4 December, 2025

7 minutos de lectura

Patch Notes 2.64.0 - FOR HONOR

Patch Notes 2.64.1 - FOR HONOR

Title: Patch Notes 2.64.1
Abstract: PS: 1.76 GB, XB: 2.3GB, PC: 2.3GB
Thumbnail Asset: Patch Notes Thumbnail.jpg

Body

CONVERTED MAP: QIANG PASS

The first Wu-Lin Dominion map is here!
War has engulfed the Wu-Lin territories and has culminated into an epic battle within the grand walls of the imperial courtyard.

DOMINION

  • Designed for high-level play in mind.
  • Several modifications made to the navigational flow of the map, allowing Players optimal pathing towards the different Dominion objectives.
  • Available in 3 uniquely different weather conditions.
  • Available in Matchmaking and Custom Match.

BALANCING CHANGES

Antigank Reintegration - Part 2

**Applies to ALL heroes. **

  • When a hero Blocks, Parries or Deflect, they enter 1st hitstun state and gain 25% damage reduction from other sources
  • When a hero Counter Guardbreaks, they enter 1st hitstun state and gain 75% damage reduction from other sources
  • When a hero Counter Guardbreaks, the player who initiated the Guardbreak no longer gains damage reduction.
  • When the initiator of a pin is interrupted, the victim of the pin is now considered in hitstun state for the duration of the interrupt state and the proper hitstun rules apply
  • If the victim was not in hitstun when getting pinned, they now enter 1st hitstun and gain 25% damage reduction from other sources
  • If the victim was in 1st hitstun when getting pinned, they now enter 2nd hitstun and gain 75% damage reduction and no longer go into any hit reaction when hit

**[Developers Comments] **

This second part to our anti-gank changes aims to mitigate situations where players can force guaranteed, unmitigated damage on opponents even if their opponents performed an appropriate defensive action.

When a player performs a successful defensive action (such as blocking), they will now enter the appropriate hitstun state and gain damage reduction. This was already the case with Parry but it wasn't consistent with other defensive actions.

  • This change ensures that you can no longer force ganks to deal full damage on an opponent who blocked an attack. Those ganks were relatively niche due to the revenge gain applied without damage but could still be used to quickly dispatch opponents that were low on HP.
  • Note that this does not apply to blocking Minions.

Another change is specific to Counter Guardbreak. Previously, a player who Counter Guardbreaks gained 75% damage reduction from other sources, but the player was not considered to be in hitstun, and therefore entered 1st hitstun instead of 2nd hitstun.

There is an exception here - normally, in 1st hitstun, Heroes gain 25% damage reduction from other sources, but in this case, 75% damage reduction is necessary to reduce the impact of Guardbreak ganking.

Finally, we have addressed another state which is misunderstood - the interrupt state players enter when a pin is broken.

  • Animation-wise, this looks similar to when a Guardbreak hit an invulnerable state and the player "bounces off".
  • Previously, when the Victim of a pin enters this state (which is typically the result of the initiatior of the pin getting hit), their hitstun state would reset to neutral.
  • This could cause issues with allies interrupting the pin and resetting the hitstun state on the opponent, giving an opportunity to start anew and deal full damage on the victim.
  • This state has been fixed, and the victim now correctly enters the appropriate hitstun state for the duration of this interrupt state, eliminating the hitstun reset.
  • These changes should bring better consistency to the overall hitstun states and are intended to make fights and the state in which your opponent is in more predictable.

LAWBRINGER

  • Impaling Charge & Impaling Riposte no longer wallsplat when performing these moves as the 2nd hit on victim.
  • Impaling Riposte's recovery (when not wallsplating) was extended to 1100ms (was 800ms). Attacks can still be performed after 800ms, resulting in no change to frame advantage when attacking.

**[Developer's Comment] **

Impaling Charge & Impaling Riposte were still able to reset hitstun by wallsplatting their opponents when the victim was already in 1st hitstun. This is no longer possible.
While making this adjustment we noticed that Impaling Riposte's recovery was shorter than intended when no attack was performed, so we took the opportunity to fix it.

DAMAGE SHIELDS

  • Temporary Damage Shields are now unique and no longer combine into a singular shield with the best values.

**[Developer's Comments] **

We are adjusting how Temporary Shields are applied to heroes to fix several situations where players could combine Temporary Shields with different expiration times and Shield values into a singular Shield that kept the highest value of the Shields.

As an example, here is a hypothetical situation: a player with a 100HP shield and 1 second left on the Shield gains a new 10HP shield for 10 seconds.

Previously, the Shield would combine the best values into a single Shield - the player's Shield would now be 100HP (the highest value) and the duration of the Shield would now be 10 seconds (the highest value).
Now, both Shields are applied - the 100HP Shield will still expire in 1 second, and the 10HP shield will remain for the entire 10 seconds.

This situation occurred frequently as many Shields in For Honor are temporary, and as such created stacking issues, especially with Revenge, where the Shield value is very high, but the duration is relatively low, and players could carry over the Revenge Shield when it should have been depleted.
It is important to note that Shields cannot go over a player's maximum HP pool - any excess Shield is lost when it is applied.

BUG FIXES

Kicks in round-based modes

  • We have pushed a fix that should resolve the instances where some players could get kicked from matches associated with rounds-based game modes upon entering a new round.
  • Settings
  • Local Tone Mapping and Screen Space Sub Surface Scattering settings are now Enabled by default in the game menu settings for PC players.

Heroes

Shields:

  • Fixed an issue where players would die from being ledged when their health was low despite having enough Shield.

Centurion:

  • Fixed an issue that caused Centurion's Eagle Talon to miss on standing opponents.
  • Fixed an issue where the Centurion's Pertinaciae Chest cape doesn't color around the neck.
  • Hitokiri:
  • Fixed an issue where Hitokiri's Feat "Deliverance" would not provide a shield equal to their maximum health.

Jormungandr:

  • Fixed an issue that caused Jormungandr's Hamarr Slam to miss on standing opponents.
  • Fixed an issue that caused Jormungandr's out of lock Heavy Finisher to wall stagger victims in 2nd hitstun.

Lawbringer:

  • Fixed an issue that prevented Lawbringer from chaining properly after a wallsplat with Impaling Charge & Impaling Riposte.
  • Fixed an issue that granted Lawbringer Uninterruptible stance for a short period during a wallsplat with Impaling Charge & Impaling Riposte.

Peacekeeper:

  • Fixed an issue where the Peacekeeper's Perdiligentis Helm doesn't take color on hair.

Raider:

  • Fixed an issue where the paint Pattern is applied on Raider's Left Shoulder despite only Right Shoulder can have one.

Shaman:

  • Fixed an issue that caused Shaman's Predator's Mercy to miss on standing opponents.

Maps

Cathedral:

  • Fixed an issue where; the Hero can die at a ledge near Zone A without being pushed.

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