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For Honor โ€“ 2.46 Patch Notes | Major Changes to Lawbringer and Reflex Guard

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For Honor โ€“ 2.46 Patch Notes | Major Changes to Lawbringer and Reflex Guard

Improvement

Fighters

Reflex Guard Removal

  • Reflex Guard has been removed from all Assassin heroes as well as Shaolin.
  • Heroes that had Reflex Guard now have Static Guard.
Dev comment: Reflex Guard's time has come to an end. It has been in the game since launch, and over time its presumed advantage (of attempting to hide the guard stance) became more and more outweighed by its disadvantages (failing to block attacks). So with this change, all Reflex Guard heroes now have the same Static Guard as regular heroes: so Assassins (and Shaolin) no longer have to refresh their guard between hits, and no longer have to worry about their guard disappearing for a small period of time when it expires. Note that these heroes keep everything else, including Deflects, and so this is purely a buff to every old Reflex Guard hero.

Lawbringer Revamp Integration

We're integrating the Lawbringer revamp with some significant changes to what was played in both rounds of Testing Grounds for the hero. We've opted for a middle ground - some changes were appreciated, while others were not, and so we've decided to address the more problematic issues with the hero while keeping some of more loved kit intact. Some of the more significant changes to the hero are the following:
  • Impaling Riposte is now only guaranteed after Light Parries (as its damage potential was too high off Heavy Parries).
  • Swift Justice can now be accessed after Heavy Openers (to shortcut to Finishers).
  • Chained Heavy Attacks now have Uninterruptible Stance (to let Lawbringer use offensive tools in group fights more effectively).
Note that the changes listed here are what changed from the old Live version of Lawbringer compared to the new version of Lawbringer; if a change is not listed here, it means the move has not changed, even if we had tested changes in the Testing Grounds.

Stamina Drain, Stamina Pause, Stun

  • All instances of Stamina Drain, Stamina Regeneration Pause and Stun have been removed from Lawbringer's moves.

Shove

  • Front Dodge Shove's miss recovery now regains guard in the last 100ms of the recovery.
  • Chain Shove's miss recovery now regains guard in the last 100ms of the recovery.

Heavy Openers

  • Now deal 20 damage (down from 24).
  • Now chains to a guaranteed Swift Justice on hit when performed in the same stance.
  • Top Heavy Opener recovery changes:
    • Hit and Block Recovery is now 800ms (down from 900ms).
    • Miss recovery is now 800ms (down from 1000ms).
  • Side Heavy Openers recovery changes:
    • Hit and Block Recovery is now 800ms (down from 1000ms).
    • Miss Recovery is now 800ms (down from 1100ms).

Heavy Chained Attacks

  • Now deal 26 damage (down from 27 on sides and 28 on top).
  • Now gain Uninterruptible Stance at 100ms.
  • Chained Top Heavy is now 800ms (down from 900ms).
  • Recoveries are now 800ms on Hit, Block and Miss.

Heavy Chain Finishers

  • Now deals 28 damage (down from 30 on sides and 32 on top).
  • Top Heavy Finisher is now 966ms (down from 1100ms).
  • Top Heavy Finisher can now be soft feinted into Guardbreak.
  • Top Heavy Finisher now moves forward 1.25m more during the attack.
  • Miss recoveries are now 900ms (down from 1100ms).

Swift Justice

  • Now accessible after a Heavy Opener hit as well as a Top Heavy Finisher hit.
  • Now counts as the 2nd hit in chain and chains to Finishers.
  • Attack is now 200ms and deals 4 damage.

Parry Followups

  • Blind Justice and Impaling Riposte can now be performed from 600ms to 700ms after a Parry (down from 500ms to 666ms).
  • Blind Justice now deals 25 damage (down from 32).
  • Blind Justice now initiates chains and chains to Swift Justice on hit.
  • Light Riposte is now 300ms (up from 200ms).
  • Light Riposte now counts as the 2nd attack in chain and chains to Finishers.
  • Impaling Riposte is now 1100ms (up from 800ms).
  • Make Way now costs 30 stamina (down from 60).
  • Make Way now initiates chains.

Long Arm

  • Can no longer be performed from Guardbreak.
  • Now pins for 1333ms (up from 1200ms).
  • Chain link timing to Heavy Openers is now 1200ms for Top and 1300ms for Sides (down from 1600ms for both).

Zone Attack

  • Now costs 30 stamina (down from 60).
  • Now initiates chains.
  • Miss recovery is now 600ms (down from 300ms).

Quality of Life Changes

  • Front Dodge now lasts 900ms (down from 1000ms).
  • Chain link timing to Heavy Finishers is now 100ms to 300ms (down from 200ms to 300ms).
  • Side Light Finisher attack trajectories adjusted to better match weapon visuals.
  • Back Throw distance is reduced by 1.25m.
See the source for the rest..

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