Earlier today, For Honor patch 1.03 rolled out on PC – and entered certification with Microsoft and Sony for release at a yet-to-be-specified date. The comprehensive update ushers in a number of tweaks and changes, including a swathe of buffs for Valkyrie.
Perhaps the biggest news is the reversion of the Guardbreak mechanic to the way that it worked during Beta. Apparently, this has been done "in order to have it be a more useable skill." According to the patch notes, "Guardbreak is no longer un-counterable if you're Guardbroken during Guardbreak startup". That should make defensive play a little more sustainable, and will help characters avoid potentially opening themselves up to an enemy's counter-combos.
Individual tweaks were also made to several heroes. Here’s how they’re reflected in the patch notes:
Some tweaking was made to the Peacekeeper during the Beta, which caused some bugs and unintended changes. We are changing some of her moves to behave as designed.
- Fixed the Peacekeeper Guardbreak and Bleed stacking bug
- Stab 1 applies 2 dmg + 15 Bleed dmg over 10 sec
- Stab 2 applies 2 dmg + 12 Bleed dmg over 8 sec
- Stab 3 applies 2 dmg + 9 Bleed dmg over 6 sec
- Bleed damage now stacks up for a total of 36 dmg, in the Beta this total was higher (45dmg) but has been reduced for balancing along with the accompanied bug fix.
- Increased the range of the Peacekeeper Stab Attack to fix issues with missed stabs and therefore not applying Bleed.
- Stab range increased from 1 m to 2 m
- Changed the range distance of the Peacekeeper Light Attack. She can now connect a Light Attack after a parry.
- Normal Light Attacks had their range increased by 0.25 m; from 2.75 m to 3 m
Berserker and Conqueror
- Light Attack recoveries decreased to prevent free Guardbreak on Block. This was never the intended behavior.
- Berserker's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms
- Conqueror's Light Attacks and chained Light Attacks recoveries on Block reduced from 900 ms to 700 ms
We found that the changes we made during our latest Technical Test severely impacted the dueling abilities of the Valkyrie. She has gone from the 1st place in Win/Loss in Duel to the last spot. We’ve made some of her moves a little faster and we’ve added some mix-ups.
- Pouncing Thrust and Hunter's Strike damage increased from 12 dmg to 17 dmg
- Pouncing Thrust & Hunter's Strike can link into Light Chain faster: from 400 ms – 900 ms to 200 ms – 500 ms
- Light Attacks recoveries reduced by 100 ms
- Light Attack Miss Recovery 900 ms to 800 ms
- Light Attack Hit Recovery 700 ms to 600 ms
- Light Attack Interrupt Block Recovery 800 ms to 700 ms
- Light Attack Regular Block Recovery 700 ms to 600 ms
- Light Chain second Attack Startup reduced by 100 ms, recoveries reduced by 100ms
- Light Chain second Attack Startup 600 ms to 500 ms
- Light Chain second Attack Miss Recovery 800 ms to 700 ms
- Light Chain second Attack Hit Recovery 600 to 500 ms
- Light Chain second Attack Interrupt Block Recovery 700 ms to 600 ms
- Light Chain second Attack Regular Block Recovery 600 ms to 500 ms
- Shield Crush can now be chained into Light Chain.
- After 400 ms into Hit Recovery
- After 500 ms into Miss Recovery
- Hunter's Rush Recoveries shortened by 200 ms
- Miss recovery 1000 ms to 800 ms
- Hit recovery 800 ms to 600 ms
- Interrupt Block recovery 900 ms to 700 ms
- Regular Block recovery 800 ms to 600 ms
- Increased the dodge back on the Orochi’s "Riptide Strike"
- Increased the backward displacement from 1.75 m to 2 m
As well as the above-mentioned hero tweaks, Deathmatch games now enable players to select either Skirmish or Elimination modes independently of one another. Previously, players had to queue for both, and had no control over which game type they'd end up playing - which was frustrating when you had specific Orders to complete, and you weren't able to play the requisite mode to achieve what you'd been tasked with.
Finally, those affected by last weekend's server outages are being granted 3-day Champion status, running this weekend from March 3-5. That basically means everyone who played For Honor between Feb 13th and Feb 26th will be getting this bonus. And don't worry if you bought a season pass and feel you might miss out. You won't – the bonus will be added to your overall total, extending its duration by three days. If you need a reminder, Champion status gives players additional bonuses, including more salvage from dismantling gear, more end-of-match loot, and a 25% experience boost.
Not only do players get Champion status this weekend, but there will also be a special community Order that will "grant participants double the amount of Steel they usually get." I assume that means from winning matches, but the official post over on Ubisoft's For Honor forums doesn't go into detail. Either way, more Steel is definitely a good thing, so bring it on!
For Honor is a game of two halves. One is underwhelming; the other is brutal, bloody, and brilliant.
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