Patch Notes 2.56.1 - FOR HONOR December 5, 2024 IMPROVEMENT FIGHTERS BALANCING CHANGES
Warden
Feat rework
Body Count has been replaced by Death Toll
Death Toll: Killing Soldiers and Pikemen now grants you 3 Health and 3 Stamina
Fiat Lux has been replaced by Enfeeble
Enfeeble: Hitting an opponent with Shoulder Bash reduces their damage by 10% for 10 seconds
Takedown has been replaced by Total Recovery
Total Recovery: Whenever you revive an ally, they return at full Health instead of Half Health
Catapult has been replaced by Trebuchet
Trebuchet: Call a quick Trebuchet strike to deal 70 damage over an area. There is no fall off damage within the affected area. The damage is dealt 1 second after the Feat is used.
Cooldown: 180 seconds.
Dev comments: We've reintegrated Warden's Feat Testing grounds into the game. The feats remain mostly unchanged from the Testing Grounds except for Takedown which now reduces Attack Damage by 10% instead of 20%.
Sohei
Heavy Opener Attacks now gain Uninterruptible Stance at 400ms during the attack
Mad Monk now gains Uninterruptible Stance at 400ms during the attack
Soul Attacks now have more forward movement and rotation speed
Sohei now gains Souls when a Soul Attack trades on the same frame as an opponent's attack
Sohei can no longer gain Souls on a successful Bulwark Counter from Black Prior
Dev comments: Sohei's attacks are slow on purpose; the hero is the largest hero we've built, and considering both Guardbreak and Parry chain to the Soul Attacks it is fine that the Heavy Openers are slow. However, this comes at a cost where the attacks are more difficult to use than intended. We've thus given them and Mad Monk Uninterruptible Stance to help them trade and lead to Sohei's Soul Attacks in an easier fashion. We are looking at the hero's performance further and will adjust more if necessary.
Lawbringer
NEW MOVE: Precise Jurisdiction
Performed after a Front Dodge by pressing Light Attack
Can be performed in all three stances
NEW MOVE: Final Jurisdiction
Performed after a Front Dodge by pressing Heavy Attack
Can be performed in all three stances
Top Heavy Opener now deals 25 damage (up from 23)
Side Heavy Openers now deal 22 damage (up from 20)
Dev comments: Lawbringer needs a way to catch opponents that are running away reliably, but has a unique aspect in his moveset where the hero can perform his Opener Light and Heavy attacks during his Front Dodge, creating unique mixup opportunities with his Front Dodge Shove. We did not want to remove that unique factor from Lawbringer while also giving him a way to chase opponents, and thus we created two new moves, which keep the functionality of the Opener attacks during the Front Dodge but with more forward movement to get up close to opponents. We also adjusted Lawbringer's Top and Side Heavy openers to deal 2 extra damage, which should help in situations where Lawbringer gets wall staggers and performs these attacks.
Nuxia
Reworked Zone Attack
Attack is now a 2-hit Attack
The first hit is a 500ms attack that deals 11 damage
The second hit is a 800ms attack that deals 24 damage
The second hit can be feinted and can also be soft feinted into Traps
Dev comments: Nuxia's Zone Attack is a potent mixup with high damage potential, but is difficult to use, especially when outnumbered, due to its slow speed. With this new change, she should have an easier time hitting multiple opponents, and should have an easier time leading to Traps.
Hitokiri
Now has 125HP (down from 140HP)
Now has 120 Stamina (down from 130 Stamina)
Rei Kick and Rei Sweep no longer drain Stamina
Endless Myriad now has less forward movement
Dev comments: Hitokiri is still overperforming after the Trajectory changes, and so we're targeting some aspects of the hero to make them perform a bit less. We've lowered their HP by 15, making trading with the hero less optimal, and lowered their Stamina by 10 to also force them to conserve Stamina more effectively and attack less. Their bashes also no longer drain Stamina, which puts Hitokiri back into Stamina deficit, and Endless Myriad now moves forward less, which should help with target swapping situations and hitting people externally. We're keeping an eye on the hero still and will adjust as necessary.
Varangian Guard
Standardized Superior Block window on the following attacks to 200ms, down from 300ms
Opener Lights
Finisher Lights
Sellsword's Bounty
Sellsword's Valor
Hjaldr Oathkeeper
Dev comment: We initially put Varangian Guard's Superior Block window on her Light attacks to be 300ms to encourage players to use them and to have more opportunities to properly block with the attacks. While it did have the intended effect, it also came with an unintended side effect being too strong and being able to Superior Block attacks too easily. We are thus changing their timing to be in line with other Superior Block attacks in the game, with a 200ms window, from 100ms to 300ms during their respective attacks' startups.
Berserker
Fixed an issue that allowed players to dodge sideways in the incorrect direction under certain circumstances
BUG FIXES
CUSTOMIZATION
[Bug Fix] Fixed issue where the game crashes that can occur after updating to Windows 11 24H2
[Bug Fix] Fixed issue where Players having battle bundle purchased does not receive 20% bonus battle Points
[Bug Fix] Fixed issue where the animation of the Respectful Kill execution is offset
[Bug Fix] Fixed a visual issue where the Zhanhu Premium Skin equipped
[Bug Fix] Fixed an issue where a Ornament disappears on Kensei Hero's Alternate Bodytype FH-5760
[Bug Fix] Fixed an issue where a player can break collision on the Walled City on the Breach map by using a Ballista FH-5199
[Bug Fix] Fixed an issue where the thunderous Rage eyes effect isn't positioned correctly on some heroes FH-8262
[Bug Fix] Fixed an issue where in the canyon map a dock has floating in mid-air
[Bug Fix] Fixed an issue where Breach Attackers can pass through Hallowed Bastion phase in two FH-8269
Year 8 Season 4: The Serpent Sword
EAR 8 SEASON 4: THE SERPENT SWORD
It started with Wu Lin leader General Zhi pledging allegiance to Astrea and presenting her with the Starfall Sword. Hours later, all hell is about to break loose between the two armies on site.
Bearing the legendary Starfall Sword, General Zhi apparently came to forge an alliance. But there was only one thing on his mind: the complete and total annihilation of every Horkos in attendance.
Get ready to become the ruthless and calculating leader of the Wu Lin Empire.
Throw victims are now fully invulnerable to Guard Break for the duration of the throw
Dev comment: Following a data review, we've noticed an inconsistency with throws; the throw victims sometimes became vulnerable to Guard Break during the throw, and while the Guard Break attempts were counterable, this still caused consistency issues and could lead to big damage during ganks. We've thus standardized this; victims of throws are now fully Guard Break invulnerable while they are in the thrown animation.
Orochi
Storm Rush is no longer Undodgeable when performed from the Right or Left stances
Dev comment: We changed Storm Rush to be Undodgeable from all stances a while ago, and while it has proven to be successful in locking down opponents, it also creates a lot frustration for players. With this change, there is now an extra way to deal with Storm Rush, as well as making it more predictable in how it can be countered.
Varangian Guard
Chain Link timing from Opener Light attacks to Finisher Light attacks are now 300ms (up from 200ms)
Weapon trajectories have been adjusted to better match weapon visuals.
The following attacks now have smaller weapon trajectories:
Side Light Openers and Finishers
Side Heavy Openers and Finishers
Zone Attack
Side Dodge Lights
Side Heavies in Oathkeeper Stance
Zone Attack in Oathkeeper Stance
The following attacks have been adjusted to hit external opponents in front of the hero:
Top Light Opener and Finisher
Top Heavy Opener and Finisher
Front Dodge Light
Top Heavy in Oathkeeper Stance
Light attacks in Oathkeeper Stance
Dev comment: Varangian Guard has been a source of frustration for players as their attacks tended to hit too far outside of their weapon swings. We've adjusted these so they match the weapon visuals better; they can still hit opponents around you, but should have less range. We've also adjusted a handful of attacks that could not hit opponents Varangian Guard was not locked on to but who were in front of the hero, which also did not match the weapon visuals.
We've also identified an issue where players could not dodge Light Finishers if chained after a Light Opener. We've adjusted this to make the hero follow our standard rules in this regard.
Hitokiri
Weapon trajectories have been adjusted to better match weapon visuals
The following attacks now have smaller weapon trajectories
Side Heavy Openers
Side Chained Heavy attacks
Charged Heavy attacks
Zone Attack
Side Dodge Attacks
Running Attack
The following attacks have been adjusted to hit external opponents in front of the hero:
Light Openers
Light Finishers
Front Dodge Heavy
Dev comments: Hitokiri has been overperforming in our data at all skill levels. We're nerfing the hero's weapon trajectories as a first step, as this is a major source of frustration and strength at all skill levels. We're keeping an eye on the hero and will adjust if necessary in the future.
Kyoshin
The following weapon trajectories have been adjusted to better match weapon visuals
Light Openers and Finishers
Heavy Openers and Finishers
Zone Attack
Running Attack
Zone Attack
Dodge Attacks
Kaze Stance Light, Heavy, and Zone Attack
Forced lateral movement has been removed from Light Openers
Forward Movement on Top Heavy Opener is now more consistent with the forward movement on Side Heavy Openers
Dev comment: After a data review, we noticed that Kyoshin's weapon trajectories did not properly match the weapon visuals, and caused issues with the hero not hitting external opponents in various scenarios where they should. We've adjusted the majority of the hero's attacks so that these situations are minimized.
Lawbringer
Side Dodge Shove
Now has extra side movement following the direction of the dodge
Now is invulnerable from 100ms to 300ms during the attack
Dev comments: Lawbringer previously did not have iframes during their side dodge Shove attacks; this was done to properly match motion and invulnerability and avoid attacks clipping through the hero too much. We've adjusted the side movement of the attack, and as such the attacks can now have proper iframes at the same timing as other heroes. This is a significant buff to Lawbringer which removes the necessity of delaying Shove during a side dodge to avoid getting hit by attacks.
Conqueror
Side Dodge Shield Bash
Now has extra side movement following the direction of the dodge
Now is invulnerable from 100ms to 300ms during the attack
Dev comments: Similarly to Lawbringer, Conqueror had the same issue with Shield Bash on side dodges - we've also updated the movement as well as the iframes of the attacks so they are consistent with the rest of the cast.
Sohei
Soul Tetsubo now feeds the correct amount of revenge
Dev comments: Sohei's Soul Tetsubo had a bug where the attack fed revenge as if it was a Bash attack. We've fixed the issue, and are keeping an eye on the hero as it is currently underperforming.
Ocelotl
Skull Smash no longer chains on miss
Dev comments: Ocelotl has a unique niche as a "Blender" type of hero, where once their offense gets started, can be difficult to get out of. This presented a unique issue with Skull Smash specifically where the attack was too safe; Ocelotl could chain to a Zone Attack, which has Uninterruptible Stance, when the attack missed, and this skewed the risk/reward ratio too strongly in favor of Ocelotl. We've thus removed the ability to chain on miss entirely, making this strong feintable Bash more commitful in most scenarios.
Aramusha
Ring the Bell can now be target swapped
Dev comments: Aramusha's ability to use Ring the Bell has been limited in that when facing multiple opponents it was difficult for the hero to mix up their attacks. With this change, the hero can now pressure opponents who he is not locked on to initially and respects our normal target swapping rules.
Shaman
Wild Cat's Rage, Predator's Hunger and Predator's Mercy are now performed from 100ms to 500ms during Front and Back Dodges (was 200ms to 500ms)
Dev comment: Shaman's Front and Back Dodge attacks were a bit too delayed in their activation, and with this buff should now have more viability.
BUG FIXES
CUSTOMIZATION
[Bug Fix] Fixed an issue where Colors and patterns aren't applied correctly on Black Prior's Fervoris set [Bug Fix] Fixed an issue where Sohei's Daishi Alternate Chest strips have inconstancy with color application [Bug Fix] Fixed an issue where the Conqueror's Porete Chest hasn't patterns and symbols centered [Bug Fix] Fixed an issue where Paint Patterns aren't centered on Warden's Radiavi Chest Standard and Back
The Dark Ether rises in For Honor Year 8 Season 3
YEAR 8 SEASON 3: LIGHT OF THE GUARDIANS
It's as if someone opened the gates of hell and released a suffocating fog over Heathmoor that spawned a race of undead warriors . Everything seemed lost, until the sentient machine known as Ghost turned everything around by constructing a pair of Destiny 2-inspired skins.
GUARDIANS OF HEATHMOOR
Send the Scorn back to the netherworld with the Violet King and smite them into extinction with the power of the Crucible Lord. Save by buying our hero skin bundle or choose your guardian and restore the light.
For Honor Y8S3 TU1 Warrior's Den Recap: The Shield of Svengard
On September 10th, For Honor's Y8S3 TU1 Warrior's Den livestream revealed exciting new content and updates for the upcoming season, titled "The Shield of Svengard." Here's a detailed look at what was covered VOD LINK.
1. Introduction: New Season Overview
The show was kicked off with an overview of what's coming in the new title update. The key highlights included:
Seasonal Roadmap:
New Battle Pass & Legacy Pass for Y4S3
New Hero Skin: Gudmundr the Great
New Armor Variations
New Seasonal Event: A Song For Gudmundr
New Converted Map: Viking Village
Testing Grounds: Revisited Warden Feats
Throwback Event: Rebellion Rescue
Patch Notes covering hero adjustments and balance changes
2. The Shield of Svengard - Season Details
We delve deeper into the new season:
Gudmundr the Great, the legendary Jarl and new hero skin for Warlord, was revealed. Gudmundr is a mythical protector of Valkenheim, known for his indestructible weapon and his ability to tame wolves. This skin represents a fabled version of Gudmundr from the campaign, available for $11.99 USD or 25,000 steel.
Ed discussed the new map realisation in the new converted map for Dominion, Viking Village.
Alex then provided insights into the new Battle Pass, Legacy Pass, and a free event pass, all packed with rewards and armor variations for Knights and Vikings.
3. New Map Viking Vilage: Deep Dive
Ed returned with Nolan to give more technical information on the new converted map, Viking Village, which offers players a fresh environment to explore and conquer for the Dominion game mode. This will bring the number of Dominion map to 14 in total.
4. Testing Grounds: Revisiting Feats
Nolan and JC discussed the upcoming Testing Grounds, focusing on revisiting outdated feats, particularly for Warden. Key changes include:
Death Toll: 3 HP and stamina restoration
Enfeeble: -20% attack power for 10 seconds
Total Recovery: Enhanced stamina management
Trebuchet: 70 damage with 1-second activation
These updates aim to refine Warden's role in team fights, enhancing his utility in group combat. The Testing grounds will be open on the 12th of September.
5. Patch Notes
JC returned to outline the latest patch notes, highlighting:
Lawbringer: Updates to his kit for better balance.
Centurion/Peacekeeper: Adjustments to improve their gameplay experience.
Feats: Changes to better define their roles and effectiveness.
These changes are designed to bring more balance and diversity to the gameplay. A full article on all the patch notes will be available on September 12th here: https://www.twitch.tv/videos/2247569592
6. Wrap-Up and What's Next
Anthony and Nolan wrapped up the show, summarizing the key takeaways:
New Season: The Shield of Svengard goes live on September 12th.
Battle Pass, Legacy Pass, and Hero Skin: Available on launch day, September 12th.
Seasonal Event: Song for Gudmundr and Free Event Pass launching with the new season, September 12th.
New Converted Map: Viking Village for Dominion launching on September 12th.
Hero Fests: Featuring Valkyrie, Berserker, and Raider.
Testing Grounds: Focusing on Warden's feats.
Balance Patch: Addressing key hero and feat updates.
This Warrior's Den gave us a thrilling look at what's coming in Y8S3 TU1. From the epic new hero skin to the exciting map and balance changes, there's a lot to look forward to in the world of For Honor. See you on the battlefield!
Warrior's Den Recap - July 24
In the latest Warrior's Den for Y8S2, TU2 of The Muramasa Blade, we unveiled a range of captivating new features, including a new hero, exciting updates and announcements that are sure to thrill the For Honor community. Set to be available on July 25th, 2024, this update promises to bring fresh content and enhancements to the game. Don't miss the free week event from July 25th to August 1st, where you can experience all the new features at no cost! Be sure to check the VOD version: https://www.twitch.tv/videos/2206131980. Here's a detailed recap of the key highlights:
Road Map: A Glimpse into the Future
The Warrior's Den revealed the second part of the seasonal roadmap for the coming weeks. Players can look forward to a series of events, updates, and new content aimed at keeping the game fresh and engaging. The seasonal roadmap includes:
New Hero: The new hero, Sohei and his seven weapons.
Event Pass: A new Event Pass, "Seven Weapon Master." This limited-time event gives you themed rewards.
New feature: Photo-Mode. This new feature allows players to capture in-game moments
Hero Fests: For Lawbringer, Shugoki and Gladiator
Throwback Event: Carousel of Ragnarok
The New Hero: Sohei
One of the most anticipated reveals was the introduction of a new hero, Sohei. The Hero will come with two sets and will be exclusively available for purchase starting July 25th for 7.99$ as a bundle that includes the Hero, one Ornament, one Elite Outfit, seven days of Champion Status and three scavenger crates. Players will also be able to unlock the hero starting August 8th for 15 000 Steel in-game. This latest addition to the roster brings a unique set of skills and a fresh playstyle. Key features of Sohei include:
Distinct Abilities: Sohei wields seven different weapons, offering a unique combat style and strategic options.
Lore and Backstory: During the show, we learned about Sohei's rich narrative, integrating seamlessly into the existing For Honor universe: Shunned for his monstrous appearance, Oniwaka trained relentlessly and mastered seven weapons, becoming a feared and undefeated warrior. Seeking the legendary Muramasa Blade, he was humbled in a battle with Master Katashi, leading to a deep friendship and a new path as a mentor for the Sohei.
Customization Options: Players were treated to a preview of Sohei's outfits and weapons, allowing for personalization.
Fight Kit: The live gameplay demo showcased Sohei's versatile fight kit, highlighting his potential in both offensive and defensive roles.
Animation Insights: A behind-the-scenes look at how Sohei's animations were crafted, showcasing the attention to detail in bringing this character to life.
Free Event Pass: Seven Weapon Master
Prepare to embark on a legendary journey with the new Event Pass, "Seven Weapon Master." This limited-time event celebrates the arrival of the new hero, Sohei, and offers a host of exclusive rewards for dedicated warriors. Unlock unique cosmetics. Stand out on the battlefield with these limited-time items including an ornament, an outfit and a mood FX for all heroes.
New Feature: Photo-Mode
For Honor is embracing its artistic side with the introduction of Photo-Mode. This new feature allows players to capture stunning in-game moments and share them with the community. Key functionalities of Photo-Mode include:
Camera Control: Free movement and various angles to get the perfect shot.
Filters and Effects: A range of visual effects to enhance the captured images.
Don't forget to participate in the Photo-Mode contest! You can find out more here!
Winners will receive prizes like our new hero Sohei and some steel as well!
Patch Notes: Enhancements and Fixes The latest patch notes were also discussed, highlighting several crucial updates aimed at improving the overall game experience. A full article on all of the patch notes will be available on July 25th here: LINK. The key changes are for:
Orochi
Lawbringer
Warmonger
Berserker
Varangian Guard
Jiang Jun
The Warrior's Den continues to be a valuable source of information and excitement for the For Honor community. Stay tuned for more updates and get ready to dive into the new content. See you on the battlefield!
Patch Notes 2.53.1 – FOR HONOR
IMPROVEMENT
FIGHTERS
BALANCING CHANGES
Orochi
Zephyr Slash is no longer enhanced, including on off-target opponents
Top Heavy Finisher now deals 30 damage (down from 32)
Side Heavy Finishers now have smaller weapon trajectories to better match their weapon
Heavy Finishers now have less forward movement
Chain Link Timing from Dust Devil to Heavy Finishers is now 100ms slower at a minimum
Dev Comment: Orochi has been overperforming at all levels of play. We're addressing some of the most critical issues for the hero at the moment, and will keep an eye on the hero as players adapt to the changes.
We're applying the change we made to Berserker's side dodge attacks to Orochi as well, seeing as the experiment seems to have been successful at knocking down Berserker's effectiveness in group fights.
We're also addressing Orochi's Heavy Finishers, which are some of his strongest points. We're lowering the damage of the Top Heavy Finisher as it tends to overperform and is very easy to access, and we're also lowering the trajectory size of the hero's Side Heavy Finishers as they cover too much ground. On top of these changes, we're also lowering the forward movement these moves have as they tend to cover too much ground and are too strong against external opponents.
Finally, we're slowing down the chain link timing from Dust Devil to Heavy Finishers so that Orochi can no longer get a guaranteed Side Heavy Finisher on opponents when target swapping after a Dust Devil.
We're keeping an eye on Orochi and will see where he ends up to address further issues should they pop up.
Warmonger
Preying Claw now can be performed from 100ms to 500ms after a Front Dodge (was 300ms to 500ms)
Dev Comment: We've done this change for Warden in the past, and it ended up being very successful with Warden at giving the hero a better way to open up opponents. Warmonger currently has a more difficult time opening up, and we're making this change for the hero so enhance those capabilities.
Lawbringer
Top Heavy Opener now deals 23 damage (up from 20)
Zone Attack and Make Way now deal 16 damage (up from 15)
Impaling Riposte and Impaling Charge now deal 3 damage (up from 1)
Dev Comment: We're adjusting a few of Lawbringer's damage numbers to make the hero more effective in a few situations and to give back utility to some specific punishes. Zone Attack and Make Way dealing 16 damage puts them more in line with other similar attacks, and gives Lawbringer a slightly better Heavy Parry Punish.
The changes to Top Heavy opener and Impaling Riposte specifically are meant to address a situation where Lawbringer would always get less damage by using Impaling Riposte after a Light Parry and getting a wall splat than using Blind Justice. At 26 minimum damage right now this means that Lawbringer is not as disadvantaged when using this option in the kit.
Berserker
Chain Link timing between Zone Attack and Chained Light attack when buffered is now 266ms (was 100ms)
Dev Comment: Before this change, opponents had a single frame in which to time a parry attempt for the Chained Light attack after a Zone Attack. Now, the window to parry is more in-line with other heroes, and should give players a higher chance to parry the attack.
Varangian
Throws now wallsplat from 700ms to 1500ms (was 1000ms to 1500ms)
Dev comment: Varangian had an issue where if you were close to a wall, a throw would wallsplat too late and Varangian was not able to get their correct Heavy Attack punish on the opponent. With this change, it should always be guaranteed.
Jiang jun
Can now enter Sifu's Poise at the same timing as Dodge is allowed during recoveries on hit
Dev comment: With this change, Jiang Jun can now effectively use Sifu's Poise then use Sifu's Swirl to punish fast bash attempts. This should give the hero better defensive capabilities, especially in 1v1 scenarios.
PHOTO MODE
Added a Photo Mode in the barracks and in-game
Dev comment: A Photo Mode is now available in the Barracks' Hero Overview and in-game (for solo content only). Photo Mode offers filters, frames and settings to edit the photo before saving it. It also offers, in-game only, two camera modes to move around to take the perfect shot.
BUG FIXES
GENERAL
[Bug Fix] Fixed an issue where Feinting on the last possible frame caused a Feint of next inputted attack FH-1836
FIGHTERS
Berserker
[Bug Fix] Fixed an issue where Berserker's Moveset Page showed incorrect properties on Head Slicer
Afeera
[Bug Fix] Fixed an issue where Afeera would sometimes fail to play sounds
CUSTOMIZATION
[Bug Fix] Fixed an issue with Hitokiri Body Type 2's Miyoshino Chest laces area
[Bug Fix] Fixed an issue with paint patterns alignment on Lawbringer's Magnanimus Helm
MAP
[Bug Fix] Fixed an issue where Heroes could go out-of-world on Beachhead map at the wooden ramp to capture zone A
[Bug Fix] Fixed an issue where Heroes could die in Cathedral when running from capture zone C to capture zone B under certain conditions
Patch Notes 2.51.0 - FOR HONOR
CONVERTED MAP: CATHEDRAL
War has come to Cathedral!
DOMINION
- Capture Zones A and C have been added alongside the cathedral exterior, while Capture Zone B runs through the interior of the cathedral itself. - Several modifications made to the navigational flow of the map, allowing Players optimal pathing towards the different Dominion objectives. - Available in 3 uniquely different weather conditions. - Available in Matchmaking and Custom match.
IMPROVEMENT
FIGHTERS
BALANCING CHANGES
Highlander Rework
*Dev comment: The Highlander rework is now live! The overall goals of this rework are: *
- Improve entering and staying in Offensive Form - Adjust Defensive Form and Offensive Form to have access to better tools to deal withopponents - More easily accessible Guardbreak and Parry punishes - New Dodge attack in Offensive Form - Feintable Formorian Kick to allow Highlander to deal with Dodge attacks and catch roll attempts - Caber Toss from Offensive Form Front Dodge to catch roll attempts
The full list of changes is below:
Offensive Form entries
- Can now hold Heavy Attack while Feinting an attack to fast flow into Offensive Form - Can now Dodge when entering Offensive Form from neutral after 533ms (was 800ms) - Re-entering Offensive Form during a Side Dodge while in Offensive Form is nowperformed from 600ms to 800ms (was 400ms to 600ms)
Defensive Form changes
- Light Attacks - Light Opener Crushing Counter damage is now 18 (down from 20) - Chained Lights no longer have Uninterruptible Stance
- Heavy Openers - Top Heavy Opener is now 800ms (down from 1000ms) - Top Heavy Opener now deals 24 damage (down from 30) - Top Heavy Opener now causes a Medium hit reaction (down from Heavy) - Side Heavy Openers are now 900ms (down from 1000ms) - Side Heavy Openers now deal 27 damage (down from 30)
- Heavy Finishers - Can now chain to Zone Attack on Hit/Block/Miss - Now have 100ms of Guardbreak vulnerability (was 200ms)
- Zone Attack - First Hit can now be Feinted - First Hit now gains Uninterruptible Stance at 500ms - Second and Third hits now gain Uninterruptible Stance at 100ms - Second and Third hits now have 100ms of Guardbreak Vulnerability (down from200ms) - Second and Third hit Feints are now 200ms (down from 300ms) - Third Hit now chains to Heavy Finishers on Hit/Block/Miss - All hits now cause a Medium hit reaction (was Heavy hit reaction) - Adjusted Weapon Trajectories to better match the weapon visuals
- Other changes - Celtic Curse is now Feintable - Celtic Impetus now causes a Medium hit reaction (down from Heavy) - Adjusted Weapon Trajectories to better match the weapon visuals on all side Heavy and Light attacks, as well as for Celtic Impetus - Movement Speed has been increased to match Kensei's movement speed
Offensive Form changes
- Formorian Kick - Can now be Feinted - Now costs 15 stamina (down from 20)
- Dodge attacks - Can now perform Caber Toss from Front Dodge by pressing Guardbreak - NEW ATTACK: Balor's Flight - Performed by releasing Heavy Attack during Side Dodge - 14 damage, 600ms attack
- Top Light is now 400ms (down from 500ms) - Heavy Attacks - Now deal 26 damage (down from 30) - Now cost 12 stamina (down from 24)
- Other changes - Formorian Kick and Caber Toss no longer drain Stamina - Exiting Offensive Form now costs 6 stamina (down from 12) - Left and Right Dodges now move 0.5m further
- Bug fixes - Fixed an issue that allowed Highlander to chain on Defensive Light Attack MISS 100ms earlier than intended. - Fixed an issue that prevented Highlander from Target Swapping Caber Toss. - Fixed an issue that prevented Highlander from performing Caber Toss as early as intended when changing stance (was 600ms, is now 200ms) - Fixed an issue that caused Highlander to have extra backwards movement whenperforming Heavy after Guardbreak while holding a direction with Left Stick. - Fixed an issue that caused Highlander to cancel Right Heavy (miss) 100ms laterthan intended (from 0-300ms to 0-200ms)
Warden:
- Shoulder Bash Followups - All Shoulder Bash followups now gain Uninterruptible Stance at 100ms - New unique animations for the following Shoulder Bash followups
- Side Light, including combo lights - Heavy Attacks - Zone Attack
*Dev comment: Warden's Shoulder Bash is a strong tool in 1v1 situations but is difficult to use in group fight situations, especially when outnumbered, because the attack followups are slower than average but do not offer protection from opponent peel attempts. We are improving these attacks to gain Uninterruptible Stance to help protect Warden in these situations, and we have also changed their animations to make them fully distinguishable from their neutral attack counterparts, with the exception of the Top Light followup, which still gains Uninterruptible Stance but keeps its old animation in order to keep the Superior Block property. *
*Note that these attacks deal the same amount of damage and chain to other attacks at the same timing as before. *
Backstepping Superior Block Lights
- The following heroes' neutral Light attacks can no longer be backstepped - Warlord - Valkyrie - Kyoshin - Afeera - Black Prior - Varangian - Highlander
*Dev comment: Superior Block attacks are strong in that they let players counter attacks using Light attacks instead of attempting to Parry. On Live, they currently have an issue where players can use them to Option Select opponent attacks by backstepping - as they walk backwards, if the opponent's attack is a Light Attack, the attack will be countered by the Superior Block, but if it is a Heavy attack the hero will move backwards enough to avoid the opponent's attack. This change removes this ability to Option Select opponent attacks from neutral completely and should lower the effective power of these attacks. *
Shinobi:
Opener lights now deal 10 damage (down from 12) Zone Attack 2nd hit now deals 4 damage (down from 6)
Dev comment: We had an issue where the previously announced damage changes to Shinobi's Opener Lights did not end up going live. We have fixed the issue, so they now deal the correct amount of damage. We're also adjusting the damage of the 2nd hit of Shinobi's Zone Attack as part of this damage curve adjustments.
Hitokiri:
Heavy Openers now have a minimum Guardbreak Vulnerability of 433ms (up from 333ms)
Dev comment: Hitokiri has had an issue where the total Guardbreak Vulnerability of their Heavy Openers could be 333ms - the charge portion has 300ms of minimum charge, and the strike portion only had 33ms of Guardbreak Vulnerability. The strike portion of the attack now has 133ms of Guardbreak Vulnerability. With this change, the minimum duration of Guardbreak Vulnerability is 433ms (300ms during the charge portion, then 133ms during the strike portion).
Orochi:
Zone Attack now deals 11 damage (down from 14) Side Heavy Finishers now deal 28 damage (down from 30) Storm Rush now deals 17 damage (down from 20)
Dev comment: Orochi's damage curve is above normal, especially with their Zone Attack and Side Heavy Finishers. We are lowering their damage to bring them closer in line with the rest of the cast. In addition, Storm Rush was buffed when we removed the combo lights from the attack, but this proved to be too strong for the hero, so we are lowering the damage it causes as well. Berserker
Top Heavy Opener now deals 28 damage (down from 29) Top Heavy Finisher now deals 30 damage (down from 31) Side Heavy Finishers now deal 32 damage (down from 34) Side Dodge Lights now deal 13 damage (down from 15)
Dev comment: Berserker has been overperforming at some levels of play, partially due to his damage curve, which is above normal. We are therefore slightly lowering the damage values, and will keep an eye on the hero as things progress to see where they end up.
Afeera:
Top Heavy after melee attacks now deals 16 damage (down from 18) Right Heavy after melee attacks now deals 16 damage (down from 18)
Dev comment: Afeera's Heavy Parry punishes deal above average damage at 18. We are lowering the damage of these two moves to 16 to ensure that her damage curve is better aligned with the rest of the cast. Note that it is still slightly above average due to the extra Stamina cost that is incurred for these specific punishes that require the use of Knockout Punch.
Varangian:
- Hjaldr Oathkeeper now attack in the correct stance when Superior Blocking (was always Left stance) - Opener and Finisher Lights can no longer have their Superior Block followup be target swapped - Can now throw diagonally - Adjusted wallsplat and ledge windows of opportunity to be earlier in the throw victim's reactions to allow for more consistent wallsplat and ledging
ECO MODE
- Added an ECO Mode on Current Gen Consoles.
Dev Comment: On Current Gen consoles (PS5, Xbox Series S & X), a new Graphic Settings is added to enable an ECO Mode to save energy by reducing framerate, resolution, and graphic upgrades. Four modes are offered: Off, Minimal that activates only in the menus, Smart that activates after 2 minutes of idle time and Full that activates at all times. In the menus only, an ECO Mode icon will appear when it's activated.
BUG FIXES
GENERAL - [Bug Fix] Fixed an issue where Samurai and Viking minions incorrectly had Knight weapons. FH-7110
- [Bug Fix] Fixed an issue with Eagle Companion that make the eagle appear too black on podium screen when night map weather is selected.
- [Bug Fix] Fixed an issue where the Frozen Profundis blade for Black Prior was upside down.
FIGHTERS Hitokiri
- [Bug Fix] Fixed an issue where Hitokiri's weapon clips with their fingers while performing the execution "Toriireru"
- [Bug Fix] Fixed an issue where Hitokiri's hand is offset with the opponent's hand while performing the execution "Toriireru"
Shaman
- [Bug Fix] Fixed an issue where the enemy's weapon does not disappear after falling down to the ground while previewing execution "Take it on the chin"
Orochi
- [Bug Fix] Fixed an issue where paint patterns aren't applied well on Orochi's Honnari Arm shoulders. FH-6256
Kyoshin
- [Bug Fix] Fixed an issue where the enemy's hand is displaced when Kyoshin's Celestial Discipline Execution is performed from the front on certain heroes. FH-5484
Medjay
- [Bug Fix] Fixed an issue where Medjay's Heavy finisher animation could change into top light finisher animation in certain circumstances. FH-4271
Warden
- [Bug Fix] Fixed an issue where Warden's Zone Attack animation skips frames from the enemy's perspective when thrown from left & top left guard stance. FH-1824
MAP
Viking Village
- [Bug Fix] Fixed an issue that caused the player to pass through a wall. FH-3444
Warrior's Den Recap April 2024
Welcome Warrior's to Year 8 Season 1 Tittle Update 2 of For Honor! In this article we will cover everything that was discussed throughout the previous Warrior's Den. We've got information that you won't want to miss!
For more in-depth discussions, don't forget to explore the Warrior's Den Y8S1 TU2 VOD.
For a quick recap of what was covered in TU1, check out our March 7th article here.
During the most recent Warrior's Den, we announced that the Assassin's Creed event "For the Creed" was coming back to For Honor. During this event you'll be able to play the game mode "Assassini E Templari." One question remains, Assassins or Templars? Battle it out to find out who will come out on top.
We also discussed the newest hero skin coming to For Honor and a multitude of new content for S29TU2, scheduled to launch on April 25th. We also talked about the upcoming converted map "Cathedral", new Armor Variations for Knights and Vikings, Hero Fests and Patch Notes.
Ezio Auditore Hero skin for Peacekeeper
For the first time in For Honor we have created a cross brand hero skin. The Peacekeeper will now be able to look, move and sound like Ezio Auditore from Assassin's Creed. That's not all, the hero skin will have an exclusive iconic drop attack that will be active even after the AC event. Be sure to check out the hero skin for $14.99 USD or 31,250 steel.
In addition to the TU2 release, a free Event Pass: For the Creed, will be available from April 25th to May 16th. Exclusive, limited-time rewards will be available during this time such as:
Week 1 (April 25th):
Battle Outfit: Battle of Heroes
Ornament: Hero Of Heathmoor
Mood FX: Vitruvian Hero
And Emblem outlines
Additionally, in week 1 you will be able to get some weapons from the very first AC event for the first 22 heroes.
Week 2 (May 2nd):
Battle Outfit: Valhalla Quest
Battle Outfit: Animus Project
Elite Outfits: Ruller of the Masses
Elite Outfits: Champion of the People
Ornaments: Synin'd Wings
Mood FX: Welcome to Valhalla
Mood FX: Assassin Synchronization
Mood FX: Templar Synchronization
Engravings
Emblem symbols
PATCH NOTES
In this Warrior's Den, we went over some of the changes that are going live at the launch of Y8S1 TU2. Some of these changes include the implementation of "Eco Mode", Highlander reintegration, balance changes and more! We suggest you watch this segment of the show in the VOD. An article for the Patch Notes will be available on April 25th.
That's it for this recap! Y8S1 TU2 will be live on April 25th, and we'll see you next time for another recap. But until then, we will see you on the battlefield!