PATCH NOTES 2.13.0 – FOR HONOR
KNOWN ISSUE
- [Xbox One] Title may crash when accessing Warrior Trials after playing a Match
IMPROVEMENTS
RANKED DUEL
- Rewards in Ranked Duel are now based on the match duration
GENERAL
Revenge
- [Adjustment] Active Feats and Debuffs are now working properly when receiving Revenge gains
- [Adjustment] Receiving multiple attacks on the same frame will grant the right amount of Revenge gain
- [Adjustment] Countering a Guard Break will not grant Revenge gain
- [Adjustment] Captains and Guardians are no longer allowed to count as an active opponent. They will not give any Revenge gain
- [Bug Fix] Fixed issue on certain attacks that were not providing Revenge gain. All attacks will now give the right amount of revenge
Developer comments: We’ve been aware of a number of issues surrounding revenge, and here we are fixing the known outstanding issues with revenge gain. The particular change to Active Feats means that hitting an opponent with a projectile Feat, for example, will no longer count as an additional revenge active opponent.
Zone Attack
- [Adjustment] Warden, Peacekeeper, Conqueror, Lawbringer, Kensei, Orochi, Nobushi, Raider, Berserker, Valkyrie, Shinobi, Aramusha, Shaman, Highlander, Gladiator, Shaolin, Tiandi, Jiang Jun, Hitokiri: Removed brief 1 second Stamina regeneration pauses that occurred during most Zone Attacks
Developer comments: Standardization of Zone Attacks to have no hidden Stamina regeneration pauses.
Fire
- [Adjustment] The time between each damage tick and the duration of the fire has been doubled. Damage stays the same but is done over a longer period of time
Developer comments: While it remains as potent in terms of damage overall, the fire now offers a longer window of time during which you can try to kill your attacker or attempt to heal yourself.
FIGHTER
Peacekeeper
- [Adjustment] “Exsanguis Celeritas” Light Attacks are now enhanced against a Bleeding target
- [Adjustment] Reduced all Heavy Starters’ recoveries
- Hit recovery is now 800ms (from 900ms)
- Normal Block recovery is now 800ms (from 900ms)
- Superior Block recovery is now 900ms (from 1000ms)
- Miss recovery is now 1000ms (from 1100ms)
- [Adjustment] Reduced all Heavy Finishers’ recoveries
- Hit recovery is now 800ms (from 900ms)
- Normal Block recovery is now 800ms (from 900ms)
- Superior Block recovery is now 900ms (from 1000ms)
- Miss recovery is now 800ms (from 1100ms)
Developer comments: The addition of the “Exsanguis Celeritas” property should help the Peacekeeper gain a tangible gameplay advantage from applying bleed to her opponents, helping her keep offensive pressure.
Valkyrie:
- [Adjustment] Reduced all Light Finishers' recoveries
- Hit recovery is now 600ms recovery (from 900ms)
- Normal Block recovery is now 600ms (from 900ms)
- Superior Block recovery is now 700ms (from 800ms)
- Miss recovery is now 700ms recovery (from 1100ms)
- [Adjustment] Reduced Top Heavy Finisher’s recoveries
- Hit recovery is now 800ms (from 1000ms)
- Normal Block recovery is now 700ms (from 1000ms)
- Superior Block recovery is now 800ms (from 1100ms)
- Miss recovery is now 800ms recovery (from 1200ms)
- [Adjustment] Reduced all Heavy Finishers' recoveries (Sides)
- Hit recovery is now 800ms (from 900ms)
- Normal Block recovery is now 700ms (from 900ms)
- Superior Block recovery is now 800ms (from 1000ms)
- Miss recovery is now 800ms (from 1100ms)
Developer comments: Lower recoveries encourage letting go of the Finishers in outnumbered situations.
- [Adjustment] Top Light Finisher now causes a Light Hit Reaction (was Heavy)
Warlord
- [Adjustment] Tightened timing to dodge a “Headbutt” by 300ms
- [Adjustment] Reduced recovery of Zone Attack to 600ms (from 1000ms)
Developer comments: Tightened the dodge timings to prevent very early dodges to successfully dodge the attack.
Conqueror
- [Adjustment] Side Light Attack Starters are now 500ms (from 600ms)
- [Adjustment] Increased damage of the Infinite Lights in chains to 18 (from 13)
Developer comments: We have been gradually speeding up 600ms Light Attack Starters in an effort to encourage offense, the Conqueror was one of the few Heroes who still had them. Moreover, we felt the damage of the Conqueror’s Infinite Lights in chains was too low and thus discouraged trying to continue the chain.
Nobushi:
- [Adjustment] Reduced recovery of regular Light Finishers (when not triggering the Light Attack Combo)
- Hit recovery is now 600ms (from 800ms)
- Normal Block recovery is now 600ms (from 800ms)
- Superior Block recovery is now 700ms (from 800ms)
- Miss recovery is now 900ms (from 1100ms (Top) and 1200ms(Sides))
- [Adjustment] Reduced recovery of Zone Attack Feint by 100ms to prevent guaranteed Guard Break after a Block of the first hit
Developer comments: While it is admittedly rare for the Nobushi to reach her regular Light Finishers, we felt they should at least have shorter recoveries when used.
Shinobi:
- [Adjustment] Having a Charged Attack blocked from point blank no longer gives the opponent a guaranteed Guard Break
Developer comments: The Shinobi is already taking a big risk releasing a Charged Heavy so it felt too punitive to give the opponent a free Guard Break for just blocking it.
Highlander:
- [Adjustment] Reduced recovery of all Defensive Form Heavy Finishers
- Hit recovery is now 800ms (from 1200ms)
- Normal Block recovery is now 700ms (from 1200ms)
- Superior Block recovery is now 900ms (from 1300ms)
- Miss recovery is now 800ms (from 1400ms)
- [Adjustment] Reduced Stamina cost of Offensive Form's Enhanced Lights to 16 (from 27)
- [Adjustment] Reduced Stamina cost of full Zone Attack to 60 (from 90), distributed as costing 40/10/10
Developer comments: The Highlander’s Defensive Form Heavy Finishers are quite fast but paid a disproportionately heavy price in their recoveries, so we shortened them to encourage their use.
Shaman:
- [Adjustment] Reduced Stamina cost of full Zone Attack to 60 (from 70), distributed as costing 40/10/5/5, and removed the Feint Stamina cost
Tiandi
- [Adjustment] Removed the additional 20 Stamina Cost of cancelling “Side Dragon Dodge” into a Dodge
- [Adjustment] Adjusted all Right Stance Basic Attacks' trajectories to be more horizontal
Developer comments: As a Dodge Attack specialist, we want to encourage the Tiandi to chain “Side Dragon Dodges” more often. It should also now be easier to hit external opponents with Right Stance Basic Attacks, especially Heavies, whose trajectories were smaller than their animations seemed to hint.
Shaolin
- [Adjustment] Reduced all Heavy Relentless Chain Finishers’ recoveries
- Hit recovery is now 800ms (from 1000ms)
- Normal Block recovery is now 800ms (from 1000ms)
- Superior Block recovery is now 900ms (from 1100ms)
- Miss recovery is now 800ms (from 1200ms)
- [Adjustment] Modified damage distribution of “Death Point Strike” and “Death Point Strike Alternate” to 7/7/7 (from 12/6/6)
Developer comments: Reduced the effective damage of a 500ms Light from neutral to 21 (from 24). We also lowered the recoveries of the Heavy Relentless Chain Finishers to encourage their use in outnumbered scenarios.
Black Prior
- [Adjustment] Tightened timing to dodge a “Tenebris Rising” by 200ms
Developer comments: Tightened the dodge timings to prevent very early dodges to successfully dodge the attack.
Jormungandr:
- [Adjustment] Improved the tracking of the “Zealot’s Stride” Sprint Attack
Developer comments: “Zealot’s Stride” tracking was a little too low, which sometimes caused it to miss when it felt like the opponent should have been hit.
MAP
High Fort
- At Capture Zone A
- The ledge at the staircase leading up to Capture Zone A has been blocked off.
- At Capture Zone C
- The bridge from Attacker spawn leading in to Capture Zone C now has railings.
- Some ledge openings near the entrances of Capture Zone C have been blocked off
- The Middle Bridge is still wide open
- Spikes were removed from the base of Viking statue
Developer comments: Although Capture Zone C still has some ledging opportunities, we want the approach towards it to feel safer from one shot deaths. Also the Spikes were overkill on an already dangerous area.
CUSTOMIZATION
- [Adjustment] We changed the Team Color assignation on some color swatches that could be confusing for team identification. Color swatches were not modified; only Team Color assignation.
- Attacker
- New Retro
- Dawn on the Swamp
- Ebbing Passion
- Blackest Flame
- Rosy-Fingered Dawn
- Coral Fields
- Mint Eggplant
- Arid Desert
- Bloody Ashes
- Wings of Glory
- Father of Understanding
- Mustard Seed
- Open Flame
- Dying Embers
- Frosted Cake
- Blind and Bloody
- Blood and Onyx
- Blazing Nights
- Defender
- Caligatio Belli
- Posh Living
- Ao Qin's Dawn
- Blood Omen
- Cloudy Day
- Seashore
- Vigrior
- Electric Sunset
- Smoky Waters
- Sky Lark
- Foggy Nights
- Sea Raven
- [Adjustment] We changed these color swatches to neutral only because they could be confusing for team identification. Color swatches were not modified:
Dawn of War
- Nothern
- Turquoise Torment
- Aerial Disaster
- Gnipahellir's Fur
- [Adjustment] We changed the Team Color assignation on “Apres-Ski” color swatch and assigned it to the Defender bucket as a result. Color swatch was not modified; only Team Color assignation
BUG FIXES
GENERAL
- [Bug Fix] Fixed an issue that caused the player to fall off Zip Lines when activating Revenge. Can no longer Activate Revenge on the Zip Line
- [Bug Fix] Fixed an issue that caused the player to sometimes be unable to parry an attack after being hit by a minion (which only affected Heroes who do not have Reflex Guard)
- [Bug Fix] Fixed an issue that caused the player to be unable to revive for the rest of the match when being revived by a teammate that gets disconnected or a bot that gets replaced during the revive
FIGHTERS
Warden
- [Bug Fix] Fixed an issue that caused the Warden’s 2nd Attack in his Light Attack combo to be very likely to collide with nearby walls
Raider
- [Bug Fix] Fixed an issue that caused the Raider to be able to soft feint his Zone Attack into Guard Break while Out of Lock
Conqueror
- [Bug Fix] Fixed an issue that caused the Conqueror to incorrectly have Superior Block during the recoveries of his chained Light Attacks
Orochi
- [Bug Fix] Fixed an issue that caused the Orochi to be unable to track the opponent properly after “Storm Rush”
- [Bug Fix] Fixed an issue that caused the Orochi’s camera to become offset when killing a opponent with “Wind Gust” after deflecting
Shugoki
- [Bug Fix] Fixed an issue that caused Shugoki to be able to soft-feint a Guard Break into Activating Revenge
Shinobi
- [Bug Fix] Fixed an issue that caused the Shinobi to have a faster backward strafe speed than intended while charging an attack
- [Bug Fix] Fixed an issue that caused the Shinobi to be able to soft-feint a Ranged Guard Break into Activating Revenge
Shaman
- [Bug Fix] Fixed an issue that caused the Shaman’s “Good Blood Omen” 2nd attack to be very likely to collide with nearby walls
Hitokiri
- [Bug Fix] Fixed an issue that caused the Hitokiri to sometimes have infinite Uninterruptible Stance when Executing and the shield was removed in mid-Execution
- [Bug Fix] Fixed an issue that caused the Hitokiri to not be able to roll from his back dodge when performing the back dodge without a directional input
- [Bug Fix] Fixed an issue that caused the Hitokiri camera to become offset when being hit by the Centurion’s “Legion Kick”
FEATS
Shield Basher
- [Bug Fix] Fixed an issue that caused “Shield Basher” damage to be applied on locked target when hitting a soldier
Haymaker
- [Bug Fix] Fixed an issue that caused “Haymaker” to not work against the Gladiator's “Fuscina Ictus”
Senbonzakura
- [Bug Fix] Fixed an issue that caused “Senbonzakura” to seem as active while reviving a teammate
Zealot Bolt
- [Bug Fix] Fixed an issue that caused the “Zealot’s Bolt” to not unbalance the opponent if hit while on a Zip line
AI
- [Bug Fix] Fixed an issue that caused the bots to always block the second hit in a chain
MAP
The Harbor
- [Bug Fix] Fixed an issue that allowed the player to reach an unreachable area by dropping from the Zip line
Arena Maps
- [Bug Fix] Fixed an issue that allowed some moves to push the player out of the game play area
USER INTERFACE
- [Bug Fix] Fixed an issue that caused Players sometimes receive no XP, no steel, no loot at the end of a match, only troops
- [Bug Fix] Fixed an issue that could cause the Guard Break symbol to remained displayed at all times if you unlock while getting Guard Broken by enemy
- [Bug Fix] Fixed a bug where one or more orders would be shown as numbers
- [Bug Fix] Fixed a bug where one or more orders would be shown in the wrong language
- [Bug Fix] We tweaked the player expression of the Raider to make outfits look better
MATCHMAKING
- [Bug Fix] Fixed an issue that caused some Australian players to be matchmaked with player from other regions. Thanks “PureLSD.” for the report
CUSTOMIZATION
- [Bug Fix] Fixed an issue that caused the Tiandi’s "Yi Ru Fan Zhang" execution to have delayed sounds
- [Bug Fix] Fixed an issue that caused the Jormungandr’s “Skull Crusher” execution to be offset when used near a wall
- [Bug Fix] Fixed an issue that caused two different color swatch to be incorrectly named “Dying Embers”, one of them is now named “Ebbing Passion”
- [Bug Fix] Fixed an issue that caused the opponent to get out of viewing area while previewing the Berseker’s “Spark it Off”
- [Bug Fix] Fixed an issue that caused the team color application on the cloth part of the "Stoneworn" helm to have a different behavior depending on the gender of the Berserker
- [Bug Fix] Fixed an issue that caused the Aramusha's “Think Fast” execution to be missing visual effects
- [Bug Fix] Fixed an issue that caused the Gladiator’s “Brash Victoria” Buckler to present offset Symbol and Embossing customizations
PC
- [Bug Fix] Fixed an issue that caused the title to not close properly when quitting to desktop
I am very happy for this patch. I was on the brink od leaving, my trust is fully restored in you with it. You should really try to act more quickly though, because when you do, you do it well. Making a few mistakes is not a problem, everyone who does something make mistakes.
The pk change is surprisingly good, she is almost done, a dodge attack buff is everything she needs now to be full A tier. The other changes look good, too (with that disgusting map normalized, I might try some dominions, it was very irritating that all the noob raiders and warlords camped those bridges and made it to the top with zero effort (raider is about zero effort though).
A stamina change, and a raider/hitokiri nerf would solve the bigger problems.
I genuinely don't think this was necessary. Recently BP became my highest rep class so I'm not crying about them or anything, I just think BP is strong enough already. Most people even at the higher end struggle to remember not to switch the guard to dodge out of the chain TR, and with the mixup timings for BP's wide selection of bash openers I really don't think we should be making it even more difficult to dodge.Originally Posted by Ubi-RealDude Go to original post
Dunno where it come to their mind BP needed a SB buff.
Anyway why did you just gave Shaolin a dmg nerf ? Shaolin.. a dmg nerf.. but Raider is still there 3 shooting everyone well i dont get it.
This was a 24dmg 500ms light only if you choose to end your chain. Otherwise it was 18.
So now it means doing double light into QI stance will only be 14dmg... thats too low, 7/7/7 was a very bad dmg distribution.
12/5/4 would be 1000% more logic.
Nobody ask this dmg nerf while everyone agree since Raider rework release date he needs a big one but nothing.
So if Prior couldn't full on spam SB against heroes without a dodge attack/bash before, which he could, now he most definitely can, with zero risk. Fair and balanced.
Weird changes overall. Conq gets neutral lights hastened, but not his 900ms chain lights. The damage of his 500ms chain lights gets increased, but they still have abysmal range. Prior gets an SB buff, doesn't get his annoying bug fixed. Shaolin gets a damage nerf, Raider still rocking those 40-50 hits. Whole lotta attack recovery buffs that are meh in practice. Customization made worse for no reason.
Only the PK buff is a worthwhile change. Though props to removing the superior block on a whiffed Conqueror light, that sounds like something very deeply etched into the code and hard to remove.
Actually there was quite the clammering about shaolin's damage of triple poke and double poke into kick into light when MF was the new kid on the block.Originally Posted by Siegfried-Z Go to original post
As an avid shaolin player I think the damage nerf is entirely justified as it makes his mix up potential/interrupt damage more in like with other heros with minor mix ups.
Damage nerf on raider is a different story since his mix ups are considered to be big ones and are comparable to other big damage punishes already.
It's less of an intended buff to black prior and a normalization of the 3 hero's who use a neutral bash for chip damage. (conq, warlord, and prior.) Now you learn one timing for all 3 heros instead of having a different time for each. We will see how much it matters in the coming weeks. All it really did for BP was made is fully delayed bash actually useful. The tracking on the quickest bash is still pretty awful unless that was hidden fixed.Originally Posted by EvoX. Go to original post
Recovery buffs are actually quite nice. especially in regards to finishers. Means throwing them out doesn't equal a full on GB on reaction.
I don't care if it was normalized. He had no need of that buff because the SB was already more than viable. The tradeoff for his bash being the highest damage and stamina draining among the neutral 500ms bashes was that it had bad tracking. Almost nobody dodged on his dodge to avoid everything, and even if they did, the Prior player could adjust by using his zone. Even if someone could dodge his SB on reaction more times than not, he could still use the Unblockable to punish that and create a whole new mixup. Why wasn't his guaranteed bash after light ''normalized', huh?' Why didn't Raider's damage get normalized? And Hitokiri's hyperarmor?
This was a huge buff to him. His recovery on a missed bash should be increased by 100ms, matching Conqueror, but it won't. I really dislike top tiers being made even stronger, puts a bad taste in my mouth and speaks of messed up developer thought process.
Blockable finishers have never been viable, never will be. I have nothing more to say on that.
I actually disagree on the blockable finisher part, at least on peacekeeper. I find her heavy finishers very, very useful now that everyone is afraid of getting a bleed, I constantly land the full light-light-heavy chains now. I agree on prior, however, his recoveries should be brought down a bit on missed bashes.