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NEW PATCH ON AUGUST 13TH



Warriors,

Yesterday we launched the Core Combat Update (CCU), a series of changes focused on opening up dynamic offense in the game while giving players the tools to avoid spammed light attacks.

We wanted to thank our community all for the suggestions you’ve sent on Reddit, the forums, social media, streaming platforms, and our CCU Feedback thread. We also held an Early Access phase for the CCU, and the invited players gave us detailed feedback on a variety of topics including various stamina and damage values. Their feedback partially informed a patch that we’ll be pushing live on August 13th.

This patch is not the final step we’ll take to improve the CCU. We’ll continue to monitor in-game data and our channels to follow how all the changes are impacting you. Expect additional updates!

AUGUST 13TH UPDATE


[h2]KNOWN ISSUES[/h2]
  • Peacekeeper's 2nd Light is now dodgeable when getting hit by the initial Light attack
  • Orochi's Top Heavy Finisher Feint to Guard Break now works against rollers
  • Highlander's Offensive form enhanced Light attacks have been adjusted to cost 12 stamina
  • Highlander’s Light Light combo is now dodgeable on Block and on Hit when in Revenge or if the opponent is Out Of Stamina


[h2]STAMINA AND DAMAGE ADJUSTMENTS[/h2]

  • Stamina cost reduction on combo moves, down from 12 to 6:
  • Shaolin’s light combo
  • Peacekeeper’s Deep Gouge
  • Warden’s light combo
  • Lawbringer’s light combo after heavy finisher
  • Orochi’s top light combo
  • Shinobi’s light combo
  • Shaman’s light combo


  • Damage reduction on a variety of attacks:
  • Jiang Jun’s heavy finishers: from 38 to 35
  • Warden’s top heavy finisher: from 44 to 37
  • Centurion’s heavy openers max charge: from 33 to 30
  • Centurions’ heavy finishers min charge: from 29 to 28
  • Centurions’ heavy finishers max charge: from 40 to 30
  • Black Prior’s full block stance unblockable heavy: from 35 to 30
  • Lawbringer’s unblockable heavy finisher: from 40 to 36
  • Lawbringer’s light combo after heavy finisher: from 6 to 3
  • Kensei’s heavy chains: from 34 to 30
  • Kensei’s top heavy finisher: from 44 to 38
  • Shinobi’s ranged heavy: from 29 to 25
  • Shugoki’s heavy openers max charge: from 38 to 35
  • Shugoki’s heavy finishers max charge: from 44 to 38
  • Highlander’s offensive stance heavies: from 37 to 35
  • Shaman’s unblockable side heavy finishers: from 41 to 36


  • Out of lock damage fixes for consistency with locked attacks:
  • Tiandi’s OOL light finishers: from 13 to 10
  • Tiandi’s OOL heavy finishers: from 35 to 32
  • Shaolin’s OOL heavy finishers: from 29 to 32
  • Nuxia’s OOL left light finisher: from 13 to 10
  • Peacekeeper’s OOL heavy openers: from 29 to 18
  • Peacekeeper’s OOL heavy finishers: from 34 to 24
  • Warden’s OOL light chains: from 15 to 14
  • Conqueror’s OOL heavy infinite chains: from 32 to 35
  • Shinobi’s OOL heavy finishers: from 32 to 25
  • Aramusha’s OOL heavy infinity chains: from 26 to 32
  • Berserker’s OOL light infinite chains: from 9 to 13
  • Berserker’s OOL light openers after feint: from 13 to 9



- The For Honor Team

WELCOME TO THE CORE COMBAT UPDATE!



Warriors,

The Core Combat Update is now live in For Honor! This update brings more dynamic offense, more consistency, and changes to help counter spammed light attacks. You can find more info in the video below:

[previewyoutube][/previewyoutube]

The CCU directly follows from the Testing Grounds changes that many of you tried back in March. You let us know which changes improved the game, and which parts (like damage values) needed more refinement.

Similarly, we recently held a closed Early Access phase for the Core Combat Update and were informed of potential issues which are scheduled to be fixed shortly after release including:

  • Peacekeeper's Light -> Light chain is now always dodgeable
  • Highlander's Light -> Light chain is now always dodgeable
  • Orochi's Unblockable Top Heavy Finisher now can always feint to Guardbreak and catch back rolls
  • Various damage and stamina changes


We want to thank all Early Access participants for their detailed feedback, which helped us put these adjustments in place as soon as possible!

We will keep listening and working on issues that emerge as the entire community gets to play the Core Combat Update! Please write your feedback at our dedicated Reddit thread. Our community team will be hanging out in the thread to see what you think!

Thank you, Warriors, for coming on this journey with us. Enjoy the CCU!

PATCH NOTES 2.20.0




Patch Size:


  • PS4: 1.12Gb
  • Xbox One: 1.37Gb
  • PC: 1.1 Gb


NEW FIGHTER: WARMONGER


The Warmongers share ties with the Blackstone Legion, but have greater ambitions. Wielding the elegant flamberge, they are determined to punish those who refuse to join their cause. Not only can they isolate a target with a dark power named Corruption, they also have enhanced Light Attacks mixed up with strong Claw Attacks to put pressure on their opponent.


  • DIFFICULTY: EASY
  • ADAPTABLE FIGHTING STYLE
  • CORRUPTION SPECIALIST


[h2]Special Capabilities:[/h2]


  • ENHANCED LIGHT ATTACKS
  • CHARGEABLE UNBLOCKABLE CLAW
  • CORRUPTION FEATS TO ISOLATE OPPONENTS


Known Issue: Campaign completion rewards are missing for the Warmonger

CORE COMBAT UPDATE


The Core Combat Update is a global series of improvements that affects all fighters, consisting of the following improvements:

  • New system makes fight moves look consistently faster over the network:
  • Removed the visual variability of opponent’s fight moves speeds caused by timing of the inputs
  • As a result, for all fight moves, the first 100ms of animation and user interface are consistently skipped over the network (whether delayed or buffered)
  • As a result, feints are also more believable


  • Damage adjustments
  • Generally, Light Attack damage is reduced
  • Generally, counter-attack tools damage is reduced
  • Generally, Heavy Finishers damage stays high to incentivise following through with your Chains


  • Recoveries normalized
  • Light Attacks generally are now frame disadvantaged (to weaken “Light Spam”)
  • Heavy Finishers generally are now frame advantaged (to incentivise following through with your Heavy Chain Finisher)


  • Stamina penalties removed
  • Now there is no extra stamina cost on Miss, Block and Parry


  • Light Stamina Costs are now generally 12 (from 6)
  • Light Light Chains can now be Dodged out of (due to branching timing changes)
  • Dodge Attacks that were 500ms are now increased to 533ms
  • This affects Peacekeeper, Shaman, Valkyrie, Tiandi, Conqueror, Gladiator, Raider, Nuxia
  • Opening Light attacks that were faster than 500ms are now 500ms
  • This affect Peacekeeper’s Light and Zone, Lawbringer, Orochi, Shaolin
  • Zone Attacks are now more comfortable to perform


Developer Comments: There are a lot of additional damage, stamina, and minor timing changes made to make the above happen. Please see the For Honor Competitive Information Hub created and maintained by top players on the r/CompetitiveForHonor subreddit.

FIGHTERS


[h2]Shaman[/h2]

  • Stab recovery is slightly longer (so that attempting a second Stab immediately after a Stab will lose cleanly to an opponent’s Light Attack)


[h2]Berserker[/h2]

  • Increased Chained Heavy to 700ms (from 600ms)


[h2]Aramusha[/h2]

  • Guard Break has been standardized with other heroes to allow 800ms attacks to land
  • Increased Neutral top heavy to 800ms (from 600ms)
  • Increased Neutral side heavies to 900ms (from 700ms)


[h2]Tiandi[/h2]

  • Superior Block Dodge Lights no longer guarantee Palm on hit


[h2]Lawbringer[/h2]

  • Shoves no longer have Uninterruptible Stance (on either Dodge or Chain versions)


[h2]Orochi[/h2]

  • Increased 2nd Light in Chains to 500ms (from 400ms)
  • Increased Top Light finisher to 500ms (from 400ms)
  • Increased Top Heavy finisher to 900ms (from 800ms) and is now Unblockable


FEATS


[h2]Stun Trap[/h2]

  • Increased damage to 20 (from 15)
  • Now causes a Medium Reaction (from Light)
  • No longer stuns, blinds or causes stamina damage


[h2]Bear Trap[/h2]

  • No longer stuns, blinds or causes stamina damage



[h2]Nail Bomb[/h2]

  • No longer stuns, blinds or causes stamina damage


[h2]Kiai[/h2]

  • No longer stuns or blinds
  • No longer reduce the stamina regen cooldown
  • Increased cooldown to 90s (from 60s)


[h2]Hammar's Favor[/h2]

  • Decreased duration to 5s (from 10s)


[h2]Protected Revive[/h2]

  • Removed Armor while reviving
  • Reduced spawning to 75 Health (from 100)
  • Decreased Shield duration to 15 seconds (from infinite)


[h2]Sinister Shield[/h2]

  • Increased minimum Health to use to 26 (from 21)
  • Increased costs to use to 25 Health (from 20)
  • Decreased Shield to 30 (from 45)


[h2]Spirit Shroud[/h2]
  • Decreased damage resistance to 15% (from 20%)


[h2]Hard to Kill[/h2]

  • Condition is now "
  • Now gives 30% damage reduction (from 4 different values depending on Health thresholds)


[h2]Jotunn Salve[/h2]


  • Decreased heals to 4 Health (from 10)


[h2]Second Wind[/h2]

  • Decreased heals to 30 Health (from 50)


[h2]Heal on Block[/h2]

  • Decreased heals to 4 Health (from 5)


[h2]Body Count[/h2]

  • Decreased heals to 1 Health when killing a Soldier (from 2)
  • Decreased Stamina regeneration to 1 when killing a Soldier (from 2)


[h2]Stalwart Banner[/h2]

  • Decreased heals to 3 Health per tick, for a total of 84 HP (from 5 per tick for a total of 135)


[h2]Tough as Nails[/h2]

  • Decreased Max Health to 10% (from 15%)


[h2]Invigorate[/h2]

  • Decreased heals to 8 Health (from 12)


[h2]Healing Ward[/h2]

  • Decreased heals to 3 Health per second (from 5)


PERKS


[h2]Devourer[/h2]

  • Decrease heals to 10 Health per execution (from 15)


[h2]Shields Up[/h2]

  • Increased Shield to 25 (from 15)
  • Decrease duration to 15 seconds on Revive (from infinite on Spawn and Revive)


[h2]Vengeful Barrier[/h2]

  • Increased Shield to 25 (from 15)
  • Decrease duration to 10 seconds when exiting Revenge (from infinite)


[h2]Known Issues:[/h2]

  • Peacekeeper's 2nd Light isn't dodgeable when getting hit by the initial Light attack
  • Orochi's Top Heavy Finisher Feint to Guard Break does not work if you are trying to roll away
  • Highlander's Offensive form enhanced Light attacks have 25 stamina cost instead of 12
  • Highlander’s Light Light combo isn't dodgeable on Block and on Hit when in Revenge or the opponent is Out Of Stamina


Developer Comments: We expect to address the Core Combat Update issues shortly after the release of 2.20.0

IMPROVEMENTS


[h2]ONLINE[/h2]


  • [Adjustment] While launching the game, a different text will be displayed for each step of the connection process
  • [Adjustment] Increase the time allocated for the game connection process to help some rare cases when downloading game data took too long, reducing the occurrences of error 2-00002911
  • [Bug Fix] Fixed some situations where players were not able to receive rewards or buy scavenger crates for some heroes showing as unlocked


[h2]BREACH[/h2]

  • [Adjustment] Increased Ram Health to 9750 (from 9000)


Developer Comments: Following the release of the Breach Improvements in Season 1 of Year 4, we saw that the Win/Loss ratios were now more even across the different maps. However, we see that the Defending teams still hold a significant advantage over the Attacking teams overall. Raising the Ram's Health bar by an additional cauldron strike will help the Attackers clear through the final Gate or allow them to have a little more breathing room in number of respawns in the Commanders Phase.

[h2]USER INTERFACE[/h2]

  • [Adjustment] Added player statistics on the Matchmaking Screen


[h2]CUSTOMIZATION[/h2]

  • [Adjustment] Adjusted the player expression of the Male and Female Gladiator to make outfits look better


BUG FIXES


[h2]FIGHTERS[/h2]

[h2]Peacekeaper[/h2]

  • [Bug Fix] Fixed an issue that caused the Stab to be uninterruptible


[h2]Zhanhu[/h2]

  • [Bug Fix] Fixed an issue that caused the Side Heavy Finishers to grant 100ms of Uninterruptible Stance immediately after the Hit


MAP


[h2]Citadel Gate[/h2]

  • [Bug Fix] Fixed an issue in Citadel Gate where Players could pass through the collision near the Giant Statue


USER INTERFACE


  • [Bug Fix] Fixed an issue that caused the Limited Time items and the items on Sale to not properly appear at the top in the Store


AUDIO


  • [Bug Fix] Fixed an issue that caused the sound effect to continue playing if the executioner disconnects or leave the match while performing the execution


CUSTOMIZATION


  • [Bug Fix] Fixed an issue that caused the "Master of Peace" visual effect to sometimes stretch
  • [Bug Fix] Fixed an issue that caused the Warlord’s "Nailed Down" execution to have an offset animation
  • [Bug Fix] Fixed an issue that caused the Samurai’s "Ware Shinaba" execution to have clipping Issues
  • [Bug Fix] Fixed an issue that caused the Shaman's "Ecstatic" signature to have an offset animation
  • [Bug Fix] Fixed an issue that caused the Lawbringer’s "Hands-On approach" execution to have an offset animation
  • [Bug Fix] Fixed an issue that caused the Peacekeeper’s "Arrow in the Head" execution Crossbow to be offset
  • [Bug Fix] Fixed an issue that caused the Valkyrie's "Warrior meets Horn" execution to have an offset animation
  • [Bug Fix] Fixed an issue that caused the Gladiator’s "Fortuna Adiuvat" helm to have a hole in the neck when performing "Circus Skills"
  • [Bug Fix] Fixed an issue that caused the Female Black Prior’s “Demonic Primordial” chest paint pattern to not apply the paint patter correctly
  • [Bug Fix] Fixed an issue that caused the Jiang Jun’s “Fuchai” blade to clip with certain guards
  • [Bug Fix] Fixed an issue that caused the Hitokiri’s “Yukito's Tsukuyomi” and “Kagekiyo” pommels to use the same model
  • [Bug Fix] Fixed an issue that caused the Knight’s “Renfaire" and " Spiked Banner" paint patterns to be the same
  • [Bug Fix] Fixed an issue that caused the Warden's “Gabrielle's Zenith” embossing size to not occupy the whole arm armor


PC


  • [Bug Fix] Fixed an issue that caused the Stun’s "White Flash" visual effect to have different intensity when changing Anti Aliasing and Render Scaling Graphic options



WARRIOR'S DEN RECAP - JULY 30



Greetings, Warriors!

We hope you’ve been enjoying the Rise of the Warmongers event, A Tyrant’s Test! If you haven’t had a chance to check it out yet, the event runs until August 6th.

Warmonger


[previewyoutube][/previewyoutube]

The Warmonger will be playable next week! We suggest watching this week’s Warrior’s Den to stay informed on how she’ll impact the game on August 6th. We go into her moveset, her corrupt Feats, and her wide spectrum of customization (including Apollyon style armor).

Core Combat Update


[previewyoutube][/previewyoutube]

In this video, we break down exactly what will change in the Core Combat Update, and the reasoning behind these changes that will improve offense. We also cover adjustments made since the Testing Grounds, especially with regard to light spam. While we don’t get into the specific value changes for each hero, this video will give you a useful overview as we head towards August 6th.

Fight System Improvements Debrief




To prep for the Core Combat Update, we released a lengthy blog post detailing what we learned from the most recent Testing Grounds!

Emote Horkos Grimoire




A new emote has been released for all heroes! Head on over to the in-game store and check it out.

Thank you for joining us, and we’ll see you again at the next Warrior’s Den Recap!

If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.

Stay safe, and we’ll see you on the battlefield!

TESTING GROUNDS: FIGHT SYSTEM IMPROVEMENTS DEBRIEF



Hello Warriors!


We hoped to get back to you sooner on our Fight System Improvements Testing Grounds. May was a bumpy ride for us all as we transitioned into our new work from home setup. Now that we’ve settled into this new normal, it is time to give you an update on our latest Testing Grounds.

First off, we want to thank you all for your participation. The Fight System Improvements Testing Grounds was our most successful edition in terms of attendance with 25% of the active players participating!

We also want to give a special thank you to The Arena for organizing a tournament in the Testing Grounds context. We did not expect this. This was very interesting and fun to watch, and it also reinforces our belief in the validity of these changes for the future of the game.

WHAT DID WE LEARN?


  • This Testing Grounds changed many things in order to make combat more offensive:
  • New system makes fight moves look consistently faster over the network:
  • We removed the visual variability of opponents’ fight moves speeds caused by timing of the inputs
  • As a result, for all fight moves, the first 100ms of animation / UI are consistently skipped over the network (whether delayed or buffered)
  • As a result, feints are more believable


  • Stamina penalties were removed
  • Damage was adjusted (with a second pass during week 2)
  • Recoveries were normalized for light attacks and heavy finishers
  • Zone Attacks were more comfortable to perform


For more details on all these changes, you can go back to the articles we already published:


Testing Grounds: Fight System Improvements Testing Grounds: How Attacks are Changing

As expected, data shows the game was more offensive during the Testing Grounds. Attacks hit more across platforms on average, especially chained lights, which saw the highest increase. Chained heavies and Special attacks remained stable:

  • Neutral lights:
  • Console hit% went up from 53% to 55%
  • PC hit% went up from 50% to 55%


  • Chained lights:
  • Console hit% went up from 61% to 66%
  • PC hit% went up from 57% to 63%


  • Neutral heavies:
  • Console hit% went up from 33% to 35%
  • PC hit% went up from 32% to 33%


  • Dodge attacks:
  • Console hit% went up from 38% to 40%
  • PC hit% went up from 38% to 41%


By making attacks faster, most of them became harder to block on reaction. For the fastest ones, they could only be blocked on “read” (the act of anticipating your opponent’s next move). A positive side effect of this was a shift in attack usage with neutral light being less used on average and an increase in chained heavies. Chained lights, neutral heavies, dodge attacks and Specials remained quite stable with some exceptions for very specific attacks.

  • Neutral light:
  • Console and PC use% went up from 21% to 23 %


  • Chained heavy:
  • Console use% went up from 12% to 14 %
  • PC use% went up from 11% to 14%


The switch to a more offensive meta came out quite clearly in our survey where a majority of respondents confirmed the game felt more offensive than Live.

Respondents also felt overwhelmingly positive about the removal of stamina penalties, despite more mixed feedback on the parry penalty specifically.

Now regarding damage changes, results were mixed, even though we saw a slight improvement with the release of our week 2 patch.

More generally, when asked to judge whether the Testing Grounds experience was better or worse than Live, we saw results that were overwhelmingly positive on PC but mixed on Console.

In the surveys, the main source of player-reported frustration was on the topic of “light spam”. This was similarly visible for both Console and PC players.

WHERE DO WE GO FROM HERE?


After going through the statistical data and the qualitative survey feedback, even though a majority of respondents loved the changes, the amount of people who didn’t cannot be ignored. This is why we did not deploy the Testing Grounds changes into the game earlier.

We know that complaints about “light spam” at certain skill levels are not a new issue that only popped up with our Testing Grounds changes - we have heard complaints from segments of the player base on this topic since launch - and have heard the same complaints whether the attack speeds are as slow as 600/700ms, or as fast as 400ms. We are aware that there will always be a certain amount of frustration from players who expect to be able to react to all incoming attacks - we still need their own attacks to be effective - yet we also want to reduce the sense of how overwhelming it can feel for some parts of the player base. We want players to use Light Attacks and encourage pressing buttons as one part of a fully functioning offense. This will allow players to experiment with the combat system, new heroes, and it makes combat more dynamic. We know "light spam" is certainly not a winning strategy for high level competitive players, but we also don't want it to be too effective for regular players, so part of our edits is to make light attacks feel more fair.

Making light attacks feel more fair

The first step to making light attacks feel more fair at the level of regular players, is to work toward clarifying their functions in the combat system, especially with regards to heavy attacks. In theory, it goes like this:


  • Light attacks: fast, hard to block, meant to open
  • Heavy attacks: slow, easier to block, meant to deal damage, bait


So, to serve their purpose, light attacks need to have a fair ratio of damage, stamina cost and recovery timing and these are the parameters we’ll be iterating on.

DAMAGE


For damage, the global approach is to make sure we adjust light and heavy damage based on the intended functions of attacks. Generally, this means that Lights often are nerfed in damage, while Heavies and especially Heavy Finishers retain their higher damage values. In addition to this, there are certain attacks on certain heroes that we nerfed in terms of attack speed to limit their ability to hit opponents, and therefore reduce “light spam” complaints.

Now, if you are being “light spammed”, it will do less damage to you.

STAMINA

On Live, there are some heroes that can kill an opponent who fail to block all light attacks without spending much stamina. In the Core Combat Update, we will nerf light attack stamina costs globally to 12 stamina cost (from 6) to reduce the effectiveness and ability to kill a player who is unable to block any lights.

We will still remove the stamina penalties on Block/Miss/Parry, as this was a very important step towards making players feel more comfortable about throwing attacks. It’s a very positive change to make the game more accessible and dynamic. We feel that the overall increase to light attack stamina cost should limit the effectiveness of “light spam” at lower levels of play even with these stamina penalties removed, as there was never a stamina penalty for Hit before, anyway. This means that someone who cannot block is much better off in the Core Combat Update than they ever were on Live.

TIMINGS

Timing is an essential component in making the game feel more offensive and we’re satisfied with how the new system has made neutral game less static than it is on Live.

That being said, there are particular attacks that may not need to be as fast as they were on Live – such as the neutral 400ms attacks, which we will nerf to 500ms. Additionally, Orochi is singularly blamed by light spam complainants, so we will nerf parts of Orochi’s Light Attack kit, with some compensation on the Heavy Finisher.

Now, we provide the ability to dodge out of most light>light chains, and give you frame advantage after most light chains end. This means that you have more abilities to counter “light spam” than ever before – whether that’s dodging away, or by using frame advantage after their chain to “take your turn” – now you should be able to prevent continuous “light spam”.

WHAT'S COMING NEXT


With these changes to address the risk / reward of using light attacks, we are confident we’ll be able to get the vast majority of our players, across all platforms and all skill levels, to adapt to our new offensive meta.

We are not planning to do a second Testing Grounds. We feel confident that the first Testing Grounds provided enough data to allow us to identify the major pain points to address, and therefore, these changes will be in the game on August 6th, 2020, as the Core Combat Update. Once released, we will be monitoring the situation closely to make the necessary adjustments as swiftly as possible, and we will be relying a lot on your feedback, so we’ll be counting on you to keep it coming.

The team is super excited for these changes to go live. We’re confident this will make For Honor healthier, with more dynamic games that are more fun to play and watch, especially in Competitive settings.

Please note that the changes mentioned in this article are not the only changes that will be part of the Core Combat Update, but we’ll share more details about the specifics as we get closer to August 6th. Until then, stay tuned!