For Honor Update 2.19 June 11 Introduces Year 4 Season 2 Tyranny

For Honor update 2.19 June 11

For Honor is still going strong as Ubisoft has now launched Year 4 Season 2 called “Tyranny.” The For Honor update 2.19 June 11 patch brings new content, new gear, balance changes and more.

For Honor update 2.19 June 11 patch notes:

APOLLYON’S LEGACY EVENT

For Honor: Metal Trials

  • “Test Your Metal” event finally makes it’s return! In this limited-time game mode event, the Peace Festival celebration continues – this time, players are challenged to a friendly competition against fighters inspired by the Bosses and Heroes from the Story Mode!
  • Schedule:
    • From June 11th to 25th, you’ll randomly fight against 3 factions: Knights (including Apollyon), Samurai (including Tozen), Viking (including Gudmundr)
    • From June 25th to July 2nd, you’ll fight against the 4 bosses: Apollyon, Gudmundr, Tozen, and others!
    • Time limited rewards, including the black gear sets, and items will be available through the event, please see the event FAQ

BATTLE PASS

  • Visual Collection Battle Pass Gears are now free to apply on other Gears regardless of rarity. This change affects Battle Pass Gears acquired in the past
  • Increased Salvage rewards to 500 on Premium Track and 250 on Free Track
  • Increased Steel Rewards to 500 on Premium Track and 250 on Free Track

NEW GEAR

  • New Weapon Variation for all Heroes
  • New Armor Variation for:
    • Tiandi
    • Shaolin
    • Nuxia
    • Jiang Jun
    • Peacekeeper
    • Warden
    • Centurion
    • Lawbringer
    • Conqueror
    • Kensei
    • Orochi
    • Nobushi
    • Shugoki
    • Berserker
    • Raider
    • Valkyrie
    • Warlord

CENTURION

(Changes that first were shown in the original Testing Grounds are in regular text – while changes made since Testing Grounds are in italics for quick discoverability.)

Centurion has suffered from some problems in his fight kit – his offense never forces a reaction from the opponent in 1v1 scenarios and is not much help in group fight scenarios other than in an extremely powerful ability to gank through inconsistent rules when it comes to revenge-armor and binding. These aspects mean that Centurion is basically forced to turtle in 1v1s until a Parry allows the cutscene, and in 4v4 gank into the cutscene. This is very limiting for the Centurion, and frustrating for the opponent.

Here, we’ve made a number of adjustments based on the player feedback to the Testing Grounds to address the need for the Centurion to be able to initiate and sustain offense while removing the possibility of flowing into a lengthy cutscene, and also reducing the situations in which he would be able to bind his opponents into certain death. We believe that these changes will do exactly that! (For more information please consult our dedicated blogpost).

Centurion – The Changes

We addressed the Problems that were called out in the Testing Grounds with the following:

  • Roll away from Jab – with some minor timing changes, opponents are now unable to roll away without risking a GB catching them (even after a Light)
  • Light Jab annoyance – we’ve removed the Stun property from the Jab
  • Wallsplat doesn’t always guarantee Charged Heavy – now in this scenario Centurion should always be able to hit the Charged Heavy
  • Lion’s Roar (GB>L>L>L) and Haymaker bugs – fixed

Charged Heavy Opener

  • Increased maximum charged strike to 30 damage (from 25)
  • Charge portion is now between 300ms to 566ms (from 200ms to 600ms)
  • Guard Break Invulnerability now begins 266ms before the strike
  • Maximum charged hit recovery duration for a bound opponent is now 766ms (from 1300ms)
  • Minimum charged knockback has been reduced
  • Can no longer soft-feint to Guard Break when Out of Stamina
  • Increased forward movement of Minimum Charged version to 1.75m (from 1m)
  • Increased forward movement of Minimum Charged version to 2.50m (from 2.25m)
  • Increased Cancel to Guard Break timing to 400ms (from 300ms)

Charged Heavy Finisher

  • Maximum charged strike can now be feinted
  • Maximum charged strike can now soft-feint into Guard Break
  • Maximum charged hit recovery duration for a bound opponent is now 766ms (from 1300ms)
  • Can no longer soft-feint into Guard Break when Out of Stamina

Jab

  • Can be now exited with Cancel, starting at 300ms until 300ms before a strike
  • Maximum Jab now moves further forward
  • Charge portion is now 800ms (from 600ms)
  • No longer binds an opponent who is in Revenge Activation
  • Decreased Stamina damage of minimum charge to 10 (from 30)
  • Minimum charge no longer Stuns
  • Increase Minimum charge to 800ms until Hit (from 700ms)
  • Increased Maximum charge to 1400ms until Hit (from 1000ms)
  • Tracking on the Jabs improved
  • Charged Jab can now be target swapped
  • Fully charged Jabs now have Uninterruptible Stance starting at 366ms before the Hit.
  • Increased Jabs cost to 15 Stamina (from 12)

Eagle’s Talons

  • Increased damage to 42 (from 35)
  • Comfort of inputting “Heavy” to flow into Eagle’s Talons improved
  • Landing a Hit with the move now fully replenishes Stamina of both the Centurion and his target
  • Extended Reaction Cancel window on Centurion by 100ms to better protect Centurion from Revenge Activation by the opponent at the end of the bind

Zone Attack

  • 2nd strike can now be Feinted at 200ms
  • 3rd strike can now be Feinted at 300ms
  • Feints cost 10 Stamina (from unfeintable)
  • Each strike now costs 20 Stamina (from 60/0/0)
  • Reduced Damage to 17/17/17 (from 25/25/25)
  • Increased forward movement by 1m
  • All strikes now cause Medium Hit Reaction (was Heavy Hit Reaction)
  • Each hit can now be Target Swapped

Light Attacks

  • Decreased 2nd Light Attack Strikes to 500ms (from 600ms)
  • Decreased 3rd Light Attack Strikes to 500ms (from 700ms)
  • Increased 2nd Chained Light Attacks to 17 damage (from 12)
  • Increased 3rd Chained Light Attacks to 18 damage (from 12)
  • Increased Forward Movement of Light Opener is now 1.5m (from 1m)
  • Branchings to the next Light or Heavy Attack from any Light Attack are now delayed 100ms later
  • [Bug Fix] Out of Lock attacks should now have the same recovery timings

Parry Counter (Knee)

  • A new link allows a guaranteed 2nd Light in chains
  • Parry Counter now links to Jab (used to link to Legion Kick)
  • Parry Counter pushes the opponent less far away (to allow for Heavy Finisher to better reach)
  • Comfort of performing the Parry Counter and all its follow-ups improved
  • Decreased Stamina damage to 10 (from 25)
  • [Bug Fix] Opponent no longer trigger Revenge at an unexpected time during the Knee animation

Quick Throw

  • Removed entirely
  • Replaced by the same “Jab’ as after a Heavy attack.

Throw

  • Centurion’s Kick and Heavy Finisher are now launched 200ms later
  • Opponent’s Unbalance now starts earlier
  • Fully charged Heavy Finishers are now always guaranteed on Wall Stagger.
  • [Bug Fix] Centurion no longer has Uninterruptible Stance during the end of the Throw (like other Heroes)

Lion’s Roar

  • [Bug Fix] Improved synchronization between the two fighters
  • [Bug Fix] Changed timing for when opponent can trigger Revenge Activation

Legion Kick

  • Legion Kick now hits at 500ms (from 600ms)
  • Reduced Stamina damage to 10 (from 30)
  • Reduced Stamina Cost is now 15 (from 25)

General Movement

  • Walk forward speed and Dodge forward distance while Locked have both been increased

Eagle’s Fury

  • Reduced Eagle’s Fury strike to 800ms (from 900ms)
  • Increased damage to 25 (from 20)
  • Increased forward movement to 5m (from 4.25m)

IMPROVEMENTS

GENERAL

Removal of Revenge Lock

We have removed or greatly diminished the Revenge Lock for moves that force a specific animation when they land.

Developer Comments: Moves that force your opponent into a specific animation when they land an attack stopped you from activating Revenge. This leads to multiple issues, including a lack of responsiveness on activating Revenge and a lack of comprehension as to why Revenge didn’t activate. To curb this issue, we’ve removed all forms of Revenge Lock, with the exception of some attacks, where the Revenge Lock window has been greatly diminished to ensure that activating Revenge is more responsive.

As a rule, players can now activate Revenge from moves that force a specific animation as soon as the damage (Health Pool damage, Stamina damage, or both) has been applied.

Here are the Heroes and moves affected by this change:

  • Aramusha (Ring the Bell)
  • Black Prior (Fixed issue with Bulwark Counter)
  • Gladiator (Skewer, Punches during Skewer, Fuscina Ictus (“Toe Stab”), and fixed issue with Throws, including throws from Skewer, generating Revenge)
  • Highlander (Caber Toss)
  • Hitokiri (Rei Kick)
  • Jiang Jun (Dou Shi’s Choke)
  • Jormungandr (Heavy Finishers, Jotunn Grudge, Jotunn Surge, Jotunn Farewell, Jotunn Gift)
  • Lawbringer (Long Arm)
  • Nuxia (Glass Waltz, Jade Ballet)
  • Orochi (Hurricane Blast)
  • Peacekeeper (After 3rd Bleed Stab)
  • Raider (Knee hit after Stampede Charge)
  • Shaman (After the bite during Predator’s Mercy)
  • Shaolin (Sun Kick, Sun Kick Sweep)
  • Shinobi (Forward Double Kick, Side Double Dodge Kick, Sickle Rain (initial hit), 3rd hit of Sickle Rain Stabs, Slide Tackle, Front Roll Kick, Teleport Kick)
  • Shugoki (After the hit during Demon’s Embrace, Headbutt)
  • Tiandi (Palm Strike, Dragon Kick)
  • Valkyrie (Shoulder Pin, Spear Sweep)

FIGHTERS

Fight Adjustments

Jormungandr

  • [Adjustment] Uninterruptible Stance:
    • Top Heavy Opener now has Uninterruptible Stance starting at 600ms (from 400ms)
    • Side Heavy Openers now have Uninterruptible Stance starting at 500ms (from 400ms)
    • Serpent Smite (Dodge Forward Heavy) now has Uninterruptible Stance starting at 700ms (from 100ms)

Developer Comments: Early activation of Uninterruptible Stance has been identified as frustrating by players. As with our standardization on Guard Break Vulnerability timings of Heavy Attacks in a previous patch, with this patch we look to explore minimum timings for Uninterruptible Stance on Opener Attacks. In Jormungandr’s case, we think it is most interesting to have Uninterruptible Stance appear 100ms after the Feint timing of the Heavy Openers – this removes the “Heavy on Red” possibility.

  • [Adjustment] Stamina Damage
    • Decreased Jotunn Gift (GB Melee) to 20 stamina damage (from 40)
    • Decreased Jotunn Surge (Down+Melee Starter) to 30 stamina damage (from 35)
    • Decreased Jotunn Farewell (Melee Finisher) to 30 stamina damage (from 45)
    • Decreased Jotunn Gift, Jotunn Surge, Jotunn Farewell, and Jotunn Grudge (Parry Melee) stamina regeneration pause to 1.8s (from 2.5s)

Developer Comments: Reducing the stamina damage and regeneration pause should reduce the perceived frustration of fighting against the Jormungandr.

  • [Adjustment] Finishers
    • Light Openers now chain to the 2nd Light Attack starting at 266ms (from 200ms)
    • Jotunn Surge (Down+Melee Starter) now chains to the finishers starting at 500ms (from 400ms)

Developer Comments: The timing changes here now mean that it’s easier for the opponent to parry the light finisher.

    • Jotunn Farewell (Melee Finisher) Hit recovery is now 633ms (from 600ms)
    • Light Finisher Hit recovery is now 833ms (from 800ms)
    • Light Finisher Block recovery is now 733ms (from 700ms)
    • Light Finisher Knockback is slightly less far (to ensure GB afterward works)

Developer Comments: These timing changes mean that after a Light Finisher, or Jotunn Farewell (Melee Finisher), the Jormungandr is now frame disadvantaged by 33ms. This means the opponent can perform a Light Opener, and this will stuff any Light Opener or Jotunn Surge from the Jormungandr. We expect that the changes made here will allow opponents to no longer feel frustrated that they cannot deal with Jormungandr’s “spam”.

  • [Adjustment] Feint -> GB
    • Heavy Opener’s recovery branching to Heavy Finisher is now at 200ms (from 300ms)

Developer Comments: This allows the Jormungandr to Feint -> Guard Break from the Heavy Finisher and have it properly connect.

Hitokiri

  • [Adjustment] Heavy Opener
    • Uncharged Heavy Opener no longer has Uninterruptible Stance

Developer Comments: Early activation of Uninterruptible Stance has been identified as frustrating by players (and lead to the famous “Heby on Red” memes). As with our standardization on Guard Break Vulnerability timings of Heavy Attacks in a previous patch, with this patch we look to explore minimum timings for Uninterruptible Stance on Opener Attacks. In Hitokiri’s case, we think it is most interesting to have Uninterruptible Stance appear only on fully charged attacks, rather than the uncharged versions.

  • [Adjustment] Sweep
    • Uninterruptible Stance now starts at 1000ms (from 800ms)

Developer Comments: Players should now be able to Light to stuff a Hitokiri out of a Sweep attempt.

  • [Adjustment] Senbonzakura
    • Is now considered a Top Unblockable Attack (and is therefore Parryable)

Developer Comments: Frustrating scenarios with this Feat include when you get killed by it while you were in Parry Stun from Parrying a different attacker. Now, Parrying that first attack with let you Auto-Parry this. Similarly, a well-timed Revenge Activation will now knockdown an incoming Senbonzakura.

  • [Adjustment] Light Finishers
    • Light Finishers are no longer Enhanced, and so are interrupted on Block
    • Light Openers now chain to the next attack starting at 200ms (from 100ms)
    • Heavy Openers and Infinite Heavies now chain to the next attack starting at 366ms (from 300ms)

Developer Comments: The timing changes here now mean that it’s possible for the opponent to dodge the light finisher. Combined with the removal of the Enhanced property, we expect to see fewer complaints of Hitokiri “light spam”.

Shugoki

  • [Adjustment] Light Attack
    • Uninterruptible Stance now starts at 300ms (from 200ms)
  • [Adjustment] Heavy Opener
    • Now gains Uninterruptible Stance no earlier than 433ms when launching a strike (from 400ms)
    • Is no longer Guard Break Immune during the Charge portion

Developer Comments: Early activation of Uninterruptible Stance has been identified as frustrating by players. As with our standardization on Guard Break Vulnerability timings of Heavy Attacks in a previous patch, with this patch we look to explore minimum timings for Uninterruptible Stance on Opener Attacks. These later timings should make it less easy for Shugoki to make successful trades.

Jiang Jun

  • [Adjustment] Health Pool
    • Decreased Health Pool to 140 (from 145)

Developer Comments: This reduces the maximum base Health Pool for any hero to 140.

Lawbringer

  • [Adjustment] Health Pool
    • Decreased Health Pool to 140 (from 150)
  • [Adjustment] Impale
    • Impale attack now follows the same rules for binding an opponent on hit as other attacks

Developer Comments: This reduces the maximum base Health Pool for any hero to 140.

Nuxia

  • [Adjustment] Deadly Duet
    • Now increases damage dealt by 20% (from 15%)

Developer Comments: We expect this to help Nuxia become more threatening when she’s in 1-on-1 situations.

  • [Adjustment] Infection
    • Now causes a Light Hit Reaction when Cast (previously caused no hit reaction).
    • Now lasts 10 seconds for 10 possible ticks of damage (from 6.9 seconds for 6 ticks)
    • Now deals 10 damages per second (from 5 for the first tick, and +3 for each incremental ticks)
    • Decreased Cooldown to 120 seconds (from 180)
    • Decreased Radius to 5m (from 6m)
    • Visual feedback improved

Developer Comments: We expect this feat to do a much better job of forcing opponents apart. The improved damage and length should threaten opponents and will definitely expect to see this effect more often in matches going forward. Should synergize well with Deadly Duet.

BOTS

  • [Adjustment] Adjusted the Bots so that they’re not so defensively powerful. They should now parry less frequently and get hit by more attacks especially if the attack is fast.

Developer Comments: One of the main criticisms of the Bots are their extreme propensity towards blocking or parrying the 2nd-or-later attack thrown at them. In practice, this means that you cannot sustain offense against this kind of Bot behaviour, and you are forced to stop attacking and counterattack instead. We would prefer that players can throw the same kind of attacks against Bots that are useful against real human players, and this change should allow for that now.

MAP

Sanctuary Bridge

General

  • [Adjustment] A ladder access has been added at the overpass bridges leading into each Capture Zone
  • [Adjustment] Some ledges have been closed off in various areas

Capture Zone A

  • [Adjustment] The central brasero pedestal has been changed from square-shaped to cylindrical at Capture Zone A. It has also been lowered deeper into the ground
  • [Adjustment] The drop down at Capture Zone A has been improved for better response to drop input.

Capture Zone C

  • [Adjustment] The wooden roof awning near the Belltower at Capture Zone C has been removed
  • [Adjustment] Clusters of debris have been removed from the interior portion at Capture Zone C
  • [Adjustment] The cart that served as a double drop under Capture Zone C has been replaced with a pile of debris for a single drop input.

Developer Comments: We added a ladder for each overpass bridge because we felt that Players trying to take back their “Home Team” Capture Zone weren’t given enough options to approach. This will also allow Players to take the Central Lane path and make a choice to either go up to their respective Capture Zone or continue to the Lane, without committing to one or the other. The new changes to the bracero at Capture Zone A, allow for better navigation and weapon tracking when fighting around it. Various Quality of life changes throughout the map serve for better fight-spaces and navigation comfort.

BREACH

  • [Adjustment] Guardian Boost visual effect, that was placed on the Map near the Guardian, has been improved

Developer Comments: We previously had a glowing visual effect on the Guardian’s altar that corresponded to the Guardian Boost (Shield/Sword/Boots). After the recent changes to the Guardian, these elements no longer matched with the new Guardian rewards. Keeping a visual effect was still deemed important to have in that area, when Players glance into his chamber to see if he spawned.

USER INTERFACE

  • [Adjustment] The “EVENT” playlist on the Multiplayer Map now has a timer that counts down to when the Event will end

SPECTATOR CAMERA

  • [Adjustment] The delay while watching a LIVE match have been reduced from 10-15 seconds to 5-7 seconds (depending of your network conditions)

CUSTOMIZATION

  • [Adjustment] Improved the player expression of the Nobushi to make outfits look better
  • [Adjustment] Improved the player expression of the Warden, Male and Female, to make outfits look better

BUG FIXES

FIGHTERS

Warden

  • [Bug Fix] Fixed an Issue that prevented the Warden from cancelling the Shoulder Bash during the charge portion if the Guard Break Input was held down

Valkyrie

  • [Bug Fix] Fixed an issue with the Zone Attack Guard Break vulnerability, the Zone Attack’s first Strike now has vulnerability to Guard Break starting at 100ms (from 400ms)

Black Prior

  • [Bug Fix] Fixed an issue that allowed Bulwark Counter to be used in unintended situations

Developer Comments: This means Bulwark Counter no longer counters Feat Traps, players entering/exiting ladders, ragdoll bodies, etc.

FEATS

General

  • [Bug Fix] Fixed an issue that caused some Feats to not go properly into cooldown between Elimination rounds

Tainted Gift

  • [Bug Fix] Fixed an issue that caused Healing burst effects to not be properly color tinted
  • [Bug Fix] Fixed an issue that caused the Crosshair for ‘Tainted Gift’ Feat to not appears when using it for the first time after being unlocked

Last Laugh

  • [Bug Fix] Fixed an issue causing Last Laugh to not trigger a second time
  • [Bug Fix] Fixed an issue causing Last Laugh’s icon in game to not show the correct status
  • [Bug Fix] Fixed an issue causing Last Laugh sometimes not triggering when dying out of stamina
  • [Bug Fix] Fixed an issue causing Last Laugh to be wasted right away if the feat was unlocked when dead, or off cooldown when dead. It will now properly trigger upon dying.

MAP

Qiang Pass

  • [Bug Fix] Fixed an issue that caused the sound effect from the “Castle Escape” Event to be present in the “Qiang Pass” map

ARCADE

  • [Bug Fix] Fixed an issue that caused the Tiandi bot to uses the Dark Prince model in Random Quests

CUSTOMIZATION

  • [Bug Fix] Fixed an issue that caused the Gladiator’s “Sweep Sweep” emote to not be cancelable past a certain point in the animation
  • [Bug Fix] Fixed an issue caused the Gladiator’s “Fortuna Adiuvat” helm to have a visible hole in the neck when performing the “Circus Skills” signature
  • [Bug Fix] Fixed an issue that cause the camera to lose focus of the player at the end of the Centurion’s “It Takes Guts” execution
  • [Bug Fix] Fixed an issue that caused “I Bring War” effect to be offset during the Kensei’s executions
  • [Bug Fix] Fixed an issue that caused the Shaman’s weapon to be offset weapon during the signature “Ecstatic”
  • [Bug Fix] Fixed an issue that caused the Male Black Prior’s Arms “Erzebet’s Valor” to be missing spikes on the gloves
  • [Bug Fix] Fixed an issue that caused the “Sand Wraith” mask effect to be offset on Gladiator’s helmets
  • [Bug Fix] Fixed an issue that caused the hair of Shaolin’s “Guozijian Helm” and “Taibai Helm” to not take in consideration skin color
  • [Bug Fix] Fixed an issue that caused the weapon of the Warlord’s to snap back into his hand at the end of the “Nailed Down”
  • [Bug Fix] Fixed an issue that caused the Kensei’s “No Look Kill” execution to not be interrupted properly
  • [Bug Fix] Fixed an issue that caused the blade of the “Requiescat in Pace” execution to be misaligned for all characters
  • [Bug Fix] Fixed an issue that sometimes caused the “Master of Peace” visual effect to be stretched
  • [Bug Fix] Fixed an issue that caused the “Messenger’s Wings” visual effect to stutter while performing free roam and combat emote
  • [Bug Fix] Fixed an issue that caused the ponytail on Orochi’s “Benten Kozo”helm to have no animation
  • [Bug Fix] Fixed an issue that caused the material on lower half back of the male Black Prior’s “Erzebet’s Valor” outfit to not apply properly
  • [Bug Fix] Fixed an issue that caused the Shugoki’s “Sumo” emote to not be cancelable past a certain point in the animation
  • [Bug Fix] Fixed an issue that caused the Nobushi’s “Konashita” blade to be using the same blade model as the “Miyabi” event blade
  • [Bug Fix] Fixed an issue that caused the Lawbringer’s “Crimson Crest” Ornament material change to not be applied to the head

XBOX ONE

  • [Bug Fix] Fixed an issue on Xbox One where a user account could not purchase its own Battle Pass from the in-game store if another account that owned it already was logged on the same console

PC

  • [Bug Fix] Fixed an issue that caused Players changes Teams while typing A or D in the text chat while choosing their side for a custom match

Yep, this For Honor update 2.19 June 11 patch is one big update!

Source: For Honor

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