After teasing the release of a new For Honor hero last week, a new content update is set to go live on July 28 with plenty of changes and new content.
The upcoming For Honor patch will be live after some short server downtime and will see the arrival of the previously announced Medjay Hero. Players will be able to purchase the new hero in-game for $7.99 USD. If you’re eager to find out more, here’s the official server downtime schedule and patch notes for the latest For Honor update.
For Honor Server Maintenance Schedule For July 28
In order to deploy today’s For Honor update, Ubisoft will be required to bring the game’s servers offline for a short period of time. As detailed viaFor Honor’s official Twitter page, servers will enter maintenance at9AM ET / 1PM UTCwith downtime expected to last for 1 hour and 30 minutes.
Following the server downtime, players will be prompted to download and install a brand new patch, which will range in size depending on your platform. The size of each patch per platform can be found in the tweet below, or keep scrolling to check out the official patch notes for the July 28 For Honor update.
For Honor Update 2.37 Patch Notes
Below you will find the official patch notes for the July 28 For Honor update:
NEW HERO â MEDJAY
When his friend Bolthorn stole the Scarab Bracelet from the desert kingdom, Neferkha knew what would happen next. He left his homeland to chase the Raider, following the relicâs trail of waste and death to its heart in Valkenheim. There Neferkha found Bolthorn, a cursed shell of his former self. An epic battle ensued â with Neferkha ultimately besting his friend. Rather than killing the Viking, Neferkha spared his life and removed the Bracelet to lift the curse. Having witnessed the relicâs destruction, Neferkha had realized the jewel belonged to a different time and place; it was simply to dangerous, even for himself, the last heir of the Pharaohs. The Medjay left Valkenheim so it might begin to heal. He became a mercenary to buy his way back home, where he would return the Bracelet to its resting place.
Special Capabilities
IMPROVEMENTS
Match End Flow
NEW OPTION: Deactivate the Parry Flash Indicator (in Arena, and all Custom Match Game Modes)
Developer’s Comment:Competitive players in the Dominion Series have been requesting this option for some time. Adding this option is meant to reduce the efficiency of players who have exceptional reaction times and to limit certain kinds of cheats.
We specifically add this as an Option only in Custom Games and Arena so that competitive play can intentionally remove the parry flash to improve the level of offense in their games.
Normal matchmaking games continue to have the Parry Flash to help players learn the sense of timing to Parry attacks.
Out Of Stamina (OOS) State is now less punishing
Developer’s Comment:Previously, players in the OOS could conceivably be forced to stay in that state until killed. If your opponent had a quick Dodge Forward Bash attack, they could continually bash you to keep your stamina from ever refilling, while slowly killing you and limiting your options. By removing Stamina Pause while OOS, you should be able to get out of OOS more reliably, which should be less frustrating.
Similarly, weâve now given back full Stamina whenever you get up from the Unbalanced state. The intent is that if youâve been unbalanced, the opponent should have a single good opportunity for a punish, but not more than one. Out of Stamina punishes are typically the highest damaging punishes available â while we want players to have an opportunity for a big punish when their opponent overextends, the reward could be larger than intended when the opponent remained Out of Stamina and could be unbalanced for another large punish. This change should address this concern and make becoming Out of Stamina less frustrating.
Improvement to Targetable Feats thrown at a Locked target who is Dodging or has the Stealth feat active
Developer’s Comment:Weâre changing how Targetable Feats interact with Stealth and Dodging opponents to make the feats more consistent.
When an opponent had Stealth active, Targetable Feats would miss at moments where they did not feel like they should (ie. Your opponent was walking sideways). This makes the Feats more consistent in their tracking of Stealth opponents and no longer have Stealth be a hard counter to Targetable Feats.
Similarly, some Targetable feats, such as Grenade-type feats, had a tracking issue when used against a Dodging opponent, where they would land in unexpected locations. With this change, they should land as expected at the opponent even if they Dodge.
Targetable Feats are still able to be Dodged, but the result of the feats should be more consistent with the anticipated behavior.