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  1. #1

    Update tommorow Patchnotes:

    Are on the Uplay launcher.

    For Honor - V1.03 Patch Notes

    Tomorrow morning (Feb 28th) at 8am EST (13:00 UTC) we will update the PC version of the game to V1.03. This will require a downtime of around 15 minutes. Changes contained in this update can be found below.
    Feats

    Shugoki

    Fixed a bug that caused players to lose the “Hard to Kill “ Feat upon death.
    Orochi & Berserker

    Addressed bugs with their area of effect (AOE) ground Feats not working if the player stopped moving
    The Orochi's Nail Bomb & the Berserkers Stun Trap Feats now apply their damage effects correctly to characters who trigger the trap, but stop moving towards the trap, as it was intended.
    Valkyrie

    The Valkyrie Bloodlust Feat is now triggered on all types of kills as it was intended.
    Berserker, Warlord, & Valkyrie

    Tweaked the “Rush” Feat animation transition bug from idle to sprint animations
    Fight

    All Fighters

    We reverted the Guardbreak mechanics to the Beta behavior in order to have it be a more usable skill. Guardbreak is no longer un-counterable if you're Guardbroken during Guardbreak startup.
    Attacks that cannot be blocked because they are too fast no longer display the Unblockable Attack feedback.
    Fixed camera clipping issues with walls on executions
    Peacekeeper

    Some tweaking was made on the Peacekeeper during the Beta, which caused some bugs and unintended changes. We are changing some of her moves to behave as designed.
    Fixed the Peacekeeper Guardbreak and Bleed stacking bug
    Stab 1 applies 2 dmg + 15 Bleed dmg over 10 sec
    Stab 2 applies 2 dmg + 12 Bleed dmg over 8 sec
    Stab 3 applies 2 dmg + 9 Bleed dmg over 6 sec
    Bleed damage now stacks up for a total of 36 dmg, in the Beta this total was higher (45dmg) but has been reduced for balancing along with the accompanied bug fix
    Increased the range of the Peacekeeper Stab Attack to fix issues with missed stabs and therefore not applying Bleed
    Stab range increased from 1 m to 2 m

    Changed the range distance of the Peacekeeper Light Attack. She can now connect a Light Attack after a parry.
    Normal Light Attacks had their range increased by 0.25 m; from 2.75 m to 3 m
    Berserker & Conqueror

    Light Attack recoveries decreased to prevent free Guardbreak on Block. This was never the intended behavior.
    Berserker's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms
    Conqueror's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms
    Valkyrie

    Overall Valkyrie gameplay update/buff. We found that the changes we made during our latest Technical Test were impacting too much the dueling abilities of the Valkyrie. She has gone from the 1st place in Win/Loss in Duel to the last spot by far. Let’s give her some love. We’ve made some of her moves a little faster and we’ve added some mix-ups.
    Pouncing Thrust & Hunter's Strike damage increased from 12 dmg to 17 dmg
    Pouncing Thrust & Hunter's Strike can link into Light Chain faster: from 400 ms – 900 ms to 200 ms – 500 ms
    Light Attacks recoveries reduced by 100 ms
    Light Attack Miss Recovery 900 ms to 800 ms
    Light Attack Hit Recovery 700 ms to 600 ms
    Light Attack Interrupt Block Recovery 800 ms to 700 ms
    Light Attack Regular Block Recovery 700 ms to 600 ms.

    Light Chain second Attack Startup reduced by 100 ms, recoveries reduced by 100ms
    Light Chain second Attack Startup 600 ms to 500 ms
    Light Chain second Attack Miss Recovery 800 ms to 700 ms
    Light Chain second Attack Hit Recovery 600 to 500 ms
    Light Chain second Attack Interrupt Block Recovery 700 ms to 600 ms
    Light Chain second Attack Regular Block Recovery 600 ms to 500 ms

    Shield Crush can now be chained into Light Chain
    After 400 ms into Hit Recovery
    After 500 ms into Miss Recovery

    Hunter's Rush Recoveries shortened by 200 ms
    Miss recovery 1000 ms to 800 ms
    Hit recovery 800 ms to 600 ms
    Interrupt Block recovery 900 ms to 700 ms
    Regular Block recovery 800 ms to 600 ms
    Orochi

    Increased the dodge back on the Orochi’s “Riptide Strike”
    Increased the backward displacement from 1.75 m to 2 m
    Game mode

    Duel, Brawl, Elimination

    Bots joining an in-progress match will be dead for the current round.
    Miscellaneous

    Changed Music in Face Off screen
    Various bug fixes
    UI Fixes

    FIXED: Non-Full Screen Videos are stretched in non 16:9 screens
    FIXED: UI Issues with Hero Customization & World map UI in 21:9 aspect ratio
    FIXED: Conflicting Scroll areas in Game Mode Selection
    FIXED: Wrong tip for quick chat controls appear when using keyboard and mouse
    FIXED: The mouse disappears after skipping the faction War video
    FIXED: Button prompts not displayed correctly in tutorial hints if user assigned buttons, which are too long
    FIXED: Controller Button depiction is displayed in instructions on face off screen even if controller is not connected
    FIXED: Scroll bar is incorrectly displayed to the left side of the page on selecting Key mapping with the mouse or keyboard
    FIXED: Bot settings in “Custom Match” blocked for keyboard when the mouse is moved
    FIXED: Pressing A to buy items in the store is instant instead of Hold
    FIXED: X/Y/Ä is not recognized properly on the Key Mapping Page with a German keyboard layout
    FIXED: Mapping < on German keyboard shows black icon
    FIXED: Key binding does not support all the special characters

    Chat Fixes

    FIXED: post match chat position too low
    FIXED: Scrolling down a long list in IME crashes the game
    FIXED: Group leader can only see their own messages in custom matches
    FIXED: Chat not accessible after restarting game flow
    FIXED: IME - visual elements missing for edit mode (underline/rectangle
    Graphics Fixes

    FIXED: Full screen not working after restarting the game
    FIXED: Crash when the correct GPU driver is not found
    FIXED: Shadow Flickering on Player on Extreme Settings
    Controls Fixes

    FIXED: Game does not detect Dualshock 4 controller connected via DUALSHOCK 4 USB Wireless Adapter
    FIXED: Game does not detect Thrustmaster Firestorm Dual Analog 3 Gamepad
    FIXED: “Full Block” in-game action not working for Steam Controller
    FIXED: “Left Guard”, “Right Guard”, “Top Guard” ingame actions not working for Steam Controller
    General Fixes

    FIXED: Recording and Screenshot capturing with 'Radeon ReLive' not working
    FIXED: Push to talk does not work if popup is on screen
    FIXED: Ansel - Some UI elements remain visible with Ansel enabled
    Additional Changes:

    UI Improvements

    · PC Mouse & keyboard now have separated loading screen tips
    · Player widget is now clickable with shortcuts to (Emblem editor, Profile &Store page)
    · Adjust chat log position to avoid critical overlaps in menus
    · Removed "Map overview" from story mission selection screens
    · Improve Mouse + Keyboard handling of the Bot selection page
    Graphics Improvements

    · Visual Improvement to nVidia's HBAO+
    · Improved HZB generation on higher resolutions (4K)
    General Improvements

    · EAC displays better error descriptions to players
    · Fixed multiple crashes
    Back to news
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  2. #2
    Only coming out for PC tomorrow
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  3. #3
    Finally...
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  4. #4
    I'm somewhat disappointed to see no changes to 95% of community feedback about the warden and assassin classes, but this is more of what I expected the patch to be
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  5. #5
    Warden is just fine... But Assassin deserve a nerf
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  6. #6
    Originally Posted by Sheynes Go to original post
    Warden is just fine... But Assassin deserve a nerf


    "git gud"
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  7. #7
    Originally Posted by Rump_Buffalo Go to original post
    I'm somewhat disappointed to see no changes to 95% of community feedback about the warden and assassin classes
    Of course they aren't going to listen to the ******* community that doesn't know what its talking about or how to play the game correctly. Learn to play, come back a month from now when you've figured it out.

    Just because the community agrees, which it doesn't, doesn't mean they know what they're talking about.
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  8. #8
    Originally Posted by Kharneth88 Go to original post
    Of course they aren't going to listen to the ******* community that doesn't know what its talking about or how to play the game correctly. Learn to play, come back a month from now when you've figured it out.

    Just because the community agrees, which it doesn't, doesn't mean they know what they're talking about.
    I'm not talking about the "OP" cries.

    I'm talking about the vortex, the seemingly unintended effectiveness of simply rolling away from a fight to avoid GB and attacks before coming back in, the frustration and safety of assassins, and the general problems with the defensive focused gameplay. Parry, mostly, has been called out repeatedly as a mechanical issue that needs reworking. These are not just crying whines, these are things that the community has unearthed through a lot of gameplay, especially noticeable at higher levels. "Git gud" or dismissing the concerns that have come to the forefront over and over is not a viable answer because it has nothing to do with the issues. Thanks for your opinion, though.
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  9. #9
    Originally Posted by Rump_Buffalo Go to original post
    I'm not talking about the "OP" cries.

    I'm talking about the vortex, the frustration and safety of assassins, and the general problems with the defensive focused gameplay. Parry, mostly, has been called out repeatedly as a mechanical issue that needs reworking. These are not just crying whines, these are things that the community has unearthed through a lot of gameplay, especially noticeable at higher levels. "Git gud" or dismissing the concerns that have come to the forefront over and over is not a viable answer because it has nothing to do with the issues. Thanks for your opinion, though.
    Again, just because the community thinks they are issues does not mean that they are issues.
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  10. #10
    So the "git gud" crowd is telling me switching block stances are all equal speed in the game? Damage chances after a successful parry are all equal? "Git gud" is always something to consider but you can't seriously say that all characters are viable *cough* Lawbringer & Raider *cough*.
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