For Honor: 10 Major Problems Ubisoft Must Fix
3. The Faction War
An interesting idea poorly executed, the Faction War feels a lot more like a tacked-on feature than a fundamental aspect of gameplay. Instead of feeling like a tactically complex system, it's often just boiled down to something that plays itself.
What could have been an interesting mini-game has proven to be a stagnating representation of war. Whenever a place on the map is taken, it's immediately taken back the next round. One moment you can be winning every single space your faction is fighting for, and the next you've lost everything. But it doesn't matter, because you'll be back in the same position next round.
In their attempts to balance the system, Ubisoft has added massive bonuses to the factions with the least number of spaces on the board. Meaning that they get boosts to their defensive and offensive capabilities. Ultimately, this means the war boils down to whoever has the boosts wins the territories in question, before the boosts transfer to the other faction - who immediately take them back.
By removing the boosts to attack and defence, the game would feel much more alive. Instead of boosting whichever faction is losing, boost the one that has the least number of players fighting for it. That way it becomes more about tactical placement, as each faction is playing on even ground every single round, rather than not having the scales tipped so suddenly from game to game.