Warriors,
Yesterday we launched the Core Combat Update (CCU), a series of changes focused on opening up dynamic offense in the game while giving players the tools to avoid spammed light attacks.
We wanted to thank our community all for the suggestions you’ve sent on Reddit, the forums, social media, streaming platforms, and our CCU Feedback thread. We also held an Early Access phase for the CCU, and the invited players gave us detailed feedback on a variety of topics including various stamina and damage values. Their feedback partially informed a patch that we’ll be pushing live on August 13th.
This patch is not the final step we’ll take to improve the CCU. We’ll continue to monitor in-game data and our channels to follow how all the changes are impacting you. Expect additional updates!
AUGUST 13TH UPDATE
KNOWN ISSUES
- Peacekeeper's 2nd Light is now dodgeable when getting hit by the initial Light attack
- Orochi's Top Heavy Finisher Feint to Guard Break now works against rollers
- Highlander's Offensive form enhanced Light attacks have been adjusted to cost 12 stamina
- Highlander’s Light Light combo is now dodgeable on Block and on Hit when in Revenge or if the opponent is Out Of Stamina
STAMINA AND DAMAGE ADJUSTMENTS
- Stamina cost reduction on combo moves, down from 12 to 6:
- Shaolin’s light combo
- Peacekeeper’s Deep Gouge
- Warden’s light combo
- Lawbringer’s light combo after heavy finisher
- Orochi’s top light combo
- Shinobi’s light combo
- Shaman’s light combo
- Damage reduction on a variety of attacks:
- Jiang Jun’s heavy finishers: from 38 to 35
- Warden’s top heavy finisher: from 44 to 37
- Centurion’s heavy openers max charge: from 33 to 30
- Centurions’ heavy finishers min charge: from 29 to 28
- Centurions’ heavy finishers max charge: from 40 to 30
- Black Prior’s full block stance unblockable heavy: from 35 to 30
- Lawbringer’s unblockable heavy finisher: from 40 to 36
- Lawbringer’s light combo after heavy finisher: from 6 to 3
- Kensei’s heavy chains: from 34 to 30
- Kensei’s top heavy finisher: from 44 to 38
- Shinobi’s ranged heavy: from 29 to 25
- Shugoki’s heavy openers max charge: from 38 to 35
- Shugoki’s heavy finishers max charge: from 44 to 38
- Highlander’s offensive stance heavies: from 37 to 35
- Shaman’s unblockable side heavy finishers: from 41 to 36
- Out of lock damage fixes for consistency with locked attacks:
- Tiandi’s OOL light finishers: from 13 to 10
- Tiandi’s OOL heavy finishers: from 35 to 32
- Shaolin’s OOL heavy finishers: from 29 to 32
- Nuxia’s OOL left light finisher: from 13 to 10
- Peacekeeper’s OOL heavy openers: from 29 to 18
- Peacekeeper’s OOL heavy finishers: from 34 to 24
- Warden’s OOL light chains: from 15 to 14
- Conqueror’s OOL heavy infinite chains: from 32 to 35
- Shinobi’s OOL heavy finishers: from 32 to 25
- Aramusha’s OOL heavy infinity chains: from 26 to 32
- Berserker’s OOL light infinite chains: from 9 to 13
- Berserker’s OOL light openers after feint: from 13 to 9
- The For Honor Team
please fix aramusha he is hyper hero u made him like heavy hero so slow now and any one can easy parry the heavy because the heavy attacks are so slow and its hard now to parry with aramusha kindly fix that and make him hyper again most of the hyper heroes in the other factions have fast heavy attacks than him ... kindly put some speed in his heavy attacks .. for orochi u made the hero so slow as well he is assassin how you manage to make him has slow lights like that every assassin in the game is fast with the lights and b4 the core update the normal light combo can be parried now look like a heavy combo with low damage ... . and for the new hero the first feast is so op ... the core update was for the light spammers .. you now made every kid attack with lights only because we can 't parry lights any more .... and for the stamina every hero with dash now has stamina to do 7 dashes after each that is so bad - light and dash light and dash like 8 times with that new stamina system
The 6 stamina cost reduction is definetely a very welcomed change on combo attacks. That was one of my biggest concerns, along with some frame advantage numbers (I am actually fine with the damage itself, though some of these nerfs are not hard enough, like you could hit Warden and Lawbringer a bit harder). Some attack costs, however, must be lowered more: some heroes rely heavily on the softfeints/chain attacks to access their mixups, 12 stamina for a 9 damage chain light for example is unaccaptable, even if it is very powerful with it's speed. Sotffeints like Dagger Cancel and Storming tap shouldn't cost 12 additional stamina either.
You also really, really must fix feats, like Thick Blood and Rocksteady, which stop many heroes accessing their offense. It is also unfair that things like Ironlungs and Fiat Lux exists along with the new heroes powerful feats. Also, Warmonger feats should really be fixed, even if it is only damage number fixes (the hero itself looks surprisingly well done, I don't have a single complaint about the moveset itself).
I'm impressed of your Combat update in how bad it is... first of all you say "focused on opening up dynamic offense in the game while giving players the tools to avoid spammed light attacks." but still i keep fighting against conq's and Orochi's that spam there light attacks and still are in the adventage of winning the fight.... Second of all is due to the Indicator changes i'm not able to block, parry or reflect an attack at all no matter what char i'm playing against i even practiced the block's in the practice mode but it is not possible for me to block those light attacks not even one of them AND due to the indicator changes your whole "giving players the tools to avoid spammed light attacks" BS dosn't make any sence since the light attacks are now even worse to block or dodge... another BIG problem i have ... you "fixed" all the attack damage numbers but still i see in every dominion a Hitokiri dealing with her 4th feat 200 dmg and you can't even dodge that attack but still you the little Gladiator/Shaman player have to deal with it and the fact that you can't kill a hitokiri cus you arn't allowed to deal dmg anymore... ohhh and don't get me started about the frame advantage BS you implanted... and my last and for me the biggest problem ... the reflex guardFFS pls just remove the reflex guard or f***ing fix the problem it has... i asked a lot of friends and ppl i play with that use chars with reflex guard and me and all those ppl say the same that reflex guard is bigger bs then a fight with 4 unblockable spamming shogoki's against one shinobi... the problem with it is if you see an attack coming and you decide to just block it it still happens that the attack goes through your block and you start thinking that you are insane and blocked the attack and you even watch replayes of yourself figuring out what you did wrong and you see... ok the attack is coming i switched the guard to the right side it dosn't has to be refreshed you don't try to dodge or parry it but then the attack just goes through the block and that problem is in for honor for years now and with the new core combat update **** just got worse now the problem is not only if the attacks go through your block no now the problem is that you can't tell if the attack went through the block or if you were to slow to block it... but do you care? hell no since this bug is out there for atleast 4.5 years now and still nothing happend about that.
anyway congrats ubisoft you lost another player cus you all are not competent enough to fix your game...
See, Ubi? Don't nerf light attacks, bad players will struggle against them no matter how much you weaken them, but at higher levels, this obviously affects the game negatively. Especially for already weak heroes like Orochi.Originally Posted by guest-ehJ7VbEC Go to original post
The combat update damaged the fighting system, everything became lightweight spam from the vast majority of heroes, all the strategy is lost in combat, the defense against the chain of lightweight is made more by randomness than what is actually perceived therefore making a parry is almost impossible.
On the other hand the new hero in spite of being a patch of several of the previous heroes, the prowess turns it into a real nuisance when fighting in games either of dominion or assault, it becomes more a game of powers than one of skill with the hero.
I am a big fan of the game but from the changes of these 4 years I think this is a big mistake.
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