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Discussion For Honor - Новости от KsoKitsune
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Old 05.04.2017, 13:53   #1 
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For Honor - Новости от KsoKitsune
Lordius_renamed_932729_30012024 05.04.2017, 13:53


27.03.2017
Originally Posted by KsoKitsune:

04.04.2017
Originally Posted by KsoKitsune:
Warrior's Den will be on Thursday April 6th at 1 PM EST
Originally Posted by KsoKitsune:
Originally Posted by KsoKitsune:

05.04.2017
Originally Posted by KsoKitsune:

06.04.2017
Originally Posted by KsoKitsune:
16.05.2017
Originally Posted by KsoKitsune:

Last edited by Lordius_renamed_932729_30012024; 16.05.2017 at 12:45. Reason: Новые новости
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Old 21.04.2017, 15:09
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Re: For Honor - Новости от KsoKitsune
Originally Posted by Lexxx20:
Эм. Ну "покажите" имелось в виду геймплей :) Мувы там, и тд. Ну или в полный рост хотя бы, с оржием, да. Ролиек-представление.
Согласен, очень странное молчание ... в Сидже за 2 недели до релиза тизерят всех. Тут уже похоже на то, что "сорри, не готово, недобалансили, будет позже отдельным патчем"
Old 21.04.2017, 18:43
Re: For Honor - Новости от KsoKitsune
Quote:
We haven't made any announcements about the new heroes or the next upcoming DLC yet. And as irriducibiliGR said, you'll be able to access them before the start of the 2nd season. However, there is a downtime between faction war seasons. We'll be updating you all with more specific details about this once the current season ends.
Source
Сезон закончится в среду, даунтайм 2 недели будет я так думаю, тизеры будут на следующей неделе в Warriors Den я полагаю, хотя могут и на этой дать какую нибудь писчу для размышлений...


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
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Old 21.04.2017, 18:58
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Re: For Honor - Новости от KsoKitsune
Тут все такие знающие, напомните мне, а чо дают за победу в сезоне?

Или просто сундуков опять отвалят, как за раунд?
Old 21.04.2017, 19:21
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Re: For Honor - Новости от KsoKitsune
Originally Posted by Голова:
Тут все такие знающие, напомните мне, а чо дают за победу в сезоне?
Как обычно новую иконку герба.
Old 21.04.2017, 19:34
Re: For Honor - Новости от KsoKitsune
Originally Posted by Голова:
Тут все такие знающие, напомните мне, а чо дают за победу в сезоне?

Или просто сундуков опять отвалят, как за раунд?
Без понятия, Демиен сказал, что награда стоит того...


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
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Old 21.04.2017, 19:42
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Re: For Honor - Новости от KsoKitsune
Originally Posted by KsoKitsune:
Без понятия, Демиен сказал, что награда стоит того...
Мне не нравится вообще эта система,она исключает твой уровень игры,ну и в итоге все перейдут в одну фракцию,и что толку с такой победы,когда все победители.
Я как считал и буду считать авто турниры идеальной системой:(
Old 21.04.2017, 19:47
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Re: For Honor - Новости от KsoKitsune
Когда персов то уже покажут? :/
Old 21.04.2017, 19:50
Re: For Honor - Новости от KsoKitsune
Quote:
Ruikio: I like how people think the 'leaks' are real.

Он там был, мед-пиво пил, новыми героями играл...

Патчноуты грядущего 1.06, не знаю полные ли


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
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Old 21.04.2017, 20:11
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Re: For Honor - Новости от KsoKitsune
Originally Posted by KsoKitsune:
Патчноуты грядущего 1.06, не знаю полные ли
А где они там? Там же старые пачноуты ток .Тип они вышли на консоли.
Old 21.04.2017, 20:11
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Re: For Honor - Новости от KsoKitsune
Ееееепт вашу...

Developer comments: The current light > light spam of the Peacekeeper is annoying and it’s very hard to react on the second light. We didn’t want to fix this by making the second light slower as we want to keep some fast attacks. Instead, we’re increasing the second light’s recoveries on Block and Hits in order to put the peacekeeper at frame disadvantage if she doesn’t commit to the chain finisher. She will lose the initiative and will get hit by fast attack if she continues spamming light.

Лайты ПК порезали?!
Old 21.04.2017, 20:11
Re: For Honor - Новости от KsoKitsune
Originally Posted by Modrin:
А где они там? Там же старые пачноуты ток .
Внизу в самом конце статьи.
Не вижу баффов для рейдера, зато вижу бафф для ороти


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
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Old 21.04.2017, 20:15
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Re: For Honor - Новости от KsoKitsune
Shoulder Bash cancel timing into Guard Break reduced to 300ms before end of startup (from 100ms before end of startup).

Народ вернётся в игру?..

Добавлено через 1 минуту
Charge of the Oni no longer knocks down on contact
Charge of the Oni’s 400ms startup is fully dodgeable
Charge of the Oni trajectory can no longer be adjusted with the left stick
Shugoki cannot regenerate stamina during Charge of the Oni

Омфг

Добавлено через 43 секунды
Developer comments: Watching Shugoki play Duels out of lock in order to knock down their enemy and get a free heavy is not really fun. By removing the knock down on contact, we want to maintain Charge of the Oni’s core function as a disruption move while neutralizing exploits in 1v1 situations.

Всплакнул аж
Last edited by Lexxx20; 21.04.2017 at 20:15. Reason: Добавлено сообщение
Old 21.04.2017, 20:19
Re: For Honor - Новости от KsoKitsune
Надеюсь быстро выйдет видео с разбором фикса вардена, когда ему гб можно всунуть и т.д. вот кстати прикол будет если они пропатчат до финала нашего турика
Old 21.04.2017, 20:21
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Re: For Honor - Новости от KsoKitsune
Originally Posted by Lexxx20:
Shoulder Bash cancel timing into Guard Break reduced to 300ms before end of startup (from 100ms before end of startup).
Народ вернётся в игру?..
Добавлено через 1 минуту
Charge of the Oni no longer knocks down on contact
Charge of the Oni’s 400ms startup is fully dodgeable
Charge of the Oni trajectory can no longer be adjusted with the left stick
Shugoki cannot regenerate stamina during Charge of the Oni
Омфг
я что то прошел по ссылке и так и не нашел патчнота... ток 1.05

будьте так добры, дай ссылку сразу на патч нот
Old 21.04.2017, 20:26
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Re: For Honor - Новости от KsoKitsune
Originally Posted by Голова:
я что то прошел по ссылке и так и не нашел патчнота... ток 1.05
будьте так добры, дай ссылку сразу на патч нот
В саааамом низу страницы. Серьезно.
Old 21.04.2017, 20:38
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Re: For Honor - Новости от KsoKitsune
Quote:
Light attack after Shove can no longer be blocked if opponent changes stance

Вся суть For Honor в одной строке:
Originally Posted by Ashenveil:
Разработчики смогли решить данную проблему достаточно оперативно, и уже подготовили патч, который исправляет ошибку. Но вместе с исправлением одних ошибок, разработчики добавили другие.
Худшие гайды: Lawbringer, Warden, Centurion, Экипировка
Old 21.04.2017, 21:08
Re: For Honor - Новости от KsoKitsune
По стриму:
1. В случае победы рыцарьков будут считать именно ресурсы, а не территории как обычно.
2. Off season - несколько недель (2 - 3 я думаю).
3. ДЛЦ и новый контент нам покажут на следующей неделе
4. Новый комьюнити ивент - Dominion Executions, тут все понятно вроде как.
5. Патч во вторник.
6. По рейдеру им пока нечего сказать... не странно, его чуток перебаффать и он ОП.
В остальном они прошлись по патчноутам из статьи. Фотка Романа в рамочке -
Надо узнать где они задают вопросы девам, никаких консолидированных тем я не видела.


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
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Old 21.04.2017, 21:28
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Re: For Honor - Новости от KsoKitsune
А что там с ПК?
Надеюсь не урезали скорость лайтов,ибо это убийство персонажа.
Old 21.04.2017, 21:29
Re: For Honor - Новости от KsoKitsune
PATCH NOTES – V1.06


This title update will be available on Tuesday April 25th on PC first, consoles version are on their way (certification process) and should be updated at a later date.

Connectivity

Network

  • Data exchanges between players are now more resilient to network fluctuations.
  • Reduced the footprint of data exchanges to improve match experience under limited networking conditions.

Performance

  • Multiple performance improvements increasing the framerate both in game menus and during matches.
  • The LODs (Level of Detail) on ambient FX are now dynamically adjusted during matches to help ensure optimal performance.
  • [Bug Fix] Fixed a performance degradation when the XBOX Home panel
    was being opened which sometimes triggered a simulation
    resynchronization.

Developer comments: We’ve established that in certain situations, when game performance drops below a certain threshold, the simulation could suffer and eventually halt because it has reached a point that is unrecoverable (often seen as errors 06000018 and 06000021). These network and performance optimizations were prioritized because they target areas of the game that are susceptible to cause an impact to game stability. While these errors can still occur, we hope to have addressed a good portion of its root causes. Furthermore, the networking optimizations will help reduce the impact that a player with a bad connection has on the others in the match.

Session/Match

  • Reduced the rematch timer from 90 to 60 seconds.
  • Join-in-Progress can now be enabled at the end of the match. When we
    will activate it at a later date, players leaving the session may be
    replaced by new players, which will allow a new match to occur more
    frequently.
  • [Bug Fix] Fixed a bug causing a session to split, during matches
    under certain conditions, leaving each player in its own session with
    bots.

Developer comments: When too many players leave the session after a match, it is not possible to start a new match. By allowing Join-in-Progress during the end flow, the open seats will be repopulated with new players and allow a new match to start.

Messaging

  • Expanded resync messages to differentiate between simulation resynchronization and session migration when the host leaves.

Game operation

  • Added server-side networking configurations to allow faster stability tweaking.
  • Added monitoring of simulation edge cases to improve our ability to further diagnose certain types of problems.

Developer comments: These will help us continue and improve our understanding of the game stability and help us bring more improvements.

Fight

Bleed

  • [Bug Fix] Bleed should no longer be applied without contact.

Developer comments: We fixed this bug for the Nobushi in our latest TU but it was still present on the Peacekeeper. We’ve looked at all the Bleed attacks on all characters in order to make sure this is resolved globally. We’ve also made similar changes on Stun attacks even though we hadn’t identified bugs on these.

Fighters

Peacekeeper

  • Light Attack Miss recovery branching into Chained Light Attack delayed by 100ms.
  • Chained Light Attack recoveries on Interrupt Block increased to 700ms (from 600ms).
  • Chained Light Attack recoveries on Hit increased to 700ms (from 500ms).

Developer comments: The current light > light spam of the Peacekeeper is annoying and it’s very hard to react on the second light. We didn’t want to fix this by making the second light slower as we want to keep some fast attacks. Instead, we’re increasing the second light’s recoveries on Block and Hits in order to put the peacekeeper at frame disadvantage if she doesn’t commit to the chain finisher. She will lose the initiative and will get hit by fast attack if she continues spamming light.

Lawbringer

  • [Bug Fix] Light attack after Shove can no longer be blocked if opponent changes stance
  • Updated Shove attack’s area of effect
  • Updated post-Shove Light attack’s area of effect

Developer comments: In our latest update, we’ve introduced an issue with the light post Shove that’s unblockable if you’re in the correct stance but blockable if you switch stance. We’re fixing this so that it’s never blockable. However, the light is still dodgeable. The area of effect updates should make Shove and the Light Attack post Shove easier to dodge.

Warden

  • Shoulder Bash cancel timing into Guard Break reduced to 300ms before end of startup (from 100ms before end of startup).
  • Uninterruptible Stance timing on fully-charged Shoulder Bash startup
    reduced by 100ms in order to match the revised Guard Break cancel
    timing.
  • Cancelling Shoulder Bash into Idle now causes a 200ms recovery with
    no defense (Wardens used to cancel out of Shoulder Bash instantly into
    Idle).
  • The fully-charged visual and audio effects, will now only play once the cancel window is closed.
  • Non-charged Shoulder Bash recovery on Miss increased to 800ms (from 700ms)
  • [Bug Fix] Fixed an issue causing the Warden to spin around on hit with Shoulder Bash
  • [Bug Fix] Shoulder Bash ability to bump external target no longer overlaps with locked target

Developer comments: Warden’s Shoulder Bash was cancellable by Guard Break very late, allowing Wardens to wait for the enemy to dodge and then get a free Guard Break. We want Wardens to put a lot of pressure on their opponent with this move, but we don't want them to have such an advantage that they can force a response, react to the response, and punish the response. Now, the opponent can wait to dodge the Shoulder Bash until after it could still be cancelled into a Guard Break, but that window is intentionally very short to try to force players to have to make a read on each other, rather than simply reacting. Wardens still have a lot of power to choose what to do after initiating Shoulder Bash, but will have to commit more.

Berserker

  • [Bug Fix] Fixed issue on Throws causing opponents to get knocked down earlier.

Developer comments: We introduced a regression in our latest update causing the Berserker’s Side Heavy into Top Heavy after knock down not to be guaranteed anymore on forward Throw. With this change, we’re restoring Throw follow ups to their pre-patch 1.05.1 state.

Orochi

  • Hurricane Blast has Uninterruptible Stance.
  • Added Uninterruptible Stance Icon to Moveset page.
  • [Bug Fix] Fixed rotation so that victim of Hurricane Blast always faces the Orochi when stabbed.

Developer comments: Hurricane Blast is a very slow and high damage move. While charging Hurricane Blast, the Orochi has a bunch of options to mind the opponent: cancel into Guard Break, cancel into Dodge, cancel into Wind Gust. Without Uninterruptible Stance on Hurricane Blast, the window of opportunity to use these options was often denied and made the move feel useless. We’re adding Uninterruptible Stance now in order to give Orochis the opportunity to use these options.

Shugoki

  • Charge of the Oni no longer knocks down on contact
  • Charge of the Oni’s 400ms startup is fully dodgeable
  • Charge of the Oni trajectory can no longer be adjusted with the left stick
  • Shugoki cannot regenerate stamina during Charge of the Oni

Developer comments: Watching Shugoki play Duels out of lock in order to knock down their enemy and get a free heavy is not really fun. By removing the knock down on contact, we want to maintain Charge of the Oni’s core function as a disruption move while neutralizing exploits in 1v1 situations.


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
Cancerous feint spammer
Old 21.04.2017, 21:39
Re: For Honor - Новости от KsoKitsune
Не очень то и похоже на нерф вардена и пк.
Old 21.04.2017, 21:43
Re: For Honor - Новости от KsoKitsune
Originally Posted by Infist:
Не очень то и похоже на нерф вардена и пк.
По настоящему они умеют нерфить только кенсея
А, нет, не только...


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
Cancerous feint spammer
Old 21.04.2017, 21:45
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Re: For Honor - Новости от KsoKitsune
Originally Posted by Infist:
Не очень то и похоже на нерф вардена и пк.
Ну варден после отмены теперь беззащитен как я понял,а это значит удары, ГБ,будут изи проходить.
То есть нельзя теперь начать плече отменить и заблокировать или спарировать удар ,хммммм
Но спам не пофиксили,короче не в те дебри они идут.
Old 21.04.2017, 22:27
Re: For Honor - Новости от KsoKitsune
Если хотите задать вопросы Роману или Демиену, можете сделать это в этом треде. Не факт конечно, что они попадут в WD или в статью, но шансы есть.


You know you play too much gw2 if you get hit by a car and flame some bystander for not distorting.(c)fusselchen
Cancerous feint spammer
Old 21.04.2017, 22:32
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Re: For Honor - Новости от KsoKitsune
Нет смысла, если я спрошу, почему мусорка под названием юбисофт не умеет работать с балансом, забывает очевидные необходимые вещи в игре, и делает п2п кривой коннект, меня заигнорят. Зато какой-нибудь кретин спросит что-то вроде "а какие у вас планы на шапочки?!??!" и ему ответят

Вся суть For Honor в одной строке:
Originally Posted by Ashenveil:
Разработчики смогли решить данную проблему достаточно оперативно, и уже подготовили патч, который исправляет ошибку. Но вместе с исправлением одних ошибок, разработчики добавили другие.
Худшие гайды: Lawbringer, Warden, Centurion, Экипировка
Old 21.04.2017, 22:36
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Re: For Honor - Новости от KsoKitsune
Originally Posted by KsoKitsune:
PATCH NOTES – V1.06


This title update will be available on Tuesday April 25th on PC first, consoles version are on their way (certification process) and should be updated at a later date.

Connectivity

Network

  • Data exchanges between players are now more resilient to network fluctuations.
  • Reduced the footprint of data exchanges to improve match experience under limited networking conditions.

Performance

  • Multiple performance improvements increasing the framerate both in game menus and during matches.
  • The LODs (Level of Detail) on ambient FX are now dynamically adjusted during matches to help ensure optimal performance.
  • [Bug Fix] Fixed a performance degradation when the XBOX Home panel
    was being opened which sometimes triggered a simulation
    resynchronization.

Developer comments: We’ve established that in certain situations, when game performance drops below a certain threshold, the simulation could suffer and eventually halt because it has reached a point that is unrecoverable (often seen as errors 06000018 and 06000021). These network and performance optimizations were prioritized because they target areas of the game that are susceptible to cause an impact to game stability. While these errors can still occur, we hope to have addressed a good portion of its root causes. Furthermore, the networking optimizations will help reduce the impact that a player with a bad connection has on the others in the match.

Session/Match

  • Reduced the rematch timer from 90 to 60 seconds.
  • Join-in-Progress can now be enabled at the end of the match. When we
    will activate it at a later date, players leaving the session may be
    replaced by new players, which will allow a new match to occur more
    frequently.
  • [Bug Fix] Fixed a bug causing a session to split, during matches
    under certain conditions, leaving each player in its own session with
    bots.

Developer comments: When too many players leave the session after a match, it is not possible to start a new match. By allowing Join-in-Progress during the end flow, the open seats will be repopulated with new players and allow a new match to start.

Messaging

  • Expanded resync messages to differentiate between simulation resynchronization and session migration when the host leaves.

Game operation

  • Added server-side networking configurations to allow faster stability tweaking.
  • Added monitoring of simulation edge cases to improve our ability to further diagnose certain types of problems.

Developer comments: These will help us continue and improve our understanding of the game stability and help us bring more improvements.

Fight

Bleed

  • [Bug Fix] Bleed should no longer be applied without contact.

Developer comments: We fixed this bug for the Nobushi in our latest TU but it was still present on the Peacekeeper. We’ve looked at all the Bleed attacks on all characters in order to make sure this is resolved globally. We’ve also made similar changes on Stun attacks even though we hadn’t identified bugs on these.

Fighters

Peacekeeper

  • Light Attack Miss recovery branching into Chained Light Attack delayed by 100ms.
  • Chained Light Attack recoveries on Interrupt Block increased to 700ms (from 600ms).
  • Chained Light Attack recoveries on Hit increased to 700ms (from 500ms).

Developer comments: The current light > light spam of the Peacekeeper is annoying and it’s very hard to react on the second light. We didn’t want to fix this by making the second light slower as we want to keep some fast attacks. Instead, we’re increasing the second light’s recoveries on Block and Hits in order to put the peacekeeper at frame disadvantage if she doesn’t commit to the chain finisher. She will lose the initiative and will get hit by fast attack if she continues spamming light.

Lawbringer

  • [Bug Fix] Light attack after Shove can no longer be blocked if opponent changes stance
  • Updated Shove attack’s area of effect
  • Updated post-Shove Light attack’s area of effect

Developer comments: In our latest update, we’ve introduced an issue with the light post Shove that’s unblockable if you’re in the correct stance but blockable if you switch stance. We’re fixing this so that it’s never blockable. However, the light is still dodgeable. The area of effect updates should make Shove and the Light Attack post Shove easier to dodge.

Warden

  • Shoulder Bash cancel timing into Guard Break reduced to 300ms before end of startup (from 100ms before end of startup).
  • Uninterruptible Stance timing on fully-charged Shoulder Bash startup
    reduced by 100ms in order to match the revised Guard Break cancel
    timing.
  • Cancelling Shoulder Bash into Idle now causes a 200ms recovery with
    no defense (Wardens used to cancel out of Shoulder Bash instantly into
    Idle).
  • The fully-charged visual and audio effects, will now only play once the cancel window is closed.
  • Non-charged Shoulder Bash recovery on Miss increased to 800ms (from 700ms)
  • [Bug Fix] Fixed an issue causing the Warden to spin around on hit with Shoulder Bash
  • [Bug Fix] Shoulder Bash ability to bump external target no longer overlaps with locked target

Developer comments: Warden’s Shoulder Bash was cancellable by Guard Break very late, allowing Wardens to wait for the enemy to dodge and then get a free Guard Break. We want Wardens to put a lot of pressure on their opponent with this move, but we don't want them to have such an advantage that they can force a response, react to the response, and punish the response. Now, the opponent can wait to dodge the Shoulder Bash until after it could still be cancelled into a Guard Break, but that window is intentionally very short to try to force players to have to make a read on each other, rather than simply reacting. Wardens still have a lot of power to choose what to do after initiating Shoulder Bash, but will have to commit more.

Berserker

  • [Bug Fix] Fixed issue on Throws causing opponents to get knocked down earlier.

Developer comments: We introduced a regression in our latest update causing the Berserker’s Side Heavy into Top Heavy after knock down not to be guaranteed anymore on forward Throw. With this change, we’re restoring Throw follow ups to their pre-patch 1.05.1 state.

Orochi

  • Hurricane Blast has Uninterruptible Stance.
  • Added Uninterruptible Stance Icon to Moveset page.
  • [Bug Fix] Fixed rotation so that victim of Hurricane Blast always faces the Orochi when stabbed.

Developer comments: Hurricane Blast is a very slow and high damage move. While charging Hurricane Blast, the Orochi has a bunch of options to mind the opponent: cancel into Guard Break, cancel into Dodge, cancel into Wind Gust. Without Uninterruptible Stance on Hurricane Blast, the window of opportunity to use these options was often denied and made the move feel useless. We’re adding Uninterruptible Stance now in order to give Orochis the opportunity to use these options.

Shugoki

  • Charge of the Oni no longer knocks down on contact
  • Charge of the Oni’s 400ms startup is fully dodgeable
  • Charge of the Oni trajectory can no longer be adjusted with the left stick
  • Shugoki cannot regenerate stamina during Charge of the Oni

Developer comments: Watching Shugoki play Duels out of lock in order to knock down their enemy and get a free heavy is not really fun. By removing the knock down on contact, we want to maintain Charge of the Oni’s core function as a disruption move while neutralizing exploits in 1v1 situations.
Да не ленивые мы просто кто ж знал что там патчнот в сааамом низу, после всякого шлака
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