Brawlhalla - Raidhyn

 
Welcome to Patch 2.50! We’ve added the new Skysail Chest to the store, updated Test Features entirely, improved custom lobbies for tournaments and improved game balance! This update to game balance has a focus on improving Legends whose individual power may have been left wanting in light of other gameplay updates. We’re also excited to make tournaments easier on both organizers and participants by implementing official rule settings straight into the UI. We hope you enjoy these changes and look forward to your continued feedback!


Additions to Mallhalla

New Skysail Chest!
The new Skysail Chest includes three chest exclusive skins, alongside 15 pre-existing skins for your collection,   
  • Corsair Orion
  • Airship Scarlet
  • Sky Scourge Azoth
Nix Gold Price Reduction
  • Nix Gold Price reduced to 5400 gold.
New Avatar
  • Bragnarok South - Brawlhalla 1320. PAX South: 218. 1v1 Stock count enshrined!
 
Ranked Season Changeover Coming Soon!
  • Season 3 will end and Season 4 will begin with the update on March 15!
 
Test Features
Modified Test Features:
We feel like the more extreme change of Signatures interrupting chain dodge invulnerability has  some strong upsides. It keeps players from being completely safe when stretching out chain dodges to their maximum duration. Rather than having to wait until an attacker chooses to leave dodge, the defender can counter by performing a signature, which itself can be countered if the attacker stops short and punishes. We haven't noticed any deviations between legend performance in the experimental queue vs ranked 1v1 that would suggest certain types of signatures overperform with the change. However, we worry that if the defender's other options for disengaging and punishing don't have better counterplay before this change gets added, players who can rely on the safety of the chain dodge currently would be more hesitant to engage.
This week, we're testing just the smaller-impact portion of the change in hopes that can go live more quickly. Since Signatures beat light attacks in a clash, it shouldn't dramatically affect those interactions, but will make the timing easier for Signatures with less active frames.
  • Removed: Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • Signatures will still ignore the invulnerability period after a Speed Dodge is canceled into an attack.
 
Graduated from Test Features:
This should make the controls feel a little more responsive when players miss the timing for a fast fall. Should be a subtle improvement to quality of life for most players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.
 
This should address some cases that can feel like a bug where players attempt a jump down air off of a soft platform and lose a jump by falling through first. The player suggestion of a similar change for down-diagonal speed dodges sounds like a good idea to try as well.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.
 
Added to Test Features:
This is the first of several proposed changes to address some concerns with gadgets. By separating weapon and gadget spawning, the availability of both should be more predictable. This should reduce cases of too many or too few weapons on the field. It should help make switching to a gadget more consistently a deliberate choice and less frequently a case of only having gadgets available at that moment. Telegraphing gadget drops give players more time to react to the appearance of a gadget, making them easier to contest or crowd.
  • Weapon and Gadget spawns now use separate timers and item limits.
  • Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation.
 
Remaining in Test Features:
Development focus has been elsewhere last week. We're still curious if the recent changes to this feature helped address concerns for slower Legends.
  • Increased run speed by 15%.
 
Custom Game Improvements
  • The Lobby Tab in Game Settings has been reworked to completely separate Custom Online and Matchmaking instead of including Custom in the same list as the Matchmaking Queues.
  • The official Brawlhalla Circuit tournament settings for 1v1 and 2v2 are now options for a type of Custom game in both Custom Online and Couch Party. Selecting either of these options will completely lock you into the correct settings (only Region is changeable) so that tournament organizers can be sure that everything is correct.
  • Updated the header text during Tournament Striking to say "Loser of last game (higher seed if none) strikes until 3 maps remain." while the first player/team is striking, and "Strike n more maps to begin.", where n is the number of maps remaining - 1.
  • Matchmaking lobbies that allow more than 1 player will now show the "Manage Party" menu.
 
Gameplay
  • Landing on the ground while performing a Recovery power will not reset whether the Recovery has been used.
  • If a player drops through a soft platform within 12 frames of being hit by a power, they will snap back up to the platform as the hit is applied. Should fix some cases of players being saved by bouncing off the inside edges of Thundergard Stadium. (Note: is not applied to setup hits like the early hits in a multi-hit power, to prevent drops)
Controller Support
  • Mac support for the Rock Candy controller for PS3
 
Balance
As gameplay and mechanics have shifted, there are some Legends whose individual power has been left wanting. We have made a pass to bring a number of lesser-used Signatures in line with the current era of Brawlhalla by increasing their ease of use, reward, or a mixture of both to be more desirable in gameplay.
 
Kor
Kor’s Down Hammer works best when used at close range, however the risk was rather substantial due to its lengthy total commitment time. We have reduced the total duration of this power for increased ease of use, as well as slightly increased the Damage reward.
  • Kor Down Hammer: Decreased Minimum Charge from 6 to 5; Decreased Recovery from 24 Fixed to 22 Fixed; Increased Damage from 31 to 33.
 
Jhala
While Jhala has some very useful Signatures, the Down Sword has less range and coverage than most other Signatures. We have increased the reward to better emphasize use of this powerful attack.
  • Jhala Down Sword: Increased Damage from 26 to 29; Increased Force from 51 Variable/68 Fixed to 52 Variable/68 Fixed.
 
Diana
Diana’s Side Blasters does have a bit more range than other Blasters attacks, however the risk and reward were out of line given the attack’s considerable dead-zone and moderate startup. We have increased the Damage reward and slightly lowered the risk to be in line with other similar powers.
  • Diana Side Blasters: Increased Damage from 25 to 27; Decreased Recovery from 6 Fixed to 5 Fixed.
 
Ulgrim
With the introduction of additional game mechanics since Ulgrim’s release, his Side Signatures have fallen behind the curve. We have increased the ease of use of his Side Lance and increased the reward of the Side Axe to better fit current gameplay.
  • Ulgrim Side Lance: Decreased Minimum Charge from 15 to 13; Decreased Recovery from 16 Fixed to 15 Fixed.
  • Ulgrim Side Axe: Increased Damage from 24 to 26.
 
Azoth
Azoth has several niche Signatures, that perform a specific task very well, however some of these Signatures are overly punishing to the user when they fail to perform that task, if even by a slight margin. We have decreased the risk involved on some of his more iconic Signature’s to be in line with their potential reward.
  • Azoth Down Axe: Decreased Recovery on miss from 14 Fixed to 13 Fixed.
  • Azoth Neutral Bow: Increased Damage from 22 to 26; Decreased Recovery from 20 Fixed to 18 Fixed.
 
Koji
Koji has a great set of Bow Signatures, however his Sword kit has proven to be less desirable. We have increased both the ease of use and the reward for his Down Sword given its more visibly telegraphed nature.
  • Koji Down Sword: Increased Damage from 21 to 24; Increased Force from 51 Variable/65 Fixed to 53 Variable/65 Fixed; Increased Stun from 21 to 22; Decreased Recovery from 25 Fixed to 24 Fixed.
 
Barraza
We have given a boost to the utility in both of Barraza’s kits, with the Blasters receiving a faster rotation to other options after a Neutral Signature, while the Side Axe has been given an increase in travel speed to better fit the current pace of the game.
  • Barraza Neutral Blasters: Decreased Recovery on miss from 11 Fixed to 10 Fixed.
  • Barraza Side Axe: Slightly Increased initial travel speed during the leap.
 
Thatch
Thatch’s Neutral Blasters has always been a rarity as it is a stacked option while Blasters aim to keep their opponent at range. We have increased its ease of use given its specific purpose and low initial range, while maintaining its substantial reward.
  • Thatch Neutral Blasters: Decreased Minimum Charge from 12 to 11; Decreased Recovery from 23 Fixed to 20 Fixed.
 
Lord Vraxx
Like a number of other Signatures on this list, Vraxx’s Side Lance did not have a reward in line with the current state of the game. We have increased this reward to provide a more reliable option for scoring knockouts that is comparable with other similar Signatures.
  • Lord Vraxx Side Lance: Increased Force from 50 Variable/65 Fixed to 53 Variable/65 Fixed.
 
Ada
Many of Ada’s Signatures have great utility, however there are a couple that have proven to be less useful. Ada’s Neutral Blasters have had their reward increased to better fit with this Signature’s unique use and range, while the Side Spear’s reward has been increased to better fit with other similar Signatures.
  • Ada Neutral Blasters: Increased Damage per shot from 8 to 9; Increased Force from 47 Variable/50 Fixed to 49 Variable/50 Fixed.
  • Ada Side Spear: Increased Damage from 20 to 25.
 
Gnash
Although Gnash’s Neutral Signatures have great utility, their reward had fallen behind more recent entries into Brawlhalla. We have increased their reward to be in line with other similar powers, while maintaining their great coverage and ease of use.
  • Gnash Neutral Spear: Increased Damage from 19 to 24; Increased Force from 55 Variable/45 Fixed to 56 Variable/50 Fixed.
  • Gnash Neutral Hammer: Increased Damage from 20 to 25.
 
Sir Roland
Similar to Gnash, the reward on a few of Sir Roland’s Signatures had fallen behind the curve of more recent attacks. We have brought the Neutral and Side Lance to be in line with other similar powers that have a unique range and use.
  • Sir Roland Neutral Lance: Increased Damage from 20 to 25; Increased Force from 51 Variable/71 Fixed to 53 Variable/71 Fixed.
  • Sir Roland Side Lance: Increased Damage from 21 to 23.
 
Queen Nai
Queen Nai’s Down Spear had previously been a low reward attack with high range. However, as the pace of the game has increased and new mechanics have been introduced, the range has become significantly easier to navigate around, making the low reward misplaced. Therefore, we have increased the reward to better fit the current landscape and utility of this power.
  • Queen Nai Down Spear: Decreased Recovery from 25 Fixed to 23 Fixed; Increased Force from 40 Variable/43 Fixed to 48 Variable/50 Fixed;
    Increased Damage from 21 to 27.
 

Nix
A couple of Nix’s Signatures have been over-performing, so we are reigning them in slightly. The Down Scythe provides a moderate-range option, but could fire off rather quickly for its knockout potential. We have both slowed down the Time to Hit and decreased the Force to bring this power in line with other similar options. The Side Scythe scored knockouts fairly early given its considerable travel distance and range, so we have decreased the Force to a more reasonable level.

  • Nix Down Scythe: Increased Minimum Charge from 15 to 17; Decreased Force from 56 Variable/72 Fixed to 54 Variable/72 Fixed.
  • Nix Side Scythe: Decreased Force from 61~63 Variable/72~80 Fixed to 58~60 Variable/72~80 Fixed.
 

Quality of Life
With the introduction of steering on Slide Charged Signatures and those that are airborne during their charge, there were some individuals that stood out. We have tuned the amount of steering allowed on Azoth’s floating Signatures to be more consistent with other Signatures that float during their charge, such as Orion Side Lance and Scarlet Side Lance.

  • Azoth Down Bow: Reduced the amount of steering control while charging.
  • Azoth Side Axe: Increased the amount of steering control while charging.

 
New Legend Rotation
This week’s Legend Rotation features Asuri, Barraza, Ember, Jhala, Kor, and Orion.

Bug Fixes
  • An additional fix to Qanba Q2 support for PC.
 
Brawlhalla - [BMG] Raidhyn

 
Welcome to Patch 2.50! We’ve added the new Skysail Chest to the store, updated Test Features entirely, improved custom lobbies for tournaments and improved game balance! This update to game balance has a focus on improving Legends whose individual power may have been left wanting in light of other gameplay updates. We’re also excited to make tournaments easier on both organizers and participants by implementing official rule settings straight into the UI. We hope you enjoy these changes and look forward to your continued feedback!


Additions to Mallhalla

New Skysail Chest!
The new Skysail Chest includes three chest exclusive skins, alongside 15 pre-existing skins for your collection,   
  • Corsair Orion
  • Airship Scarlet
  • Sky Scourge Azoth
Nix Gold Price Reduction
  • Nix Gold Price reduced to 5400 gold.
New Avatar
  • Bragnarok South - Brawlhalla 1320. PAX South: 218. 1v1 Stock count enshrined!
 
Ranked Season Changeover Coming Soon!
  • Season 3 will end and Season 4 will begin with the update on March 15!
 
Test Features
Modified Test Features:
We feel like the more extreme change of Signatures interrupting chain dodge invulnerability has  some strong upsides. It keeps players from being completely safe when stretching out chain dodges to their maximum duration. Rather than having to wait until an attacker chooses to leave dodge, the defender can counter by performing a signature, which itself can be countered if the attacker stops short and punishes. We haven't noticed any deviations between legend performance in the experimental queue vs ranked 1v1 that would suggest certain types of signatures overperform with the change. However, we worry that if the defender's other options for disengaging and punishing don't have better counterplay before this change gets added, players who can rely on the safety of the chain dodge currently would be more hesitant to engage.
This week, we're testing just the smaller-impact portion of the change in hopes that can go live more quickly. Since Signatures beat light attacks in a clash, it shouldn't dramatically affect those interactions, but will make the timing easier for Signatures with less active frames.
  • Removed: Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • Signatures will still ignore the invulnerability period after a Speed Dodge is canceled into an attack.
 
Graduated from Test Features:
This should make the controls feel a little more responsive when players miss the timing for a fast fall. Should be a subtle improvement to quality of life for most players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.
 
This should address some cases that can feel like a bug where players attempt a jump down air off of a soft platform and lose a jump by falling through first. The player suggestion of a similar change for down-diagonal speed dodges sounds like a good idea to try as well.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.
 
Added to Test Features:
This is the first of several proposed changes to address some concerns with gadgets. By separating weapon and gadget spawning, the availability of both should be more predictable. This should reduce cases of too many or too few weapons on the field. It should help make switching to a gadget more consistently a deliberate choice and less frequently a case of only having gadgets available at that moment. Telegraphing gadget drops give players more time to react to the appearance of a gadget, making them easier to contest or crowd.
  • Weapon and Gadget spawns now use separate timers and item limits.
  • Gadgets telegraph for about a second before spawning in, the same as weapon drops. They use a blue highlight as a placeholder for a spawn-in animation.
 
Remaining in Test Features:
Development focus has been elsewhere last week. We're still curious if the recent changes to this feature helped address concerns for slower Legends.
  • Increased run speed by 15%.
 
Custom Game Improvements
  • The Lobby Tab in Game Settings has been reworked to completely separate Custom Online and Matchmaking instead of including Custom in the same list as the Matchmaking Queues.
  • The official Brawlhalla Circuit tournament settings for 1v1 and 2v2 are now options for a type of Custom game in both Custom Online and Couch Party. Selecting either of these options will completely lock you into the correct settings (only Region is changeable) so that tournament organizers can be sure that everything is correct.
  • Updated the header text during Tournament Striking to say "Loser of last game (higher seed if none) strikes until 3 maps remain." while the first player/team is striking, and "Strike n more maps to begin.", where n is the number of maps remaining - 1.
  • Matchmaking lobbies that allow more than 1 player will now show the "Manage Party" menu.
 
Gameplay
  • Landing on the ground while performing a Recovery power will not reset whether the Recovery has been used.
  • If a player drops through a soft platform within 12 frames of being hit by a power, they will snap back up to the platform as the hit is applied. Should fix some cases of players being saved by bouncing off the inside edges of Thundergard Stadium. (Note: is not applied to setup hits like the early hits in a multi-hit power, to prevent drops)
Controller Support
  • Mac support for the Rock Candy controller for PS3
 
Balance
As gameplay and mechanics have shifted, there are some Legends whose individual power has been left wanting. We have made a pass to bring a number of lesser-used Signatures in line with the current era of Brawlhalla by increasing their ease of use, reward, or a mixture of both to be more desirable in gameplay.
 
Kor
Kor’s Down Hammer works best when used at close range, however the risk was rather substantial due to its lengthy total commitment time. We have reduced the total duration of this power for increased ease of use, as well as slightly increased the Damage reward.
  • Kor Down Hammer: Decreased Minimum Charge from 6 to 5; Decreased Recovery from 24 Fixed to 22 Fixed; Increased Damage from 31 to 33.
 
Jhala
While Jhala has some very useful Signatures, the Down Sword has less range and coverage than most other Signatures. We have increased the reward to better emphasize use of this powerful attack.
  • Jhala Down Sword: Increased Damage from 26 to 29; Increased Force from 51 Variable/68 Fixed to 52 Variable/68 Fixed.
 
Diana
Diana’s Side Blasters does have a bit more range than other Blasters attacks, however the risk and reward were out of line given the attack’s considerable dead-zone and moderate startup. We have increased the Damage reward and slightly lowered the risk to be in line with other similar powers.
  • Diana Side Blasters: Increased Damage from 25 to 27; Decreased Recovery from 6 Fixed to 5 Fixed.
 
Ulgrim
With the introduction of additional game mechanics since Ulgrim’s release, his Side Signatures have fallen behind the curve. We have increased the ease of use of his Side Lance and increased the reward of the Side Axe to better fit current gameplay.
  • Ulgrim Side Lance: Decreased Minimum Charge from 15 to 13; Decreased Recovery from 16 Fixed to 15 Fixed.
  • Ulgrim Side Axe: Increased Damage from 24 to 26.
 
Azoth
Azoth has several niche Signatures, that perform a specific task very well, however some of these Signatures are overly punishing to the user when they fail to perform that task, if even by a slight margin. We have decreased the risk involved on some of his more iconic Signature’s to be in line with their potential reward.
  • Azoth Down Axe: Decreased Recovery on miss from 14 Fixed to 13 Fixed.
  • Azoth Neutral Bow: Increased Damage from 22 to 26; Decreased Recovery from 20 Fixed to 18 Fixed.
 
Koji
Koji has a great set of Bow Signatures, however his Sword kit has proven to be less desirable. We have increased both the ease of use and the reward for his Down Sword given its more visibly telegraphed nature.
  • Koji Down Sword: Increased Damage from 21 to 24; Increased Force from 51 Variable/65 Fixed to 53 Variable/65 Fixed; Increased Stun from 21 to 22; Decreased Recovery from 25 Fixed to 24 Fixed.
 
Barraza
We have given a boost to the utility in both of Barraza’s kits, with the Blasters receiving a faster rotation to other options after a Neutral Signature, while the Side Axe has been given an increase in travel speed to better fit the current pace of the game.
  • Barraza Neutral Blasters: Decreased Recovery on miss from 11 Fixed to 10 Fixed.
  • Barraza Side Axe: Slightly Increased initial travel speed during the leap.
 
Thatch
Thatch’s Neutral Blasters has always been a rarity as it is a stacked option while Blasters aim to keep their opponent at range. We have increased its ease of use given its specific purpose and low initial range, while maintaining its substantial reward.
  • Thatch Neutral Blasters: Decreased Minimum Charge from 12 to 11; Decreased Recovery from 23 Fixed to 20 Fixed.
 
Lord Vraxx
Like a number of other Signatures on this list, Vraxx’s Side Lance did not have a reward in line with the current state of the game. We have increased this reward to provide a more reliable option for scoring knockouts that is comparable with other similar Signatures.
  • Lord Vraxx Side Lance: Increased Force from 50 Variable/65 Fixed to 53 Variable/65 Fixed.
 
Ada
Many of Ada’s Signatures have great utility, however there are a couple that have proven to be less useful. Ada’s Neutral Blasters have had their reward increased to better fit with this Signature’s unique use and range, while the Side Spear’s reward has been increased to better fit with other similar Signatures.
  • Ada Neutral Blasters: Increased Damage per shot from 8 to 9; Increased Force from 47 Variable/50 Fixed to 49 Variable/50 Fixed.
  • Ada Side Spear: Increased Damage from 20 to 25.
 
Gnash
Although Gnash’s Neutral Signatures have great utility, their reward had fallen behind more recent entries into Brawlhalla. We have increased their reward to be in line with other similar powers, while maintaining their great coverage and ease of use.
  • Gnash Neutral Spear: Increased Damage from 19 to 24; Increased Force from 55 Variable/45 Fixed to 56 Variable/50 Fixed.
  • Gnash Neutral Hammer: Increased Damage from 20 to 25.
 
Sir Roland
Similar to Gnash, the reward on a few of Sir Roland’s Signatures had fallen behind the curve of more recent attacks. We have brought the Neutral and Side Lance to be in line with other similar powers that have a unique range and use.
  • Sir Roland Neutral Lance: Increased Damage from 20 to 25; Increased Force from 51 Variable/71 Fixed to 53 Variable/71 Fixed.
  • Sir Roland Side Lance: Increased Damage from 21 to 23.
 
Queen Nai
Queen Nai’s Down Spear had previously been a low reward attack with high range. However, as the pace of the game has increased and new mechanics have been introduced, the range has become significantly easier to navigate around, making the low reward misplaced. Therefore, we have increased the reward to better fit the current landscape and utility of this power.
  • Queen Nai Down Spear: Decreased Recovery from 25 Fixed to 23 Fixed; Increased Force from 40 Variable/43 Fixed to 48 Variable/50 Fixed;
    Increased Damage from 21 to 27.
 

Nix
A couple of Nix’s Signatures have been over-performing, so we are reigning them in slightly. The Down Scythe provides a moderate-range option, but could fire off rather quickly for its knockout potential. We have both slowed down the Time to Hit and decreased the Force to bring this power in line with other similar options. The Side Scythe scored knockouts fairly early given its considerable travel distance and range, so we have decreased the Force to a more reasonable level.

  • Nix Down Scythe: Increased Minimum Charge from 15 to 17; Decreased Force from 56 Variable/72 Fixed to 54 Variable/72 Fixed.
  • Nix Side Scythe: Decreased Force from 61~63 Variable/72~80 Fixed to 58~60 Variable/72~80 Fixed.
 

Quality of Life
With the introduction of steering on Slide Charged Signatures and those that are airborne during their charge, there were some individuals that stood out. We have tuned the amount of steering allowed on Azoth’s floating Signatures to be more consistent with other Signatures that float during their charge, such as Orion Side Lance and Scarlet Side Lance.

  • Azoth Down Bow: Reduced the amount of steering control while charging.
  • Azoth Side Axe: Increased the amount of steering control while charging.

 
New Legend Rotation
This week’s Legend Rotation features Asuri, Barraza, Ember, Jhala, Kor, and Orion.

Bug Fixes
  • An additional fix to Qanba Q2 support for PC.
 
Brawlhalla - Raidhyn


 Welcome to Patch 2.49! In this patch we’re adding new skins, improving fast fall animations, and making a bunch of changes to Test Features based on your feedback. Enjoy!

New Skins in Malhalla
  • Ojiisan Koji - Old age and treachery win everytime.
  • Völsung Brynn - Leader of the fiercest Valkyrie wing in all of Asgard.
 
Valhallentine Item Extension
Due to an error with Steam this week, purchasing was temporarily unavailable for everyone. To make up for it, we’ve decided to extend the amount of availability for Valhallentine items.
  • One more week for Valhallentine items!
 
Test Features

We've changed, added, removed, and graduated a number of test features thanks to your feedback! Please make sure to read these notes carefully if you've been making the Experimental Queue your home

Removed From Test Features

(Please note, removed Test Features may still graduate or return to Test Features in later patches)

In the cases this is intended to punish, where a runaway player immediately turns and uses a power with built in movement to quickly reverse direction, the penalty could be avoided too easily by waiting for a couple frames of friction to get rid of the negative momentum. When the penalty comes into play in unintended cases like positioning for a string followup, those few frames matter a lot more. We didn't feel like the change impacted negative play well enough to risk the issues it could create in normal play, at least in its current implementation.
  • Removed: Decreased the travel distance of certain moves when the user has momentum in the opposite direction.
 

Increased run and fall speeds are two fairly drastic changes, and they come with a number of concerns that make us hesitant to push them live immediately despite all the positive feedback so far.  Maps would need to be adjusted to reflect the shorter jump height. There's been some concerns that the bigger range between speeds could negatively affect low speed characters, or that we'd be buffing passive play by widening the gulf between mobility for evasion and mobility for attacks. There are concerns about whether it hurts accessibility for new players. We've heard feedback that some players have started playing exclusively in Experimental Queue and are looking into whether that's a widespread behavior or a vocal minority. We want to make sure that they're healthy changes, and that them feeling better doesn't mask other problems down the line.

Focusing on one of these changes at a time should help isolate where the problems and benefits are, as well as leave room to test smaller related changes that are easier to push live.
  • Removed: Increased fall speeds by 15%.
 

Modified Test Features

With this change, we're looking to see whether part of the positive reaction to the movespeed increase was at the expense of slower legends. This won't fix all our concerns with a global movespeed increase, but should address possible issues with stat balance.
  • For the increased move speed change, compressed the range between low and high speed legends to be closer to the amount of variation in ranked.
 

Graduated from Test Features

When we introduced Landing Recover last year, we started with a low value to avoid making the game feel sticky. Now that players have acclimated, we feel that nudging the Landing Recover slightly higher will help create moments to punish floaty playstyles without noticeably impacting the feel of movement.
  • Increased Landing Recover from 2 frames to 4 frames.
This is a minor quality of life change. It's not going to fix wall camping by itself, but it chips away at it, and it's consistent enough with existing behaviors where attacks and dodges can't be performed on the wall to be intuitive. It adds some risk to the wall without the glaring downsides of the more severe changes we've tried internally like never giving jumps back or making walls increasingly slippery until the player returns to the ground.
  • Dodges will end when touching a wall.
 

Since the introduction of Gravity Canceling, Slide Charging has felt comparatively less useful. Slide Charges do stand out by creating a tradeoff between burning some startup frames on route to the target and having an obvious telegraph. This feature pushes that benefit a little further by giving players some control over their momentum while falling.
  • While Slide Charging a signature in midair, the power can be steered at 40% normal movement speed until the first hitbox or the charge is released.
 

Added to Test Features

This adds some forgiveness to mistimed fast fall inputs, letting players eventually reach fastfall speeds as long as they're holding down. This should help make fall speed feel more responsive, especially for novice players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.
 

This is most noticeable when trying to perform a down air off of a soft platform. Currently, pressing down a frame before jump and attack will result in an aerial jump instead of a grounded one.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.
 

Remaining in Test Features

Leaving this in Test Features gives us another two-week sample of data to compare 1v1 winrates against Experimental Queue winrates, as part of a debate whether stacked signatures overperform with the change. We're also testing some alternatives internally, and may move one of those into Experimental in the future if any show promise.
  • Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • The invulnerability period after a Speed Dodge is canceled into an attack no longer prevents hits from Signatures.
 
Animation
  • Added fast fall animations to all states previously missing them (Axe, Bow, Hammer, Katar, Rocket Lance, Blasters, Holding Gadgets, Spear, and Sword)
 
New Legend Rotation
This week’s Legend Rotation features Bodvar, Diana, Queen Nai, Scarlet, Ragnir and Wu Shang.

 
Bug Fixes
  • Fixed PC support for Qanba Q2
 
Brawlhalla - [BMG] Raidhyn


 Welcome to Patch 2.49! In this patch we’re adding new skins, improving fast fall animations, and making a bunch of changes to Test Features based on your feedback. Enjoy!

New Skins in Malhalla
  • Ojiisan Koji - Old age and treachery win everytime.
  • Völsung Brynn - Leader of the fiercest Valkyrie wing in all of Asgard.
 
Valhallentine Item Extension
Due to an error with Steam this week, purchasing was temporarily unavailable for everyone. To make up for it, we’ve decided to extend the amount of availability for Valhallentine items.
  • One more week for Valhallentine items!
 
Test Features

We've changed, added, removed, and graduated a number of test features thanks to your feedback! Please make sure to read these notes carefully if you've been making the Experimental Queue your home

Removed From Test Features

(Please note, removed Test Features may still graduate or return to Test Features in later patches)

In the cases this is intended to punish, where a runaway player immediately turns and uses a power with built in movement to quickly reverse direction, the penalty could be avoided too easily by waiting for a couple frames of friction to get rid of the negative momentum. When the penalty comes into play in unintended cases like positioning for a string followup, those few frames matter a lot more. We didn't feel like the change impacted negative play well enough to risk the issues it could create in normal play, at least in its current implementation.
  • Removed: Decreased the travel distance of certain moves when the user has momentum in the opposite direction.
 

Increased run and fall speeds are two fairly drastic changes, and they come with a number of concerns that make us hesitant to push them live immediately despite all the positive feedback so far.  Maps would need to be adjusted to reflect the shorter jump height. There's been some concerns that the bigger range between speeds could negatively affect low speed characters, or that we'd be buffing passive play by widening the gulf between mobility for evasion and mobility for attacks. There are concerns about whether it hurts accessibility for new players. We've heard feedback that some players have started playing exclusively in Experimental Queue and are looking into whether that's a widespread behavior or a vocal minority. We want to make sure that they're healthy changes, and that them feeling better doesn't mask other problems down the line.

Focusing on one of these changes at a time should help isolate where the problems and benefits are, as well as leave room to test smaller related changes that are easier to push live.
  • Removed: Increased fall speeds by 15%.
 

Modified Test Features

With this change, we're looking to see whether part of the positive reaction to the movespeed increase was at the expense of slower legends. This won't fix all our concerns with a global movespeed increase, but should address possible issues with stat balance.
  • For the increased move speed change, compressed the range between low and high speed legends to be closer to the amount of variation in ranked.
 

Graduated from Test Features

When we introduced Landing Recover last year, we started with a low value to avoid making the game feel sticky. Now that players have acclimated, we feel that nudging the Landing Recover slightly higher will help create moments to punish floaty playstyles without noticeably impacting the feel of movement.
  • Increased Landing Recover from 2 frames to 4 frames.
This is a minor quality of life change. It's not going to fix wall camping by itself, but it chips away at it, and it's consistent enough with existing behaviors where attacks and dodges can't be performed on the wall to be intuitive. It adds some risk to the wall without the glaring downsides of the more severe changes we've tried internally like never giving jumps back or making walls increasingly slippery until the player returns to the ground.
  • Dodges will end when touching a wall.
 

Since the introduction of Gravity Canceling, Slide Charging has felt comparatively less useful. Slide Charges do stand out by creating a tradeoff between burning some startup frames on route to the target and having an obvious telegraph. This feature pushes that benefit a little further by giving players some control over their momentum while falling.
  • While Slide Charging a signature in midair, the power can be steered at 40% normal movement speed until the first hitbox or the charge is released.
 

Added to Test Features

This adds some forgiveness to mistimed fast fall inputs, letting players eventually reach fastfall speeds as long as they're holding down. This should help make fall speed feel more responsive, especially for novice players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.
 

This is most noticeable when trying to perform a down air off of a soft platform. Currently, pressing down a frame before jump and attack will result in an aerial jump instead of a grounded one.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.
 

Remaining in Test Features

Leaving this in Test Features gives us another two-week sample of data to compare 1v1 winrates against Experimental Queue winrates, as part of a debate whether stacked signatures overperform with the change. We're also testing some alternatives internally, and may move one of those into Experimental in the future if any show promise.
  • Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • The invulnerability period after a Speed Dodge is canceled into an attack no longer prevents hits from Signatures.
 
Animation
  • Added fast fall animations to all states previously missing them (Axe, Bow, Hammer, Katar, Rocket Lance, Blasters, Holding Gadgets, Spear, and Sword)
 
New Legend Rotation
This week’s Legend Rotation features Bodvar, Diana, Queen Nai, Scarlet, Ragnir and Wu Shang.

 
Bug Fixes
  • Fixed PC support for Qanba Q2
 
Brawlhalla - Raidhyn



Nix, the Freelance Reaper arrives in Patch 2.48! Nix is a Scythe and Blasters wielding legend with great speed and defense, and deadly signatures. We’ve also made performance improvements, adjusted game balance, and more in this patch!

New Legend - Nix!
Title: Freelance Reaper
Weapons: Scythe and Blasters
Stats:  4/5/7/6
 
Nix Launch Skins!
  • Scarecrow Nix - No crows to be seen...lots of vultures though.
  • Lockdown Nix - Serving her sentence...and giving you yours.
  • Grim Reaper Nix - Like sands of the hourglass… Bonus: Soul gaze and toothy menace with expressions.
 
Odin’s Spear
In today’s patch we’re introducing Odin’s Spear, another way for us to say thank you to the awesome players who follow Brawlhalla outside of the game. This time we’re sending you a code for liking us on Facebook as a thank you for your amazing support!
  • You may now claim a code for Odin’s Spear by liking Brawlhalla on Facebook. To do so, follow the link from inside the Brawlhalla client.

 
Ancient Chest!
  • The Ancient Chest is now available in Mallhalla.
  • Exclusive skins in the Ancient Chest are White Fang Gnash, Winged Serpent Nai, and Fangwild Fawn Ember.
Last Week of Valhallentine’s
We hope you’ve enjoyed the holiday! This is your last chance to collect up colors, bonus gold, skins, avatars and anything else Valhallentine related!
  • Valhallentine ends after this patch.
Performance Improvements
  • Reworked the render cache to be more efficient and use less memory.
  • Improved animation system memory and performance.
 
User Interface
  • Client should now display better error messages when a file loading failure occurs. Solution is still to verify game files in Steam.
 
Gameplay Improvements
  • Adjusted some pickup behavior to be more consistent with expectations. Gadgets no longer receive extra pickup priority from being picked up before by the same user.
 
Balance
With several Circuit events on the horizon, we are focusing this round of balance changes on two weapons that have had a significant presence in the competitive scene. We are pruning some of the more oppressive capabilities of these weapons, while still leaving most of their tools intact.

 

Katars

With players becoming increasingly comfortable with the more complex game mechanics, the Katars have seen a rise in tournament play. A significant portion of this usage has centered around string routes that rely on keeping the target airborne, so we have redirected the Force on the Down Air to allow a faster dodge reset for the target.
  • Katar Down Air: Increased Time to Hit from 8 to 9; Decreased Stun of final hit in the air from 14 to 13; Decreased maximum Damage from 21 to 18; redirected angle of Force on ground hit to be more horizontal.
  • Katar Recovery: Decreased maximum Damage from 21 to 20.
  • Katar Side Air: Decreased Force from 43 Variable/57 Fixed to 41 Variable/57 Fixed.
 

Axe

The aerial Heavy attacks on the Axe command a great deal of air space, making them some of the most difficult attacks to avoid in the game. The Damage and Force now decrease more significantly throughout their duration, causing late frame hits to have reduced reward.
  • Axe Recovery: Decreased Damage on the latter half of the swing from a range of 18~14 to a range of 15~11; Decreased Force on the latter half of the swing from a range of 40~26 Variable/66~56 Fixed to a range of 38~22 Variable/66~50 Fixed.
  • Axe Ground Pound: Damage and Force now decrease over the duration of the attack; Damage is changed from 22 to a range of 22~16; Force is changed from 45 Variable/50 Fixed to a range of 45~40 Variable/50~45 Fixed.
 

Bow

The Bow has been struggling to confirm knockouts in the current competitive landscape, so we have slightly increased the Force on the Neutral Air to enable more reasonable knockouts on and above the stage.
  • Bow Neutral Air: Increased Force from 30 Variable/87 Fixed to 32 Variable/87 Fixed.
 

Scythe

As players have become more practiced with the Scythe, we are seeing strings that cycle between the Neutral Air and the Side Air increasing in popularity. We have reduced the Stun on the forward release of the Neutral Air to allow a slightly larger dodge window in which the target may also use a jump to escape.
  • Scythe Neutral Air: Decreased Stun on the forward release from 26 to 23.
 

Ember

As the speed of competitive play has increased significantly, some of Ember’s options can leave her struggling to find knockouts, primarily on her Bow kit. We have increased the response time and reward for her Side Bow to open up a more reliable knockout option.
  • Ember Side Bow: Decreased Minimum Charge time from 10 to 9; Increased Force from 49 Variable/65 Fixed to 52 Variable/65 Fixed.
 

Azoth

Much like Ember, Azoth can struggle to find knockouts in a number of matchups. We have slightly increased the reward on his Neutral Axe to compensate.
  • Azoth Neutral Axe: Increased Force from 53 Variable/71 Fixed to 54 Variable/71 Fixed.
 

Lucien

Many of Lucien’s Signatures have great utility, however the reward is slightly out of line with other similar Signatures. We have adjusted his most used Signature to be in line with other similar powers.
  • Lucien Neutral Blasters: Decreased Force from 58 Variable/72 Fixed to 55 Variable/72 Fixed.
 

Jhala

Jhala has been slightly underperforming in most tiers of play, so we are increasing her potential Damage to bring her up to par with other Legends.
  • Jhala Neutral Sword: Increased total Damage from 21 to 24.
 

Hattori

With a versatile Signature kit that houses some high utility attacks, the reward on Hattori’s farther reaching attacks is slightly too high. We have reduced the base Damage value to match the utility of this attack.
  • Hattori Side Sword: Decreased Damage from 30 to 27.
 
New Legend Rotation
This week’s new Legend rotation features Brynn, Cassidy, Koji, Lucien, Val, and Ulgrim.

 
Bug Fixes
  • Fixed a bug where a stunned player could slow more than intended when bouncing off of a surface at specific speeds.
  • Fixed a bug that caused sigs to beat thrown items due to clashing logic. Thanks for the replay /u/AisuHusky.
  • Fixed a bug where in the event of an Accident, the knocked out player plays the KO FX of whoever hit them last rather than their own.
 
Brawlhalla - [BMG] Raidhyn



Nix, the Freelance Reaper arrives in Patch 2.48! Nix is a Scythe and Blasters wielding legend with great speed and defense, and deadly signatures. We’ve also made performance improvements, adjusted game balance, and more in this patch!

New Legend - Nix!
Title: Freelance Reaper
Weapons: Scythe and Blasters
Stats:  4/5/7/6
 
Nix Launch Skins!
  • Scarecrow Nix - No crows to be seen...lots of vultures though.
  • Lockdown Nix - Serving her sentence...and giving you yours.
  • Grim Reaper Nix - Like sands of the hourglass… Bonus: Soul gaze and toothy menace with expressions.
 
Odin’s Spear
In today’s patch we’re introducing Odin’s Spear, another way for us to say thank you to the awesome players who follow Brawlhalla outside of the game. This time we’re sending you a code for liking us on Facebook as a thank you for your amazing support!
  • You may now claim a code for Odin’s Spear by liking Brawlhalla on Facebook. To do so, follow the link from inside the Brawlhalla client.

 
Ancient Chest!
  • The Ancient Chest is now available in Mallhalla.
  • Exclusive skins in the Ancient Chest are White Fang Gnash, Winged Serpent Nai, and Fangwild Fawn Ember.
Last Week of Valhallentine’s
We hope you’ve enjoyed the holiday! This is your last chance to collect up colors, bonus gold, skins, avatars and anything else Valhallentine related!
  • Valhallentine ends after this patch.
Performance Improvements
  • Reworked the render cache to be more efficient and use less memory.
  • Improved animation system memory and performance.
 
User Interface
  • Client should now display better error messages when a file loading failure occurs. Solution is still to verify game files in Steam.
 
Gameplay Improvements
  • Adjusted some pickup behavior to be more consistent with expectations. Gadgets no longer receive extra pickup priority from being picked up before by the same user.
 
Balance
With several Circuit events on the horizon, we are focusing this round of balance changes on two weapons that have had a significant presence in the competitive scene. We are pruning some of the more oppressive capabilities of these weapons, while still leaving most of their tools intact.

 

Katars

With players becoming increasingly comfortable with the more complex game mechanics, the Katars have seen a rise in tournament play. A significant portion of this usage has centered around string routes that rely on keeping the target airborne, so we have redirected the Force on the Down Air to allow a faster dodge reset for the target.
  • Katar Down Air: Increased Time to Hit from 8 to 9; Decreased Stun of final hit in the air from 14 to 13; Decreased maximum Damage from 21 to 18; redirected angle of Force on ground hit to be more horizontal.
  • Katar Recovery: Decreased maximum Damage from 21 to 20.
  • Katar Side Air: Decreased Force from 43 Variable/57 Fixed to 41 Variable/57 Fixed.
 

Axe

The aerial Heavy attacks on the Axe command a great deal of air space, making them some of the most difficult attacks to avoid in the game. The Damage and Force now decrease more significantly throughout their duration, causing late frame hits to have reduced reward.
  • Axe Recovery: Decreased Damage on the latter half of the swing from a range of 18~14 to a range of 15~11; Decreased Force on the latter half of the swing from a range of 40~26 Variable/66~56 Fixed to a range of 38~22 Variable/66~50 Fixed.
  • Axe Ground Pound: Damage and Force now decrease over the duration of the attack; Damage is changed from 22 to a range of 22~16; Force is changed from 45 Variable/50 Fixed to a range of 45~40 Variable/50~45 Fixed.
 

Bow

The Bow has been struggling to confirm knockouts in the current competitive landscape, so we have slightly increased the Force on the Neutral Air to enable more reasonable knockouts on and above the stage.
  • Bow Neutral Air: Increased Force from 30 Variable/87 Fixed to 32 Variable/87 Fixed.
 

Scythe

As players have become more practiced with the Scythe, we are seeing strings that cycle between the Neutral Air and the Side Air increasing in popularity. We have reduced the Stun on the forward release of the Neutral Air to allow a slightly larger dodge window in which the target may also use a jump to escape.
  • Scythe Neutral Air: Decreased Stun on the forward release from 26 to 23.
 

Ember

As the speed of competitive play has increased significantly, some of Ember’s options can leave her struggling to find knockouts, primarily on her Bow kit. We have increased the response time and reward for her Side Bow to open up a more reliable knockout option.
  • Ember Side Bow: Decreased Minimum Charge time from 10 to 9; Increased Force from 49 Variable/65 Fixed to 52 Variable/65 Fixed.
 

Azoth

Much like Ember, Azoth can struggle to find knockouts in a number of matchups. We have slightly increased the reward on his Neutral Axe to compensate.
  • Azoth Neutral Axe: Increased Force from 53 Variable/71 Fixed to 54 Variable/71 Fixed.
 

Lucien

Many of Lucien’s Signatures have great utility, however the reward is slightly out of line with other similar Signatures. We have adjusted his most used Signature to be in line with other similar powers.
  • Lucien Neutral Blasters: Decreased Force from 58 Variable/72 Fixed to 55 Variable/72 Fixed.
 

Jhala

Jhala has been slightly underperforming in most tiers of play, so we are increasing her potential Damage to bring her up to par with other Legends.
  • Jhala Neutral Sword: Increased total Damage from 21 to 24.
 

Hattori

With a versatile Signature kit that houses some high utility attacks, the reward on Hattori’s farther reaching attacks is slightly too high. We have reduced the base Damage value to match the utility of this attack.
  • Hattori Side Sword: Decreased Damage from 30 to 27.
 
New Legend Rotation
This week’s new Legend rotation features Brynn, Cassidy, Koji, Lucien, Val, and Ulgrim.

 
Bug Fixes
  • Fixed a bug where a stunned player could slow more than intended when bouncing off of a surface at specific speeds.
  • Fixed a bug that caused sigs to beat thrown items due to clashing logic. Thanks for the replay /u/AisuHusky.
  • Fixed a bug where in the event of an Accident, the knocked out player plays the KO FX of whoever hit them last rather than their own.
 
Brawlhalla - Raidhyn

It’s that time of year again where we all take a moment to think of the ones we love most! Sure there might be some accidental knockouts in 2v2, and occasionally we might argue over the finer points of 9 Dex vs. 8 Dex Koji, but in the end we remember this well said poem from last year’s celebration -

Landmines are red
Bombs are blue
I think you’re a knockout
Let’s play 2v2


 
New Valhallentine’s Skins
  • Demon Bride Hattori - They say marriage changes you...
  • Heart of Hathor Mirage - No better way to be welcomed to the afterlife.
 
New KO  Effect
  • XO KO - The cherubs in XO KO change based on your current Legend and skin!
 
New Avatars
  • Chocolate Bear’dvar
  • Candy Hearts  
 
Classic Valhallentine’s Skins are Back!
  • Date Night Nai
  • Classy Roland
  • Eternal Love Brynn
 
Lovestruck Colors!
  • Lovestruck colors are back, you can purchase them for 1500 Gold or 10 Mammoth Coins.
 
Valhallentine’s Bonus Gold!
  • Get an extra 250 gold every time you log in during the holiday!
 

Valhallentine’s celebrations will last for two weeks!
  • Two weeks to grab all the exclusive holiday goodies. 
 
Training Room
New Training Mode option: Reset Mode.

  • When Damage Reset and/or Position Reset is toggled on, you may now toggle a Reset Mode option between "Timed" (resets after a set amount of time) or "When Grounded" (waits until the bot is on the ground or KO'd).
 
Performance Improvements
  • Cut static loaded memory usage by ~50% (Savings of ~150MB).
  • Decreased general memory usage for online games/replays.
  • Improved rendering performance of attack SFX/Swooshes.
  • Decreased memory allocations during rendering improving overall performance.
 
New Legend Rotation
This week's new free Legend rotation will feature Ada, Azoth, Ember, Kor, Orion, and Thatch!

 
Bug Fixes
  • Fixed some cases where landing on a wall during a Recovery power would not give back use of the Recovery.
  • Fixed a bug that caused the Training Mode bot Reset Position feature to behave differently than the Damage Reset feature.
  • Fixed a bug that made the Damage Reset occur too early in some cases.
  • Fixed a bug where the Random Taunt would sometimes cause setting your Victory or Defeat Taunt to fail.
 
Brawlhalla - [BMG] Raidhyn

It’s that time of year again where we all take a moment to think of the ones we love most! Sure there might be some accidental knockouts in 2v2, and occasionally we might argue over the finer points of 9 Dex vs. 8 Dex Koji, but in the end we remember this well said poem from last year’s celebration -

Landmines are red
Bombs are blue
I think you’re a knockout
Let’s play 2v2


 
New Valhallentine’s Skins
  • Demon Bride Hattori - They say marriage changes you...
  • Heart of Hathor Mirage - No better way to be welcomed to the afterlife.
 
New KO  Effect
  • XO KO - The cherubs in XO KO change based on your current Legend and skin!
 
New Avatars
  • Chocolate Bear’dvar
  • Candy Hearts  
 
Classic Valhallentine’s Skins are Back!
  • Date Night Nai
  • Classy Roland
  • Eternal Love Brynn
 
Lovestruck Colors!
  • Lovestruck colors are back, you can purchase them for 1500 Gold or 10 Mammoth Coins.
 
Valhallentine’s Bonus Gold!
  • Get an extra 250 gold every time you log in during the holiday!
 

Valhallentine’s celebrations will last for two weeks!
  • Two weeks to grab all the exclusive holiday goodies. 
 
Training Room
New Training Mode option: Reset Mode.

  • When Damage Reset and/or Position Reset is toggled on, you may now toggle a Reset Mode option between "Timed" (resets after a set amount of time) or "When Grounded" (waits until the bot is on the ground or KO'd).
 
Performance Improvements
  • Cut static loaded memory usage by ~50% (Savings of ~150MB).
  • Decreased general memory usage for online games/replays.
  • Improved rendering performance of attack SFX/Swooshes.
  • Decreased memory allocations during rendering improving overall performance.
 
New Legend Rotation
This week's new free Legend rotation will feature Ada, Azoth, Ember, Kor, Orion, and Thatch!

 
Bug Fixes
  • Fixed some cases where landing on a wall during a Recovery power would not give back use of the Recovery.
  • Fixed a bug that caused the Training Mode bot Reset Position feature to behave differently than the Damage Reset feature.
  • Fixed a bug that made the Damage Reset occur too early in some cases.
  • Fixed a bug where the Random Taunt would sometimes cause setting your Victory or Defeat Taunt to fail.
 
Brawlhalla - Raidhyn
Welcome to Patch 2.46! We’ve made a number of improvements to client performance in this patch and are looking forward to your feedback! We’ve also added two new skins, our first Legend Rotation featuring Mirage along with some balance changes to the Scythe and Mirage herself. We hope you enjoy this patch and we’ll see you this weekend at the Brawlhalla Winter Championship!





Mallhalla
  • Goblin Thatch -  Scurvy is the least of his problems.
  • Mecha Teros  - And the bull forms our rage!
 
Test Features
Added To Test Features

Decreased the travel distance of certain moves when the user has momentum in the opposite direction:
  • All side lights.
  • Unarmed Down Light.
  • Sword Down Light.
 
Client Performance
  • Reworked rendering to hopefully be less CPU bound and perform better. Let us know how your experience changes!
  • Improved main menu UI performance
  • Decreased memory usage for the rendering system.
  • Decreased memory usage for online play, spectate, and replays.
 
New Legend Rotation
This week’s free Legend Rotation features Mirage (for the first time!), Asuri, Bodvar, Diana, Ragnir, and Wu Shang.

 
Balance
We have made some minor adjustments to Mirage and the Scythe from all of your feedback; thank you! Before going into the Winter Championship this weekend, we have reduced some of Mirage’s substantial KO potential while still remaining true to her high Strength.

 

Scythe

With the Scythe’s ability to redirect an opponent, there are plenty of great setups for the Recovery attack. Considering this utility and the angle of knockback, we have decreased the amount of force to give the target a better chance at recovering.
  • Scythe Recovery: Decreased Force from 48 Variable/65 Fixed to 46 Variable/65 Fixed.
 

Mirage

Mirage’s Down Signature attacks have great utility in their coverage and time to hit, but can KO slightly too early. We have decreased the Variable Force on both her Down Scythe and Down Spear to be in line with other similar powers.
  • Mirage Down Scythe: Decreased Force from 54 Variable/72 Fixed to 50 Variable/72 Fixed.
  • Mirage Down Spear: Decreased Force from 55 Variable/72 Fixed to 51 Variable/72 Fixed; Increased Recovery Time from 16 Fixed/0 Variable to 17 Fixed/0 Variable.
 
Brawlhalla - [BMG] Raidhyn
Welcome to Patch 2.46! We’ve made a number of improvements to client performance in this patch and are looking forward to your feedback! We’ve also added two new skins, our first Legend Rotation featuring Mirage along with some balance changes to the Scythe and Mirage herself. We hope you enjoy this patch and we’ll see you this weekend at the Brawlhalla Winter Championship!





Mallhalla
  • Goblin Thatch -  Scurvy is the least of his problems.
  • Mecha Teros  - And the bull forms our rage!
 
Test Features
Added To Test Features

Decreased the travel distance of certain moves when the user has momentum in the opposite direction:
  • All side lights.
  • Unarmed Down Light.
  • Sword Down Light.
 
Client Performance
  • Reworked rendering to hopefully be less CPU bound and perform better. Let us know how your experience changes!
  • Improved main menu UI performance
  • Decreased memory usage for the rendering system.
  • Decreased memory usage for online play, spectate, and replays.
 
New Legend Rotation
This week’s free Legend Rotation features Mirage (for the first time!), Asuri, Bodvar, Diana, Ragnir, and Wu Shang.

 
Balance
We have made some minor adjustments to Mirage and the Scythe from all of your feedback; thank you! Before going into the Winter Championship this weekend, we have reduced some of Mirage’s substantial KO potential while still remaining true to her high Strength.

 

Scythe

With the Scythe’s ability to redirect an opponent, there are plenty of great setups for the Recovery attack. Considering this utility and the angle of knockback, we have decreased the amount of force to give the target a better chance at recovering.
  • Scythe Recovery: Decreased Force from 48 Variable/65 Fixed to 46 Variable/65 Fixed.
 

Mirage

Mirage’s Down Signature attacks have great utility in their coverage and time to hit, but can KO slightly too early. We have decreased the Variable Force on both her Down Scythe and Down Spear to be in line with other similar powers.
  • Mirage Down Scythe: Decreased Force from 54 Variable/72 Fixed to 50 Variable/72 Fixed.
  • Mirage Down Spear: Decreased Force from 55 Variable/72 Fixed to 51 Variable/72 Fixed; Increased Recovery Time from 16 Fixed/0 Variable to 17 Fixed/0 Variable.
 
...