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  1. #1

    Warrior's Den August 2nd



    Info dump!

    Just coming out of a day of setup and tech prep for tomorrow's show. It's gonna be good, so you won't want to miss it. Here's a rundown:

    (note: I said last week we'd show a new Breach map on the show this week, but due to technical problems with our build system, we aren't able to do that. I'm as bummed as you!)

    Twitch Drops!

    ** 1 Scavenger Crate awarded for every 30 minutes of accumulated viewing time

    ** Chance to win 100,000 Steel with every 10 minutes of viewing time

    Full Breach Match gameplay w/ devs (same map as E3/Tech Test)

    Marching Fire NEW FEATURE REVEAL

    Season 7 Hero Updates Demo - Warden + Valk

    Season 7 New Map Reveal - Secluded Keep

    Season 7 New Weapons Reveal

    Season 7 Patch Notes Highlights (full notes will go live during the show at forhonorgame.com/patchnotes)

    In Depth Sound Design Segment

    Tomorrow's Season 7 maintenance begins at Noon EDT so that's your cue to head over to twitch.tv/forhonorgame and check out the show!

    PS Some things not on the show so don't spend all night speculating:

    Nuxia + Jiang Jun Gameplay Reveals

    PvE Mode

    "Next Rework" Reveal

    New Armor Sets (we haven't stopped making armor! keep the faith!)




    A long one this is \m/<(-.-)>\m/

    2nd-9th August people are able to try heroes they have not recruited and buy them at a discount.

    Xbox users For Honor will be free on Games with Gold, tell your friends.

    For Honor will be at Gamescon in Germany and there they will reveal their PVE game mode. August 23rd.




    Breach mode

    They had a breach match, they said this is the E3 reveal build and they have made changes since which they might go over. So some of this may be more relevant to the people in the NDA test.

    Breach is a castle siege for anyone not in the know, we have a ram, gates, boiling pitch, ballista and a Lord to kill.

    The officers are less blocky, they are meant to take time but they felt this was too much.

    Staying in the zone when it is being fortified will turn it quicker than just leaving soldiers.

    There is a higher renown boost for revives.

    They made a note that they have the flag buffs popping less often than initially as if they want people playing this in competition they need to be able to plan.

    Players need to keep an eye on the ram, it moves slower if it only has one of players or minions around it and not at all with neither.

    The pikemen are far from the soldiers in dominion, they have some teeth to them.

    They spoke of the guardian which is a neutral AI that gives a buff to the person that gets the last hit and currently any team member in the area.

    The ram hits the gate every 30 seconds if there are both players and minions around the ram 45 seconds with only one.

    They are tweaking the behavious of the guardian and the lord.

    Breach mode comes for everyone in October, there is no extra cost for this.



    Gear

    This feature has been the big yearly task of the game design team.

    Obviously most to all of us know the current setup, rank up, higher stats on gear. They have an entirely new system.

    The system as it stands has limitations. It is not really scaleable, they have a hard max value they can't go past which is why the refined changes are minimal, they can't add new builds any more because it gets harder for players to get what they want and looking at the stats themselves there is only so much they can do with them.

    The reason stats are turned off in ranked is because there is no sense of knowing what the opponent can do based on their gear.

    So a new system. Aims and objectives of this were to keep the current system strength – that matches are decided by skill not gear – small gap between low and high gear, it must be scaleable so they can add things onto it and, if the community likes it, it must be something they can turn on in ranked.

    Their guidelines were that the gameplay impact is predictable and consistent so people can counter play, it shouldn't compromise the battle system but complement it and they wanted it to bring meaningful choices to gameplay.

    Gear stats are out, Perks are in.

    Perks are in game effects that can be activated when the right gear is combined. Active perks will always be displayed on your hero. All of these perks are passive, they are consistent so there are no value iterations, some perks will evolve through games with renown but this is trackable, they synergise with modes, feats, perks and teammates, they are lower level than feats. The aim is that they are less powerful than a level one feat.

    Perks will be shown in lobby, faceoff and scoreboard.

    Gear has one or two perks attached to it, there is a score on each gear piece and these go up as gear is upgraded. Some of the perks work well together, for example the kensei has a perk that will give him a shield bar on respawn, he can also get another perk that gives a boost to that shield.

    Up to three perks can be activated at the same time.

    There are 21 perks in the Marching Fire update, seven offensive, seven defensive and seven support. Each hero has a predetermined set of seven.

    By default with no gear equipped there is always one perk. Maxed gear up to three.

    The default perks are

    Galestorm (equipped by peacekeeper, gladiator, centurion, berserker, orochi and nuxia) which gives a ten second speed boost upon hero kill (not takedown, actual kill)

    Shields up (equipped by warden, raider and kensei) which upon spawn or when revived gives 15 hp shield

    Aegis (equipped by warlord, highlander, aramusha) which increases all shields received by 20% (assuming this means perk and, say, tribute shield)

    Devourer (equipped by shinobi, shaman and shaolin) which gives 15 extra health per execution

    Radiant rebound (equipped by valkyrie, nobushi and tiandi) which increased movement speed for ten seconds when spawned or revived

    Remedy (equipped by shugoki, lawbringer, conqueror and jiang jun) which gives +10 hp on each kill.

    Some perks are only looted at specific rarities, this is a matter of options not power, progression is horizontal as opposed to vertical. The new effects are not necessarily more powerful but more situational such as some activating on parry.

    Pregression

    At the beginning in grey you can equip two out of three,

    Blue you can equip two out of four

    Purple you can equip two of the first four or one of 1-3 and one of 4-5

    Gold you can equip all of the first three or two of the first four or one of the first four and one of 5-6

    Teal you can equip three of the first four or two from 1-4 and one from 5-7 or two of 5-7.

    The aim is that the grey gear perks do not become obsolete and can be carried throughout the whole game without penalty in a gameplay sense.

    Conversion plan

    Your current gear will be converted to perks with the same upgraded steps and refinement.

    Equipped gear will be swapped with pre-determined perks, meaning you will have perks at day one. Gear in your inventory that is not equipped will have random perks.

    So as someone who has been outspoken against stats, what are my thoughts on this?

    Ok so I kind of believe there should be no gear related additions in PVP, however this seems a lot more palatable to me than the current setup. There are two problems I do see, one I think that unless their players are tribute players the warlord, highlander and aramusha got a little hard done by, the other is that players are going to have to decide whether to upgrade lower rarity gears or wait until they are in teal gear.

    Regardless, if progression truly is horizontal as opposed to vertical, it is a definite improvement.




    Reworks

    Warden

    The goal was to give him more options in fights. Shoulder bash can be feinted at any point in the motion and it can be charged for longer to catch people who dodge as soon as it starts. Direct cancel to guardbreak has been removed.

    There is a forward dodge heavy to catch rollers same as kensei.

    Top heavy finisher is unblockable which is slwoer but does more damage and forces a reaction.

    Zone and sprint attack chain to heavy finisher

    Crushing counter chains into lights.

    Valkyrie

    Shield crush now guarantees a single light attack and has shorter recovery. To compensate, shield crush only comes by cancelling a heavy not after one.

    Valkyrie has access to every single type of chain.

    Spear sweep is guardbreak rather than back heavy and has a dedicated followup by pressing heavy. It is a little faster but it will knock everyone around you down including allies. Careful around enemy centurions as I found!

    Fullblock has been changed as they felt it was too strong as a go to move that countered almost everything. You don't have access to hyperarmour throughout the whole motion.

    Second TOP light is 400 ms.

    Heavy damage off the sweep is 35 damage.

    Each zone hit is 20 damage up from 15

    Guardbreak recovery is now on par with the rest of the roster.

    Some speed up to light finishers and have hit reactions.

    Shoulder pin is now a chain starter.




    New map

    Secluded Keep

    This is an interesting map because on a small scale it is similar to breach maps.

    It is a pretty short and fast paced map for deathmap, duel, brawl and tribute.

    This map works more on a vertical level than being stretched out.

    The map works on three levels, but getting from one side to the other takes not a lot of time.

    It has two boiling pitch cauldrons and a closeable gate.




    Weapons

    Some very nice and detailed looking weapons. I would kind of like to see less gold. Thoguh I need the Valk's snake themed weapons.

    They are still working on new armours, don't be mean to Eric!




    Patch notes

    Ok this stream is three hours long and this is one of two days off so I am going to cheat, rather than retype the patch notes page, here, have a patch notes page.

    https://forhonor.ubisoft.com/game/en...m:154-76770-32




    Content of the week

    Tempest Call effect




    Sound design showcase

    They had a chat with the sound team.

    A large part of this was making sounds through use of physical props. Each character has their own set of sounds. There are nice shots of them working their props as they watch tiandi running or attacks. Also weapons on weapons for block type sounds, there is some very nice stuff here that is worth a watch.

    And that is a wrap on one long show.
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  2. #2
    Tyrjo's Avatar Senior Member
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    So. I'm a patient guy. A while back (three months ago) one of my questions was on the den, but it wasn't properly answered. Now that the sound dev team are going to be on the stream, I want to give them heads up so this question can finally be answered.

    Why is it that you don't hear (the awesome) voice lines from emotes yourself, but someone spectating you does? I think this is wrong, I paid for the emote, and I want to hear what the hero says, not just (Uh! Ah! Bleurgh!) I also think emotes would be much cooler in the customization menu IF your heard what they actually say. I think a change to this would mean people spend more steel, *hint* *hint* Damien.

    Also: Why is it that there are non English lines for revives I HAVE NEVER HEARD? How do I turn this on? Like these: https://www.youtube.com/watch?v=X5k-EAbSEao&t
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  3. #3
    ChampionRuby50g's Avatar Senior Member
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    If the sound team is on the stream, I wonder if they are announcing a fix for the sound bug that’s been in the game for months. Minions at B in dominion have the Halloween event voice lines and sounds, Wardens Blackstone bash execution has a bigger voice line, etc.
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  4. #4
    Question for the Den:

    Any plans for a Discord rich feature, like they did with Rainbow Six Siege?
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  5. #5
    question for sound team - The Forge fix!? You know that SUPER LOUD sharp effect when map starts and shows area with molten metal? Everytime it hurts my ears, in no way it is synchronized with loudness of other effects or loudness meter in general.
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  6. #6
    I've been asking this forever but I would like to see some ornaments and armor added from campaign to multiplayer please. Also some customization options that some characters have that multiplayer dosent have. Example-Stone's. face paint in head slot. Would also like to see the ability to add a custom emblem to shield.
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  7. #7
    I ask again for us players to have the ability to join a friend in/mid game ala other multiplayer games. Keep up the good work Ubi!
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  8. #8
    I can't find the nuxia gameolay reveal part
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  9. #9
    Exciting show today guys thanks for the twitch drops but would have watched it all anyway excited to start playing as soon as update completes. Props to all the Devs, testers, and the sound team, thanks again for what has quickly become my favorite game! Never realized what all went into the sounds in game, amazing work!
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  10. #10
    SpaceJim12's Avatar Senior Member
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    Unfortunatly I can see live Den, so don't have chance to ask, but maybe someone help me to understand.
    After Marching Fire we still need to lvl up heroes to 8 rep and than open up chests to find all teal visuals, or visuals now be separated from gear rarety?
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