Testing Grounds is finally here and the first phase will start on August 29th.
WHAT IS TESTING GROUNDS?
It’s a way for the For Honor development team to gather feedback early on on changes we’d like to introduce in the game, and for players to play an active role in the evolution of the game.
When a Testing Grounds Phase is live you can access it from the worldmap in the game as one of the fronts.
IMPORTANT MESSAGES:
- We intend to run the phase until September 12th, unless we run into technical difficulties.
- The content of the Testing Grounds won’t necessarily reflect what ends up in the live game as a result. The goal is to gather player feedback first in order to determine what will go live, and what will need further development.
- The timeline for deployment of changes tested during a Testing Grounds may vary based on nature and complexity of the content. Our goal is to be as swift as possible, and to communicate transparently about our learnings & timeline for deployment once each Testing Grounds phase is over.
HOW TO LEAVE FEEDBACK:
Players will be able to share their feedback in a survey, and through For Honor regular social channels:
PHASE 1 FOCUS:
Fight improvements to Centurion, Gladiator and Warlord. Full details below in the patch notes:
FIGHTERS
Centurion
Charged Heavy Opener
- Maximum charged strike now does 30 damage (from 25)
- Charge portion is now between 300ms to 500ms (from 200ms to 600ms)
- Guard Break Invulnerability now begins 300ms 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
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 (was 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 punch now moves further forward
- Charge portion is now 800ms (from 600ms)
- No longer binds an opponent who is in Revenge Activation
Jab Combo
- Maximum punch now moves further forward
- Charge portion is now 800ms (from 600ms)
- No longer binds an opponent who is in Revenge Activation
Eagle’s Talon
- Now does 45 damage (from 35)
Zone Attack
- 2nd strike can now be Feinted at 200ms
- 3rd strike can now be Feinted at 300ms
- Feints cost 10 Stamina
- Each strike now costs 20 Stamina (from 60/0/0)
- Damage is now 17/17/17 (from 25/25/25)
- Increased forward movement by 1m
- All now cause Medium Hit Reaction (was Heavy Hit Reaction)
Light Attacks
- Light Attack Opener damage is now 17 (from 15)
- 2nd Light Attack Strikes are all now 500ms (from 600ms)
- 3rd Light Attack Strikes are all now 500ms (from 700ms)
- 2nd and 3rd chained Light Attacks damage is now 17 (from 12)
- Recoveries from any Light Attack are now all 100ms later
- [Bug Fix] Out Of Lock attacks should now have the same recovery timings
Parry Counter
- Heavy Finishers will no longer be guaranteed
- Legion Kick can also be dodged
- A new link allows a guaranteed 2nd Lights in chains
- The Parry Counter will also push the opponent less far away to allow for better Heavy Finisher mix-up
Quick Throw
- Removed entirely
- Replaced by the same “Jab” as after a Heavy attack
Throw
- Centurion’s Kick and Heavy Finisher now are launched 200ms later
- Opponent’s Unbalance now starts 100ms earlier
- [Bug Fix] Centurion no longer has Super Armor during the end of the Throw (like other characters)
Lion’s Roar
- [Bug Fix] Improved synchronization between the two fighters
Developer comments: Centurion has generally been very fun to play as, in that the Charged Heavies and Charged Jabs feel extremely powerful. However, they’re not particularly effective in 1v1s against opponents who don’t parry (unless it’s absolutely safe to do so, such as against fully Charged Heavy Finisher). This makes it very hard for a Centurion to initiate combat.
Centurion also has the difficulty that the Charged Heavy into Charged Jab into Eagle’s Talon endures a lot of criticism as being an uninteractive cut scene for the victim (since all hits are guaranteed).
The changes here are meant to allow Centurion to strike successfully more often, and feel as powerful doing it as Centurion players have felt so far. These changes also allow the opponent clear points at which they can stop the chain if they correctly predict the Centurion’s offense (and Dodge the Jab for example). The results here intend to create a much more interactive and dynamic flow of the fight.
Effectively – the cut scene is removed. Charged Punches no longer guarantee any Jab – the opponent can Dodge. Instead, Centurion can Feint the Jab, and can Feint the Charged Heavies – even during the Finisher’s Unblockable portion.
Quick Throw has been replaced by the same Jab, because the Quick Throw didn’t threaten the opponent – the opponent could block the Light or Counter Guard Break the Quick Throw – there was no reason to Dodge and risk getting grabbed. Now, with the Jab option instead, Centurion can threaten opponents after any strike.
Gladiator
Light Attacks
- 2nd Chained Top Light Attack is now 433ms (from 600ms)
- 3rd Chained Top Light Attack is now 433ms (from 600ms)
- 4th Chained Top Light Attack is now 433ms (from 600ms)
- 2nd Chained Side Light Attacks in chain are now 466ms (from 600ms)
- 3rd Chained Side Light Attacks in chain are now 466ms (from 600ms)
- 4th Chained Side Light Attacks in chain are now 466ms (from 600ms)
Fuscina Ictus
- Fuscina Ictus is now 600ms when the target is Out of Stamina (from 800ms)
Skewer
- Added forward movement to the Skewer during the strike, and the feint
Stance Change
- Guard now last 1100ms (from 600ms)
Developer comments: We want to give Gladiator faster tools to improve Gladiator’s 1v1 abilities. Accelerating the Light Attacks and the Out of Stamina Fuscina Ictus should make those moves more usable, and the improved forward movement on the Skewer should allow for it to work in Feint into Guard Break mix-ups. The Stance Change increase now standardizes this timing to all other Assassins’ timings, and should help in group fight situations.
Warlord
Light Attacks
- Warlord Light Attack are now Enhanced. (They do not stop when Normal Blocked)
- Warlord's Light Attacks now have increased range
- Top Light Attack Opener now deal 18 damage (from 17)
- Side Light Attack Openers now deal 15 damage (from 13)
- Top Light Finisher now deal 18 damage (from 20)
- Top Light Finisher still has Medium Hit Reaction (to still allow ledging like before).
Heavy Attack Finisher
- Armor on Heavy Finisher now starts at 300ms (from 400ms)
Block and Stab
- Adjusted Tracking on Stab from Full Block Stance
Developer comments: Warlord’s improvements to the Light Attacks should help allow Warlord to use these attacks in mid-chain, and help Warlord keep the offensive momentum more often.
FAQ Testing Grounds
Why are you creating Testing Grounds?
Testing Grounds gives the For Honor development team a way to gather early feedback on changes we’d like to introduce in the game, and allows players to play an active role in the evolution of the game.
Who can access Testing Grounds?
All For Honor players.
How can players access the Testing Grounds?
Testing Grounds is accessible from the world map, and will take the place of the “Events” front whenever it’s live.
Can you keep your progression?
Progression is shared with the main game. This means that the players can fulfill their orders while playing on the Testing Grounds, and that all rewards earned there will be kept once it’s over.
Is Testing Grounds on all platforms?
Testing Grounds is active on PS4, Xbox One, and PC.
Where can players give feedback on the things being tested in Testing Grounds?
There will be a survey available starting on Aug 29: https://www.surveymonkey.com/r/RZ8SPZ3, and you can also share feedback on our social channels (Reddit, Ubisoft forums, …).
What happens once the Testing Grounds Phase is over?
The For Honor team will review the feedback and plan updates accordingly. While some changes may be implemented into the rest of the game (timing of implementation depends on the nature of the change), there is a chance that some changes will need further development or be removed from consideration.
Will all the changes that are tested in the Testing Grounds go into the live game once the phase is over?
Not necessarily. The content of the Testing Grounds won’t automatically reflect what ends up in the live game as a result. The goal is to gather player feedback first in order to determine what will go live, and what may need further development.
For changes that will be implemented, how much time will it take to the team to implement them into the game once the Testing Grounds phase is over?
The timeline for deployment of changes tested during a Testing Grounds may vary based on nature and complexity of the content. Our goal is to be as swift as possible, and to communicate transparently about our learnings & timeline for deployment once each Testing Grounds phase is over.
How long is Testing Grounds – Phase 1?
Phase 1 is planned to run from Aug 29 (9am EDT) to Sept 12 (9am EDT), unless we run into any kind of unexpected difficulties. In that case we could have to make it end sooner.
What is being tested in Testing Grounds – Phase 1?
In Testing Grounds – Phase 1, we will be testing Hero improvements for Centurion, Gladiator and Warlord. The full patch notes are available on the For Honor website: forhonorgame.com/testinggrounds.
Will there be more phases?
Future phases are dependent upon development needs. If this phase is successful and we have something new that needs testing in the future, then we would consider doing more Testing Grounds phases.