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PATCH NOTES 2.42.1 – FOR HONOR

PATCH NOTES 2.42.1 – FOR HONOR

PC: 1.9 Gb
[h2]BALANCING[/h2] FIGHTERS Afeera bugfixes

  • Gravity Pull no longer guarantees Speeding Comet
  • Increased chain link timing after Oracle's Rush to no longer guarantee Khassaki Kick on Hit or Block
  • Increased chain link timings after most attacks to Khassaki Kick to let opponents input a Guard Swap and still dodge the attack


[h2]PATCH NOTES 2.42.0 - FOR HONOR[/h2]
PC: 7 mb
[h2]BALANCING[/h2] FIGHTERS Jormungandr rework

We're reworking Jormungandr following the Testing Grounds we held in the previous season. The rework focuses on replacing the hero's game plan from draining your opponent's Stamina to displacing your opponents to get the upper hand. To do so, we've added a few new moves to the hero's arsenal, moved some attacks around to give the hero better openers as well as better flow while in chains. These changes should help the hero reach their full potential and perform better in today's metagame.

Stamina-based gameplay removal

  • Moves no longer unbalance opponents in Out of Stamina state
  • Moves no longer deal Stamina damage
  • Moves no longer pause Stamina regeneration


Displacement-based gameplay

  • NEW MOVE: Venomous Sting
  • Input: After landing a Guardbreak, press Heavy in any stance
  • 800ms, deals 12 damage, costs 12 Stamina
  • Pushes opponents backwards on hit and can wall splat


Heavy Finishers

  • Top Heavy Finisher now pushes opponents backwards
  • Heavy Finishers now push opponents further away
  • Top Heavy Finisher now deals 24 damage, down from 30
  • Side Heavy Finishers now deal 22 damage, down from 29


Heavy Openers

  • Top Heavy Opener now deals 22 damage, down from 27
  • Side Heavy Openers now deal 20 damage, down from 24
  • Top Heavy Opener is now 800ms, down from 900ms


Flow improvements

  • NEW MOVE: Ouroboros Might
  • Input: Light + Heavy Attack during chains
  • 800ms, deals 24 damage, costs 12 Stamina
  • Can be feinted
  • Can be performed after any attack except itself, Venomous Sting and Hamarr Slam
  • Initiates Chains
  • Gains Uninterruptible Stance at 100ms


Jotunn Gift

  • Now deals 10 Health damage


Jotunn Farewell

  • New animation
  • Now always unbalances opponents on hit
  • Now 800ms, up from 500ms
  • Can now be feinted


Hamarr Slam

  • No longer has Uninterruptible Stance
  • Now deals 30 damage, down from 38
  • Now has 1400ms of recovery on hit, down from 1500ms


Quality of Life improvements

Jotunn Surge

  • Reworked animation
  • Input changed to Front Dodge + Guardbreak
  • Attack speed is now 500ms, down from 600ms
  • No longer chains on Miss


Light Openers

  • Reworked animations
  • Improved trajectories
  • Increased forward movement


Light Finishers

  • No longer Undodgeable


Serpent Smite

  • Attack Speed is now 800ms, down from 1000ms
  • Damage is now 22, down from 26
  • Gains Uninterruptible Stance at 400ms during the attack, down from 600ms


Improved Chain Link Timings
  • Chain Link timings are improved for the following attacks:
  • Light Openers
  • Heavy Openers
  • Serpent Smite
  • Serpent Coil Strike
  • Jotunn Gift


GLOBAL

Dodge Changes

As we have tested in a previous Testing Grounds, we're adjusting Dodges and Dodge Attacks to be more in-line with how we are pushing gameplay forward. We want defensive Dodge Attacks to be higher risk moves so that players are not overly incentivized to use them to defend themselves; while they are still good defensive options, they should now be riskier to use, and require a read on the defender's part, especially when used against feintable attacks.

We've also heard your feedback that some of the changes felt bad on slow, feintable dodge attacks, and as such for the three heroes that have these types of Side Dodge attacks (Jiang Jun, Tiandi and Warmonger) they will not grant the same punish as for the faster ones.

Side Dodge Heavy attacks

  • Non-feintable Side Dodge Heavy attacks now act as Light attacks when parried
  • Jiang Jun, Tiandi and Warmonger's Side Dodge Heavy attacks still act as Heavy attacks when parried
Delayable Side Dodge Attacks
  • Most side Dodge attacks are now able to be performed from 200ms to 400ms during Side Dodges
  • The following heroes have different timings for their Side Dodge attacks
  • Jiang Jun: Mighty Backlash is 300ms to 500ms
  • Tiandi: Tiger Dodge is 100ms to 300ms, Dragon Dodge is 200ms to 300ms
  • Warden: Shoulder Bash is 300ms to 500ms
  • Warmonger: Both Beast of Prey and Preying Claw are 300ms to 500ms


Side Dodge Bashes vulnerability

    The following Side Dodge Bashes were changed:
  • Conqueror's Shield Bash (used as a Side Dodge Attack)
  • Now 600ms, up from 533ms
  • Miss recovery is now 800ms, up from 700ms
  • Gladiator's Sucker Punch (used as a Side Dodge attack)
  • No longer chains on miss
  • Lawbringer's Shove (used as a Side Dodge attack)
  • Miss recovery is now 700ms
  • Shinobi: Reaper's Dance
  • Miss recovery is now 700ms, up from 600ms
  • Shugoki's Headbutt (used as a Side Dodge attack)
  • Now 600ms, up from 533ms
  • Miss recovery is now 700ms, up from 600ms
  • No longer chains on miss


Defense while dodging

  • Non-Reflex Guard heroes no longer have regular Block while dodging in any direction, regardless of if the stance is forced or not, for most of the duration of the dodge
  • Heroes regain their defense 100ms after being able to change their Stance during a Dodge
  • Conqueror Superior Block window is now 100ms to 300ms, down from 100ms to 600ms in both Front and Side Dodges
  • Kensei Superior Block window is now 100ms to 300ms, down from 100ms to 600ms on Side Dodges and 100ms to 700ms in Front Dodge


Invulnerability while Dodging

Heroes no longer lose Invulnerability while dodging when colliding with walls, heroes, etc.


[h3]BUG FIXES[/h3] FIGHTERS

Lawbringer

  • [Bug Fix] Fixed an issue that caused the Lawbringer to be missing a transitional animation when changing the guard after hitting a wall


Conqueror

  • [Bug Fix] Fixed an issue that caused the Conqueror to play an up and down movement when holding the Full Block stance loop animation (FH-4130)
Valkyrie

  • [Bug Fix] Fixed an issue that caused the Valkyrie Shield Tackle followed-up attacks to have animation issues (FH-5006)
Jiang Jung

  • [Bug Fix] Fixed an issue that caused the Jiang Jung's Left Dodge attack & Right Dodge attack into Light soft feint to be missing visual effects (FH-4327)
UI

  • [Bug Fix] Fixed an issue that allowed Heroes and their customization contents to be swapped in barracks
  • [Bug Fix] Fixed an issue that caused Random Select to not work properly on single pick game modes (FH-3999)


CUSTOMIZATION
  • [Bug Fix] Fixed an issue that caused the Tiandi's Lin Chong Chest to not apply patterns on cape and waist flaps (FH-4894)
  • [Bug Fix] Fixed an issue that caused the Berserker's Gleip, Glamr, Haugbui and Grettis Helm to not take material colors (FH-4475)
  • [Bug Fix] ] Fixed an issue that caused the Kyoshin's Might of the Wind's Execution to be missing blood splatter as he cleanses his weapon (FH-4398)
  • [Bug Fix] Fixed an issue that caused the Raider's Bolthorn Skin to presents visible seams on his arms (FH-4370)
  • [Bug Fix] Fixed an issue that caused the Nuxia's Chengshu Chest cape paint patterns to be misaligned (FH-3886)
  • [Bug Fix] Fixed an issue that caused the Raider's Hundingsbane Helm to not apply Material color (FH-3829)
  • [Bug Fix] Fixed an issue that caused the Zhanhu alternate body type barrack camera to be centered on character (FH-3758)
  • [Bug Fix] Fixed an issue that caused the Gryphon's Art of War elite outfit ornament to be the same Sensei Fokoku elite outfit (FH-2970)


PC
  • [Bug Fix] Fixed an issue that caused the Game to keep running in the background after closing it (FH-4866)

Warrior’s Den Recap

Warrior’s Den Recap, March 10th 2023

7 Min Read

March 16th marks the start of For Honor’s 7th year and the launch of Y7S1: Heresy

In this Warrior’s Den recap article, we’ll quickly go over some of the Year 7 details covered in the live stream and the Y7S1 Heresy’s TU1 Update.

For a detailed discussion on Year 7: Swords of Injustice, and Y7S1: Heresy, be sure to check out the Warrior’s Den VOD to see what is to come. In the show, we went into detail on the patch notes and Y7S1 Testing Grounds. For a detailed blog post on the Testing Grounds topics for Y7S1, keep an eye out for an upcoming Testing Grounds dedicated blog post as we near the opening of the Testing Grounds for the season.

[h2]For Honor Year 7: Swords of Injustice[/h2]
After a year of revelations about the past (and future) of Heathmoor comes a veil of darkness. Ancient relics were uncovered, magical myths revealed. Now, knowledge has been weaponized. Faith has been turned into a sharp blade, and the Order of Horkos firmly grasps the handle. The Year of Injustice begins as the wretched, the vile and the nefarious launch a reign of torment. This is the year where evil wins, where the boot of Horkos stomps the lands. Heroes cower in fear and uncertainty as the shadow grows. Who will be left to balance the scales?



In Year 7: Swords of injustice, each season will explore a different injustice taking place in Heathmoor. Players can expect 2 New Heroes, 4 Hero Skins, Battle Passes, Free Event Passes, a Halloween event and other calendar events, Throwback events, Thesting Grounds, Hero Fests, and more to be revealed as Y7 is rolled out.



For Year 7, players can expect 3 Hero Fests each TU starting with Y7S1 TU1. Additionally, the Hero featured in the Hero Fest will enjoy double XP and will be free to play during the duration of the fest. For armor variations, this year we’ll have each faction receiving 2 armor variations for their heroes, coming in TU2 each season. Here is the plan:

  • Y7S1: Knight and Samurai Armor Variations
  • Y7S2: Viking, Wu Lin, and Outlanders Armor Variations
  • Y7S3: Knight and Samurai Armor Variations
  • Y7S4: Viking, Wu Lin, and Outlanders Armor Variations




[h2]Y7S1 Heresy[/h2]
The relics were supposed to unite Heathmoor. Instead, madmen began to rave about their legends as divine revelation. Soon every place of worship came to be occupied by the fanatical Servants of the Stake. Whispers spread of the dark deeds committed in the name of their twisted faith. In answer, the Relic Inquisition was formed. Their mission: purge all heresy.

Yinchen joined the Inquisition with a righteous heart. A Pirate, she had seen firsthand how civilizations fall to false idols. Executing Fanatics was the price for peace. But the Inquisition was not content to merely pluck weeds – and Yinchen found herself party to mass butcherings worse than anything the Servants had done.

Now Inquisitor Yinchen cries mutiny. To end the war of faith, she must fight not one army, but two.



In For Honor’s Y7S1 Heresy, our TU1 offer includes the Heresy of the Relics launch event along a free event pass, an all-new Battle Pass, the Pirate Hero Skin Inquisitor Yinchen, Testing Grounds, 3 Hero Fests.

In TU2, players can expect a Throwback event, new armor variations, a returning playlist, the Covenant Games: Heralds of Chimera recurring event for one last time, and 3 more Hero Fests.



[h2]Launch Event: Heresy of the Relics[/h2]
The war of faith will be decided at Relic Keep. The Inquisition now marches on the castle, where the Fanatics have gathered three relics and prepare to make their last stand. Each side vies for control of the artifacts in the age-old battle of dominion. But Inquisitor Yinchen is a rogue element neither expected – and she will strike at both armies in her bid for the relics.



From March 16 to April 6, participate in For Honor’s Y7S1 launch event “Heresy of the Relics” which will feature a unique game mode. In this PvPvE game mode, capture zones to secure buffs and defeat the enemy team all while fending off Inquisitor Yinchen. For the duration of the event only, a free event pass which includes a Mood Effect, Battle Outfit, an Ornament, and weapons will also be available.

[h2]Pirate Hero Skin Inquisitor Yinchen[/h2]
The Pirate Yinchen was among the first to set foot in Heathmoor when Boy Yin’s fleet docked on its frozen shores. She was quickly intrigued by the people of this foreign land, and their idea of fidelity. This was, after all, a land divided by fealties and alliances, where identity, class and belief mattered above all. While the people were constantly at war, she noticed a strange balance to this world. An understanding that allowed the Pirates to thrive.

But all of that changed when the Chalice of Immortality was first unearthed. A shift began to take place. The people began to look to idols of the past for answers – for guidance. And as more and more relics were found, Yinchen saw this stability begin to crumble. And out of the broken pieces came the Servants of the Stake. Violent fanatics hellbent on spreading their bloody beliefs. She saw firsthand their horrific practices, and the suffering they left in their wake. Yinchen was never one to take sides, or to believe in the rule of Horkos. But hoping to stop the Servants, she joined the Inquisition. On their side, she could protect the people. Only, she was misled. For in the eyes of the Inquisition, all were guilty.



[h2]Battle Pass[/h2]


The Servants of the Stake have formed a dark cult based on the four lost relics. With these great powers in their grasp, they believe great change will come to Heathmoor. The Servants are willing to recruit any who worship the altars of these relics. To aid them in their sacred quest, they have forged new weapons for all of their followers, no matter what faction they might have once sworn allegiance to. All are one under the Stake. With these weapons, any non-believer shall fall. Without pity. Without forgiveness.

This season, take your hero through gothic gloom and unlock 100 Tiers of rewards for all heroes! Available during For Honor Y7S1: Heresy only.

[h2]Patch Notes and Testing Grounds[/h2]
In this Warrior's Den, we presented you some of the changes that are going live at the launch of Y7S1. Here you can find the link to the patch notes which contains all the information about what will be live on March 16th: https://forhonorgame.com/patch_notes_2_42_0

From April 6th to the 13th, the gates to our Testing Grounds are open. This time around, we're testing changes to Lawbringer and Nuxia's Traps. The Testing Grounds is meant to test changes to heroes and other fight mechanics before they make it into the live game. These changes aren't guaranteed to make it into the live game. To help us determine what makes into into the live game, we need your feedback. When it is time, be sure to participate and send us your feedback!



If you want to learn more about the changes being tested in Testing Grounds, please check out the Warrior’s Den VOD. Alternatively, we will be posting another article with details on these changes as we get closer to the Testing Grounds on April 6th.

We'll see you again at the next Warrior's Den Recap article, or on the battlefield!

The best Samurai games on PC 2023

Looking for a the best samurai games on PC? Samurai are the subject of ceaseless fascination for many gamers thanks to their ornate armour, razor-sharp weaponry, and the stories that have been told about them in other media thanks to directors like Akira Kurosawa and Yôji Yamada. Unfortunately, there are surprisingly few dedicated samurai games, especially here on the best platform of all: PC.


To right that wrong, we've dug through every digital store and upcoming release in search of the very best samurai games around. With few options to choose from, we've had to get a bit creative with our choices, so expect some games that only feature samurai in limited roles, games with characters like samurai, ronin games, and heaps of different genres. Everything from hack-and-slash games and strategy behemoths to action-adventure games and multiplayer brawlers is on the cards for this samurai games list. Join us as we break down eight of the top samurai games on PC, from old games classics to new samurai games.


Read the rest of the story...


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FOR HONOR PATCH NOTES 2.38.0

PATCH NOTES 2.38.0
1.6 Gb
[h2]IMPROVEMENTS[/h2]
New Side Dodge Attacks

The following heroes now have Side Dodge Attacks:
  • Warlord
  • Centurion
  • Highlander
  • Black Prior
  • Jormungandr


For each hero except Highlander, these new Dodge Attacks are performed by pressing the Light Attack button (Highlander uses the Heavy Attack button). In addition, they are all 600ms, performed at 300ms in the Side Dodge, and have appropriate iframes. They also all act as chain openers, and chain into what their neutral Light attacks chain into.

Developer's Comment: With this pass, every hero in the game now has a Side Dodge attack, giving them tools to punish bashes. With the exception of Highlander, we've purposefully given these heroes Side Dodge attacks that are not optimal; they are intended to punish bashes, but should be risky in other situations, and are not meant to be used as good tools during group fights.

Highlander is a special case where the hero's Defensive Stance was underperforming in these situations, and we wanted to make sure the hero was able to defend himself in outnumbered situations; the other heroes already have strong tools to defend themselves, and as such Highlander needed a better Side Dodge attack to compensate.


(Quick extra note: 26/31 heroes already had a Dodge Attack. It's become clear that Dodge Attack is a mandatory tool in a For Honor fighter's toolkit, so the lack of Dodge Attacks on these 5 fighters wasn't built to help their 'uniqueness', but it's clear it was leaving them unable to function at all in certain situations.)

[h3]Fighter Improvements[/h3]
Developer's Comment: We're doing a pass on multiple heroes to give them Quality of Life as well as Balancing changes - many of these heroes have small tweaks, but others have bigger changes that should help bring them to a better state. We'll keep an eye on how these changes affect the meta.

Fighters

Warden
  • Zone Attack Stamina cost is now 30, down from 60
  • Second Light Attacks in chain are now 500ms, down from 600ms
Developer's Comment: These changes should help both reduce Warden's stamina costs as standardize Warden's chained Light attacks to a more standard speed.

Peacekeeper
  • Dagger Cancel can now cancel its recovery to a dodge from 200ms to 300ms (from static at 333ms)
  • Dashing Thrust can now be performed from 200ms to 500ms during a Front Dodge (was static at 300ms)
  • Bleed Stabs (Guardbreak Followups) now do a total of 28 damage (down from 38)
  • All Guardbreak Throws now have 200ms less recovery
  • Side and Back Guardbreak Throws can now be cancelled by a Dodge in their last 100ms
  • Front Guardbreak Throw can now be cancelled by a Dodge in the last 300ms
  • Increased forward movement on the following attacks:
  • Light Openers and Chained Lights
  • Heavy Openers and Finishers
  • Updated Trajectory for Zone Attack's first strike
  • Crossbow feat now deals 15 damage + 10 Bleed damage over 10 seconds, from 25 flat damage.
Developer's Comment: We're tweaking some part of Peacekeeper's kit - Dagger Cancel should now be able to be used in a safer manner and should give the hero better options when it lands. The changes to Dashing Thrust as well as Guard break Throws should enable Peacekeeper to land Dashing Thrust consistently when wall splatting. Her Zone Attack's first strike trajectory has also been updated to be more consistent with its animation. Finally, all her neutral and chained attacks now have better forward movement, giving the hero more mobility in group fights as well as in 1v1 scenarios.

We have also lowered the damage Peacekeeper deals on Guard breaks to a more standard level, especially considering the new changes to wall splats, giving her more interesting options.

Finally, her Crossbow feat now has extra utility by applying Bleed, opening up more of her kit.


Lawbringer
  • Increased forward movement of all Light attacks by 0.25m
  • Increased forward movement of all side Heavy attacks by 0.25m
  • Updated the trajectories of all Side Heavy attacks to better match the weapon strikes
  • Increased input window for Parry followups by 66ms
  • Impaling Riposte from Parry is now 800ms, down from 900ms
Developer's Comment: We've focused our changes on Lawbringer to address issues related to the hero's movement and weapon trajectories; with these changes, Lawbringer should have a bit more mobility during team fights, but more importantly the new weapon trajectories should greatly help with the weapon not hitting external targets. We've also done a pass to ensure Lawbringer's Parry followups are easier to perform with a larger input window.

Warlord
  • Updated Board and Blade's trajectory to better match the weapon strike
  • Increased forward movement of Board and Blade by 1m
  • Zone Attack now costs 30 Stamina, down from 60
Developer's Comment: Warlord's Board and Blade was lacking in that while the move is Undodgeable, its trajectory wasn't matching the weapon correctly and the move was lacking forward movement to be able to properly catch opponents who were dodging or rolling away. In addition, we've adjusted the stamina cost of his Zone Attack to help with Warlord's stamina economy.

Berserker
  • Front Zone Attack and Back Zone Attack now each cost 30 Stamina, down from 65
  • Berserker now has 130 HP, up from 120
Developer's Comment: Berserker's Zone Attacks' stamina costs were prohibitive, making the move too costly to use. We've also updated Berserker's health values so that it fits the hero's identity as a hero who wants to trade hits with their opponents.

Kensei
  • Zone Attack now costs 30 stamina, down from 60
  • Chained Lights can now chain to Top Heavy Finisher at 100ms on hit
  • Top Heavy Finisher is now 1100ms, down from 1200ms
  • Top Heavy Finisher now soft feints to Fast Guardbreak instead of regular Guardbreak
  • Increased forward movement on Top Heavy Finisher slightly
Developer's Comment: Most of these changes were made so that Kensei can soft feint to Guard break and catch opponents trying to roll away instead of after a chained Light attack. We've also standardized the stamina cost of Kensei's Zone Attack to be less restrictive.

Orochi
  • Side Heavy Finishers are now 700ms, down from 800ms
Developer's Comment: We're speeding up Orochi's side Heavy Finishers to give them more utility in outnumbered situations; they already have good trajectories, and this change should help Orochi land them more often.

Nobushi
  • Updated trajectories for Side Heavy Openers and Side Heavy Finishers to better match the weapon strikes
  • Side Cobra Strikes are now 533ms, down from 600ms
  • Side Cobra Strikes now have proper iframes
  • Front Cobra Strike is now 500ms, down from 600ms
  • Front Cobra Strike can now be accessed from 200ms to 500ms during Forward Dodge (from 0m to 500ms)
  • Slithering Thrust and Coiling Slash's miss recoveries are now 600ms, down from 700ms and 800ms, respectively.
  • Side Light Opener and Chained Side Light miss recoveries are now 800ms, down from 900ms
  • Heavy Opener recoveries on Hit, Block, Superior Block and Miss are now standardized at 800ms, down from various values ranging from 900ms to 1100ms
  • Heavy Finisher miss recoveries are now 800ms, down from 1000ms for top and 1100ms for side
  • Out of Lock Heavy Finisher is now a Left attack, from a Top Attack
Developer's Comment: We've adjusted multiple aspects of Nobushi - her side Heavy attacks should perform much better, side Cobra Strikes should now perform like standard dodge attacks with iframes, and we've also made a pass at many of her recoveries to make her attacks less risky and less prone to be guardbroken.

Finally, we've also changed her Out of Lock Heavy Finisher attack direction to a side attack to help the hero perform better in the minion lane

Shugoki
  • Zone Attack now costs 30 Stamina, down from 60 Stamina
Developer's Comment: Shugoki's Zone Attack still cost too much stamina, so we decided to standardize it.

Centurion
  • Zone Attack now costs 12+12+12 Stamina, for a total of 36, down from 20+20+20, for a total of 60
  • Charged Heavy Openers now move forward 0.75m more
  • Charged Punch now has better tracking to catch early Dodge Attacks better
  • Charged Punch is now 1300ms total, down from 1400ms
  • Charged Punch now gains Uninterruptible Stance at 1000ms, down from 1033ms
Developer's Comment: Centurion should now perform better with these changes - Charged Heavy Openers now have extra forward movement to help perform them from slightly further away, and Charged Punch should now perform similarly to Warden's Shoulder Bash mixup and catch dodge attacks in a similar manner.

We've also adjusted Centurion's Zone Attack costs to be more in-line with the rest of the cast.


Gladiator
  • Zone Attack now costs 30+20 Stamina, for a total of 50, down from 40+40, for a total of 80
  • Front and Side Sucker Punches now cost 12 stamina, down from 24
  • Increased input window for Counter Jab by 400ms when Parrying
Developer's Comment: We've adjusted Gladiator's stamina economy to let the hero be more on the offensive. Gladiator already has a high stamina pool, but this should help him perform even better.

We've also adjusted the input comfort for Counter Jab - the initial window to perform Counter Jab after a Parry was quite short, and with an extra 400ms it should now be more comfortable to perform.


Highlander
  • Zone Attack now costs 12+12+12 stamina for a total of 36, down form 40+10+10 for a total of 60
Developer's Comment: In addition to gaining a Side Dodge Attack, Highlander's Zone Attack, which is his primary Guardbreak punish, now costs a more standardized amount of stamina.

Shaman
  • Zone Attack now costs 12+6+6+6 stamina for a total of 30, down from 40+10+5+5, for a total of 60
  • Increased Heavy Finishers forward movement by 0.75m
  • Left Heavy Finisher is now 900ms, down from 1100ms
  • Predator's Hunger now costs 12 stamina, down from 20
  • Removed the stamina penalty incurred when switching from Wild Cat's Rage to Predator's Mercy and Predator's Hunger and vice versa
Developer's Comment: We've adjusted two major aspects of Shaman; her stamina economy as well as her Heavy Finishers.

We've reduced the costs on her Zone Attack to be more in-line with the rest of the cast, but we've also removed the stamina penalty she had when performing Wild Cat's Rage and switching to Predator's Mercy/Hunger (and vice versa). This should help Shaman's stamina economy and let her be more aggressive.

We've also given her Heavy Finishers extra forward movement to help her perform better in a variety of situations, and we've sped up her Left Heavy Finisher to a speed where if your opponent is mashing Light attack, Shaman's attack will trade (but quite favorably, both in terms of damage and frame advantage) whereas she used to lose. We're hoping this change helps Shaman perform better in 1v1 situations.


Aramusha
  • Zone Attack now costs 20+20 stamina for a total of 40, down from 60
Developer's Comment: This should help Aramusha use their Zone Attack more often.

Nuxia
  • Zone Attack now costs 20 stamina, down from 30+12 stamina, for a total of 42
Developer's Comment: Nuxia's Zone Attack is an interesting mixup, but used to be too costly. With this new cost, we expect Nuxia to use her Zone Attack more often.

Black Prior
  • Increased Tenebris Thrust's forward movement by 1m
  • Fixed an issue that could make Tenebris Thrust unparriable when used at very specific distances
  • Sprint Attack is now 700ms, down from 1000ms
  • Sprint Attack now deals 20 damage, down from 26
  • Bulwark Slash's Guardbreak Vulnerability is now 100ms, down from 400ms
Developer's Comment: Tenebris Thrust's range was not sufficient to catch opponents who were further away; the extra range should now help Black Prior perform better in these situations. Similarly, the hero's Sprint Attack was lacking - it was too slow to be used effectively, so we've sped it up so that it should be more in-line with other Sprint Attacks.

We've also lowered the Guardbreak Vulnerability on Bulwark Slash to make it less vulnerable when outnumbered; players could sync up and force a Guardbreak on Black Prior, nullifying Bulwark Counter and Slash. This should no longer happen.


Zhanhu
  • Zone Attack now costs 30 stamina, down from 50
Developer's Comment: With this change, Zhanhu should be able to use their strong Zone Attack more often - being Undodgeable, it is a strong counter to Dodge Recovery Cancel heroes, and at 30 stamina it should no longer drain too much of Zhanhu's stamina.

Hitokiri
  • Fully Charged Heavies now cost 12 Stamina, down from was 25
Developer's Comment: Hitokiri's Fully Charged Heavies initially did not have a Stamina Penalty when parried, but cost more to offset this strength. Since this has been removed, the extra stamina cost is no longer necessary.

Warmonger
  • Zone Attack now costs 20 Stamina, down from 40
  • Heavy Finishers now have Uninterruptible Stance at 100ms, down from 500ms on Top and 400ms on Side
  • Preying Claw now deals 8 Bleed Damage
  • Preying Claw Stab now deals 7 Damage, down from 8
  • Preying Claw Slash now deals 20 damage, down from 28
Developer's Comment: Warmonger's Uninterruptible Stance starting earlier in her Finishers should help give her more safety and usability in both outnumbered situations as well as against opponents who are dodge attacking too often.

The changes to Preying Claw should help Warmonger land damage more often, as well as pushing for more synergy with Nobushi, Shaman and Peacekeeper, who all benefit from sources of Bleed.


Gryphon
  • Forceful Swirl now costs 20 Stamina, down from 50
  • Veteran's Lesson now gains Unterruptible Stance at 100ms, down from 500ms
  • Mind Cleaver Miss recovery is now 800ms, down from 1000ms, and regains block defense at 500ms in the recovery
  • Mind Cleaver's Hit and Block recoveries are now 700ms, down from 800ms, and regains block defense at 500ms in their recoveries
Developer's Comment: Gryphon's changes are based around making the hero safer - Veteran's Lesson gaining armor much earlier should help deal with dodge attack-happy opponents as well as making the move much safer to use when outnumbered, and Mind Cleaver should also be safer to use; it should now be harder to land dodge attacks on it.

Forceful Swirl costing 20 stamina should also help Gryphon access his chains more safely.


Kyoshin
  • Zone Attack now costs 20 stamina, down from 40
Developer's Comment: We're standardizing Kyoshin's Zone Attack cost to be more in-line with the rest of the cast.

Out Of Lock Contextual Hint
  • The Out of Lock contextual hint that exists in-game was hardly visible to the player, so we reworked the visual contrast, size and animation, to make it more visible to the player.
  • It is possible for the player to toggle it ON or OFF through Options -> User Interface -> Use Detailed Lock Indicator.


Out Of Stamina Contextual Hint
  • The Out of Stamina (OOS) that exists in-game has been visually edited it make it more visible to the player.
  • It is possible for the player to toggle it ON or OFF through Options -> User Interface -> Use Detailed Stamina Bar.


Developer's Comment: In both of these Contextual Hint improvements, we're trying to help newer players especially understand these states, and what they're expected to do as players in these states.

Player Block List
  • Add new in-game blocklist system to help players easily block people for better toxicity management (auto mute voice chat and text chat, hide their emblem, disable group invites from them)


Voice Chat
  • Voice Chat has been re-enabled for cross-platform matches


Removal of all remaining P2P connections
  • Custom Match will now be on Dedicated Servers.
  • Note that we will deactivate Nvidia Ansel to do so in custom matches
  • All remaining P2P game modes like Story, Arcade and Training are moved on Servers.
  • Group system has also been moved into Servers
  • We removed the necessity of having NAT configuration. NAT status have been removed in game. All communications are now transmitted via Servers.
Developer's Comment: This is a necessary step to bring us closer to Crossplay Phase 2 in an upcoming patch.

BUG FIXES


[h2]FIGHTERS[/h2]
Warden
  • [Bug Fix] Fixed an issue that caused the Warden "Valliant Breakthrough" to not allow to switch target during the dodge


Berserker
  • [Bug Fix] Fixed an issue that caused the Berserker Infinite Chain to be a have different speeds when the locked versus out of lock, now the timings are unified (FH-3997)


Medjay
  • [Bug Fix] Fixed an issue that caused the Medjay's "Throne Guard" attack to be missing frames if performed with the guard on the left side
  • [Bug Fix] Fixed an issue that caused the Medjay to immediately enter guard in Axe mode after going Out of Lock by performing Out of Lock attacks
  • [Bug Fix] Fixed an issue that caused the Medjay to have some input issues around Throne Room melee input, Axe mode entry from Out of Lock, and Zone Attack input


MAP
  • [Bug Fix] Fixed an issue that caused the player to be able to break a collision in the Forest map


CUSTOMIZATION
  • [Bug Fix] Fixed an issue that caused the Peacekeeper "Cursed Fugitus" Sword to be facing the wrong way unlike the Dagger (FH-4142)
  • [Bug Fix] Fixed an issue that caused the Shaolin's "Taibai Headgear" to have stretching parts inside the mouth. (FH-4094)
  • [Bug Fix] Fixed an issue that caused the Valkyrie's "Dyrk Chest" texture to be missing when the character is decapitate (FH-3981)
  • [Bug Fix] Fixed an issue that caused the Orochi "Honkyo Arms" top of the gloves are straight (FH-3982)
  • [Bug Fix] ] Fixed an issue that caused the Orochi "Honkyo Chest" to have the front metal flap floating on alternate body type (FH-3982)
  • [Bug Fix] Fixed an issue that caused the Warlord's "Hlytha Chest" to be missing physics on the drinking horn (FH-3847)
  • [Bug Fix] Fixed an issue that caused the Orochi "Honkyo Helm" to have wiggle physics on default body type (FH-3776)
  • [Bug Fix] Fixed an issue that caused the Execution "Deceitful Concision" to continue on adjacent opponent if the opponent quits the session while the player is performing it
  • [Bug Fix] Fixed an issue that caused some executions to continue on adjacent opponent if the opponent quits the session while the player is performing it (FH-1678)
  • [Bug Fix] Fixed an issue that caused the Black Prior "Aphractum Chest" belt texture to stretch unnaturally (FH-3474)
  • [Bug Fix] Fixed an issue that caused the Warlord "Cumbered Bash" execution to clip at various points (FH-3171)
  • [Bug Fix] Fixed an issue that caused the "Ware Shinaba" execution to make the floor black and reduce execution visibility (FH-2189)
  • [Bug Fix] Fixed an issue that caused the Highlander "Bonecrusher" execution to throw the victim over a shorter distance in-game than shown in the Barracks preview (FH-3314)
  • [Bug Fix] Fixed an issue that caused the Kensei "Kikashi" execution to throw the victim over a shorter distance in-game than shown in the Barracks preview (FH-3314)
  • [Bug Fix] Fixed an issue that caused the Kyoshin scabbard to float when he moves in any direction and perform a double top light attack (FH-3353)


SPECTATOR MODE
  • [Bug Fix] Fixed an issue that caused the Spectator to be kicked out of session after selecting any player from Interactive Scoreboard while spectating


ACCOUNT
  • [Bug Fix] Fixed an issue that appeared to reset profiles to default (FH-4134)


PC
  • [Bug Fix] Fixed an issue that caused Dismantling loot during the end of match screen to sometimes crash the game (FH-4269)

Crossplay Phase 2



[h3]Crossplay Phase 2 is coming October 20th. Phase 2 will allow our players to group and play with cross platform friends.[/h3]

Previously in Phase 1, players were limited to crossplay through matchmaking only. This means you could not add friends from different platforms and play with them. With the implementation of Phase 2, players will be able to group with their friends from any platform. In Y6S3 TU1, we are implementing voice-chat in crossplay matches, a new block-list feature and removing P2P connection.


[h2]1. What is Phase 2 of Crossplay?[/h2]

Crossplay Phase 2's functionality will extend to group play with your cross-platform friends and/or players. Your friends' platform of choice will no longer be a blocker when looking to play together.

You will be able to group with other online players under the same Ubisoft account (also called linked profiles), which allows players having played the game on more than 1 platform under the same Ubisoft account to play together.

However, progression is still isolated per platform, as there is no cross-progression.


[h2]2. Do I need a specific Ubisoft account to play For Honor?[/h2]

Yes, if you play on console it is mandatory to link your console account to a Ubisoft Account to play For Honor. If you do not have a Ubisoft account, the game will ask you to create one at the first launch. If you have already played For Honor, you already have a Ubisoft Account.


[h2]3. How do I add a cross-platform friend?[/h2]

Open Ubisoft Connect on any device or via the in-game shortcuts found in the "Group" or "Customize" tabs. Then, cycle to the friends' tab and search for your friends' Ubisoft Connect username.

If you are already in a match or group, you can also simply view the player's profile and select "Send Friend Request".


[h2]4. How do I find my Ubisoft Connect username?[/h2]

It should be visible on the "Profile" tab in Ubisoft Connect. You can also see it be selecting your own profile in the Group menu.


[h2]5. How do I accept a friend request?[/h2]

Open Ubisoft Connect on any device or via the in-game shortcuts found in the "Group" or "Customize" tabs. Then, cycle to the friends' tab and view your pending friend requests.

For more information on Ubisoft Connect, see : Link on PC : https://www.ubisoft.com/en-us/help/account/article/add-more-ubisoft-connect-friends/000077468


[h2]6. How do I play with friends that are on another platform?[/h2]

The process is the same as it was previously. Players need to become friends on Ubisoft connect first. Then you simply head to the groups tab and invite your friends through the friends list.


[h2]7. Will the matchmaking system be readjusted at the launch of Phase 2 on October 20th, 2022?[/h2]

No, there is no need to readjust the matchmaking system as the implementation of Phase 2 only adds the ability to add cross platform friends as well as play with them.


[h2]8. Will in game communication change with Crossplay Phase 2?
[/h2]
To deploy Phase 2, voice-chat in Crossplay matches will be introduced at the beginning of Y6S3 TU1.

Additionally, all players can still use the quick-chat messages to communicate with their teammates. PC players can use standard text chat as well.


[h2]9. Can I disable Voice Chat?[/h2]

Yes, you can mute individual users using the "Mute voice" option on their player card.

As a reminder, consoles have built-in cross-platform preferences. If our users are experiencing problems with Cross-play or Cross-platform voice chat, they should verify their current preferences. For more information, players should refer to their console's user guide for more information.

[h2]
10. Which game modes will not support Crossplay?[/h2]

Story Mode (Coop) & Arcade Mode (Coop). All other game modes are supported for Crossplay.


[h2]11. How do I opt out of Crossplay?[/h2]

Players can opt out of cross-play by going to Options > Online > Cross-play.

Opting out of crossplay is not recommended as matchmaking queue's will be much longer.


[h2]12. Do I still need to configure my router with open NAT (green NAT)?[/h2]

No, with the release of Y6S3 TU1 on September 15th, we are completely removing all remaining P2P connections into the game. This means that we do not show the NAT status in game anymore and this configuration is not required anymore. All connections are now transferred on Servers.

Take note that with the transfer of custom matches on dedicated servers we cannot support Nvidia Ansel technology in this game mode. We are investigating how to re-integrate such a feature later.


[h2]13. What is the new in-game block list?[/h2]

With the release of Y6S3 TU1 on September 15th, we are releasing a new tool to enhance the management of friends in game. You will also be able to blacklist other users to reduce the toxicity. When blocking other users, their voice chat and text chat will automatically be muted in game if encountered. Additionally, it will remove the emblem's visual of the blocked player. You can also easily block and unblock friends from the player card activity.

With the release of the cross-platform friends list, the block list will be compatible with cross-platform friends, it will also block the group invitations from cross-platform friends that you have blocked. All the 1st party group invitation sent via your 1st party system on console remains managed by the 1st party block list integrated into your console system.

Sony

Xbox

Note that since the in-game cross-platform block feature uses their Ubisoft account, these users will also be blocked in other Ubisoft titles.


[h2]14. How do I prevent someone spamming invites?[/h2]

You can add any cross-platform user into the in-game block list to avoid all their invitation requests.


[h2]15.What happens if I own For Honor on multiple platforms, but all of the accounts share the same Ubisoft Account?[/h2]

You will automatically add your other accounts as friends. You can invite them like any other player. However, you cannot block these users.