For Honor

Discussion in 'Games, Gaming & Game-demos' started by KissSh0t, Jun 16, 2015.

  1. XenthorX

    XenthorX Ancient Guru

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    It's quite unique i'll give you that. What i've taken from the beta is that every swordsman has 3 stances: either you Defend/Attack from left side, top-side, or right side.

    Then it's quite simple but rely on a good network connection to appreciate fully:
    Player1 -Left Stance- Attacks || If Player2 Stance != '-Right Stance-' P2 loses HP

    trivial really.
     
  2. JonasBeckman

    JonasBeckman Ancient Guru

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    http://forums.ubi.com/showthread.php/1592940-Patch-Notes-(v1-03)

     
  3. signex

    signex Ancient Guru

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    Sold the game, wasn't for me, you die in such annoying and irritating ways...

    One of the knights with a big polearm, i was up close and i couldn't even touch him while he just stood idle lol, what kind of sorcery is that!

    Damn shame, the game looks drop dead gorgeous, best looking game i've ever seen.
    Might pick it up again when it's cheap, wasn't worth the 79,99 i paid for the gold edition.

    Maybe i just suck at the game haha, sometimes the enemy can keep hitting me while i can't do anything.
     
  4. JonasBeckman

    JonasBeckman Ancient Guru

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    http://forums.ubi.com/showthread.php/1602819-MAINTENANCE-10-03-2017-PC-Hotfix-and-Live-Update-1

     

  5. JonasBeckman

    JonasBeckman Ancient Guru

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    Updated to 1.04

    http://forums.ubi.com/showthread.php/1613604-MAINTENANCE-March-23TH-2017-Title-Update-v1-04
    https://forhonor.ubisoft.com/game/e....aspx?c=tcm:174-287045-16&ct=tcm:174-76770-32

     
  6. JonasBeckman

    JonasBeckman Ancient Guru

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    Update 1.05
    https://steamcommunity.com/games/304390/announcements/detail/500304494283703383


     
    Last edited: Apr 6, 2017
  7. JonasBeckman

    JonasBeckman Ancient Guru

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    Patch 1.06 is out.

    https://forhonor.ubisoft.com/game/en-us/news-community/152-289202-16/


    EDIT:
    1.06.1

     
    Last edited: Apr 28, 2017
  8. JonasBeckman

    JonasBeckman Ancient Guru

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    Patch 1.07
    http://steamcommunity.com/games/304390/announcements/detail/2529180031926926620

    Control Changes

    Added the option to customize stick dead zones.

    Developer comments: Dead zone of the right stick guard mode switch is now configurable. (Range 10). The default value is 10, decreasing it will make the guard switch more sensitive. Choosing too low values could potentially result in less accuracy when selecting a guard direction.
    Fight
    “Soft feints”

    [Bug Fix] Guardbreak and Attacks can no longer be cancelled by switching guard and attack very quickly.

    Developer comments: The ability to cancel out of Guard Break or Light attacks with another attack, also known as soft feints is something the community identified pretty quickly. We’ve taken note of your observations about how it might help improve the defensive meta. However, for now, we’re fixing it because it’s an unintended and most importantly, unreliable mechanic. The timing window to cancel out into a soft feint is not only very short, it also doesn’t trigger reliably. So no matter how hard you try to master the timing, if the window of opportunity doesn’t open, you won’t be able to soft feint. This is why we’re fixing it for now. If we ever were to make an actual gameplay mechanic with soft feints (no promise!) we’d implement it so that you could use it reliably.

    Unlock exploit

    [Bug Fix] Unlocking during an attack will no longer make it unparryable.

    Developer comments: This is another big exploit that the community has identified quickly. As you attacked your target in Guard mode and released Guard very quickly at the beginning of the attack, a bug caused the attack to lose target, making it unparryable for the opponent.

    Revenge

    [Bug Fix] Melee attacks no longer drain stamina on a target with Revenge active.

    Sprint

    [Bug Fix] All characters are no longer able to maintain Sprint state while not actually moving.

    Developer comments: We’ve already updated how Sprint attacks work in order to make sure they trigger only after you’ve initiated Sprint. We had one remaining issue allowing players to Sprint, pull back slowly on the left stick to return to center position, causing characters to maintain Sprint state while not actually moving.

    Moveset

    Updated the use of the Successful Icon on moves that must hit.

    Heroes
    RAIDER

    Stunning Tap Mix Ups

    All Heavy attack startups can be cancelled into Stunning Tap.
    Raider Fury and Zone Attack startups can be cancelled into Stunning Tap.
    Stunning Tap can chain into Raider Fury.
    Stunning Tap can chain on Miss Recovery.
    Animation transition improvements to accommodate new mix ups.

    Zone Attack

    [Bug Fix] Zone Attack can’t be feinted if performed Out of Guard mode.

    Stampede Charge

    Stamina cost reduced to 40 (from 60).
    Target’s stamina drains while being carried by the Raider:
    Minimum loss = 36 stamina points.
    Maximum loss = 66 stamina points.
    Target’s stamina regeneration cooldown increased to 2.7 seconds (from 1.8) after completion of the attack.
    [Bug Fix] Target no longer regenerates stamina while being carried by the Raider.

    Stampede Charge into Wall

    Recovery after Knee can flow into attacks 100ms earlier.
    Knee damage increased to 15 (from 0).
    [Bug Fix] Victim’s stamina regenerate after the entire attack is over, not before.

    Throw Back

    [Bug Fix] Target starts regenerating stamina after the throw is over, not before.

    Damage

    Chop and Poke second Light attack damage increased to 15 (from 10).
    Chop and Poke Light finisher damage increased to 15 (from 12).
    Winding Slashes Light attack damage increased to 15 (from 10).

    Stamina

    Raider’s stamina pool increased to 130 (from 120).

    Developer comments: Raiders already had some mix up opportunities with the ability to cancel Heavy openers with Stunning Tap, and the ability to use Raider’s Fury inside chains. In order to buff Raiders and make them more fun to play, we’re improving their mix ups by allowing them to cancel any Heavy attack, Raider’s Fury, and Zone Attack into Stunning Tap. It will make the guessing game on Raider offense harder for the opponent.

    Raider is a good grabber but his Guard Break throw game was a bit lacking in 1v1 situations. So we are improving his different throws. For instance, Stampede Charge now drains enemy stamina while the Raider is running. We’re also making sure the enemy’s stamina doesn’t start regenerating until the move is over. This should make the throws stronger overall, and allow the Raider to play more with enemies’ stamina. Another thing we’ve done to make Stampede Charge stronger is to add damage to the Knee after Stampede into Wall. All of these changes should reinforce the decision making around Stampede Charge based on situational awareness: with a wall nearby, Stampede into Wall will cause more damage on the target, if not, you can still get a big stamina drain out of it.

    PEACEKEEPER

    Stab

    First Stab Bleed reduced to 8 damage over 8 seconds (from 15 damage over 8 seconds).
    Second Stab Bleed reduced to 8 damage over 8 seconds (from 12 damage over 8 seconds).
    Third Stab Bleed increased to 16 damage over 8 seconds (from 9 damage over 8 seconds).

    Developer comments: We’re tweaking the Bleed stacks on the Peacekeeper’s Stabs in order to introduce a more interesting trade off mechanism. You can decide to apply only the first two Bleed stacks in order to connect a throw after the second Stab, or you can apply the three Bleed stacks with no follow up option after the third Stab. Overall, we’ve also slightly reduced the max Bleed damage the three Stabs can apply for balancing reasons.

    LAWBRINGER

    Moveset

    Updated Moveset page after adding Stun to Light Riposte and Uninterruptible Stance to Make Way.

    Shove

    [Bug Fix] Pushing an enemy with Shove and then activating Revenge no longer unbalances the enemy.

    Swift Justice Finisher

    [Bug Fix] Fixed an issue causing the guaranteed Swift Justice Finisher to trigger without a hit on the previous attack.

    Long Arm

    [Bug Fix] Fixed animation glitch when attacking an enemy on the ground after The Long Arm.

    SHUGOKI

    Out of Guard mode attacks

    [Bug Fix] Out of Guard Mode attacks are now consistent with Guard Mode attacks.

    Developer comments: Some attack timings were inconsistent across Guard and Out of Guard modes. As we don’t want to incentivize Out of Guard mode combat we’re making sure that Out of Guard mode attacks are setup the same as their Guard mode counterpart. For the Shugoki, we’ve fixed inconsistencies on the Light and Heavy openers.

    NOBUSHI

    Out of Guard mode attacks

    [Bug Fix] Out of Guard Mode attacks are now consistent with Guard Mode attacks.

    Developer comments: Some attack timings were inconsistent across Guard and Out of Guard modes. As we don’t want to incentivize Out of Guard mode combat we’re making sure that Out of Guard mode attacks are setup the same as their Guard mode counterpart. For the Nobushi, we’ve fixed inconsistencies on the Light opener and Poke the Nest.

    WARDEN

    Shoulder Bash Re-enabled switch target on startup.

    Developer comments: We accidentally disabled the ability to switch target on the Warden’s Shoulder Bash startup in our latest title update. This was unintended so we’re restoring the functionality. Sorry Wardens!

    KENSEI

    Execution

    “No Look Kill” execution causes death of the opponent after 1300ms (instead of 1200ms).

    WARLORD

    Moveset

    Updated Moveset page after removing Headbutt option from Full Block Stance.

    Miscellaneous
    Conqueror Feat

    [Bug Fix] Conqueror Feat now correctly applies a +50% duration buff on the Boosts in Skirmish and Elimination.

    Spectator Camera

    Option to stay dead will no longer show if you can’t be revived.

    Ladders

    [Bug Fix] Players no longer fall off ladder by releasing the slide down button when hitting someone.

    Communication Beacon

    [Bug Fix] Resolved an issue causing characters to stay stuck in Beacon placement mode.

    Game Modes
    All Modes

    3V1 and 4V1 penalties have been tweaked so that it is no longer possible to get negative Renown

    Skirmish

    Corrected the value of Savior to be 15 Renown instead of 11
    Added an Avenger Renown Bonus (15 points)

    Meta Game

    The personal contribution in round is now updated after assigning war assets. This was a fix for war asset count not updating correctly on the post-game screen

    Online
    Error Messaging

    Increased the detail in messaging for the player when having synchronisation or session stability issues

    Presentation
    Custom Match

    Sudden Death timer will now show, when in sudden death, even if the Game time is set to none

    General

    Nobushi Move set - Added missing unblockable icon on Kick Move

    Progression and Economy
    Bug Fixes

    Fixed a bug where Attacker/Defender color palettes all use the default blue and orange
    Fixed a bug where all players were in the middle position of the "Your Ranking" leaderboard.
    Fix a bug where war asset count not updating correctly in post-game screen
    Fixed occurrences where Placing first place in the faction war during a round will reward the player with the 3rd's place rewards

    Increase XP income from matches

    Developer comments: Our analytics showed that players took longer than expected to level up their reputation levels. Because of that, we increased all the XP income from matches to better reward player’s involvement.

    Base XP gained on a Dominion (PVP) match won increased from 400 to 500.
    Base XP gained on a Dominion (PVP) match lost or tied increased from 300 to 380.
    Base XP gained on a Dominion (Private) match won increased from 200 to 250
    Base XP gained on a Dominion (Private) match lost or tied increased from 150 to 190.
    Base XP gained on a Dominion (vs. AI) match won increased from 320 to 400
    Base XP gained on a Dominion (vs. AI) match lost or tied increased from 240 to 300.

    Base XP gained on a Skirmish (PVP) match won increased from 400 to 500.
    Base XP gained on a Skirmish (PVP) match lost or tied increased from 300 to 380.
    Base XP gained on a Skirmish (Private) match won increased from 200 to 250.
    Base XP gained on a Skirmish (Private) match lost or tied increased from 150 to 190.
    Base XP gained on a Skirmish (vs. AI) match won increased from 320 to 400
    Base XP gained on a Skirmish (vs. AI) match lost or tied increased from 240 to 300.

    Base XP gained on an Elimination (PVP) match won increased from 310 to 400.
    Base XP gained on an Elimination (PVP) match lost or tied increased from 230 to 300.
    Base XP gained on an Elimination (Private) match won increased from 150 to 200.
    Base XP gained on an Elimination (Private) match lost or tied increased from 110 to 150.
    Base XP gained on an Elimination (vs. AI) match won increased from 240 to 320.
    Base XP gained on an Elimination (vs. AI) match lost or tied increased from 180 to 240.

    Base XP gained on a Brawl (PVP) match won increased from 230 to 300.
    Base XP gained on a Brawl (PVP) match lost or tied increased from 170 to 220.
    Base XP gained on a Brawl (Private) match won increased from 110 to 150.
    Base XP gained on a Brawl (Private) match lost or tied increased from 80 to 110.
    Base XP gained on a Brawl (vs. AI) match won increased from 180 to 240.
    Base XP gained on a Brawl (vs. AI) match lost or tied increased from 130 to 170.

    Base XP gained on a Duel (PVP) match won increased from 200 to 260.
    Base XP gained on a Duel (PVP) match lost or tied increased from 150 to 190.
    Base XP gained on a Duel (Private) match won increased from 100 to 130.
    Base XP gained on a Duel (Private) match lost or tied increased from 70 to 90.

    [Gear] Add Stat Bundles to default gear (Data)

    Added Statistic values to basic gear (when no gear is equipped)
    Arms: defense + 0.8%
    Body: + 0.9%
    Head: + 0.6%
    Weapon 1: + 0.8%
    Weapon 2: + 1.0%
    Weapon 3: + 1.2%

    Developer comments: We observed difficulties for certain players to play with new heroes without gear with the new gear values. To help this, default gear now has stats. To note, this does not apply when gear stats are disabled.

    New gear rarity.

    A new gear rarity (Epic) is now available to loot after matches and in crates. The new gear is available in all previous and in new visuals and new stats.

    Looting rules tweak to accommodate new gear rarity

    Rare gear loot rules changed from reputation 01 up to end of reputation 06 to reputation 01 to end of reputation 04
    Heroic gear loot rules changed from reputation 03 until reputation 30 to reputation 03 to end of reputation 06
    Epic gear loot rules added to reputation 05 until reputation 30

    Developer comments: To accommodate the addition of the new gear, we tweaked the way the gear is looted. To make sure the progression is comfortable, we reduced the amount of levels at which could be looted Rare and Heroic gear.

    [Gear] Overall Gear Stats revamp (remove, merge and re-arrange stats) and update existing stat bundles.

    New Stats repartition on gear, Stats have been rearranged on all stats bundles and gear slots:

    Weapon1: Attack, Defense Penetration, Block Damage
    Weapon2: Attack, Execution Regen, Revive Speed
    Weapon3: Attack, Revenge Gain, Revenge Mode Attack
    Helm: Defense, Exhaustion Duration, Debuff Resistance
    Chest: Defense, Revenge Mode Defense, Revenge Mode Duration
    Arms: Defense, Stamina Use, Stamina Regen

    Developer comments: To support all our balancing changes, we removed, merged and moved stats to better focus on interesting and varied builds, with more meaningful choices.

    New gear stats values

    Lower rarity gear now has higher modifiers than before.

    Developer comments: Common gear wasn’t impacting the gameplay as much as we would have liked. With higher starting values, gear of all levels now feels more satisfying.

    Modifiers increase faster per level at lower rarities than at higher ones.

    Developer comments: Players advising each other on gear strategies always said the same thing: Save your steel for Heroic gear. This means that many players saw very little gear progression until they got their first hero up to Reputation 3. Something that takes a long time. So by making the curve steeper at the low end and flatter at the top, we hope that players will see it as valuable to buy and craft gear of all rarities.

    Stat penalties have been increased significantly.

    Developer comments: Players were hard pressed to even notice the effect of their penalties at anything but the highest gear levels. We hope that by increasing the size of the penalties and removing skills that are of limited use we’ll make all your future gear decisions that much more interesting.

    New Balanced gear bundle
    New type of stats offering only small and balanced bonuses even at high levels.

    Developer comments: We needed to offer a more moderate option for players regarding gear, for players that liked the initial balance of the hero and didn’t want to upset it with powerful bonuses and penalties.

    So we have introduced new types of stat bundles that take a more balanced approach. Instead of one strong bonus, one medium bonus and one penalty they have three very moderate bonuses.

    [Gear] re-design of how we represent visually the gear stats

    UI change to represent gear stats.

    You can now see the exact numeric values of all stat bonuses.

    Developer comments: While gauges are excellent at showing relative strengths and weaknesses of the gear, it was hard to decipher the impact they would have on the gameplay. To actually allow players to make meaningful choices and know the effect of their gear, we changed it to numbers.

    Added a proportional indicator when comparing gear

    Developer comments: To allow to choice gear at a glance and evaluate gear quality, we added arrows right of the gear stat values when comparing gear.

    [Gear] Attack Stats should not affect feats

    The gear stat Attack now only affects normal attacks and not Feats or Bleeds.

    Developer comments: Having gear affect feats and bleed was both hard to understand and very powerful at higher levels.

    [Crafting] Review Crafting prices (Steel and Crafting Materials)

    Tweaks to crafting costs and addition of the Epic rarity to crafting.

    Developer comments: Our data showed players had a hard time to level up new heroes and would not craft early gear as much while having an excess of crafting material at higher levels. To improve this, we changed the cost of steel and crafting material as well as salvage value for gear. We hope to offer a smoother curve while keeping higher level gear a long term goal for high level players.

    Update to Salvage Material cost to improve gear:

    Upgrade Cost in salvage material for Common gear

    From: Level 1: 20 / Level 2: 30 / Level 3: 40 / Level 4: 50 / Level 5: 60
    To: Level 1: 10 / Level 2: 13 / Level 3: 16 / Level 4: 19 / Level 5: 23

    Upgrade Cost in salvage material for Rare gear

    From: Level 1: 100 / Level 2: 150 / Level 3: 200 / Level 4: 250 / Level 5: 300
    To: Level 1: 55 / Level 2: 80 / Level 3: 110 / Level 4: 130 / Level 5: 155

    Upgrade Cost in salvage material for Heroic gear

    From: Level 1: 260/ Level 2: 390 / Level 3: 530 / Level 4: 660 / Level 5: 790
    To: Level 1: 195 / Level 2: 255 / Level 3: 295 / Level 4: 335 / Level 5: 375

    NEW Cost in salvage material for Epic gear

    Level 1: 400/ Level 2: 520 / Level 3: 650 / Level 4: 800 / Level 5: 960

    Update to Steel cost to improve gear:

    Upgrade Cost in steel for Common gear

    From: Level 1: 30 / Level 2: 55 / Level 3: 75 / Level 4: 100 / Level 5: 125
    To: Level 1: 25 / Level 2: 30 / Level 3: 35 / Level 4: 40 / Level 5: 45

    Upgrade Cost in steel for Rare gear

    From: Level 1: 150 / Level 2: 170/ Level 3: 195 / Level 4: 220 / Level 5: 245
    To: Level 1: 75 / Level 2: 85 / Level 3: 95 / Level 4: 105 / Level 5: 115

    Upgrade Cost in steel for Heroic gear

    From: Level 1: 270/ Level 2: 290 / Level 3: 315 / Level 4: 340 / Level 5: 360
    To: Level 1: 150 / Level 2: 170 / Level 3: 190 / Level 4: 210 / Level 5: 230

    NEW Cost in steel for Epic gear

    Level 1: 270/ Level 2: 290 / Level 3: 315 / Level 4: 340 / Level 5: 360

    Update to salvage value given by dismantling

    Salvage Value for Common gear - Unchanged

    From: Level 1: 5 / Level 2: 6 / Level 3: 7 / Level 4: 8 / Level 5: 9 / Level 6: 10

    Salvage Value for Rare gear

    From: Level 1:30 / Level 2: 35/ Level 3: 45 / Level 4: 50 / Level 5: 55 / Level 6: 65
    To: Level 1: 20 / Level 2: 23 / Level 3: 26 / Level 4: 29 / Level 5: 32 / Level 6: 35

    Salvage Value Heroic gear

    From: Level 1: 95/ Level 2: 110 / Level 3: 125 / Level 4: 145 / Level 5: 165 / Level 6: 190
    To: Level 1: 55 / Level 2: 60 / Level 3: 65 / Level 4: 70 / Level 5: 75 / Level 6: 80

    Salvage Value for Epic gear

    Level 1: 100/ Level 2: 115 / Level 3:130 / Level 4: 145 / Level 5: 160 / Level 6: 175

    PC Specific
    General Changes

    Added an icon override option for controllers in the user interface options.
    Players are now able to select which controller Icons they want to see in the in-game prompts

    FPS now is locked to 60 while being in the Main Menu by default
    This change is done to reduce the workload on the graphics card while being in the menu
    It can be changed in the Options.ini file.\
    Entry name "MenuFPSLock".
    Valid values are [0.0 => disabled, 30.0, 60.0].

    The Task bar icon now blinks if matchmaking is successful when the game is not in focus or is minimized
    Further Improved Multi GPU Performance
    Scaling the window in windowed mode now only updates on mouse release
    Fixed an issue with controllers not being recognized while playing the steam version and having the steam “Xbox/PS4/legacy gamepad configuration” active.
    Issue was introduced with Patch v1.05

    Control changes

    Place Beacon and call for help are now separately bind-able actions
    Added an option to disable mouse input in guard mode
    To be used when guard directions are mapped to keys



    UI Changes

    Added actual cost Information to the "Change look" confirmation pop-up
    "Ready" button on the rematch screen does not require confirmation anymore, "ready" status is applied instantly

    PC Bug Fixes

    FIXED: Heroes - wrong hero can be selected if the selection is moved quickly after selecting a hero
    FIXED: UI Flicker when hovering over the "Recruit" button
    FIXED: Hovering over feats in the customization menu make icons disappear
    FIXED: User cannot close the 'Stats Overview' page with mouse on Hero customization menu
    FIXED: Mouse indicator moves down when entering turtle stance with M+K (while it is assigned to its own button)
    FIXED: Entering social while in the emote tab puts a hold action on one input
    FIXED: Key mapping Page does not show conflicts in red after reentering
    FIXED: Win Ratio/KDA information box overlaps with 'Loadout' box if user clicks 'Hero Overview' screen after highlighting the 'View Progression' option
    FIXED: Vram usage does not take Triple Buffering into account
    FIXED: Title get stuck in multiplayer session if user become AFK on move set screen
    FIXED: Users are unable to use another controller if Steam controller is plugged in on Steam Version
    FIXED: Valkyrie Shield Tackle widget is not shown correctly in the fight widget with M+K controls as full block stance

    LIVE UPDATE – FOR HONOR
    Game Mode
    Elimination

    Fallen team mates can only be revived once per round.

    Fight
    WARDEN

    Shoulder bash [Bug Fix] Shoulder Bash now allows you to switch targets during the charge again.

    DEVELOPER COMMENTS: We caused a regression on target switching in Patch 1.06 when we made other adjustments to Shoulder Bash. This fix will help Warden once again in group fight situations.
     
    Last edited: Jul 13, 2017
  9. kx11

    kx11 Ancient Guru

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    so this game is the 2nd best selling game in USA in 2017 so far ?!!


    lolz
     
  10. JonasBeckman

    JonasBeckman Ancient Guru

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    Update 1.09
    http://forums.ubi.com/showthread.php/1696317-Patch-notes-(v1-09)

    Greetings Warriors!
    Below are the published patch notes for Patch 1.09.


    Fight

    Revenge Gain

    We’re bringing a lot of updates to the Revenge mechanics in this update. Our main objective with these changes is to have more granular control over Revenge gain in multiple group fight situations. Before going into the details of our changes, here’s an overview of how Revenge gain works.

    We determine Revenge gain based on two core elements:

    The type of attack contact determines how much raw Revenge score you earn for one incoming attack. The Base Revenge score is determined by using the raw damage of the attack* and applying a multiplier based on the contact result: if it’s a block or a hit, you earn a given value, if it’s a parry you earn another value.

    Raw Attack damage x Contact multiplier = Base Revenge score

    *Melee attacks that don’t have any damage output have a set value.

    The group fight status adds a multiplier to the Base Revenge score. If you’re in a 1v1, 1v2, 1v3, or 1v4 situation, we multiply the Base Revenge score accordingly (the more outnumbered you are, the higher the multiplier).
    Base Revenge score x Group fight multiplier = Final Revenge Score

    Now that you’re familiar with the basics, here are the changes we’ve made in this new update.

    Most of them focus on improving how we compute group fight status:

    We now have 4 distinct values to multiply Revenge gain differently if you’re in 1v1 (0.2), 1v2 (0.5), 1v3 (0.75) or 1v4 (0.85). Before today, we only had a 1v1 multiplier (0.2) and a 1vN multiplier (0.85) which prevented us from having the granularity we needed to tweak differently 1v2, 1v3, and 1v4.
    Until now, attacks targeting the player (incoming) and attacks performed by the player (outgoing) have been considered in order to increment or decrement the group fight multiplier. Using outgoing attacks resulted in exploit strategies, allowing outnumbered players to rapidly attack enemies surrounding them in order to reach 1v4 multiplier to max Revenge gain. We’ve removed outgoing attacks from the computation and we’re now only using incoming attacks in order to stick to the defensive / catch up nature of Revenge.
    By default, Base Revenge score is multiplied by the 1v1 multiplier. To decide if we need to increment or decrement that multiplier, we run a set timer (let’s call it Group Fight timer) for each attack that targets the player (whether it hits, gets blocked, dodged, parried…). If another attack from another enemy targets the Player while the Group Fight timer is still running, we increment the multiplier for that Player. If no other attack registers while that timer is active, we decrement the multiplier. We’ve reduced that timer by 50% to limit problematic situations in which a player could escape a group fight, and still benefit from a very high Group Fight multiplier in the next 1v1 fight if it happened within the duration allowed by the Group Fight timer.
    We fixed a bug in order to remove Dead entities from the group fight computation, so that if you’re facing 4 opponents, and reach 1v4 multiplier, killing one enemy instantly decreases the multiplier to 1v3. Before, the dead entity would still be computed as long as the Group Fight timer was running.



    We’ve also made some adjustments to raw Revenge gain based on attack contacts:

    Damage over Time no longer feeds Revenge meter. It used to be the case for Bleed and Fire damage but we’re removing it in order to only compute the attacks that risk causing an interruption into the Revenge calculations.
    Melee attacks that don’t deal damage now have a set Revenge score of 30. Melee attacks used to have a set value of 10 which was then multiplied by the hit multiplier. This resulted in very little Revenge gain when hit by melee attacks. We’ve changed this to a much higher value to be more consistent with the disruption level and stamina damage of melee attacks in group fight.



    Summary:

    Revenge score after a melee hit increased to 30 (from 10).
    Added a 1v2 group fight multiplier set to 0.5.
    Added a 1v3 group fight multiplier set to 0.75.
    Group Fight timer reduced by 50%.
    Damage over Time no longer feeds Revenge meter.
    Outgoing attacks are no longer used to determine Group Fight multiplier.
    [Bug Fix] Dead entities instantly lower the Group Fight multiplier.
    [Bug Fix] Berserker and Ninja Parry multipliers increased from 1 to 1.5 to be consistent with other Assassins.



    Developer comments: TL;DR, the main take away is that we’ve reworked the Revenge gain mechanics in order to tune it with more granularity based on the different possible outnumbered combat configurations, reducing earn rate in 1v2, 1v3 situations, while maintaining current rates in 1v1 and 1v4. We’ll monitor data after this update for further balancing, changes and improvements.

    Time Snap

    Time Snap has been disabled



    Developer comments: Time Snap is a legacy system we’ve had at the core of our fight system for a very long time. To be brief, it snaps actions at 100ms in order to guarantee synchronized contacts. The downside of this system has been input latency. During the course of production, we ran several investigations in order to estimate our input lag, and a few months before shipping we started to create exceptions within the time snap framework in order to improve input reactivity on guard switch for instance. After weeks of testing internally, we’ve decided to disable Time Snap entirely from the game in order to favor input reactivity as much as possible.

    Respawn

    On respawn, players are invulnerable to Guard Break and Melee Attacks.



    Developer comments: To limit spawn camping exploits, we’re making Players immune to Guard Break and Melee Attacks after respawn for 4 seconds.

    Fighters

    Shinobi

    [Bug Fix] Shadow Strike can now hit external targets.



    Developer comments: Shinobi used to perform Shadow Strike on locked target, even after parrying an external attack, resulting in some extreme teleport situations. Now, Shadow Strike will target the source of the external attack after an external Parry.

    [Bug Fix] Tackle can no longer knock down allies.
    [Bug Fix] Tackle hit detection fixed.



    Developer comments: Tackle hit detection had problems that we’ve fixed to make it more accurate. We’re also removing its ability to hit friendlies.

    [Bug Fix] Sickle Rain now maintains current guard position.
    [Bug Fix] Sickle Rain’s last 3 light attacks no longer display the Unblockable icons.



    Developer comments: Shinobi had no active guard post Sickle Rain which could lead to issues, so we’ve fixed it in order to maintain the latest active guard. If you start Sickle Rain from a left guard, you’ll get back to left guard once the move sequence is over. We also removed the Unblockable icon on the last 3 lights. Since these attacks are not blockable and not parryable either, we’ve removed the icon to avoid confusion.

    [Bug Fix] Removed Unblockable icons from Moveset description of the following moves:
    Grab
    Grab Kick Mix Up
    Back Flip Grab



    Developer comments: Shinobi’s Grab doesn’t actually have the Unblockable property. So we’re removing the Unblockable icons from the Moveset descriptions in order to avoid any confusion.

    Raider

    Stampede Charge startup duration reduced to 500ms (from 700ms).
    Stampede Charge tracking improved.



    Developer comments: Stampede Charge was too difficult to land from Sprint. It was easily avoided even without dodging. We’ve made a handful of adjustments to the startup duration and tracking in order to increase its success rate.

    Orochi

    [Bug Fix] Orochi can no longer use Top Light Attack to snap to locked target after an external Wind Gust or Hurricane Blast.




    Conqueror

    [Bug Fix] Conqueror will no longer be able to perform Minion-dedicated chained attacks on a Player.
    [Bug Fix] Heavy Charge animation cycle no longer stops playing after blocking an attack at full charge.
    [Bug Fix] Zone Attack will now display a Full Block Stance on PC when playing with the mouse and keyboard.



    Shugoki

    [Bug Fix] Stamina cost reduction Gear Stat now works with Charge of the Oni.
    [Bug Fix] Shugoki will no longer be able to perform Minion-dedicated chained attacks on a Player.



    Centurion

    Added the Uninterruptible Stance Icons on Eagle's Fury and Eagle's Fury Alternate movesets.
    [Bug Fix] Centurion’s Charged Heavy cannot pin an enemy already pinned by another Centurion.



    Developer comments: The Charged Heavy hit reaction wasn’t setup properly and as a result, it was too easy for multiple Centurions to stun lock the enemy.

    Controls

    Guard Mode Toggle Exit Options

    Added Menu options to set rules for exiting Guard Mode when it’s set to Toggle.



    Developer comments: Players will have the option to configure when to exit Guard Mode automatically (when lock toggle setting is enabled).

    The available options are:
    if no other target is in range
    if current target dies
    if current target is executed
    never

    Ladders

    Disabled Stamina Regen while using Ladder.
    Pressing B now forces the player into a Ladder Slide for 300ms.
    Stamina cost of 25 has been moved from the Ladder Slide Hit to the Ladder Slide attempt.



    Developer comments: Players were able to exploit distance and prevent others from getting into ladders by spamming the slide button. We already made it impossible to perform a slide or an attack while out of stamina in a ladder but it was not useful since it was so easy to regenerate stamina out of harm’s way.

    In an attempt to fix that, we decided that we would disable stamina regeneration while in a ladder and we would be more punishing when using the slide by moving the stamina cost from the hit to the slide attempt itself.

    Finally, as a means to prevent a bug and to further constrict the ladder slide spam behavior, we force players into a 300ms slide commit as soon as the input is detected. This also means that if a players press the slide button near the exit of a ladder, they will transition out of it making them vulnerable.

    We hope, with all these changes, to bring an end to the ladders shenanigans while keeping ladders as active ingredients in our gameplay.

    Navigation

    [Bug Fix] Fixed an inconsistency causing players not to be able to reach their opponent while in fights on uneven ground.



    Ballista

    [Bug Fix] Fixed the aim assist on Ballista in Story mode.



    Feats

    Thick Skin

    Added a 3 second cooldown when hit.



    NOTE: The feat’s in game description was not updated

    Flesh Wound

    Added a 3 second cooldown when hit
    NOTE: The feat’s in game description was not updated



    Developer comments: We are starting to look into how we can balance passive feats that offer core attribute buffs. The way this works is that the cooldown will be applied in full once the effect has been applied, meaning that if you have Thick Skin and you get hit, you will get back your damage reduction in 3 seconds regardless of getting hit while in cooldown.

    Deadly

    Added a 3 second cooldown when hitting an enemy
    NOTE: The feat’s in game description was not updated



    Developer comments: In the same vein as Thick Skin and Flesh Wound, we have added a 3 second cooldown when the effect of this feat is applied. This means that you get the damage buff on the first hit and every 3 seconds afterwards.

    User Interface

    Visual/Grammatical Adjustments

    Menu Interface

    The positioning of the information and options have been adjusted in the Multiplayer Menu
    Visual, wording and icon location adjustments made on the Scavenger Page
    The player expression tile for the Back of the Ninja said ‘’Chest and Back’’, yet only modified his back. This has been edited to only indicate “Back”
    Improved legibility of the Orders Page
    On PC: Right-clicking on a binding in the Key Mapping page will unbind



    Map Vote Menu

    Visual adjustments in the Map Vote tab were made to improve clarity. Now it’s easier to understand when the Mode will also change (and not only the map).



    Face-Off Screen

    Player Skill displayed during Face Off:

    Before a match, during Face-Off, players will now be able to see their skill relative to their allies and the enemy team.
    The relation is calculated from the team and opponent Skill average against player’s skill rating.
    NOTE: The skill rating itself is calculated based on each player individual average performance in matches (and to a lesser extent their team performance).



    Reputation Score displayed during Face Off:

    Before a match, during Face-Off, the Reputation Score of each player (sum of all Reputations Levels reached on each Hero) is now displayed by default.
    All players’ Hero Reputation Level and Gear Stat Level are still available on the page “Hero Overview” that can be triggered during the same Face-Off phase.


    Dev comment: We want the Face-Off to display more of the results of our matchmaking process. The objective is to be more transparent and representative of the system we use in the background.
    To do so, now you’ll be able to see your relative skill rating that we use to matchmake you with other players.
    We’ve also decided to show the Reputation Score of the players to help representing their time spent and experience in the gale, no matter if they play their main Heroes or new ones.

    Colorblind Support

    The 3 different types of colorblindness are now supported by the game: Protanopia, Deuteranopia and Tritanopia.
    Colorblind support is now available on the Faction War Interface, all Multiplayer modes and the fight feedback.
    Colorblind is not supported in Story Mode.



    Dev comment: Team colors and Fight Feedbacks, as well as the Menu Displays and information were updated to cater to 3 different types of color blindness. We are progressively working on adjusting our game to cater to our color blind players. You can select which colorblind mode you want in the Options of the game.

    Story Mode

    The interaction feedback when climbing the wall using a grapple was improved to better reflect the required inputs.



    Multiplayer

    Battle Instance: When the Centurion's Kick and the opposing Raiders Stampede Charge collide, the Raider's attack would land, yet he would still receive the Guardbreak icon. This has been resolved, and the Raiders faster ability will land without him receiving Guardbreak.
    Berserker Moveset
    Super Armor icon is now properly on Head Slicer, and not on Spin Chop.
    Swapped the order of the two, so all the Super Armor moves are nicely in a row.



    Developer Comments: Super Armor icon was on the wrong move. There is now the correct icon with its proper entry (on Head Slicer). Their order has been modified so that all the Super Armor moves are listed in a row for easy reading.

    Getting killed by the environment will no longer show the damage taken by the enemy prior.
    The visuals displayed when killed in Dual Mode by the sawblade in The Shipyard Map have been adjusted.



    Hero Customization

    Added the option to use many neutral color swatches as Defenders or Attackers



    Dev Comment: Many color palettes that were acquired by unlocking an outfit were only available in Neutral slot even if the colors would fit the theme of the Attacker or Defender teams. The colors swatches that fit the Defender and Attacker are now available to select for the relevant team in the Hero customization menu.

    Menus Alterations

    [Bugfix] When the timer runs out in the End of Match Lobby and a user is browsing the Heroes Menu, the match couldn't proceed. This issue has been solved.
    To avoid confusion, the title for the Multiplayer Activity Settings page has been replaced by “Parameters”.
    For easier access, the Key Mapping Menu has been moved from the Controls Page to Options Page
    When flipping on an axis in the emblem editor, the rotation value will be refreshed



    Player Progression

    Emblem Customization

    Added the option to use any of the saved Emblems in the Hero Customization



    Dev Comment: Thanks to community feedback, players will now have the option to select any of the 4 saved Emblems to be used in the Hero Customization options. This means you can select a different emblem for customization than the currently active emblem.

    Orders & Contract Updates

    We improved our orders and contracts system based on the community feedback to have:

    More balanced rewards based on Order completion difficulty and time
    A better distribution of objectives and difficulty
    More stackable orders


    The rewards to complete the orders was rebalanced to match the average time it takes for each objective to be completed:

    Daily Order 1: From 400 steel and 300 XP to 300 steel and 200 XP (less rewards, but easier goals)
    Daily Order 2: From 400 steel and 300 XP to 500 steel and 400 XP (more rewards, standard goals)
    Easy Order: From 150 steel and 500 XP to 100 steel and 750 XP
    Medium Order: From 150 steel and 1000 XP to 150 steel and 1250 XP
    Hard Order: From 150 steel and 1500 XP to 200 steel and 1500 XP
    The contract distribution system was improved, making it easier to combo different objectives and complete them faster, without a lot of constraints.
    Kill streak orders requires you to kill 5 enemies instead of 8 and can be completed in any game mode.
    Overall requirement to reach the goals was decreased.


    Developer comments: While the overall rewards for Orders didn't change, we've updated the rewards for each order type based on their difficulty and time to be completed to have them more balanced.

    These changes will also impact the orders distribution: there won't be days with only orders asking you to play the same mode anymore. It is also easier now to progress several orders at the same time.

    Single Salvage Currency

    To make it simpler to upgrade secondary heroes, we are shifting from 3 Faction Salvage currency to a single Salvage currency.
    All the different Faction Salvage you currently have will be summed up and transformed to Salvage.
    This Salvage can be used in any hero from any faction.



    Developer comments: We wanted it to be easier for players to use their extra salvage. So we've decided to merge all faction salvage currencies into only one. This will also bring more flexibility for the players to progress any character of the roaster.

    Engine - Graphics

    PS4 PRO Update: In order to maximize the power of the PS4 PRO console, we added specific graphic mode setting so the player can choose between higher resolution (4K) and higher graphic details.




    Tech - Session

    [Bug Fix] Enabled AFK Kick in private matches. Custom matches are unaffected.



    ONLINE

    [Network] Added more detailed tracking for error 6000139



    Developer comments: We added more granular tracking related to 6000139 error code to identify specific root cause leading to a user disconnecting

    [X1] Game Session state optimizations



    Developer comments: This optimization is aimed to reduce the “session full” errors.

    [X1] Reduced the impact of the game interactions with Microsoft’s achievements system during multiplayer matches.



    Developer comments: This optimization is aimed toward improving the simulation performance during gameplay.

    PC Improvements

    Added the ability to “Double Tap to Dodge”



    Dev Comment: Players playing with Keyboard are now able to activate the “Double Tap to dodge” in the controls options which would add the ability to double tap a direction key (default WASD) to dodge in the selected direction.

    Added a notification sound when matchmaking is successful and the game is minimized/not focused.
    Added the option to open the Text chat input with a specific scope (Group/Team/All) based on specific key bound to that chat scope. (Default T = All, Y = Team, U = Group).
    Text Chat History will no longer be cleared when transitioning between Menu to Game or Game to Menu.
    Added a secondary Mapping option in the Keyboard Mapping screen.


    Let's just spoiler tag them because these are getting long. :D
     

  11. Redemption80

    Redemption80 Guest

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    Don't have a PS4 Pro and likely never will, but this is a nice addition.

     
  12. JonasBeckman

    JonasBeckman Ancient Guru

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    Yeah I've read that a number of PS4 Pro compatibility updates have allowed for either "4K" in various ways or simply retain the current resolution (Or possibly native 1080p) but up the visual quality in other ways instead, IE Prey (2017) restores SSR and improves LOD distance for the PS4 Pro config. :)
     
  13. Asher

    Asher Guest

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    It would be the first if they fixed the one disconnect problems. People might not having other games to play, so they bought For Honor:bang:
     
  14. Redemption80

    Redemption80 Guest

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    I'm assuming some would also like a 1080/60 option, but that is considerably more work than additional video settings.

    Surprised this has sold so well in the US, not sure about here as i dont think ive heard anyone talk about it.
     
  15. Netherwind

    Netherwind Ancient Guru

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    Free weekend is live people.

    I actually took the chance to try this game on PC. It really looks awesome and runs at a locked 4K/60fps but it was funny since I got a game breaking bug on my first Story Mission :D On the duel at the end of the mission, the guy I was fighting died and fell through the world but the objective didn't complete so I had to restart the whole mission :D
     

  16. JonasBeckman

    JonasBeckman Ancient Guru

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  17. KissSh0t

    KissSh0t Ancient Guru

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  18. BuildeR2

    BuildeR2 Ancient Guru

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    Along with the new expansion/DLC trailer, the starter edition is free on Uplay for the next week. Myself and a few friends are going to give it a try.
     
  19. LocoDiceGR

    LocoDiceGR Ancient Guru

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    Do i have to download it to keep it free?
    Or i just claim it?
     
  20. KissSh0t

    KissSh0t Ancient Guru

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    Once it's claimed on Uplay it is then associated with your account, it does not need to be downloaded to be associated with your account.
     
    fantaskarsef and LocoDiceGR like this.

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