, but not a completely free one.
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5. Dodge Stamina Costs
Normal dodges consume stamina depending on class.
Heavy Dodges
- High stamina cost
- Repeated dodges quickly limit the Heavy’s offensive resources
Vanguard Dodges
- Moderate stamina cost
- Balanced between blocking and movement
Assassin Dodges
- Low stamina cost
- Encourages avoiding attacks through mobility
Hybrid Dodges
- Cost depends on the individual hero
A dodge attack consumes both the stamina cost of the dodge and the stamina cost of the attack.
This creates the following class identities:
- Heavies are encouraged to stand their ground
- Assassins are encouraged to avoid pressure through movement
- Vanguards can use both approaches
- Hybrids follow their individual combat design
Forward, side and back dodges could also have different costs.
Back dodges could cost more because they create distance and may escape entire mix-ups.
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6. Parries Restore Stamina
Parries are risky because the defender must commit to a read and can be punished by a feint into guardbreak.
A successful parry should therefore be the most stamina-efficient defensive option.
A successful parry would:
- Negate health damage
- Negate stamina damage
- Stop the incoming attack
- Immediately restore stamina to the defender
- Still provide the appropriate parry punish
The amount restored depends on the parried attack.
- Parrying a Light gives a small stamina refund
- Parrying a Heavy gives a larger stamina refund
- Parrying a charged or particularly powerful attack gives a high stamina refund
The refund could be based on the amount of stamina pressure the attack would have caused if it had been blocked.
The reward should depend on the incoming attack rather than the defender’s class. A successful defensive read should be rewarding for every hero.
The stamina refund is immediate and does not wait for the normal regeneration delay.
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7. Deflects Cause Stamina Damage
Deflects should be handled consistently and independently of class.
A successful deflect would:
- Negate all health damage
- Still cause stamina damage to the defending player
- Allow the hero’s normal deflect follow-up
- Not restore stamina like a parry
The stamina damage depends on the deflected attack.
- Deflecting a Light causes low stamina damage
- Deflecting a Heavy causes higher stamina damage
- Deflecting a charged or particularly powerful attack causes high stamina damage
This represents the defender redirecting the force of the attack rather than completely stopping it.
A deflect remains a mobile and offensive defensive option, but it is less resource-efficient than a successful parry.
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8. Defensive Actions Cannot Cause Out of Stamina
This would be a universal rule:
Defensive actions can never directly put the defending player Out of Stamina.
This applies to:
- Blocking
- Dodging
- Deflecting
- Full Block
- Similar defensive actions
Defensive stamina costs can reduce the player to a minimum of one stamina, but they cannot directly trigger the Out of Stamina state.
Out of Stamina should primarily result from a player spending too much stamina on their own offensive actions.
A player should not become Out of Stamina simply because they successfully defended themselves.
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9. Defensive Options under This System
Block
- Safest defensive option
- Causes chip damage
- Causes stamina damage
- Cannot directly cause Out of Stamina
Dodge
- Avoids health damage
- Avoids the stamina impact of blocking or deflecting
- Costs class-based stamina
- Can lose to guardbreaks and tracking attacks
Deflect
- Negates health damage
- Causes stamina damage based on the incoming attack
- Allows an offensive counterattack
- Cannot directly cause Out of Stamina
Parry
- Highest-risk defensive commitment
- Negates health and stamina damage
- Stops the opponent’s attack
- Restores stamina
- Provides the strongest defensive reward
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10. Intended Class Identities
Heavy
Heavies deal high damage, create high stamina pressure and resist blocked attacks well.
Their attacks, feints and dodges cost more stamina. They must manage their resources carefully and cannot remain permanently offensive or mobile.
Assassin
Assassins have low action and dodge costs, strong mobility and short regeneration delays.
However, they have weak block resistance, create less stamina pressure and deal slightly less damage against heavier classes.
Vanguard
Vanguards have balanced damage, stamina costs, mobility, stamina pressure and defensive stability.
They remain adaptable and can use every defensive option effectively.
Hybrid
Hybrids receive individual values based on the hero’s actual design.
They are not forced into one universal Hybrid profile.
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The purpose of this system is not to make one class automatically defeat another. The numerical differences are intentionally small.
The goal is to make class selection influence how players approach combat.
Heavies hold their ground.
Assassins avoid pressure through mobility.
Vanguards remain adaptable.
Hybrids receive identities based on their individual designs.
Edit: Purpose of This Post and Feedback So Far
I want to clarify that this was never meant to be a finished balance proposal or something that should be implemented exactly as written.
It was mainly a thought experiment.
I wanted to explore whether the existing class labels could be given more mechanical importance and see how competitive players would react to that idea.
The suggested numbers were only examples intended to demonstrate the concept. They were not supposed to be final balance values.
After reading the responses, the overall feedback seems to be the following:
The existing class system is too arbitrary to support universal gameplay rules.
Many heroes no longer match the class they are officially assigned to.
The proposed damage modifiers would generally buff Heavies and nerf Assassins without providing enough gameplay justification.
Changing damage simply to make classes feel different is not a strong enough reason by itself.
Stamina damage on block could create excessive offensive pressure because it would reduce both the defender's health and their ability to respond.
Even if defensive actions could not directly cause Out of Stamina, reducing someone to very low stamina could still create a snowball effect.
Parries are already highly rewarding because they stop the opponent's offence and guarantee a punish, so an additional stamina refund may be unnecessary.
Deflects should probably not be weakened with additional stamina penalties, especially if they are meant to be a major defensive option for mobile heroes.
Class identity would likely be better expressed through individual movesets, hero mechanics, feats, perks and combat roles rather than universal class modifiers.
A role-based system such as Duelist, Ganker, Teamfighter or Point Holder may describe the actual heroes better than the current Vanguard, Heavy, Assassin and Hybrid labels.
Some people appeared to agree with the general fantasy behind the idea:
Heavies should feel good at holding their ground.
Assassins should rely more on mobility.
Vanguards should remain adaptable.
However, the common opinion is that universal damage and stamina modifiers are probably not the right way to create those identities.
I appreciate the detailed criticism. The purpose of posting the idea was to find its weaknesses, and the responses have made those weaknesses much clearer.
If I revise the concept, I would probably remove the universal damage matrix and reconsider stamina damage on block. I would instead focus more on hero-specific identities, defensive options, perks and actual combat roles.