Ubisoft has lifted the lid on the For Honor update 2.42 patch notes for you to digest, which is major update for the game that adds Y7S1 support, known as Heresy.
BALANCING
FIGHTERS
Afeera bugfixes
- Gravity Pull no longer guarantees Speeding Comet
- Increased chain link timing after Oracle’s Rush to no longer guarantee Khassaki Kick on Hit or Block
- Increased chain link timings after most attacks to Khassaki Kick to let opponents input a Guard Swap and still dodge the attack
BALANCING
FIGHTERS
Jormungandr rework
We’re reworking Jormungandr following the Testing Grounds we held in the previous season. The rework focuses on replacing the hero’s game plan from draining your opponent’s Stamina to displacing your opponents to get the upper hand. To do so, we’ve added a few new moves to the hero’s arsenal, moved some attacks around to give the hero better openers as well as better flow while in chains. These changes should help the hero reach their full potential and perform better in today’s metagame.
Stamina-based gameplay removal
- Moves no longer unbalance opponents in Out of Stamina state
- Moves no longer deal Stamina damage
- Moves no longer pause Stamina regeneration
Displacement-based gameplay
- NEW MOVE: Venomous Sting
- Input: After landing a Guardbreak, press Heavy in any stance
- 800ms, deals 12 damage, costs 12 Stamina
- Pushes opponents backwards on hit and can wall splat
Heavy Finishers
- Top Heavy Finisher now pushes opponents backwards
- Heavy Finishers now push opponents further away
- Top Heavy Finisher now deals 24 damage, down from 30
- Side Heavy Finishers now deal 22 damage, down from 29
Heavy Openers
- Top Heavy Opener now deals 22 damage, down from 27
- Side Heavy Openers now deal 20 damage, down from 24
- Top Heavy Opener is now 800ms, down from 900ms
Flow improvements
- NEW MOVE: Ouroboros Might
- Input: Light + Heavy Attack during chains
- 800ms, deals 24 damage, costs 12 Stamina
- Can be feinted
- Can be performed after any attack except itself, Venomous Sting and Hamarr Slam
- Initiates Chains
- Gains Uninterruptible Stance at 100ms
Jotunn Gift
- Now deals 10 Health damage
Jotunn Farewell
- New animation
- Now always unbalances opponents on hit
- Now 800ms, up from 500ms
- Can now be feinted
Hamarr Slam
- No longer has Uninterruptible Stance
- Now deals 30 damage, down from 38
- Now has 1400ms of recovery on hit, down from 1500ms
Quality of Life improvements
Jotunn Surge
- Reworked animation
- Input changed to Front Dodge + Guardbreak
- Attack speed is now 500ms, down from 600ms
- No longer chains on Miss
Light Openers
- Reworked animations
- Improved trajectories
- Increased forward movement
Light Finishers
- No longer Undodgeable
Serpent Smite
- Attack Speed is now 800ms, down from 1000ms
- Damage is now 22, down from 26
- Gains Uninterruptible Stance at 400ms during the attack, down from 600ms
Improved Chain Link Timings
- Chain Link timings are improved for the following attacks:
- Light Openers
- Heavy Openers
- Serpent Smite
- Serpent Coil Strike
- Jotunn Gift
GLOBAL
Dodge Changes
As we have tested in a previous Testing Grounds, we’re adjusting Dodges and Dodge Attacks to be more in-line with how we are pushing gameplay forward. We want defensive Dodge Attacks to be higher risk moves so that players are not overly incentivized to use them to defend themselves; while they are still good defensive options, they should now be riskier to use, and require a read on the defender’s part, especially when used against feintable attacks.
We’ve also heard your feedback that some of the changes felt bad on slow, feintable dodge attacks, and as such for the three heroes that have these types of Side Dodge attacks (Jiang Jun, Tiandi and Warmonger) they will not grant the same punish as for the faster ones.
Side Dodge Heavy attacks
- Non-feintable Side Dodge Heavy attacks now act as Light attacks when parried
- Jiang Jun, Tiandi and Warmonger’s Side Dodge Heavy attacks still act as Heavy attacks when parried
Delayable Side Dodge Attacks
- Most side Dodge attacks are now able to be performed from 200ms to 400ms during Side Dodges
- The following heroes have different timings for their Side Dodge attacks
- Jiang Jun: Mighty Backlash is 300ms to 500ms
- Tiandi: Tiger Dodge is 100ms to 300ms, Dragon Dodge is 200ms to 300ms
- Warden: Shoulder Bash is 300ms to 500ms
- Warmonger: Both Beast of Prey and Preying Claw are 300ms to 500ms
Side Dodge Bashes vulnerability
- The following Side Dodge Bashes were changed:
- Conqueror’s Shield Bash (used as a Side Dodge Attack)
- Now 600ms, up from 533ms
- Miss recovery is now 800ms, up from 700ms
- Gladiator’s Sucker Punch (used as a Side Dodge attack)
- No longer chains on miss
- Lawbringer’s Shove (used as a Side Dodge attack)
- Miss recovery is now 700ms
- Shinobi: Reaper’s Dance
- Miss recovery is now 700ms, up from 600ms
- Shugoki’s Headbutt (used as a Side Dodge attack)
- Now 600ms, up from 533ms
- Miss recovery is now 700ms, up from 600ms
- No longer chains on miss
- Conqueror’s Shield Bash (used as a Side Dodge Attack)
Defense while dodging
- Non-Reflex Guard heroes no longer have regular Block while dodging in any direction, regardless of if the stance is forced or not, for most of the duration of the dodge
- Heroes regain their defense 100ms after being able to change their Stance during a Dodge
- Conqueror Superior Block window is now 100ms to 300ms, down from 100ms to 600ms in both Front and Side Dodges
- Kensei Superior Block window is now 100ms to 300ms, down from 100ms to 600ms on Side Dodges and 100ms to 700ms in Front Dodge
Invulnerability while Dodging
- Heroes no longer lose Invulnerability while dodging when colliding with walls, heroes, etc.
BUG FIXES
FIGHTERS
Lawbringer
- [Bug Fix] Fixed an issue that caused the Lawbringer to be missing a transitional animation when changing the guard after hitting a wall
Conqueror
- [Bug Fix] Fixed an issue that caused the Conqueror to play an up and down movement when holding the Full Block stance loop animation (FH-4130)
Valkyrie
- [Bug Fix] Fixed an issue that caused the Valkyrie Shield Tackle followed-up attacks to have animation issues (FH-5006)
Jiang Jung
- [Bug Fix] Fixed an issue that caused the Jiang Jung’s Left Dodge attack & Right Dodge attack into Light soft feint to be missing visual effects (FH-4327)
UI
- [Bug Fix] Fixed an issue that allowed Heroes and their customization contents to be swapped in barracks
- [Bug Fix] Fixed an issue that caused Random Select to not work properly on single pick game modes (FH-3999)
CUSTOMIZATION
- [Bug Fix] Fixed an issue that caused the Tiandi’s Lin Chong Chest to not apply patterns on cape and waist flaps (FH-4894)
- [Bug Fix] Fixed an issue that caused the Berserker’s Gleip, Glamr, Haugbui and Grettis Helm to not take material colors (FH-4475)
- [Bug Fix] ] Fixed an issue that caused the Kyoshin’s Might of the Wind’s Execution to be missing blood splatter as he cleanses his weapon (FH-4398)
- [Bug Fix] Fixed an issue that caused the Raider’s Bolthorn Skin to presents visible seams on his arms (FH-4370)
- [Bug Fix] Fixed an issue that caused the Nuxia’s Chengshu Chest cape paint patterns to be misaligned (FH-3886)
- [Bug Fix] Fixed an issue that caused the Raider’s Hundingsbane Helm to not apply Material color (FH-3829)
- [Bug Fix] Fixed an issue that caused the Zhanhu alternate body type barrack camera to be centered on character (FH-3758)
- [Bug Fix] Fixed an issue that caused the Gryphon’s Art of War elite outfit ornament to be the same Sensei Fokoku elite outfit (FH-2970)
PC
- [Bug Fix] Fixed an issue that caused the Game to keep running in the background after closing it (FH-4866)
[Source – For Honor Patch Notes]