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"Whether you're fighting for peace, for war, or just for fun, thank you for being part of the journey. Thank you for sharing, for creating and joining us along the way. The road is far from over. Here's the to next chapter."

Year of the Covenant is the fifth year of For Honor and refers to all changes and new heroes that will be brought about this year, during Seasons 17-20, starting with Asunder.

The Year of the Covenants will introduce two new heroes, one in Y5 season 2 and another in Y5 season 4, together with new event content, updated maps, extensive Hero reworks and other cosmetic goods. Other changes such as Hero balance, bug fixes and quality of life touch-ups are to be expected.

Overview[]

Some years have passed after the events of the Battle of the Eclipse and the battle still rages on between the Order of Horkos and the Chimera Alliance. Both covenants are at a stalemate with no signs of either side gaining the upper hand anytime soon. With their forces diminishing, there is an abundance of resources. Both sides use this to their advantage and throw celebrations to attract new recruits and further spread their influence, and ideals, among the warriors of the land.

In the Year of the Covenants, we dive deeper into Horkos and Chimera’s values and ideals. We will see how they deal with hardship and disaster while war rages on between them. Their story will continue to unfold over the course of 4 new seasons each with new themes, a Battle Pass, and exciting events. Year 5 will also see 2 new heroes entering the roster with their own rich backgrounds and fighting styles.

As the year unfolds, be sure to keep an eye out from us for official news on what is to come.

Heroes[]

Like previous years, Year 5 will have four new Seasons, each with its own theme, rewards, and activities.

Just like the previous year, two new warriors will rise from the ashes of the war between the two covenants. One Hero will be released during Year 5, Season 2, and the other during Year 5, Season 4.

During the February 18th, 2021 Warrior's Den, it was confirmed that the two new Heroes coming this year would not be Knight Heroes (as two Knight Heroes have been already introduced in the Year of Reckoning). It has yet to be revealed which factions they would be assigned to, and will likely be announced at the start of Year 5.

You will be able to purchase them upon release or unlock the new Heroes with steel as usual.

And More[]

Just like the last year, there will be a battle pass every season; a competitive scene to be hyped up for; new customization to dress your heroes up in to look fashionable on the battlefield; more balance patches to improve the existing 28 Heroes, and the two new ones that will come. Year 5 will be another year of improvement as the story moves on forward.

"Years have passed. In these times of abundance, all celebrate: games and lavish banquets... masquerades and initiation rites. But some things never change - the thrill of battle, the thirst for glory!"

"The march of war cannot be halted. The urge to fight is stronger than ever. Who will be your enemy?"

Year of the Covenants: Season 1, named "Asunder," is the seventeenth season of the ongoing Faction War. After the Battle of the Eclipse, the Chimera Alliance and Order of Horkos have gone their own ways to recuperate from the loses they have faced. They have enacted celebrations in their own sanctuaries to bring upon an initiation of new warriors.

Overview[]

The Horkos vs. Chimera rivalry has grown in ferocity and tensions rise as we enter a new year. It only takes a spark to start a rebellion...but what will it take to end it?

After the Battle of the Eclipse, the Chimera Alliance and Order of Horkos fought relentlessly for years. As Heathmoor's population declined, people everywhere began to make 'Covenants', secret pacts to share intel and resources, with either Horkos or Chimera warriors. Covenants could be used to gain allies outside their faction, while rooting out the evil among their own. Sealing a Covenant was also a symbolic way to make a statement about the future. Would someone embrace the warmongering views of the Horkos, following strict codes and rituals to keep the strongest in their rightful place? Or would they rather fight for Chimera's ideals of solidarity and peace?

Features[]

Horkos Masquerade[]

Start out the season by joining the Horkos festivity known as "the Horkos Masquerade." With two teams pit against each other, prove yourself as the stronger wolf worthy of joining the Order's cause. Be careful though, while the gamemode may be familiar, it is the Carousel of Horkos where there stands one single Zhanhu known as the "Horkos Challenger" who will burn all that stands in his way, including using the Zhanhu's special Scorching Deluge feat to cover the grounds in fire. Whichever team kills the Challenger will be gifted with fire damage until the end of the round.

For more details on the event and gamemode, check out the dedicated Horkos Masquerade article page.

Warden Refresh[]

Changes from the previous Testing Grounds for the Warden have finally gone live. Summarizing what changes have been made to Warden, Shoulder Bash has had some changes to unhealthy elements that it had, such as its highly defensive initiation from Back Dodge. Warden was highly reliant on these aspects of Shoulder Bash to remain viable in fights. In trade, parts of the Warden's kit has become more usable in 1v1s and 1vX situations, together with allowing Warden to access Shoulder Bash from any non-Shoulder Bash attack instead of only off of Light Attacks.

Changes[]

The following are all the changes that have been made to the Warden's kit, together with developer notes offered with each group of changes.

  • Shoulder Bash:
    • Warden's Shoulder Bash now cannot be initiated from a Back Dodge. It can still be performed from a Side or Forward Dodge.
    • Forward movement when Shoulder Bash is feinted has become uniform, having the Warden move forward a little even if feinted from Full Charge. Before, early feints had no forward movement, while Full Charge had a lot of forward movement.
    • Shoulder Bash in chains can now be initiated after any non-Shoulder Bash Attack (Light/Heavy attacks, Valiant Breakthrough, Rushing Slash and Zone Attack), from only being initiated after a Light Attack.
Developer’s comment: These changes should help Shoulder Bash both feel fairer and flow better. Warden now has to be on the offensive to use Shoulder Bash and rewards using every part of the kit instead of relying on only part of the kit.
  • Heavy Attacks
    • Side Heavy Attacks (both Openers and Finishers) have flatter and/or larger trajectories that allow Warden to hit more enemies.
    • Heavy Finishers have had their speeds standardized to be 900ms (from 1000ms for Top Heavy, from 800ms for Side Heavy). Side Heavy Finishers are now Unblockable, just like the Top Heavy Finisher.
    • Side Heavy Finishers now have a bit more forward momentum when performed.
    • Heavy Finishers' damage slightly reduced from their Testing Grounds iteration.
    • Light Attacks now chain to Heavy Finishers at 100ms during their recoveries (down from 200ms).
Developer’s comment: Warden should now be able to use Heavy attacks more effectively; the increased speed on the Top Heavy Finisher makes it harder to interrupt and Side Heavy Attacks (both Openers and Finishers) are stronger both in group fights as well as the minion lane.
  • Zone Attack
    • Zone Attack's recovery is now 500ms (down from 1000ms).
    • Zone Attack now has more forward momentum when performed.
Developer’s comment: Warden’s Zone Attack no longer needs to commit to an additional attack to be useful; the extra forward movement also helps in group fights to catch opponents that might be further away.
  • Feats
    • Replaced “Thick Blood” on Warden (and Nuxia) with “Thrilling Comeback." Thrilling Comeback is a passive Feat that heals the Hero for 20 Health upon entering Revenge.
Developer’s comment: Player feedback from the Year 4 Season 4 Testing Grounds correctly noted that Thick Blood on Warden negatively affected the viability of Testing Grounds Peacekeeper and Nobushi – as it nullifies their bleed entirely. Here, by changing the effect of Thick Blood entirely, we remove the unhealthy aspect of being able to shut down bleed heroes’ kits for free, as well as the bad feeling of taking Thick Blood but not queuing into any bleed heroes. With the new Thrilling Comeback, it retains the passive feature of making you live a bit longer, but now is globally useful with a much healthier design.


Post-Masquerade Testing Grounds[]

Immediately after the Horkos Masquerade, another Testing Grounds will be initiated, providing changes for six Heroes (Gladiator, Berserker, Aramusha, Hitokiri, Jiang Jun, Zhanhu) together with the return of the test changes for Shugoki. Starts April 1st, lasting until the 8th. These changes to these Heroes are meant to look at Heroes who have lower viability than desired and are in need of new or reworked tools to be able to function better.

Below are the summarized changes offered to the Heroes:

  • Shugoki: Make him less frustrating to play against, while giving him ganking tools and better 1v1 pressure.
    • Demon's Embrace (Hug) has been changed to the old input of Back + GB, along with not being an option anymore as a soft feint from any Heavy. It no long has armor, deals less damage, heals less, and gives stamina back to the target, but has been slightly sped up.
    • Charge of the Oni has been changed to be similar to Shinobi's Super Sprint, but has lost its Hyper Armor and the ability to knock aside Heroes.
    • Has new dodge attacks in the form of Dodge into Headbutt and a Forward Dodge Heavy.
    • Headbutt itself now deals direct damage instead of Stamina damage, along with not stunning or pausing the target's stamina anymore.
    • Light Attacks are not armored anymore.
  • Aramusha: Improve the viability of Blade Blockade, as well as giving the hero an opener and ways to deal with bashes.
    • Blade Blockade's follow-ups has been changed to a guaranteed wide sweep heavy, a quick top light, or the original kick. Ring the Bell has been removed as a follow-up choice. Blade Blockade can also be used to cancel attack recoveries (on hit, miss, and even block).
    • Ring the Bell (Blade Blockade Light option) is now a soft feint for opener Heavies and Forward Dodge Heavy, using the GB input.
    • Forward Dodge Heavy is now uni-directional, opting for the Top Heavy option, which now has reduced armor but increased range. Side options have been repurposed for new Side Dodge Heavies.
    • Attack Chains can now be chained between right and left side, allowing chains to be performed as long as they are not from the same direction.
  • Berserker: Mostly quality of life changes, centered around making Dodge Attacks more effective.
    • Top Light Opener has been sped up to be in line with its Side Light Opener counterparts.
    • Light Dodge Attacks are now enhanced. Forward Dodge Attacks, including Sprint Attack, now have more forward momentum.
  • Jiang Jun: Changes to his Stamina consumption as well as his Guardbreak punishes and his Heavy Finishers to make him stronger in 1v1.
    • Heavy Openers are 100ms faster. Heavy Finishers can also be soft feinted into GB.
    • Side Heavies' Stamina consumption has been changed to the standard 12, as "no stamina consumption on block or parry" has become a universal trait on attacks since the CCU.
    • Zone Attack from Sifu's Poise is now Unblockable.
    • Forward Dodge Heavy has been separated into two Forward Dodge Moves, with Forward Dodge Heavy becoming faster but unfeintable. Shin Kick has become its own move as a Forward Dodge Bash.
    • Dou Shi's Choke (Parry GB) now does not guarantee Jiang Jun a follow-up attack, but still guarantees allied attacks.
    • Undocumented: Dodge Attacks can now have their recovery canceled into Sifu's Poise.
  • Hitokiri: Improvements to flow into chains and ways to deal with bashes.
    • Can now enter chains through Sprint Attack, Zone Attack and Forward Dodge Heavy.
    • Rei Kick has more range. Rei Sweep now can be followed-up with a Chained Heavy on hit.
    • Chained Heavies now have Hyper Armor 400ms before impact, more forward momentum and have a larger trajectory.
    • New Side Dodge Heavy that hits from opposite side and enters chains.
  • Zhanhu: Better neutral pressure, getting more chances to Dodge Cancel recoveries as well as improving the Side Dodge attacks.
    • All attacks now can have their recoveries canceled into a Dodge (or Dodge Attack).
    • All Dodge Attacks are now Enhanced if they were not before. Side Dodge Attacks now count as a Heavy when parried.
    • Subduing Counterblow (Superior Block Bash) removed from Superior Block options, and is now a Forward Dodge Bash that chains to Openers.
    • On Superior Block, the Dodge Attack becomes Unblockable and have increased damage.
    • Right Side Heavy Finisher has had its hitbox fixed so that it has a similar hitbox as Left Side Heavy Finisher.
  • Gladiator: Improved chaining ability and Dodge Attacks.
    • Fuscina Ictus (Toe Stab), Zone Attack and Sucker Punches now chain to Heavy Finishers and Skewer.
    • Side Dodge Attack now have more range and i-frames during start-up. Forward Dodge Light has more momentum.
    • Fuscina Ictus now deals a bit more damage and won't prevent allies from executing a Hero hit by the attack.
    • Skewer's Stamina cost has been lowered, but doesn't guarantee a follow-up attack for Gladiator.

After the Testing Grounds period, the changes will be reviewed by the Fight Team, together with survey responses by the players. Based on the feedback, the changes will be implemented at a later date.

Battle Pass[]

Another battlepass is here. Through the hundred tiers, get access to the new collections of items that you'll be able to unlock as you progress through the free or premium pass. Battle Pass and season content will be themed around the Horkos Festivities, along with sophisticated yet deadly designs that reflect the state of the Horkos' desire to put the strong above the weak.

With more resources at their disposal, the makers of Horkos were able to craft some of the most refined weapons and draperies one could find in Heathmoor. A scribe who attended one of the Masquerades described the style of the Horkos warriors as 'sophisticated yet violent, gorgeous yet terrifying'. If one took a closer look at the bright colors and smiling masks of Horkos, they would discern a disturbing truth beneath the lavish surface.

Bring your customization to a whole new level with some Horkos flair for your character's look through the 100 Tiers of rewards available for all heroes, all worth over a million Steel! For the premium tier, there is included the first Pair emote in the game: the Chest bump. As this pass is seasonal, progression through the Pass will reset at the end of the season.

Free & Premium Pass[]

The Season Pass has two ranks: the Free Pass and the Premium Pass. All players will have access to the Free Pass, earning rewards which include embossings, ornaments, an emblem outline, color swatches, paint patterns and more. Rewards are earned every few tiers.

The Premium Pass on the other hand offers the bulk of rewards, such as new signatures, new weapons, new executions, new effects, and more. Premium Pass owners will still receive rewards from the Free Pass. The Premium Pass also offers +10% Battle Points, the points necessary to progress through the Battle Pass tiers.

As both Pass' progression are shared, a player is able to upgrade to a Premium Pass and receive all rewards they would have gotten if they had purchased the Premium Pass from the start.

Notes[]

Take note that the purpose of the Battle Pass is to guarantee rewards for players, compared to how all rewards were based around random drops post-match or scavenger crates. The Battle Pass however will not replace any current system of cosmetics and loot gain, such as the above mentioned random drops, any event loot or the content of the week.

Content of the Battle Pass, even for the Premium Pass, will only be character customization items and consumables, preventing a pay-to-win model. All tiers are also visible to Free Pass owners, so there are no hidden rewards. However, the exclusive rewards in the Premium Pass may become unobtainable at the end of the season.

Progression through the tiers of either Passes can be hastened with Steel, skipping either 1, 5 or 20 tiers at once. The price for hastening progress is static through the tiers and between both ranks of Battle Passes.

Other Changes[]

New instrument emotes have been added to the game, featuring the Chimera music box and zither, together with the Horkos Bagpipes and Violin. It is anticipated that more instruments will becoming in the future as the tambourine is showcased in the Horkos Masquerade.

A number of new executions have been added prior to the start of the Season. "Resounding Death" has you ring a handbell, smashing your opponent intermittently to make sure they are truly dead. "Deadly Hare" has you bring out what seems to be a harmless rabbit, only for it to jump at your opponent, biting their head off. "The Great Beyond" has you summon a portal, only for you to kick your victim into it, having them gone from this plane of existence. "Sylvan Detachment" has you perform a powerful double-punch, punching the astral form out of them.

Following up the Forge changes that were made during the previous season, Part 2 of changes have been made to the map, introducing a new set of stairs that go between the upper Central Workshop and the midlane, together with a rework of the Capture Zone A (the Waterwheel) to improve access to the zone and widen the bridge. Lighting on the map has been improved to be brighter when the Weather is set to be in Ashfeld.

Minions have put on costumes in response to the celebrations happening, starting with wicked outfits as the Horkos Masquerade happens. Knights are serving as Jesters, Vikings are shamanic followers, while the Samurai are demonic oni warriors.

For UI elements, the size and opacity of revive/executed icons have been tweaked to make them less intrusive. The faction-colored territories on the World Map have also been made to be more transparent to make the seasonal and event realisation elements more visible.

Starting in Y5S1, changes are coming to the rewards warriors will receive at the conclusion of seasonal faction wars. The 3rd Place Faction will be rewarded Scavenger Crates and Salvage; the 2nd Place Faction will be additionally rewarded an XP Boost and a bit of Steel; the 1st Place Faction will be additional rewarded 3-day Champion Status.

Whenever a Hero is in the startup of a Guard Break, if that Hero is struck by a Guard Break it will now automatically perform a Guard Break Counter. This change was made in response to how players would try to Guard Break each other almost at the same time, requiring one player to press the Guard Break button once more to Counter Guard Break. Now, that won't be necessary as the player who gets Guard Broken in a simultaneous Guard Break situation will automatically Counter.

Hero Overview Gameplan series

Ubisoft has teamed up with Content Creators to release a new series of guides and tutorials called For Honor Gameplans that cover For Honor basics. So far, there is a dedicated list of terminologies that can be seen here, together with a Hero Overview video series featuring Freeze as the narrator. More are planned to come in the coming months from other content creators!


Midseason Changes[]

During the midseason change, couple of improvements were initiated. Find more detailed information about this midseason change here.

  • Breach improvements have been implemented in recognition of the lowered health and damage of Heroes due to the CCU. In general, the health of Pikemen, Officers, the Guardian and the Commander have all been reduced. Pikemen's basic attacks, together with the Officer's Side Heavy attacks and the Commander's Special Top Heavy attack, have all had their damage reduced.
    • Dev Comments : Following the Core Combat Update from last year we now revised the health and damage values from all different NPCs in Breach. The previous values no longer fell in line with the damage output from Heroes. We know that Pikemen were a source of frustration for many and with their new health values, most Heroes with a Light-Heavy combo will be able to dispatch them quicker with less stamina consumption.
  • Improvements have been made to the Dominion gamemode's score widget. Clarity has been made to where the 1000 point mark is on the bar, together with applying a lock icon when a team cannot undo Breaking for their team.
  • New armor visuals have been added for all Heroes (including Y1 Heroes), obtainable at varying Reputation levels depending on the Hero, between Rep 3 to Rep 7. All of the new armor visuals feature cleaner looking outfits of their default armor (except Warmonger whose set modifies the Syntribos set instead), together with more protection for all the warriors in the form of chainmail or studded leather.
  • Four new emotes have been added, featuring the Horkos Music Box and Zither, and the Chimera Bagpipes and Violin!
  • The start of the Chimera Banquet is here! Partake in the Heralds of Chimera gamemode, where one member of each team of 4 will be selected to be the "Herald." The Herald will have more health, and is the only one who will gain access to Feats. Killing the Herald will win the round in this best-of-7 gamemode!
    • The Wu Lin event weapons that were missing from the Horkos Masquerade have been added to the loot pool for the Chimera Banquet event while the Horkos Masquerade event weapon visuals for other Heroes have become available to loot once again for the event.
  • Fixed a number of animation/visual glitches, such as Tiandi's Dodge Attacks becoming glitched when performed too many times, and missing particle effects for Black Prior, along with other armor related glitches, such as parts of armor having physics effects where they shouldn't.
  • In small patch update a week after the Midseason Update, changes were made to Gryphon's kit.
    • Soul Cleaver (Side Dodge Heavy) its input window has been fixed to 300ms into the dodge from 300-500ms into the dodge.
      • Dev Comments: This should make Side Dodge Attacks more predictable, as well as making it impossible to delay to dodge on most mix-ups, while still being a good dodge that leads to finishers.
    • Damage on Soul Cleaver and the Heavy follow-up to Veteran's Kick have been lowered.
    • Gryphon's Shove has been changed to be a "Forward Dodge + Guardbreak" input from being a "Back + Guardbreak" input. The move starts 300ms into the Dodge and is now 500ms compared to the previous 600ms from neutral. Gryphon's Shove also cannot chain on-miss, and won't pause the opponent's Stamina.
      • Dev Comments: The previous Back + Guard Break input of 600ms was unreactable for most players outside of high-level play. This meant that Gryphon's Shove was problematic (for different reasons) in both casual and high-level play. By making Gryphon's Shove a 500ms Dodge Forward Melee, combined with the additional minimum of 300ms spent in the Forward Dodge, the move becomes predictable for most players, while also being unreactable to players at all levels of play.
      • Gryphon's Shove should now function as a mix-up and opener that is less frustrating to face.
    • Draconite Mist (Tier 2 Exclusive Feat) and Draconite Bolt (Tier 3 Exclusive Feat) have had their healing nerfed. Their healing has been reduced and have a smaller effective radius. Draconite Bolt also deals less damage to the target and has a slower start-up.

Gallery[]

Images[]

Video[]

Trivia[]

  • The new global executions released right before the season all are references:, particularly the British comedy film Monty Python and the Holy Grail and the superhero Marvel film Doctor Strange.
    • The "Resounding Defeat" Execution is likely a reference to the use of bells during funerals or in times of someone's impending passing, such as the dead bell used in Scotland and England.
      • It may be a reference to the "Bring out your dead" scene from the film Monty Python and the Holy Grail, where a cart master yells, "bring out your dead," as they pass through a village that has been hit by the plague. They strike a pot every time they chant this phrase, likely to call attention to the cart.
      • It may also be a reference to the "Walk of Atonement" scene shown in the Fantasy drama television series, Game of Thrones, where a confessed sinner walks bare in public as punishment, while a clergy walks with them ringing a bell to attract attention to the sinner.
    • The "Deadly Hare" Execution is a reference to the Killer Rabbit of Caerbannog from the film Monty Python and the Holy Grail, a fictional rabbit that is infamous for looking like a normal, harmless rabbit, only to be very violent when approached.
      • The execution includes a voiceover of "Get away, get way!" (changes based on the game's voice localization), mimicking the similar "Run away" line the characters in Monty Python shout after they have attempted to fight the rabbit but end up retreating from.
      • The Killer Rabbit, together with the Holy Hand Grenade that is said to be able to kill the Killer Rabbit, have become a staple in some pop culture media, as seen here.
    • "The Great Beyond" execution may be a reference to portal created by sorcerers in the film Doctor Strange.
      • Uniquely, the portal sends the victim of this execution to an otherworldly plane, which is not visible to everyone else. The victim will attempt to run back to the portal, but disappear after a few steps. This is the first time the victim of an execution has a different "view" of the execution than the executioner.
    • The "Sylvan Detachment" execution is a two-part reference.
      • The punch performed by the executioner is a Double Punch, popularly seen in action and Kung Fu films, where a person strikes their foe simultaneously with both of their fists, usually one to the upper chest and the other to the lower chest.
      • The executioned enemy having their astral form shot out of their body is likely a reference to a scene in the film Doctor Strange where the titular character experiences an out-of-body experience out of his physical body when the sorcerer The Ancient One performs a palm strike on an infuriated Dr. Strange.
  • The new armor sets that came during the mid-season all feature an Awareness Ribbon somewhere on their attire. This may be in recognition to a post for "ForHonorVsCancer" (which had a follow-up video) and later "ForHonorVsSuicide," both posted late 2020 by For Honor content creator Kondus12.

"All parched and weathered, we yearned for the days past. We growl at the scorching sun. Then, shimmers of dust, breathing ashes. They came from nowhere... They left us in awe."

"天運、我にあり (Ten'un, ware ni ari)."

Year of the Covenants: Season 2, named "Mirage," is the eighteenth season of the ongoing Faction War. Both the Chimera and Horkos have had their celebration, only followed by a dry spell that has caused a drought throughout Heathmoor. Water has become scarce, and wildlife cannot sustain admist the new heat, yet the two covenants keep on fighting. In this hot climate, what illusions will the warriors see...?

Overview[]

"When humanity's pride would lead to our downfall. When the Heavens themselves would forsake us. The Kyoshin alone would look up to see what was hidden; to hear what was silenced; to cherish what was about to fade."

"Shedding their old selves, shimmering along the haze. Embracing a new power, to be transformed and awakened. they would carve their own path in the land of fire."

Warriors everywhere sealed new alliances through the Covenants, but another great enemy was about to challenge their renewed vigor. This new threat was not just another clan or army trying to reap more territories. After centuries of being spoiled and exhausted by humanity's thirst for power, Mother Nature herself was about to show the true extent of her burning wrath. An intense drought befell Heathmoor, endangering crops and fortifications everywhere.

While the Horkos saw the calamity as another opportunity to prove their might, the Chimera struggled to maintain solidarity among their ranks, with less resources to share between themselves. Even then, the scorching heat toys with the minds of the most ferocious warriors, bringing forth new demons and nightmares. Who will be their salvation?

Features[]

Hero Updates[]

Changes from the previous Testing Grounds are now live, bringing in a kit rework or change for seven Heroes: Shugoki, Berserker, Gladiator, Zhanhu, Aramusha, Jiang Jun and Hitokiri. As mentioned before, these Heroes were deemed to have lower than desired viability, thus were given new or reworked tools to be able to function better. Below are the overall changes, with additional changes on top of the TG changes highlighted in italics; if you wish to see more details on the changes, see the full patch notes here.

  • Shugoki
    • Heavy Attacks: Charged Heavy Finishers have had their feint timing adjust so that they work properly. Heavy Finishers should also now connect when feinted to GB.
    • Headbutt overall has been changed to now deal 10 Health damage instead of stunning or dealing stamina damage. Headbutt in chains is now 500ms, can be initiated from forward or side dodges.
    • Has access to a Dodge Forward Heavy, which acts much like Crashing Thunder. Uninterruptible stance properly added.
    • Demon's Embrace returns to being a "Back + GB" input, and has been removed from being a Soft Feint option on Heavies (still can perform it after a GB throw). Functions as a 900ms move that deals 20 damage and heals for 10 (down from 22 and 18 respectively). Hyper Armor has been removed from the move, and will recover the target's stamina when successful. Recovery has been decreased to 1300ms (from 2000ms); blocking can happen as early as 1000ms.
    • Charge of the Oni functions much like Shinobi's Super Sprint. Double Tap the sprint button to enter Charge of the Oni, increasing movement speed at the cost of Stamina. Move does not feature any special features, such as Knock Aside or Hyper Armor.
    • Hyper Armor removed from Light attacks.
  • Berserker
    • Top Light is now the same as Side Lights, both from neutral and after Feint.
    • Sprint Attack's range and forward movement increased.
    • Dodge Forward Heavy's range and forward movement increased. Fixed issues in regards to target swapping, lock on rotation and hit recognition.
    • Light Dodge Attacks are now Enhanced. Forward Dodge Light now has slightly decreased range but increased forward movement.
  • Gladiator
    • Fuscina Ictus (Toe Stab) deals 10 damage (from 6). No longer unbalances OoS opponents.
    • Fuscina Ictus, Zone Attack and X can chain into Heavy Finishers or Skewer. Side Dodge Melee and Light attacks can now chain to Skewer.
    • Skewer now costs 12 stamina (from 20). Bind Hit Reaction has been reduced to 400ms (from 800ms) if the Gladiator cancels the Skewer with a Dodge. Now generates 30 Revenge (same as Fuscina Ictus).
    • Forward Dodge Melee is now 500ms from 600ms, and Forward Dodge Light has better range. Side Dodge Attacks now have I-frames, with Side Dodge Melee having better range. Dodge Melee now deals 10 Stamina (from 30), no longer stuns and does not pause Stamina regeneration.
  • Zhanhu
    • All Dodge Cancels have been normalized to be 333ms into the recovery. All Attacks (including Finishers) can now be Dodge Cancelled.
    • Side Dodge Attacks are now Enhanced. Forward Dodge Light is now 500ms to prevent it from being frame advantaged.
    • Subduing Counterblow has been removed, with the move made into a Forward Dodge Melee, renamed Subduing Blow. It is 500ms and chains into Openers, guaranteeing a Light Opener or Zone on-hit.
    • Upon successfully blocking an attack with a Superior Block Dodge, follow-up Dodge Attacks will be Unblockable and have increased damage (24 for the Front Dodge Heavy, 22 for all others).
    • Right Finisher trajectory improved by having a similar trajectory to that of the Left Finisher. Light Finishers are now 566ms.
    • Light Openers now have better forward movement and can properly backstep with them.
  • Aramusha
    • Blade Blockade has been reworked. Can now be access during the recoveries of any attack (hit/miss/block). Light and Heavy Inputs have been generalized, with Light input dealing a quick 20 damage attack while Heavy input is a 16 damage wide sweeping attack with zone properties; both are guaranteed, Uninterruptible and Unblockable, with the Light input also being Undodgeable. Ring the Bell has been removed as a move (more noted below).
    • Ring the Bell is now a move accessed as a soft-feint from Heavy Openers and Dodge Forward Heavy with the GB input. Damage timing properly adjusted to inflict on-hit (was at-bind before). Does not have Hyper Armor, and deals 12 health damage instead of stamina damage.
    • Side attacks on Forward Dodge Heavy removed, adapted into Side Dodge Heavy moves. Forward Dodge Heavy has armor starting later into the move, and has been increased to 800ms (from 600ms) to support the soft-feint.
    • Attack chain flow now can be done as long as it is not done from the same side (from being Top ->Side->Top->etc. exclusive).
    • Neutral Heavies and Neutral Heavy Feints have increased forward movement to ensure Feint-to-GB works. Heavy Chains, Light chains and Heavy Finishers also have more forward movement.
    • Forward Dodge has proper blocking now (before, block would become empty during the dodge).
  • Jiang Jun
    • Heavy Openers are now slightly faster, while Heavy Finishers can now soft-feint to GB. Stamina costs on Side Heavies have been normalized to 12 (from 24 or 28). Trajectory fixed on side Heavies to fit with their animations.
    • Forward Dodge Heavy now is 600ms and does not soft-feint to Kick (moved to being its own move), nor can it feint either. New Dodge Forward Kick is 500ms and deals 20 Stamina damage (from 30).
    • Can now cancel the Recoveries of Dodge attacks with Sifu's Poise.
    • Zone Attack from Sifu's Poise is now Unblockable and has less knockback to ensure that a follow-up Heavy-feint-into-GB will connect.
    • Dou Shi's Choke recovery is longer to ensure that it does not guarantee damage. Stamina damage has been cut in half, down to 23 to 30 (from 44 to 60).
  • Hitokiri
    • Zone Attack, Sprint Attack and Forward Dodge Heavy are now Chain Openers. Sprint Attack also is able to chain to OoL chain attacks.
    • New Side Dodge Heavy move that is 600ms, hits from the opposite side of the dodge, and acts as a Chain Opener.
    • Rei Sweep now can Chain back into Mugen-ryu, guaranteeing a Chained Heavy when successful. Also allows Hitokiri to use a T4 after the Sweep.
    • Chain Heavies (not Openers) now have Hyper Armor at button release, with Side Heavies having their forward movement and trajectories improved. Damage has been reduced to 22 (from 24).
    • Rei Kick and Rei Sweep now only deal 10 Stamina damage (from 15 and 30 respectively), and no longer pause Stamina regeneration. Rei Kick also has increased range to prevent it from being backwalked.
  • On top of these changes, the Feat "Rock Steady" has been removed. Replacing it is "Short-Tempered," a passive that allows the Hero to deal 20% more damage for a short duration after taking damage from an enemy Hero. 5 second duration, 10 second cooldown.
Developer’s comment - Rock Steady was a ‘problematic’ feat, matched only by Thick Blood. Both Feats had completely obliterated entire opponent move sets, making Bleed heroes obsolete (for Thick Blood) and heroes who need an Unbalance to reach their special moves useless (like Caber Toss giving no guaranteed damage). There’s no defending the old functionality of these two Feats, and now players and devs alike can sleep soundly at night knowing that they are both gone forever.
“Short-Tempered” we feel will keep some of the flavour of Rock Steady, in that when you get hit you will then gain a benefit. Unlike the unhealthy behaviour of Rocksteady, Short-Tempered benefits you a little bit no matter what hero you face, and never makes a part of an enemy's kit obsolete.

Visions of the Kyoshin[]

With the arrival of the new season comes a mystery. Warriors have been stricken with unusual visions as they visit the grounds of Kyoshin Temple. Join this modified Dominion game where you will have to defeat Kyoshin warriors who stand on either side points on Temple Garden. Once you defeat one, gain their powers on top of the ability to see the world in another light.

For more details on the event and gamemode, check out the dedicated Visions of the Kyoshin article page.

Battle Pass[]

Another battlepass is here. Through the hundred tiers, get access to the new collections of items that you'll be able to unlock as you progress through the free or premium pass. Battle Pass and season content will be themed around the arid deserts, representing the season that has been dropped into a dry spell. All the weapon visuals reflect this with their bone-dry looks of sand and brown hues.

As all warriors struggled with the drought, the Samurai were reminded of the Heavenly Ones, the embodiment of light and mirages in their pantheon of deities. According to many legends, they would appear during heatwaves to warn people of how impermanent things were and would always be, no matter how weak or strong one was.

Bring your customization to a whole new level with new mystic flame aesthetics and dry-boned weapons for your character's look through the 100 Tiers of rewards available for all heroes, all worth over a million Steel! For the premium tier, there is included the Head-to-Head Pair emote at tier 0, with many more rewards down the line. As this pass is seasonal, progression through the Pass will reset at the end of the season.

Free & Premium Pass[]

The Season Pass has two ranks: the Free Pass and the Premium Pass. All players will have access to the Free Pass, earning rewards which include embossings, ornaments, an emblem outline, color swatches, paint patterns and more. Rewards are earned every few tiers.

The Premium Pass on the other hand offers the bulk of rewards, such as new signatures, new weapons, new executions, new effects, and more. Premium Pass owners will still receive rewards from the Free Pass. The Premium Pass also offers +10% Battle Points, the points necessary to progress through the Battle Pass tiers.

As both Pass' progression are shared, a player is able to upgrade to a Premium Pass and receive all rewards they would have gotten if they had purchased the Premium Pass from the start.

Notes[]

Take note that the purpose of the Battle Pass is to guarantee rewards for players, compared to how all rewards were based around random drops post-match or scavenger crates. The Battle Pass however will not replace any current system of cosmetics and loot gain, such as the above mentioned random drops, any event loot or the content of the week.

Content of the Battle Pass, even for the Premium Pass, will only be character customization items and consumables, preventing a pay-to-win model. All tiers are also visible to Free Pass owners, so there are no hidden rewards. However, the exclusive rewards in the Premium Pass may become unobtainable at the end of the season.

Progression through the tiers of either Passes can be hastened with Steel, skipping either 1, 5 or 20 tiers at once. The price for hastening progress is static through the tiers and between both ranks of Battle Passes.

New Season Content & Map Changes[]

While more content will come later in the season, new Outfits, Emotes & Signatures have made their way into the game over the weeks prior to the start of the season. This includes the Paired Emote Raising Glasses and the No Water for the Week Signature.

Some maps have also been affected by the drought, becoming barren of wildlife. Such maps are the Belvedere, High Fort, Temple Garden and the Forest. There is also new menu music and new background visuals for all menus to reflect the coming of the Kyoshin during this drought.


Midseason Changes[]

New Hero: Kyoshin[]

The Kyoshin are legendary Samurai who have a deep connection to the spiritual realms. Their special training led them to master the art of fighting with a concealed blade, the Shikomizue. While they flow through battle wielding their sword and scabbard, they use heavenly powers to gain the upper hand against the enemy. Their special Kaze Stance can block incoming attacks and allow them to retaliate quickly.

He can be purchased for immediate access with monetary currency in the Kyoshin Hero Offer bundle, or purchased seperately with in-game currency two weeks later. Purchasing him through the bundle not only gives access to the Kyoshin, but also offers an exclusive elite outfit, an exclusive ornament, 3 Scavenger Crates and 7 days of Champion Status.

See more about the Kyoshin on their designated page here.

Arrival of the Kyoshin[]

In celebration of the Kyoshin's arrival, special lore orders were hosted. Below is a list of all the lore orders:

  • Warrior:
    • Ascetic Training - "Infants believed to be born of Yokai can find a new home in the Myre, by becoming apprentices of the elder Kyoshin. They must follow an ascetic training to expand their physical, mental and spiritual abilities."
    • Heavenly Revelation - "When the apprentice Kyoshin reach adulthood, they go through a ritual called the "Heavenly Revelation" where, according to legends, they vow to serve nature's harmony and are granted mystical powers from Samurai deities."
    • Good and Evil - "The Kyoshin are taught from the youngest age to understand the forces of nature and embrace all its dualities. True wisdom comes from those who can see beyond what is right or wrong, what is light or dark."
    • Born Outcasts - "Children with unusual characteristics are sometimes believed to be born of Yokai and treated as outcasts among their peers. But one of the ways for them to survive is to join the Kyoshin priests."
    • Light and Shadow - "While many warriors try to choose between good and evil, the Kyoshin are determined to keep the balance of nature. They can join any side to achieve their goal."
    • Kyoshin and Covenants - "After the battle of the Kyoshin Temple, people started to see the Kyoshin join both Covenants. While both Horkos and Chimera had doubts about their true allegiance, they still welcomed them among their ranks."
    • Masters of Disguise - "The Kyoshin have existed long before the drought. They were rumored to be masters of disguise, taking the appearance of other warriors and working from the shadows to maintain the balance of power in the world."
  • Attacker:
    • Kyoshin's Liberation - "The ability to choose or adapt. To belong to neither or both sides. To breathe and fight like the wind. This is our freedom."
    • Wildfires - "Following the intense heat wave, massive wildfires started  to ravage some of the beautiful forests of Heathmoor. People from all factions prayed to the gods of rain and water while trying to survive the catastrophe."
  • Executioner:
    • The Awakening - "Shedding their old selves, shimmering along the haze. Embracing a new power, to be transformed and awakened. The Kyoshin would carve their own path in the land of fire."
    • Wind and Shadow - "Kyoshin warriors fight and move gracefully on the battlefield. It is sometimes suggested they have learned from spirits of the wind and shadow how to withstand the hardships."
  • Slayer:
    • An Old Tale - "When humanity’s pride would lead to our downfall. When the Heavens themselves would forsake us. The Kyoshin alone would look up to see what was hidden; to hear what was silenced; to cherish what was about to fade."
    • Kyoshin's Wisdom - "To live as a soldier, or die as a hero. To protect the past, or fight for the future. To strive for the heavens, or carve a path to hell. The crux lies in everyone's heart, but it is also a gift."
  • Adaptable Warrior:
    • A Scribe's Journal (1) - "I actually visited the Kyoshin Temple once, even before the drought happened. At that time, I did not suspect their true capabilities, they appeared to me as peaceful Samurai priests with vast knowledge about the world."
    • A Scribe's Journal (2) - "A Kyoshin apprentice lectured me once about life. When I asked if they were happy to live in the Temple, they told me that most people do not dare to seek happiness in a world torn by the war. They seek recognition."
    • A Scribe's Journal (3) - "As the Wildfires ravaged the lands, some accused the Kyoshin to have caused them. But a Kyoshin told me once that what they saw, in these flames... was destruction, but also life, burning to be reborn and doused once more."
  • Event Orders:
    • Arrival of the Kyoshin - "The Kyoshin are mystical warriors wielding a Shikomizue."
    • Arrival of the Kyoshin - "Shikomizue means “cane sword.’ It is a blade concealed in a scabbard."
    • Arrival of the Kyoshin - "The Kyoshin use heavenly powers to turn the tide of a battle."

New Content[]

A number of new content was introduced during the midseason. There is the Gambler's Fallacy Battle Outfit and the Dreams of Equilibrium Ornament. For a limited time, two other items will be available for the next three weeks: the Apocalyptic Firestorm Mythic Outfit, where your Hero dons a set of blazing black wings; the new Execution, Ilma's Helping Hand, a unique randomized Execution where Ilma will hand the Hero a random weapon for them to cut down their opponent with.

Other Changes[]

A few other changes have also been made to the game:

  • Map changes were made to reflect the growing drought in the lore of For Honor. These maps include Citadel Gate, Sanctuary Bridge and more.
  • The Customization UI has had a change, where "gender" is now renamed to "body type." Default "body type" (and voice) are associated as "1" while the alternate is "2." Heroes' customization options should not be affected by this change, as it is only a UI update.
  • Death caused by being pushed into the gate on Qiang Pass has been fixed.
  • Multiple animation-related and camera angle bugs have been fixed with the patch. Many other customization related bugs have been fixed too.

See more specific details about the midseason update here.

Gallery[]

Images[]

Video[]

Trivia[]

  • Prior to the start of the season, a weekly event order stated "Premonition - in one of the most beautiful and serene spaces." This was speculated to refer to Temple Garden, as some Japanese characters were found written on some rocks on Zone C (under the tree).
    • What was written was "蜃気楼" (shinkirou) which literally translates to "Mirage," which would later be revealed to be the name of Year 5, Season 2.
  • The phrase said at the end of the story trailer, "天運、我にあり," roughly translates to "Heavens, be with me" or "The Heavens are with me."
    • The phrase whispered throughout the Launch Trailer is "儚き夢か...露の命か...諸行無常なり" (hakanaki yume ka... tsuyu no inochi ka... shogyōmujō nari). It was subtitled as "A fleeting dream, a fragile life, the impermanence of all things," but can also be translated as "The fleeting dreams and the lives that are like dew, they are (all a show of) impermanence."
  • The weapon featured in the Battle Pass Exclusive execution, "Mirage of Encirclement," is the Chakram, a weapon that originates from the Indian subcontinent. While primarily a throwing weapon, as shown in the execution, it can also be used for close quarters combat.
  • The name mentioned in the Apocalyptic Firestorm set's effect name, Suzaku, which is the Japanese name for the Vermillion Bird, a bird present in many Asian cultures and represents fire, the summer and the South direction.
  • The "Ilma's Helping Hand" execution, as noted above, is unique in that the Hero will be handed one of three weapons randomly from off-screen: a handaxe, a shortsword or a Dao blade.


"We have endured. We have suffered. Yet our resolve has not faltered. Now the gods have spoken. Tearing the skies, they want to remind us: of our rage to live; of our will to conquer; of our dauntless hearts pounding louder. We are but tears of blood flowing in a raging sea."

"But let us not pray the gods for mercy! Let them watch us! Let them hear us! Let them bear witness to us! As we harness the storm and embrace their fury."

Year of the Covenants: Season 3, named "Tempest," is the nineteenth season of the ongoing Faction War. Warriors prayed for an answer for their parched throats during the drought... and it was answered. But, the answer these warriors received from their gods was much more than simple rain, but a roaring storm, ready to wipe all who remained unprepared.

Overview[]

"During the drought, we turned to the gods for deliverance. Our offerings were answered with rain and wind. From the heavens came something beyond our wildest dreams. No one is safe from the Tempest."

"What some see as a disaster, we grasp as an opportunity! The Gods have sent us a challenge! Will you rise up and accept!?"

Under a scorching sun, the factions of Heathmoor long fought for water. But what was once scarce then came in overwhelming abundance. The unbearable heat of the drought melted the glaciers of Valkenheim and as a result, the water levels rose dangerously. Torrential rains and violent winds fell upon Heathmoor, with no end to the storm in sight.

The tempest had a devastating effect on the landscape, with flooding and landslides becoming the new norm, and both Horkos and Chimera fought to survive the sudden climate change. With the home they once knew overrun with water, warriors found themselves out of their element. All except the Vikings, for whom the storm had brought about rebirth… and an opportunity to reign supreme.

Features[]

Storm Tides[]

After the scorching drought came the rain. Rising water levels, torrential rains and cyclonic winds had overtaken Heathmoor. Amid catastrophic flooding, Horkos and Chimera both struggled to survive. As safe land became a rare commodity, the animosity between warriors only intensified. And none were more rejuvenated than the Vikings, who believed that the gods had answered their prayers...

Partake in this three week long event, from September 9th to the 30th, where you live through the stormy floods that had suddenly befell upon Heathmoor. With an Event Pass offering the Vibrant Tide outfits, Tide of Thunders mood effects, and Tide of Elders ornaments, also take the time to learn about the lore behind this great torrent as you loot weapon visuals that look like they were carved from the rocks of the seabed.

Below is the list of order lore offered during the event:

  • Feats of Heroism: "In a Samurai village, the water created a current that swallowed everything in its path. As the people rushed to escape, a Shugoki planted their feet firmly on the ground, using their massive size to save a desperate family."
  • Vikings Resurgent: "Because of their expertise in navigating the waters, the Vikings have suffered very few losses in the landslides and storms. For them, the rain comes as a rebirth, and it has only strengthened their resolve."
  • A Change in Weather: "A drought that felt like ages purged Valkenheim, the Myre and Ashfeld of natural resources. Heavy rains are now pouring down on the barren soils of Heathmoor. But is the deluge a blessing, or a curse?"
  • Nature Renewed: "The Chimera Vikings believe in the benevolence of the divine personification of the sea, Ran. The water is a sign that nature is renewing, and they are determined to remain in her good graces."
  • The Kyoshin's Influence: "The timing of the deluge, which came shortly after the arrival of the Kyoshin, was not lost on some. Indeed, it is rumored that the rains come from the gods who are enforcing the Kyoshin's vow to restore balance."
  • A Changing Map: "The waters have risen to swallow certain places, and villages have been decimated by landslides. The unending rain has caused vast changes to the landscape, and the people of Heathmoor are being forced to relocate."
  • Divine Help: "During the Drought, many looked to their gods for Salvation. The Vikings prayed to Aegir and Ran, the deities of the sea. Husband and wife, Aegir and Ran rule the ocean and often host the gods in their underwater abode."
  • Harsh Climate: "Because of the drought's excessive heat, the glaciers in Valkenheim melted, causing the water levels to rise. A devastating climate change then followed, one that brought ceaseless rains and ravaging, cyclonic winds."
  • Powerful Allies: "Both the Order of Horkos and the Chimera Alliance are following the Vikings' lead in facing the torrential rains. With Valkenheim growing powerful again, the Vikings have become highly sought allies throughout Heathmoor."
  • Bloody Offerings: "The incessant rainfall and rising waters are seen as a blessing by the Horkos Vikings. Believing the sea divinity Aegir is listening, they continue their offerings - however bloody these offerings might be."
  • A Frightening Prospect: "While some, like the Vikings, see the torrential rains as a blessing, others fear that this may be the beginning of a new normal, an endless string of catastrophes that herald nothing but doom."
  • A Stronger Faction: "The Order of Horkos is struggling to survive. But the tempest comes with an unexpected benefit: warriors are being pushed to their limit, and some believe the elements are washing away the unworthy and the weak."
  • Call of the Serpent: "When the rain began to fall, none smiled wider than Hulda. The first raindrop hit her forehead, and instantly she knew that the World Serpent had called upon her. She responded in kind."
  • An Unwavering Leader: "What makes a leader? A steadfast nature and the ability to inspire hope in the darkest days. Luckily for the Chimera Alliance, the tempest proved unwavering for Gryphon. In the rain, he and his dripping bardiche stood tall."
  • Strength in Numbers: "The drought was taxing on the Chimera Alliance, but their losses were fewer. Their stronger numbers help them face the storms and survive, showing that there is indeed strength in numbers, trust and comradeship.
  • The battle of Red Waters: "On a beach at the edge of the rumbling sea, the Wu Lin fought the Black Priors under rain and thunder. That night, it was impossible to discern blood from rainwater. The sand turned red for days, earning the beach a new name."
  • Fall of the Eternal:
    • 1 - "The Eternal was a fearsome Horkos Centurion known to all. But his cruel rampage was halted by a modest Chimera Berserker who has now become a legend of their own. Across Heathmoor, tales of the Savior are spreading."
    • 2 - "The Horkos Centurion known as the Eternal suffered a brutal defeat at the hands of the Savior, a Chimera Berserker. But little does the Alliance know that what is Eternal is not the Centurion, but his armor."
    • 3 - "Another Horkos Centurion has taken on the armor of the Eternal, the latest in a long line of an immortal legend. Now, the people whisper of the Eternal's mysterious return, and his vendetta against the Savior."
  • A Scribe's Journal:
    • 1 - "One day, we were parched under a crackling sun. The next, the skies turned dark, the wind started blowing from the east, and the skies began to growl. Bu what felt like a respite quickly turned into horrifying chaos."
    • 2 - "A Valkyrie named Eir fought off a dozen Knights pillaging our village. she moved like she was powered by the storm itself, a tidal wave made flesh. She saved my life... and countless others."
    • 3 - "The rains seemed to calm, the waters began to still. There was a faint glow behind the veil of bloack clouds. Voices echoed from beyond the horizon... and we realized something terrible was coming for us."
  • Event Orders:
    • Nature's Power: "Torrential rains and rising waters are wreaking havoc on Heathmoor."
    • Renewed Strength: "The storm has strengthened the Vikings' resolve."
    • Heavy Losses: "Horkos or Chimera? All are the same under the rain."

Gameplay Balance[]

Below is a list of gameplay changes made at the start of the season. Some of these changes were tested in the Testing Grounds in the last season, while others are news to all players.

The two main stars of this patch is Orochi and Raider, whose Testing Ground changes have gone through, but not without tweaks in response to feedback given. Below is a list of changes made for each Hero, with italics representing changes made since the Testing Grounds.

  • Raider:
    • Storming Tap is slightly slower. Feinting Tap (soft-feint Storming Tap) is faster, but has had its damage reduced and comes out at one fixed timing. Both version are now Enhanced and now are Chain Openers, from only chaining into Finishers.
    • Uninterruptible Stance now starts from 100ms into Chain and Finisher Heavies, from being varied.
    • Raider's Storm (neutral Zone) now acts as a Chain Opener. Raider's Fury (chain Zone) is slightly faster so that it isn't interrupted by Lights after hit or block. Both Zone Attacks have had their Stamina cost reduced.
    • Chain Attack speed has been standardized, with all Lights being 500ms and Heavy attacks being faster than 1000ms. Damage has been adjusted accordingly.
    • New Light->Heavy->Light and Heavy->Heavy->Light chains added to give Raider better and more varied chain flow.
    • All attack recoveries have had their hit/block/miss recoveries set to a maximum of 800ms.
  • Orochi:
    • Can now Dodge Cancel all attack Recovery, instead of only Finishers.
    • Light Finisher removed, effectively removing Light->Light->Light and Heavy->Light->Light chains.
    • Non-Bash Openers now can chain into a guaranteed Combo Light, instead of only on Top Light Opener. To account for this guaranteed damage, most Opener Attacks have had their damage lowered.
    • Storm Rush is now accessible from Front Dodge on top of Back Dodge. All three sides are now the same speed (with hidden indicator for the first 200ms of the attack) and are all Undodgeable. Stamina cost for the move has also be standardized so it doesn't have extra costs.
    • New Front Dodge Kick, a bash that is a Chain Opener and guarantees a Second Chain Light.
    • Dodge Light Attacks are now all Enhanced. Riptide Strike (Back Dodge Light) now has I-frames and is slightly faster.
    • Hurricane Blast (Heavy Deflect) has been removed, while Wind Gust (Light Deflect) now pins while beating Hyper Armor. It also can lead into a Combo Light.
    • Zone Attack is now a Chain Opener and costs less Stamina.
  • Option Selects:
    • The Option Select changes were also implemented during this patch, although it is not explicitly stated. As mentioned during the Testing Grounds, the Developers created a special new tech that would eliminate all OSs, primarily through input sanitization. This tech causes parry attempts (Heavy input) to be deprioritized when done in conjunction with other inputs, such as a dodge or Zone Attack.

The following is a list of further gameplay balances made independently from the Testing Ground changes:

  • Tiandi's Feats have been given a few changes:
    • T1 Rally Call has been fixed, as it was basically non-functional prior to this patch.
    • Both Rally Call and the unique T3 Vital Leech feats now only work when under 50 health. This makes it so that Tiandi's feats all only activate at one health level than having multiple ranges (50HP for T1, T2, T3 feats, 25HP for the T4).
    • Developer's comment - The reason Rally Call didn't work properly before is that having the effects at the different thresholds, combined with the effect they performed, combined to be unable to query the correct HP threshold that the Tiandi was at. For this reason, Rally Call, Sacrifice and Vital leach are now using only the 50HP Threshold, and Indomitable will only use the 25 HP Threshold.
  • Warlord's Crashing Charge has received changes so that it is not abusable anymore:
    • Now only hits at one point than having an extended "crash" window. As such, functions much like Raider's sprint Stampeded Charge.
    • No longer Unbalances Out of Stamina opponents
    • Armor completely removed from the move (also applies to Warlord's Guardbreak throw)
    • Removed Stamina regeneration pause and Stamina damage upon knocking the target into an obstacle (also applies to Warlord's Guardbreak throw)
    • Cannot Unlock during hit recovery, preventing another guaranteed Crashing Charge after a Wall Stagger (also applies to Warlord's Guardbreak throw)
    • Developer's comment - The Warlord's Crashing Charge has been an overly powerful move for some time, with its Uninterruptible Stance properties and unhealthy ability to chain into itself when Unbalancing or Wall Staggering. We hope these changes bring the move back in line with the intended power level while keeping its uses as a ledging tool and guaranteed damage off Wall Staggers.
  • Sticky Dodge has been addressed so that dodging is based on player input instead of camera orientation.
    • Developer's comment - Before this change, players could sometimes experience moment where they would input a dodge using a direction and end up dodging in a different direction due to how they were facing relative to the camera. This was more visible when target-swapping between multiple opponents. With this change, players should now always dodge in their desired input direction, regardless of their orientation relative to the camera.
  • Long Bow feat activation time has been standardized to be equal across all Heroes who have access to the Feat.
  • Fixed a number of gameplay bugs, including but not limited to incorrect attack animation bugs, Guaranteed Headbutt for Shugoki after a Forward Dodge Heavy on hit or block, and Peacekeeper's Left Side Heavy chaining later than expected on hit or block.
    • In a patch made a few weeks into the season, a few more gameplay bugs were addressed: Back Dodging by pressing Back and Dodge should now offer proper I-frames (diagonal back dodge will no longer work for the time being); Shugoki's Dodge Headbutt should now have proper Guardbreak Vulnerability during the first 100ms of the move; Warmonger's new Execution Obliteration should now have a voice over; Kyoshin's new execution "Relentless Windstorm" will now be properly interrupted instead of guaranteeing the execution.

For more details, see the patch notes here.

Testing Grounds[]

Although Orochi and Raider received their changes at the start of the season into the live game, Shinobi's changes were observed for needing a second pass in the Testing Grounds before being officially released. On top of this though, the Developers have taken a look into the Dominion Renown system, addressing long-standing issues that have persisted throughout the game's lifespan. These changes include balancing Renown rewards, simplifying Renown gain for kills, and reducing the strength of defending a point.

Below is a list of changes that will be seen in the Testing Grounds this time around:

  • Shinobi: While the reception of Shinobi's changes were overall positive, Shinobi had some issues that in still being a competitive pick while also being overly frustrating to fight against. This second Testing Ground should help focus on reducing the Hero's unnecessary strengths (and accompanying bugs) that were given through the rework while giving Shinobi the tools needed to be competitive.
    • Bleed damage changed to direct damage. Shinobi does not rely on the Bleed mechanic as Nobushi, Peacekeeper and Shaman do. It also helps removes the Revenge issues that accompanied high amounts of Bleed damage, which Shinobi had.
    • Sickle Rain has been addressed to be less frustrating by having it obey Pinning rules, not drain stamina and not be accessible from Guardbreak. Sickle Rain proved to be too strong, as it dealt too much damage while feeding little Revenge, while also having other frustrating mechanics such as ignoring Pinning rules, draining Stamina and being too easily accessible.
    • Ranged Heavy no longer wallsplats, and cannot target-swap nor be used after a Back Flip. Ranged Heavy was meant to be used in tandem with a guaranteed Kick followup, but its ability to be target-swappable and usable after a Back Flip led to it also being usable to harass players from off-screen (one of Live Shinobi's issues). The removal of these aspects should make Shinobi less frustrating to face against.
    • Input leniency for a number of moves has been increased. A number of Shinobi's move had strict input windows, which made them hard to perform, almost always requiring a buffer. Increasing the input window should help make these moves be usable across the board.
    • Front Roll and Back Flip now have i-frames and no longer are Guardbreak Invulnerable. Back Flip can now be used after most attacks (hit/miss/blocked) and Front Roll has more forward movement. Front Roll and Back Flip, while using the Dodge input, did not operate like Dodges, and had other odd interactions. To make them more usable in more situations, they've been adjusted to be better used as maneuver abilities while also having the same aspects of a dodge.
    • Double Dodge no longer includes Back Dodge, costs less and can access Openers much like Live Shinobi. Front Dodge Kick has a wider input window. Shinobi still lacked a decent Opener, although they remained overly slippery. As such, changes were made to make Shinobi's Double Dodge usable as an Opener while making them less slippery.
  • Dominion Renown: As it is currently, Renown Gain in Dominion favours certain playstyles and even particular Hero classes. The system is also overly complicated in certain aspects. As such, the other half of the Testing Grounds will focus on improving the Renown system to be a much more enjoyable experience without favouring any particular Hero or playstyle.
    • Renown gain is now uniform for all classes (much like Breach) instead of being on a per-class basis. As an example, Assassins will no more receive the short end of the stick for trying to kill minions or boosting a Zone compared to other Hero classes.
      • Midway through the Testing Ground, a patch was made to address some of the Renown gains. Kill Assists have been increased from 8 to 10; Renown gained from boosting a Zone has been increased to 0.4 Renown/s to 0.5 Renown/s, while Renown gained from contesting a Zone has been decreased to 0.7 Renown/s to 0.6 Renown/s.
    • Hero Kill bonuses have been removed except for Revenge (kill a Hero who has killed you), Streak Breaker (Kill a Hero with a 3+ Kill Streak) and Comeback (Kill a Hero after having died 3+ times); This should make Hero Kill renown gain less confusing.
      • Because of the removal of Hero Kill bonus, base Renown gain for killing a Hero has been increased to compensate, from 8-11 to 20 across all classes.
    • Defending a Zone no longer grants Renown, so that failing to capture an opposing Zone is not as risky anymore.
    • Feat Acquisition level has been changed to be much more evenly distributed: from 58-155-265-335 to 60-130-230-360
    • Zone Capture has been changed so more Heroes does not mean faster capture speed; capture speed increase from Feats and Perks still work. This should help make Zone Capturing a much greater commitment and allow for more counterplay. This should also make it less efficient for full teams to roam the map and capture Zones incredibly fast.
    • Hard Points earned by Zones has received changes to reduce how much is gained from a controlled midlane; both unboosted side Zones and the minion lane will now grant 0.9/sec (54/min) while a Boosted Zone will grant 1.8/sec (108/min).
      • Midway through the Testing Ground, a patch was made to address the issue with Point gains. Both a Boosted Zone and Captured minion lane now offers 1.5/sec (90/min), from offering 1.8/sec (108/min) and 0.9/sec (54/min) respectively.
    • "Team Renown" has been renamed to "Team Points" to distinguish between Renown earned by players and Points earned for the team.

This Testing Ground will start on September 16th, lasting for two weeks until September 30th, just as Storm Tides ends. For more details, see the dedicated article here.

Customization[]

The waters surrounding Heathmoor rose to submerge the lands. But as it drowned everything in its path, forgotten relics that long lay dormant at the bottom of the ocean were disturbed from their resting place and surfaced once more. Now, warriors had access to ancient weapons and armors that had risen from the dark depths of the seas... and both Horkos and Chimera would wield them in the hope of turning the tide.

With the new season comes new cosmetics. A new "Slap Off" paired emote has been introduced so that you can have some fun physical fun with your teammates. Unique executions have also made their grand return after over a year of not being around. For the Heroes who came after Year 5 Season 3, this is their first unique execution even.

New armor visuals will come during the midseason, introducing once more a refined look of the Chimera.

Battle Pass[]

Another battlepass is here. Through the hundred tiers, get access to the new collections of items that you'll be able to unlock as you progress through the free or premium pass. Battle Pass and season content will be themed around being gems of the sea, believed to be special weapons that harbor the powers of either Aegir or Ran.

The coming of unending rains led the Vikings to believe that Aegir and Ran, the deities of the sea, were listening. Legends said that the married couple ruled over the oceans, and that their generosity came from offerings. For Chimera, this meant honoring Ran by respecting nature. But Aegir demanded blood... and Horkos were more than happy to provide.

Bring your customization to a whole new level with some maritime flair for your character's look through the 100 Tiers of rewards available for all heroes, all worth over a million Steel! For the premium tier, there is included the special signature emote Float and Gloat, the Water Summoner execution where you drown your foe in a pillar of water and the exclusive Aegir and Ran effects. As this pass is seasonal, progression through the Pass will reset at the end of the season.

Free & Premium Pass[]

The Season Pass has two ranks: the Free Pass and the Premium Pass. All players will have access to the Free Pass, earning rewards which include embossings, ornaments, an emblem outline, color swatches, paint patterns and more. Rewards are earned every few tiers.

The Premium Pass on the other hand offers the bulk of rewards, such as new signatures, new weapons, new executions, new effects, and more. Premium Pass owners will still receive rewards from the Free Pass. The Premium Pass also offers +10% Battle Points, the points necessary to progress through the Battle Pass tiers.

As both Pass' progression are shared, a player is able to upgrade to a Premium Pass and receive all rewards they would have gotten if they had purchased the Premium Pass from the start.

Notes[]

Take note that the purpose of the Battle Pass is to guarantee rewards for players, compared to how all rewards were based around random drops post-match or scavenger crates. The Battle Pass however will not replace any current system of cosmetics and loot gain, such as the above mentioned random drops, any event loot or the content of the week.

Content of the Battle Pass, even for the Premium Pass, will only be character customization items and consumables, preventing a pay-to-win model. All tiers are also visible to Free Pass owners, so there are no hidden rewards. However, the exclusive rewards in the Premium Pass may become unobtainable at the end of the season.

Progression through the tiers of either Passes can be hastened with Steel, skipping either 1, 5 or 20 tiers at once. The price for hastening progress is static through the tiers and between both ranks of Battle Passes.

Visual Changes[]

With the storm upon Heathmoor, many visual aspects of the game have been changed to reflect this new weather. The main menu, Hero select and face-off screen all showcase the Heroes standing in front of a cliff amidst a rainstorm. The Warmap also reflects this as thick thunderclouds cover most of the map.

A couple of maps have become flooded with heavy rain, wit the Vikings taking it one step further in worshipping the gods who brought them the rain. These maps are the Shard, Harbor and Gauntlet. Minions on side of the field now feature a very muddy design, as they are drenched with the mud of the weather.

Event Throwback: Wrath of the Jormungandr[]

After the Storm Tides event, the Wrath of the Jormungandr event makes a comeback with its event gamemode, loot, order lore and the special Rampage of Ragnarok execution. Together with the return of the event are two new customizations in the form of the new Seawater material and the Deadly Current ornament.

The event will last from October 7th to the 14th. See more about the event itself on its dedicate article page here.

Midseason Changes[]

Survivors of the Fog[]

Walk into the Fog during this year's Halloween to experience a unique horror, as For Honor has collaborated with the survival horror game Dead by Daylight to bring to you the worst nightmare possible. As you face your foes in capturing zones on the Cinder Mill map, be wary of the Killer who will roam the map, killing all who stands in his way: the Trapper. Lasting from October 21st all the way until November 11th, loot what gruesome goods that you can and escape from the Entity's clutches.

More information about the event can be found on its designated event page here.

Balance Improvements[]

During the midseason change, couple of improvements were initiated. Find more detailed information about this midseason change here.

  • A couple of changes have been made to Shugoki's kit:
    • Shugoki's Demon Ball no longer possesses any form of Armor.
      • Dev Comments : Shugoki players could use Demon's Ball in the middle of a group fight and avoid being punished for it, and in fact teammates could pile damage onto the victim. By removing the defensive properties on Shugoki and its victim during the move, other players should now be able to interrupt it.
    • Shugoki's Super Sprint has also had its Movement Speed reduced to 7.25m/s from 8.5m/s.
    • The Feat Staggering Blow now only lasts for 20 seconds instead of 45 seconds.
      • Developer's comment: This should tone down Staggering Blow without taking away from its impact on combat. Players will have to be more mindful of when they use Staggering Blow to be as effective as before.
  • Fixed a bug where victims of Gladiator's Skewer on a wall could guarantee a Guard Break. Increased the stagger time for the victim to 500ms from 400ms.
  • Fixed a number of incorrect animations for Shaolin, Jiang Jun, Hitokiri, Zhanhu and Kyoshin.
  • Fixed a number of issues with Kyoshin:
    • Patched branching time from Sprint Attack into Finishers or Kaze Stance to be the standard 200ms. Was 266ms before.
    • Fixed an issue with Kaze Stance's enhanced Hakaze attack, where it wouldn't reach a Nobushi who had performed certain attacks.
    • Fixed an issue where Fujin Force would not track Soldiers.
    • Fixed the ability to heal with Hikarimore or "Hikari to Kage" feats by attacking the Ram.
  • A couple map changes:
    • Adjusted spawn locations for both sides on Beachhead.
    • Fixed an issue where Players would get stuck on the trap level near Zone A on Sanctuary Bridge.
  • Made the Apprentice Trial: Stamina easier, as the enemy Warlord Bots proved to be harder than intended for the purpose of the Trial.
  • Fixed a couple of audio bugs.
  • Fixed a number of customization issues.

Gallery[]

Images[]

Video[]

Trivia[]

  • Ægir and Rán are personifications of the sea in Norse mythology, respectively a jötunn and a goddess. They have nine daughters who personify the waves.
  • The exclusive executions were hinted at in previous seasons, primarily through parts of their execution being used during trailers for cinematic flavour. Some examples include Gryphon's Execution during the Mirage Launch Trailer, the Hitokiri's Execution during the Mayhem Launch Trailer, and the Jormungandr's Execution during the Year 4 Deep Dive trailer.
    • This may reflect the fact that Hero-exclusive executions were available early on, as far back as the start of Year 4, but due to the real world events (primarily the COVID-19 epidemic) that was occurring during 2020, their release were pushed back until this season. Their release as of now may signal that the team has recovered and can resume the release of these executions, although time can only tell if that remains true next season.
  • For the exclusive executions given to the Heroes, there is a theme given to each faction (with some Heroes not being included). More specific trivia is available on each Hero's page:
    • For the Knights (except Warmonger and Gryphon), their executions are named after famous quotes either from English or Latin.
    • For the Samurai (except Kyoshin), their executions are named after techniques or terminologies from Miyamoto Musashi's Book of Five Rings, a text that covers kenjutsu and martial art principles in general.
    • For the Wu Lin, each of the Hero's execution is named after a weather deity in Chinese mythos.
    • Unfortunately for the Vikings, their execution do not hold any specific theme in their names.
  • For the changed maps of the season, two of them have minion easter eggs:
    • On the Shard, out in the sea on the Defender's side is a minion standing on some castle ruins, cheering on in the rain. Can be seen in the distance in the Shard 3 picture in the gallery above, with Shard 4 being a close-up.
    • On Gauntlet, right next to the Attacker's Spawn, there is a minion worshiping a large Viking stonehead. Can be seen in the Gauntlet 1 picture in the gallery above, with Gauntlet 2 being a close-up.
  • There was also a map change made after the Dead by Daylight event, where on the Harbor map, a shishi (石獅; lit. "stone lion") Chinese lion statue and a closed box appeared located just off-map (supposed to be on a rowboat, though the boat does not always appear) between the Attacker Spawn and the Market capture point. The nature of this statue and closed box remains unknown, but may be a hint to the content of Year 5, Season 4.
  • Based on the lore orders given during the Storm Tides mini-event, the Berserker and the Centurion featured both in the season's main artwork and in the story trailer are named the Savior and the Eternal respectively.


"What does one find at the end of a storm? Relief, as weary eyes look up to clear skies. Comfort, as friends find each other again and celebrate. Pride even, for surviving the storm is no easy feat. It almost sounds like a dream, doesn't it? A fleeting dream for the waters never stay still for long, because after the storm comes a rogue wave."

Year of the Covenants: Season 4, named "Frozen Shores," is the twentieth season of the ongoing Faction War. Warriors celebrate as the storm passes, however their celebration is too early. A new gust of wind approaches, bringing with it what will become the coldest winter anyone has ever faced... new sea routes bring in unfamiliar guests who ride in on red-sailed ships to the coast of Heathmoor. What will these mysterious visitors bring to the Faction War...?

Overview[]

"Winter has fallen upon Heathmoor. The drought, the Tempest: the elements took their toll on us. But we are still here!"

"Now, we count our blessings! We turn to each other! We celebrate!"

The people of Heathmoor were afflicted with rising waters and a devastating storm that flooded the landscape. Thankfully, the storm passed, and though the skies began to clear, a cold winter settled in. The high waters froze, and snow covered the terrain. Ships were stuck in the ice, which only added to the odd serenity that had befallen Heathmoor.

After so many hardships, so many battles and natural catastrophes, the people took this small respite as an opportunity to reconnect. After being separated for so long, friends and families were reunited once again, and everyone took the time to count their blessings, and celebrate. But amid the festivities, something unforeseen came from the frozen sea. A large ship with red sails reached the harbor, the herald of uncertainty - an intrigue.

Features[]

Frost Wind Celebrations[]

Starting the cold winter season is the jolly holidays, as the Frost Wind festivities make yet another return! Ice Brawlers will be available, this time with a cheering crowd. Loot a new set of holiday prizes from both the battlefield and the Event Pass. Enjoy the cheerful season by performing friendly Shared Emotes, from high fives to hugs to kisses-on-cheeks!

Be wary though, sprinkled about the event will be hints to the incoming stranger who has arrived off the shores. New faces have appeared as pirates and brigands who know how to lift the spirits, for they may be the key as to who is this new... Hero.

The event will last from the 9th until the 30th, ending right as the Testing Grounds start. Learn more about the specifics behind the Frost Wind Celebrations here.

Gameplay Balance[]

Below is a list of gameplay changes made at the start of the season. Some of these changes were tested in the Testing Grounds in the last season, while others are news to all players.

The season starts with the long awaited rework for Shinobi from the Testing Grounds, which comes with a few additional tweaks that will be marked in italics. Paired with the ninja warrior are changes for Orochi, Raider and Shugoki, who had become dominant during the last season. Aside from those, feat and Hero changes have been made in order to offer a balanced experience for players.

  • Shinobi:
    • Shinobi's health has been standardized to 120, up from 110.
    • Ranged Attacks from neutral, together with Ranged Guardbreak, has been removed. Ranged Heavy Attack is now considered a bash (non-parryable) follow-up after Kicks, including Front Kick, Side Kick and Teleport Kick.
      • Developer’s comment: Shinobi had access to tools that bypassed For Honor’s Art of Battle; at-will ranged attacks caused issues in group fights with invisible indicators and off-screen attacks. With these changes, Shinobi’s Ranged Attack is now only accessible as a guaranteed attack off some of the hero’s Kick attacks, which should reduce the frustration experienced when facing Shinobi. We’re pushing the hero in a different direction, with a more slippery, agile and mixup intensive kit which fits better with what heroes are capable of generally doing.
    • Increased the range for normal Chain Openers, while granting more forward movement for Light Attacks.
    • Sickle Rain now refers to Shinobi's Heavy Finishers. Top Sickle Rain now is Unblockable while Side Heavy Finisher is now Undodgeable. Input timing on Sickle Rain is less strict. While the move no longer applies Bleed damage, drains Stamina or ignores Pinning rules, it now deals direct Health damage equal to 20 + 3 per follow-up Stab (29 damage total).
      • Developer’s comment: With the removal of Ranged Guardbreak (which was the main way Shinobi landed Sickle Rain), we’ve adjusted the move as well as where it can be accessed from so that it lands more frequently.
    • Chains has been adjust, as Sickle Rain can now be performed after Light Finishers and Combo Lights. Heavy->Light->Heavy and Light->Light->Heavy.
    • New Option: Front Dodge Heavy, a 700ms feintable Heavy Attack that is a Chain Opener, performed 100-500ms into a Front Dodge or Front Double Dodge.
    • Front Roll: Now can target-swap, has extra forward movement and has I-frames (although no Guardbreak Invulnerable anymore). It can chains into Sickle Rain, while also leading into Double Dodge at same timing as Flip Kick and Sickle Rain.
      • Developer’s comment: These changes ensure that Shinobi has a mixup available when performing Front Roll, with Flip Kick or Side Sickle Rain, opponents will need to make a read as to how to approach this situation. We’ve also improved the properties of Front Roll; since it now has generous iframes, it can be used more often with less risk of being punished.
    • Flip Kick now leads to a new guaranteed combo Heavy Attack.
    • Sprint Attack changed from a sliding attack to a flipping kick, no longer causing knockdowns. New Sprint Attack can chain into a guaranteed combo Heavy Attack.
      • Developer’s comment: This new Sprint Attack is both less frustrating to play against and also adds another layer of mixups to Shinobi by letting them push forward with the Combo Heavy Attack.
    • New Option: Combo Heavy Attack, which can be performed after Flip Kick and Sprint Attack. Chains into Sickle Rain.
      • Developer’s comment: This new option lets Shinobi deal reliable damage after two of their Melee options, and opens up new venues to go to Sickle Rain.
    • Back Flip is a bit slower and is no longer Guardbreak Invulnerable, but has I-frames and can be used after more moves (hit/block/miss). Does not chain to Ranged Attacks, but can now chain into Flip Kick, Chain Lights, Heavy Finishers or a Double Dodge.
      • Developer’s comment: This new iteration of Back Flip should help Shinobi use Back Flip to counter attacks more efficiently with branchings to Flip Kick and extended iframes.
    • Double Dodge can no longer be performed backwards. Costs 6 Stamina to perform, down from 24 Stamina.
      • Developer’s comment: Shinobi was able to create too much distance too quickly with back Double Dodge; with this change, Shinobi can still use Double Dodge to create horizontal space with their opponents, but shouldn’t become impossible to reach.
    • Deflect's Teleport is no longer automatic, now requiring a Guardbreak input during the Deflect; Teleport no longer deals Bleed damage, instead inflicting direct Health damage. Deflect can now be followed up with Sickle Rain. Teleport Kick is no longer guaranteed after a Teleport, but its follow-up Ranged Heavy Attack is now always guaranteed.
      • Developer’s comment: This change makes Shinobi more in-line with other heroes that can Deflect and removes automatic Teleport to make sure players have a choice to perform the action or not, depending on the situation. In regards to the Sickle Rain follow-up and Teleport Kick changes, Shinobi was dealing too much damage after a Deflect; with this, the hero is more in line with his new identity where a landed Deflect now enables a mixup with Teleport Kick and Undodgeable Sickle Rain.
    • Shadow Strike no longer applies Bleed damage, instead dealing direct Health damage. Now can chain into Teleport Kick or Sickle Rain. Input window has been extended to not be so strict.
    • Zone Attack's Stamina cost has been reduced to 15-15-10 down from 17-17-21. Can now backflip during Zone Attack's Feint window. Third strike deals less knockback, and can chain into Sickle Rain.
      • Developer’s comment: These changes to Zone Attack should help make it more usable; it can now initiate mixups with Back Flip, can chain to Sickle Rain, and has a much lower stamina cost.
  • Orochi:
    • Dust Devil (Forward Bash) no longer can have its recovery canceled into a Dodge when it misses.
    • Dodge Cancel timing after a miss slightly adjusted, down to 100-300ms from 100-333ms.
    • Lightning Strike (Forward Dodge Light) is no longer Undodgeable, and had its input window reduced to 200-400ms into a Forward Dodge, from 200-500ms.
      • Developer’s comment: If you dodge the Orochi’s Dust Devil, the Orochi can no longer dodge cancel the recovery, so you can now easily punish a whiffed Kick. This nerf, combined with the dodge timing nerfs, and the nerfs to Kiai + Smoke Bomb + Slip Through that you’ll see later in these Patch Notes, should combine to reduce the frustration of fighting an Orochi.
  • Raider:
    • Reduced Health Pool to 130 from 140.
    • Reduced damage on a number of moves: Soft Feint Storming Tap, Top Heavy Chain and Finisher Attacks, and Raider's Fury.
    • Removed Stamina damage and stun from Knee Attack when hitting a wall with Stampede Charge.
      • Developer’s comment: Generally, Raider’s damage was overtuned, so here we reduce it across a number of major attacks. Similarly, we removed the Stamina Damage from the sprint melee (and forward throw) to reduce the frequency that a Raider puts a victim OOS. These should reduce Raider’s overall effectiveness.
  • Shugoki:
    • Side Dodge Headbutt Miss to Heavy Finisher has been increased slightly to allow it ot be easier to punish on whiff.
    • Demon Ball Recovery is now 1200ms from 1300ms, while the Victim's Bind duration has been reduced to 1800ms from 2100ms.
      • Developer’s comment: This should remove the Demon Ball > Demon’s Embrace combo that was possible when facing a wall, which will therefore reduce Shugoki’s damage output in these situations.
    • Damage reduced on most of Shugoki's Heavy attacks: Charged Heavy Openers, Uncharged Heavy Finishers and Charged Heavy Finishers.
      • Developer’s comment: Generally, Shugoki’s damage was overtuned, so here we reduce it across a number of major attacks.
  • Feat Changes:
    • Kiai's cooldown has been raised to 105 seconds from 90.
    • Slip-Through's logic has been changed. Now only applies damage to the next attack after a dodge, instead to all attacks within a 1.5 second window. Damage buff lowered to 30% from 40%, and the cooldown has been raised to 3 seconds from 1.
    • Short Tempered's damage bonus has been reduced to 15% from 20%.

The following is a list of further gameplay balance changes and bug fixes made to other aspects of the game:

  • Smoke Bomb has been changed to be an AoE blast that Stuns enemies for 5 seconds. No long applies the following benefits:
    • Prevented enemies from Locking onto other Players
    • Prevented the use of Interactions (Revive, Zipline, switches, etc)
    • Prevented Enemy Players from contesting a point
    • Prevented Soldiers and Pikemen from attacking
    • Granting the Caster a 10% Speed Boost for 10 seconds
    • Granting the Stealth Modifier to allies in the AoE
    • Cleansing "Scout" and "Marked for Death" effects for the Caster
      • Developer’s comment: Smoke Bomb had a huge variety of properties that lead to many strange, buggy, or frustrating interactions. Especially notable is that it had a negative effect on our control scheme, where the Lock and Parry rules changed while under the effects of a Smoke Bomb. As we recognize For Honor is pioneering in group fight-based melee genre, it’s unproductive to have something so directly and frequently damaging to our control scheme. For this reason, we’ve cut out everything that was never going to work, such as loss of Lock rules, inability to Parry, and the weird editing of the Capture Point rules.
      • We’ve only retained the visual Stun effect on launch of the feat, to keep the fantasy of dropping a Smoke Bomb, but still allowing players to fight through the smoke.
  • Fixed a bug which caused Warlord, when changing Stance, to be stuck waiting 300ms before being able to enter Full Block Stance.
  • Fixed an issue where dodging Demon Embrace would neither apply a Revenge Tag or feed Revenge. Also fixed an issue where Shugoki would pass through floors when performing Demon Embrace in stairs versus an enemy that is activating Revenge.
  • Fixed an issue that caused Jiang Jun to slide on left stick direction input during attack opener miss recoveries.
  • Fixed a bug where, after reaching maximum Kill Streak (Godlike after 7 kills), players would not be given extra rewards on further kills. Now, Kill Streaks after reaching the maximum will grant the same bonus as the maximum Kill Streak.
  • Fixed an issue where Female Hitokiri's right thumb is awry.
  • Fixed a number of issues related to Executions:
    • Removed excessive camera shake present on Berserker's "Move It Along" and Orochi's "Seijuro's Finesse" executions.
    • Amended a point-of-view issue with Shugoki's "Shugoki Smash@" execution.
    • Fixed timing issues for when the opponent's head pops off during Highlander's "Intent to Behead" execution.
  • Fixed the pressence of grey texture on Shinobi's Death's Shadow and Satsuki Helm.
  • Fixed an issue where the fauld on the back of the Kyoshin's Shuten Alternate chest would lose physics.
  • Fixed an issue where Jiang Jun's Tianjin Blade changes color with skin color.
  • Fixed an issue in which the secondary color displayed incorrectly on Wugimai chest piece.
  • Fixed an issue where Warden's neck is visible through the Horkos Phantom Effect.
  • Fixed an issue where the "Vithar Chest" on female Raider had a patch of skin that didn't change color under the chest wrap.

For more details, see the patch notes here.

Testing Grounds[]

The Testing Grounds will be back once more at the end of December, from December 30th to January 6th, where it will bring back the Dominion changes that were explored in the last Test Grounds together with giving Conqueror improvements.

Changes to the Dominion gamemode from the first Testing Grounds were mostly success, but a second round in the Testing Grounds was deemed necessary before the changes could go live. In addition, there will be changes tested for Conqeuror, who has been another Hero who featured moves and abilities that were hindering his ability to be a balanced Hero. Many of the changes given to the flailing Hero will hopefully put him in line with other of the reworked Heroes in being fun to not only play as, but also to play against.

While the points offered by zones have reached a perfect split, points granted were lowered across the board, causing less players to reach their Tier 4 Feat during a match. As a result, the following changes will be carried over from the previous Testing Ground iteration, with new additions during this phase of Testing Grounds marked in itallics:

  • Renown gain is now uniform for all classes (much like Breach) instead of being on a per-class basis. As an example, Assassins will no more receive the short end of the stick for trying to kill minions or boosting a Zone compared to other Hero classes.
    • Renown earned from Zones has been particularly changed, where contesting a Zone (36/min) offers more Renown compared to Boosting a Zone (30/min). This should help reward all Heroes for being aggressive by attacking enemy Zones than being passive by sitting on an allied Zone.
  • Hero Kill bonuses have been removed except for Revenge (kill a Hero who has killed you), Streak Breaker (Kill a Hero with a 3+ Kill Streak) and Comeback (Kill a Hero after having died 3+ times); This should make Hero Kill renown gain less confusing. Because of the removal of Hero Kill bonus, base Renown gain for killing a Hero has been increased to compensate, from 8-11 to 20 across all classes.
  • Defending a Zone no longer grants Renown, so that failing to capture an opposing Zone is not as risky anymore.
  • Feat Acquisition level has been changed to be much more evenly distributed: from 58-155-265-335 to 50-120-210-320 (was 60-130-230-360 during the last TG).
  • Zone Capture has been changed so more Heroes does not mean faster capture speed; capture speed increase from Feats and Perks still work. This should help make Zone Capturing a much greater commitment and allow for more counterplay. This should also make it less efficient for full teams to roam the map and capture Zones incredibly fast.
    • Zone Capture Speed is now 4.5 seconds (was 5.5 seconds during the last TG), from varying depending on how many allies were on the point.
  • Hard Points earned by Zones has received changes to reduce how much is gained from a controlled midlane; an unboosted side Zones will now grant 0.9/sec (54/min) while both a Boosted Zone and Captured minion lane now offers 1.5/sec (90/min).
  • "Team Renown" has been renamed to "Team Points" to distinguish between Renown earned by players and Points earned for the team.
  • New UI element, where Renown gain is no more displayed in the chat activity bar, but instead in its own section right above the Renown bar. This should help declutter the chat bar while also making it easier for players to see what Renown they had just earned.

Conqueror has been a defunct Hero with too much defensive focus that not only made them annoying to fight against, but also frustrating to play as them. As long as the Hero maintained their inability to engage in offense outside their Bashes and their reliance on a multitude of Defensive mechanics, other elements of their kit could not be dealt with or updated to a more modernized kit. As such, the Fight Team Devs looked into three aspects for the Hero:

  • Improve the Hero's 1v1 potential with better chain offense and charging options.
  • Improve 1vX potential with a focus on the defensive possibilities of Full Block Stance.
  • Reduce Frustration of facing the Hero and playing as them.

Below are the changes that will be explored in the Testing Ground for Conqueror:

  • Charge Heavy:
    • Can now be accessed mid-chain whenever a Heavy can be performed, much like Hitokiri.
    • When performed in-chain, a not fully charged Heavy will perform a chain Heavy Attack.
    • Full Charge time reduced to 600ms from 900ms.
    • While charging, Conqueror will lose the ability to block, but also won't consume or pause Stamina anymore.
    • Can no longer cancel into a Dodge or soft feint into Shield Bash during the Charging State.
    • Once fully charged, the Charging State can be cancelled into a Guardbreak or Dodge with their respective input.
    • Fully Charged Heavy is now all 700ms (was 800ms on Top) and deals 32 damage (was 30 damage on Sides). Has better forward movement.
  • Chain Heavies:
    • Heavies can now be feinted normally, but cannot soft feint into Shield Uppercut.
    • Miss, Hit and Regular Block Recoveries standardized to 800ms.
    • Side trajectories improved.
    • Opener Heavies (including Charged Heavy) no longer possess Superior Block during the Strike.
    • Chain Heavies are now Undodgeable and have increased forward movement.
  • Zone Attack:
    • No longer has Full Block.
    • No longer can be held, as it is now a single hit attack with improved range.
    • Slightly faster at 600ms from 700ms, and deals 15 damage from 8.
    • Counts as a Chain Opener.
  • Chain Shield Bash (in-chain Bash):
    • Much faster, down to 500ms from 800ms.
    • No longer wall splats, nor can it chain on miss.
    • Costs 10 Stamina, down from 20.
    • No longer deals Stamina damage or pause Stamina regen.
    • Now properly counts as a Chain Opener, thus can lead into a Chained Heavy or Flail Uppercut (see below).
  • Flail Uppercut:
    • On a Shield Bash or Chain Shield Bash, input Light attack to perform Flail Uppercut.
    • Deals 12 damage, is 500ms, Unblockable and Uninterruptible, and leads into a Chain Light or Chain Heavy (cannot initiated Chain Shield Bash).
  • Full Block Stance:
    • No Stamina Cost for blocking attacks in Stance.
    • Remaining in the Stance no longer pause Stamina regen.
    • Cannot perform Zone Attack from Full Block Stance.
    • Full Block Stance and its recovery can be cancelled with a Dodge.
    • All attacks' recoveris can be cancelled into Full Block Stance at 200ms.
  • Scutage Collection (new move):
    • Replaces Shield Uppercut from Full Block Stance.
    • Pressy Heavy or Zone after blocking an attack either with Full Block Stance or the Dodge's Superior Block property to initiate Scutage Collection.
    • Has Full Block, is Unblockable and deals 20 Damage. Scutage Collection is a Chain Opener.
  • Light Attacks:
    • Recovery after Miss standardized to 800ms from 900ms.
    • Performing two Lights from the same side no longer leads to a slower Light Attack.
    • Increased forward movement in chains.
  • Shield Bash:
    • Input for Forward Shield Bash delayed to 200-500ms from 100-500ms.
    • No longer deals Stamina Damage or pauses Stamina regen.

For more details, see the dedicated article here.

Battle Pass[]

Another battlepass is here. Through the hundred tiers, get access to the new collections of items that you'll be able to unlock as you progress through the free or premium pass. Battle Pass and season content will be themed around the swashbuckled strangers that have come to visit, together with their frozen collection of crossbones and mythical sea creature visuals.

The rise of the waters during the Tempest and the subsequent winter allowed seafaring pirates passage to the frozen shores of Heathmoor. These pirates had no allegiance to any faction – they only cared about treasure. In their pursuit of wealth, they began trading with the people, offering warriors access to new weapons from across the sea.

Bring your customization to a whole new level with some buccaneer flair for your character's look through the 100 Tiers of rewards available for all heroes, all worth over a million Steel! For the premium tier, there is included the special signature emote Swashbuckling Entrance, the gone Fishing execution where you hook your opponent by their neck before slamming them onto the ground and the exclusive Frozen Priate emote effects. As this pass is seasonal, progression through the Pass will reset at the end of the season.

Free & Premium Pass[]

The Season Pass has two ranks: the Free Pass and the Premium Pass. All players will have access to the Free Pass, earning rewards which include embossings, ornaments, an emblem outline, color swatches, paint patterns and more. Rewards are earned every few tiers.

The Premium Pass on the other hand offers the bulk of rewards, such as new signatures, new weapons, new executions, new effects, and more. Premium Pass owners will still receive rewards from the Free Pass. The Premium Pass also offers +10% Battle Points, the points necessary to progress through the Battle Pass tiers.

As both Pass' progression are shared, a player is able to upgrade to a Premium Pass and receive all rewards they would have gotten if they had purchased the Premium Pass from the start.

Notes[]

Take note that the purpose of the Battle Pass is to guarantee rewards for players, compared to how all rewards were based around random drops post-match or scavenger crates. The Battle Pass however will not replace any current system of cosmetics and loot gain, such as the above mentioned random drops, any event loot or the content of the week.

Content of the Battle Pass, even for the Premium Pass, will only be character customization items and consumables, preventing a pay-to-win model. All tiers are also visible to Free Pass owners, so there are no hidden rewards. However, the exclusive rewards in the Premium Pass may become unobtainable at the end of the season.

Progression through the tiers of either Passes can be hastened with Steel, skipping either 1, 5 or 20 tiers at once. The price for hastening progress is static through the tiers and between both ranks of Battle Passes.

Visual & Other Changes[]

As the ocean freezes over with icebergs and mist, a mysterious ghost ship can be seen in the far distance. The main menu, Hero select and face-off screen all showcase the Heroes standing on top of the ice, surrounded by a snowy weather that no one has seen before. The Warmap also reflects this as a thick blanket of snow encapsulates the entirety of the map.

A couple of maps have been particularly affected by the winter, together with pirates from the sea coming unwelcomed onto the frozen dry land. These maps are Harbor, River Fort and Gauntlet. Minions have taken upon the fashion of these pirate strangers, wearing garbs that would make them suitable for the high seas.

  • The Knight minions are dressed as straight-laced pirates, with proper boots and a neat shirt under their jacket. They wear a bandanna on their head and an eyepatch over their eye, together with a finely trimmed beard.
  • The Viking minions are dressed as muc rugged pirates, as they bare their chests to show off their tattoos. They wear a tricorn hat, and have a full-beard that is decorated with golden rings.
  • The Samurai minions are dressed as Japanese style pirates, being entirely shirtless as they wear only their hakama pants. And while they are bald, they cover their mouth and neck with a clean cloth.

The new purple Material "Magenta" has made its way into availability, finally fulfilling all the colours of the rainbow for players to use on their Heroes' looks!

Midseason Changes[]

Coming during the midseason will be new armor visuals, the new Hero's release and an accompanying seasonal event. Near the tail end of the season will be a number of throwback events.

New Hero: Pirates[]

Amidst the frozen shores comes a rogue wave! The Pirate have sailed the bountiful seas in search of treasures, arriving to Heathmoor to see if anyone is willing to pay them enough for their services. Bold and passionate, and captain of their own fleet, they can fend for themselves as warriors with their mix of the cutlass and flintlock pistol. While gunpowder is not new to residents of Heathmoor, the firearms these seafarers bring are of a whole new class of its own.

She can be purchased for immediate access with monetary currency in the Pirate Hero Offer bundle, or purchased seperately with in-game currency two weeks later. Purchasing her through the bundle not only gives access to the Pirate, but also offers an exclusive elite outfit, an exclusive ornament, 3 Scavenger Crates and 7 days of Champion Status.

See more about the Pirate on their designated page here.

Pirates of the Aurora[]

With the release of the Hero comes a special season event under the aurora skies at Harbor. Take your time to learn about the new Hero's past through Lore Orders as you receive battle outfits, ornaments and effects through the Event Pass. The event will start right as the mid-season begins on January 27th, ending on February 17th three weeks later. Learn more about the specifics behind this event here.

Customization[]

The pirates that have arrived in Heathmoor call the waters they live on “home”. For a very long time, they traveled from one land to the next, trading with other cultures and accumulating ornaments and armors in their endless pursuit of wealth. They have now brought these items to the warriors of Heathmoor, who can outfit themselves with these treasures from afar.

Balance Improvements[]

During the midseason change, couple of improvements were initiated. Find more detailed information about this midseason change here.

  • Shinobi:
    • Front/Side Dodge Kick miss recovery slightly longer.
    • Back Flip now has I-frames and dodge frames starting 100ms into the move, instead of occurring instantaneously.
    • Front Roll can now target swap.
    • Attack Recoveries now can only be canceled from 200-300ms into Back Flip, compared to 200-400ms before.
    • Kick Flip miss recovery cancel to Back Flip now has a stricter window of 400-500ms into the recovery, from 100-600ms.
    • Flip Kick, Back Flip and Front Roll now have proper Stamina costs, from consuming no Stamina. Front Roll and Back Flip also no longer allow Stamina regeneration.
    • Shooting Stars recovery is now a bit longer to no longer guarantee a front dodge kick).
    • Teleport Kick no longer can be accessed by holding the Guardbreak input (now only checks for taps, not holds). Chain link to Teleport Kick is also now slightly longer so that opponents can still dodge the move even if they switch stances.
Developer's comment: Now that we’ve had Shinobi go from Testing Grounds into Live, we now make a number of nerfs to Shinobi here based on its over-performance.
Firstly, we make the Front/Side Dodge Kick punishable on Miss.
Secondly, we reduce the window of opportunity to enter Back Flip so that Shinobi is not able to notice the opponent’s action and actively react in time to Back Flip when necessary.
Thirdly, we nerf the Stamina costs of certain moves to make Shinobis slow down their combat output, and introduce moments where they need to consider if they really want to spend the stamina.
Finally, we nerf Shooting Stars so that Shinobi’s aren’t comboing it into Front Dodge Kick.
  • Feats can now be buffered up to 300ms before they can be accessed.
    • Developer's comment: to improve input comfort, Feats now use the input buffer to hold your input for 300ms. This applies globally to all heroes.
    • Note that this does not mean you can use your Feat anytime, it just means that you don’t have to be out of your Recovery before pressing the Feat input – you can press it a bit early, and the system will hold this input until such a time as your character is allowed to launch the Feat, and do so. It should just make things a bit more comfortable.
  • Improved Material coloration system to grant more color precision.
    • Developer's comment: Material color would not look quite right when applied on colored surfaces such as wood or leather. The coloration of chosen material would offset depending on the color of the surface it was being applied to. New material system mutes the surface colors before applying material coloration, significantly boosting color accuracy. Accurate color control also leads to possibility of new, more subtle material colors.
  • Fixed animation issues for Nobushi, Warmonger, and Kyoshin.
  • Fixed Shugoki's Demon's Embrace not consuming Stamina, and dodge inputs out of the Demon's Embrace.
  • Fixed map issues on Sentinel where players could fall through the map on Capture Zone C.
  • Fixed the Event Log still displaying, even though it is turned off in the settings.
  • Fixed issues with Raider's character model and Centurion's blade position during certain executions.
  • Fixed issues with Nobushi's character model when idle.
  • Fixed a number of visual bugs, missing physics and material application and incorrect modelling on a number of armor sets.
  • Fixed the Choucho's Metamorphosis effect not fitting on Hitokiri properly.
  • Fixed Raider's "All of You" emote not properly being executed from the Top Right stance.

New Customizations[]

The pirates that have arrived in Heathmoor call the waters they live on “home”. For a very long time, they traveled from one land to the next, trading with other cultures and accumulating ornaments and armors in their endless pursuit of wealth. They have now brought these items to the warriors of Heathmoor, who can outfit themselves with these treasures from afar.

Coming this midseason is an assortment of new armor visuals for each Hero, featuring the crossbones and ocean monsters that the Pirates have faced out away from land. Other expressive customization options have come ashore in the recent weeks, from the Pile of Treasure Signature, the Land Ho Emote, the Soulless Sailor and Feast of the Nian Illustrious Outfits, and the What Goes Around Universal Execution.

Gallery[]

Images[]

Video[]

Trivia[]

For Honor Screenshot 2021.12.09 - 18.15.33.72
  • As noted by Andrew Im during the pre-season Warrior's Den stream on December 2nd, a ship appears on the horizon in the maps that have been changed for the season (River Fort, Harbor, Gauntlet), shown to the right on the Gauntlet map. This ship very much likely belongs to the new Hero that will be coming during the midseason.
    • The ship visually bears a strong resemblance to the Chinese Junk ships, particularly the junk rig sails it possesses. However, the ship does possess a figurehead on the front, which is not characteristic of Chinese ships (even if the figurehead is that of an Eastern dragon), but instead of Western naval ships of the 14th to 19th century.

Video[]

Trivia[]

  • A covenant is an agreement or a contract. It is often used for religious occasions, although it can also be used in lawful situations.
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