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For Honor 2.46.0 Update Patch Notes

Ana sayfa / Games

For Honor has been receiving a new update named Patch 2.46.0, which focuses on many changes. The update offers a new hero alongside numerous improvements and bug fixes. Let’s review the For Honor 2.46.0 update patch notes.

For Honor 2.46.0 Update Patch Notes

IMPROVEMENT

FIGHTERS

Reflex Guard Removal

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:

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

Shove

Heavy Openers

Heavy Chained Attacks

Heavy Chain Finishers

Swift Justice

Parry Followups

Long Arm

Zone Attack

Quality of Life changes

Medjay

Dev comment: Medjay’s Staff mode was overperforming in a lot of instances; the damage was too high, and the attack trajectories for a lot of their attacks did not match the weapon visuals, which caused situations where strikes would hit external opponents when the weapons were not colliding. This should now be fixed, and there should be a visual consistency with the weapon visuals and their collision timings. We’ve also adjusted the size of the trajectories – in most cases these are now slightly smaller, again to match the weapon visuals better. We’ve also lowered damage so it is more in line with other attacks.

Orochi

Dev comment: Orochi’s Storm Rush has problematic properties and enabled ganks that should not be possible. Specifically, it would both pin opponents that were in unpinnable states, its pins could also be pinned from other players, and the guaranteed lights after the pins put the opponent in a pinnable state, like every other normal attack in the game. We’ve made several changes to address these issues, but to compensate the fact that Storm Rush now effectively deals less damage due to the removal of guaranteed lights, we’ve buffed its damage output so it deals the same amount overall.

Hitokiri

Dev comment: Hitokiri’s Zone Attack still had an inflated stamina cost; we’ve reduced it to better match the costs of other zone attacks.

Pirate

o Attack is now 700ms (down from 800ms)

o Uninterruptible Stance now starts at 433ms (down from 500ms)

Dev comment:* Pirate has been underperforming after a series of nerfs made to the hero in the past. We’re readjusting the hero to raise her efficiency in fights, increasing damage from her Heavy Finishers slightly, speeding up her dodge attacks and adjusting the frame advantage of her Pistol Blasts so Pirate has one frame of frame advantage upon returning to neutral.*

BUG FIXES

FIGHTERS

Black Prior

Ocelotl

CUSTOMIZATION

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