[b]IMPROVEMENT
[/b] [b]FIGHTERS
[/b] [b]Front Dodge Melee Attacks[/b] We are now integrating the results from a previous Testing Grounds, in which we tested slightly faster speeds on Front Dodge Melee Attack, into the Live game. The intention of this change is to improve the viability of Front Dodge Melee Attack as an Opener, for all players. Certain Front Dodge Melee Attacks were significantly more reactable for certain parts of the population, so with this change we believe these moves should function successfully as Openers for all heroes who have them. After analysis of the data received from the Testing Grounds, we have determined that 433ms is the most appropriate speed for Front Dodge Melee Attacks. There was a significant reduction in reaction times from 500ms to 466ms, and another significant reduction from 466ms to 433ms, but 433ms to 400ms saw no change in reaction times. We have therefore adjusted these attacks to all be 433ms. We are keeping the timing at which you can perform them at 300ms into the Dodge. This should not have any impact on frame advantage and offers a significant input comfort over being able to perform the attacks later in the Dodge. One exception to the rule is Medjay's Throne Room Tackle, which takes the 433ms attack speed buff, but also keeps its ability to be performed at 100ms after a Front Dodge, as the hero is currently underperforming while in Axe Mode. This buff should give the hero a better chance to open up opponents. Finally, after investigating further, we have to slow down the Dodge Recovery Cancel timing on hit from Front Dodge Melee Attacks for Orochi and Tiandi so that they can be dodged by the opponent if repeatedly used. This only applies to the attacks on Hit, and has no impact on timings on Miss. [b]List of changes[/b]: We have normalized the speed and the chain link timings for all non-charged Melee Attacks initiated from a Front Dodge. The following changes were made:- All non-charged Front Dodge Melee Attacks are now 433ms
- Most non-charged Front Dodge Attacks are now performed from 300ms to 500ms
- Ocelotl's Jaguar's Grudge
- Shaolin's Flying Monkey Variant
- Jiang Jun's Mighty Kick
- Tiandi's Palm Strike
- Shugoki's Headbutt
- Zhanhu's Subduing Blow
- Shinobi's Reaper's Dance
- Kyoshin's Sajin-Arashi
- Orochi's Dust Devil
- Warlord's Headbutt
- Jormungandr's Jotunn Surge
- Gryphon's Shove
- Black Prior's Jawbreaker (from Front Dodge only)
- Gladiator's Sucker Punch
- Centurion's Legion Kick
- Lawbringer's Shove
- Conqueror's Shield Bash
- Is now 433ms (down from 500ms)
- Can be performed at 100ms during Front Dodge
- Palm Strike Dodge Recovery on Hit: Can now recovery cancel from 333ms (up from 300ms)
- Dust Devil Dodge Recovery on Hit: Can now recovery cancel from 233ms (up from 200ms)
UI
[/b] [b]Sorting & Filtering[/b]- Added Sorting and Filtering options in the Barracks that allows players to filter the customization
BUG FIXES
[b]FIGHTERS[/b]
[b]Ocelotl[/b]- [Bug Fix] Fixed an issue that caused the Ocelotl to start a forward walking animation when exiting lock ([url=https://forhonor.ubisoft.com/bugreporter/en-us/issues/FH-5899]FH-5899[/url])
- [Bug Fix] Fixed an issue that caused the Ocelotl Huntsman's Spirit to sometimes not work properly when entering Breaking ([url=https://forhonor.ubisoft.com/bugreporter/en-us/issues/FH-5978]FH-5978[/url])
