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Patch Notes 2.67.0 - FOR HONOR

FOR HONOR™ · Community Announcements · April 24, 2026

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BALANCING CHANGES  

SPRINT SPEEDS 

In Dominion, being able to rotate quickly to contest objectives and maximizing renown is important. Certain Heroes were too slow when sprinting, which discouraged rotations and made these Heroes less useful in a team. To mitigate this, we've increased the sprint speed of the slowest characters by ~8%.  

Affects:  

Note that this does not impact Shugoki as they have access to Super Sprint.  

PINNING PROJECTILES  

We are making a change to pinning projectiles. These were designed to ensure additional attacks could be performed, but this meant we couldn't have them abide by the typical Anti-Gank rules. While these will now provide damage reduction appropriately, we've loosened up the rules to ensure it is always possible to land an extra attack, unless the victim was already in 2nd hit-stun.  

Affects:  

AFEERA  

\[Developer's Comments]  

Since Gravity's Pull and Speeding Comet are fast unblockable moves accessible from neutral, we've adjusted the amount of time players have to dodge these moves in line with similar moves/Feats.  

We also adjusted when full block is active during Speeding Comet as it was too easy to use in reaction to attacks from neutral. With these changes, it should remain a strong tool to engage from further away while toning down its effectiveness in close-up scenarios.  

BERSERKER  

\[Developer's Comments]  

Berserker relies on trading to get their offense started, but with the more recent changes to bring the Hero back more in line with other Heroes, their lower Health total made trading riskier. This should give the Hero an edge on trading and starting their offense with less risk. 

BLACK PRIOR  

\[Developer's Comments]  

Bulwark Stance's defensive properties are not as strong as other similar defensive stances, requiring a commitment to get stronger defense. Black Prior's Tier 2 feat also relies on entering and staying in Bulwark Stance, and our recent changes to Stamina drain while in defensive stances had a bigger impact on Black Prior than desired. 

CENTURION  

\[Developer's Comments]  

We are revamping Centurion's Feats to be more focused on his signature moves.  

While this affects Centurion's main Feats, we also had to adjust the Hero's alternate Feats. 

With all these new Feats bolstering his kit, we're toning Eagles Talons down slightly and will continue to monitor it + similar moves.  

CONQUEROR  

GLADIATOR  

HIGHLANDER  

\[Developer's Comments]  

Highlanders tend to trade a lot in Defensive Form, and his Health was on the lower side for trading Heroes, so we're increasing it slightly to make the Hero safer.  

Offensive Form Light attacks are 400ms and Enhanced, and this makes them overly strong in multiple situations. We're removing the Enhanced property to make them less effective, especially when repeatedly used back to back. 

HITOKIRI  

\[Developer's Comments]  

Hitokiri is a character that relies on trading with opponents to deal damage. We're increasing their Health slightly to make it a bit more favorable to do so.  

Sankotsu is not matching our expectations as a roll catcher as well as a peeling tool, so we're increasing it's forward movement to give the Hero more reach during these situations.  

JORMUNGANDR  

\[Developer's Comments]  

Serpent Smite is overperforming as a trading tool; by making the Uninterruptible Stance activation 100ms later, it should be trickier to use in certain situations and make Jormungandr easier to interrupt. 

Hamarr Slam's overall weakness is that is easily peelable; due to the damage, Shield gain and ease of access, this felt like correct drawback to the move, but unfortunately this has proven to lead to the move having less usability as we would like it to have. We are thus modifying these components to increase the potential usage of the move, while reducing the other effects (lower Shield gain and lower damage) to compensate for the Armor gain.  

JUREN  

\[Developer's Comments]  

Juren's side dodge attacks are very strong and differ from the cast as they are not as easy to counter due to their varying speeds. This creates situations where attackers must deal with an extra layer of reads when facing Juren. 

With this change, when Juren dodges to the side and initiates an attack, players can place their block in the direction of the dodge; if the attack is a tapped version, it will be blocked and give the player frame advantage, while if it is the held version, players still need to deal with the attack as a feintable attack. This should help tone down the mixup from Juren and give attackers a better edge when fighting him. We'll keep an eye on this aspect, as well as other aspects of the Hero, to see if further changes are needed. 

Indomitable Stance is weaker than most other defensive down stances, so we've adjusted the Stamina drain that occurs when holding it.  

KENSEI  

KHATUN  

\[Developer's Comments]  

Fear and Fury requires a large commitment, especially in team fights. We want to give it a bit more flexibility, so we're allowing dodge to be performed slightly sooner during the move. We will continue to monitor this to see if other adjustments are needed.  

The Guardbreak Vulnerability window on Zone Attack was lower than intended. This has now been fixed.  

LAWBRINGER  

\[Developer's Comments]  

Lawbringer has been overperforming, and we're toning the Hero down to bring the Hero's performance more towards expected levels. 

NOBUSHI  

\[Developer's Comments]  

We're pushing some changes to Nobushi's Zone Attack to make it more usable, as well as fixing an issue where the 2nd hit's Bleed wouldn't stack.  

OROCHI  

\[Developer's Comments]  

Orochi's Zone Attack could be cancelled into a dodge quite early, and this gave the move more survivability as intended, especially by external opponents. This should put the move more in-line with other recovery cancels. 

PEACEKEEPER  

\[Developer's Comments]  

The Dagger Cancel changes aim to solve two problems.  

We are also revamping Peacekeeper's Feats to focus more on Bleed and its interactions. 

We've also adjusted her alternate Feats to give Peacekeeper better choices that are more in-line with her Bleed focus.  

PIRATE  

\[Developer's Comments]  

Pirate has been overperforming at all skill levels since the buffs to Cavalier Dance and Walk the Plank. 

Walk the Plank especially has been a strong tool in Pirate's arsenal when near walls, as she could land the move then release the victim into a wall splat that guaranteed an extra Heavy's worth of damage. To diminish this interaction, we're adjusting the damage curve so that Walk the Plank deals less damage up front and now requires a Pistol Blast to deal more damage, rather than front-loading the damage on Walk the Plank itself.  

We're also lowering the damage of the Guaranteed version of Pistol Blast to deal slightly less damage; this change is small but amounts to significant amounts of damage over the course of a match. 

RAIDER  

\[Developer's Comments]  

We're adjusting Stampede Charge's Stamina cost to align its usability with similar moves. Reaping Charge is slow and cannot be feinted, so now it has uninterruptible stance to make it a bit easier to use.  

Raider could already extend their chain using Storming Tap, but this tends to lead to Heavy Finishers not being used as often as we'd like because the pressure from Storming Tap makes more sense in many situations. With the ability to chain to Raider's Fury after Heavy Finishers, this gives the Hero a new route to extend chains and gives more purpose to their Heavy Finishers. 

SHAOLIN  

\[Developer's Comments]  

Lowering Qi Stance Light's damage to make these moves slightly less oppressive for their properties.  

Sun Sweep Follow Up now deals less damage as a drawback for the safety of the move.  

SHUGOKI  

\[Developer's Comments]  

Shugoki is the only Hero with a low sprint speed that didn't get their base sprint speed adjusted. To compensate, we've reduced the Stamina cost for using Charge of the Oni allowing faster rotations on the map at the expense of a bit less Stamina.  

SHINOBI  

\[Developer's Comments]  

Although the effect is minor, by repeatedly de/activating Super Sprint it was possible to maintain some of its benefits without having the Stamina drain. This is the same behavior as Shugoki's Charge of the Oni.  

SOHEI  

\[Developer's Comments]  

Sohei has been performing better with their recent changes, but their Uninterruptible Stances initiated too early, giving Sohei too much safety when using these attacks. We're pushing their timing back by 100ms to make it easier for opponents to interrupt Sohei, and to remove certain interactions where Sohei could feint after taking a hit and getting a guaranteed Guardbreak on opponents after a trade. 

TIANDI  

\[Developer's Comments]  

We're fixing the Guardbreak Vulnerability of Side Dragon Dodge to match other slow dodge attacks (like Jiang Jun and Warmonger). If the attack is performed as early as possible during a side dodge, it will be vulnerable for a total of 733ms.  

Similarly, we're increasing how late you can perform the move during side dodge for the same reasons.  

Lastly, we're reducing Zone Attack's Stamina cost to make it slightly more useable even when feinted or soft feinting to Dragon Kick.  

VIRTUOSA  

\[Developer's Comments]  

We initially had a longer window during dodge to perform Sideways Misdirect for input comfort. However, this allowed Virtuosa to avoid certain mix-ups by delaying their attacks later, so it was reduced to standard values.  

Posture is having its Stamina drain reduced to match standards. Unlike most other Defensive Stances, Virtuosa spends Stamina to exit Posture with attacks (except when dodging out of it). So for now, similar to Valkyrie, we won't be adding an extra cost on entry, but we will be monitoring this closely.  

WARMONGER  

\[Developer's Comments]  

We had initially changed Warmonger's Opener Light attacks to remove the Enhanced property as we wanted the Hero focus more on other venues of opening-up opponents. While this worked, it also limited Warmonger's ability to use Vicious Impale and removed a route to open-up opponents. We're reverting the change to allow Warmonger more diversity in how she can be played and can pressure opponents.  

Vicious Impale Claw has an issue where performing it on unbalanced opponents limits the damage output of Warmonger. We've increased the amount of Bleed damage this attack deals to ensure the tradeoff isn't too drastic.  

Beast of Prey's damage is being reduced to be in line with similar slow dodge attacks.  

FEATS  

\[Developer's Comments]  

We previously nerfed Last Laugh's damage, but it still is too rewarding at being able to one-shot the vast majority of the cast. With this, it should no longer one-shot opponents above 100 Health. 

\[Developer's Comments]  

Corruption's damage output is some of the highest in the game and makes the effect too strong. We're lowering the damage output of Corruption so it is less frustrating to fight against and is more in-line with other Feats.  

BUG FIXES  

BALANCING  

CENTURION  

CONQUEROR 

GRYPHON - THE SCORCHING HERALD LEGENDARY SKIN 

JUREN 

LEADERBOARDS 

LOCALIZATION  

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