UbiInsulin

UbiInsulin



18 Jun

Post
Greetings Warriors,

We would appreciate you taking a moment to complete a short survey. Your responses will help us to better identify the issues which matter most to our community and further improve the For Honor experience.

Thank you in advance,
The For Honor Team

LINK: https://ubi.li/N0p7a

14 Jun

Comment

Hey there! Thanks for sharing the pic of this problem.

This issue is under investigation, and we are aware of prior reports of this occurring: https://forhonor.ubisoft.com/bugreporter/en-us/issues/FH-1875 .


11 Jun

Comment

Hello, if you're encountering this issue (not just OP), please send me a PM with your Xbox gamer tag/Uplay ID if you'd be so kind!

Thanks for sharing this info here.

Edit: I will likely not be able to respond over the weekend, but I'll be sending any account details to Prod so they can investigate this issue.

Post

Greetings Warriors,

We would appreciate you taking a moment to complete a short survey. Your responses will help us to better identify the issues which matter most to our community and further improve the For Honor experience. :)

Thank you in advance,
The For Honor Team

LINK: https://ubi.li/hBZ34

External link →

10 Jun

Post

PS4: 1.8Gb, Xbox One: 1.8Gb, PC: 1.9Gb

IMPROVEMENTS

FIGHTERS

Berserker

  • CHANGES INTEGRATED from the Testing Grounds:
  • Top Light:
    • Top Light is now 500ms (was 600ms)
    • Top Light now deals 12 damage (was 13) due to speed increase
    • Top Light now costs 9 stamina (was 12)
    • Top Light After Feint is now 400ms (was 500ms)
    • Top Light After Feint now deals 11 damage (was 12) due to speed increase
    • Top Light After Feint now costs 6 stamina (was 9)
    • Top Light OOS is now 800ms (was 900ms)

Developer’s comment: These changes normalize all of Berserker’s neutral light attacks, giving them all the same utility.

  • Sprint Attack:
    • Sprint Attack range increased to 2.5m (was 2)
    • Sprint Attack forward movement increased

Devel...

Read more External link →

17 May

Comment

I don't think Daubeny would complain about how this portrays his musculature.


13 May

Comment

Originally posted by TANKSDIDNOTHINGWRONG

Hey sorry for writing you an essay response but here goes...

I do understand your point. Truthfully, I think that really comes down to the community having very different opinions on what direction the game should take. Which is something, in my opinion, is something that the devs should take a firmer stance on and tell the community what their plans and vision for the game should be. Hero stats and winrates will never stop the divide behind a lot of the community wanting different things. There will always be disagreements in the community and they will always get salty. I dont think trying to fight the communities toxicity is a worthwhile time investment and I don't think that should be the purpose of releasing these stats.

Here's what I think making these posts will do:

-It is such an easy way to honestly and regularly stay in touch with the community and to show the devs are listening and communicating.

-No community has ever complained about th...

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All super interesting points, though I have disagreements with a few of your premises. I'm not averse to doing stats again.

Honestly, if there is a takeaway from the stats overall, it's probably that "simple health and damage are way more influential than people think + Reflex Guard is a drawback, as most people understand."


10 May

Yep

Comment

Originally posted by TANKSDIDNOTHINGWRONG

Show us the numbers.

You have the numbers. You used to compile matrices of winrates and pickrates in ranked duals and duals and in what skill ranges. People can bicker and bitch about what heros best and what moves are best. Having cold hard numbers will at least point the communities bitching about this and that in a more cohesive direction. Rather than dozens of voices complaining about their own biases and this move and that feat.

Eg: show the number of light parries in low rank duals and 4s compared to higher rank duals and brawls to finally shut up the incessant "light spam" complaints. Show who's feats land the most and do the most damage/kills in a game. Show how often heros land strong finishers Vs heros that are stronger in neutral and dodge attacks (spoilers the latter wins)

Post them in the subreddit and see how many voices rally around one point versus what people belly ache about in the comments

Thank you for listening to my Ted talk

...

Post them in the subreddit and see how many voices rally around one point versus what people belly ache about in the comments

Just to be brutally honest: the cold hard numbers never did anything to stop any disagreements. Ever. Not that that's really the goal of releasing them, but I've seen a lot of proof that this is exactly what won't happen.

Yep

Comment

Originally posted by Numberlittle

If i need to share my personal opinion, the balancing has been the best since i started playing (16 October 2018). When i started, there were a lot of weak heroes with Boring kits and the game was a lot more focused on the defense side, making it more stale.

I need to say that the devs are doing a great work in my personal opinion, i love all the buffs and rework they are doing instead of nerfing the heroes with more complete kits. I hope they will continue this way! I can't wait to see the next TG, i hope there will be a lot of weak heroes addressed like the last one

Thank you! I think we've come a long way and gone through a lot of Testing Grounds to reach this point. We hope to continue progressing things in this fashion.


07 May

Yep

Comment

Thank you for using the meme format Emote at least. :)

The picture is even more complicated than just "a community of two sides" though. We also have in-game d a t a, survey results, and the dev team's intuition.

When players say we made the Gryphon changes in reaction to Reddit, that was not the whole justification. He had spectacular in-game winrates and was a huge topic in our survey data as well.

Similarly, when players said we pushed the CCU live because we only care about competitive players on PC: sure we want to prevent staring contests in tourneys, but it's also a game design preference. We have recognized the need for more offense in the game since very, very early days, and it's been a dev team priority for a while.

We have a holistic approach. So do the "different communities" influence us? Yes. But we never close off a source of feedback, or pick a favorite side. We have one game and we have to make one balancing decision for the build t...

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26 Apr

Post

IMPROVEMENTS

Gryphon

Side Dodge Attacks (Soul Cleaver)

  • Side Dodge Attacks are now 14 damage (down from 16)
  • Side Dodge Attacks can no longer be delayed in side dodges; they will now always happen at 300ms (previously delayable until 500ms)

Dev Comment: This should make Side Dodge Attacks more predictable, as well as making it impossible to delay to dodge on most mix-ups, while still being a good dodge attack that leads to finishers.

Veteran's Kick and Slash

  • Kick Follow-up damage has been reduced to 24 (down from 28)

Gryphon's Shove

  • Gryphon's Shove is now a Dodge Forward + Guard Break input
  • Gryphon's Shove no longer chains after a miss
  • Gryphon's Shove now costs 15 stamina (up from 12)
  • Gryphon's Shove no longer pauses Stamina Regeneration

Dev Comment: The previous Back + Guard Break input of 600ms was unreactable for ...

Read more External link →

09 Apr

Comment

Thanks everyone for all the feedback! I've read through the vast majority of your replies and tallied them to present overall feedback to the team.

It was a fun week! Love to see so many people enjoy these Testing Grounds. I have to remain somewhat mysterious about the future in terms of timing/roll-outs of the changes, but discussions are well underway. :)


29 Mar

Comment

Originally posted by tiff92

Checking on this. Thanks for the tag.


26 Mar

Comment

Originally posted by The_Filthy_Spaniard

Thanks for sharing this Insulin, it was a delight working with you on this project! Thank you for the opportunity!

It was truly my pleasure! I knew for a fact that this video was going to be great due to your involvement, and the other Ubisoft folks who didn't know of you beforehand were quickly convinced of that as well. :)

(Speaking of which, a huge shout-out to the content team for the amazing editing work, which I think elevates the superb content even further)

tl;dr: Bravo, Spaniard!


24 Mar

Comment

Originally posted by Chloe_SSB

I do think this video is excellent, I just dislike the titling. Not all pros are pro in Dom (or at least didn't used to be, I haven't had enough time back to see if we have a decent duel tourney scene). Great resource for people looking to improve in Dom, but not so much for people looking to improve in duel.

One significant reason we made the video this way is we had access to huge amounts of high quality footage from the Dominion Series: https://www.youtube.com/watch?v=-eujFElVDvQ .

Dominion also has a lot more moving parts, so the need for explanation is more present imo. People sometimes see a well-practiced gank and think it's just thoughtless spamming. One thing I really like is Spaniard explaining the difference between a successful gank and a failed gank by the *same team*.

But I'm all ears if you have suggestions for a video about Duels.


23 Mar

Comment

Originally posted by JamieCvs

sapniard isn't a pro

he's a pro to me


22 Mar

Comment

I think the crowd is from 2017 and recently got cutscene'd.

(Love this proud Gladiator)

Comment

Too stronk. ᕙ༼ ͝°益° ༽ᕗ


17 Mar

Comment

Originally posted by EliteAssassin750

Didn't they say one of the changes from the TG would be that Warden's zone wouldn't be undodgeable? Am I tripping

https://imgur.com/KjJ1fdG

You are not, in fact, tripping. The patch notes are now updated. Sorry for the confusion caused!