Mirage DLC added
Update 2.28 has arrived for For Honor, and here’s the full list of changes and fixes added with this patch.
The main purpose of today’s For Honor patch is to deploy Y5S2 Mirage. This adds a new story mode for the game and also a new hero. Tons of bug fixes and other adjustments have also been implemented.
The patch size is 1.8 GB for both the PS4 and Xbox One versions of the game. If you have the game on PC, the patch size is 1.9 GB.
For Honor Update 2.28 Patch Notes
FIGHTERS
Berserker
CHANGES INTEGRATED from the Testing Grounds:
Top Light:
Top Light is now 500ms (was 600ms)
Top Light now deals 12 damage (was 13) due to speed increase
Top Light now costs 9 stamina (was 12)
Top Light After Feint is now 400ms (was 500ms)
Top Light After Feint now deals 11 damage (was 12) due to speed increase
Top Light After Feint now costs 6 stamina (was 9)
Top Light OOS is now 800ms (was 900ms)
Top Light is now 500ms (was 600ms)
Top Light now deals 12 damage (was 13) due to speed increase
Top Light now costs 9 stamina (was 12)
Top Light After Feint is now 400ms (was 500ms)
Top Light After Feint now deals 11 damage (was 12) due to speed increase
Top Light After Feint now costs 6 stamina (was 9)
Top Light OOS is now 800ms (was 900ms)
Sprint Attack:
Sprint Attack range increased to 2.5m (was 2)
Sprint Attack forward movement increased
Sprint Attack range increased to 2.5m (was 2)
Sprint Attack forward movement increased
Dodge Forward Heavy:
Dodge Forward Heavy Long Distance attack range increased to 2.5m (was 2.25m)
Forward movement during Dodge Forward Heavy Long Distance increased to 6m (was 4.75m)
Added rotation speed on miss recovery to ensure it properly rotates towards the locked target on miss
Fixed issues with not moving correctly but still registering a hit
Fixed issues with missing but holding a direction that would weirdly snap you forward at the end
Fixed issues with default movement speed at the end of the attack
Fixed issues that allowed Berserker to target swap too late, causing very glitched movement
Dodge Forward Light:
Forward movement during Dodge Forward Light increased to 5m (was 2.25m)
Set Attack Range on Dodge Forward Light to 2m (was 2.5m)
Attack is now Enhanced
Side Dodge Lights:
Are now Enhanced
Dodge Forward Heavy Long Distance attack range increased to 2.5m (was 2.25m)
Forward movement during Dodge Forward Heavy Long Distance increased to 6m (was 4.75m)
Added rotation speed on miss recovery to ensure it properly rotates towards the locked target on miss
Fixed issues with not moving correctly but still registering a hit
Fixed issues with missing but holding a direction that would weirdly snap you forward at the end
Fixed issues with default movement speed at the end of the attack
Fixed issues that allowed Berserker to target swap too late, causing very glitched movement
Forward movement during Dodge Forward Light increased to 5m (was 2.25m)
Set Attack Range on Dodge Forward Light to 2m (was 2.5m)
Attack is now Enhanced
Are now Enhanced
Shugoki
NEW CHANGES based on Testing Grounds Feedback:
Heavy Finishers
Heavy Finishers should now always connect when feinted to Guardbreak no matter which attack precedes it
Charge of the Oni
Recovery is 400ms (up from 300ms), preventing “infinite sprint”
Super Sprint has feedback now
Headbutt
Headbutt has VFX now
Demon’s Embrace
Demon’s Embrace recovery is now 1300ms (down from 1500ms)
After Demon’s Embrace, Shugoki can block at 1000ms
CHANGES INTEGRATED from the Testing Grounds:
Heavy Attacks
Uncharged Heavy Finishers now have reduced rotation, allowing most heroes to be able to comfortably dodge the attacks
Fixed issues related to attacks not hitting external targets since the trajectory was placed too high
Adjusted feint timings on Charged Heavy Finishers to ensure it works properly (can now feint during charge, feint happens 100ms before clip ends)
Headbutt
Headbutt in chains is 500ms
Headbutt now deals 10 damage
Headbutt no longer stuns or deals stamina damage
New move: Dodge Forward Headbutt
Attack is 500ms
Starts 300ms into front dodge
New move: Dodge Side Headbutt
Attack is 533ms
Side Dodge now branches to Headbutt from 300 to 500ms (was from 300 to 600ms)
Side Dodge Headbutt miss recovery branches to Heavy from 100ms to 600ms
Heavy Finishers should now always connect when feinted to Guardbreak no matter which attack precedes it
Recovery is 400ms (up from 300ms), preventing “infinite sprint”
Super Sprint has feedback now
Headbutt has VFX now
Demon’s Embrace recovery is now 1300ms (down from 1500ms)
After Demon’s Embrace, Shugoki can block at 1000ms
Uncharged Heavy Finishers now have reduced rotation, allowing most heroes to be able to comfortably dodge the attacks
Fixed issues related to attacks not hitting external targets since the trajectory was placed too high
Adjusted feint timings on Charged Heavy Finishers to ensure it works properly (can now feint during charge, feint happens 100ms before clip ends)
Headbutt in chains is 500ms
Headbutt now deals 10 damage
Headbutt no longer stuns or deals stamina damage
Attack is 500ms
Starts 300ms into front dodge
Attack is 533ms
Side Dodge now branches to Headbutt from 300 to 500ms (was from 300 to 600ms)
Side Dodge Headbutt miss recovery branches to Heavy from 100ms to 600ms
New move: Dodge Forward Heavy
Added new attack: Dodge forward heavy
Added Uninterruptible Stance on Dodge Forward Heavy at 400ms into the clip
Added new attack: Dodge forward heavy
Added Uninterruptible Stance on Dodge Forward Heavy at 400ms into the clip
Dodges
Fixed branching speed on left/right dodges to be consistent (they are both at 300ms now)
Demon’s Embrace
Now shows the Unblockable symbol during the initial portion of the attack
No longer has variable duration and reach – it is now fully static at 900ms (the previous shortest duration)
Now deals 20 damage and heals for 10 (down from 22 damage and heals for 18). This is to compensate for the attack being available from Light Parry.
Now only accessible from Down + GB in neutral and after a throw (removed branching from front dodge)
Now has no armor whatsoever
Now recovers stamina for the opponent
Adding links to Demon’s Embrace from feint clips for input comfort
Fixed bug on movement
Fixed branching speed on left/right dodges to be consistent (they are both at 300ms now)
Now shows the Unblockable symbol during the initial portion of the attack
No longer has variable duration and reach – it is now fully static at 900ms (the previous shortest duration)
Now deals 20 damage and heals for 10 (down from 22 damage and heals for 18). This is to compensate for the attack being available from Light Parry.
Now only accessible from Down + GB in neutral and after a throw (removed branching from front dodge)
Now has no armor whatsoever
Now recovers stamina for the opponent
Adding links to Demon’s Embrace from feint clips for input comfort
Fixed bug on movement
Charge of the Oni
Charge of the Oni is no longer an attack – it is accessed through tapping the Sprint button while sprinting, similar to Shinobi. The move no longer has dodge frames, bumps, etc. It is now a “super sprint” move.
Shugoki cannot do Charge of the Oni if OOS
Charge of the Oni is no longer an attack – it is accessed through tapping the Sprint button while sprinting, similar to Shinobi. The move no longer has dodge frames, bumps, etc. It is now a “super sprint” move.
Shugoki cannot do Charge of the Oni if OOS
Zone Attack
Zone Attack now properly branches to finishers at the correct timing (frame 166ms)
Light attacks
Removed Uninterruptible Stance from Neutral Lights
Removed Uninterruptible Stance from OOL Lights
Zone Attack now properly branches to finishers at the correct timing (frame 166ms)
Removed Uninterruptible Stance from Neutral Lights
Removed Uninterruptible Stance from OOL Lights
Gladiator
NEW CHANGES based on Testing Grounds Feedback:
Skewer
Skewer now generates 30 points of Revenge
Dodge Melee
Now deal 10 stamina damage
No longer stuns
No longer pauses stamina regeneration
Forward Dodge Melee is now 500ms, can branch from 300ms to 500ms in front dodge
Side Dodge Melee now occurs at 300ms in the dodge (is no longer delayable)
Toe Stab
No longer Unbalances opponents who are OOS
CHANGES INTEGRATED from the Testing Grounds:
Toe Stab
No longer prevents Executions
Now deals 10 damage (was 6)
Now chains to Heavy Finisher and Skewer (at 300ms)
Skewer now generates 30 points of Revenge
Now deal 10 stamina damage
No longer stuns
No longer pauses stamina regeneration
Forward Dodge Melee is now 500ms, can branch from 300ms to 500ms in front dodge
Side Dodge Melee now occurs at 300ms in the dodge (is no longer delayable)
No longer Unbalances opponents who are OOS
No longer prevents Executions
Now deals 10 damage (was 6)
Now chains to Heavy Finisher and Skewer (at 300ms)
Zone Attack
Now chains to Heavy Finisher and Skewer at 100ms
Now chains to Heavy Finisher and Skewer at 100ms
Skewer
Now costs 12 stamina
Bind Hit Reaction that plays on Exit from Skewer when the Gladiator Dodges has been reduced to 400ms (was 800ms) to remove the ability to combo with Dodge Light
Now costs 12 stamina
Bind Hit Reaction that plays on Exit from Skewer when the Gladiator Dodges has been reduced to 400ms (was 800ms) to remove the ability to combo with Dodge Light
Side Dodge Lights
Now have Dodge Active from 33ms to 233ms
Side Dodge Melees
Now have Dodge Active from 100ms to 300ms
Now chain to Skewer
Now have 2.75m range (was 2m)
Now have Dodge Active from 33ms to 233ms
Now have Dodge Active from 100ms to 300ms
Now chain to Skewer
Now have 2.75m range (was 2m)
Front Dodge Light
2nd movement phase now moves 4m forward (was 3.25m)
Light Attacks
Now chain to Skewer at 100ms (to ensure Feint to GB can connect)
Aramusha
NEW CHANGES based on Testing Grounds Feedback:
Forward Movement
Added extra forward movement to Neutral Side Heavies and Neutral Heavy Feints to ensure Feint to GB works within normal distances
Heavy Finishers now move forward more during the attack
Infinite Light Chains now move forward more consistently
Infinite Heavy Chains now move forward more during the attack
Top Heavy
Top Heavy now deals 24 damage (was 22)
Forward Dodge
Front Dodge now has defense and can block while dodging
Fury Unleashed
GB Attempt no longer bounces off
CHANGES INTEGRATED from the Testing Grounds:
Blade Blockade
Blade Blockade can now be accessed after 100ms in any attack’s recovery on hit/miss/bad block
Blade Blockade Light follow-up is now 333ms and deals 20 damage (now guaranteed)
Blade Blockade Light follow-up stamina cost is now 9 (was 12)
Blade Blockade Light follow-up is now considered a Light attack
Blade Blockade Light follow-up now causes a Medium reaction (was Heavy)
Blade Blockade Heavy follow-up is now 333ms, has zone properties and deals 16 damage (now guaranteed)
Blade Blockade follow-ups now always happen at 300ms in the Blade Blockade window (gives a lot more input comfort)
Ring the Bell removed from Blade Blockade, and is now a soft-feint from Heavy Opener and Dodge Forward Heavy
2nd movement phase now moves 4m forward (was 3.25m)
Now chain to Skewer at 100ms (to ensure Feint to GB can connect)
Added extra forward movement to Neutral Side Heavies and Neutral Heavy Feints to ensure Feint to GB works within normal distances
Heavy Finishers now move forward more during the attack
Infinite Light Chains now move forward more consistently
Infinite Heavy Chains now move forward more during the attack
Top Heavy now deals 24 damage (was 22)
Front Dodge now has defense and can block while dodging
GB Attempt no longer bounces off
Blade Blockade can now be accessed after 100ms in any attack’s recovery on hit/miss/bad block
Blade Blockade Light follow-up is now 333ms and deals 20 damage (now guaranteed)
Blade Blockade Light follow-up stamina cost is now 9 (was 12)
Blade Blockade Light follow-up is now considered a Light attack
Blade Blockade Light follow-up now causes a Medium reaction (was Heavy)
Blade Blockade Heavy follow-up is now 333ms, has zone properties and deals 16 damage (now guaranteed)
Blade Blockade follow-ups now always happen at 300ms in the Blade Blockade window (gives a lot more input comfort)
Ring the Bell removed from Blade Blockade, and is now a soft-feint from Heavy Opener and Dodge Forward Heavy
Ring the Bell
Ring the Bell removed from Blade Blockade, and is now a soft-feint from Heavy Opener and Dodge Forward Heavy
Fixed Ring the Bell damage timing to be on hit (rather than start of the bind)
Adjusted conditions on infinites to chain after Ring the Bell
Removed Uninterruptible Stance from Soft Feinted Ring the Bell
Ring the Bell now deals 12 damage
Ring the Bell removed from Blade Blockade, and is now a soft-feint from Heavy Opener and Dodge Forward Heavy
Fixed Ring the Bell damage timing to be on hit (rather than start of the bind)
Adjusted conditions on infinites to chain after Ring the Bell
Removed Uninterruptible Stance from Soft Feinted Ring the Bell
Ring the Bell now deals 12 damage
New Move: Side Dodge Heavy
New attack – Side Dodge Heavy. Dodge frames and iframes occur at 200ms during side dodge, and the strike is 600ms
Removed links to front dodge side attacks
New attack – Side Dodge Heavy. Dodge frames and iframes occur at 200ms during side dodge, and the strike is 600ms
Removed links to front dodge side attacks
Dodge Forward Heavy
Dodge Forward Heavy’s armor now starts at 400ms (was 100ms)
Added ability to perform Ring the Bell Soft Feint from Dodge Forward Heavy
Dodge Forward Heavy is now 800ms (was 600ms, to support the Soft Feint)
Dodge Forward Heavy now moves 4m forward (was 3m)
Light Attacks
Bug Fix: Neutral Lights now have proper dodge timing (was 100ms after start of parry, now starts at parry timing)
Bug Fix: Fixed inconsistencies on branching to light attacks in recoveries
Heavy Attacks
Bug Fix: Removed branching to Dodge on Neutral Top Heavy Miss recovery
Bug Fix: Infinite chain top heavy dodge window fixed (was 100ms after start of parry, now starts at parry timing)
Chain Flow
Removed hard flow to top from sides. Aramusha can now freely chain to any other direction
Staying in the same direction gives a Heavy Finisher, but otherwise continues the infinite chain
Dodge Forward Heavy’s armor now starts at 400ms (was 100ms)
Added ability to perform Ring the Bell Soft Feint from Dodge Forward Heavy
Dodge Forward Heavy is now 800ms (was 600ms, to support the Soft Feint)
Dodge Forward Heavy now moves 4m forward (was 3m)
Bug Fix: Neutral Lights now have proper dodge timing (was 100ms after start of parry, now starts at parry timing)
Bug Fix: Fixed inconsistencies on branching to light attacks in recoveries
Bug Fix: Removed branching to Dodge on Neutral Top Heavy Miss recovery
Bug Fix: Infinite chain top heavy dodge window fixed (was 100ms after start of parry, now starts at parry timing)
Removed hard flow to top from sides. Aramusha can now freely chain to any other direction
Staying in the same direction gives a Heavy Finisher, but otherwise continues the infinite chain
OOL Chain
OOL chain now chains left->right->left->etc (and no longer uses Top Light)
Jiang Jun
NEW CHANGES based on Testing Grounds Feedback:
Dou Shi’s Choke
Now deals 30 stamina damage when fully held
OOL chain now chains left->right->left->etc (and no longer uses Top Light)
Now deals 30 stamina damage when fully held
Sprint Attack
Bug Fix: Fixed an issue that was reported via Bug reporter that Jiang Jun’s guard break will bounce off the enemy every time when performed after feinted sprint attack – by changing the strike to a Medium Hit Reaction (was Heavy)
Side Heavy
Stamina cost is now 12 (was 30)
CHANGES INTEGRATED from the Testing Grounds:
Heavy Attacks
Top Heavy Starter is now 800ms (was 900ms)
Top Heavy Starter damage is now 24 (was 27), due to speed increase
Left/Right Heavy Starter are now 900ms (were 1000ms)
Left/Right Heavy Starter damage are now 27 (were 32), due to speed increase
Heavy Finishers now Soft Feint to GB at the same timing as branching to Feint and Sifu’s Poise
Normalized Heavy Attack stamina costs (Starters and Finishers) to 12. Stamina costs were a bit over the place (Tops were always 12, but sides were sometimes 24 (after Zone Attacks mostly), sometimes 28 (when chained normally)
Adjusted left/right trajectories to fit properly with attacks (increased side range on right heavy, front range on left heavy)
Bug Fix: Fixed an issue that was reported via Bug reporter that Jiang Jun’s guard break will bounce off the enemy every time when performed after feinted sprint attack – by changing the strike to a Medium Hit Reaction (was Heavy)
Stamina cost is now 12 (was 30)
Top Heavy Starter is now 800ms (was 900ms)
Top Heavy Starter damage is now 24 (was 27), due to speed increase
Left/Right Heavy Starter are now 900ms (were 1000ms)
Left/Right Heavy Starter damage are now 27 (were 32), due to speed increase
Heavy Finishers now Soft Feint to GB at the same timing as branching to Feint and Sifu’s Poise
Normalized Heavy Attack stamina costs (Starters and Finishers) to 12. Stamina costs were a bit over the place (Tops were always 12, but sides were sometimes 24 (after Zone Attacks mostly), sometimes 28 (when chained normally)
Adjusted left/right trajectories to fit properly with attacks (increased side range on right heavy, front range on left heavy)
Jiang Jun’s stamina penalty on his Side Heavy Attacks is no longer relevant with the Core Combat Update; they retain their properties but now cost the standard amount of stamina for Heavy attacks.
Dodge Forward Heavy
Dodge Forward Heavy is now 600ms (was 1000ms)
Movement phase on dodge forward heavy is now a single phase that moves 4m
Removed Feint and Soft Feint from Dodge Forward Heavy
Dodge Forward Heavy now can start at 200ms into the dodge
Kick – Dodge Forward Melee
Uses Kick animation
500ms strike
Begins 300ms into front dodge, chains to openers, and guarantees a light
Deals 20 stamina damage
No longer prevents Stamina Regeneration for 1.8s
Dodge Forward Heavy is now 600ms (was 1000ms)
Movement phase on dodge forward heavy is now a single phase that moves 4m
Removed Feint and Soft Feint from Dodge Forward Heavy
Dodge Forward Heavy now can start at 200ms into the dodge
Uses Kick animation
500ms strike
Begins 300ms into front dodge, chains to openers, and guarantees a light
Deals 20 stamina damage
No longer prevents Stamina Regeneration for 1.8s
Dodge Heavy/Light
Added links to Sifu’s Poise from miss/hit/block
Sifu’s Poise
Sifu’s Stance Zone Attack is now Unblockable
Sifu’s Stance Zone Attack reduced knockback to ensure a follow-up heavy finisher soft feinted to GB will connect
Added links to Sifu’s Poise from miss/hit/block
Sifu’s Stance Zone Attack is now Unblockable
Sifu’s Stance Zone Attack reduced knockback to ensure a follow-up heavy finisher soft feinted to GB will connect
Sprint Attack
Bug Fix: Fixed an issue that was reported via Bug reporter that Jiang Jun’s guard break will bounce off the enemy every time when performed after feinted sprint attack – by changing the strike to a Medium Hit Reaction (was Heavy)
Dou Shi’s Choke
Recovery is now 300ms longer
No longer gives free hits when it lands
Recovery is now 300ms longer
No longer gives free hits when it lands
Hitokiri
NEW CHANGES based on Testing Grounds Feedback:
Rei Kick
Now deals 10 stamina damage (was 15)
No longer pauses stamina regeneration
Range is now 2 (was 1.6) to prevent backstep
Sweep
Now deals 10 stamina damage (was 30)
No longer pauses stamina regeneration
Infinite Chain Attacks
Now deals 22 damage (was 24)
New Move: Side Dodge Heavy
Now deals 14 damage
Now branches from Dodge at a fixed 300ms (was 200ms-400ms)
Improved the animation transitions
CHANGES INTEGRATED from the Testing Grounds:
Chain Starters
Zone Attack is now a Chain Starter
Dodge Forward Heavy is now a Chain Starter
Sprint Attack is now a Chain Starter
Now deals 10 stamina damage (was 15)
No longer pauses stamina regeneration
Range is now 2 (was 1.6) to prevent backstep
Now deals 10 stamina damage (was 30)
No longer pauses stamina regeneration
Now deals 22 damage (was 24)
Now deals 14 damage
Now branches from Dodge at a fixed 300ms (was 200ms-400ms)
Improved the animation transitions
Zone Attack is now a Chain Starter
Dodge Forward Heavy is now a Chain Starter
Sprint Attack is now a Chain Starter
Zone Attack
Zone Attack now forces a Medium Hit Reaction (was Heavy)
Dodge Forward Heavy
Dodge Forward Heavy now forces a Medium Hit Reaction (was Heavy)
New Move: Side Dodge Heavy
600ms Attack
Hits on opposite side of dodge
Is a Chain Starter
Branches from 200ms-400ms
Zone Attack now forces a Medium Hit Reaction (was Heavy)
Dodge Forward Heavy now forces a Medium Hit Reaction (was Heavy)
600ms Attack
Hits on opposite side of dodge
Is a Chain Starter
Branches from 200ms-400ms
Sweep
Now chains to Infinite Chain at 300ms, delayed until 400ms, delayable until 600ms. Guarantees Chained Heavy after Sweep
Now chains to T4 at same timing as Heavy Chained
Now chains to Infinite Chain at 300ms, delayed until 400ms, delayable until 600ms. Guarantees Chained Heavy after Sweep
Now chains to T4 at same timing as Heavy Chained
Chain Heavies
Uninterruptible Stance begins on button release
Side Chained Heavy forward movement is now 2.5m (was 2m)
Side Chained Heavy trajectory angle is now 10 (from 30)
Side Chained Heavy trajectory reach is now 1 (up from 0.8)
Uninterruptible Stance begins on button release
Side Chained Heavy forward movement is now 2.5m (was 2m)
Side Chained Heavy trajectory angle is now 10 (from 30)
Side Chained Heavy trajectory reach is now 1 (up from 0.8)
Sprint Attack
Now chains to OOL chained attacks
OOL Top Heavy
Bug Fix: OOS Neutral Top Heavy is now 1100ms (was 1200ms)
Zhanhu
NEW CHANGES based on Testing Grounds Feedback:
Zone Attack
Zone Attack is now 600ms (was 500ms in the Testing Grounds)
Dodge Forward Heavy
Dodge Forward Heavy now deals 24 damage when performed after a Superior Block (was 30 in the Testing Grounds)
Subduing Blow
Subduing Blow no longer has Uninterruptible Stance during its recovery
Dodge Attacks
Dodge attacks remain as Light Parries
CHANGES INTEGRATED from the Testing Grounds:
Dodge Cancels
All dodge cancels happen at 333ms
All attacks including Finishers can now be Dodge Cancelled
Now chains to OOL chained attacks
Bug Fix: OOS Neutral Top Heavy is now 1100ms (was 1200ms)
Zone Attack is now 600ms (was 500ms in the Testing Grounds)
Dodge Forward Heavy now deals 24 damage when performed after a Superior Block (was 30 in the Testing Grounds)
Subduing Blow no longer has Uninterruptible Stance during its recovery
Dodge attacks remain as Light Parries
All dodge cancels happen at 333ms
All attacks including Finishers can now be Dodge Cancelled
Dodge Attacks
Side Dodge Attacks are now enhanced
Forward Dodge Light is now 500ms (up from 400ms) (this is so it isn’t frame advantaged)
Side Dodge Attacks are now enhanced
Forward Dodge Light is now 500ms (up from 400ms) (this is so it isn’t frame advantaged)
Subduing Blow
Moved Subduing Blow to front Dodge
Strike is 500ms
Begins 300ms into dodge (can be delayed until 500ms)
Chains to Openers
Guarantees Light and Zone on Hit
Removed links from Deflects
Dodge Attacks
All dodge attacks were meant to count as heavy parries in the Testing Grounds
Superior Block Dodges now make followup attack Unblockable
All Light and both Side Heavy Superior Block Dodge followups deal 22 damage
Front Heavy Superior Block Dodge followup deals 30 damage
Moved Subduing Blow to front Dodge
Strike is 500ms
Begins 300ms into dodge (can be delayed until 500ms)
Chains to Openers
Guarantees Light and Zone on Hit
Removed links from Deflects
All dodge attacks were meant to count as heavy parries in the Testing Grounds
Superior Block Dodges now make followup attack Unblockable
All Light and both Side Heavy Superior Block Dodge followups deal 22 damage
Front Heavy Superior Block Dodge followup deals 30 damage
Finishers
Right Heavy Finisher trajectory is now similar to Left
Light Finishers are now 566ms (were 600ms)
Zone Attack
Zone Attack is now 500ms
Neutral Lights
Changed block movement on neutral lights to 2m (was 1m) for front/side/back
Can now do backstep light
FEATS
Rocksteady
REMOVED – replaced by “Short-Tempered”
“Passive | Deal (20%) more damage for a short duration after taking damage from an enemy (hero)”
Right Heavy Finisher trajectory is now similar to Left
Light Finishers are now 566ms (were 600ms)
Zone Attack is now 500ms
Changed block movement on neutral lights to 2m (was 1m) for front/side/back
Can now do backstep light
REMOVED – replaced by “Short-Tempered”
“Passive | Deal (20%) more damage for a short duration after taking damage from an enemy (hero)”
“Short-Tempered” we feel will keep some of the flavour of Rocksteady, in that when you get hit you will then gain a benefit. Unlike the unhealthy behaviour of Rocksteady, Short-Tempered benefits you a little bit no matter what hero you face, and never obsoletes an enemy.
MAP
- Improved collision detection across all maps (FH-378, FH-514, FH-1155)
USER INTERFACE
- To provide more transparency a pop-up now informs the player that his player report has led to an investigation and potentially an action
Warmonger
Bug Fix: Fixed an issue that caused Vicious Impale to starts 33ms too late
Bug Fix: Fixed an issue that mentioned that the Warden’s “Shoulder Bash” could still be performed with a Back Dodge in Arena Custom Move set (FH-1490)
Bug Fix: Fixed an issue that caused the camera angle to be off in the Battle Pass Emote Mood Effects when a Paired Emote was equipped
AUDIO
- Bug Fix: Fixed an issue that caused the Sentinel map to have muted or deafened sounds due to camera angles, mostly when the camera is behind the player’s hero (FH-875)
CUSTOMIZATION
- Bug Fix: Fixed an issue that caused the Male Gladiator’s Chimera helmet to have floating Ornaments (FH-1694)
- Bug Fix: Fixed an issue that caused Lawbringer’s and Warmonger’s eyes to be completely covered for the “Omodamos” and “Gamelyn” helms (FH-1384)
- Bug Fix: Fixed an issue that caused the “Sylvan Panacea” to have an odd lip animation on the majority of female mask less helms (FH-1257)
- Bug Fix: Fixed an issue that cause the material color to not be applied on Gryphon’s Protector Chest Shoulders (FH-1103)
- Bug Fix: Fixed an issue that caused the Berserker “Hallvard” Chest armor Paint Pattern to not cover the whole armor (FH-603)
- Bug Fix: Fixed an issue that caused Symbols, Paint Patterns and Embossing to not be displayed when equipped with “Hallvard” Arms’ in barracks for Berserker (FH-593)
- Bug Fix: Fixed an issue that caused inconsistencies for the facial expression of the Shaman in many Outfit Thumbnail’s in the Barrack
For more details on this patch, you can visit the official website. For Honor is out now for the PC, PS4 and Xbox One platforms.
- This article was updated on July 9th, 2021
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