We've heard your feedback and decided to make a few more adjustments to throws in this patch.
Decreased the hitbox for some of the larger weapons.
Change throw startup to two frames (four frames vertically), but if you were not hit during those frames, and the item is still on top of you, you stay immune until it passes through you.
Changed it so there are no throw startup frames if your target is stunned.
Moved the starting position of throws lower by about 50 pixels to normalize where throws come out vertically and horizontally.
Bug Fixes
In Test Features: Fixed a bug that allowed Gravity Canceled signatures to jump.
Fixed bug causing hotkey tooltip to constantly redisplay each time the users moves the cursor to a new avatar item in the store
Fixed bug causing avatar page count to visually exceed the maximum amount when sometimes changing tabs with the mouse
Fixed display bug causing the controller hotkeys to not correctly display on the avatar tab in the store
Fixed display causing pages to sometimes not reflect the correct page number for avatars when paging with a controller
Fixed client crash when attempting to purchase an avatar with the quick buy option using a controller
Fixed a bug that would cause Azoth to display the default costume at the end of side axe sig
We've heard your feedback and decided to make a few more adjustments to throws in this patch.
Decreased the hitbox for some of the larger weapons.
Change throw startup to two frames (four frames vertically), but if you were not hit during those frames, and the item is still on top of you, you stay immune until it passes through you.
Changed it so there are no throw startup frames if your target is stunned.
Moved the starting position of throws lower by about 50 pixels to normalize where throws come out vertically and horizontally.
Bug Fixes
In Test Features: Fixed a bug that allowed Gravity Canceled signatures to jump.
Fixed bug causing hotkey tooltip to constantly redisplay each time the users moves the cursor to a new avatar item in the store
Fixed bug causing avatar page count to visually exceed the maximum amount when sometimes changing tabs with the mouse
Fixed display bug causing the controller hotkeys to not correctly display on the avatar tab in the store
Fixed display causing pages to sometimes not reflect the correct page number for avatars when paging with a controller
Fixed client crash when attempting to purchase an avatar with the quick buy option using a controller
Fixed a bug that would cause Azoth to display the default costume at the end of side axe sig
Welcome to Patch 2.31! We’ve added a bunch of new avatars alongside an amazing new Flag taunt that will display whatever avatar you currently have equipped. That’s right, you can now display your national pride or strong sense of comedic timing during matches. Taunt away! We’ve also added a number of new test features, balance changes, and client / server improvements. Good luck out there in Season 2 and we hope you enjoy this patch!
Flag Wave Taunt!
The Flag Wave taunt is now available in Mallhalla.
The Flag Wave taunt will display whatever your currently equipped avatar is.
New Avatars!
Avatars are now available for purchase in Mallhalla.
Community Request
Made a change to the colors in the HUD so that once a player starts going past 150 damage, the shade of red will continue to get deeper and darker all the way up to 300 damage (which should never reasonably be reached in normal play). This should help give an idea as to how “deep” in the red a player has gotten.
Improved the method of shading the damage bar in the HUD to make the color blending noticeably smoother.
Client and Server Performance
Fixed memory leak in level system.
Improved rendering system performance.
Improved core server networking.
Improved core server packet parsing.
Optimized packeting routing on the core servers.
Fixed core server memory leak.
Improved core server database performance.
Improved core server performance during transfers.
Reduced spikes in core servers when lots of people log in at once.
Animation Adjustments
Changed startup animation frames on Sword Recovery so that it is less stiff.
Updated Hammer running animations to match hurtboxes more closely.
Updated Katar running animations to match hurtboxes more closely.
Updated Spear running animations to match hurtboxes more closely.
Updated Axe falling animations to match hurtboxes more closely.
Reworked rendering to remove the occasional pixelation on some body parts.
UI Interface
The randomize podium option displays are now hidden for users with an account level under 5.
Controller Support
PC support for ThunderStrike Speedlink SL-6542
New Legend Rotation
This week’s Legend Rotation features Ada, Bodvar, Diana, Queen Nai, Sir Roland, and Teros.
Graduated Test Features
Thanks everyone for your feedback. After a bunch of testing we’re ready to put some of the test features from last week live.
Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
You can now charge a Gravity Canceled signature for up to 10 additional frames.
Previous test features not listed here remain as test features.
New Test Features
Reminder: you can enable test features in custom lobby menu settings or by playing in the Experimental 1v1 Queue.
New test feature available in customs and the Experimental 1v1 Queue: Chain Dodging. You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
Standing on the ground is no longer a requirement to perform a Jump Sig, but they are still not possible when Gravity Canceled.
Increased the Recover Time of Jump Sigs by 15% of their normal Recover Time.
Signatures with hitboxes during the charge are no longer able to perform a Jump Sig once they reach their first hitbox.
Instead of Cooldowns preventing a power from being used again, the Cooldown Time will be added to the startup of the repeated power. (Note that Signatures cannot jump during Cooldown startup frames.)
Unarmed Neutral Light - Decreased Cooldown Time from 16 to 9.
Unarmed Side Light - Decreased Cooldown Time from 10 to 9.
Unarmed Down Light - Decreased Cooldown Time from 13 to 7.
Unarmed Neutral Air - Decreased Cooldown Time from 7 to 6.
Unarmed Side Air - Decreased Cooldown Time from 12 to 7.
Unarmed Down Air - Decreased Cooldown Time from 9 to 6.
Unarmed Recovery - Decreased Cooldown Time from 12 to 7.
Unarmed Ground Pound - Decreased Cooldown Time from 19 to 11; No longer ignores gravity during startup; Changed downward movement on first cast from 0 to 30.
Sword Neutral Light - Decreased Cooldown Time from 16 to 11.
Sword Side Light - Decreased Cooldown Time from 17 to 13.
Sword Down Light - Decreased Cooldown Time from 16 to 10.
Sword Neutral Air - Decreased Cooldown Time from 15 to 9 on miss, 19 to 12 on hit.
Sword Side Air - Decreased Cooldown Time from 18 to 13 on a hit.
Sword Ground Pound - Decreased Cooldown Time from 18 to 11; No longer ignores gravity during startup.
Lance Neutral Light - Decreased Cooldown Time from 16 to 9 on miss, 20 to 14 on hit.
Lance Side Light - Decreased Cooldown Time from 13 to 10 on miss, unchanged on hit.
Lance Down Light - Decreased Cooldown Time from 16 to 11.
Lance Neutral Air - Decreased Cooldown Time from 9 to 7.
Lance Side Air - Decreased Cooldown Time from 18 to 12.
Lance Down Air - Decreased Cooldown Time from 16 to 11.
Lance Recovery - Decreased Cooldown Time from 15 to 10.
Hammer Side Light - Decreased Cooldown Time from 11 to 7.
Hammer Neutral Air - Decreased Cooldown Time from 11 to 6 on miss, 15 to 8 on hit.
Hammer Down Air - Decreased Cooldown Time from 10 to 8.
Hammer Recovery - Decreased Cooldown Time from 15 to 12
Blasters Neutral Light - Decreased Cooldown Time from 10 to 8.
Blasters Side Light - Decreased Cooldown Time from 15 to 8 on miss, 15 to 10 on hit.
Blasters Down Light - Decreased Cooldown Time from 10 to 8.
Blasters Side Air - Decreased Cooldown Time from 18 to 14.
Blasters Neutral Air: Stun Time on first shot changed from 25 to a range between 25 and 20; Stun Time on second shot changed from 20 to a range between 20 and 15; Cooldown decreased from 12 to 9.
Blasters Down Air - Decreased Cooldown Time from 10 to 8.
Blasters Recovery - Decreased Cooldown Time from 10 to 8.
Blasters Ground Pound: Decreased Cooldown Time from 15 to 13; No longer ignores gravity during startup; Minimum time to cancel into the shot on ground collision increased from 0 to 17. (Previously not possible because of canceled gravity)
Spear Neutral Light - Decreased Cooldown Time from 11 to 9.
Spear Side Light - Decreased Cooldown Time from 10 to 8.
Spear Neutral Air - Decreased Cooldown Time from 12 to 9.
Spear Side Air - Decreased Cooldown Time from 8 to 6 on miss, 11 to 9 on hit.
Spear Recovery - Decreased Cooldown Time from 11 to 9.
Spear Ground Pound - Decreased Cooldown Time from 12 to 10; No longer ignores gravity during startup.
Katar Neutral Light - Decreased Cooldown Time from 8 to 7.
Katar Side Light - Decreased Cooldown Time from 14 to 9.
Katar Down Light - Decreased Cooldown Time from 22 to 12.
Katar Neutral Air - Decreased Cooldown Time from 9 to 6.
Katar Side Air - Decreased Cooldown Time from 12 to 8.
Katar Down Air - Decreased Cooldown Time from 13 to 10.
Katar Recovery - Decreased Cooldown Time from 10 to 7.
Katar Ground Pound - Decreased Cooldown Time from 22 to 12; No longer ignores gravity during startup.
Axe Neutral Light - Decreased Cooldown Time from 9 to 4.
Axe Side Light - Decreased Cooldown Time from 11 to 9.
Axe Down Light - Decreased Cooldown Time from 10 to 8.
Axe Neutral Air - Decreased Cooldown Time from 15 to 9.
Axe Side Air - Decreased Cooldown Time from 15 to 6.
Axe Down Air - Decreased Cooldown Time from 15 to 10.
Axe Recovery - Decreased Cooldown Time from 13 to 8.
Bow Neutral Light - Decreased Cooldown Time from 25 to 14.
Bow Side Light - Decreased Cooldown Time from 17 to 9 on miss, 29 to 13 on hit.
Bow Down Light - Decreased Cooldown Time from 19 to 9.
Bow Neutral Air - Decreased Cooldown Time from 15 to 13.
Bow Side Air - Decreased Cooldown Time from 16 to 14.
Bow Down Air - Decreased Cooldown Time from 19 to 12.
Bow Recovery - Decreased Cooldown Time from 16 to 12.
Bow Ground Pound - Decreased Cooldown Time from 14 to 11.
Gauntlets Neutral Light - Decreased Cooldown Time from 13 to 10 on miss.
Gauntlets Down Light - Decreased Cooldown Time from 14 to 9 on miss, 19 to 16 on hit.
Gauntlets Neutral Air - Decreased Cooldown Time from 15 to 11 on miss, 19 to 18 on hit.
Gauntlets Side Air - Decreased Cooldown Time from 14 to 10.
Gauntlets Down Air - Decreased Cooldown Time from 13 to 9.
Gauntlets Recovery - Decreased Cooldown Time from 15 to 11.
Gauntlets Ground Pound - Decreased Cooldown Time from 16 to 12.
Balance
Throws
This change is designed to prevent throws into combos while stacked with your opponent.
Thrown items do not become active until after 10 frames.
Unarmed
The Side Air had an overly generous hitbox, so it has been updated to better match the animation, but we have slightly reduced the Time to Hit to compensate for the loss in strike area.
Unarmed Side Air: Decreased Time to Hit from 15 to 14; Rehitboxed to better match the animation.
Sword
The Sword is an extremely solid weapon with good options in most scenarios, so we are tempering the reward slightly, focusing mostly on the Recovery attack. There will now be a brief dodge window between a Neutral Air and a Recovery attack, due to Neutral Air’s decreased Stun and the Recovery’s increased Time to Hit. The Down Air has been brought in line with other similar powers for Recover Time on miss, but some of that power is shifted to slightly increased Stun on the Neutral Light.
Sword Recovery: Increased Time to Hit from 6 to 9; Decreased total Damage from 24 to 20.
Sword Neutral Air: Decreased Stun from 20 to 18.
Sword Down Air: Increased Variable Recovery on miss from 21 to 24.
Sword Neutral Light: Increased Stun from 18 to 20.
Spear
The Side Light has received a reduction in Variable Force and Fixed Force, as well as a slight drop in knockback angle for more consistent behavior into subsequent attacks.
Spear Side Light: Decreased Variable Force from 25 to 10; Decreased Fixed Force from 60 to 50; Slightly lowered angle of knockback.
Lance
Some power has been shifted from the Neutral Air into the Side Air. The Lance Side Air has received slight reductions in both Time to Hit and Recover Time on miss for a more fluid feel, whereas the Neutral Air has received a slight reduction in Damage.
Lance Side Air: Decreased Time to Hit from 15 to 14; Decreased Fixed Recovery on miss from 1 to 0.
Lance Neutral Air: Decreased Damage from a range of 19~22 to a range of 18~21.
Katar
The Katar Down Air can be great for starting or continuing pressure, but the Recover Time when colliding with the ground on miss rotated into other attacks a bit too quickly. The Fixed Recovery on miss for the Down Air on miss when colliding with the ground has been slightly Increased to allow more time to retaliate.
Katar Down Air: Increased Fixed Recovery on miss when colliding with the ground from 2 to 3.
Axe
The Axe has regained a stacked option in the air in the form of the Side Air, as well as a little more coverage on the back end of the Neutral Air to compensate for the recent decrease of their generous hitboxes. The Neutral Light has been made more fluid from slight reductions to both Time to Hit and Recover Time on miss.
Axe Side Air: Restored a portion of stacked hitboxing.
Axe Neutral Air: Rehitboxed to slightly extend coverage on the back end of the swing.
Axe Neutral Light: Decreased Time to Hit from 10 to 9; Decreased Variable Recovery on miss from 12 to 10; Decreased Fixed Recovery on miss from 1 to 0.
Bow
The Bow Ground Pound was still a bit too powerful at lower damage ranges, so we have shifted some power within the attack from the Fixed Force into its travel speed.
Bow Ground Pound: Decreased Fixed Force from 86 to 76; Slightly increased travel speed.
Gauntlets
The Gauntlets Recovery felt weak in comparison to other similar attacks, so we are slightly increasing the Damage to make it a bit more rewarding.
Gauntlets Recovery: Increased Damage from 15 to 17.
Bug Fixes
Fixed a bug where the Test Maps never actually showed up in the Experimental 1v1 Queue.
Holding down to fall through a soft platform with an aerial attack is no longer possible once a power cancels into its landing animation. Fixes some related bugs.
Fixed a bug where some animations like picking up a weapon could delay the dodge invulnerability animation from displaying on the correct frame. (Credit Nerex7)
Fixed a bug that could cause bots on the same team to intentionally attack each other. (Credit Bliffity, Thor)
Renamed Ragnir's base katar skins to "Dragon Scale Katars" to avoid naming conflict with the Dragon Tooth Katars that appear in the store.
Fixed an issue where a dodge animation could play instead of a charge throw animation when throwing immediately after a dodge.
Fixed a bug where the 2v2 ranked screen would say "Requires a teammate to play ranked 2v2" if the second player had never played Ranked 2v2 before.
Fixed a bug where the personal 2v2 season rating would not show the correct Elo for a player who hasn't played 2v2 Ranked yet, and wouldn't show a personal rating at all if that player was the 2nd player. Also fixed a bug where default personal 2v2 rating info would appear for the first player for spectators if there were no actual players in the lobby.
Welcome to Patch 2.31! We’ve added a bunch of new avatars alongside an amazing new Flag taunt that will display whatever avatar you currently have equipped. That’s right, you can now display your national pride or strong sense of comedic timing during matches. Taunt away! We’ve also added a number of new test features, balance changes, and client / server improvements. Good luck out there in Season 2 and we hope you enjoy this patch!
Flag Wave Taunt!
The Flag Wave taunt is now available in Mallhalla.
The Flag Wave taunt will display whatever your currently equipped avatar is.
New Avatars!
Avatars are now available for purchase in Mallhalla.
Community Request
Made a change to the colors in the HUD so that once a player starts going past 150 damage, the shade of red will continue to get deeper and darker all the way up to 300 damage (which should never reasonably be reached in normal play). This should help give an idea as to how “deep” in the red a player has gotten.
Improved the method of shading the damage bar in the HUD to make the color blending noticeably smoother.
Client and Server Performance
Fixed memory leak in level system.
Improved rendering system performance.
Improved core server networking.
Improved core server packet parsing.
Optimized packeting routing on the core servers.
Fixed core server memory leak.
Improved core server database performance.
Improved core server performance during transfers.
Reduced spikes in core servers when lots of people log in at once.
Animation Adjustments
Changed startup animation frames on Sword Recovery so that it is less stiff.
Updated Hammer running animations to match hurtboxes more closely.
Updated Katar running animations to match hurtboxes more closely.
Updated Spear running animations to match hurtboxes more closely.
Updated Axe falling animations to match hurtboxes more closely.
Reworked rendering to remove the occasional pixelation on some body parts.
UI Interface
The randomize podium option displays are now hidden for users with an account level under 5.
Controller Support
PC support for ThunderStrike Speedlink SL-6542
New Legend Rotation
This week’s Legend Rotation features Ada, Bodvar, Diana, Queen Nai, Sir Roland, and Teros.
Graduated Test Features
Thanks everyone for your feedback. After a bunch of testing we’re ready to put some of the test features from last week live.
Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
You can now charge a Gravity Canceled signature for up to 10 additional frames.
Previous test features not listed here remain as test features.
New Test Features
Reminder: you can enable test features in custom lobby menu settings or by playing in the Experimental 1v1 Queue.
New test feature available in customs and the Experimental 1v1 Queue: Chain Dodging. You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
Standing on the ground is no longer a requirement to perform a Jump Sig, but they are still not possible when Gravity Canceled.
Increased the Recover Time of Jump Sigs by 15% of their normal Recover Time.
Signatures with hitboxes during the charge are no longer able to perform a Jump Sig once they reach their first hitbox.
Instead of Cooldowns preventing a power from being used again, the Cooldown Time will be added to the startup of the repeated power. (Note that Signatures cannot jump during Cooldown startup frames.)
Unarmed Neutral Light - Decreased Cooldown Time from 16 to 9.
Unarmed Side Light - Decreased Cooldown Time from 10 to 9.
Unarmed Down Light - Decreased Cooldown Time from 13 to 7.
Unarmed Neutral Air - Decreased Cooldown Time from 7 to 6.
Unarmed Side Air - Decreased Cooldown Time from 12 to 7.
Unarmed Down Air - Decreased Cooldown Time from 9 to 6.
Unarmed Recovery - Decreased Cooldown Time from 12 to 7.
Unarmed Ground Pound - Decreased Cooldown Time from 19 to 11; No longer ignores gravity during startup; Changed downward movement on first cast from 0 to 30.
Sword Neutral Light - Decreased Cooldown Time from 16 to 11.
Sword Side Light - Decreased Cooldown Time from 17 to 13.
Sword Down Light - Decreased Cooldown Time from 16 to 10.
Sword Neutral Air - Decreased Cooldown Time from 15 to 9 on miss, 19 to 12 on hit.
Sword Side Air - Decreased Cooldown Time from 18 to 13 on a hit.
Sword Ground Pound - Decreased Cooldown Time from 18 to 11; No longer ignores gravity during startup.
Lance Neutral Light - Decreased Cooldown Time from 16 to 9 on miss, 20 to 14 on hit.
Lance Side Light - Decreased Cooldown Time from 13 to 10 on miss, unchanged on hit.
Lance Down Light - Decreased Cooldown Time from 16 to 11.
Lance Neutral Air - Decreased Cooldown Time from 9 to 7.
Lance Side Air - Decreased Cooldown Time from 18 to 12.
Lance Down Air - Decreased Cooldown Time from 16 to 11.
Lance Recovery - Decreased Cooldown Time from 15 to 10.
Hammer Side Light - Decreased Cooldown Time from 11 to 7.
Hammer Neutral Air - Decreased Cooldown Time from 11 to 6 on miss, 15 to 8 on hit.
Hammer Down Air - Decreased Cooldown Time from 10 to 8.
Hammer Recovery - Decreased Cooldown Time from 15 to 12
Blasters Neutral Light - Decreased Cooldown Time from 10 to 8.
Blasters Side Light - Decreased Cooldown Time from 15 to 8 on miss, 15 to 10 on hit.
Blasters Down Light - Decreased Cooldown Time from 10 to 8.
Blasters Side Air - Decreased Cooldown Time from 18 to 14.
Blasters Neutral Air: Stun Time on first shot changed from 25 to a range between 25 and 20; Stun Time on second shot changed from 20 to a range between 20 and 15; Cooldown decreased from 12 to 9.
Blasters Down Air - Decreased Cooldown Time from 10 to 8.
Blasters Recovery - Decreased Cooldown Time from 10 to 8.
Blasters Ground Pound: Decreased Cooldown Time from 15 to 13; No longer ignores gravity during startup; Minimum time to cancel into the shot on ground collision increased from 0 to 17. (Previously not possible because of canceled gravity)
Spear Neutral Light - Decreased Cooldown Time from 11 to 9.
Spear Side Light - Decreased Cooldown Time from 10 to 8.
Spear Neutral Air - Decreased Cooldown Time from 12 to 9.
Spear Side Air - Decreased Cooldown Time from 8 to 6 on miss, 11 to 9 on hit.
Spear Recovery - Decreased Cooldown Time from 11 to 9.
Spear Ground Pound - Decreased Cooldown Time from 12 to 10; No longer ignores gravity during startup.
Katar Neutral Light - Decreased Cooldown Time from 8 to 7.
Katar Side Light - Decreased Cooldown Time from 14 to 9.
Katar Down Light - Decreased Cooldown Time from 22 to 12.
Katar Neutral Air - Decreased Cooldown Time from 9 to 6.
Katar Side Air - Decreased Cooldown Time from 12 to 8.
Katar Down Air - Decreased Cooldown Time from 13 to 10.
Katar Recovery - Decreased Cooldown Time from 10 to 7.
Katar Ground Pound - Decreased Cooldown Time from 22 to 12; No longer ignores gravity during startup.
Axe Neutral Light - Decreased Cooldown Time from 9 to 4.
Axe Side Light - Decreased Cooldown Time from 11 to 9.
Axe Down Light - Decreased Cooldown Time from 10 to 8.
Axe Neutral Air - Decreased Cooldown Time from 15 to 9.
Axe Side Air - Decreased Cooldown Time from 15 to 6.
Axe Down Air - Decreased Cooldown Time from 15 to 10.
Axe Recovery - Decreased Cooldown Time from 13 to 8.
Bow Neutral Light - Decreased Cooldown Time from 25 to 14.
Bow Side Light - Decreased Cooldown Time from 17 to 9 on miss, 29 to 13 on hit.
Bow Down Light - Decreased Cooldown Time from 19 to 9.
Bow Neutral Air - Decreased Cooldown Time from 15 to 13.
Bow Side Air - Decreased Cooldown Time from 16 to 14.
Bow Down Air - Decreased Cooldown Time from 19 to 12.
Bow Recovery - Decreased Cooldown Time from 16 to 12.
Bow Ground Pound - Decreased Cooldown Time from 14 to 11.
Gauntlets Neutral Light - Decreased Cooldown Time from 13 to 10 on miss.
Gauntlets Down Light - Decreased Cooldown Time from 14 to 9 on miss, 19 to 16 on hit.
Gauntlets Neutral Air - Decreased Cooldown Time from 15 to 11 on miss, 19 to 18 on hit.
Gauntlets Side Air - Decreased Cooldown Time from 14 to 10.
Gauntlets Down Air - Decreased Cooldown Time from 13 to 9.
Gauntlets Recovery - Decreased Cooldown Time from 15 to 11.
Gauntlets Ground Pound - Decreased Cooldown Time from 16 to 12.
Balance
Throws
This change is designed to prevent throws into combos while stacked with your opponent.
Thrown items do not become active until after 10 frames.
Unarmed
The Side Air had an overly generous hitbox, so it has been updated to better match the animation, but we have slightly reduced the Time to Hit to compensate for the loss in strike area.
Unarmed Side Air: Decreased Time to Hit from 15 to 14; Rehitboxed to better match the animation.
Sword
The Sword is an extremely solid weapon with good options in most scenarios, so we are tempering the reward slightly, focusing mostly on the Recovery attack. There will now be a brief dodge window between a Neutral Air and a Recovery attack, due to Neutral Air’s decreased Stun and the Recovery’s increased Time to Hit. The Down Air has been brought in line with other similar powers for Recover Time on miss, but some of that power is shifted to slightly increased Stun on the Neutral Light.
Sword Recovery: Increased Time to Hit from 6 to 9; Decreased total Damage from 24 to 20.
Sword Neutral Air: Decreased Stun from 20 to 18.
Sword Down Air: Increased Variable Recovery on miss from 21 to 24.
Sword Neutral Light: Increased Stun from 18 to 20.
Spear
The Side Light has received a reduction in Variable Force and Fixed Force, as well as a slight drop in knockback angle for more consistent behavior into subsequent attacks.
Spear Side Light: Decreased Variable Force from 25 to 10; Decreased Fixed Force from 60 to 50; Slightly lowered angle of knockback.
Lance
Some power has been shifted from the Neutral Air into the Side Air. The Lance Side Air has received slight reductions in both Time to Hit and Recover Time on miss for a more fluid feel, whereas the Neutral Air has received a slight reduction in Damage.
Lance Side Air: Decreased Time to Hit from 15 to 14; Decreased Fixed Recovery on miss from 1 to 0.
Lance Neutral Air: Decreased Damage from a range of 19~22 to a range of 18~21.
Katar
The Katar Down Air can be great for starting or continuing pressure, but the Recover Time when colliding with the ground on miss rotated into other attacks a bit too quickly. The Fixed Recovery on miss for the Down Air on miss when colliding with the ground has been slightly Increased to allow more time to retaliate.
Katar Down Air: Increased Fixed Recovery on miss when colliding with the ground from 2 to 3.
Axe
The Axe has regained a stacked option in the air in the form of the Side Air, as well as a little more coverage on the back end of the Neutral Air to compensate for the recent decrease of their generous hitboxes. The Neutral Light has been made more fluid from slight reductions to both Time to Hit and Recover Time on miss.
Axe Side Air: Restored a portion of stacked hitboxing.
Axe Neutral Air: Rehitboxed to slightly extend coverage on the back end of the swing.
Axe Neutral Light: Decreased Time to Hit from 10 to 9; Decreased Variable Recovery on miss from 12 to 10; Decreased Fixed Recovery on miss from 1 to 0.
Bow
The Bow Ground Pound was still a bit too powerful at lower damage ranges, so we have shifted some power within the attack from the Fixed Force into its travel speed.
Bow Ground Pound: Decreased Fixed Force from 86 to 76; Slightly increased travel speed.
Gauntlets
The Gauntlets Recovery felt weak in comparison to other similar attacks, so we are slightly increasing the Damage to make it a bit more rewarding.
Gauntlets Recovery: Increased Damage from 15 to 17.
Bug Fixes
Fixed a bug where the Test Maps never actually showed up in the Experimental 1v1 Queue.
Holding down to fall through a soft platform with an aerial attack is no longer possible once a power cancels into its landing animation. Fixes some related bugs.
Fixed a bug where some animations like picking up a weapon could delay the dodge invulnerability animation from displaying on the correct frame. (Credit Nerex7)
Fixed a bug that could cause bots on the same team to intentionally attack each other. (Credit Bliffity, Thor)
Renamed Ragnir's base katar skins to "Dragon Scale Katars" to avoid naming conflict with the Dragon Tooth Katars that appear in the store.
Fixed an issue where a dodge animation could play instead of a charge throw animation when throwing immediately after a dodge.
Fixed a bug where the 2v2 ranked screen would say "Requires a teammate to play ranked 2v2" if the second player had never played Ranked 2v2 before.
Fixed a bug where the personal 2v2 season rating would not show the correct Elo for a player who hasn't played 2v2 Ranked yet, and wouldn't show a personal rating at all if that player was the 2nd player. Also fixed a bug where default personal 2v2 rating info would appear for the first player for spectators if there were no actual players in the lobby.
Hello and welcome to patch 2.30! We’re excited to be introducing Ragnir, who will be taking on humanoid form for a while in order to compete in the Brawlhalla tournament. We’ve also added Avatars this week! See, I told you they were coming soon. We’ve also added a brand new Experimental 1v1 queue that will allow you to queue up against opponents who want to test out all of the potential new gameplay mechanics we have in store. Check out all the notes below!
Alpha, Closed Beta, Founders, Collectors, and Season 1 avatars.
More avatars coming soon!
Experimental 1v1 Queue
The goal of the 1v1 Queue is to get more feedback from more players where the stakes are higher. While you won’t be losing or gaining elo, we do hope that the 1v1 environment will allow you to test out everything and provide us with better feedback than playing in customs with friends or clanmates. Let us know what you think!
Test Features
Test Maps
Stances are ON
List of Existing 1v1 Test Features
Dodges will end when touching a wall.
Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack. This currently does not consume your dodge.
You can now charge a Gravity Canceled signature by up to 25 frames.
New Test Features
Added to Test Features:
Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
Upward Chase Dodge: Can now Chase Dodge upwards after a hit or with the upward momentum from a jump. Canceling an upward Chase Dodge into a downward attack does not apply the standard post-chase-dodge invulnerability frames.
User Interface
Opening up the preview of a KO Effect in the store will now play the sound it makes.
Increased the number of rows in the inventory from 5 to 7.
Tooltip primer added to the ranked tab in the store to better explain level requirements for Skyforged Colors and how to obtain Glory.
New settings option to show/hide Season 1 loading frame in the match preview.
Loading frames no longer get clipped when viewing match preview information for the ranked 2v2 queue in a 4:3 aspect ratio.
Platinum and diamond loading frames no longer overlap each other in the match preview information for the ranked 2v2 queues
Reduced the size of the stat meters and weapon icons to help better fit the new loading frames when viewing information on the match preview screen.
New avatar equipment slot has been added to the inventory screen.
New Legend Rotation
This week's Legend Rotation features Asuri, Barraza, Ember, Orion, Scarlet and Wu Shang!
Bug Fixes
Fixed bug causing the text display for legend level 100 to get cut off in the character select
Fixed display bug causing ranked UI to still show "SEASON 1" for the headers instead of "SEASON 2"
Fixed a bug where the third digit of the score in the HUD would get cut off (could really only happen in Snowbrawl).
Fixed a number of Skyforged color exclusions to lower the amount of similar colors in game, especially in Ranked 2v2.
Hello and welcome to patch 2.30! We’re excited to be introducing Ragnir, who will be taking on humanoid form for a while in order to compete in the Brawlhalla tournament. We’ve also added Avatars this week! See, I told you they were coming soon. We’ve also added a brand new Experimental 1v1 queue that will allow you to queue up against opponents who want to test out all of the potential new gameplay mechanics we have in store. Check out all the notes below!
Alpha, Closed Beta, Founders, Collectors, and Season 1 avatars.
More avatars coming soon!
Experimental 1v1 Queue
The goal of the 1v1 Queue is to get more feedback from more players where the stakes are higher. While you won’t be losing or gaining elo, we do hope that the 1v1 environment will allow you to test out everything and provide us with better feedback than playing in customs with friends or clanmates. Let us know what you think!
Test Features
Test Maps
Stances are ON
List of Existing 1v1 Test Features
Dodges will end when touching a wall.
Same Move Directional Influence: gives a player some Directional Influence when hit by a combo that uses the same power more than once.
Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack. This currently does not consume your dodge.
You can now charge a Gravity Canceled signature by up to 25 frames.
New Test Features
Added to Test Features:
Throws: Increased Recover Time when throwing a Weapon or Gadget from 14 to 18; Increased Stun Time of thrown Weapons and non-explosive gadgets from 17 to 21; Throws that hit a target that is not already stunned have their Stun Time reduced from 17 (now 21) to 16. Snowball and Water Balloon throwing is unaffected.
Upward Chase Dodge: Can now Chase Dodge upwards after a hit or with the upward momentum from a jump. Canceling an upward Chase Dodge into a downward attack does not apply the standard post-chase-dodge invulnerability frames.
User Interface
Opening up the preview of a KO Effect in the store will now play the sound it makes.
Increased the number of rows in the inventory from 5 to 7.
Tooltip primer added to the ranked tab in the store to better explain level requirements for Skyforged Colors and how to obtain Glory.
New settings option to show/hide Season 1 loading frame in the match preview.
Loading frames no longer get clipped when viewing match preview information for the ranked 2v2 queue in a 4:3 aspect ratio.
Platinum and diamond loading frames no longer overlap each other in the match preview information for the ranked 2v2 queues
Reduced the size of the stat meters and weapon icons to help better fit the new loading frames when viewing information on the match preview screen.
New avatar equipment slot has been added to the inventory screen.
New Legend Rotation
This week's Legend Rotation features Asuri, Barraza, Ember, Orion, Scarlet and Wu Shang!
Bug Fixes
Fixed bug causing the text display for legend level 100 to get cut off in the character select
Fixed display bug causing ranked UI to still show "SEASON 1" for the headers instead of "SEASON 2"
Fixed a bug where the third digit of the score in the HUD would get cut off (could really only happen in Snowbrawl).
Fixed a number of Skyforged color exclusions to lower the amount of similar colors in game, especially in Ranked 2v2.
Hello everyone and welcome to Season 2! With this patch we’re closing the doors on Season 1 and adding in a bunch of the ranked rewards you’ve been looking for.
Season 2 Has Begun!
Season 1 is over. Season 2 is here!
Season 2 will last until early/mid December.
Skyforge Weapons and Colors!
You may now purchase exclusive items with Glory.
Skyforge Weapons have been added to Mallhalla.
Skyforge Colors have been added to Mallhalla.
Glory Earnings Calculation
Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
Glory from Wins
You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
Glory from Peak Rating
There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
Glory from Previous Seasons
If you participated (5+ games) in any seasons prior to Season 1, you will received an additional 2500 Glory.
Ranked Borders from Season 1
If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 2.
Elo - Soft Reset
Personal Elo has been soft reset for all ranked modes.
1v1 Elo and Personal Elo for 2v2 have been brought closer to 1200.
All season data has been saved for stats, api, and future leaderboards.
1v1
Under 2000: Elo = (Elo +1200) / 2
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
2v2, Legend Rating
Legend Rating and Team rating have been brought closer to 750.
Under 2000: Elo = (Elo + 375) / 1.5
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum. Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly.
Avatars Coming Soon
We are working on finishing the avatar system that will be available soon!
Avatars will be displayed on your Legend Select podium, account list, friends list, in lobbies, post game podium, and pre-match loading screens.
If you played 10 or more games you'll get the competitor Avatar.
Peak rating of gold or higher gets you the Gold Avatar.
Peak rating of platinum or higher gets you the Platinum Avatar.
...Wait for it...Peak rating of Diamond gets you the Diamond Avatar.
You will receive all avatars you qualify for.
In future seasons if you qualify for an avatar you already received it 'ranks' up.
Matchmaking Adjustments
The Matchmaker will no longer match people if the resulting Elo gain for the winner will be 0.
The Matchmaker has increased how long the server will wait to match you if the Elo gain will be 3 or less.
Community Request
Single player Tournament scores have been saved and reset. Rankings page coming soon.
You can now close the Training Menu by pressing the 'Tab' key.
The Training Menu will now open to last tab you were viewing (assuming that tab is still available) instead of always defaulting to the Player Settings tab.
Map Banning
You may now ban a single map in each matchmaking queue. You can set it in the Lobby Settings in the character select screen. You must play at least one game in the queue before you may ban a map. If two players enter a queue (like in FFA or 2v2), only the leader's ban will count.
Gameplay Mechanics
Added a small amount of buffer so that if you pass a horizontal KO line while no longer stunned, you can still recover to prevent the trying to recover, seeing yourself jump, then still dying issue.
Mines no longer explode automatically on timeout.
Removed the effect of Dex on the travel speed of certain powers. Travel speed multiplier changed to 1.113 from a range between 1.05 and 1.155. Dex no longer affects travel speed on any power. Affected powers: Unarmed Recovery, Unarmed Down Air, Unarmed Ground Pound, Unarmed Side Light, Unarmed Side Heavy, Sword Side Light, Sword Recovery, Sword Ground Pound, Lance Down Air, Lance Ground Pound, Lance Side Air, Lance Recovery, Hammer Recovery, Hammer Ground Pound, Hammer Side Light, Blasters Recovery, Blasters Ground Pound, Spear Neutral Light, Spear Side Light, Spear Recovery, Spear Down Air, Spear Ground Pound, Katar Side Light, Katar Recovery, Katar Down Air, Katar Ground Pound, Axe Neutral Light, Axe Recovery, Axe Ground Pound, Bow Down Light, Bow Ground Pound.
Signatures whose travel speed was affected by Dex retain their current travel speed but are no longer affected by stances: Cassidy Down Hammer, Orion Side Lance, Orion Side Spear, Gnash Down Hammer, Nai Down Spear, Nai Neutral Katars, Nai Side Katars, Hattori Side Sword, Roland Neutral Lance, Scarlet Down Hammer, Ada Down Blasters, Ada Neutral Spear, Sentinel Neutral Katars, Sentinel Side Katars, Lucien Side Katars, Lucien Down Katars, Asuri Side Sword, Ember Neutral Katars, Ember Side Katars, Ember Down Katars.
Controller Support
Additional PC support for Retrolink SNES controller
PC support for Logic3 controller.
New Legend Rotation
This week’s Legend Rotation features Koji, Diana, Ulgrim, Brynn, Sentinel and Cassidy.
Bug Fixes
Fixed a bug where stance changes affected certain signatures more than intended: Azoth Side Bow, Ulgrim Neutral Axe, Ulgrim Side Axe, Ulgrim Down Axe, Ulgrim Neutral Lance, Ulgrim Side Lance, Ulgrim Down Lance, Koji Neutral Bow, Koji Side Bow, Val Side Gauntlets.
Fixed an online strikeout bug where clicking on a character after locking in random wouldn't clear out the first two random characters.
Fixed a bug where leaving training mode while in Catch Bombs mode would put you back into normal training mode. It will now leave you in Catch Bombs mode.
Sword Recovery: Fixed a case where the target could be dropped before the final hit.
Balance
Unarmed
We have removed the Minimum Charge scaling based on Dexterity that only existed for Unarmed Heavy attacks to make it consistent with every other moveset.
Unarmed Side Heavy changed to 21 Time to Hit from a range between 21 and 23.
Unarmed Neutral Heavy changed to 17 Time to Hit from a range between 16 and 18.
Sword
The Sword Recovery attack does a bit too much Damage for the moderate but versatile nature of the weapon, so we are slightly reducing it to be more in line with the weapon design.
Sword Recovery: Decreased Damage from 26 to 24.
Spear
The Spear side light attack is too rewarding at low damage ranges, but very undesirable at high damage ranges. We are shifting some of the utility around so it is a more consistent string starter throughout, while tempering the Spear’s lengthy combos.
Spear Side Light: Decreased Variable Force on the second hit from 32 to 25; Slightly lowered the angle of knockback; Decreased Stun from 33 to 21; Decreased Time to Hit from 13 to 12.
Katar
The Katars have received a great deal of benefits from recent game mechanics changes, so we are adjusting some of its attacks given the new state of the game. The Down Air is now a more consistent string starter when not landing on the ground, and will also have a consistent dodge window off stage.
Katar Down Air: Decreased Variable Force from 32 to 13 for the final hit in the air; Decreased Fixed Force from 61 to 50 for the final hit in the air.
Katar Neutral Air: Increased Time to Hit from 8 to 10; Decreased Fixed Recovery on Miss from 1 to 0.
Blasters
The Blasters Down Light attack feels too stiff, so we are reducing the Recovery Time on Miss at the cost of some of its generous Damage.
Blasters Down Light: Decreased Variable Recovery on Miss from 22 to 16; Increased Fixed Recovery on Miss from 0 to 1; Decreased total Damage from 24 to 22.
Axe
The Axe Recovery can feel a bit too difficult to contest or punish, so we are adding a bit more Recovery Time. We have also rehitboxed the air attacks to not only better match their animations, but also create a bit more space in which to combat Axe users.
Axe Recovery: Increased Fixed Recovery from 1 to 3.
Axe Neutral Air: Rehitboxed to better match the animation.
Axe Side Air: Rehitboxed to better match the animation.
Axe Down Air: Rehitboxed to better match the animation.
Bow
The Bow Neutral Light is receiving a bit more Recovery Time on Miss to bring it in line with other similar attacks. We have also softened the angle on the side air attack to better differentiate it from the down air attack.
Bow Side Air: Softened angle of Force to be slightly more horizontal.
Bow Neutral Light: Decreased Variable Recovery on Miss from 23 to 20; Increased Fixed Recovery on Miss from 2 to 6.
Hattori
Hattori’s Down Sword’s duration is fairly front-loaded, but it recovered a bit too quickly for such a useful power, so we have Increased the Recovery Time accordingly.
Hattori Down Sword: Increased Fixed Recovery from 15 to 18.
Thatch
Thatch’s Side Sword can feel great to land, but missing felt very stiff, so we have slightly reduced the Recovery Time.
Thatch Side Sword: Decreased Fixed Recovery from 24 to 22.
Brynn
Brynn’s Side Axe is relatively punishable, but also had a fairly lengthy Time to Hit. We are reducing the Minimum Charge for a slightly faster attack.
Brynn Side Axe: Decreased Minimum Charge from 9 to 7.
Asuri
Asuri’s Neutral Katar scored knockouts a little too early, so we are decreasing the Variable Force to be more in line with other similar powers.
Asuri Neutral Katar: Decreased Variable Force from 61 to 57.
Ember
Ember is receiving a number of upgrades to her Bow kit, primarily in the form of more Damage to the Neutral Bow, and Increased Range and Force on the air version of her Down Bow power.
Ember Neutral Bow: Increased Damage from 22 to 24.
Ember Down Bow: Increased minimum Variable Force for the air version from 35 to 40.
Ember Down Bow (air version): Rehitboxed at the end of the power to better match the animation, resulting in slightly increased vertical Range.
Koji
Koji’s Down Bow was a bit too difficult to punish on Miss, so we have Increased the Recovery Time, and shifted some of that power to the Down Sword in the form of slightly faster Time to Hit.
Koji Down Bow: Increased Fixed Recovery from 15 to 22.
Koji Down Sword: Decreased Minimum Charge from 15 to 13.
Throw
Held throws could be fairly difficult to react to, so we are moving some of the Time to Hit around within the power so the release is not so sudden.
Throw Charge: Moved 2 frames of Time to Hit from minimum charge time to post-release time such that the total startup time stays unchanged at 10, but minimum time to release an already charged throw is increased from 4 to 6.
Hello everyone and welcome to Season 2! With this patch we’re closing the doors on Season 1 and adding in a bunch of the ranked rewards you’ve been looking for.
Season 2 Has Begun!
Season 1 is over. Season 2 is here!
Season 2 will last until early/mid December.
Skyforge Weapons and Colors!
You may now purchase exclusive items with Glory.
Skyforge Weapons have been added to Mallhalla.
Skyforge Colors have been added to Mallhalla.
Glory Earnings Calculation
Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.
Glory from Wins
You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.
Glory from Peak Rating
There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.
Glory from Previous Seasons
If you participated (5+ games) in any seasons prior to Season 1, you will received an additional 2500 Glory.
Ranked Borders from Season 1
If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 2.
Elo - Soft Reset
Personal Elo has been soft reset for all ranked modes.
1v1 Elo and Personal Elo for 2v2 have been brought closer to 1200.
All season data has been saved for stats, api, and future leaderboards.
1v1
Under 2000: Elo = (Elo +1200) / 2
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
2v2, Legend Rating
Legend Rating and Team rating have been brought closer to 750.
Under 2000: Elo = (Elo + 375) / 1.5
Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum. Your tiers (gold, platinum, etc) and your best rating have been adjusted accordingly.
Avatars Coming Soon
We are working on finishing the avatar system that will be available soon!
Avatars will be displayed on your Legend Select podium, account list, friends list, in lobbies, post game podium, and pre-match loading screens.
If you played 10 or more games you'll get the competitor Avatar.
Peak rating of gold or higher gets you the Gold Avatar.
Peak rating of platinum or higher gets you the Platinum Avatar.
...Wait for it...Peak rating of Diamond gets you the Diamond Avatar.
You will receive all avatars you qualify for.
In future seasons if you qualify for an avatar you already received it 'ranks' up.
Matchmaking Adjustments
The Matchmaker will no longer match people if the resulting Elo gain for the winner will be 0.
The Matchmaker has increased how long the server will wait to match you if the Elo gain will be 3 or less.
Community Request
Single player Tournament scores have been saved and reset. Rankings page coming soon.
You can now close the Training Menu by pressing the 'Tab' key.
The Training Menu will now open to last tab you were viewing (assuming that tab is still available) instead of always defaulting to the Player Settings tab.
Map Banning
You may now ban a single map in each matchmaking queue. You can set it in the Lobby Settings in the character select screen. You must play at least one game in the queue before you may ban a map. If two players enter a queue (like in FFA or 2v2), only the leader's ban will count.
Gameplay Mechanics
Added a small amount of buffer so that if you pass a horizontal KO line while no longer stunned, you can still recover to prevent the trying to recover, seeing yourself jump, then still dying issue.
Mines no longer explode automatically on timeout.
Removed the effect of Dex on the travel speed of certain powers. Travel speed multiplier changed to 1.113 from a range between 1.05 and 1.155. Dex no longer affects travel speed on any power. Affected powers: Unarmed Recovery, Unarmed Down Air, Unarmed Ground Pound, Unarmed Side Light, Unarmed Side Heavy, Sword Side Light, Sword Recovery, Sword Ground Pound, Lance Down Air, Lance Ground Pound, Lance Side Air, Lance Recovery, Hammer Recovery, Hammer Ground Pound, Hammer Side Light, Blasters Recovery, Blasters Ground Pound, Spear Neutral Light, Spear Side Light, Spear Recovery, Spear Down Air, Spear Ground Pound, Katar Side Light, Katar Recovery, Katar Down Air, Katar Ground Pound, Axe Neutral Light, Axe Recovery, Axe Ground Pound, Bow Down Light, Bow Ground Pound.
Signatures whose travel speed was affected by Dex retain their current travel speed but are no longer affected by stances: Cassidy Down Hammer, Orion Side Lance, Orion Side Spear, Gnash Down Hammer, Nai Down Spear, Nai Neutral Katars, Nai Side Katars, Hattori Side Sword, Roland Neutral Lance, Scarlet Down Hammer, Ada Down Blasters, Ada Neutral Spear, Sentinel Neutral Katars, Sentinel Side Katars, Lucien Side Katars, Lucien Down Katars, Asuri Side Sword, Ember Neutral Katars, Ember Side Katars, Ember Down Katars.
Controller Support
Additional PC support for Retrolink SNES controller
PC support for Logic3 controller.
New Legend Rotation
This week’s Legend Rotation features Koji, Diana, Ulgrim, Brynn, Sentinel and Cassidy.
Bug Fixes
Fixed a bug where stance changes affected certain signatures more than intended: Azoth Side Bow, Ulgrim Neutral Axe, Ulgrim Side Axe, Ulgrim Down Axe, Ulgrim Neutral Lance, Ulgrim Side Lance, Ulgrim Down Lance, Koji Neutral Bow, Koji Side Bow, Val Side Gauntlets.
Fixed an online strikeout bug where clicking on a character after locking in random wouldn't clear out the first two random characters.
Fixed a bug where leaving training mode while in Catch Bombs mode would put you back into normal training mode. It will now leave you in Catch Bombs mode.
Sword Recovery: Fixed a case where the target could be dropped before the final hit.
Balance
Unarmed
We have removed the Minimum Charge scaling based on Dexterity that only existed for Unarmed Heavy attacks to make it consistent with every other moveset.
Unarmed Side Heavy changed to 21 Time to Hit from a range between 21 and 23.
Unarmed Neutral Heavy changed to 17 Time to Hit from a range between 16 and 18.
Sword
The Sword Recovery attack does a bit too much Damage for the moderate but versatile nature of the weapon, so we are slightly reducing it to be more in line with the weapon design.
Sword Recovery: Decreased Damage from 26 to 24.
Spear
The Spear side light attack is too rewarding at low damage ranges, but very undesirable at high damage ranges. We are shifting some of the utility around so it is a more consistent string starter throughout, while tempering the Spear’s lengthy combos.
Spear Side Light: Decreased Variable Force on the second hit from 32 to 25; Slightly lowered the angle of knockback; Decreased Stun from 33 to 21; Decreased Time to Hit from 13 to 12.
Katar
The Katars have received a great deal of benefits from recent game mechanics changes, so we are adjusting some of its attacks given the new state of the game. The Down Air is now a more consistent string starter when not landing on the ground, and will also have a consistent dodge window off stage.
Katar Down Air: Decreased Variable Force from 32 to 13 for the final hit in the air; Decreased Fixed Force from 61 to 50 for the final hit in the air.
Katar Neutral Air: Increased Time to Hit from 8 to 10; Decreased Fixed Recovery on Miss from 1 to 0.
Blasters
The Blasters Down Light attack feels too stiff, so we are reducing the Recovery Time on Miss at the cost of some of its generous Damage.
Blasters Down Light: Decreased Variable Recovery on Miss from 22 to 16; Increased Fixed Recovery on Miss from 0 to 1; Decreased total Damage from 24 to 22.
Axe
The Axe Recovery can feel a bit too difficult to contest or punish, so we are adding a bit more Recovery Time. We have also rehitboxed the air attacks to not only better match their animations, but also create a bit more space in which to combat Axe users.
Axe Recovery: Increased Fixed Recovery from 1 to 3.
Axe Neutral Air: Rehitboxed to better match the animation.
Axe Side Air: Rehitboxed to better match the animation.
Axe Down Air: Rehitboxed to better match the animation.
Bow
The Bow Neutral Light is receiving a bit more Recovery Time on Miss to bring it in line with other similar attacks. We have also softened the angle on the side air attack to better differentiate it from the down air attack.
Bow Side Air: Softened angle of Force to be slightly more horizontal.
Bow Neutral Light: Decreased Variable Recovery on Miss from 23 to 20; Increased Fixed Recovery on Miss from 2 to 6.
Hattori
Hattori’s Down Sword’s duration is fairly front-loaded, but it recovered a bit too quickly for such a useful power, so we have Increased the Recovery Time accordingly.
Hattori Down Sword: Increased Fixed Recovery from 15 to 18.
Thatch
Thatch’s Side Sword can feel great to land, but missing felt very stiff, so we have slightly reduced the Recovery Time.
Thatch Side Sword: Decreased Fixed Recovery from 24 to 22.
Brynn
Brynn’s Side Axe is relatively punishable, but also had a fairly lengthy Time to Hit. We are reducing the Minimum Charge for a slightly faster attack.
Brynn Side Axe: Decreased Minimum Charge from 9 to 7.
Asuri
Asuri’s Neutral Katar scored knockouts a little too early, so we are decreasing the Variable Force to be more in line with other similar powers.
Asuri Neutral Katar: Decreased Variable Force from 61 to 57.
Ember
Ember is receiving a number of upgrades to her Bow kit, primarily in the form of more Damage to the Neutral Bow, and Increased Range and Force on the air version of her Down Bow power.
Ember Neutral Bow: Increased Damage from 22 to 24.
Ember Down Bow: Increased minimum Variable Force for the air version from 35 to 40.
Ember Down Bow (air version): Rehitboxed at the end of the power to better match the animation, resulting in slightly increased vertical Range.
Koji
Koji’s Down Bow was a bit too difficult to punish on Miss, so we have Increased the Recovery Time, and shifted some of that power to the Down Sword in the form of slightly faster Time to Hit.
Koji Down Bow: Increased Fixed Recovery from 15 to 22.
Koji Down Sword: Decreased Minimum Charge from 15 to 13.
Throw
Held throws could be fairly difficult to react to, so we are moving some of the Time to Hit around within the power so the release is not so sudden.
Throw Charge: Moved 2 frames of Time to Hit from minimum charge time to post-release time such that the total startup time stays unchanged at 10, but minimum time to release an already charged throw is increased from 4 to 6.
We’ve completely overhauled the Legend Pages and added career stats, lore, and skin previews all in a single area. Additionally we’ve changed the way actions work with while wall clinging to start addressing the issue of wall camping. We’ve also redesigned the training room menus, improved performance, added a new test feature and even more things in patch 2.28!
New Legend Skins in Mallhalla
Marauder Bodvar - The historical basis for heavy metal album covers.
High Noon Cassidy - This town is a reasonable size for both of us, but I still don’t want you in it.
Overhauled Legend Pages and Stats
New Legend Pages are now live!
Career Statistics per Legend are now available on each Legend page.
Training Room
The Training Menu has been completely revamped to use the same UI as the Game Settings Menu. It should be much more intuitive and easy to use now.
You can now go straight into Catch Bombs Training in Training Mode through the Game Settings menu in the training lobby.
Wall Changes
We’ve been looking into the issue of players who like to spend more time on the wall than on the stage itself. We’re taking small steps to ensure that the player who is edge guarding has the advantage, while keeping the person on the wall on the backfoot.
You can no longer Dodge, Throw, or use Gadgets while Wall Sliding.
This next proposed change is a little more intense, and we’d like to get your opinion on this one. With this change all dodges will end immediately when you come into contact with a wall. Play with this one in test features and let us know what you think.
Added to Test Features: Dodges will end when touching a wall.
Performance Improvements
Improved performance on Rocket Lance's base kit special effects
Controller Support
PC support for smart phones and tablets that use Monect.
New Legend Rotation
This week’s Legend Rotation features Azoth, Lucien, Queen Nai, Sir Roland, Teros, Val!
Bug Fixes
Fixed a small bug where you had to move the mouse to toggle the Powers Viewer in training mode if you had just toggled it.
Fixed a bug that could show targets slightly offset from the position where they were hit on frames where a hit took place. (Credit OhMyraa)
Improved handling of edge cases when grabs attempt to place a target through a wall. (Credit Zeloxory)
Changed the on hit throw sound for the gauntlets to match most other weapons
Fixed a bug where Lance Side Air would fire too many sound effects on hit. (Credit KeithKush)
We’ve completely overhauled the Legend Pages and added career stats, lore, and skin previews all in a single area. Additionally we’ve changed the way actions work with while wall clinging to start addressing the issue of wall camping. We’ve also redesigned the training room menus, improved performance, added a new test feature and even more things in patch 2.28!
New Legend Skins in Mallhalla
Marauder Bodvar - The historical basis for heavy metal album covers.
High Noon Cassidy - This town is a reasonable size for both of us, but I still don’t want you in it.
Overhauled Legend Pages and Stats
New Legend Pages are now live!
Career Statistics per Legend are now available on each Legend page.
Training Room
The Training Menu has been completely revamped to use the same UI as the Game Settings Menu. It should be much more intuitive and easy to use now.
You can now go straight into Catch Bombs Training in Training Mode through the Game Settings menu in the training lobby.
Wall Changes
We’ve been looking into the issue of players who like to spend more time on the wall than on the stage itself. We’re taking small steps to ensure that the player who is edge guarding has the advantage, while keeping the person on the wall on the backfoot.
You can no longer Dodge, Throw, or use Gadgets while Wall Sliding.
This next proposed change is a little more intense, and we’d like to get your opinion on this one. With this change all dodges will end immediately when you come into contact with a wall. Play with this one in test features and let us know what you think.
Added to Test Features: Dodges will end when touching a wall.
Performance Improvements
Improved performance on Rocket Lance's base kit special effects
Controller Support
PC support for smart phones and tablets that use Monect.
New Legend Rotation
This week’s Legend Rotation features Azoth, Lucien, Queen Nai, Sir Roland, Teros, Val!
Bug Fixes
Fixed a small bug where you had to move the mouse to toggle the Powers Viewer in training mode if you had just toggled it.
Fixed a bug that could show targets slightly offset from the position where they were hit on frames where a hit took place. (Credit OhMyraa)
Improved handling of edge cases when grabs attempt to place a target through a wall. (Credit Zeloxory)
Changed the on hit throw sound for the gauntlets to match most other weapons
Fixed a bug where Lance Side Air would fire too many sound effects on hit. (Credit KeithKush)