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PATCH NOTES 2.27.0 – FOR HONOR



PATCH NOTES 2.27.0 – FOR HONOR


*PS4: 1.7Gb, Xbox One: 2.1 Gb, PC: 2.1 Gb*

IMPROVEMENTS


[h2]BREACH[/h2]

  • Improvement: Decreased Pikemen Health to 37 (from 46)
  • Improvement: Decreased Pikemen Damage to 8 (from 10)
  • Improvement: Decreased Fortifier Health to 80 (from 120)
  • Improvement: Decreased Fortifier Side Heavy Damage to 24 (from 40)
  • Improvement: Decreased Guardian Health to 520 (from 600)
  • Improvement: Decreased Commander Health to 855 (from 950)
  • Improvement: Decreased Commander Top Heavy Unblockable Damage to 48 (from 60)


Dev Comments: Following the Core Combat Update from last year we now revised the health and damage values from all different NPCs in Breach. The previous values no longer fell in line with the damage output from Heroes. We know that Pikemen were a source of frustration for many and with their new health values, most Heroes with a Light-Heavy combo will be able to dispatch them quicker with less stamina consumption.

[h2]USER INTERFACE[/h2]

  • Improved the Dominion scoring widget:
  • The 1000 points mark is now visible on the gauge to make the Breaking threshold easier to see at a glance
  • A lock will appear on a team’s gauge when they reached over 1000 hard points as Breaking cannot be reverted anymore


Dev Comments: While the previous scoring widget was functional, we wanted to make it easier for players to quickly grasp how close teams are to Breaking, and whether or not a rally is possible by taking a capture zone. Even if these are fairly known rules to most players, we hope it will make the widget more comfortable to use, as well as clarify how the scoring works for newer players.

[h2]CUSTOMIZATION[/h2]

Weapon Set for Wu Lin heroes presented during the Y5S1 Warrior’s Den stream have been added as loot drops (FH-1445)


[h2]BUG FIXES[/h2]

[h2]GENERAL[/h2]

Bug Fix: Fixed an issue that caused the Crosshair to never disappear from screen during matches (FH-1450)
Bug Fix: Fixed an issue that caused Revenge to stack with other damage buffs (FH-1417)


[h2]FIGHTERS[/h2]

[h2]Lawbringer[/h2]

Bug Fix: Fixed an issue that caused the Lawbringer's weapon to be misplaced and appear to be hovering when performing a light attack as part of the Swift Justice Combo (FH-1048)

[h2]Tiandi[/h2]

Bug Fix: Fixed an issue that caused the Tiandi's Dragon and Tiger dodge animations to be mixed after performing them many times (FH-1262)

[h2]Shaolin[/h2]

Bug Fix: Fixed an issue that caused the Shaolin's Sun Kick Smash animation to stutter after changing Guard direction (FH-1066)

[h2]Black Prior[/h2]

Bug Fix: Fixed an issue that caused the Black Prior to be missing Unblockable effect on the shield during their Hawk's Charge (FH-1458)
Bug Fix: Fixed an issue that caused the Black Prior to have Superior Block effect on their sword

[h2]FEATS[/h2]

Bug Fix: Fixed an issue that caused the Shaolin's Blink feat to be allowed to block an attack as the feat is being activated (FH-1107)


[h2]UNDER INTERFACE[/h2]

Bug Fix: Fixed an issue that caused the selection box in Gear parts to become duplicated when scrolling through items (FH-802)
Bug Fix: Fixed an issue that caused the Win Loss ratio value to be different when comparing the old profile with the new one


[h2]AUDIO[/h2]

Bug Fix: Fixed an issue that caused most of Year 1 DLC and Legacy heroes to not have any "Grunts" noise when dodging (FH-891)
Bug Fix: Fixed an issue that caused some Voice lines and grunts from attacks to be cut off early when connecting with opponent (FH-425)


CUSTOMIZATION


  • Bug Fix: Fixed an issue that caused the Gryphon’s “Rabid Wolf” elite outfit patterns and symbols to not be displayed (FH-1426)
  • Bug Fix: Fixed an issue that caused the Berserker's Asmundar helmet to have physics effect on the front metal part (FH-1382)
  • Bug Fix: Fixed an issue that caused the Zhanhu's Yushi Dafu armor chest to have physics effect on the shin parts (FH-1366)
  • Bug Fix: Fixed an issue that caused the Asgard's Favor mythic outfit Electric Storm idle effect audio to loop instead of playing normally (FH-1355)
  • Bug Fix: Fixed an issue that caused the Viking Elbow execution camera to not follow character properly (FH-1330)
  • Bug Fix: Fixed an issue that caused the Gryphon symbols and paint patterns to be misaligned with the cape (FH-1328)
  • Bug Fix: Fixed an issue that caused the Gryphon to be missing Legacy Crusader 1 and Legacy Crusader 2 color swatches (FH-1325)
  • Bug Fix: Fixed an issue that caused the Warden’s Gabrielle's Zenith set to have stretched texture on the right hand (FH-1294)
  • Bug Fix: Fixed an issue that caused the Jiang Jun's Lu Junyi Chest cape's trims and upper torso cloth to not be affected by the material or colour (FH-1149)
  • Bug Fix: Fixed an issue that caused the Gryphon's Night Bloom Elite Outfit to be missing from the Customization Menu (FH-1156)
  • Bug Fix: Fixed an issue that caused the Female Kensei's Shigehide helm to not apply materials (FH-1045)
  • Bug Fix: Fixed an issue that caused the female variant of the Steinunn to not apply the color on the chest piece (FH-1074)

Chimera Banquet



Daubeny has returned! Starting today, April 22nd an running through May 13th, Daubeny invites you to the Chimera Banquet. Participate in a special game mode called Heralds of Chimera to prove your worth to Daubeny, and the Chimera Alliance.

Heralds of Chimera is a best of 7 rounds 4v4 PVP game mode played in a familiar arena. Each team spawns with one member identified as the Herald. Every round has a different warrior play the role of the Herald, and the first team to defeat the opposing team’s Herald will win the round. Each team’s Herald receives a health buff which makes them more difficult to defeat. Also, the more your team members fall in battle, the longer the respawn time gets, making it more difficult to defend your VIP.

During the event, warriors will be able to play through the Free Event Pass and unlock event-specific rewards. These rewards include a Battle Outfit, a Mood Effect, and an Ornament. The beginning of the Chimera Banquet also marks the release of new armor variations. These armor variations are inspired by the Chimera Alliance’s values where factions have shared their knowledge and implemented what they learned to forge clean, elegant gear. The new armor variations will be included in For Honor’s regular loot pool and be available for players to loot beyond May 13th.

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What are you waiting for? Prove yourself at the Chimera Banquet. Prove yourself to Daubeny and the Chimera Alliance. Become a Herald of the Chimera!

For Honor Dominion Series 2021



We are excited to inform you that the 2021 For Honor Dominion Series, our official competitive program where players compete in the 4v4 game-mode Dominion, begins on May 1st, with a total prize pool of $65,000!

The format for 2021 will be different from the previous year. All information such as how to sign up, official rules, prize breakdowns, and more will be on the battlefy website, which will be up and ready for you starting April 16th.

The Dominion Series 2021 will feature a circuit that will run throughout the entire year, starting from Year 5 Season 1 to Year 5 Season 4. Each season will be considered a “Stage”, with a total of 4 stages in the program.



The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Registration will open on April 16th.

The first 3 Stages are made up of 4 Qualifiers tournaments and 1 Major tournament each. For every event, players can win points by placing high enough. At the end of this year, top teams in each region will be invited to the Finals in Stage 4, or Y5S4.

QUALIFIERS


These are online tournaments that are open to everyone (unlimited teams). Each season in Year 5 will have 4 qualifiers, excluding Y5S4. The format will be double elimination brackets, with each match a Best-of-3. In each Qualifier, the top 4 teams will receive points based on placement, and in addition, the first-place team will be invited to the closed Major.

If you win a Qualifier tournament, you will not be able to participate in the remaining Qualifier tournaments within that season.



MAJORS


A Major is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from Qualifiers, who will compete in a double-elimination format. Competing teams will receive points and a cash prize based on their placements

LAST CHANCE QUALIFIERS


The LCQ is a 1-day online tournament that will be held in Stage 4. Also in a double-elimination format, the winning team will advance to the Finals.

FINALS


The Finals are a 1-day online, broadcasted event held in Stage 4. The 4 teams will play for a cash prize in a double elimination, Best-of-3 format with the Grand Finals being a Best-of-5. The winner will be crowned the For Honor Dominion Series 2021 Champions in their respective regions.

Thanks to your feedback from our previous Dominion Series, we have also added updates and changes to our rulebook. Make sure you read through all of them to know what’s expected of you during tournament day!

Looking for information on past seasons of the For Honor Dominion Series? Check out the 2020 Homepage at battlefy.com/dominionseries/2020. The brackets and results of the Championships can be found here for Europe and here for North America.

Good luck, Warriors!


For Honor Dominion Series 2021



We are excited to inform you that the 2021 For Honor Dominion Series, our official competitive program where players compete in the 4v4 game-mode Dominion, begins on May 1st, with a total prize pool of $65,000!

The format for 2021 will be different from the previous year. All information such as how to sign up, official rules, prize breakdowns, and more will be on the battlefy website, which will be up and ready for you starting April 16th.

The Dominion Series 2021 will feature a circuit that will run throughout the entire year, starting from Year 5 Season 1 to Year 5 Season 4. Each season will be considered a “Stage”, with a total of 4 stages in the program.



The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Registration will open on April 16th.

The first 3 Stages are made up of 4 Qualifiers tournaments and 1 Major tournament each. For every event, players can win points by placing high enough. At the end of this year, top teams in each region will be invited to the Finals in Stage 4, or Y5S4.

[h2]QUALIFIERS[/h2]

These are online tournaments that are open to everyone (unlimited teams). Each season in Year 5 will have 4 qualifiers, excluding Y5S4. The format will be double elimination brackets, with each match a Best-of-3. In each Qualifier, the top 4 teams will receive points based on placement, and in addition, the first-place team will be invited to the closed Major.

If you win a Qualifier tournament, you will not be able to participate in the remaining Qualifier tournaments within that season.



[h2]MAJORS[/h2]

A Major is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from Qualifiers, who will compete in a double elimination format. Competing teams will receive points and a cash prize based on their placements

[h2]LAST CHANCE QUALIFIERS[/h2]

The LCQ is a 1-day online tournament that will be held in Stage 4. Also in a double elimination format, the winning team will advance to the Finals.

[h2]FINALS[/h2]

The Finals are a 1-day online, broadcasted event held in Stage 4. The 4 teams will play for a cash prize in a double elimination, Best-of-3 format with the Grand Finals being a Best-of-5. The winner will be crowned the For Honor Dominion Series 2021 Champions in their respective regions.

Thanks to your feedback from our previous Dominion Series, we have also added updates and changes to our rulebook. Make sure you read through all of them to know what’s expected of you during tournament day!

Looking for information on past seasons of the For Honor Dominion Series? Check out the 2020 Homepage at battlefy.com/dominionseries/2020. The brackets and results of the Championships can be found here for Europe and here for North America.

Good luck, Warriors!

Year 5 Season 1 Testing Grounds: Hero Improvements Overview



Hello warriors!

We’re back with another Testing Grounds! We’ll be opening it up from April 1st to April 8th.

This time around we’re testing changes to seven heroes. They are:
  • Shugoki
  • Aramusha
  • Berserker
  • Jiang Jun
  • Hitokiri
  • Zhanhu
  • Gladiator

Shugoki’s changes revolve around making him less frustrating to play against, while giving him ganking tools and better 1v1 pressure.

For Aramusha, we’re looking to improve the viability of Blade Blockade, as well as giving the hero an opener and ways to deal with bashes.

Berserker gets mostly quality of life changes; Dodge Attacks in general are made more effective.

Jiang Jun has changes to his Stamina consumption as well as his Guardbreak punishes and his Heavy Finishers to make him stronger in 1v1.

Hitokiri has changes to improve flowing into chains and ways to deal with bashes.

Zhanhu’s changes revolve around having better neutral pressure, getting more chances to Dodge Cancel recoveries as well as improving the Side Dodge attacks.

Finally, Gladiator gains improved chaining ability and improvements to his Dodge Attacks.

We’ll be going through an overview of the changes per hero. For a more in-depth view of these changes, we’re encouraging you once again to watch the Warrior’s Den.

Shugoki


[h3]Demon’s Embrace[/h3]

  • Now performed from neutral with a Back + Guardbreak input
  • Total attack duration reduced to 900ms
  • Now heals for 20 damage and deals 10 damage
  • Now fully restores Stamina to Shugoki’s opponent
  • No longer has Armor


[h3]Developer’s comment:[/h3] These changes are aimed at making Demon’s Embrace the ganking move it should be; its position in chains as a soft feint prevents it from being a thorough ganking move.

[h3]Charge of the Oni[/h3]

  • Now accessible from hitting the Sprint button while Sprinting only
  • While Charge of the Oni is active, Shugoki gains increased movement speed and his stamina is slowly depleted.
  • Removed Armored and Unblockable properties from the move


[h3]Developer’s comment: [/h3] Shugoki has a difficult time performing his rotations – going from the lane to a side point or from side point to side point; with this, Shugoki gains an ability similar to what Shinobi possesses and is able to move around the battlefield more swiftly.

[h3]
Dodge Attacks[/h3]

  • New Option: Side Dodge Headbutt
  • New Option: Front Dodge Headbutt
  • New Option: Forward Dodge Heavy

[h3]
Developer’s comment: [/h3] These new dodge attacks should provide Shugoki with enough options to properly counter opponent bashes as well as opponents who tend to roll away too much. It also gives Shugoki a neutral opener, which should help him flow better into his offense.

[h3]Headbutt[/h3]

  • Now deals 10 damage
  • No longer stuns, deals Stamina damage and pause stamina regeneration
  • 500ms from Front Dodge and in chains, 533ms on Side Dodges


[h3]Developer’s comment:[/h3] Shugoki’s Headbutt is now used in many more situations, and as such it needs to be more of a threat than previously.


[h3]Light Attacks[/h3]

  • No longer Armored

[h3]
Developer’s comment:[/h3] This helps prevent frustration while fighting against Shugoki, who could hit Light on reaction to anything his opponents threw.


Aramusha

[h3]
Blade Blockade and followups[/h3]

  • Can now cancel the recovery of any attack to Blade Blockade on Hit, Miss and non-interrupted Block
  • All Blade Blockade followups are now guaranteed
  • Heavy Followup is now a side Unblockable attack with Zone Attack properties
  • Light Followup is now a top Unblockable attack
  • Push Back Kick Followup is unchanged
  • Removed Ring the Bell from Blade Blockade followups


[h3]
Developer’s comment:[/h3] These changes should improve Blade Blockade to where you use the appropriate followup depending on the situation and make Blade Blockade much easier to access.

[h3]Dodge Attacks[/h3]

  • Rushing Wind attack can no longer select which side to attack (always top) o Armor now starts at 400ms (up from 100ms)
  • New Option: Side Dodge Heavy o 600ms attack
  • o Initiates chains


[h3]Developer’s comment:[/h3] Aramusha should now be able to deal with opponent bashes and initiate his offense better.

[h3]Ring the Bell Soft Feints[/h3]

  • Heavy Openers now soft feint to Ring the Bell
  • Dodge Forward Heavy now soft feints to Ring the Bell

[h3]
Developer’s comment:[/h3] Aramusha now gains a tool to both open up opponents as well as set up ganks.

[h3]Attack Chains[/h3]

  • Aramusha now chains to Finishers when a second attack is performed without switching stances.


[h3]Developer’s comment:[/h3] This removes the need for Aramusha to do Side -> Top -> Side to continue his infinite chain. This should alleviate some of the predictability and give new options in group fights.

Berserker


[h3]Top Light Opener[/h3]

  • Now 500ms (down from 600ms) and deals 12 damage (down from 13)
  • After Feint version is now 400ms (down from 500ms) and deals 11 damage (down from 12)


[h3]Developer’s comment:[/h3] These changes normalize all of Berserker’s neutral light attacks, giving them all the same utility.
[h3]
Dodge Attacks[/h3]

  • Head Slider attack is now Enhanced and moves forward further
  • Spin Chop attacks are now Enhanced
  • Head Crusher now moves forward further


[h3]Developer’s comment:[/h3] Berserker should now be able to use his dodge attacks to both chase and enable his offense more reliably.

[h3]Sprint Attack[/h3]

  • Boar Rush now has extra forward movement

[h3]
Developer’s comment:[/h3]
  • Berserker should now be able to catch up to opponents fleeing fights more easily.


Jiang Jun

[h3]
Heavy Openers[/h3]


  • Top Heavy Opener is now 800ms (down from 900ms) and deals 24 damage (down from 27)
  • Side Heavy Openers are now 900ms (down from 1000ms) and deal 27 damage (down from 32)



[h3]Developer’s comment: [/h3] Jiang Jun can now use his Top Heavy opener as a Guardbreak punish and his Side Heavy openers as Light parry punishes for extra damage.


[h3]Heavy Finishers[/h3]

  • Heavy Finishers can now be soft feinted to Guardbreak

[h3]
Developer’s comment: [/h3] This lets Jiang Jun catch opponents who could roll away from his Heavy Finishers.

[h3]Sifu’s Swirl[/h3]

  • Now Unblockable

[h3]
Developer’s comment: [/h3] This lets Jiang Jun be more effective in group fights by throwing multiple target swapped unblockable attacks and be threatening against external opponents.

[h3]
Stamina Costs[/h3]

  • All of Jiang Jun’s Heavy attacks now cost 12 stamina


[h3]Developer’s comment: [/h3] Jiang Jun’s stamina penalty on his Side Heavy Attacks is no longer relevant with the Core Combat Update; they retain their properties but now cost the standard amount of stamina for Heavy attacks.

Forward Dodge Attacks[h3]
[/h3]

  • New Option: Dodge Forward Shin Kick o Performed by dogdging forward and hitting Guardbreak
  • o 500ms bash that chains to Openers
  • Mighty Sanction is now 600ms, no longer soft feints to Kick and is no longer feintable

[h3]
Developer’s comment:[/h3] These changes are twofold: Jiang Jun now gets a more reliable opener with his Kick as well as better chase with his Dodge Forward Heavy.

[h3]Dou Shi’s Choke[/h3]


  • No longer guarantees damage to the parried opponent

[h3]
Developer’s comment: [/h3] This makes Jiang Jun have to decide which option to perform after a parry; Dou Shi’s Choke is no longer the best option after every single Heavy Parry.


Hitokiri


[h3]Chain Flow changes[/h3]

  • Sprint Attack, Dodge Forward Heavy and Zone Attack now initiate chains

[h3]
Developer’s comment:[/h3] This lets Hitokiri chains to his infinite chains more easily and applies more pressure overall.


[h3]Kick/Sweep[/h3]

  • Rei Kick has more range and can no longer be countered by perform backstep attacks
  • Rei Sweep now guarantees a Chained Heavy attack

[h3]
Developer’s comment: [/h3] These changes make Hitokiri’s Rei Kick/Sweep mixup more potent and pushes towards the infinite chain in a more consistent manner.

[h3]
Endless Myriad Attacks[/h3]

  • Now gains Armor when the Heavy Attack button is released
  • Now has flatter and larger attack trajectories
  • Now moves forward more during the attack


[h3]Developer’s comment:[/h3] Hitokiri should now be able to use his Infinite Heavy Chain attacks more effectively in group fights.
[h3]
Side Dodge Attack[/h3]

  • New Option: Side Dodge Heavy o 600ms
  • o Hits on opposite side of Dodge
  • o Initiates chains

[h3]
Developer’s comment:[/h3] Hitokiri now has tools to handle bashes and can use it to initiate offense more effectively.


Zhanhu

[h3]
Dodge Cancels[/h3]

  • All attacks now cancel their recoveries into Dodges at 333ms in their recoveries on Hit/Miss/Non-interrupted Block

[h3]
Developer’s comment:[/h3] Zhanhu now can dodge cancel all of their recoveries, including Finisher recoveries, to stay on the move and apply pressure to opponents.
[h3]
Dodge Attacks[/h3]

  • Violent and Brisk Maneuvers are now Enhanced and count as Heavy parries
  • Stinging Maneuver is now 500ms and enhanced
  • New option: Dodge Forward Subduing Counterblow
  • o Performed by dodging forward and hitting Guardbreak
  • o 500ms
  • o Chains to Openers

[h3]
Developer’s comment:[/h3] Zhanhu’s Dodge Attacks should now be safer to use, and Zhanhu can now also use his Palm attack to open up opponents.

[h3]Superior Block Dodge Followups[/h3]

  • Removed Palm option from Superior Block dodges
  • When Superior Blocking while dodging, Light and Heavy attacks now become Unblockable.
  • On Front Dodge Superior Block, Light attack is guaranteed
  • On Side Dodge Superior Blocks, Light and Heavy attacks are guaranteed
  • Front Superior Block Light now deals 22 damage
  • Front Superior Block heavy attack now deals 30 damage
  • Side Superior Block attacks now deal 22 damage


[h3]Developer’s comment:[/h3] Zhanhu no longer has Palm on Superior Block dodges but can now guarantee damage when they successfully block.

[h3]Other changes[/h3]

  • Zone Attack now hits at 500ms
  • Right Heavy Finisher trajectory is now mirrored from Left Heavy Finisher trajectory


[h3]Developer’s comment:[/h3] These Quality of Life changes should help make Zhanhu be more in-line with other heroes.

Gladiator


[h3]Chain Flow changes[/h3]


  • Fusacina Ictus, Zone Attack and Sucker Punches now chain to Heavy Finishers and Skewer.

[h3]
Developer’s comment: [/h3] Gladiator now has more ways to enter chains and initiate Skewer and other types of pressure.

[h3]Dodge Attacks[/h3]

  • Bee’s Sting attacks now have invulnerable frames in their startup
  • Side Sucker Punches now have extra range and invulnerable frames in their startup.
  • Crowd Pleaser now moves forward more


[h3]Developer’s comment:[/h3] These changes are aimed at making Gladiator more in-line with other heroes in terms of their dodge attacks, while also granting Gladiator more chase.

[h3]
Fuscina Ictus[/h3]
  • Now deals 10 damage
  • No longer prevents executions on bound opponents

[h3]
Developer’s comment: [/h3] Fuscina Ictus now deals a more respectable amount of damage while improving its ganking ability.
[h3]
Skewer[/h3]

  • Now costs 12 stamina
  • No longer guarantees a Dodge Forward Light attack


[h3]Developer’s comment:[/h3] Skewer should now be much more usable as there are multiple ways to initiate the attack, and as such it is now more in-line with other attacks.

We look forward to seeing you testing out the changes! As usual, we’ll be sending a survey and we will also monitor social media for feedback, so do not hesitate to voice your opinion. If you missed it, Jean-Charles and Stefan, went over all these coming changes in our latest Warriors Den. Click here if you want to check that out.