For Honor update 2.13 now live, here’s what it does

 

Ubisoft Montreal has wheeled out its latest For Honor title update. While there are no major new features or additions, it is chock full with gameplay improvements and balances to many of its playable fighters.

Update 2.13 is now available to download on PlayStation 4, Xbox One, and PC. Ubisoft’s flagship fighting game is currently in its third season of Year 3 (Y3S3) which recently introduced the Jormungandr as a playable character. In this week’s Warrior’s Den developer livestream, the team announced a few updates including a new referral rewards system for PC players and a fresh batch of cosmetic items for fans to unlock.

Here are the gameplay improvements being made with update 2.13. A full list of patch can be found via the official For Honor community portal.

RANKED DUEL

  • Rewards in Ranked Duel are now based on the match duration

GENERAL

Revenge

  • [Adjustment] Active Feats and Debuffs are now working properly when receiving Revenge gains
  • [Adjustment] Receiving multiple attacks on the same frame will grant the right amount of Revenge gain
  • [Adjustment] Countering a Guard Break will not grant Revenge gain
  • [Adjustment] Captains and Guardians are no longer allowed to count as an active opponent. They will not give any Revenge gain
  • [Bug Fix] Fixed issue on certain attacks that were not providing Revenge gain. All attacks will now give the right amount of revenge

Developer comments: We’ve been aware of a number of issues surrounding revenge, and here we are fixing the known outstanding issues with revenge gain. The particular change to Active Feats means that hitting an opponent with a projectile Feat, for example, will no longer count as an additional revenge active opponent.

Zone Attack

  • [Adjustment] Warden, Peacekeeper, Conqueror, Lawbringer, Kensei, Orochi, Nobushi, Raider, Berserker, Valkyrie, Shinobi, Aramusha, Shaman, Highlander, Gladiator, Shaolin, Tiandi, Jiang Jun, Hitokiri: Removed brief 1 second Stamina regeneration pauses that occurred during most Zone Attacks

Developer comments: Standardization of Zone Attacks to have no hidden Stamina regeneration pauses.

Fire

  • [Adjustment] The time between each damage tick and the duration of the fire has been doubled. Damage stays the same but is done over a longer period of time

Developer comments: While it remains as potent in terms of damage overall, the fire now offers a longer window of time during which you can try to kill your attacker or attempt to heal yourself.

FIGHTER

Peacekeeper

  • [Adjustment] “Exsanguis Celeritas” Light Attacks are now enhanced against a Bleeding target
  • [Adjustment] Reduced all Heavy Starters’ recoveries
    • Hit recovery is now 800ms (from 900ms)
    • Normal Block recovery is now 800ms (from 900ms)
    • Superior Block recovery is now 900ms (from 1000ms)
    • Miss recovery is now 1000ms (from 1100ms)
  • [Adjustment] Reduced all Heavy Finishers’ recoveries
    • Hit recovery is now 800ms (from 900ms)
    • Normal Block recovery is now 800ms (from 900ms)
    • Superior Block recovery is now 900ms (from 1000ms)
    • Miss recovery is now 800ms (from 1100ms)

Developer comments: The addition of the “Exsanguis Celeritas” property should help the Peacekeeper gain a tangible gameplay advantage from applying bleed to her opponents, helping her keep offensive pressure.

Valkyrie:

  • [Adjustment] Reduced all Light Finishers’ recoveries
    • Hit recovery is now 600ms recovery (from 900ms)
    • Normal Block recovery is now 600ms (from 900ms)
    • Superior Block recovery is now 700ms (from 800ms)
    • Miss recovery is now 700ms recovery (from 1100ms)
  • [Adjustment] Reduced Top Heavy Finisher’s recoveries
    • Hit recovery is now 800ms (from 1000ms)
    • Normal Block recovery is now 700ms (from 1000ms)
    • Superior Block recovery is now 800ms (from 1100ms)
    • Miss recovery is now 800ms recovery (from 1200ms)
  • [Adjustment] Reduced all Heavy Finishers’ recoveries (Sides)
    • Hit recovery is now 800ms (from 900ms)
    • Normal Block recovery is now 700ms (from 900ms)
    • Superior Block recovery is now 800ms (from 1000ms)
    • Miss recovery is now 800ms (from 1100ms)

Developer comments: Lower recoveries encourage letting go of the Finishers in outnumbered situations.

  • [Adjustment] Top Light Finisher now causes a Light Hit Reaction (was Heavy)

Warlord

  • [Adjustment] Tightened timing to dodge a “Headbutt” by 300ms
  • [Adjustment] Reduced recovery of Zone Attack to 600ms (from 1000ms)

Developer comments: Tightened the dodge timings to prevent very early dodges to successfully dodge the attack.

Conqueror

  • [Adjustment] Side Light Attack Starters are now 500ms (from 600ms)
  • [Adjustment] Increased damage of the Infinite Lights in chains to 18 (from 13)

Developer comments: We have been gradually speeding up 600ms Light Attack Starters in an effort to encourage offense, the Conqueror was one of the few Heroes who still had them. Moreover, we felt the damage of the Conqueror’s Infinite Lights in chains was too low and thus discouraged trying to continue the chain.

Nobushi:

  • [Adjustment] Reduced recovery of regular Light Finishers (when not triggering the Light Attack Combo)
    • Hit recovery is now 600ms (from 800ms)
    • Normal Block recovery is now 600ms (from 800ms)
    • Superior Block recovery is now 700ms (from 800ms)
    • Miss recovery is now 900ms (from 1100ms (Top) and 1200ms(Sides))
  • [Adjustment] Reduced recovery of Zone Attack Feint by 100ms to prevent guaranteed Guard Break after a Block of the first hit

Developer comments: While it is admittedly rare for the Nobushi to reach her regular Light Finishers, we felt they should at least have shorter recoveries when used.

Shinobi:

  • [Adjustment] Having a Charged Attack blocked from point blank no longer gives the opponent a guaranteed Guard Break

Developer comments: The Shinobi is already taking a big risk releasing a Charged Heavy so it felt too punitive to give the opponent a free Guard Break for just blocking it.

Highlander:

  • [Adjustment] Reduced recovery of all Defensive Form Heavy Finishers
    • Hit recovery is now 800ms (from 1200ms)
    • Normal Block recovery is now 700ms (from 1200ms)
    • Superior Block recovery is now 900ms (from 1300ms)
    • Miss recovery is now 800ms (from 1400ms)
  • [Adjustment] Reduced Stamina cost of Offensive Form’s Enhanced Lights to 16 (from 27)
  • [Adjustment] Reduced Stamina cost of full Zone Attack to 60 (from 90), distributed as costing 40/10/10

Developer comments: The Highlander’s Defensive Form Heavy Finishers are quite fast but paid a disproportionately heavy price in their recoveries, so we shortened them to encourage their use.

Shaman:

  • [Adjustment] Reduced Stamina cost of full Zone Attack to 60 (from 70), distributed as costing 40/10/5/5, and removed the Feint Stamina cost

Tiandi

  • [Adjustment] Removed the additional 20 Stamina Cost of cancelling “Side Dragon Dodge” into a Dodge
  • [Adjustment] Adjusted all Right Stance Basic Attacks’ trajectories to be more horizontal

Developer comments: As a Dodge Attack specialist, we want to encourage the Tiandi to chain “Side Dragon Dodges” more often. It should also now be easier to hit external opponents with Right Stance Basic Attacks, especially Heavies, whose trajectories were smaller than their animations seemed to hint.

Shaolin

  • [Adjustment] Reduced all Heavy Relentless Chain Finishers’ recoveries
    • Hit recovery is now 800ms (from 1000ms)
    • Normal Block recovery is now 800ms (from 1000ms)
    • Superior Block recovery is now 900ms (from 1100ms)
    • Miss recovery is now 800ms (from 1200ms)
  • [Adjustment] Modified damage distribution of “Death Point Strike” and “Death Point Strike Alternate” to 7/7/7 (from 12/6/6)

Developer comments: Reduced the effective damage of a 500ms Light from neutral to 21 (from 24). We also lowered the recoveries of the Heavy Relentless Chain Finishers to encourage their use in outnumbered scenarios.

Black Prior

  • [Adjustment] Tightened timing to dodge a “Tenebris Rising” by 200ms

Developer comments: Tightened the dodge timings to prevent very early dodges to successfully dodge the attack.

Jormungandr:

  • [Adjustment] Improved the tracking of the “Zealot’s Stride” Sprint Attack

Developer comments: “Zealot’s Stride” tracking was a little too low, which sometimes caused it to miss when it felt like the opponent should have been hit.

Source: For Honor forum

Written by
Senior Editor bursting with lukewarm takes and useless gaming trivia. May as well surgically attach my DualShock at this point.

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