Revenge Gain

The type of attack contact determines how much raw Revenge score you earn for one incoming attack. The Base Revenge score is determined by using the raw damage of the attack* and applying a multiplier based on the contact result: if it’s a block or a hit, you earn a given value, if it’s a parry you earn another value.



Raw Attack damage x Contact multiplier = Base Revenge score

*Melee attacks that don’t have any damage output have a set value.

The group fight status adds a multiplier to the Base Revenge score. If you’re in a 1v1, 1v2, 1v3, or 1v4 situation, we multiply the Base Revenge score accordingly (the more outnumbered you are, the higher the multiplier).

Base Revenge score x Group fight multiplier = Final Revenge Score

Most of them focus on improving how we compute group fight status:

We now have 4 distinct values to multiply Revenge gain differently if you’re in 1v1 (0.2), 1v2 (0.5), 1v3 (0.75) or 1v4 (0.85). Before today, we only had a 1v1 multiplier (0.2) and a 1vN multiplier (0.85) which prevented us from having the granularity we needed to tweak differently 1v2, 1v3, and 1v4.

Until now, attacks targeting the player (incoming) and attacks performed by the player (outgoing) have been considered in order to increment or decrement the group fight multiplier. Using outgoing attacks resulted in exploit strategies, allowing outnumbered players to rapidly attack enemies surrounding them in order to reach 1v4 multiplier to max Revenge gain. We’ve removed outgoing attacks from the computation and we’re now only using incoming attacks in order to stick to the defensive / catch up nature of Revenge.

By default, Base Revenge score is multiplied by the 1v1 multiplier. To decide if we need to increment or decrement that multiplier, we run a set timer (let’s call it Group Fight timer) for each attack that targets the player (whether it hits, gets blocked, dodged, parried…). If another attack from another enemy targets the Player while the Group Fight timer is still running, we increment the multiplier for that Player. If no other attack registers while that timer is active, we decrement the multiplier. We’ve reduced that timer by 50% to limit problematic situations in which a player could escape a group fight, and still benefit from a very high Group Fight multiplier in the next 1v1 fight if it happened within the duration allowed by the Group Fight timer.

We fixed a bug in order to remove Dead entities from the group fight computation, so that if you’re facing 4 opponents, and reach 1v4 multiplier, killing one enemy instantly decreases the multiplier to 1v3. Before, the dead entity would still be computed as long as the Group Fight timer was running.

Damage over Time no longer feeds Revenge meter. It used to be the case for Bleed and Fire damage but we’re removing it in order to only compute the attacks that risk causing an interruption into the Revenge calculations.



Melee attacks that don’t deal damage now have a set Revenge score of 30. Melee attacks used to have a set value of 10 which was then multiplied by the hit multiplier. This resulted in very little Revenge gain when hit by melee attacks. We’ve changed this to a much higher value to be more consistent with the disruption level and stamina damage of melee attacks in group fight.

Revenge score after a melee hit increased to 30 (from 10).

Added a 1v2 group fight multiplier set to 0.5.

Added a 1v3 group fight multiplier set to 0.75.

Group Fight timer reduced by 50%.

Damage over Time no longer feeds Revenge meter.

Outgoing attacks are no longer used to determine Group Fight multiplier.

[Bug Fix] Dead entities instantly lower the Group Fight multiplier.

[Bug Fix] Berserker and Ninja Parry multipliers increased from 1 to 1.5 to be consistent with other Assassins.

Time Snap

Time Snap has been disabled

Respawn

On respawn, players are invulnerable to Guard Break and Melee Attacks.

Shinobi

[Bug Fix] Shadow Strike can now hit external targets.

[Bug Fix] Tackle can no longer knock down allies.

[Bug Fix] Tackle hit detection fixed.

[Bug Fix] Sickle Rain now maintains current guard position.

[Bug Fix] Sickle Rain’s last 3 light attacks no longer display the Unblockable icons.

[Bug Fix] Removed Unblockable icons from Moveset description of the following moves:

Grab

Grab Kick Mix Up

Back Flip Grab

Raider

Stampede Charge startup duration reduced to 500ms (from 700ms).

Stampede Charge tracking improved.

Orochi

[Bug Fix] Orochi can no longer use Top Light Attack to snap to locked target after an external Wind Gust or Hurricane Blast.

Conqueror

[Bug Fix] Conqueror will no longer be able to perform Minion-dedicated chained attacks on a Player.

[Bug Fix] Heavy Charge animation cycle no longer stops playing after blocking an attack at full charge.

[Bug Fix] Zone Attack will now display a Full Block Stance on PC when playing with the mouse and keyboard.

Shugoki

[Bug Fix] Stamina cost reduction Gear Stat now works with Charge of the Oni.

[Bug Fix] Shugoki will no longer be able to perform Minion-dedicated chained attacks on a Player.

Centurion

Added the Uninterruptible Stance Icons on Eagle's Fury and Eagle's Fury Alternate movesets.

[Bug Fix] Centurion’s Charged Heavy cannot pin an enemy already pinned by another Centurion.

Guard Mode Toggle Exit Options

Added Menu options to set rules for exiting Guard Mode when it’s set to Toggle.

The available options are:

if no other target is in range

if current target dies

if current target is executed

never

Ladders

Disabled Stamina Regen while using Ladder.

Pressing B now forces the player into a Ladder Slide for 300ms.

Stamina cost of 25 has been moved from the Ladder Slide Hit to the Ladder Slide attempt.

Navigation

[Bug Fix] Fixed an inconsistency causing players not to be able to reach their opponent while in fights on uneven ground.

Ballista

[Bug Fix] Fixed the aim assist on Ballista in Story mode.

Thick Skin

Added a 3 second cooldown when hit.

Flesh Wound

Added a 3 second cooldown when hit

NOTE: The feat’s in game description was not updated

Deadly

Added a 3 second cooldown when hitting an enemy

NOTE: The feat’s in game description was not updated

Menu Interface

The positioning of the information and options have been adjusted in the Multiplayer Menu

Visual, wording and icon location adjustments made on the Scavenger Page

The player expression tile for the Back of the Ninja said ‘’Chest and Back’’, yet only modified his back. This has been edited to only indicate “Back”

Improved legibility of the Orders Page

On PC: Right-clicking on a binding in the Key Mapping page will unbind

Map Vote Menu

Visual adjustments in the Map Vote tab were made to improve clarity. Now it’s easier to understand when the Mode will also change (and not only the map).

Face-Off Screen





Before a match, during Face-Off, players will now be able to see their skill relative to their allies and the enemy team.

The relation is calculated from the team and opponent Skill average against player’s skill rating.

NOTE: The skill rating itself is calculated based on each player individual average performance in matches (and to a lesser extent their team performance).



Reputation Score displayed during Face Off:



Before a match, during Face-Off, the Reputation Score of each player (sum of all Reputations Levels reached on each Hero) is now displayed by default.

All players’ Hero Reputation Level and Gear Stat Level are still available on the page “Hero Overview” that can be triggered during the same Face-Off phase. Player Skill displayed during Face Off:Reputation Score displayed during Face Off:

Colorblind Support

The 3 different types of colorblindness are now supported by the game: Protanopia, Deuteranopia and Tritanopia.

Colorblind support is now available on the Faction War Interface, all Multiplayer modes and the fight feedback.

Colorblind is not supported in Story Mode.

Story Mode

The interaction feedback when climbing the wall using a grapple was improved to better reflect the required inputs.

Multiplayer

Battle Instance: When the Centurion's Kick and the opposing Raiders Stampede Charge collide, the Raider's attack would land, yet he would still receive the Guardbreak icon. This has been resolved, and the Raiders faster ability will land without him receiving Guardbreak.

Berserker Moveset

Super Armor icon is now properly on Head Slicer, and not on Spin Chop.

Swapped the order of the two, so all the Super Armor moves are nicely in a row.

Getting killed by the environment will no longer show the damage taken by the enemy prior.

The visuals displayed when killed in Dual Mode by the sawblade in The Shipyard Map have been adjusted.

Hero Customization

Added the option to use many neutral color swatches as Defenders or Attackers

Menus Alterations

[Bugfix] When the timer runs out in the End of Match Lobby and a user is browsing the Heroes Menu, the match couldn't proceed. This issue has been solved.

To avoid confusion, the title for the Multiplayer Activity Settings page has been replaced by “Parameters”.

For easier access, the Key Mapping Menu has been moved from the Controls Page to Options Page

When flipping on an axis in the emblem editor, the rotation value will be refreshed

Emblem Customization

Added the option to use any of the saved Emblems in the Hero Customization

Orders & Contract Updates

More balanced rewards based on Order completion difficulty and time

A better distribution of objectives and difficulty

More stackable orders

Daily Order 1: From 400 steel and 300 XP to 300 steel and 200 XP (less rewards, but easier goals)

Daily Order 2: From 400 steel and 300 XP to 500 steel and 400 XP (more rewards, standard goals)

Easy Order: From 150 steel and 500 XP to 100 steel and 750 XP

Medium Order: From 150 steel and 1000 XP to 150 steel and 1250 XP

Hard Order: From 150 steel and 1500 XP to 200 steel and 1500 XP

The contract distribution system was improved, making it easier to combo different objectives and complete them faster, without a lot of constraints.

Kill streak orders requires you to kill 5 enemies instead of 8 and can be completed in any game mode.

Overall requirement to reach the goals was decreased.

Single Salvage Currency

To make it simpler to upgrade secondary heroes, we are shifting from 3 Faction Salvage currency to a single Salvage currency.

All the different Faction Salvage you currently have will be summed up and transformed to Salvage.

This Salvage can be used in any hero from any faction.

PS4 PRO Update: In order to maximize the power of the PS4 PRO console, we added specific graphic mode setting so the player can choose between higher resolution (4K) and higher graphic details.

[Bug Fix] Enabled AFK Kick in private matches. Custom matches are unaffected.

[Network] Added more detailed tracking for error 6000139

[X1] Game Session state optimizations

[X1] Reduced the impact of the game interactions with Microsoft’s achievements system during multiplayer matches.

Added the ability to “Double Tap to Dodge”

Added a notification sound when matchmaking is successful and the game is minimized/not focused.

Added the option to open the Text chat input with a specific scope (Group/Team/All) based on specific key bound to that chat scope. (Default T = All, Y = Team, U = Group).

Text Chat History will no longer be cleared when transitioning between Menu to Game or Game to Menu.

Added a secondary Mapping option in the Keyboard Mapping screen.

Added the option to unbind a key in the Keyboard Mapping screen using Mouse Right Click.

Added the Aspect Ratio for each resolution option in the Display menu.

Added the “Native” description for the current monitor’s native resolution.

Improved the Screen Space Reflection for Water.

Added support for Tobii Eye Tracking

Players with a Tobii Eye Tracking device are now able to use the “Extended View” feature in For Honor to expand their view of the battlefield

Eye Tracking enabled devices include Alienware 17, Acer Predator 21X, Acer Aspire V17 Nitro and MSI GT72; monitors: Acer Predator Z271T, XB251HQT and XB271HU; peripherals: the Tobii Eye Tracker 4C, Tobii EyeX, and SteelSeries Sentry.