1. For Honor
  2. News

For Honor News

New Hero: Khatun is Available Now!

[h2]KHATUN UNLEASHED[/h2]

Slay the Horkos with the savage power of Khatun and her deadly Turco-Mongol sabers.


[h2]GET THE NEW BATTLE PASS[/h2]

There are 100 tiers of rewards in the latest Battle Pass. Any one of them can help you win this conflict.

https://store.steampowered.com/app/3340550/For_Honor__Y8S4_Battle_Pass/

Patch Notes 2.56.1 - FOR HONOR



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  • Body Count has been replaced by Death Toll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  • Fiat Lux has been replaced by Enfeeble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  • Takedown has been replaced by Total Recovery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  • Catapult has been replaced by Trebuchet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

[h2]YEAR 8 SEASON 4: THE SERPENT SWORD[/h2]

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.

Discover now

[h2]NEW HERO SKIN: GENERAL ZHI[/h2]

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.

https://store.steampowered.com/app/3340610

[h2]GET THE NEW BATTLE PASS[/h2]

There are 100 tiers of rewards in the latest Battle Pass. Any one of them can help you win this conflict.

https://store.steampowered.com/app/3340550

Patch Notes 2.55.0 - FOR HONOR

IMPROVEMENT
FIGHTERS
BALANCING CHANGES


Global

  • 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

[h2]YEAR 8 SEASON 3: LIGHT OF THE GUARDIANS[/h2]



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.

[previewyoutube][/previewyoutube]
[h2]GUARDIANS OF HEATHMOOR[/h2]


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.

https://store.steampowered.com/app/3255770/For_Honor__Destiny_2_Hero_Skin_Bundle/

[h2]GET THE NEW BATTLE PASS[/h2]



There are 100 tiers of rewards in the latest Battle Pass. Any one of them can help you win this conflict.

https://store.steampowered.com/app/3178680/Battle_Pass__Year_8_Season_3__FOR_HONOR/