/r/ForHonorPTS

Photograph via snooOG

Public Test Server Feedback Sub for For Honor. /r/ForHonor for the Main Subreddit.

For Honor Sub Discord


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/r/ForHonorPTS

1,059 Subscribers

2

My thoughts on Y6S4 so far

2 Comments
2022/12/23
15:35 UTC

4

I discussed the History Behind the Yokai referenced in For Honor Demon Dagger event

0 Comments
2022/11/02
11:43 UTC

3

For Honor Moment 1HP and a broken dream

0 Comments
2022/10/02
02:36 UTC

3

For Honor shaking victory screen Glitch or just Mount Ignis going crazy

0 Comments
2022/08/16
12:03 UTC

4

In this video I wanted to see if you could kill pikeman by kicking them without haymaker.

0 Comments
2022/08/07
09:02 UTC

3

In this video I talk about a poison trap visual glitch that happens in the samurai campaign

0 Comments
2022/08/02
10:33 UTC

3

In this video I came up with a theory that Apollyon planned for the Vikings to Attack the Samurai by trying to debunk that the samurai had a Goodyear.

0 Comments
2022/07/23
09:04 UTC

0

In this video I try and figure out who Teramori is based off in History.

0 Comments
2022/07/02
13:16 UTC

2

Discussing The History Behind Gryphons Samurai Armor

0 Comments
2022/06/12
12:53 UTC

2

For Honor funny AI moment

0 Comments
2022/06/12
06:57 UTC

3

In this video I try and figure out who Fujikiyo is related to in history by using symbols and colours.

0 Comments
2022/05/15
11:33 UTC

1

In this video I discussed a samurai hero idea that Ubisoft could use in the near future

0 Comments
2022/04/27
12:57 UTC

4

In this video I found out who Ranja is In History by using colours and armour.

0 Comments
2022/04/18
11:37 UTC

3

I've made Part 3 of a video where I find mistakes that Ubisoft has not fixed I do recommend you guys take a look I haven't seen anyone talk about these issues before.

0 Comments
2022/04/10
11:50 UTC

2

I just had an idea that Ubisoft should add a Forge game mode like from Halo

0 Comments
2022/03/30
07:45 UTC

3

I believe that I found the clan in history that resembles Seijuro house

0 Comments
2022/03/28
12:26 UTC

4

I really want a signature of a samurai using a war fan, so I made a video talking about it.

3 Comments
2022/03/23
11:27 UTC

3

I hope everyone is doing well I'm quite excited for year 6 I've made Part 2 of a video where I find mistakes that Ubisoft has not fixed I do recommend you guys take a look I haven't seen anyone talk about these issues before.

0 Comments
2022/03/15
12:32 UTC

4

where is this?

1 Comment
2022/02/26
01:32 UTC

12

balls in your jowls

balls in your jowls

0 Comments
2021/09/09
22:08 UTC

2

Lawbringer in a nutshell #shorts

0 Comments
2021/04/01
00:46 UTC

6

All the changes the CCU should have brought (my opinion) and did not (all heroes included)

This is pretty much what I think the CCU should have brought to this game and did not Btw this has every hero into account but does not count feats If some attacks are not mentioned its either because I want it to stay the same or forgot.

Global changes

Removal of hidden indicators for console players up until cross platform play is available

Light attack stam cost reduced to 8

Combo light stam cost reduced to 4

GB throws stam cost removed

All bashes have a 200ms gb vulnerability in their startup

All heavy openers and heavy dodge attacks have a 433ms gb vulnerability in their startup

All lights and zone attacks have 100ms gb vulnerability in their startup

Removal of the new feint system, because you should be able to control to a certain extent how much of a heavy you want to show, and need some skill to feint at the last possible second.

Samurai

Kensei

Top lights dmg in chain order - 15-15-15

Side lights dmg in chain order - 12-12-15

Top heavy dmg in chain order - 30-30-35

Side heavy dmg in chain order - 30-25-28

Zone attack - 15-20 dmg

Forward dodge light – 12 dmg

Forward dodge heavy - 25 dmg

Side dodge heavy - 20 dmg

Kensei only needs better dmg numbers because he is overall a good and balanced hero, ubi just over buffed his heavy dmg.

Shugoki

Light attack - 13 dmg

Heavy dmg in chain order - 28-26

Charged heavy dmg in chain order - 35-32 neutral charged heavy forward momentum increased

Zone attack - 18 dmg

head butt stun duration increased to 1000 ms from 500ms

gb heavy punish dmg reduced to 20

demon embrace dmg reduced to 20 healing is also 20 recovery decreased from 2s to 1s

Nerf the dmg, buff the kind of useless moves.

Orochi

Top light combo - 12+6 dmg

Top lights dmg in chain order - 12-12-17

Top lights speed in chain order - 500 - 400 - 466

Side lights dmg in chain order - 14-12-17

Side lights speed in chain order - 466 - 400 – 466

Top heavy dmg in chain order - 25-28 (finisher still unblockable)

Side heavy dmg in chain order - 28-33 (can’t get a side heavy on gb only top)

Zone attack - 18 dmg

Zone attack speed increased to 466ms

Forward dodge light - 20 dmg Forward dodge light speed 533ms

Side dodge light - 16 dmg

Backwards dodge light - 20 dmg (it’s also enhanced)

storm rush - 18 dmg from all sides

light deflect - 30 dmg

heavy deflect - 50 dmg

This are the changes I think orochi needs to be good in this game by making him a better quick dmg dealer and duelist with some pressure on ganks.

Nobushi

New chain light-light-heavy

Light combo on 2nd chain and hidden stance - 10 + (2 + 12 bleed) dmg

Lights dmg in chain order - 12-10-14 (Finisher light if the second light is dodged, is enhanced and guarantees a kick on hit)

Heavy dmg in chain order - 26-26 Finisher heavy guarantees a kick on hit

Zone attack - 20 dmg (removal of the second part because it is useless and makes you have to waste more stam on a feint, also making its recovery dodge cancellable would be nice)

Side dodge heavy - 20 dmg

Side and forward dodge light and back walk light - (6 + 12 bleed) dmg

Hidden stance

Light forward momentum increased slightly so back dodge while back walking is not as effective and guarantees a kick

Nobu didn’t have any viable pressure, this is to make sure her hidden stance can actually confirm dmg and make the opponent react while also giving more safety to her light chain if it is dodged.

Shinobi

New chain light-heavy

Light combo - 12+6 dmg

Heavy combo dmg - 23+6

Heavy finisher combo - 23+3× (1+3 bleed) 35 dmg

Quick light parry punish - (12+8 bleed) dmg

Lights dmg in chain order - 12-15

Lights speed in chain order - 500 – 466

Ranged heavy - 20 dmg Heavy dmg in chain order - 23-23 After any heavy you can dodge roll forward

Zone attack - 10 + 5 – 15 dmg

Light deflect - (20 bleed) + 12 dmg

Heavy deflect - (20 bleed) + 20(from ranged heavy) dmg

From forward dodge roll

Finisher lights are undodgeable

Bicycle kick guarantees a ranged heavy

Pretty much a rework with a similar playstyle and improvements on dmg

Aramusha

Light openers and deadly feints - 12 dmg

Chain lights – 14 dmg from all sides

Top heavy opener and finisher dmg - 22-28 Speed changes reverted

Side heavy opener and finisher dmg - 28-32 Speed changes reverted

Chain heavy – 25 dmg from all sides Speed changes reverted

Zone attack - 12-32 dmg (2nd part is deadly feintable)

Forward dodge heavy - 25 dmg from all sides

From blockade

Light (pummel strike) - 12 dmg

Top heavy – 25 dmg

Side heavy – 32 dmg

This gives him an opener and makes him the fast attacker he is meant to be while lowering his dmg overall

Hitokiri

Light opener and finisher dmg - 16-18

Heavy opener and finisher dmg - 24-35 (Hyper armor startup at 600ms on openers)

Chain heavy - 24 dmg from all sides (the armor that she still has on the unblockables from her most recent nerf still affect her chain heavy, only the opener heavy armor starts sooner)

Zone attack - 22 dmg

Forward dodge heavy - 24 dmg

Just some better dmg and giving back tools she should not have lost to begin with.

Knights

Warden

Side lights combo - 12+4 dmg

Top lights dmg in chain order - 14-15

Top light crushing counter - 25+15 dmg

Side lights dmg in chain order - 12-15 (Improvements on the animations and speeds of chain lights from different directions specifically the sides)

Top heavy dmg in chain order - 28-34

Side heavy dmg in chain order - 24-30

Zone attack - 16 dmg

Forward dodge heavy – 20 dmg

Just a few improvements to his dmg and chains so does not need to rely as much on the bash (still going to rely on it a lot though)

Conqueror

Light openers - 12 dmg from all sides

Chain lights - 14 dmg from all sides

Top heavy opener and finisher – 28 dmg

Side heavy opener and finisher – 22 dmg

Chain heavy - 24 dmg from the sides and 28 from the top

Charged heavy openers – 34 dmg

Zone attack - 10 dmg

Full block counter - 24 dmg

Just a few dmg changes without anything too significant

Peacekeeper

Light dmg in chain order - 15-12

Top light speed in chain order - 466 – 400

Side light speed in chain order - 500 – 400

Top heavy dmg in chain order - 23-33

Side heavy dmg in chain order - 18-23

GB triple stab punish 2 x (2 + 6 bleed) + (2+12 bleed) - 6 + 24 bleed dmg

Dagger cancel - (3+12bleed) dmg with frame advantage on hit

Confirmed dagger finisher - (1+6 bleed) dmg

Forward dodge heavy – 18 dmg

Side dodge heavy – 15 dmg

Deflect - (18+12 bleed) dmg

Zone attack 15-23 dmg (Zone attack 1st part speed increased to 433ms its enhanced regardless of the enemy’s bleeding status. Improvements to the recovery and animation of the 2nd part of the zone, and making it combo into the confirmed dagger finisher, also guarantees an execution on kill)

Improvements to dmg, the zone and bleed cancel

Lawbringer

Light riposte - 16 dmg

Blind justice - 28+7 dmg

Top lights dmg in chain order - 14-14-17

Side lights dmg in chain order - 12-14-15

Top heavy dmg in chain order - 28-30-35

Side heavy dmg in chain order - 26-29-33

Zone attack – 20 dmg

Side dodge bash has hyper armor, forward dodge bash does not but speed increased to 533ms

Impale and confirmed finisher light - 7 dmg

Just overall dmg improvements and a bash so that he does not need a 400ms attack from neutral.

Centurion

Lights dmg in chain order - 13-15-17

Heavy dmg in chain order - 22 - 25

Charged heavy dmg in chain order – 25 - 30

Full charge punch punish – 35 dmg

Gb throw guarantees kick into light

Forward dodge heavy – 25 dmg

Zone attack - 17-17-17 dmg

He is already good he just does to much dmg.

Gladiator

Lights dmg in chain order - 14-12-13-14 (light speeds remain as pre-patch)

Heavy dmg in chain order - 25 – 30

Unblockable backstep heavy - 10 + (4 + 4 + 12 bleed by tick) dmg

Zone attack - 18 dmg (Increase the hit stun of the 1st part of the zone and make the 2nd part slower so it can be consistently parried if you dodge the 1st part)

Forward dodge light - 18 dmg

Side dodge light - 16 dmg

Toe stab - 10 dmg

Once again just dmg changes, surprising how many knights are already good and are just being brought down a bit with dmg changes.

Blackprior

Lights dmg in chain order - 12 – 14

Superior light - 20 dmg

Top heavy dmg in chain order - 27 – 32

Side heavy dmg in chain order - 24 – 30

Bulwark counter - 24 dmg

Forward dodge heavy - 18 dmg

Superior forward dodge heavy - 24 dmg

Unblockable from full block - 24 dmg

Once again just dmg changes

Warmonger

Impale - 8 + (12bleed) dmg (on wall splat and oos)

Light dmg in chain order - 13-15

Top heavy dmg in chain order - 28-30

Side heavy dmg in chain order - 24-26

Zone attack - 15 dmg

Forward dodge attack – 18 dmg

Unblockable side dodge attack - 24 dmg

Removal of side dodge bash

She has a cancelable dodge attack no need for cancelable dodge bash

Vikings

Raider

Top lights dmg in chain order - 13-16-22

Side lights dmg in chain order - 13-14-16

Top heavy dmg in chain order - 30-32-35

Side heavy dmg in chain order - 28-30-32

Zone attack - from neutral 24 dmg in chain 38

Storming tap - 13 dmg

Just dmg changes here.

Warlord

Top lights dmg in chain order - 14-18

Superior top light - 24 dmg

Side lights dmg in chain order - 12-16

Superior side light - 22 dmg

Top heavy dmg in chain order - 22-28

Side heavy dmg in chain order - 28-32

Zone attack - 18 dmg

Full block

Light punish - 16 dmg

Headbutt punish - 14 dmg

Heavy punish – 25 dmg

Just dmg changes

Berserker

Heavy parry quick riposte - 15 dmg

Top light opener - 16 dmg

Side light opener - 13 dmg

Top Chain light and feint light - 13 dmg

Side Chain light and feint light - 10 dmg

All top heavy - 28 dmg

Side heavy dmg in chain order - 24-28-31

Infinite chain heavy - 24 dmg

Zone attack - 4-4-4-4 dmg

Side dodge light – 15 dmg

Forward dodge light - 18 dmg

Forward dodge heavy - 28 dmg

Once again just dmg changes, amazing how the Vikings are also good just like the knights.

Valkyrie

Top light dmg in chain order - 13-12-12

Side light dmg in chain order - 13-14-14

Superior light - 25 dmg

Heavy dmg in chain order - 25-27-30

Sweep - 30 dmg

Side dodge light – 17 dmg

Forward dodge light - 19 dmg

Zone attack - 20-20 dmg

Superior block heavy punishes(deflect) 15 + (15 bleed) and top light(12dmg) sometimes

Valk gets some better light dmg while getting worse heavy dmg and the deflect is good again

Shaman

Light combo - 12+4 dmg

Lights dmg in chain order - 12-16

Light finisher and heavy cancel into light - 6 + (9 bleed) dmg

Light finishers and bleed cancels speed top 433ms side 500ms

heavy dmg in chain order - 24-29

Unblockable heavy – 33 dmg

Zone attack - 12 + 6-12 + 6 dmg

Forward dodge heavy - 18 dmg

Side dodge heavy – 18 dmg

Bite – 30 dmg + 20 heal

Deflect - 16 + (9 bleed) dmg

Mostly heavy dmg nerfs and speed nerfs on the bleeds.

Highlander

Defensive form

Light dmg in chain order - 15-13

Superior light – 25 dmg

Light speed in chain order - 600ms - 500ms

Top heavy dmg in chain order - 30 – 34

Side heavy dmg in chain order - 28 – 32

Zone attack - 22-22-22 dmg

Offensive form

Light – 10 dmg

Heavy - 32 dmg

Dmg improvements and making his first light make sense as a backstepping and crushing counter tool

Jormungandr

Lights dmg in chain order - 15 - 17

Top heavy dmg in chain order - 28 – 33

Side heavy dmg in chain order - 24 - 29

Zone attack – 17 dmg

Forward dodge heavy - 24 dmg

Hammer slam – 35 dmg

Just tweaking dmg, here not gonna touch on the stam issue he has going.


Wu Lin

Tiandi

Light dmg in chain order - 15-12

Top heavy dmg in chain order - 29-35

Side heavy dmg in chain order - 24-30

Zone attack – 17 dmg

Dodge light - 13 dmg

Superior dodge light - 23 dmg (Guarantees palm strike, because why not seriously)

Forward dodge heavy - 20 dmg

Side dodge heavy - 20 dmg

Kick always guarantees forward dodge light

Dmg tweaks and making the kick useful for tiandi himself even without a wall.

Jiang Jun

Light dmg in chain order - 15-18

Top heavy dmg in chain order - 28-33

Side heavy dmg in chain order - 25-27

Forward dodge heavy – 28 dmg

Side dodge heavy – 25 dmg cancelable into 15 dmg side light

Zone attack – 20 dmg

Dmg tweaks only.

Nuxia

Heavy parry light riposte – 19 dmg

Light dmg in chain order - 14-11-12

Heavy dmg in chain order 24-27-30

Side dodge light – 16 dmg

Forward dodge light – 20 dmg

Zone attack – 24 dmg

Heavy Trap – 24 dmg

Zone Trap – 35 dmg

Deflect – 34 dmg

Dmg buffs and nerfs

Shaolin

Side light opener combo - 10 + 4 + 4 dmg

Top light opener – 10 dmg is 433ms (or 400 if Ubisoft doesn’t mind)

Finisher light – 18 dmg

Infinite chain light – 10 dmg

Heavy dmg in chain order - 22-28

Infinite chain heavy – 24 dmg

Zone attack - 8+8-16 dmg (First 2 ticks of the zone are confirmed)

Deflect – 24 dmg

From Ki stance

Ki stance is dodge cancelable

Top heavy – 32 dmg (Needs better tracking or if you early dodge it with a hero with long dodges it wont hit)

Side heavy – 24 dmg

Light – 18 dmg

Superior light - 28 dmg

Kick confirms light finisher(18dmg) and goes into the 32 dmg unblockable.

Side dodge heavy – 18 dmg

Forward dodge heavy – 24 dmg

Kind of making shaolin a quick attack specialist with smaller heavy dmg than normal but tons of follow ups and options with a quicker less damaging top light

Zhandu

Light dmg in chain order - 14-18 Dodge cancelable 200ms after the attack

Heavy dmg in chain order 26-31 Dodge cancelable 200ms after the attack

Zone attack dmg 18 Dodge cancelable 200ms after the attack

Dodge lights dmg 12

Forward dodge heavy dmg 24

Deflect does 12 direct dmg

Dmg changes and better dodge cancels.

4 Comments
2020/08/15
15:00 UTC

4

Jormungandr Rework Brainstorm

My thoughts to make Jormungandr less of a bash spamming character who turtles all the time as his only offense. Giving him more options to do as a mix up or to change him to the offensive and keep him offensive. Removing the annoying bash spammers that ruin the fun by not letting you do anything except fall down. These changes would also give him a more viable moveset so you cant just back dodge his entire kit, and making him more viable in high level play as well without even adding a 50/50 like half the other high level viable character.

-Add crushing counter

-Remove bash finisher

-Add 15 damage stun or heavy on guard break instead of bash

-Have it so he can cancel unblock-able heavy finisher into a bash with the pommel, guarantee non chain light (will knock down opponent out of stamina)

-Lower Hamarr Slam damage to 35 or 40 (Its way too damaging and rewards people for spamming the bashes until out of stamina, its too important to get rid of it, but if you lower the damage, it would be closer to a big hit but not an instant health drain. With the max punish, youre getting 90 to 100 dmg and that is just nuts, and will kill almost everyone in a duel scenario, its too punishing but it does not need to be removed)

-Remove enhanced on light finisher (people spam it too easily, and it would help being something to allow players to get an opening in his offense, allowing a fair trade of offense/defense)

-Change forward dash into an un-dodgeable, speed it up, and change the animation to something more sturdy looking rather than a stumble ( Its too slow to be hard to react to, and the soft feint only gets a small amount of people.)

-Change bash animation into something more diverse, there are way more ways to bash someone than punching them in the gut or crotch with a hammer.

-Remove the neutral bash( same problem with gladiator's toe stab, too spam-able)

-light after parry to deal 15 or so damage and start chain(a good opener to switch offense to Jorm)

-Hamarr Slam gains all block during use to prevent being so vulnerable during the slow slam animation ( In ganks especially, if you slam someone, you will be hit. The slow animation and long recovery is such a bad thing for him, but it makes him feel stronger so keep the animation and recovery but prevent such heavy repercussions. The fact its so slow and has that long recovery, makes it so his 2nd feat is almost required to be alive in a gank, giving the players fewer options to choose from)

-Improve heavy opener speed -700, or 750? 800 or 850 on top?- (, and remove hyper-armor on it (we don't need so much hyper-armor in the game, all it does is trick new players into hitting it and it just gives people hard times all around, no fun to go up against).

View Poll

1 Comment
2020/08/01
17:15 UTC

5

The Peacekeeper Feels A Lot Better After The Last Update

0 Comments
2019/09/17
09:56 UTC

8

Map creator in for honor

Idk about you but I think for honor has incredible potential for a map editor.If the devs would let the community express their creativity through a map editor ,I am sure they wont be deceived .I dont have any argument to back this up but an iniative like this would catch the interest of many potential players like it did to me when far cry 5 released their map editor.

1 Comment
2019/03/30
16:27 UTC

4

The game as a whole

This game is something i come back to time and time again. Every single time I come back I remember why I left in the first place. There are crazy inbalances, some characters dominate while others are so trash they do even have an option to open people up (lawbringer and shugi but ill talk about them more later). The new marching fire update made more problems than it can fix. The new characters have so many advantages above the regular cast that it becomes a chore to fight them, tiandi is fast as fuck shaolin is way to fast has way to many options to do and everyone is faster than the last and hit you before you even know whats happening, big boi is just a nightmare with how fast and how much damage he does. If you are up against 2 you lose thats pretty much the way it goes, you can throw all hope out the window because these fat fucks are so fast and hit so hard it doesnt matter what you do. Nuxia and tiandi are the most balanced of them but id still put them above the rest of the cast. not only is ubi unable to balance new characters they cant seem to get the old ones right either. They seem to like to tweek characters that are already good for a rework. PK and warden did not need a change in the slightest. Valk, conq and ken, sure they needed it but how about instead of buffing the warden and PK we look at the problems the others have. It almost feels to me that ubi doesnt play their own game, the comment they made about lawbringer "learn to play lawbringer then we can talk about a rework" is the last straw. THEY DONT PLAY THEIR OWN GAME!!!!! Lawbringer has 0 options for openers, what can lawbringer do? Turtle. Thats it, he cant do anything else because he has no other options. But ubi looking at their DATA say he is fine, when anyone who plays the game for more than 2 hours can see lawbringer cant open people. Ubisoft has poured hours into making their game but almost nothing playing it. Heres an idea for them, higher a team of people to PLAY THE GAME so they can see the probelms first hand and not look at their shit data that doesnt show the real problems.

5 Comments
2018/10/20
04:13 UTC

4

NUXIA Buff/Slight Alterations (Opinion)

The trap, her main sortve, selling point if you will, will be useless within the fortnight, simply emoting can make the trap useless, make it so that during her trap she can soft feint into something else? she needs more mixups, atm shes just a weaker orochi with a funky trap mechanic that works 3/10, just what ive come to learn so far, and that deflect, dont get me started, deflects can be hard to pull off, and the fact that her light after deflect isnt guarenteed is pretty silly, just some opinions :)

1 Comment
2018/10/19
01:03 UTC

8

Something needs to change with the Gate and Ram.

Copy/pasting my post from the main subreddit. seems like it should go here.

In breach it seems nearly impossible to destroy the ram. Every game seems to always get to the last phase. This makes it feel like the first 2 phases are pointless. Especially since the attackers' tickets to the next phase aren't dependent on their remaining tickets from the previous one. So some things need to change.

For one, the gate could be given more health. Right now it takes 3 hits to break down, even though it's segments look like it should take at least 4. The other thing that could change is the ram's health. It takes 8 cauldron dumps to kill it. And it gains health when it breaks the gate... So it either needs to not be healed when it breaks the first gate, or it's health needs to be lowered to like 4-6 cauldron drops.

Getting to the last phase should be a reward for a good match. Not a guarantee.

8 Comments
2018/10/18
21:37 UTC

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