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Patch Notes 2.66.1 - FOR HONOR

FOR HONOR™ · Community Announcements · March 12, 2026

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NEW FEATURES

[p align="start"]We're adding a new option to Spectator Mode: Auto Mode

[p align="start"]When enabled, the game will automatically choose the most interesting fighter to watch at any moment. It switches between players (or bots replacing players) based on what's happening on the battlefield, giving you a dynamic and engaging view of the action without needing to control the camera yourself. 

BALANCING CHANGES

[p align="start"]FEATS 

[p align="start"]\[Developers' Comments] 

[p align="start"]Bounty Hunter is often overshadowing other Tier 1 feats, so we're toning it down slightly to help other feats shine. 

[p align="start"]\[Developers' Comments] 

[p align="start"]We're lowering the damage of Tier 3 projectiles to diminish the frustration of getting hit with high damage from off-screen attacks. 

[p align="start"]\[Developers' Comments] 

[p align="start"]Feats that trigger on death are very divisive; some players hate it, some players love it. We want to find the middle ground where it doesn't feel that the optimal way to play is to die, but force players to be mindful of how/when they go for the kill. This is why we are lowering the minimum and maximum damage the feat can deal to give more chance for the attacker to survive the blast. 

[p align="start"]DEFENSIVE STANCES 

[p align="start"]One of the current dominating strategies is to outnumber opponents with one of the attackers remaining in a defensive stance (such as Conqueror's Full Block Stance or Virtuosa Posture). This limits the use of trajectories by the outnumbered player, to deal with the assailants. 

[p align="start"]While we don't want to restrict players' creative freedom, we are making a change to encourage healthier & more dynamic gameplay. In general, this means defensive stances will now cost lower stamina on entry but drain stamina after the stance is held for at least 1 second. 

[p align="start"]This change affects: 

Aramusha

[p align="start"]\[Developer's Comments] 

[p align="start"]This is a small change that forces opponents to deal with the mix up instead of dodging away. To avoid gaining too much pressure, we limited this improvement to Top Stance Deadly Feint (ie: when doing a soft feint to Top Light). 

Black Prior

[p align="start"]\[Developer's Comments] 

[p align="start"]Umbral Shelter is a strong feat meant to help stall. However, it was too effective while having a limited window of opportunity to be impactful. 

[p align="start"]We've toned down the effect but made the shield last longer so it can have more impact overall. 

[p align="start"]Other adjustments are in line with the general Defensive Stance changes.

Conqueror 

[p align="start"]\[Developer's Comments] 

[p align="start"]We're increasing the forward movement on Crashing Apprehension to help deal with opponents that back walk and dodge a lot. 

[p align="start"]In addition, we're lowering the stamina cost for Crashing Shield Crush as it remains niche since it requires allies to capitalize on.

Gladiator

[p align="start"]\[Developer's Comments] 

[p align="start"]Similar to other heroes, we're reducing the overall stamina cost for Zone attack's multiple hits. 

[p align="start"]Bamboozle can now be performed after Running Heavy even on Hit and Block (not just Miss). This is a risky attack but was simply too niche to even attempt. With these changes, players should have more opportunities to gamble for it and potentially wall splat for bigger damage. 

[p align="start"]However, now that it can be used more often, we've removed the stun property on it and reduced the movement slightly to better match the animations.

Gryphon

[p align="start"]\[Developer's Comments] 

[p align="start"]Gryphon already received a significant buff in the previous patch, so we refrained from making bigger changes this time around. 

[p align="start"]This is a small adjustment to bring Chain Heavies in line with other similar attacks.

Hitokiri 

[p align="start"]\[Developer's Comments] 

[p align="start"]We want to give a bit more incentives to go for the Top Stance version that doesn't benefit from trajectories to hit additional enemies in external. So, we increased the damage of uncharged Top Heavy attacks while reducing the damage of charged Side Heavy attacks. 

[p align="start"]Sankotsu cannot be feinted. It is meant to be a commitful move. By giving it Uninterruptible stance, it is still a commitful action in duels but much easier to perform in group fights. 

[p align="start"]Lastly, Spirit Shroud is getting a small buff to bring it more in line with other Tier 3 feats.

Jiang Jun

[p align="start"]\[Developer's Comments] 

[p align="start"]Like other heroes, we're lowering the stamina cost to make Zone Attacks more useable.

Jormungandr

[p align="start"]\[Developer's Comments] 

[p align="start"]We're happy with Hamarr Slam being a powerful move but after observing the results from the last season, it was slightly above what we intended. We're toning it down and will continue to monitor it, and similar moves. 

[p align="start"]As for Hamarr's Favor, it was very strong in the past due to the Revenge Shield Bug. Now that the bug is fixed, we can start adjusting this feat to be more impactful. 

[p align="start"]We've toned down the effect but also removed the time limit on the shield. This way, if you land multiple Hamarr Slams without taking damage, it can lead to a much bigger shield.

Juren

[p align="start"]\[Developer's Comments] 

[p align="start"]In continuation with the previous patch, we are adjusting aspects of Juren's kit that led to extremely high damage and frustration. That said, we'll also be providing small adjustments to ensure he isn't more punishable than intended. 

[p align="start"]First, both Last Man Standing and God Among Men are being nerfed to tone down the overall damage in Juren's kit and reduce its stalling potential. 

[p align="start"]Peace Breaker's & Crown Breaker's damages are lowered to better match damage from in chain bashes and other heavy parry punishes. We've also delayed when attacks can be performed after Peace Breaker to avoid guaranteed attacks due to trajectories hitting earlier when swapping targets. 

[p align="start"]Unruly Destruction's damage was also reduced to compensate for the wide trajectory of the move. 

[p align="start"]Unstoppable Force could have too much of an impact on maps with a thin mid lane, so we've adjusted the area of effect that can kill minions. We also lowered its speed as it was slightly too good to engage with as an off-screen attack. 

[p align="start"]Devastating Jab & Devastating Swing have less backward movement to make them easier to punish on miss. 

[p align="start"]The backwards movement of Devastating Jab & Devastating Swing was lowered to make it easier to punish on miss. 

[p align="start"]Lastly, we've reduced recoveries from all of Juren's Light attacks when blocked. Otherwise, all of Juren's offensive options would lose to Guardbreak. These values are in line with the CCU changes we did many seasons ago.

Kensei 

[p align="start"]\[Developer's Comments] 

[p align="start"]Kensei had a unique defense dodge ability but couldn't capitalize on it. We want to give players more reasons to try and time their dodge at a specific timing, while keeping the character unique. By making dodge attacks uninterruptible and unblockable after a successful superior block on dodge, Kensei's will have an easier time to impact teamfights without increasing any attack damage. 

[p align="start"]In addition, Nature's Wrath is a slow forward dodge attack that cannot be feinted. We're giving it uninterruptible stance to make it less risky to perform and give it more incentives to perform instead of only relying on Helm Splitter.

Kyoshin

[p align="start"]\[Developer's Comments] 

[p align="start"]We're adjusting the bleed damage dealt by Kagerou to put it more in line with other Tier 1 feats.

Medjay

[p align="start"]\[Developer's Comments] 

[p align="start"]The Axe version of Astral Manifestation overshadows the Staff version. It was leading to high damage in addition to being a versatile feat. 

[p align="start"]We're adjusting the values to make the Staff version more worth it, while the Axe remains a quick range attack with high damage. 

Nuxia

[p align="start"]\[Developer's Comments] 

[p align="start"]Nuxia has been underperforming slightly, so we are making small improvements to their kit. 

[p align="start"]Heavy Finishers are now undodgeable to make them more threatening and give a better mix up to Nuxia for reaching them. 

[p align="start"]Feats 3 & 4 now have shorter cooldowns to give them a more value throughout the match.

Shinobi

[p align="start"]\[Developer's Comments] 

[p align="start"]Similar top other heroes, we're lowering the stamina cost to perform Zone Attacks so it can be used more frequently. 

[p align="start"]However, Shinobi's Zone attack could become very difficult to parry when done at certain ranges so we reduced its forward movement to mitigate this. 

[p align="start"]Lastly, we're reducing the overall revenge Sickle Rain & Stabs granted to go with recent Revenge & Anti-gank tweaks. 

Sohei

[p align="start"]\[Developer's Comment] 

[p align="start"]When we created Sohei, our goal was to have a trade-off through-out the kit to compensate for Seven-Force Strike's damage potential. However, with time, player feedback and data, it is clear that we were too severe. 

[p align="start"]In this patch, we're reviewing the entire kit to try and create less frustration while still keeping Sohei's unique moves. To compensate, Seven-Force Strike's damage was significantly reduced. 

[p align="start"]To ensure each move has a clear purpose, we've adjusted Yamabushi Spirit to deal slightly less damage than Yamabushi Style, but it gains uninterruptible stance. The same principle is true for God Hand Heavy in comparison to God Hand Light. 

[p align="start"]Lastly, we've reduced the total healing Soul Soother could provide to a set amount, because it allowed for too much stalling for a Tier 2 feat.

[p align="start"] 

Valkyrie

[p align="start"]\[Developer's Comments] 

[p align="start"]Unlike most other Defensive Stances, Valkyrie spends stamina upon releasing Shield Tackle (except when dodging out of it). So for now, we won't be adding an extra cost on entry. However, we will be monitoring this closely. 

Virtuosa

[p align="start"]\[Developer's Comments] 

[p align="start"]In this patch we have added back the stamina cost for entering defensive stances and added a drain after holding it for 1 second. 

[p align="start"]In Virtuosa's case however, it felt too punishing as they must pick between chaining and Posture. To avoid the entry cost but still have additional stamina cost for Posture, its stamina drain is higher than the norm.  

Warden

[p align="start"]\[Developer's Comments] 

[p align="start"]Zone Attacks used to have a high cost to justify the trajectory. This is no longer as important, so we're lowering the stamina cost to encourage more usage. 

Warlord

[p align="start"]\[Developer's Comments] 

[p align="start"]Most of these changes are simply the standard stamina changes for defensive stances and zone attacks. 

[p align="start"]Like Zone attacks, unique sprint attacks still have very high stamina cost. We want to make them slightly more useable so we're lowering its cost too. 

BUG FIXES

[p align="start"]Maps 

[p align="start"]Minions 

[p align="start"]Heroes 

[p align="start"]Ornaments 

[p align="start"]Executions 

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