IMPROVEMENT
FIGHTERS BALANCING CHANGES
Warden
Feat rework
- Body Count has been replaced by Death Toll
- Death Toll: Killing Soldiers and Pikemen now grants you 3 Health and 3 Stamina
- Fiat Lux has been replaced by Enfeeble
- Enfeeble: Hitting an opponent with Shoulder Bash reduces their damage by 10% for 10 seconds
- Takedown has been replaced by Total Recovery
- Total Recovery: Whenever you revive an ally, they return at full Health instead of Half Health
- Catapult has been replaced by Trebuchet
- Trebuchet: Call a quick Trebuchet strike to deal 70 damage over an area. There is no fall off damage within the affected area. The damage is dealt 1 second after the Feat is used.
- Cooldown: 180 seconds.
Dev comments: We've reintegrated Warden's Feat Testing grounds into the game. The feats remain mostly unchanged from the Testing Grounds except for Takedown which now reduces Attack Damage by 10% instead of 20%.
Sohei
- Heavy Opener Attacks now gain Uninterruptible Stance at 400ms during the attack
- Mad Monk now gains Uninterruptible Stance at 400ms during the attack
- Soul Attacks now have more forward movement and rotation speed
- Sohei now gains Souls when a Soul Attack trades on the same frame as an opponent's attack
- Sohei can no longer gain Souls on a successful Bulwark Counter from Black Prior
Dev comments: Sohei's attacks are slow on purpose; the hero is the largest hero we've built, and considering both Guardbreak and Parry chain to the Soul Attacks it is fine that the Heavy Openers are slow. However, this comes at a cost where the attacks are more difficult to use than intended. We've thus given them and Mad Monk Uninterruptible Stance to help them trade and lead to Sohei's Soul Attacks in an easier fashion. We are looking at the hero's performance further and will adjust more if necessary.
Lawbringer
- NEW MOVE: Precise Jurisdiction
- Performed after a Front Dodge by pressing Light Attack
- Can be performed in all three stances
- NEW MOVE: Final Jurisdiction
- Performed after a Front Dodge by pressing Heavy Attack
- Can be performed in all three stances
- Top Heavy Opener now deals 25 damage (up from 23)
- Side Heavy Openers now deal 22 damage (up from 20)
Dev comments: Lawbringer needs a way to catch opponents that are running away reliably, but has a unique aspect in his moveset where the hero can perform his Opener Light and Heavy attacks during his Front Dodge, creating unique mixup opportunities with his Front Dodge Shove. We did not want to remove that unique factor from Lawbringer while also giving him a way to chase opponents, and thus we created two new moves, which keep the functionality of the Opener attacks during the Front Dodge but with more forward movement to get up close to opponents. We also adjusted Lawbringer's Top and Side Heavy openers to deal 2 extra damage, which should help in situations where Lawbringer gets wall staggers and performs these attacks.
Nuxia
- Reworked Zone Attack
- Attack is now a 2-hit Attack
- The first hit is a 500ms attack that deals 11 damage
- The second hit is a 800ms attack that deals 24 damage
- The second hit can be feinted and can also be soft feinted into Traps
- Attack is now a 2-hit Attack
Dev comments: Nuxia's Zone Attack is a potent mixup with high damage potential, but is difficult to use, especially when outnumbered, due to its slow speed. With this new change, she should have an easier time hitting multiple opponents, and should have an easier time leading to Traps.
Hitokiri
- Now has 125HP (down from 140HP)
- Now has 120 Stamina (down from 130 Stamina)
- Rei Kick and Rei Sweep no longer drain Stamina
- Endless Myriad now has less forward movement
Dev comments: Hitokiri is still overperforming after the Trajectory changes, and so we're targeting some aspects of the hero to make them perform a bit less. We've lowered their HP by 15, making trading with the hero less optimal, and lowered their Stamina by 10 to also force them to conserve Stamina more effectively and attack less. Their bashes also no longer drain Stamina, which puts Hitokiri back into Stamina deficit, and Endless Myriad now moves forward less, which should help with target swapping situations and hitting people externally. We're keeping an eye on the hero still and will adjust as necessary.
Varangian Guard
- Standardized Superior Block window on the following attacks to 200ms, down from 300ms
- Opener Lights
- Finisher Lights
- Sellsword's Bounty
- Sellsword's Valor
- Hjaldr Oathkeeper
Dev comment: We initially put Varangian Guard's Superior Block window on her Light attacks to be 300ms to encourage players to use them and to have more opportunities to properly block with the attacks. While it did have the intended effect, it also came with an unintended side effect being too strong and being able to Superior Block attacks too easily. We are thus changing their timing to be in line with other Superior Block attacks in the game, with a 200ms window, from 100ms to 300ms during their respective attacks' startups.
Berserker
- Fixed an issue that allowed players to dodge sideways in the incorrect direction under certain circumstances
BUG FIXES
CUSTOMIZATION
[Bug Fix] Fixed issue where the game crashes that can occur after updating to Windows 11 24H2
[Bug Fix] Fixed issue where Players having battle bundle purchased does not receive 20% bonus battle Points
[Bug Fix] Fixed issue where the animation of the Respectful Kill execution is offset
[Bug Fix] Fixed a visual issue where the Zhanhu Premium Skin equipped
[Bug Fix] Fixed an issue where a Ornament disappears on Kensei Hero's Alternate Bodytype FH-5760
[Bug Fix] Fixed an issue where a player can break collision on the Walled City on the Breach map by using a Ballista FH-5199
[Bug Fix] Fixed an issue where the thunderous Rage eyes effect isn't positioned correctly on some heroes FH-8262
[Bug Fix] Fixed an issue where in the canyon map a dock has floating in mid-air
[Bug Fix] Fixed an issue where Breach Attackers can pass through Hallowed Bastion phase in two FH-8269