On Thursday October 22nd, For Honor’s limited-time Halloween event Monsters of the Otherworld will be available to all players!
Get ready for a ghoulish thrill ride in the most horrifying double feature of the year: Slay your greatest fears in Endless March and Spooky Slashers for a chance to unlock exclusive limited-time content. Gear up for your next bone-chilling adventure in For Honor's Monsters of the Otherworld, available until November 12th!
The event begins with Endless March, a variant of the Dominion game mode in which minions are replaced by powerful skeletons, available throughout October 22 to November 5.
To end the event, from November 5 to November 12, Spooky Slashers will be available. In this game mode, players capture zones to gain special buffs, which they can use to slay the frightening demons lurking throughout the map. Players will need to keep their wits about them, as danger lurks around every corner, and dying means losing your hard-earned buffs.
Players will have the opportunity to earn Halloween-themed loot from our past 3 Halloween events throughout specific dates. Additionally, new exclusive themed rewards will be lootable from random drops at the end of all matches during the entire event, including Battle Outfits and a terrifying new Effect. Players can also purchase exclusive Executions and Effects inspired by Frankenstein’s Monster as well as previous years’ rewards.
We're well into October, which in case you've forgotten, means there's a new roadmap to feast your eyes on:
Extra XP Fest on the 16th? A 3 week Extra Loot Fest? Y4S3 - TU2?
There's a lot on our plate this month, and that's before we even mention For Honor's plans for Next Gen consoles.
Dominion Series
ICYMI, the For Honor Dominion Series is a 4v4 tournament beginning on October 24th. You and your friends can register now for a chance at $35,000 in prize pool money! We look forward to seeing which team emerges as the greatest force in competitive For Honor after the Core Combat Update.
If you're interested, but unsure whether you and your crew are ready for the big stage, we'd highly recommend checking the For Honor Trials Discord.
There are no skill requirements and players from all platforms are welcome. Coaching from experienced players in single-pick scrimmages is available - though remember, you need to be proactive, reach out, and ask questions in order to schedule scrimmages and coaching.
Competitive For Honor is just approaching the game with a teamwork-orientated mindset. Playing competitively does not necessarily mean you have to stick to a strict, 100% optimal style when you scrimmage. We definitely encourage you to give it a try!
Extra XP Fest
You get Extra XP...and YOU get Extra XP! Hop into the Extra XP Fest madness this week and cash in big by completing your contracts and orders! You have until October 19th to Rep up.
Deck your favorite heroes out in the new threads! Head on over to the in-game store and check them out!
Thank you for joining us, and we’ll see you again at the next Warrior’s Den Recap!
If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.
The time has come – we are excited to fully announce that the For Honor Dominion Series kicks off on October 24th! This is an official competitive program by Ubisoft, where PC players face off against each other in 4v4 Dominion matches, for a chance to be crowned as Champions and compete for an overall prize pool of $35,000!
For more information on how to sign up, official rules, prize breakdowns, and further details about the program structure, head over to https://battlefy.com/dominionseries
The program format compromises the following:
4 Weeks of Online Open Pools
1 online Qualifier with 4 teams
1 day of Last Chance Qualifier (LCQ) pools
1 online LCQ tournament with 4 teams
1 online Final
The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Players can begin to register for open pools starting today!
ONLINE POOLS
These are online tournaments that are open to everyone (unlimited teams). There is a tournament each week, for a duration of 4 weeks. The format will be using double elimination brackets, with each match a Best-of-3. The winner of each weekly tournament earns a spot in the qualifiers.
If you win an Open Pool tournament, you will not be able to participate in the remaining Open Pool tournaments.
QUALIFIERS
A Qualifier is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from open pools, who will play in a GSL format (5 matches, random seed). The first and second placed teams are invited to the Finals, while the third and fourth teams automatically advance to the LCQ tournament.
LAST CHANCE QUALIFIERS
The LCQ pools are a 1-day online tournament, following the Qualifiers. This is once again, open to all, except those who have already advanced to the finals. The top two teams will make it to the 1-day LCQ tournament, joining the third and fourth placed teams from the Qualifier.
In the LCQ tournament, following after LCQ pools, the 4 teams will play in another GSL format, which will be broadcasted. The first and second place teams are then invited to the Finals.
FINALS
The Finals are a 1-day online, broadcasted event. The 4 teams will play in a GSL, Best-of-3 format with the Grand Finals being a Best-Of-5, which will crown one team as Champion of the Dominion Series in their respective region.
Today, we are happy to announce that For Honor will be headed to next-generation consoles. We can now confirm our next-gen backward compatibility and are very excited to provide, through it, an enhanced For Honor experience to next-gen players as we enter this new chapter for the gaming industry.
Below is all you need to know about For Honor and its Next Gen plan!
Graphical Enhancements available at launch of Next Gen Consoles
Next-gen console players will be able to experience the highest-level of graphical enhancements that For Honor has to offer. These enhancements, carried over from the Xbox One X and PS4 Pro are now available, without compromises, on all next-gen consoles:
Improved Water Reflections
Improved Distance Level of Detail
Improved Shadow Resolution
Improved Texture Filtering
4k Resolution (Xbox Series X, PS5) / 1080 p (Xbox Series S)
Free and Seamless transition for Current Console Players
If you currently own For Honor on PS4 or XBox One, your profile, including all purchases and inventory is automatically shared with its Next Gen counterparts (ex: PS4 and PS5).
For Honor at 60 FPS on Next Gen Consoles for the start of Y4S4
The team is happy to announce that For Honor will be playable at 60 FPS on all next gen consoles for the beginning of next season Y4S4, early next December.
Stay tuned for more details and updates on For Honor from now until then.
Today we’ll be going in depth on a long-awaited improvement: an update to our Team Identification system. Overall, the goal of this update is to improve team-related user interface and grant character customization without any color restriction!
Before the team Identification update
Since For Honor has launched, you can either be on the Defender (blue) or the Attacker team (orange).
While developing the game, we saw in many tests that players tended to quickly tell allies and enemies apart based on the colors they were wearing. Without color restrictions, confusing situations occurred in close quarter fights, with players wearing colors of the opposite teams on their armor (Defenders wearing orange; Attackers wearing blue) To avoid these issues, we decided to categorize the color palettes. This way, players would only be able to wear colors that would match their current role (Defender or Attacker) on their armor in team-based game modes.
Of course, this choice came with drawbacks – as a player you were constrained to color palettes respecting blue and orange tones depending on which team you were on.
With this update, that is no longer the case. The changes made will shift team identification to a function of user interface elements, allowing for an unrestricted use of colors in customization.
Here are the details of what we will develop in this post:
The removal of the color palette categorization
The new team color paradigm
The changes in the user interface
What will change on patch release date
The update in details
Color palettes’ categorization removed
The priority of this update was to remove the Attacker/Neutral/Defender color palettes separation and allow for more customization options in the future.
As you can see, you now only have one tab for your customization freeing you to use any colors no matter the team you are on (attacking or defending). All existing palettes are now in this one tab. You can also expect more varied materials as seasons progress and content is added given that the update removes color constraints.
Consequently, with this update, we’ve made some significant changes to the way we feedback allies and enemies visually through the User Interface to ensure proper team identification remains intact.
Changing the team color paradigm
The first and most visible change: You’ll always be in team blue from now on. No more switching from blue to orange team regardless if you are attacking or defending!
This change was intended to simplify the players’ visual cues: Blue elements are always your team’s; orange elements are always the enemies’. This makes Team Identification easier and more consistent across the board.
This change also laid the ground for the second part of our update:
Highlighting your allies
We’ve taken several steps to increase the differences between allies and enemies by focusing more visual information on your allies as opposed to your enemies. Doing so shifts the paradigm of visual identification: While it used to rely mostly on team color before, the amount of information you get on a player is now an additional tool to help with identification.
These changes also give more information to help you better coordinate with your teammates during a game.
Allies outlines
We’ve added a blue outline to all your teammates. This helps mitigate “cross-color” customization and acts a strong differentiation element: No outline = enemies.
This change also lets you see your allies from any point on the map. This allows you to better know what situation you and your teammates are in and adapt more efficiently.
This outline can be disabled in the option menu, for players who feel comfortable relying on other elements for Team Identification.
Modifying Allies’ and Enemies’ UI
Allies’ name will now be displayed all the time, which should also help you spot groupmates. You will see enemies’ emblem the same way as before, but their detailed information (name, health, stamina) will now only be displayed when engaged in fight with them.
We’ve also colored health bars to emphasize teams: Allies’ health bars are now colored in blue, enemies’ are now orange.
Adapting current feedback to the new system
As all these changes are pretty significant, we had to adapt several elements of the game to be compliant with the new system:
Offerings, War Banners, and reveal feedback
As we’re now using outlines to highlight allies, we had to update the way we feedback several elements in the game.
Players revealed by Feats (such as Scout) or by the Oracle Offering in Tribute will have both an outline and a fill based on their team color.
Players bearing Offerings in Tribute or the War Banner in Breach will now be shown as a pulsing fill based on their team color.
Custom matches
Now that team color is based on friends/foes rather than on teams, we’ve removed colors in the team selection screen in Custom Matches. Team icons are still there to tell you on which side Attacker and Defenders are.
What to expect on release date?
Now that there is no need for Attacker/Defender/Neutral palettes anymore, on the release day of the patch, the Neutral customization of each of your loadout will be the one kept.
We have also changed the default equipped palette on non-customized characters to feature a grey & yellow palette (Radioactive decay). The original “Exotic” palette will stay unlocked, as before.
Finally, to celebrate the release of the Team Identification Update, we will be releasing a brand-new red material: the flashy Cinnabar!
You may notice that we skipped 2.21.0. This is due to technical difficulties that we encountered in preparation of this season’s release. This in no way impacts the content, features and bug fixes planned for the release of Year 4 Season 3.
Patch Size:
PS4: 1.75Gb
Xbox One: 2.05Gb
PC: 2.05Gb
NEW MAP: THE BELVEDERE
After entering a Wu Lin pavilion, one may discover a Belvedere with a scenic view. Time to duel in this brand-new map!
This new map is available in Duel, Brawl and Ranked Due
TEAM IDENTIFICATION
Developer’s Comment: Time to bring your hero's customization to the next level! No more distinctions between Attacker, Defender or Neutral colors: you can now wear any color palette you want, no matter which team you are in!
To support this update, we’ve made major changes to the User Interface. You will always be in the blue team following this patch. This smoothens identification: blue elements are always your team’s; orange elements are always the enemies’. We've also added an outline to your teammates so you can spot them in the blink of an eye on the battlefield and plan your next moves.
Please visit our blog post for more details on this update!
Removed the Neutral/Attacker/Defender color palettes tabs. All color palettes are available in the same page and can be used in any game mode, no matter which team you are in. The neutral customization of each loadout will be kept once the patch is released
You will now be in the blue team from now on, even if you are playing Attackers
Added an outline to your teammates, visible at all times. This outline can be turned off in the User Interface option
Teammates’ names are always displayed on-screen
Health bars are now team colored
Enemies detailed information (Name, Health, Stamina) is only displayed when engaged in a fight with them
Players revealed by Feats or the Oracle Offering in Tribute will be shown as team colored outline and fill
Players bearing Offerings in Tribute or the War Banner in Breach will now be shown with a team colored flashing fill
Changed the default color for non-customized character to “Radioactive Decay”. The “Exotic” palette will still be unlocked by default
IMPROVEMENTS
GENERAL
Replaced all dodges effects with a new "dodge shadow effect" for all Heroes
All the Heroes now have their own base avatar when they dodge
MAP
Sentinel
Capture Zone A
The back staircases leading up to the zone have been doubled in width along with the extension of the capture zone area itself, which removes the path that ran along behind
A brasero has been added in the middle of the Capture Zone area, which will protect Players from the Ballista
Capture Zone C
The entire 2nd floor is no longer part of Capture Zone C anymore. Instead, the 1st floor now is, and has been enlarged considerably
The outdoor balcony area has been reduced in size
The interior staircases leading to the outdoor balcony area (from spawn) have been widened by 0.5m
Ziplines have been added at each tower, to the left and right of the 2nd floor Ballista, connecting to the Lower Ruins
Ballista sightlines have been tweaked
Duel
The duel arena located in the Defender Courtyard has been moved to the 1st floor of the Tower Interior
The trap door located on the Exterior Roof of the tower has been removed
Brawl
The brawl arena has been moved from the Tower to the Defender Courtyardr
Developer’s Comment: Sentinel is the map that introduced Ballistas into PvP gameplay in For Honor. Its original design intent was to maximise the use of the Ballistas on the battlefield. Although it provided a very unique experience compared to other maps, it over-relied on camping strategies and navigation between objectives became secondary. With this update we wanted to bring speed and ease of navigation between objectives back to the forefront. It wasn’t our intention to simply remove the Ballistas but make them less attractive as a main strategy.
Capture Zone A was not only one of the smallest Capture Zones in the game but also one of the most dangerous ones, with a prominent ledge and in direct line-of-sight from a Ballista. The back area of the zone was also very underutilized. The new open space allows Players to further distance themselves from the ledge and now provides added cover from the opposing Ballista. The other important change is that the run-distances between the Mid-Lane and Capture Zone C have been shortened considerably by moving the capture area to the entire first floor. Which in turn, no longer allows Players to interact with the ballista on the 2nd floor while still holding the zone. Our aim is to have the Ballista be a choice to consider and not a default action. Up until now, those who were using the ballista but no longer had any targets in sight, felt trapped on the 2nd floor with no easy means to move on to another area. This is where the newly added ziplines come in handy. Enjoy!
Temple Garden
Removed the doors at the entrance into the Tomb at Capture Zone A
Replaced the standing torches near the two outdoor pillars with wall torches
Harbour
Closed off a ledge on the deck of the Trireme (Mid-lane). Dominion only
Gauntlet
Capture Zone C
The staircase entrance, coming from the Attacker spawn, has been doubled in width
The actual zone has now also been extended in to the dual-entry corridor
BOTS
All Bots should now have improved Stamina management behaviors when fighting in the lane, stopping to regain Stamina before going Out of Stamina and, if Out of Stamina, waiting to have Stamina again before resuming their attacks
RANKED
Decreased the amount of placement matches to 8 (from 15)
USER INTERFACE
Orders are now accessible in the pause menu. The LB shortcut in the World Map is still active
Developer’s Comment: We’ve made Orders accessible from anywhere, as it can be useful to have a reminder of what you need do to complete your currently selected Orders before or even during a match. Please note that Orders will not progress in the menu while a game is ongoing as the update is done at the end of the match.
Improved the Podium User Interface to better showcase player’s names and emblems
Added new icons for players above Reputation 100 and Reputation 1000
BUG FIXES
GENERAL
[Bug Fix] Fixed an issue that caused most Heroes Feint visual effect to be missing or have very low visibility
FIGHTERS
Warden
[Bug Fix] Fixed an issue that caused the Warden’s Side Light Combo animation to skip some frames
Hitokiri
[Bug Fix] Fixed an issue that caused the Hitokiri's "Rei Kick" to be undodgeable if the kick is done on the right after a light attack
Centurion
[Bug Fix] Fixed an inconsistency that caused Centurion's fully charged Jab after a Heavy Finisher to have a tighter dodge window than intended
Shugoki
[Bug Fix] Fixed an issue where Shugoki’s Guard Break counter window was 200ms rather than 300ms
MAP
Canopy
[Bug Fix] Fixed issue in Duel that allowed players to sometime pass through fire
ARCADE
[Bug Fix] Fixed an issue that caused some Modifiers to not be displayed in the User Interface
AUDIO
[Bug Fix] Fixed an issue that caused the Hitokiri to be missing effort grunts on certain moves
USER INTERFACE
[Bug Fix] Fixed issue that caused a white flash when opening and closing the social menu during the faceoff
CUSTOMIZATION
[Bug Fix] Fixed an issue that caused the Warden’s “Vengeful Instigator Helm” to be slightly offset
[Bug Fix] Fixed an issue that caused the Shaolin “Qiongqi Chest” side pads to move
[Bug Fix] Fixed an issue that caused to “Horkos Sigil” effect to not always play properly
[Bug Fix] Fixed an issue that cause the Hitokiri’s “Kamaitachi” execution to be missing visual effects
[Bug Fix] Fixed an issue that cause the Nobushi's “Snapmare” execution to be offset
[Bug Fix] Fixed an issue that cause the Valkyrie "Get the Horn" execution to be offset
In 2.20.0 Patch Notes, we incorrectly communicated that Vengeful Barrier Perk duration has been reduced to 10 seconds, the correct value for this Perk duration is 15 seconds.
WARMONGER
FEATS
Corruption (Affects both Nuxia and Warmonger’s feats)
Corruption is no longer triggered by having Soldiers from your team in the Area of Effect
Corruption Blade
Decreased active time before going to cooldown (without hitting a target) to 15 seconds (from 20)
Increased Cooldown to 75 seconds (from 60)
Corruption Blast
Increased Cooldown to 180 (from 150)
CORE COMBAT UPDATE ADJUSTMENTS
STAMINA ADJUSTMENTS
Attacks performed with Light Attack input now cost 9 stamina (from 12) with the following exceptions:
Combo Lights now cost 6 stamina (from 12)
Developer’s Comment:
Combo Lights refers to Light attacks that are guaranteed after other Light or Heavy attacks (excludes Bashes) For example, this includes Warden's Side Light -> Light combo, Shaolin's Light -> Light -> Light combos, Shinobi’s Light -> Light combo, etc.
Berserker's Light attack after Heavy Feints now cost 6 stamina (from 12)
Developer’s Comment:
Berserker’s Light attack after Heavy Feints are considered to be Combo lights, and as such should have cost 6 stamina.
DAMAGE ADJUSTMENTS
Developer’s Comment:
We have adjusted the damage for multiple attacks. On average, Heavy Attacks deal less damage, and light attacks remain mostly the same, but there are some exceptions. The new damage values are closer to, but not identical, to Testing Grounds Week 2. We looked at community feedback and our own internal feedback and examined every attack in regard to its utility and properties and re-balanced their damage accordingly.
This was done to ensure that fights last a bit longer, punishes are less damaging and players have more time to anticipate what their opponents do.
We have also raised Zone Attack damage for the heroes that rely on them as their sole Guard Break punish.
Aramusha
Sprint Attack First Hit now deals 22 damage (from 24)
Opener Side Heavies now deals 27 damage (from 26)
Chain Top Heavy now deals 27 damage (from 28)
Chain Side Heavies now deals 30 damage (from 31)
Finisher Top Heavy now deals 31 damage (from 38)
Finisher Side Heavies now deals 31 damage (from 38)
Zone Attack Second Hit now deals 30 damage (from 22)
Fury Unleashed now deals 24 damage (from 15)
Twin Vipers now deals 32 damage (from 26)
Ring the Bell now deals 15 damage (from 13)
Berserker
Boar Rush now deals 24 damage (from 26)
Opener Top Heavy now deals 29 damage (from 32)
Opener Top Heavy (after Feint) now deals 29 damage (from 32)
Opener Right Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Slashing Rush 1st Strike now deals 5 damage (from 4)
Chain Top Light now deals 9 damage (from 12)
Chain Left Light now deals 9 damage (from 12)
Chain Right Light now deals 9 damage (from 12)
Chain Left Heavy (Infinite) now deals 26 damage (from 28)
Chain Left Heavy (Bear Mauler) now deals 26 damage (from 28)
Chain Right Heavy (Infinite) now deals 26 damage (from 28)
Chain Right Heavy (Bear Mauler) now deals 26 damage (from 28)
Slashing Rush 2nd Strike now deals 5 damage (from 4)
Finisher Top Heavy now deals 31 damage (from 38)
Finisher Left Heavy now deals 34 damage (from 35)
Finisher Right Heavy now deals 34 damage (from 35)
Slashing Rush 3rd Strike now deals 6 damage (from 4)
Head Slicer now deals 15 damage (from 13)
Spin Chop now deals 15 damage (from 11)
Zone Attack 1st Strike now deals 4 damage (from 3)
Zone Attack 2nd Strike now deals 4 damage (from 3)
Zone Attack 3rd Strike now deals 4 damage (from 3)
Zone Attack 4th Strike now deals 4 damage (from 3)
Black Prior
Sprint Attack now deals 26 damage (from 30)
Opener Top Heavy now deals 27 damage (from 32)
Opener Left Heavy now deals 24 damage (from 29)
Finisher Top Heavy now deals 28 damage (from 35)
Finisher Left Heavy now deals 28 damage (from 35)
Finisher Right Heavy now deals 28 damage (from 35)
Bulwark Slash now deals 27 damage (from 35)
Tenebris Thrust now deals 20 damage (from 24)
Top Light Superior Block now deals 17 damage (from 19)
Left Light Superior Block now deals 17 damage (from 19)
Right Light Superior Block now deals 17 damage (from 19)
Centurion
Opener Top Heavy Partial Charge now deals 23 damage (from 26)
Opener Top Heavy Full Charge now deals 27 damage (from 30)
Opener Left Heavy Partial Charge now deals 23 damage (from 26)
Opener Left Heavy Full Charge now deals 27 damage (from 30)
Opener Right Heavy Partial Charge now deals 23 damage (from 26)
Opener Right Heavy Full Charge now deals 27 damage (from 30)
Finisher Top Heavy Partial Charge now deals 25 damage (from 28)
Finisher Top Heavy Full Charge now deals 29 damage (from 30)
Finisher Left Heavy Partial Charge now deals 25 damage (from 28)
Finisher Left Heavy Full Charge now deals 29 damage (from 30)
Finisher Right Heavy Partial Charge now deals 25 damage (from 28)
Finisher Right Heavy Full Charge now deals 29 damage (from 30)
Zone Attack Strikes now deals 12 damage (from 8)
Eagle's Talons now deals 30 damage (from 40)
Conqueror
Opener Top Heavy now deals 24 damage (from 29)
Opener Top Heavy Full Charge now deals 32 damage (from 34)
Opener Left Heavy now deals 22 damage (from 26)
Opener Left Heavy Full Charge now deals 30 damage (from 32)
Opener Right Heavy now deals 22 damage (from 26)
Opener Right Heavy Full Charge now deals 30 damage (from 32)
Infinite Top Heavy now deals 27 damage (from 38)
Infinite Left Heavy now deals 27 damage (from 35)
Infinite Right Heavy now deals 27 damage (from 35)
Flail Uppercut now deals 20 damage (from 15)
Zone Attack 1st Strike now deals 8 damage (from 7)
Zone Attack 2nd Strike now deals 4 damage (from 3)
Gladiator
Sprint Attack now deals 18 damage (from 22)
Crowd Pleaser now deals 15 damage (from 12)
Opener Top Heavy now deals 23 damage (from 26)
Opener Left Heavy now deals 23 damage (from 26)
Opener Right Heavy now deals 23 damage (from 26)
Chain Left Light (3rd) now deals 14 damage (from 13)
Chain Right Light (3rd) now deals 14 damage (from 13)
Finisher Top Light now deals 12 damage (from 13)
Finisher Left Light now deals 15 damage (from 14)
Finisher Right Light now deals 15 damage (from 14)
Finisher Top Heavy now deals 30 damage (from 35)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Bee's Sting now deals 15 damage (from 12)
Fuscina Ictus now deals 9 damage (from 6)
Highlander
Sprint Attack 1st Strike now deals 28 damage (from 20)
Sprint Attack 2nd Strike now deals 25 damage (from 28)
Defensive Form Opener Top Heavy now deals 30 damage (from 34)
Defensive Form Opener Left Heavy now deals 30 damage (from 34)
Defensive Form Opener Right Heavy now deals 30 damage (from 34)
Defensive Form Finisher Top Heavy now deals 30 damage (from 29)
Defensive Form Finisher Left Heavy now deals 29 damage (from 35)
Defensive Form Finisher Right Heavy now deals 29 damage (from 35)
Celtic Curse now deals 24 damage (from 28)
Celtic Curse Left Heavy now deals 24 damage (from 27)
Celtic Curse Right Heavy now deals 24 damage (from 25)
Offensive Form Top Heavy now deals 30 damage (from 37)
Offensive Form Left Heavy now deals 30 damage (from 37)
Offensive Form Right Heavy now deals 30 damage (from 37)
Offensive Form Left Light now deals 9 damage (from 8)
Offensive Form Right Light now deals 9 damage (from 8)
Zone Attack 1st Strike now deals 18 damage (from 17)
Zone Attack 2nd Strike now deals 20 damage (from 11)
Hitokiri
Opener Top Heavy Partial Charge now deals 24 damage (from 28)
Opener Left Heavy Partial Charge now deals 24 damage (from 28)
Opener Right Heavy Partial Charge now deals 24 damage (from 28)
Chain Top Heavy Partial Charge now deals 24 damage (from 28)
Chain Left Heavy Partial Charge now deals 24 damage (from 28)
Chain Right Heavy Partial Charge now deals 24 damage (from 28)
Sankotsu now deals 28 damage (from 32)
Unblockable Top Heavy Full Charge now deals 34 damage (from 38)
Unblockable Left Heavy Full Charge now deals 34 damage (from 38)
Unblockable Right Heavy Full Charge now deals 34 damage (from 38)
Zone Attack now deals 16 damage (from 24)
Jiang Jun
Twofold Slash 2nd Strike now deals 25 damage (from 20)
Opener Top Heavy now deals 27 damage (from 32)
Opener Left Heavy now deals 30 damage (from 34)
Opener Right Heavy now deals 30 damage (from 34)
Finisher Light now deals 15 damage (from 14)
Finisher Top Heavy now deals 32 damage (from 38)
Finisher Left Heavy now deals 30 damage (from 38)
Finisher Right Heavy now deals 30 damage (from 38)
Mighty Sanction now deals 27 damage (from 31)
Mighty Backlash now deals 22 damage (from 23)
Sifu's Swirl now deals 16 damage (from 14)
Fatal Swirl now deals 16 damage (from 14)
Dou Shi's Swirl now deals 16 damage (from 14)
Jormungandr
Zealot's Stride now deals 20 damage (from 24)
Opener Top Heavy now deals 27 damage (from 32)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Finisher Top Heavy now deals 30 damage (from 35)
Finisher Left Heavy now deals 29 damage (from 35)
Finisher Right Heavy now deals 29 damage (from 35)
Serpent Smite now deals 26 damage (from 31)
Hamarr Slam now deals 38 damage (from 42)
Kensei
Sprint Attack now deals 20 damage (from 24)
Opener Top Heavy now deals 30 damage (from 34)
Opener Left Heavy now deals 27 damage (from 32)
Opener Right Heavy now deals 27 damage (from 32)
Chain Top Heavy now deals 32 damage (from 40)
Chain Left Heavy now deals 25 damage (from 34)
Chain Right Heavy now deals 25 damage (from 34)
Finisher Top Light now deals 15 damage (from 14)
Finisher Top Heavy now deals 34 damage (from 48)
Finisher Left Heavy now deals 32 damage (from 38)
Finisher Right Heavy now deals 32 damage (from 38)
Zone Attack Back Hit now deals 13 damage (from 8)
Zone Attack Second Hit now deals 16 damage (from 14)
Helm Splitter now deals 14 damage (from 12)
Nature's Wrath now deals 22 damage (from 25)
Swift Strike now deals 16 damage (from 18)
Lawbringer
Impaling Charge now deals 1 damage (from 8)
Opener Top Heavy now deals 24 damage (from 32)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Chain Top Light now deals 9 damage (from 12)
Chain Top Heavy now deals 28 damage (from 37)
Chain Left Heavy now deals 27 damage (from 34)
Chain Right Heavy now deals 27 damage (from 34)
Finisher Top Heavy now deals 32 damage (from 44)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Swift Justice Finisher now deals 5 damage (from 6)
Light Riposte now deals 12 damage (from 11)
Blind Justice now deals 25 damage (from 21)
Impaling Riposte now deals 1 damage (from 8)
Make Way now deals 15 damage (from 13)
Nobushi
Slithering Thrust now deals 2 damage (from 1)
Coiling Slash now deals 20 damage (from 24)
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Chain Top Light now deals 7 damage (from 13)
Chain Left Light now deals 7 damage (from 13)
Chain Right Light now deals 7 damage (from 13)
Finisher Top Heavy now deals 29 damage (from 35)
Finisher Left Heavy now deals 29 damage (from 32)
Finisher Right Heavy now deals 29 damage (from 32)
Cobra Strike now deals 2 damage (from 13)
Sidewinder Form now deals 16 damage (from 18)
Hidden Stance Top Light now deals 7 damage (from 9)
Hidden Stance Left Light now deals 7 damage (from 9)
Hidden Stance Right Light now deals 7 damage (from 9)
Hidden Stance Top Heavy now deals 29 damage (from 34)
Viper's Retreat now deals 5 damage (from 6)
Nuxia
Goddess Blitz now deals 16 damage (from 10)
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Chain Top Heavy now deals 27 damage (from 34)
Chain Left Heavy now deals 27 damage (from 34)
Chain Right Heavy now deals 27 damage (from 34)
Finisher Top Heavy now deals 30 damage (from 35)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Crescent Jab now deals 16 damage (from 13)
Crescent Step now deals 15 damage (from 10)
Echo Strike now deals 30 damage (from 20)
Glass Waltz now deals 22 damage (from 24)
Zone Attack now deals 28 damage (from 24)
Orochi
Crashing Wave now deals 18 damage (from 22)
Opener Top Heavy now deals 24 damage (from 26)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Finisher Top Heavy now deals 32 damage (from 38)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Lightning Strike now deals 15 damage (from 13)
Zephyr Slash now deals 15 damage (from 11)
Combo Top Light now deals 4 damage (from 6)
Wind Gust now deals 24 damage (from 20)
Hurricane Blast now deals 36 damage (from 29)
Riptide Strike now deals 20 damage (from 15)
Storm Rush Top now deals 20 damage (from 16)
Storm Rush Left now deals 20 damage (from 15)
Storm Rush Right now deals 20 damage (from 14)
Zone Attack now deals 14 damage (from 13)
Peacekeeper
Opener Top Heavy now deals 16 damage (from 21)
Opener Left Heavy now deals 13 damage (from 18)
Opener Right Heavy now deals 13 damage (from 18)
Finisher Top Heavy now deals 20 damage (from 24)
Finisher Left Heavy now deals 20 damage (from 24)
Finisher Right Heavy now deals 20 damage (from 24)
Dashing Thrust now deals 8 damage (from 18)
Riposting Stab now deals 12 damage (from 19)
Zone Attack First Hit now deals 12 damage (from 11)
Zone Attack Second Hit now deals 22 damage (from 17)
Raider
Opener Top Heavy now deals 30 damage (from 34)
Opener Left Heavy now deals 27 damage (from 32)
Opener Right Heavy now deals 27 damage (from 32)
Chain Top Light now deals 15 damage (from 14)
Chain Top Heavy now deals 32 damage (from 40)
Chain Left Heavy now deals 27 damage (from 34)
Chain Right Heavy now deals 27 damage (from 34)
Finisher Top Light now deals 18 damage (from 17)
Finisher Top Heavy now deals 36 damage (from 41)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Raider's Storm now deals 22 damage (from 18)
Raider's Fury now deals 38 damage (from 41)
Shaman
Sprint Attack now deals 16 damage (from 22)
Opener Top Light now deals 10 damage (from 12)
Opener Left Light now deals 10 damage (from 12)
Opener Right Light now deals 10 damage (from 12)
Combo Lights now deals 3 damage (from 4)
Opener Top Heavy now deals 22 damage (from 29)
Opener Left Heavy now deals 22 damage (from 29)
Opener Right Heavy now deals 22 damage (from 29)
Chain Side Light now deals 12 damage (from 13)
Finisher Top Heavy now deals 26 damage (from 35)
Finisher Left Heavy now deals 30 damage (from 44)
Finisher Right Heavy now deals 26 damage (from 35)
Wild Cat's Swiftness now deals 12 damage (from 16)
Raven's Beak now deals 11 damage (from 2)
Wild Cat's Rage now deals 15 damage (from 16)
Predator’s Mercy now deals 35 damage (from 40)
Predator’s Mercy now heals for 15 (from 20)
Zone Attack First Hit now deals 8 damage (from 13)
Zone Attack Third Hit now deals 7 damage (from 8)
Zone Attack Fourth Hit now deals 6 damage (from 8)
Shaolin
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Combo Finisher Left Light now deals 7 damage (from 5)
Combo Finisher Right Light now deals 7 damage (from 5)
Chain Left Light now deals 9 damage (from 12)
Chain Right Light now deals 9 damage (from 12)
Chain Top Heavy now deals 27 damage (from 31)
Chain Left Heavy now deals 27 damage (from 31)
Chain Right Heavy now deals 27 damage (from 31)
Finisher Top Heavy now deals 30 damage (from 29)
Finisher Left Heavy now deals 30 damage (from 29)
Finisher Right Heavy now deals 30 damage (from 29)
Lotus Leap now deals 32 damage (from 38)
Sun Kick Strike now deals 14 damage (from 20)
Sun Kick Smash now deals 30 damage (from 32)
Elegant Lotus now deals 28 damage (from 32)
Bounding Blossom Superior Block now deals 22 damage (from 20)
Shadowstep now deals 24 damage (from 23)
Side Shadowstep now deals 16 damage (from 18)
Shinobi
Opener Top Heavy now deals 24 damage (from 29)
Ranged Top Heavy now deals 20 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Ranged Left Heavy now deals 20 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Ranged Right Heavy now deals 20 damage (from 29)
Finisher Top Light now deals 15 damage (from 13)
Finisher Left Light now deals 15 damage (from 13)
Finisher Right Light now deals 15 damage (from 13)
Finisher Top Heavy now deals 24 damage (from 32)
Finisher Left Heavy now deals 24 damage (from 32)
Finisher Right Heavy now deals 24 damage (from 32)
Combo Top Light now deals 4 damage (from 6)
Teleport Light now deals 10 damage (from 7)
Combo Left Light now deals 4 damage (from 6)
Combo Right Light now deals 4 damage (from 6)
Sickle Rain Lights now deals 1 damage (from 2)
Shadow Strike now deals 6 damage (from 11)
Zone Attack First Hit now deals 10 damage (from 13)
Zone Attack Second Hit now deals 6 damage (from 3)
Shugoki
Crashing Thunder now deals 22 damage (from 24)
Opener Top Heavy Partial Charge now deals 24 damage (from 29)
Opener Top Heavy Full Charge now deals 34 damage (from 45)
Opener Left Heavy Partial Charge now deals 24 damage (from 29)
Opener Left Heavy Full Charge now deals 32 damage (from 45)
Opener Right Heavy Partial Charge now deals 24 damage (from 29)
Opener Right Heavy Full Charge now deals 32 damage (from 45)
Finisher Top Heavy Partial Charge now deals 31 damage (from 35)
Finisher Top Heavy Full Charge now deals 38 damage (from 48)
Finisher Left Heavy Partial Charge now deals 31 damage (from 35)
Finisher Left Heavy Full Charge now deals 36 damage (from 48)
Finisher Right Heavy Full Charge now deals 36 damage (from 48)
Finisher Right Heavy Partial Charge now deals 31 damage (from 35)
Demon Ball now deals 24 damage (from 29)
Demon’s Embrace now deals 22 damage (from 25)
Demon’s Embrace now heals for 18 (from 20)
Tiandi
Sprint Attack now deals 24 damage (from 26)
Opener Top Heavy now deals 27 damage (from 32)
Opener Right Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Finisher Top Light now deals 12 damage (from 13)
Finisher Side Light now deals 12 damage (from 13)
Finisher Top Heavy now deals 30 damage (from 32)
Finisher Right Heavy now deals 30 damage (from 32)
Finisher Right Heavy now deals 30 damage (from 32)
Dragon Dodge Top now deals 22 damage (from 25)
Dragon Dodge Side now deals 25 damage (from 26)
Tiger Dodge Superior Block now deals 22 damage (from 19)
Zone Attack First Hit now deals 15 damage (from 13)
Valkyrie
Hunter's Rush now deals 24 damage (from 26)
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Chain Top Heavy now deals 27 damage (from 34)
Chain Left Heavy now deals 27 damage (from 34)
Chain Right Heavy now deals 27 damage (from 34)
Finisher Top Heavy now deals 30 damage (from 35)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Pouncing Thrust now deals 16 damage (from 12)
Hunter's Strike now deals 15 damage (from 10)
Light Superior Block now deals 18 damage (from 15)
Shoulder Pin now deals 4 damage (from 1)
Zone Attack Second Hit now deals 20 damage (from 10)
Warden
Rushing Slash now deals 12 damage (from 18)
Opener Top Heavy now deals 27 damage (from 32)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Finisher Top Heavy now deals 34 damage (from 41)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Valiant Breakthrough now deals 16 damage (from 18)
Crushing Counterstrike now deals 20 damage (from 24)
Combo Left Light now deals 5 damage (from 6)
Combo Right Light now deals 5 damage (from 6)
Warlord
Opener Top Light now deals 12 damage (from 13)
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 27 damage (from 32)
Opener Right Heavy now deals 27 damage (from 32)
Finisher Top Heavy now deals 29 damage (from 32)
Finisher Left Heavy now deals 29 damage (from 32)
Finisher Right Heavy now deals 29 damage (from 32)
Headsplitter Leap now deals 24 damage (from 28)
Shield Counter Combo now deals 15 damage (from 14)
Board and Blade now deals 24 damage (from 18)
Block and Stab now deals 15 damage (from 13)
Zhanhu
Sprint Attack now deals 20 damage (from 24)
Opener Top Heavy now deals 24 damage (from 29)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Finisher Top Light now deals 16 damage (from 15)
Finisher Left Light now deals 16 damage (from 15)
Finisher Right Light now deals 16 damage (from 15)
Finisher Top Heavy now deals 32 damage (from 38)
Finisher Left Heavy now deals 32 damage (from 38)
Finisher Right Heavy now deals 32 damage (from 38)
Stinging Maneuver now deals 12 damage (from 11)
Torturing Maneuver now deals 24 damage (from 23)
Warmonger
Opener Top Heavy now deals 27 damage (from 32)
Opener Top Heavy now deals 28 damage (from 35)
Opener Left Heavy now deals 24 damage (from 29)
Opener Right Heavy now deals 24 damage (from 29)
Finisher Top Heavy now deals 32 damage (from 38)
Finisher Left Heavy now deals 30 damage (from 35)
Finisher Right Heavy now deals 30 damage (from 35)
Prey Upon now deals 20 damage (from 25)
Beast of Prey now deals 24 damage (from 23)
On the Prowl now deals 18 damage (from 20)
STAMINA DAMAGE ADJUSTMENTS
The following attacks' stamina drain has been adjusted to drain 30 stamina instead of their previous values:
Valkyrie
Left and Right Light Finishers (from 80)
Shield Bash (from 40)
Gladiator
Parry Punish (from 60)
Bamboozle (from 50)
Tiandi
Kick (from 35)
Shaolin
Sprint Attack (from 40)
Centurion
Fully charged Finisher Punch (from 40)
GB Punish 3rd hit (from 35)
Lawbringer
Chained Top Heavy (from 35)
Developer’s Comment:
Top Heavy Finisher drains no stamina since the Core Combat Update. This is as intended.
Aramusha
Kick (from 40)
Nobushi
Kick (from 40)
Shugoki
Headbutt (from 50)
Warlord
Parry Punish (from 60)
RECOVERY ADJUSTMENTS
Shugoki's Light attacks now have 833ms of recovery on hit and 733ms of recovery on block
Developer’s Comment:
This ensures he's not frame advantaged after his light attacks.
BUG FIXES
PREVIOUS KNOWN ISSUES FROM 2.20.1
[Bug Fix] Fixed an issue that caused the Kensei’s Unlocked Chain Side Heavies to do inconsistent damage with the locked on Chain Side Heavies
PATCH NOTES 2.20.1
CORE COMBAT UPDATE ADJUSTMENTS
STAMINA AND DAMAGE
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
Known Issue: Kensei’s Unlocked Side Heavies still do 34 damage this will be addressed in a future update.
BUG FIXES
PREVIOUS KNOWN ISSUES FROM 2.20.0
[Bug Fix] Peacekeeper's 2nd Light is now dodgeable when getting hit by the initial Light attack
[Bug Fix] Orochi's Top Heavy Finisher Feint to Guard Break now works against rollers
[Bug Fix] Highlander's Offensive form enhanced Light attacks have been adjusted to cost 12 stamina
[Bug Fix] Highlander’s Light Light combo is now dodgeable on Block and on Hit when in Revenge or if the opponent is Out of Stamina
CUSTOMIZATION
[Bug Fix] Fixed an issue that caused the Warmonger to not receive the Campaign Rewards
[Bug Fix] Fixed an issue that caused the Warmonger’s “Apollyon Chest” and “Apollyon Alternate Chest” to not apply Paint Patterns, Symbols and Embossing’s properly
Partly in response to feedback from Early Access, a number of problematic damage values and stamina costs were addressed in yesterday’s patch. We’ll provide more details on our next steps as soon as we can!
Here’s what’s new this week in For Honor:
Event Pass: Rise of the Warmonger
The Rise of the Warmonger Event Pass features a ton of new rewards to help customize your favorite even further. Be sure to continue playing to unlock yours!
Mood Effect – 200 IQ Calculations
Flex that galaxy brain of yours with the new 200 IQ Calculations Emote available for all existing heroes! Pick it up in the in-game store now. We calculate that no-one will be able to stop you if you demonstrate your intellect with this Emote.
Thank you for joining us, and we’ll see you again at the next Warrior’s Den Recap!
If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.
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 Core Combat Update is now live in For Honor! This update brings more dynamic offense, more consistency, and changes to help counter spammed light attacks. You can find more info in the video below:
The CCU directly follows from the Testing Grounds changes that many of you tried back in March. You let us know which changes improved the game, and which parts (like damage values) needed more refinement.
Similarly, we recently held a closed Early Access phase for the Core Combat Update and were informed of potential issues which are scheduled to be fixed shortly after release including:
Peacekeeper's Light -> Light chain is now always dodgeable
Highlander's Light -> Light chain is now always dodgeable
Orochi's Unblockable Top Heavy Finisher now can always feint to Guardbreak and catch back rolls
Various damage and stamina changes
We want to thank all Early Access participants for their detailed feedback, which helped us put these adjustments in place as soon as possible!
We will keep listening and working on issues that emerge as the entire community gets to play the Core Combat Update! Please write your feedback at our dedicated Reddit thread. Our community team will be hanging out in the thread to see what you think!
Thank you, Warriors, for coming on this journey with us. Enjoy the CCU!