New legendary weapon in For Honor. New Hero: Dark Prior

  • 04.01.2020
  • Dark priors perform on the battlefield in the role of defenders. They masterfully own a sword and shield, and even in the attack use defensive tactics. The rack "Bastion" allows them to block the blows from all directions, and on time the "Bastion" counterattack will reduce any adversary attack.
  • Difficulty: Low / Medium
  • Protection Master
  • Provides excellent support

Special skills

  • Rack "Bastion": a special rack that allows you to block all shocks
  • Bastion dissective blow: a powerful attack that can be replaced by another blow
  • Drawing "Bastion": allows you to confront any opponent attacks, including unlockable. It does not act when applying the opponent's piercing protection.

New card: Harbor

  • Dark priors arrived in the port city on the shore of Lake Euitrivannene to help Knights in Defense.
  • The map is available in the "Capture of Territories" modes, "Destruction", "Fight", "slaughter" and "Duel".

Heroes

Sygoki.

Developer comment: The purpose of these improvements is to allow Sygoki to start the battle there that he can keep the opponent's onslaught and apply combinations ending with effective blows. In addition, Sygoki should be able to defend against the enemy attacks and after applying the final impact (especially when using the "Demon embrace").

  • Unstable defense
    • Passive disruptive defense Symkoks are removed from the game.
    • However, now many of his attacks will receive the usual effect of the disadvantaged defense.

Developer comment: because of this feature, players for Sygoki acted on the battlefield extremely passively and adhered to defensive tactics. They waited for an opponent's attacks, so that, ignoring it, with a guaranteed success to apply the breakdown of protection or put a weak blow. The change is intended to motivate players to choose a more aggressive battle style, using attacks with the effect of disadvantaged defense.

  • Health:
    • Health stock is reduced to 140 (earlier - 160).

Developer comment: during the restoration of the passive disadvantaged defense, Sygoki received elevated damage. Now there is no longer such an effect in the game, and the admission of "Demon's arms" allows you to more effectively restore health. Therefore, we considered it necessary to reduce the maximum health margin of the hero.

  • Weak strikes:
    • The execution time of weak blows is reduced to 500 ms (previously - 600 ms).
    • Now the second weak strike of the hero and all subsequent weak blows get the effect of an uncomplicable defense

Developer comment: with a duration of 600 ms, the slopes of Sygoxes were too easy to parry, so the players rarely used them at the beginning of the battle. In addition, weak blows, equipped with the effect of disadvantaged defense, will increase the effectiveness of the hero when exchanging strikes with the enemy.

  • Powerful blows:
    • Powerful finishing strikes can now be fully strengthened, why they become unlocked.
    • Now even non-blockable powerful blows can be replaced by another blow.
    • The hero, as before, can use the penetration of protection to replace these blows to the "Demon Hugs", but now it can be done, even if a powerful blow has become unlocked.
    • Now the effect of disadvantaged defense applies to the animation of powerful blows.
    • The duration of the unnecessary powerful blows starting the series is reduced to 800 ms (earlier - 1100 ms).
    • Now the impaired and fully reinforced blows require 12 units. endurance. Previously, the basic cost was 12 units. and increased depending on the increase value.

Developer comment: previously, powerful blows Syglows demanded high endurance costs and were ineffective in combinations. We hope that thanks to these changes, Sygokok will demonstrate in attacks a more dangerous series of techniques.

  • Headbutt:
    • The success of the end of the head of the head after weak strike is no longer guaranteed.
    • Now the head of the head can be performed after any weak or powerful impact, novice series, as well as after an attack on the area, regardless of the result (input, miss or block).
    • Now the head of his head takes 50 units. Endurance instead of 80, stunches the enemy and allows you to hold a powerful finish blow.
    • Blow head no longer repels the enemy.

Developer comment: Previously, the head blow allowed the opponent for a short time, but it could be used only to break the distance and get a short respite. Now it can be used more often, while the enemy remains near, which allows you to continue to attack it. This change allows you to make that after using the strike, the head of the player could apply a powerful final blow and conduct a dangerous combination with a non-blockable powerful impact, or replace it with the breaking of protection or reception of the "Demon embrace".

  • Demon embraces:
    • The "Demon Hugs" can only be applied when the protection breaks during a throw or when replacing any powerful blow to the breakdown of protection.
    • An uncomplicable defense begins with 500 ms and has already been valid from 900 ms (earlier - with 1200 ms) in the neighboring distance.
    • Now this reception restores 25 units. Health (earlier - 40) and causes 25 units. damage (earlier -40).
    • With a critical health indicator, you will not be able to kill one blow with its help.
    • In the case of a successful hit, it will fully restore the stamina supply.
    • This technique no longer takes 40 units. endurance among the target in the case of a successful hit.
    • Now he spends 35 units. endurance (earlier - 45) and no longer causes damage to Sygoki in case of misses (previously applied 60 damage. damage).
    • Binding in successful hit is now interrupted by the attacks of allies or opponents.
    • Reception "Anniversary of the Demon" no longer interrupts the enemy transition to the "rage" mode .

Developer comment: "Anniversary of the Demon" - the most famous reception Sygoki, but it was very difficult to perform in a fight one on one: the opponent easily recognized him and did not give to apply, and for a successful throw, it was necessary to be at the wall. Having accelerate this attack and allowing you to replace all powerful blows on it, including those that cannot be blocked, we made it more efficient.

We also did not like that the only successful admission of the "arms of the demon" led to the guaranteed death of the enemy, if his allies were located next to Syglows, so they decided to make it easier to interrupt the reception.

  • Attack in the area:
    • The execution time of the area in the area is now 600 ms (earlier - 900 ms)
    • At 400 ms, the attack on the region becomes continuous.
    • Now the area attack is one blow - but after it you can hit your head and powerful finishing strikes.

Developer comment: we hope that, having accelerate this attack and allowing the final blow after it, we raised its effectiveness in group fighting and helped the hero to reduce the distance with the enemies who are trying to stay at a distance.

  • Attack from running out:
    • Now this attack is performed from the top rack.
    • It can follow the head and powerful finishing strikes.
  • Bowl of Demon:
    • The execution time is reduced to 800 ms (previously -1200 ms).
  • The ability to "vitality":
    • Resistance to the damage with full health reserve is now 0% (earlier - 20%)
    • Resistance to damage with health reserves below 130 units. Now it is 5% (earlier - 25%)
    • Resistance to damage with health reserves below 100 units. Now it is 10% (earlier - 30%)
    • Resistance to damage with health reserves below 70 units. Now it is 20% (earlier - 40%)
    • Resistance to damage with health reserves below 40 units. Now it is 30% (earlier - 50%)

Developer comment: the main task of the ability to "vitality" was to reduce the increased damage, while the passive disruptive defense of Sygoki was restored. But now, since this ability is removed from the game, the rate of reducing damage due to "survivability" was strongly overestimated. Having reducing these indicators by 20%, by and large the percentage of additional damage, which Symkoki received earlier in periods of vulnerability.

  • [Correction] Fixed a problem, as a result of which Sygokok turns 180 degrees when they started to perform "jerk". We made this correction, leaving Sygoki the ability to adjust the movement angle more smoothly.

Estimated

Developer comment: The purpose of changes for the deliverant is to increase damage caused by impacts, as well as its effectiveness when killing opponents and performing impacts. Before the accurate accurate damage was reduced in the 6th season, it was a very strong hero. Now, when she has a useful interruption of throwing a dagger, we try to find the right balance: so that the damage is high enough, but not as early as before.

  • Punching protection:
    • Now the breakup of protection gives 800 ms to apply a powerful starting series of shock from the side.
    • Now after breaking protection, it is possible to make an attack on the area.

Developer comment: The breakdown of the relief was previously not fitted with similar techniques of other heroes; "Piercing" was the only reception that allowed damage after breaking protection. Now the reception "Punching protection" of the deliverant provides more features: after it you can use piercing, a powerful kick from the side, novice series, and an attack on the area.

  • Powerful blow from above, novice series:
    • A novice series of a powerful blow on top of it is now delivering 23 units. damage (and not 20).
    • The novice series of a powerful blow from above now lasts 900 ms (and not 800 ms).

Developer comment: now the novice series of a powerful blow from above will allow the reliability to apply more damage after parrying weak blows (but it will not automatically fall into the target after breaking protection.

  • Damage
    • Attacks with dips now apply 17 units. damage (and not 15).
    • Powerful shots that end the series are now applied 27 units. damage (and not 25).
    • Weak blows that open a series are now applied by 14 units. damage (and not 13).
  • Endurance costs:
    • Applying a deep wound now requires 12 units. endurance (earlier - 25).
    • Interruption of throwing a dagger now requires 6 units. endurance (earlier - 10).
    • The attack on the region now requires 40 units. Endurance for the first blow (previously 60) and 20 for the second (earlier - 0).
  • [Correction] Fixed a problem, as a result of which the beloved was sometimes stuck in place (while the bega animation was reproduced) after the attack on the region was performed.
  • [Correction] Fixed a problem, as a result of which the ridder sometimes rotated 360 degrees when switching to the left rack after blocking a powerful impact.

Leader

Developer comment: The purpose of these changes for the leader is to reduce the power of the "crashing jerk", which was too large in battles 1x1. We do not like when attacks without the seizure of the target become the decisive feature of the hero in the fights. Therefore, in the case of the leader, we decided to shift the emphasis on the ability to capture the goal, expanding its choice of options for a series of shocks and improving the basic strikes.


Weakening attacks without capturing the goal:

  • Crueling jerk:
    • The crashing jerk is now activated after 500 ms (previously 300 ms).
  • Wheel skulls:
    • Reception "crawling skulls" is now considered weak, and not powerful
    • Reception "crawling skulls" now allows you to strike your head only after 100 ms
    • The reception "crawling skulls" no longer allows you to guarantee your head after successful blocking.
    • The damage will be 35 units. (Earlier - 25 units.)

Strengthening:

  • New episodes:
    • Added new series: weak -\u003e weak and powerful -\u003e powerful.
  • Fingering weak blows:
    • The execution time of all weak finishing strikes is now 500 ms (previously 600 ms).
  • Starting series of weak blows:
    • After successfully applying reliable protection, weak blows are now becoming unlocked
    • Damage from a novice series of weak strike from above after reliable protection increased from 17 to 29 units.
    • Damage from the novice series of weak hit after reliable protection increased from 13 to 25 units.
  • Powerful damage:
    • A powerful impact on top of it now causes 33 units. damage instead of 25.
    • A powerful side of the side is now delivering 35 units. damage instead of 30.
    • The powerful final impact on top of now causes 35 units. damage instead of 30.
    • The powerful ending run side is now delivering 40 units. damage instead of 35.
  • Attack in the area:
    • The attack on the area is more impossible to dodge
  • Strengthened defense:
    • To activate reinforced defense, 10 units are required. endurance (earlier - 15).
    • 5 units are spent on maintaining reinforced defense. endurance per second (earlier - 4.5)
    • After canceling the reinforced defense, the player no longer receives a fine to the speed of reinforcement for 4 seconds.
  • [Correction] Fixed a bug due to which the players could not parry at the time of the abolition of reinforced defense.

Rating of players and the selection of opponents

  • Now only the number of victories and defeats affect your rating.
  • To make this change immediately affected the algorithm for the search for rivals, we reset the rating of all players.

Developer comment: to improve the algorithm for the selection of rivals, we will change the criteria for assessing the skill of players. Now the fact of victory or defeat itself will be taken into account. All additional parameters affecting the player's account (number of killings, fame, etc.) will not be taken into account. This change will affect all the game modes, with a rating or rating.

New awards

New Awards in Arcade mode

  • A unique weekly battle in Arcade mode: a trophy "Pink plasma shock".
  • A unique battle in the "Arcade" mode on the usual rules: Standard Armored Reality Armor.

Developer comment: in the "Arcade" mode, new awards appeared. The rules for their acquisition remained the same. If you have already mined all the trophies of the "crimping offensive", you will begin to get trophies "pink plasma shock". If not, then the trophies you receive will be alternating.

Update test awards

  • Added details for helmet and symbols for heroes at lin and dark privities.

Developer comment: if you have fulfilled the requirements for unlocking these items, they will be automatically added to your gear.

New winter items!

  • New themed winter masks are already available to all heroes!
  • For each of the 22 heroes 1 new legendary Ice type weapon


New gear

  • Get new legendary equipment for the heroes that appeared in the game until the 1st season of the 1st year, collecting prey on the battlefield:
  • Together with a dark prior, you will get:
    • 25 new types of weapons (different rarity levels).
    • 12 armor sets (different rarity levels).

Developer comment: we have added new types of weapons and armor to expand personalization opportunities for all your heroes. Simultaneously with the output of the fraction, Lin appeared an additional legendary reservation kit for them.

MAIN MENU

  • At the request of the players, we made a more convenient choice of heroes: now it is made in the main menu. The dark prior will be the first in the list, but only during the first weeks of the season.

Improvements

General

  • Now, when sliding down or attack the enemy on the stairs, the opponent will not get damage. The enemy can only reset. Damage when falling has not changed.

Developer comment: during the battle on the stairs, damage was unevenly distributed. Moreover, it seems to us that such skirmishes are not justified.

Bots

  • We slightly lowered the protection at the bots of the 2nd and 3rd levels. Now the players will have more opportunities in terms of attacking and holding a series of attacks.

PC.

  • Added the ability to choose a preferred controller type in the control parameter menu. Available options: Auto, Xinput, DirectInput and Off.

Developer's comment : Many players faced performance problems due to controller drivers and methods for detecting multiple input types, so we added the ability to specify the type of controller used to configure the game to receive data only selected type.

If you have not come across problems of this kind, select the "Auto" parameter.

Fixed troubles

General

  • [Correction] Fixed a problem, as a result of which skills during matches were not unlocked when the player gained the right amount of glory points, having completed a series of murders or destruction.
  • [Correction] Fixed a problem, as a result of which the health replenishment in the "assault" mode, healing when capturing zones in the "seizure of territories" and the effects of health enhancement did not remove the effects of bleeding.
  • [Correction] Fixed a malfunction, as a result of which the attack was performed twice when the hero is located next to the wall.

Heroes

The Conqueror

  • [Fix] Fixed incorrect display of a weak strike from above at the conqueror.

Berserk

  • [Improvement] Improved many types of animation:
    • Powerful blows (all directions).
    • Grad powerful blows (all directions).
    • Hail of weak blows (all directions).
    • A series of 3 powerful blows (all directions).
    • Fint followed by a weak blow.
    • Fint with subsequent powerful blow.
    • Aversion forward + a powerful blow.
  • [Correction] Fixed a problem, as a result of which Berserk, performing a throw back, did not deprive the enemy of equilibrium, if he faced with any object.

Kensei.

  • [Correction] Fixed a problem, as a result of which the sound effects of powerful blows on the side with dips and weak strikes from the side of Kensei was played too late.
  • [Correction] Fixed a malfunction, as a result of which a powerful blow from the top of Kensei did not interrupt the reception of the shaman "Grace of Predator".

Oroty

  • [Correction] Fixed a problem, as a result of which, Oryota, after the use of any emotions, the last of the protective racks involved in battle was reproduced.

Sync

  • [Correction] Fixed a problem, as a result of which the reflection of the attack did not apply the damage of the hyperbron.

Highlander

  • [Correction] Fixed a problem, as a result of which the Highlander, performing a powerful non-blockable strike on the left, was less vulnerable to breaking protection. Now the vulnerability period is 400 ms (earlier - 100 ms).

Shamanka

  • [Correction] Fixed a problem, as a result of which the shaman could switch to a target at a very long distance, while performing a series of light shocks.
  • [Correction] Fixed a problem, as a result of which, after the use of any emotions in battle, the latter from involved protective racks was reproduced.

Aramus

  • [Correction] Fixed a bug, due to which Aramus sometimes made a jump when changing the rack on the upper after the cancellation of the "rapid wind".

Tiandi

  • [Correction] Fixed a bug due to which Tiandi's taking a "punch palm" could cause damage through obstacles.
  • [Correction] Fixed a bug due to which the opponent hit by Tiandi's Tianty "Padonew" could not activate the "rage" mode during the reaction to the blow. Now you can activate the "rage" mode after 300 ms (previously 700 ms).

Nusa

  • [Correction] Fixed a bug that allowed the players not participating in the duel to apply throws and other moving abilities to characters affected by the jade ballet.

Master

  • [Correction] Fixed a bug due to which the wizard's weapon sometimes passed through the wall before the blocking is triggered.
  • [Correction] Fixed incorrect animation of blood splash after a number of techniques, such as "cunning wind" and "powerful scope".
  • [Correction] Fixed a problem, sometimes brought to incorrect response to the "Capture of Lion" in the near distance.

Skills

  • [Correction] Fixed a problem, due to which the skill "benefit" did not act on commanders in the Sturm mode.
  • [Correction] Fixed a problem, due to which the light trap skill indicator appeared with a delay if the enemy's activated trap was already in the field of trap.
  • [Correction] Fixed a bug that brought the "Conqueror" animation animation during the amplification of the Taran in the Sturm mode.

STORM

  • [Correction] Fixed a graphic problem, due to which the weapon cleaned into the sheath and was incorrectly displayed when the player took on the control of the ballistant.
  • [Correction] Fixed a problem, due to which the shells of the ballists could pass through some objects in the sacred bastion.
  • [Correction] Fixed a problem, because of which the player sometimes teleported to the point of appearance of the flag if he raised the flag at the moment when the ram was thrown on it. Now the ram will only repel players.

THE GIFTS

  • [Improvement] Players can join the already started game in the "Gifts" mode for 45 seconds (previously 30).
  • [Correction] Fixed a bug, due to which the offering fell when the hero conducted a counter, without receiving damage.

Bots

  • [Correction] Fixed a problem, due to which the bots were incorrectly reacted to Kensei's attack on the region.

Penalty for the way out of the game

  • [Correction] Fixed a problem, due to which the player was excluded from the game for inaction, if its controller was disconnected at the very beginning of the battle.

INTERFACE

  • [Correction] Fixed a problem that brought to display the message "You cannot join the group: first pass the workout," when the player received an invitation before the main menu was opened.
  • [Correction] Fixed a problem that sometimes brought to the display of the message "Expect the Leader of the Group" after the leader left the group.
  • [Correction] Fixed a problem, due to which the band members sometimes saw an empty world map instead of the selection of opponents.
  • [Correction] Fixed a problem, because of which, after editing the coat of arms, the confirmation was sometimes not displayed.
  • [Correction] Fixed a problem, due to which the timer was sometimes displayed on top of the main menu after the player closed the window with the completed battle statistics.

Personalization

  • [Correction] Fixed a problem, due to which the effect of reputation 60 "sulfur splashes" was not part of the armor for reputation 60.
  • [Correction] Keeping "Record" is now applied faster to player to receive the opportunity to manage his character again. The amount of health replenished remains unchanged.
  • [Correction] Fixed a bug due to which the armor for reputation 50 was not unlocked when the 50th level of reputation was reached by the heroes of the lin fraction.
  • [Correction] Fixed a bug due to which the Oryota armor for 26 reputation level did not have a "bonsai" symbol.
  • [Correction] Fixed incorrect display of emotion conqueror "Death Map".
  • [Correction] Fixed incorrect display of gladiator emotion "Stone! Scissors! Paper!".
  • [Correction] Fixed a problem that caused the incorrect position of the camera when performing a blowing strike "Offset!".
  • [Correction] Fixed incorrect animation of the seeking Master "Muchaka", which arose when was the ally between the master and the enemy.
  • [Correction] Fixed incorrect animation of the finishing strike of Justiciaria "Tuk-Tuk", which arose under certain circumstances.
  • [Correction] Fixed a problem, due to which many fingering strikes were not accompanied by a controller vibration when viewing the personalization of heroes on the screen.

PC.

  • [Fix] Fixed a problem that caused the appearance of messages from the chat in the log gaming eventsIf the player performed the tasks of the arcade mode alone.
  • [Correction] Fixed failure that occurred when the confrontation screen appears if the bulk light has been turned on in HBAO + mode.
  • [Correction] Fixed a problem that caused a failure when switching between the monitor and TV.

Below are the parameters and characteristics of weapons for people who have just started playing at the start of the game. I leave this part as the memory of old times to follow the seasons to observe the progress of updates in the execution parameters.

Introduction

I will begin, perhaps, not every person on the closed or on Open testing I understood what he answers every characteristic in his armor or weapons


Each character has 6 pieces of equipment: 3 armor and 3 parts on weapons. In the future, I will consider each part and talk for what she answers.

Resistance when blocking:
When you block the attacks you get some part, but still damage. The higher this item, the more this damage you will be focused.

Restoration of endurance stock:
Here everything is simple. This item is responsible for the recovery rate of our custody, which we spend on any our action. But be careful if you spend the whole strip, then the strip will become gray and until it is completely restored you will be without strength, but I will come back later.

Bib

Here we have 3 characteristics:

Health Restore for Fixing:
When you complaint your opponent, you probably noticed the glow around you and light away. Actually the higher this item, the more your HP you restore

Damage when blocking:
Remember the above point in the violation of the block when blocking? There is the same, only on the contrary: the higher this item, the less damage will be able to absorb the enemy at the block

Run speed:
Well, there is even no sense to describe it

Here we have 3 characteristics:

Resistance to negative effects:
If briefly, it is bleeding gap, poison nobusi and berserka, as well as all skills on stunning, etc. The overestimation of this parameter will give you the opportunity or to get less damage (in the service at all the resists have a second skill), or a rapid waste from the same stun


Himself rage gives us more health, strikes without waste of steel and actually an increase in damage. And this item is responsible for the duration of this effect. We will return to the rage back to weapons.

Restoration of endurance:
Do not confuse with the restoration of endurance in your manner. I have already mentioned that when we decide all the stamps, the strip becomes gray and until it restores completely you can not do anything, and any action will only steal the process. This item is responsible for ensuring that this gray scale is recovered as quickly as possible.

If everything was clear with the armor, then in weapons I will be through the slash to indicate what the things are called from other classes

Here we have 3 characteristics:

Throw range:
Responsible for how much the enemy will fly away when you try to him block and pushing in some side

Reducing recharging time:
The item responsible for recharging the most perks over the rage scale that you pump up during the match.

Fire protection protection:
Responsible for reflection points or damage in Revenge. Those, during a rage, in addition to increased health and increase damage, we also obtain an increase in the resists, that is, damage will be leaving to a lesser extent.

Firefish glasses when protecting:
When you reflect the attacks, your rage accumulates you the same strip of rage.

Here we have 3 characteristics:

I think that with these parameters everything is clear, but still I clarify a little.

Attack:
It is responsible for all your damage, that is, the force of attack.

Protection: responsible for all the protection that you took on the face without dating without blocking or not parry.

Reducing endurance costs:
It is said precisely about the total cost of everything.

Tips and wishes from grandfather

Now still a little about yourself:
I am a member of both ZBT and OBT. At the ZBT, I came to certain beginner errors when meeting the game. I have already been ready for the common time and it made it possible to pump more than 80 levels on Berrquer.

When passing a workout, you give 2k, right? (Well + 1.5K for another additional end). People first bought Persians and made a loot, thinking that they would get good clothes at the beginning of the game, this widespread mistake, I myself made it on the ZBT, but I am a burden rpgshnik and immediately smeared that the clothes fall from Lvla
And now to the case:
If you open the lard of the first Lvl, then you will drop the clothes on your level, i.e. 3th maximum. The same clothes simply will drop by 12+ levels, so it makes no sense to dress up to prestige. At the first prestige for the looting, you fall the inclination of the 7th level! Those, your task is to reach the first prestige (reputation ... Sori, but I as more convenient to me, and I say) and just lick. You will have 42 reservation and this is a minimum. With the thought that I will continue to go higher in prestiges. In the second prestige, it makes no sense to open, for the 9th lvla will fall there, that is, they are so rare, simple to be just improved, which are actually useless. In the third prestige, heroic violets begin to fall, their essence is that they start with 13 and have 2 stripes! If you already run these clothes, they filled the strip completely. The same armor is thrown on 4m prestige, but the 14th level, that is, with each new level +1.

P.S. You can open after the 3rd prestige quietly. Above the violet is not yet in the game, except to beat the legendary parts of the weapon, that is, the violet with an asterisk that falls very rarely. The rest of the prestiges for beauty, hello payday

And now I will share my vision of the shmote on my character. Since I. most I spent time, and I now spend 4 to 4, then it is advisable to quickly raise the allies if they really lost their fight. The resistance when blocking protects to memer, and since the killers in the essence there is no block, then I do not think that I need this characteristic. About the speed of running for one of the most mobile characters in the game and regen for finishing, I think it is clear. I am unharmed with a helmet, but I didn't have it better, for I needed the main strip, I would have been restored to endurance and I would like to have resists for negative effects, for I am a class with weak protection and not the fattest one. Such a strip would be useful for me. The left ax is perfect for me, for if I caught the damage, then at least I received a rage glasses for it, then to give it all on the taper. With the handles, the same problem as with a helmet, for the main strip for me there is a snow CD, and I would take a bonus of rage when protecting. Well, in the right ax, there is already very controversial. I'm silent about the point of attack, I'm more interesting to choose among others, for I sacrificed everywhere defense and this item would give me overall defense, but here one but: on the fact of the efficiency of protection, less than a decrease in costs. Paris And correctly set blocks and protection is no longer needed at all. In addition, there is still rage for everything, so yes. Here I would choose the attack + reduced endurance costs.

In general, everything, good germination is in any case, not everyone is important, and if good hands Add correctly selected gear, then you will roll the mountains. Thank you all, I'm all.

Well, ... With the onset of the second season, we received a number of updates in the Equipment system. Also added new armor - epic (golden color) and a number of innovations that I will tell below.

Innovations

Before we start, I would like to make a reservation about what was changed in the new season.

Fine system
Increased fine on the third parameter of the high-level equipment, thereby we will receive a greater minus in the third Stat and it makes us think about whether we need to pump this part of the gear. However, there is a solution. Added things with averaged parameters where maximum bonus It will be less, but all 3 parameters will be positive. I'm still tamped about this.

Processing parameters
From the game removed:

  • Speed \u200b\u200brunning on a torso
  • Resistance when blocking on a man
  • Reducing recharge time on handles / trees / handles
  • Cover Distance on Garde / Shield / Dagger / Spike / Counterweight / Leave Top

Instead, at the Garde / Shield / Dagger / Spike / Contamination / Leave Topore and Blade / Gruz / Blades / Topore / Top / Top Topore / Golovna, we get such parameters like "Getting a rage" and "Punching protection", respectively. About them in more detail I will describe a little lower. Also, the protection and attack parameters were distributed across the equipment and will be folded.

Display change
The next innovation was the fact that now we see digital execution parameters

Updated Schmet Repair System
4 new types of weapons and 2 types of armor were added.
In the system of obtaining the sleeve, it is now rare (blue) of the clothes stop falling on 5m prestigious (instead of 7th), mythical (purple) on 7m (earlier without restrictions) and actually with 5 prestigious and higher, we get an epic level equipment (golden)

Purpose the same to consider the parameters of the new equipment. I almost forgot to say that some parameters changed places.

Armor 2.0

Now I will consider only 2 characteristics:

Restoration of endurance:

Bib

Fire protection protection:
Responsible for reflection points or damage in Revenge. Those, during a rage, in addition to increased health and increase damage, we also get an increase in the resists, thereby much significantly reduced damage.

The duration of the effect "rage":
Himself rage gives us more health, strikes without waste of steel and actually an increase in damage. And this item is responsible for the duration of this effect.

Weapon 2.0.

In addition to the fact that the parameters of the equipment were changed in places, there were large changes in weapons after we removed the "throw range" and "recharging speed". To compensate all this, a new parameter was added and two olds were changed.

Blade / load / blade / ax / top / right ax / head

Overcoming protection:
A completely new parameter and very interesting. According to the developers, punching will serve as a certain pope for tanks. This parameter is compared with the overall protection from all the opponent's armor and it will be damaged by the remaining digits. Those if the total amount of protection on your character, let's say, 13.9% (take my build), and the opponent has 10% of penetration, then damage will be applied as if I have only 3.5% of the total protection. Also works and in reverse side. With your break. This was done so that the players can easier to cope with the tanks and actually many top players are simple macked this parameter. Mast hav for assassins.
P.S. Overcoming protection cannot make an opponent's armor negative. For example, to kill the conqueror who has 13% of armor, Holdar, which has 17% overcoming, it took 3 strikes. The conqueror with 1% of the armor also took 3 strikes. With 13% of the conqueror's armor, but without overcoming protection, Holdar took 4 strikes. The conqueror with -19% of the armor took 2.5 shock. Conclusion: it makes sense to take armor above 0% simply no, since this moment Maximum weapons can have 17% overcoming. But it should not make armor in minus, since -19% of the armor is still noticeable. (Thanks to Primarchus)

Help speed:
Allows you to return the partner to the game while there is time on this, well, or until it gives up helping. Responsible for the speed of returning a partner on the battlefield. It is useful only in a scattered state, well, or for such as justice, which cannot be interrupted. There are passively in tanks.

P.S. Yes, this is 2 scrint of one point, I was put to Holdar to apply the last twist to my ally and at the same time gave him myself on my head, thereby got all the material: 3

Garda / Shield / Dagger / Schip / Counterweight / Left Ax


Everything is also unchanged, that is, in Rencent mode, we give enemies in lips. In fact, I will not write an extra department about the advice and speak immediately. For after changing or changed parameters, it is already clear that there will be more builds on the rage that in the old days, although practiced, but not so much degree. A combination of obtaining points will give us the opportunity to quickly push the fury itself, and if we are time of rage in the minus to do, then the possibility of a new challenge will be immediately, after a pair of blows in Revenge. He himself already redid the build for rage. Those, if earlier on the same Justiciaria, it was very easy to passively remaining one in two, one at three, to push 3-4 rage, now it will be just a great opportunity for such builds, even despite all the nerfs that were before.

Today, the long-awaited range of medieval Action for Honor was held, in which anyone can try on samurai equipment, knight or viking, and then demonstrate their mastery of possession of arms in a duel or a large-scale siege. However, even on open beta testing, not everyone knew about what exactly the characteristics of armor and weapons correspond to that, and in the final version, most players cannot answer this question. For this reason, we decided to write a guide for equipment and equipment in For Honor, in which we will try to consider all the aspects of the armor in detail.

So, each hero has an equipper consisting of six elements, namely: three parts of the armor and three parts of the weapon. Below we will explore all these items separately.

Violation

Bracers differ in each other characteristics, namely:

  • Resistance when blocking.
  • The speed of assistance.
  • Restoration of endurance stock.

Let's start with the first: when blocking a strike, you still get a certain percentage of damage (just like in the fights). However, the higher the resistance in blocking, the less damage you will receive. Therefore, when playing a tank, it is worth paying special attention to this feature.

The second indicator will be useful when assisting a dying ally. Your comrade after receiving a mortal wound will not immediately go into the world another, but only after a short period of time. If the speed of assistance is high, then you can quickly put an ally on your feet. If low, then you simply may not have time to cure it.

With the third parameter, everything is simple: what it is higher, the faster your endurance will be restored in battle. You should not let her down to zero in the battle (the strip becomes gray), otherwise you will be completely helpless at least a couple of seconds.

Bib

The breastplate also has three parameters:

  • Health restoration for the finish - with the execution of the enemy there is improved health on a certain percentage and the higher it turns out this parameter, the more glasses of life you will get.
  • Damage when blocking - this characteristic is a kind of antipode resistance when blocking, as the greater it is, the less damage is able to absorb your opponent during the block.
  • Running speed - affects how quickly you can take away from a strong enemy.

Helmet

Helmet is the whole head, so its parameters should be treated as serious as possible. These products differ in the following characteristics:

  • Resistance to negative effects.
  • The duration of the effect "rage".
  • Restoration of endurance.

In For Honor, there are many negative effects, including poison, bleeding, stunning and so on. If you have a high resistance to them, then you either get less damage from them, or you can quickly move away from these dirty things.

If necessary, the hero can activate the "rage" mode, in which it increases the health scale, the strikes are applied without endurance costs and increases damage from attacks. This effect lasts long, but it can be increased thanks to the second characteristic of the helmet.

It is not necessary to confuse the restoration of stamina with the reserve reserves. If the latter accelerates its growth before entering a gray zone, the first allows it to get out of it faster. Therefore, those who are used to immediately spend the whole of the wing, it is necessary to purchase a steep helmet, and the economical players need to be treated in expensive voices.

Left ax, Garda, spike, shield, dagger, counterweight

Different classes use various weapons, but it has the same parameters:

  • The cast range is that he is higher, the further will fly away your enemy when the block is breaking or pushing into one of the sides.
  • The attack in the "rage" mode - earlier we have already noted that this mode increases many of the hero's indicators, namely, this characteristic affects how strong your fierce blows will be.
  • The glasses of rage upon receipt of the damage - next to the pictures of the abilities are a strip of rage, which increases when your hero is given in the face. So, this characteristic affects the growth rate of this scale.

Handles, Trees and Handle

Again we view three very important parameters:

  • Reducing recharge time - with high values, your abilities will be recharged extremely quickly. As a result, you will be able to crush your enemy with a rough strength.
  • Protection in the "rage" mode - the higher this indicator will be, the less damage will receive your hero when in fierce state.
  • Firefish glasses when protected - if this strip is high, then you will receive extra points for the rage scale when blocking the strikes of enemies.

Head, blade, blade, right ax, cargo, top and ax

These elements of weapons are the most simple characteristics, so we will not even become detailed to describe in detail:

  • Attack - affects the size of the damage applied.
  • Protection - affects the amount of damage resulting.
  • Reducing the cost of endurance - reduces the cost of steel in the implementation of various actions.

After performing the training missions, fighters, as a rule, give 2 thousand points (1.5 thousand more can be obtained for an additional training). Most players immediately acquire the character and open the looting, believing that it would be possible to choose a good gear at the beginning of the game. However, this is a very common mistake, since things here fall depending on your level.

Thus, if you decide already at the first level to open the looting, then get ready for the fact that you will fall out "clothes" not higher than the third levala. Such equipment will simply fall out from the twelfth and higher, so there is no point in equipment to the first level of reputation. When you open it, the ladder will help you get the things of the seventh leisure. That is, your goal should be to get the first level of reputation and the quick equipment of your character.

The reservation parameter at this stage you will have at least 40 units. At the second level of reputation, it is not recommended to open mortar, as you will receive the ninth level clothes, which will not be very better than the present. But at the third level it is necessary to re-open this ability, because heroic "ships" with two stripes will fall on it. Surely you have already caught the essence that it is necessary to study the looting through each level of reputation. By the way, if you have a seasonal pass and chests, then you should not climb into them until you get a high level, otherwise the best gear will fly by you.