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  1. #11
    I miss the assasin stance bug, since it is a guard stance issue, i hoped they will do something about it too, because it is a thing since the beginning. With the feats balance, there was some great ideas, like making the skills one use, but with the throwing axe, kunai, and the crossbow just a bad idea. The main problem with the projectile weapons is not the damage they done, it is the lack of animation. They dont have a proper animation, where you can anticipate when it will come, and dodge that. When i see a longbow feat, or a kunai feat, which is active, i dodge more, and try to get ready for it, and usually I can dodge that(unless it shoots me thorugh the ****ing wall, what happened more than once...). But I miss the Centurion and his feats nerf.Centurion is bugged, and way too strong still. After a light, he has a guaranteed heavy, then a guaranted small bash, if the server has a little lag(which happens often to be honest). And with a light attack combo, he will take 2/3 or full hp of yours. ANd the throwing sword skill is just ********. Every ranged attack have some minimum reaction time, and a chance to dodge it(maybe valkyr spear is op too, because it way to fast too), but the centurion throwable is instant, no chance to dodge it, and with it you will get a full combo of 2/3 hp damage. And don't forget the terrible targeting and aiming system, where you miss a projectile, againts a target who stands still.
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  2. #12

    Waw, GG guys, GG Ubisoft. Why so many nerf ? I mean the game was pretty fin. It takes ages to get the crossbow, bow, or javelin (+the countdown) so yeah it should make pretty decent damage in emergency situation ! Why nerfing this ?! It's not like everybody using it.

    The thing is, too many peoples complained about this and that. Then comes the nerfs. I understand some of the mechanics in game are not right. But most of the nerfs here are kind of useless. Especially about the skills section. I'm pissed about it, and sad

    But, hey, we'll see about that In Game I guess...


    (What I want though, is the RIGHT animation of the Nobushi's execution Snap-Off !!! The one we see in the preview. The actual one in game looks wonky )

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  3. #13
    Originally Posted by CV_Eviler Go to original post
    well im pretty shure this will be the final nail in the coffin.....

    starting tomorow you will see topics about how shugoki 2 shots people and parry evrithing...

    lawbringer will be imposible to beat....

    centurion....no comment...

    nobushi will be op and broken again how it was at the start,,,,,now on top of masive bleeds she can parry evrithing and punish you good stuff ubi...good stuff....keep it up

    iv seen people 4 v 1 with nobushi ez the hiden stance is OP in a good nobushi player...and now he can block and parry ez....this is just insane...

    How many "final nails on the coffin" do you need to throw around? ROFL Soon the casket would look like a hedgehog... except I still don't see a body in there.

    ...and after all that bi*ching and moaning I'm pretty sure you'll still be hanging around the forums until the next "final nail in the coffin" comes around, so you can gloat and diss someone else's hard work and basically repeat the exact same shi* over and over again about how the game is gonna come to a doom.

    I've seen your kind walking around the street corners with "REPENT!" and "THE END IS NIGH!" signs written on cardboards. They never change.
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  4. #14
    Originally Posted by HP_Ryusokee Go to original post
    I miss the assasin stance bug, since it is a guard stance issue, i hoped they will do something about it too, because it is a thing since the beginning. With the feats balance, there was some great ideas, like making the skills one use, but with the throwing axe, kunai, and the crossbow just a bad idea. The main problem with the projectile weapons is not the damage they done, it is the lack of animation. They dont have a proper animation, where you can anticipate when it will come, and dodge that. When i see a longbow feat, or a kunai feat, which is active, i dodge more, and try to get ready for it, and usually I can dodge that(unless it shoots me thorugh the ****ing wall, what happened more than once...). But I miss the Centurion and his feats nerf.Centurion is bugged, and way too strong still. After a light, he has a guaranteed heavy, then a guaranted small bash, if the server has a little lag(which happens often to be honest). And with a light attack combo, he will take 2/3 or full hp of yours. ANd the throwing sword skill is just ********. Every ranged attack have some minimum reaction time, and a chance to dodge it(maybe valkyr spear is op too, because it way to fast too), but the centurion throwable is instant, no chance to dodge it, and with it you will get a full combo of 2/3 hp damage. And don't forget the terrible targeting and aiming system, where you miss a projectile, againts a target who stands still.
    Personally I think adding either a direction to block the ranged feats or a longer animation is necessary, not necessarily a damage reduction. Being able to dodge a javelin thrown in like 200ms is great and dandy, but in most cases you can't predict that and dodge it in time, and will get smacked with (now) a whopping 50 damage. In the middle of a fight that's a LOT, even though it's nothing compared to the original 80, which would pretty much instant kill some classes without max hp.

    Adding counter play to ranged feats feels necessary. I prefer the longer animation route. Make the samurai characters take out and spin the kunai for like 100ms so there's a tiny bit of extra time to predict it. Make the valkyrie wind up the javelin throw for 200ms so you can actually tell when she's about to do it. Make the peacekeeper pull out the crossbow for like 100ms and aim before just firing it. These feel like balanced ways of making ranged feats better in the sense that you're adding a level of counter play.

    Also, add a bit of recovery time to the ones that don't have any so that you can punish them if they try to use it too close to you. This is optional in my opinion, but also very effective in encouraging smart use of the feats.

    People also complain a lot about catapult, but it's barely used. Do I think damage needs to be reduced? Maybe. Do I think its function should be more defined? Definitely. Currently it's a teamfight finisher. Someone on the outside sees a massive teamfight and just launches the thing and boom, half the enemy team is dead instantly. I think it needs to take a bit longer to actually impact, but it knocks people to the ground, including teammates. This will dissuade people from mindlessly throwing it into teamfights but also forcing them to position it properly as to not knock their teammates around.
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  5. #15
    Originally Posted by Herbstlicht Go to original post
    If I understand this right:
    Revenge attacks, passive feat, next to be rather useless now, is unusable because it flatout reduces all damage dealt by 10%?
    If I am right .. oh my gosh.

    Revenge Attacks

    Successful Light Attacks Revenge gain reduced to 2 points (from 5).
    Successful Heavy attacks Revenge gain reduced to 4 points (from 10).
    Added a 10% damage reduction to all attacks.
    NOTE: The feat’s description was not updated


    Btw, to give you an idea why people often go with passive feats: they want sword fights. No throwing javelins or weird looking aura-buffs that take ages to activate and feel rather clunky. If I could, i would go all passive on all heros as long as it doesn't mean the feat weakens me. Revenge attacks though infact is a nerf now for your combat abilities in this new state - 10% all damage nerf!?.
    Who came up with this?
    Could someone at Ubisoft please answer that? Did we understand that right: we now have a feat that nerfs one of the hero's stats?
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  6. #16
    Originally Posted by FredEx919 Go to original post
    Tomorrow morning at 8:00AM EDT we will release Live Update 1.08.01 on ALL PLATFORMS. There is an expected downtime of about 70 minutes. The longer than usual downtime is due to some infrastructure maintenance being performed at the same time as this update.

    We previously read through the Patch Notes on the Warrior's Den last week, but here they are in their entirety.


    Fight

    Guard Switch

    • Centurion’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
    • Lawbringer’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
    • Raider’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
    • Nobushi’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
    • Shugoki’s guard switch cancel from guard switch reduced to 100ms (from 300ms).

    Developer comments: These five characters had a longer guard switch to guard switch delay. We wanted to try and accommodate gameplay and fidelity by increasing this delay so that guard switch spam wouldn’t look too glitchy on these characters. The side effect was that these characters had a higher challenge on defense since it took them more time to correct their guard. We’ve decided to bring these guys to the same level as others with 100ms guard switch to guard switch so that the defensive challenge is levelled across characters.

    Guardbreak Follow ups

    • Guard Break follow ups are now consistent throughout characters.

    Developer comments: After fixing a bug that caused the Warden, Nobushi and Orochi to be able to chain a Drop Attack from Guard Break, we introduced some regressions on the Guard Break follow ups. The regression caused some out of Guard Mode follow up attacks to use a different Guard than the default one. At the time, we decided it was a fair trade off in order to fix the Drop Attack bug that caused one-hit kills. Now we’re following up on that and fixing the regression.

    Guardbreak to Air Attack

    • [Bug Fix] Removed Guardbreak to Air Attack exploit in Campaign.

    Developer comments: At the time we fixed the Guard Break to Drop Attack bug, we needed to act fast and decided to only fix it for Multiplayer where the bug caused the most annoyance. The fix is now replicated in Campaign as well.

    Fighters

    Kensei

    • Helm Splitter no longer interrupted on Block.
    • Swift Strike no longer interrupted on Block.
    • Swift Strike Interrupt Block reaction duration shortened to 800ms (from 900ms).

    Developer comments: In an effort to try and improve the Kensei’s initiation game, we’re making Helm Splitter and Swift Strike uninterruptible on Block. This allows Kensei to have easier access to their Top Heavy Finisher cancel mix-up game and force reactions. The shortened Interrupt Block on Swift Strike is still relevant against Superior Block. Kensei had an extremely difficult matchup against Conqueror, so this short reduction allows Kensei to no longer give up a free Guard Break if the Conqueror blocks the Swift Strike.

    Warden

    • Shoulder Bash can now be cancelled into Guard Break or Idle only at the start of the charge. The cancel will be performed at the 400ms mark of the charge.
    • Shoulder Bash Min stamina cost increased to 20 (from 10).
    • Shoulder Bash Max stamina cost increased to 30 (from 15).
    • Shoulder Bash cancel to Idle stamina cost increased to 20 (from 18).
    • Visual FX for fully charged and super armor now more visible on fully charged version.

    *Developer comments: In patch 1.06, we made a change so Wardens could cancel the Shoulder Bash no later than 300ms before the Shoulder Bash would make impact. The intention then was to remove Warden’s ability to react to what an opponent would do, and instead force both players to make a prediction. We’ve been keeping an eye on this, and found that the Warden’s ability to hold the Shoulder Bash’s charge and wait to Guard Break, allows the Warden too much opportunity to react to a dodge and punish it with the Guard Break.
    Now, we’re changing this so that the Shoulder Bash cancel into Guard Break or Idle can happen at one set timing: 400ms. This change should force Wardens to have to commit to Shoulder Bash or cancel it based on a prediction, not a reaction.
    Additionally, we’ve increased the stamina costs to prevent spamming.*

    Shinobi

    • Double Dodge can no longer connect to Guard Break during last 300ms.
    • Double Dodge Kick area of effect is now smaller.
    • Double Dodge Kick stamina cost increased to 20 (from 5).
    • Double Dodge Front Kick range reduced to 4m (from 4.75).
    • Double Dodge Front Kick Uninterruptible stance duration changed to 300 - 600ms (from 200 -600ms).
    • Double Dodge Side Kick startup duration increased to 600ms (from 400ms).
    • Double Dodge Side Kick Uninterruptible stance duration changed to 400 - 600ms (from 200 -400ms).

    Developer comments: We’re adjusting Shinobi’s Double Dodge Kick in order to make it less dominant. The startup, range and area of effect adjustments should make it easier to dodge. We reduced the Uninterruptible Stance duration to make it more punishable with good timing. We’re also removing Guardbreak from Double Dodge as it was too easy to punish enemies anticipating to dodge the Kick. Finally, we’ve increased the stamina cost to prevent Shinobis from constantly spamming Kick – Back Flip.

    Warlord

    • Throw Back run duration reduced by 400ms.
    • Throw Left / Right run duration reduced by 300ms.

    Developer comments: Warlord’s throw game has been very strong from the very beginning and after multiple adjustments to his core combat abilities, we felt it was time to address throws. These changes reduce the side Throws by about 3 meters and the back Throw by about 4 meters.

    Revive

    • Revive duration increased to 3 seconds (from 2) in Skirmish & Elimination

    Developer comments: At 2 seconds, it was very difficult to interrupt a revive. Adding feats or gear on top of that made it impossible to interrupt. By adding a full second to the duration, we make it easy to interrupt someone without a buff and still manageable to interrupt someone with all the buffs (considering the nerf to revive faster mentioned below). Revive duration was already set to 3 seconds in Dominion.

    Feats
    Revive Faster

    • Revive speed reduction decreased to 25% (from 50%).

    Developer comments: This change plus the revive duration to 3 seconds means that with the feat the revive time is still 2.25s which is still easily interruptible. If we add the max gear buff, we get a minimum duration of 1.4s which is still interruptible by most light attacks.

    Auto Revive (Warlord)

    • Health gain upon Revive decreased to 50% (from 100%).

    Developer comments: We like the idea of this feat but providing 100% of health is clearly overpowered. We hope that by nerfing this by half, we are going to keep a cool feat but provide a better chance to the enemies at dealing with an auto revived Warlord.

    Revenge Attacks

    • Successful Light Attacks Revenge gain reduced to 2 points (from 5).
    • Successful Heavy attacks Revenge gain reduced to 4 points (from 10).
    • Added a 10% damage reduction to all attacks.
    • NOTE: The feat’s description was not updated

    Developer comments: We like that this feat pushes players to be more aggressive but it was too much of an obvious choice and was too strongly impacting the revenge gain. By adding a damage reduction as well as a nerf to the revenge provided we hope to make it more balanced.

    Second Wind

    • Health Gain increased to 50 HP (from 40 HP)
    • Set as a one-time use
    • Unique cooldown set to 60 seconds

    Developer comments: The Second Wind feat provided with a full heal in 20 seconds which was really too much for a level 3 feat. We decided to remove the multiple uses and set a shorter unique cooldown (Previously, there was a 5 seconds cooldown between uses + a 120 seconds cooldown when uses were depleted) This will make the feat easier to use and to predict while keeping it a very useful healing feat.

    Body Count

    • Health gain per soldier killed reduced to 3 HP (from 5 HP).
    • NOTE: The feat’s description was not updated

    Developer comments: The Body Count feat provided a crazy advantage especially for characters with very wide AOE attacks. This is a first attempt at nerfing it, we will continue to monitor it and see if it needs further changes.

    Heal on Block

    • Light Attack Block Health gain reduced to 5 HP (from 10 HP).
    • Heavy Attack Block Health gain reduced to 5 HP (from 15 HP).
    • Soldier Attack Block Health gain reduced to 3 HP (from 5 HP).
    • NOTE: The feat’s description was not updated

    Developer comments: We hope to lower a bit this feat’s effectiveness but keep its behavior for now. This is a first attempt at nerfing it, we will continue to monitor it and see if it needs further changes.

    Fiat Lux

    • Area of Effect radius increased to 4 meters (from 3 meters).
    • Stun duration increased to 4 seconds (from 3 seconds).
    • AOE now deals a consistent 25 damage regardless of distance (previously the AOE was using damage falloff making the damage really small on the outer ring of the AOE).

    Developer comments: We felt that Fiat Lux was underwhelming, a big part of it was that it was a bit too easy to evade and that it didn’t give you enough of a chance to attack after the effect hit your enemy. By boosting the AOE’s size, we make it a bit more difficult to evade and by removing the damage falloff and boosting the Stun duration, we are making it more punishing to get caught in it.

    Projectile Feats
    Long Bow

    • Damage reduced to 50 HP (from 80 HP).

    Javelin

    • Damage reduced to 50 HP (from 80 HP).

    Crossbow

    • Damage reduced to 25 HP (from 30 HP).
    • Set as a one-time use
    • Cooldown set to 60 seconds

    Throwing axe

    • Damage reduced to 25 HP (from 30 HP).
    • Set as a one-time use
    • Cooldown set to 60 seconds

    Kunai

    • Damage reduced to 15 HP (from 25 HP).
    • Set as a one-time use
    • Cooldown set to 30 seconds

    Developer comments: We have lowered and rationalized the damage output from projectile feats. We also have removed the concept of multiple uses like we did with Second Wind. We hope this helps remove a bit of the frustration related to the feeling of being one-shot killed by a projectile and brings them more in line with the other feats on their respective levels.

    Gear Stats
    Defense Penetration

    • The highest available Defense Penetration bonus has been reduced from 17.5% to 15.2%. All gear with Defense Penetration as a main bonus has been updated proportionally.
    • Defense Penetration penalties have been reduced by the same proportion.
    • The highest available secondary bonus for Defense Penetration has been reduced from 13.1% to 9.5%. All gear with Defense Penetration as a secondary bonus has been updated proportionally.

    Developer comments: Community feedback regarding Defense Penetration was relatively strong. However, data analytics shows us that players do not choose it in overwhelming amounts. The data also tells us that it only gives a moderate advantage to players who use it. This advantage is still somewhat larger than we would have liked, especially for gear that gives Defense Penetration as a secondary stat bonus. As a result, the secondary Defense Penetration bonus has been reduced considerably more than the main bonus. This should make the choice more meaningful of whether to take it as a main bonus or secondary bonus.

    For additional patch notes, visit www.forhonorgame.com/patchnotes
    so, now the dmg is reduced by 10%...an attack of 30, now deal 27? right? but the differnce beetween high gear (so +15 defense pen. +15% attack) vs low gear (just 9% def pene + 5% max attack) is still high....
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  7. #17
    Originally Posted by Horus-31 Go to original post
    Could someone at Ubisoft please answer that? Did we understand that right: we now have a feat that nerfs one of the hero's stats?
    They should have simply made the revenge gains weaker. Maybe 1 point on lights, and 3 for heavies? Feats should definitely not nerf a character. As for everyone complaining about the guard switch speed rebalance for the slow switchers, it was a fundamental problem that absolutely needed fixing. The slow stance switch pretty much killed the affected characters' tournament viability (Shugoki Charge of the Oni shenanigans notwithstanding).
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  8. #18
    Any news on the known issue of Freeze and Black Screen at the end of a round? (http://forums.ubi.com/showthread.php...end-of-a-round)

    It would be amazing to get a fix one day
     2 people found this helpful
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  9. #19
    All i can say, is that it's a perfect patch note for me.

    Still things to fix and/or balance, but you clearly listened to the community there.

    Really great job !
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  10. #20
    Capoupacap's Avatar Senior Member
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    Balanced has always been cleverly done, you are doing fine. Now give us connectivity work...
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