Brawlhalla - Raidhyn


Welcome to the Season 5 Update! In this patch we’re changing over the ranked seasons, sending out rewards for your accomplishments over the last few months, and getting hype for the Summer season of Ranked. In this patch we’ve also graduated and modified test features, added a new chest, made a number of bug fixes, and more! We hope you enjoy this patch, and we’ll see you on the ranked ladders.

 
Mallhalla - The Wild Chest!
Recently discovered alongside a pair of castaways who refused to leave their treasure behind, the Wild Chest is now available for purchase in Malhalla! The Wild Chest has 18 skins in total with three chest exclusive skins:
  • Lionheart Roland
  • Meadowguard Ember
  • Fox Spirit Yumiko
 
Brawl of the Week - Switchcraft
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.
 
Season 5 Update!
Season Changeover and Glory Rewards!
  • Season 4 has officially come to a close and Season 5 has begun!
  • Season 4 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
 

NEW Goldforged Weapons!
  • You can now purchase Goldforged Weapons for 7.5K Glory each.
  • You MUST own the Skyforged version of a weapon in order to purchase the Goldforged version.  
  • If you own a Goldforged Weapon Skin you can no longer refund the corresponding Skyforged Weapon Skin unless you refund the Goldforged Weapon Skin first.
 

Soft Elo Reset

1v1 and 2v2 Personal Rating

  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating

  • 2v2 Team & Legend Ratings  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.
 

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.


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.



There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.



Ranked Borders from Season 4

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 5.

Your border from Season 3 does not carry over or have any impact on your Season 4 border.

Ranked Avatars from Season 4

Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 3.

You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.

  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-4.
 
Gadgets
After iterating on gadgets, it seemed like compromise was just making both sides unhappy. By giving a gadgets ban option similar to map banning, players are now able to opt out of playing with gadgets completely while in Ranked. Meanwhile, for the players that enjoy gadgets, we've restored the strength of bombs and mines about 45% of the way back to their old values and changed mines back to their old thrown behavior.
  • Players may now choose to ban Gadgets in Ranked 1v1 and Ranked 2v2. If either player/team bans gadgets, they will be off for that match. In Ranked 2v2, if a team is comprised of two players on separate accounts, only the leader's preference will be used (as is the case with Map banning).
  • Thrown mines explode on player collision, dealing significantly less Damage and Force than their planted explosion.
  • Bomb Explosion: Damage increased from 20 to 25; Fixed Force increased from 60 to 67; Force Scaling increased by 21%.
  • Mine Planted Explosion: Damage increased from 25 to 27; Variable Force increased from 45 to 59.
 
Art and Animation
  • Orion's base art has received a fresh update.
  • Artemis select screen animation FX fix
 
Test Features
Graduated from Test Features

Now that players are used to Wall Slip, there's a little more room to dial it up and address concerns that it doesn't do enough once players learn to work around it. This should lower the threshold for abuse cases over the course of a match without much increased risk of affecting normal play.

Wall Slip Attrition
  • Every time the first Wall Slip warning (!) is reached, it lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
 
Most feedback seems to agree that retreating Side Airs and grounded Air moves are a problem, and we're moving forward with increased restrictions on them. Much more contentious is whether forward movement of grounded air powers should also be restricted, or if they should be canceled into a recover on landing. We'll continue to look into those options internally.

Fadeaway Reduction
  • Decreased the ability to steer Side Air powers backwards by 10% of normal acceleration.
  • Halved the ability to steer Air powers backwards while touching the ground.
 

Modified Test Features

The previous version of this feature was working incorrectly, so the changes should be noticeable for the first time this patch. We've adjusted a few cooldowns that would have created true combos or otherwise chained into themselves a little too quickly, and sped up a number of others.

Cooldown Bonus on Hit
  •   Unarmed Side Light: Cooldown on Hit reduced from 10 to 6.
  • Unarmed Down Air: Cooldown on Hit reduced from 9 to 6.
  • Unarmed Recovery: Cooldown on Hit reduced from 12 to 8.
  • Unarmed Ground Pound: Cooldown on Hit reduced from 19 to 6.
  • Sword Side Light: Cooldown on Hit reduced from 17 to 15.
  • Sword Neutral Air: Cooldown on Hit reduced from 19 to 11.
  • Lance Neutral Light: Cooldown on Hit reduced from 20 to 12.
  • Lance Side Air: Cooldown on Hit reduced from 18 to 11.
  • Lance Ground Pound: Cooldown on Hit reduced from 15 to 7.
  • Hammer Side Light: Cooldown on Hit reduced from 11 to 4.
  • Hammer Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Blasters Neutral Light: Cooldown on Hit reduced from 10 to 7.
  • Blasters Side Light: Cooldown on Hit reduced from 15 to 6.
  • Spear Neutral Light: Cooldown on Hit reduced from 11 to 10.
  • Spear Side Light: Cooldown on Hit reduced from 10 to 9.
  • Spear Neutral Air: Cooldown on Hit reduced from 12 to 8.
  • Spear Down Air: Cooldown on Hit reduced from 8 to 6.
  • Katar Neutral Light: Cooldown on Hit reduced from 8 to 4.
  • Katar Down Light: Cooldown on Hit reduced from 22 to 10.
  • Katar Side Air: Cooldown on Hit reduced from 12 to 10.
  • Katar Ground Pound: Cooldown on Hit reduced from 22 to 10.
  • Axe Down Light: Cooldown on Hit reduced from 10 to 7.
  • Axe Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Axe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Down Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Recovery: Cooldown on Hit reduced from 13 to 6.
  • Bow Neutral Light: Cooldown on Hit reduced from 25 to 12.
  • Bow Side Light: Cooldown on Hit reduced from 29 to 14.
  • Bow Down Light: Cooldown on Hit reduced from 19 to 5.
  • Bow Neutral Air: Cooldown on Hit reduced from 15 to 13.
  • Bow Side Air: Cooldown on Hit reduced from 16 to 5.
  • Bow Down Air: Cooldown on Hit reduced from 25 to 11.
  • Bow Recovery: Cooldown on Hit reduced from 16 to 5.
  • Bow Ground Pound: Cooldown on Hit reduced from 14 to 6.
  • Gauntlets Down Light: Cooldown on Hit reduced from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on Hit reduced from 19 to 12.
  • Gauntlets Side Air: Cooldown on Hit reduced from 14 to 5.
  • Gauntlets Recovery: Cooldown on Hit reduced from 15 to 5.
  • Gauntlets Ground Pound: Cooldown on Hit reduced from 16 to 7.
  • Scythe Side Light (neutral): Cooldown on Hit reduced from 17 to 11.
  • Scythe Side Light (reverse): Cooldown on Hit reduced from 12 to 11.
  • Scythe Down Light (neutral): Cooldown on Hit reduced from 13 to 12.
  • Scythe Down Light (forward): Cooldown on Hit reduced from 13 to 4.
  • Scythe Down Air (neutral): Cooldown on Hit reduced from 11 to 4.
  • Scythe Down Air (neutral grounded): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse grounded): Cooldown on Hit reduced from 11 to 2.
  • Scythe Neutral Air (reverse) : Cooldown on Hit reduced from 9 to 6.
  • Scythe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Scythe Recovery: Cooldown on Hit reduced from 10 to 5.
  • Scythe Ground Pound: Cooldown on Hit reduced from 12 to 5.
 
Multikeyboard
  • While in -multikeyboard mode, a keyboard that gets disconnected mid-game will now reconnect to the correct player.
  • Fixed a -multikeyboard bug where pressing Enter to send chat in the Scoreboard screen would cause the XP and Rewards screen to pop up.
  • Fixed a -multikeyboard bug where pressing Esc while selecting a key to bind would back you out of the keybinding screen.
 
User Interface
  • You can now change keybinds without having to use a mouse.
  • Added a minimum queue time of 4 seconds so that you can back out of an accidental queue (should also slightly improve matchmaking in some cases).
 
New Legend Rotation
This week’s New Legend Rotation features Cassidy, Koji, Mirage, Ragnir, Scarlet, and Thatch!

 
Bug Fixes
  • Fixed bug causing certain key presses to hide the item tooltip for skins inside chests.
  • Hotkey tooltip no longer displays behind the refund primer on the purchases tab in the store.
  • In Test Features, fixed a bug that could cause some Cooldown Reduction to not be correctly applied. (Credit Import, Antipop)
  • Fixed a bug that could cause a short burst of backward movement when taunting in rare cases.
  • Fixed bug in Ranked Match Results screen causing the new legend rating to display the same as the new elo rating instead of the actual value for the new legend rating
  • Fixed a bug that prevented Scythe Recovery from having its proper cooldown of 10.
  • Artemis Neutral Lance: Fixed some hitboxing that didn’t match the animation during the on-hit.
  • Azoth Down Axe: Fixed a frame with missing hitboxing.
 
 
--- PS4 Report ---
This is the last time we’ll be including the PS4 Report in patch notes. Don’t worry, it’s a good thing! From here out PS4 will receive their own patch notes as Closed Beta is now in full swing. Things are going smoothly, we’re fixing bugs every day, and it’s all thanks to the help of our Closed Beta Testers!
  • Ongoing bug fixes and improvements.
  • You can still sign up for the PS4 Closed Beta at beta.brawlhalla.com
 
Brawlhalla - Raidhyn


Welcome to the Season 5 Update! In this patch we’re changing over the ranked seasons, sending out rewards for your accomplishments over the last few months, and getting hype for the Summer season of Ranked. In this patch we’ve also graduated and modified test features, added a new chest, made a number of bug fixes, and more! We hope you enjoy this patch, and we’ll see you on the ranked ladders.

 
Mallhalla - The Wild Chest!
Recently discovered alongside a pair of castaways who refused to leave their treasure behind, the Wild Chest is now available for purchase in Malhalla! The Wild Chest has 18 skins in total with three chest exclusive skins:
  • Lionheart Roland
  • Meadowguard Ember
  • Fox Spirit Yumiko
 
Brawl of the Week - Switchcraft
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.
 
Season 5 Update!
Season Changeover and Glory Rewards!
  • Season 4 has officially come to a close and Season 5 has begun!
  • Season 4 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
 

NEW Goldforged Weapons!
  • You can now purchase Goldforged Weapons for 7.5K Glory each.
  • You MUST own the Skyforged version of a weapon in order to purchase the Goldforged version.  
  • If you own a Goldforged Weapon Skin you can no longer refund the corresponding Skyforged Weapon Skin unless you refund the Goldforged Weapon Skin first.
 

Soft Elo Reset

1v1 and 2v2 Personal Rating

  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating

  • 2v2 Team & Legend Ratings  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.
 

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.


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.



There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.



Ranked Borders from Season 4

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 5.

Your border from Season 3 does not carry over or have any impact on your Season 4 border.

Ranked Avatars from Season 4

Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 3.

You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.

  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-4.
 
Gadgets
After iterating on gadgets, it seemed like compromise was just making both sides unhappy. By giving a gadgets ban option similar to map banning, players are now able to opt out of playing with gadgets completely while in Ranked. Meanwhile, for the players that enjoy gadgets, we've restored the strength of bombs and mines about 45% of the way back to their old values and changed mines back to their old thrown behavior.
  • Players may now choose to ban Gadgets in Ranked 1v1 and Ranked 2v2. If either player/team bans gadgets, they will be off for that match. In Ranked 2v2, if a team is comprised of two players on separate accounts, only the leader's preference will be used (as is the case with Map banning).
  • Thrown mines explode on player collision, dealing significantly less Damage and Force than their planted explosion.
  • Bomb Explosion: Damage increased from 20 to 25; Fixed Force increased from 60 to 67; Force Scaling increased by 21%.
  • Mine Planted Explosion: Damage increased from 25 to 27; Variable Force increased from 45 to 59.
 
Art and Animation
  • Orion's base art has received a fresh update.
  • Artemis select screen animation FX fix
 
Test Features
Graduated from Test Features

Now that players are used to Wall Slip, there's a little more room to dial it up and address concerns that it doesn't do enough once players learn to work around it. This should lower the threshold for abuse cases over the course of a match without much increased risk of affecting normal play.

Wall Slip Attrition
  • Every time the first Wall Slip warning (!) is reached, it lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
 
Most feedback seems to agree that retreating Side Airs and grounded Air moves are a problem, and we're moving forward with increased restrictions on them. Much more contentious is whether forward movement of grounded air powers should also be restricted, or if they should be canceled into a recover on landing. We'll continue to look into those options internally.

Fadeaway Reduction
  • Decreased the ability to steer Side Air powers backwards by 10% of normal acceleration.
  • Halved the ability to steer Air powers backwards while touching the ground.
 

Modified Test Features

The previous version of this feature was working incorrectly, so the changes should be noticeable for the first time this patch. We've adjusted a few cooldowns that would have created true combos or otherwise chained into themselves a little too quickly, and sped up a number of others.

Cooldown Bonus on Hit
  •   Unarmed Side Light: Cooldown on Hit reduced from 10 to 6.
  • Unarmed Down Air: Cooldown on Hit reduced from 9 to 6.
  • Unarmed Recovery: Cooldown on Hit reduced from 12 to 8.
  • Unarmed Ground Pound: Cooldown on Hit reduced from 19 to 6.
  • Sword Side Light: Cooldown on Hit reduced from 17 to 15.
  • Sword Neutral Air: Cooldown on Hit reduced from 19 to 11.
  • Lance Neutral Light: Cooldown on Hit reduced from 20 to 12.
  • Lance Side Air: Cooldown on Hit reduced from 18 to 11.
  • Lance Ground Pound: Cooldown on Hit reduced from 15 to 7.
  • Hammer Side Light: Cooldown on Hit reduced from 11 to 4.
  • Hammer Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Blasters Neutral Light: Cooldown on Hit reduced from 10 to 7.
  • Blasters Side Light: Cooldown on Hit reduced from 15 to 6.
  • Spear Neutral Light: Cooldown on Hit reduced from 11 to 10.
  • Spear Side Light: Cooldown on Hit reduced from 10 to 9.
  • Spear Neutral Air: Cooldown on Hit reduced from 12 to 8.
  • Spear Down Air: Cooldown on Hit reduced from 8 to 6.
  • Katar Neutral Light: Cooldown on Hit reduced from 8 to 4.
  • Katar Down Light: Cooldown on Hit reduced from 22 to 10.
  • Katar Side Air: Cooldown on Hit reduced from 12 to 10.
  • Katar Ground Pound: Cooldown on Hit reduced from 22 to 10.
  • Axe Down Light: Cooldown on Hit reduced from 10 to 7.
  • Axe Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Axe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Down Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Recovery: Cooldown on Hit reduced from 13 to 6.
  • Bow Neutral Light: Cooldown on Hit reduced from 25 to 12.
  • Bow Side Light: Cooldown on Hit reduced from 29 to 14.
  • Bow Down Light: Cooldown on Hit reduced from 19 to 5.
  • Bow Neutral Air: Cooldown on Hit reduced from 15 to 13.
  • Bow Side Air: Cooldown on Hit reduced from 16 to 5.
  • Bow Down Air: Cooldown on Hit reduced from 25 to 11.
  • Bow Recovery: Cooldown on Hit reduced from 16 to 5.
  • Bow Ground Pound: Cooldown on Hit reduced from 14 to 6.
  • Gauntlets Down Light: Cooldown on Hit reduced from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on Hit reduced from 19 to 12.
  • Gauntlets Side Air: Cooldown on Hit reduced from 14 to 5.
  • Gauntlets Recovery: Cooldown on Hit reduced from 15 to 5.
  • Gauntlets Ground Pound: Cooldown on Hit reduced from 16 to 7.
  • Scythe Side Light (neutral): Cooldown on Hit reduced from 17 to 11.
  • Scythe Side Light (reverse): Cooldown on Hit reduced from 12 to 11.
  • Scythe Down Light (neutral): Cooldown on Hit reduced from 13 to 12.
  • Scythe Down Light (forward): Cooldown on Hit reduced from 13 to 4.
  • Scythe Down Air (neutral): Cooldown on Hit reduced from 11 to 4.
  • Scythe Down Air (neutral grounded): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse grounded): Cooldown on Hit reduced from 11 to 2.
  • Scythe Neutral Air (reverse) : Cooldown on Hit reduced from 9 to 6.
  • Scythe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Scythe Recovery: Cooldown on Hit reduced from 10 to 5.
  • Scythe Ground Pound: Cooldown on Hit reduced from 12 to 5.
 
Multikeyboard
  • While in -multikeyboard mode, a keyboard that gets disconnected mid-game will now reconnect to the correct player.
  • Fixed a -multikeyboard bug where pressing Enter to send chat in the Scoreboard screen would cause the XP and Rewards screen to pop up.
  • Fixed a -multikeyboard bug where pressing Esc while selecting a key to bind would back you out of the keybinding screen.
 
User Interface
  • You can now change keybinds without having to use a mouse.
  • Added a minimum queue time of 4 seconds so that you can back out of an accidental queue (should also slightly improve matchmaking in some cases).
 
New Legend Rotation
This week’s New Legend Rotation features Cassidy, Koji, Mirage, Ragnir, Scarlet, and Thatch!

 
Bug Fixes
  • Fixed bug causing certain key presses to hide the item tooltip for skins inside chests.
  • Hotkey tooltip no longer displays behind the refund primer on the purchases tab in the store.
  • In Test Features, fixed a bug that could cause some Cooldown Reduction to not be correctly applied. (Credit Import, Antipop)
  • Fixed a bug that could cause a short burst of backward movement when taunting in rare cases.
  • Fixed bug in Ranked Match Results screen causing the new legend rating to display the same as the new elo rating instead of the actual value for the new legend rating
  • Fixed a bug that prevented Scythe Recovery from having its proper cooldown of 10.
  • Artemis Neutral Lance: Fixed some hitboxing that didn’t match the animation during the on-hit.
  • Azoth Down Axe: Fixed a frame with missing hitboxing.
 
 
--- PS4 Report ---
This is the last time we’ll be including the PS4 Report in patch notes. Don’t worry, it’s a good thing! From here out PS4 will receive their own patch notes as Closed Beta is now in full swing. Things are going smoothly, we’re fixing bugs every day, and it’s all thanks to the help of our Closed Beta Testers!
  • Ongoing bug fixes and improvements.
  • You can still sign up for the PS4 Closed Beta at beta.brawlhalla.com
 
Brawlhalla - Raidhyn

Welcome to Patch 2.65! In this patch we welcome the long awaited Legend Artemis to the ranked of Brawlhalla. Artemis is scythe and lance wielding Legend with a fated connection to Orion. In this patch we’ve also made some changes to wall slip in Test Features, and have added a slew of balance improvements for you to enjoy. There’s only one week left in Season 4, and we wish you all the best on the ladder!
 
The Arrival of Artemis
New Legend - Artemis!
Weapons: Lance & Scythe
Stats: 5/5/4/8
Artemis enters Brawlhalla with three additional skins
  • Darkheart Artemis
  • Iron Lady Artemis
  • Eclipse Artemis
 
 
Brawl of the Week - Double KO Mania!
  • 2v2
  • 300 % Damage
  • 5 Stocks
 
 
Added to Test Features
Now that Wall Slip has settled into normal play, we've heard some interest in revisiting the idea of a soft reset so that continual abuse will make the slip state occur faster. The invisible rules of our last attempt made it unpopular, so we've tried to keep this version more straightforward.
Wall Slip Attrition
  • Every time the first Wall Slip warning ("!") is reached, lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
 
Controller Support
  • Improved stick direction interpretation for Playstation-style controllers where the left stick is lower than the DPad.
  • Added Mac support for 8Bitdo NES30 Pro
 
 
Animation Improvements
  • Small tweaks to Sentinel's Down Katar charge animation.
  • Adjusted all lance characters signature animations to make better use of active lance graphics.
 
Balance
This week’s changes come straight from The Forge! The Forge Discord server is the place for players to discuss balance, suggest changes, and provide support and feedback for the suggestions of others. We make balance adjustments with your feedback and help every other week. You all have been discussing what you would like to see from your respective weapons and here are the first results!
Unarmed
The general feedback on Unarmed has pointed to toning down the coverage provided by Unarmed Recovery, bringing the strike zone in tighter towards the uppercut effect. A portion of this power has been shifted into the Side Air to better round out Unarmed’s aerial kit.
  • Unarmed Side Air: Decreased Time to Hit from 14 to 13.
  • Unarmed Recovery: Rehitboxed to better match the animation (significantly less coverage towards the back end).
 
Sword
Sword players will find a clearer difference between the Neutral Air and the Recovery, the former serving as the preferred option for damage, with the latter serving as the better option for scoring knockouts. The faster Time to Hit on the Neutral Air allows for reliable use in combos when looking for optimal damage.
  • Sword Neutral Air: Decrease Time to Hit from 15 to 14.
  • Sword Recovery: Decreased Damage from 18 to 16.
 
Hammer
Players have always applied interesting followup attacks after a Hammer Recovery, so we have leaned further into that purpose, trading some of the knockout potential for better use in on-stage strings.
  • Hammer Recovery: Decrease Force from 38 Variable/48 Fixed to 36 Variable/48 Fixed; Decreased self-impulse on hit from -70 to -62.
 
Spear
We have shifted some power from the Neutral Air into the Ground Pound, as players cited over-reliance on one and sparing use of the other. Following this, we have made the Neutral Air a more committal action, as well as providing slightly less advantage on hit as Stun time has not been adjusted with the Recover Time on both hit and miss. Players will find the Ground Pound a bit safer to attack with when ending the attack without colliding with the ground, as well as slightly increased advantage on hit as Stun has not been adjusted.
  • Spear Neutral Air: Increased Recover Time from 16 Variable/7 Fixed to 17 Variable/7 Fixed.
  • Spear Ground Pound: Decreased Recover Time on release from 28 Variable/2 Fixed to 26 Variable/2 Fixed.
 
Rocket Lance
The Rocket Lance’s air kit has had a longer recover time imposed on miss to allow for more counter-play. Given that the Neutral Air does not have built-in movement seen in other Rocket Lance attacks, players should have an easier time approaching a Lance-wielding opponent.
  • Rocket Lance Neutral Air: Increased Recover Time on miss from 15 Variable/3 Fixed to 17 Variable/3 Fixed.
 
Bow
The Down Light was an overly committal attack for the current pace of the game, given its very low attack height and coverage. While we keep an eye on the Bow, this should provide more versatile use of its ground kit in unexpected situations.
  • Bow Down Light: Decreased Recover Time on miss from 20 Variable/4 Fixed to 20 Variable/2 Fixed.
 
Axe
The Axe sees some significant change this week, with a hefty force increase on the Side Light, which provides a breakpoint to Down Light followups, launching the target out of range for ground attacks, but within range of aerial pursuit. This breakpoint at higher damage ranges the farther away the target is from the user, with grounded followups lasting longer for close range Side Light hits. The power from the Side Light as a combo and string tool has been shifted into the Neutral Air in the form of greater Stun time and leaving the target closer in range.
  • Axe Side Light: Changed Force from 3 Variable/50 Fixed to 16 Variable/54 Fixed.
  • Axe Neutral Air: Decreased Force on a soft-hit from 23 Variable/47 Fixed to 23 Variable/44 Fixed; Increased Stun from 28 to 29.
 
Gauntlets
The Gauntlets Recovery provides a versatile attack that can be used in strings, combos, and the neutral game. We have widened some of the combo and string routes involving this attack by increasing the Time to Hit. While still fast enough for reliable use in the neutral game, players should have an easier time escaping from the Recovery when used as a followup attack.
  • Gauntlets Recovery: Increased Time to Hit from 10 to 11; Increased Recover Time from 8 Variable/0 Fixed to 10 Variable/0 Fixed.
 
Scythe
The Scythe has received extra recover time on its Down Light in exchange for greater force on the grounded release of the Down Air. While still providing less knockback than the aerial release, as its role has been to provide better followups when engaging on an opponent using the Down Air, we have brought its force values closer to those of the aerial release, primarily when the target is heavily damaged.
  • Scythe Down Light: Increased Recover Time on miss from 15 Variable/0 Fixed to 16 Variable/0 Fixed.
  • Scythe Down Air: Increased Force on the grounded-release version from 28 Variable/0 Fixed to 30 Variable/20 Fixed.
 
New Legend Rotation
This week’s New Legend Rotation features Asuri, Diana, Orion, Sentinel, Teros, and Val!
 
Bug Fixes
  • Fixed bug causing glory payment option button to display behind the mammoth coins sale button when sometimes viewing a legend skin while it is on sale.
  • Fixed bug causing contextual hotkey buttons to not correctly swap in the rewards screen when switching from keyboard to controller devices.
 
--- PS4 Report  ---
The PS4 Closed Beta has begun with the first batch of codes being sent out this past week! We’re going to be slowly adding more participants in waves as we continue knocking out early bugs. We also hope to have EU Beta Codes soon!
Brawlhalla - Raidhyn

Welcome to Patch 2.65! In this patch we welcome the long awaited Legend Artemis to the ranked of Brawlhalla. Artemis is scythe and lance wielding Legend with a fated connection to Orion. In this patch we’ve also made some changes to wall slip in Test Features, and have added a slew of balance improvements for you to enjoy. There’s only one week left in Season 4, and we wish you all the best on the ladder!
 
The Arrival of Artemis
New Legend - Artemis!
Weapons: Lance & Scythe
Stats: 5/5/4/8
Artemis enters Brawlhalla with three additional skins
  • Darkheart Artemis
  • Iron Lady Artemis
  • Eclipse Artemis
 
 
Brawl of the Week - Double KO Mania!
  • 2v2
  • 300 % Damage
  • 5 Stocks
 
 
Added to Test Features
Now that Wall Slip has settled into normal play, we've heard some interest in revisiting the idea of a soft reset so that continual abuse will make the slip state occur faster. The invisible rules of our last attempt made it unpopular, so we've tried to keep this version more straightforward.
Wall Slip Attrition
  • Every time the first Wall Slip warning ("!") is reached, lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
 
Controller Support
  • Improved stick direction interpretation for Playstation-style controllers where the left stick is lower than the DPad.
  • Added Mac support for 8Bitdo NES30 Pro
 
 
Animation Improvements
  • Small tweaks to Sentinel's Down Katar charge animation.
  • Adjusted all lance characters signature animations to make better use of active lance graphics.
 
Balance
This week’s changes come straight from The Forge! The Forge Discord server is the place for players to discuss balance, suggest changes, and provide support and feedback for the suggestions of others. We make balance adjustments with your feedback and help every other week. You all have been discussing what you would like to see from your respective weapons and here are the first results!
Unarmed
The general feedback on Unarmed has pointed to toning down the coverage provided by Unarmed Recovery, bringing the strike zone in tighter towards the uppercut effect. A portion of this power has been shifted into the Side Air to better round out Unarmed’s aerial kit.
  • Unarmed Side Air: Decreased Time to Hit from 14 to 13.
  • Unarmed Recovery: Rehitboxed to better match the animation (significantly less coverage towards the back end).
 
Sword
Sword players will find a clearer difference between the Neutral Air and the Recovery, the former serving as the preferred option for damage, with the latter serving as the better option for scoring knockouts. The faster Time to Hit on the Neutral Air allows for reliable use in combos when looking for optimal damage.
  • Sword Neutral Air: Decrease Time to Hit from 15 to 14.
  • Sword Recovery: Decreased Damage from 18 to 16.
 
Hammer
Players have always applied interesting followup attacks after a Hammer Recovery, so we have leaned further into that purpose, trading some of the knockout potential for better use in on-stage strings.
  • Hammer Recovery: Decrease Force from 38 Variable/48 Fixed to 36 Variable/48 Fixed; Decreased self-impulse on hit from -70 to -62.
 
Spear
We have shifted some power from the Neutral Air into the Ground Pound, as players cited over-reliance on one and sparing use of the other. Following this, we have made the Neutral Air a more committal action, as well as providing slightly less advantage on hit as Stun time has not been adjusted with the Recover Time on both hit and miss. Players will find the Ground Pound a bit safer to attack with when ending the attack without colliding with the ground, as well as slightly increased advantage on hit as Stun has not been adjusted.
  • Spear Neutral Air: Increased Recover Time from 16 Variable/7 Fixed to 17 Variable/7 Fixed.
  • Spear Ground Pound: Decreased Recover Time on release from 28 Variable/2 Fixed to 26 Variable/2 Fixed.
 
Rocket Lance
The Rocket Lance’s air kit has had a longer recover time imposed on miss to allow for more counter-play. Given that the Neutral Air does not have built-in movement seen in other Rocket Lance attacks, players should have an easier time approaching a Lance-wielding opponent.
  • Rocket Lance Neutral Air: Increased Recover Time on miss from 15 Variable/3 Fixed to 17 Variable/3 Fixed.
 
Bow
The Down Light was an overly committal attack for the current pace of the game, given its very low attack height and coverage. While we keep an eye on the Bow, this should provide more versatile use of its ground kit in unexpected situations.
  • Bow Down Light: Decreased Recover Time on miss from 20 Variable/4 Fixed to 20 Variable/2 Fixed.
 
Axe
The Axe sees some significant change this week, with a hefty force increase on the Side Light, which provides a breakpoint to Down Light followups, launching the target out of range for ground attacks, but within range of aerial pursuit. This breakpoint at higher damage ranges the farther away the target is from the user, with grounded followups lasting longer for close range Side Light hits. The power from the Side Light as a combo and string tool has been shifted into the Neutral Air in the form of greater Stun time and leaving the target closer in range.
  • Axe Side Light: Changed Force from 3 Variable/50 Fixed to 16 Variable/54 Fixed.
  • Axe Neutral Air: Decreased Force on a soft-hit from 23 Variable/47 Fixed to 23 Variable/44 Fixed; Increased Stun from 28 to 29.
 
Gauntlets
The Gauntlets Recovery provides a versatile attack that can be used in strings, combos, and the neutral game. We have widened some of the combo and string routes involving this attack by increasing the Time to Hit. While still fast enough for reliable use in the neutral game, players should have an easier time escaping from the Recovery when used as a followup attack.
  • Gauntlets Recovery: Increased Time to Hit from 10 to 11; Increased Recover Time from 8 Variable/0 Fixed to 10 Variable/0 Fixed.
 
Scythe
The Scythe has received extra recover time on its Down Light in exchange for greater force on the grounded release of the Down Air. While still providing less knockback than the aerial release, as its role has been to provide better followups when engaging on an opponent using the Down Air, we have brought its force values closer to those of the aerial release, primarily when the target is heavily damaged.
  • Scythe Down Light: Increased Recover Time on miss from 15 Variable/0 Fixed to 16 Variable/0 Fixed.
  • Scythe Down Air: Increased Force on the grounded-release version from 28 Variable/0 Fixed to 30 Variable/20 Fixed.
 
New Legend Rotation
This week’s New Legend Rotation features Asuri, Diana, Orion, Sentinel, Teros, and Val!
 
Bug Fixes
  • Fixed bug causing glory payment option button to display behind the mammoth coins sale button when sometimes viewing a legend skin while it is on sale.
  • Fixed bug causing contextual hotkey buttons to not correctly swap in the rewards screen when switching from keyboard to controller devices.
 
--- PS4 Report  ---
The PS4 Closed Beta has begun with the first batch of codes being sent out this past week! We’re going to be slowly adding more participants in waves as we continue knocking out early bugs. We also hope to have EU Beta Codes soon!
Brawlhalla - Raidhyn
Welcome to Patch 2.64! We’ve made a massive upgrades to Brawlball mechanics, art, and animations in this patch and are excited to have one of our favorite game modes featured as our Brawl of the Week! We’re also adding a new skin for Sentinel, and adding the Sunken Chest to Mallhalla. There’s also a ton of new test features we’d love to get your feedback on as we continue to work on making Brawlhalla the best it can possibly be. One last note, Season 5 will begin in two weeks! We’ll see you in ranked!


Mallhalla
  • President Sentinel - “Champion of the first Battle Brawl Invitational 09/11/16. Twitch.tv/Fats”
  • The Sunken Chest has been recovered and is now available to open in Mallhalla!
  • The Sunken Chest contains eighteen skins total and three exclusive skins: Dreadnought Lucien, Atlantean Ada, and Dark Depths Ragnir.  
New Free Weapon Skin!
  • By subscribing the Brawlhalla YouTube Channel you can receive the free Axe of the World Eagle skin!
  • You can find the link to redeem your code in the news tiles of the game.
  • Thanks for subscribing and playing Brawlhalla!
Brawl of the Week - Brawlball!
  • Brawlball Bash!
  • 3v3 Teams
  • 5 Minute Matches
  • 30 second shot clock
  • First to 3 points wins!
 
Brawlball
  • New Map Art! - The Colosseum is now the standard map background for Brawlball.
  • The Goal Meter no longer instantly resets when you leave the scoring area, it now instead drains over time allowing teams with sustained pressure to better score goals.
  • Goal Meter progress is slower while airborne.
  • On shot clock reset when a goal attempt is unsuccessful, the ball will spawn on top of the opposing team’s goal instead of in the middle of the arena.
  • Brawlball’s respawn delay has been lengthened to make deaths more punishing. It is now 3.8 seconds up from 2.6 seconds. (compared to the standard respawn time of 4.7 seconds)
  • You can now hit other players through team walls.
  • Added new Brawlball ball respawn animation.
 
Test Features
Modified Test Features

Increased friction for aerial powers when traveling forward had a mixed reception and created a few drop cases. This week removes the forward penalties on grounded air attacks and focuses only on reducing backward steering.

Fadeaway Reduction
  • Instead of changing friction, we greatly decreased the ability to steer an aerial power backwards while touching the ground.
 

Added to Test Features

Cooldowns between uses of the same attack help limit some frustrating interactions and allow for close strings without letting a power string into itself. However, this comes at the expense of making controls feel stickier. We suspect the current values are higher than necessary, and are testing reduced cooldown times after a hit.

Cooldown Bonus On Hit
  • Dramatically reduced the cooldown penalty on successful attacks.
  • Put differently, when landing any attack you may now use that same attack again, faster than you would be able to if your first attack of that kind did not hit.
 

Removed from Test Features

Most feedback for Move Variety Bonus seemed to be divided between wanting a more impactful system and not wanting any change of this kind. We're tabling the feature for now.

Move Variety Bonus

  • When hitting with a power, if it was not one of the last six attacks that hit, it will deal an extra 5% Damage and Force.
  • If the hit is with a weapon (including unarmed) that was not used in the last six attacks, this is a 10% bonus instead.
 
UI and Animation
  • Updated the in-game pause menu with new art and icons.
  • Removed a small jitter on the shoulder of Brynn's idle animation in character select.
  • Relayered Sentinel's head in his character select to reduce clipping.
 
New Legend Rotation
This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Nix and Wu Shang.

 
Bug Fixes
  • Fixed a bug where the Dmg Taken stat on the scoreboard screen would not always be correct in team games.
  • Fixed a bug where PS4 icons were treated as default controller icons on the rejoin screen.
 
---- PS4 Report ----
We have the first batch of Americas Closed Beta keys in hand and are hoping to begin the first small wave of invites later this weekend. We are still passionately waiting for EU keys and will provide updates on the stats on our Twitter account. We’re still fixing some bugs and getting a few final things wrapped up, but we’re excited to play Brawlhalla with you on PS4 very soon!
  • A ton of internal online testing in advance of the first small wave of keys.
  • Ongoing bug fixes, and performance improvements.  
  • You can still sign up for the PS4 closed beta at http://beta.brawlhalla.com/!
 

 
Brawlhalla - Raidhyn
Welcome to Patch 2.64! We’ve made a massive upgrades to Brawlball mechanics, art, and animations in this patch and are excited to have one of our favorite game modes featured as our Brawl of the Week! We’re also adding a new skin for Sentinel, and adding the Sunken Chest to Mallhalla. There’s also a ton of new test features we’d love to get your feedback on as we continue to work on making Brawlhalla the best it can possibly be. One last note, Season 5 will begin in two weeks! We’ll see you in ranked!


Mallhalla
  • President Sentinel - “Champion of the first Battle Brawl Invitational 09/11/16. Twitch.tv/Fats”
  • The Sunken Chest has been recovered and is now available to open in Mallhalla!
  • The Sunken Chest contains eighteen skins total and three exclusive skins: Dreadnought Lucien, Atlantean Ada, and Dark Depths Ragnir.  
New Free Weapon Skin!
  • By subscribing the Brawlhalla YouTube Channel you can receive the free Axe of the World Eagle skin!
  • You can find the link to redeem your code in the news tiles of the game.
  • Thanks for subscribing and playing Brawlhalla!
Brawl of the Week - Brawlball!
  • Brawlball Bash!
  • 3v3 Teams
  • 5 Minute Matches
  • 30 second shot clock
  • First to 3 points wins!
 
Brawlball
  • New Map Art! - The Colosseum is now the standard map background for Brawlball.
  • The Goal Meter no longer instantly resets when you leave the scoring area, it now instead drains over time allowing teams with sustained pressure to better score goals.
  • Goal Meter progress is slower while airborne.
  • On shot clock reset when a goal attempt is unsuccessful, the ball will spawn on top of the opposing team’s goal instead of in the middle of the arena.
  • Brawlball’s respawn delay has been lengthened to make deaths more punishing. It is now 3.8 seconds up from 2.6 seconds. (compared to the standard respawn time of 4.7 seconds)
  • You can now hit other players through team walls.
  • Added new Brawlball ball respawn animation.
 
Test Features
Modified Test Features

Increased friction for aerial powers when traveling forward had a mixed reception and created a few drop cases. This week removes the forward penalties on grounded air attacks and focuses only on reducing backward steering.

Fadeaway Reduction
  • Instead of changing friction, we greatly decreased the ability to steer an aerial power backwards while touching the ground.
 

Added to Test Features

Cooldowns between uses of the same attack help limit some frustrating interactions and allow for close strings without letting a power string into itself. However, this comes at the expense of making controls feel stickier. We suspect the current values are higher than necessary, and are testing reduced cooldown times after a hit.

Cooldown Bonus On Hit
  • Dramatically reduced the cooldown penalty on successful attacks.
  • Put differently, when landing any attack you may now use that same attack again, faster than you would be able to if your first attack of that kind did not hit.
 

Removed from Test Features

Most feedback for Move Variety Bonus seemed to be divided between wanting a more impactful system and not wanting any change of this kind. We're tabling the feature for now.

Move Variety Bonus

  • When hitting with a power, if it was not one of the last six attacks that hit, it will deal an extra 5% Damage and Force.
  • If the hit is with a weapon (including unarmed) that was not used in the last six attacks, this is a 10% bonus instead.
 
UI and Animation
  • Updated the in-game pause menu with new art and icons.
  • Removed a small jitter on the shoulder of Brynn's idle animation in character select.
  • Relayered Sentinel's head in his character select to reduce clipping.
 
New Legend Rotation
This week’s Legend Rotation features Bodvar, Brynn, Ember, Lord Vraxx, Nix and Wu Shang.

 
Bug Fixes
  • Fixed a bug where the Dmg Taken stat on the scoreboard screen would not always be correct in team games.
  • Fixed a bug where PS4 icons were treated as default controller icons on the rejoin screen.
 
---- PS4 Report ----
We have the first batch of Americas Closed Beta keys in hand and are hoping to begin the first small wave of invites later this weekend. We are still passionately waiting for EU keys and will provide updates on the stats on our Twitter account. We’re still fixing some bugs and getting a few final things wrapped up, but we’re excited to play Brawlhalla with you on PS4 very soon!
  • A ton of internal online testing in advance of the first small wave of keys.
  • Ongoing bug fixes, and performance improvements.  
  • You can still sign up for the PS4 closed beta at http://beta.brawlhalla.com/!
 

 
Brawlhalla - TWK
Welcome to Patch 2.63! In this patch, we are graduating a number of the test features that have been revised in the Experimental Queue with your feedback. There are several balance improvements and map updates designed to go along with the changes to the jump and dodge mechanics, largely based on your feedback! We also have a new skin for Val, a new weapon skin, and flag avatars for more countries, all available in the Mallhalla!

Mallhalla
  • Commando Val - “Behind enemy lines, and she’ll never stop!”
  • Dusk - “Pierce the veil and take down your foes.”
  • Added flag avatars for countries Ukraine, Malaysia, Jamaica, Iceland & Hungary.
 
Brawl Of The Week - FFA Dodgebomb!

Free-for-all Dodgebomb mayhem! Toss bombs at your opponents while dodging theirs! Score 2 points for a knockout and lose a point for being knocked out yourself! The player with the most explosive score wins!
  • Dodgebomb.
  • 4 player free-for-all.
  • 2 minutes.
 
Test Features

There's been a fair bit of outcry lately asking for dodge to be revisited, and a number of players hoping for the inclusion of jump changes ever since a version of them first hit Test Features in January.
Rather than waiting for Season 5, we're introducing them now to get more tournament exposure and time for iteration before the next S-tier event. Please continue to make suggestions and weigh in on the existing feedback.

Graduated from Test Features:

By reducing the jump height, we're hoping to keep players in range of each other more often and reduce the effectiveness of jump as an escape tool.

Jump Changes
  • Jump Height decreased from 414 to 357.
  • Jump duration decreased from 66 to 60.
  • Max Fall Speed increased from 60 to 70.
  • Max Fastfall Speed increased from 70 to 85.
These changes should help players to punish a badly timed dodge and lessen the windows for punishing an attack after dodging.

Slow Dodge Vulnerability
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
A community request with generally positive feedback so far. Players have mentioned being able to apply more pressure and having a harder time positioning attacks when used passively.

Speed Dodge Increase
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
These changes focus on lowering dodge availability to further increase the risk of Slow and Aerial Dodges. As this keeps players from being able to escape a string for longer after a punished dodge, string-heavy weapons are being adjusted this patch.

Dodge Cooldown Changes
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge’s Grounded Cooldown.
Added to Test Features:

There's been a popular community request recently to limit backward steering of Side Airs, especially after landing on the ground.
These changes reduce all steering of grounded aerial powers and all backward steering of Side Air powers, but have a combined effect that severely limits the specific case of retreating with grounded Side Airs.

Fadeaway Changes
  • All Side Airs: Backward steering multiplier reduced by an additional 10% of normal acceleration.
  • Friction is doubled when performing an air attack while on the ground.
 
Maps
  • Adjusted Grumpy Temple and Small Grumpy Temple to better fit the new jump height.
  • Lost Labyrinth and Big Lost Labyrinth have been adjusted to better suit the new max jump height.
 
The Forge

Last week, we opened a Discord server dedicated to Brawlhalla balance discussion, in which many of you are already participating. The amount and quality of feedback has been astounding, and we look forward to even better results as representatives are chosen at the end of this week, who will help distill community discussion into the desired changes for each future balance patch. We sincerely thank you all for being such an amazing community, working with each other and with us to continue to grow Brawlhalla! If you are eager to join the discussions and have not already, The Forge can be accessed here: https://discord.gg/3t3gkZ2 . Be sure to read the welcome message for all the details regarding discussion and channel topics!
 
Balance

This week’s balance updates center around the new dodge and jump changes that have graduated from test features. We have opened up some of the areas of potential concern for string heavy weapons such as Gauntlets, Scythe, and Katars, primarily those leading to attacks with high knockout potential. Other weapons have had power shifted into attacks that can help them take advantage of the new dodge duration and cooldown. Be sure to explore all of the options available this patch, and give us your feedback in The Forge!
 
Spear

The Spear has had some power shifted from its Neutral Air into its Side Light. The Neutral Air was a concern for covering too much of the new dodge durations, so we have shifted some of its active frames into recover frames. The Side Light will see a benefit in reduced time between its two swings, resulting in a faster overall attack.
  • Spear Neutral Air: Decreased Active frames from 11 to 9; Increased Recover from 16 Variable/6 Fixed to 16 Variable/7 Fixed
  • Spear Side Light: Decreased the gap between the two swings from 13 frames to 12 frames.
 
Rocket Lance

The Rocket Lance has received a faster Side Light to better fit the faster speed of the game, at the cost of some damage taken from the Side Air. A faster Side Light should allow for more reliable punishes on the new dodge durations and cooldowns.
  • Rocket Lance Side Light: Decreased Time to Hit from 10 to 9.
  • Rocket Lance Side Air: Decreased Damage from 22 to 20.
 
Katars

The Katars have had dodge windows opened up when leading into the Recovery attack as it appeared slightly too strong with the new dodge cooldowns. However, that power has found its way into a reduced recover time on miss for the Down Light, strengthening grounded conversions against airborne opponents.
  • Katars Down Light: Decreased Recover on miss from 18 Variable/3 Fixed to 18 Variable/2 Fixed.
  • Katars Recovery: Increased Time to Hit from 8 to 9.
 
Axe

The Axe has received extra recover on miss for its Side Light, bending the risk/reward to be more dangerous for the user. Coupled with the new dodge cooldowns, players should find an easier path in against Axe-wielding targets.
  • Axe Side Light: Increased Recover on miss from 10 Variable/3 Fixed to 10 Variable/5 Fixed.
 
Bow

We have shifted some power from the Bow’s string tool, the Down Light, into its Neutral Light anti-air. This widens the dodge window between the two for an easier escape, which was a concern with the new dodge durations and cooldowns, even allowing for poorly timed attacks to be evaded without the use of a dodge.
  • Bow Down Light: Decreased Stun from 18 to 17.
  • Bow Neutral Light: Decreased Recover on miss from 20 Variable/8 Fixed to 20 Variable/7 Fixed.
 
Gauntlets

The Gauntlets were of particular concern to many players with the dodge updates. As a weapon with a powerful ability for continued attacks, we have tightened the timing requirement on one of the Gauntlets most common starters, the Down Light. Interactions involving the Side Air have also been widened to allow for more reliable escapes and more time to contest the attack in the neutral game by shifting some of its recover time into time to hit.
  • Gauntlets Down Light: Decreased Stun from a range of 26~22 to a range of 24~20.
  • Gauntlets Side Air: Increased Time to Hit from 11 to 12; Decreased Recover on miss from 21 Variable/2 Fixed to 21 Variable/1 Fixed.
 
Scythe

As the dodge and jump changes go live, we have opened up a key interaction of continuous Scythe strings by increasing the dodge window after a backwards Neutral Air. To compensate, we have decreased the recover on miss for the Down Air, as it was the string tool with the longest recover time and has both dodge and jump windows in string routes that involve this power.
  • Scythe Down Air: Decreased Recover on miss from 24 Variable/3 Fixed to 24 Variable/1 Fixed.
  • Scythe Neutral Air: Decreased Stun on the backwards version from 22 to 21.
 
Animation
  • Minor tweaks to Val's unselected pose in her character select animation.
 
Controller Support
  • PC support for Monect PC Remote Controller.
 
Server Improvements
  • Relocated Singapore servers to a new data center in hopes of helping with routing issues in the SEA region.
  • Upgraded servers in Brazil.
  • Currently looking into upgrades for all other regions.
 
New Legend Rotation

This week’s Legend Rotation features Barraza, Gnash, Koji, Mordex, Queen Nai & Scarlet.
 
Bug Fixes
  • Fixed a rare crash that could occur in the Match Preview screen in Ranked 2v2.
  • Fixed a bug in Test Features that could reduce Dodge Cooldown if hit during the vulnerable frames after a dodge. (Credit: FreeChairmanMao)
  • Fixed a bug that would cause Unarmed's Down Air to not play the correct ending on miss.
  • Potential fixes for PC support for 8Bitdo NES30 Pro.
  • Fixed a bug in Test Features where a small number of powers get a much larger speed boost than intended when canceled out of a Speed Dodge. (Credit GraverageGaming) (HF 2.62.1)
 
----- PS4 REPORT -----

Beta is coming along well. We have a small amount of keys given for a developer only beta. It's been useful for helping us clean things up and prepare for a launch. We expect to be receiving our US keys by the end of the week and hopefully the EU keys soon after. Beta should start soon, thank you for your patience. It feels really good and we know it will be worth the wait.
Brawlhalla - [BMG] TWKsmash
Welcome to Patch 2.63! In this patch, we are graduating a number of the test features that have been revised in the Experimental Queue with your feedback. There are several balance improvements and map updates designed to go along with the changes to the jump and dodge mechanics, largely based on your feedback! We also have a new skin for Val, a new weapon skin, and flag avatars for more countries, all available in the Mallhalla!

Mallhalla
  • Commando Val - “Behind enemy lines, and she’ll never stop!”
  • Dusk - “Pierce the veil and take down your foes.”
  • Added flag avatars for countries Ukraine, Malaysia, Jamaica, Iceland & Hungary.
 
Brawl Of The Week - FFA Dodgebomb!

Free-for-all Dodgebomb mayhem! Toss bombs at your opponents while dodging theirs! Score 2 points for a knockout and lose a point for being knocked out yourself! The player with the most explosive score wins!
  • Dodgebomb.
  • 4 player free-for-all.
  • 2 minutes.
 
Test Features

There's been a fair bit of outcry lately asking for dodge to be revisited, and a number of players hoping for the inclusion of jump changes ever since a version of them first hit Test Features in January.
Rather than waiting for Season 5, we're introducing them now to get more tournament exposure and time for iteration before the next S-tier event. Please continue to make suggestions and weigh in on the existing feedback.

Graduated from Test Features:

By reducing the jump height, we're hoping to keep players in range of each other more often and reduce the effectiveness of jump as an escape tool.

Jump Changes
  • Jump Height decreased from 414 to 357.
  • Jump duration decreased from 66 to 60.
  • Max Fall Speed increased from 60 to 70.
  • Max Fastfall Speed increased from 70 to 85.
These changes should help players to punish a badly timed dodge and lessen the windows for punishing an attack after dodging.

Slow Dodge Vulnerability
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
A community request with generally positive feedback so far. Players have mentioned being able to apply more pressure and having a harder time positioning attacks when used passively.

Speed Dodge Increase
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
These changes focus on lowering dodge availability to further increase the risk of Slow and Aerial Dodges. As this keeps players from being able to escape a string for longer after a punished dodge, string-heavy weapons are being adjusted this patch.

Dodge Cooldown Changes
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge’s Grounded Cooldown.
Added to Test Features:

There's been a popular community request recently to limit backward steering of Side Airs, especially after landing on the ground.
These changes reduce all steering of grounded aerial powers and all backward steering of Side Air powers, but have a combined effect that severely limits the specific case of retreating with grounded Side Airs.

Fadeaway Changes
  • All Side Airs: Backward steering multiplier reduced by an additional 10% of normal acceleration.
  • Friction is doubled when performing an air attack while on the ground.
 
Maps
  • Adjusted Grumpy Temple and Small Grumpy Temple to better fit the new jump height.
  • Lost Labyrinth and Big Lost Labyrinth have been adjusted to better suit the new max jump height.
 
The Forge

Last week, we opened a Discord server dedicated to Brawlhalla balance discussion, in which many of you are already participating. The amount and quality of feedback has been astounding, and we look forward to even better results as representatives are chosen at the end of this week, who will help distill community discussion into the desired changes for each future balance patch. We sincerely thank you all for being such an amazing community, working with each other and with us to continue to grow Brawlhalla! If you are eager to join the discussions and have not already, The Forge can be accessed here: https://discord.gg/3t3gkZ2 . Be sure to read the welcome message for all the details regarding discussion and channel topics!
 
Balance

This week’s balance updates center around the new dodge and jump changes that have graduated from test features. We have opened up some of the areas of potential concern for string heavy weapons such as Gauntlets, Scythe, and Katars, primarily those leading to attacks with high knockout potential. Other weapons have had power shifted into attacks that can help them take advantage of the new dodge duration and cooldown. Be sure to explore all of the options available this patch, and give us your feedback in The Forge!
 
Spear

The Spear has had some power shifted from its Neutral Air into its Side Light. The Neutral Air was a concern for covering too much of the new dodge durations, so we have shifted some of its active frames into recover frames. The Side Light will see a benefit in reduced time between its two swings, resulting in a faster overall attack.
  • Spear Neutral Air: Decreased Active frames from 11 to 9; Increased Recover from 16 Variable/6 Fixed to 16 Variable/7 Fixed
  • Spear Side Light: Decreased the gap between the two swings from 13 frames to 12 frames.
 
Rocket Lance

The Rocket Lance has received a faster Side Light to better fit the faster speed of the game, at the cost of some damage taken from the Side Air. A faster Side Light should allow for more reliable punishes on the new dodge durations and cooldowns.
  • Rocket Lance Side Light: Decreased Time to Hit from 10 to 9.
  • Rocket Lance Side Air: Decreased Damage from 22 to 20.
 
Katars

The Katars have had dodge windows opened up when leading into the Recovery attack as it appeared slightly too strong with the new dodge cooldowns. However, that power has found its way into a reduced recover time on miss for the Down Light, strengthening grounded conversions against airborne opponents.
  • Katars Down Light: Decreased Recover on miss from 18 Variable/3 Fixed to 18 Variable/2 Fixed.
  • Katars Recovery: Increased Time to Hit from 8 to 9.
 
Axe

The Axe has received extra recover on miss for its Side Light, bending the risk/reward to be more dangerous for the user. Coupled with the new dodge cooldowns, players should find an easier path in against Axe-wielding targets.
  • Axe Side Light: Increased Recover on miss from 10 Variable/3 Fixed to 10 Variable/5 Fixed.
 
Bow

We have shifted some power from the Bow’s string tool, the Down Light, into its Neutral Light anti-air. This widens the dodge window between the two for an easier escape, which was a concern with the new dodge durations and cooldowns, even allowing for poorly timed attacks to be evaded without the use of a dodge.
  • Bow Down Light: Decreased Stun from 18 to 17.
  • Bow Neutral Light: Decreased Recover on miss from 20 Variable/8 Fixed to 20 Variable/7 Fixed.
 
Gauntlets

The Gauntlets were of particular concern to many players with the dodge updates. As a weapon with a powerful ability for continued attacks, we have tightened the timing requirement on one of the Gauntlets most common starters, the Down Light. Interactions involving the Side Air have also been widened to allow for more reliable escapes and more time to contest the attack in the neutral game by shifting some of its recover time into time to hit.
  • Gauntlets Down Light: Decreased Stun from a range of 26~22 to a range of 24~20.
  • Gauntlets Side Air: Increased Time to Hit from 11 to 12; Decreased Recover on miss from 21 Variable/2 Fixed to 21 Variable/1 Fixed.
 
Scythe

As the dodge and jump changes go live, we have opened up a key interaction of continuous Scythe strings by increasing the dodge window after a backwards Neutral Air. To compensate, we have decreased the recover on miss for the Down Air, as it was the string tool with the longest recover time and has both dodge and jump windows in string routes that involve this power.
  • Scythe Down Air: Decreased Recover on miss from 24 Variable/3 Fixed to 24 Variable/1 Fixed.
  • Scythe Neutral Air: Decreased Stun on the backwards version from 22 to 21.
 
Animation
  • Minor tweaks to Val's unselected pose in her character select animation.
 
Controller Support
  • PC support for Monect PC Remote Controller.
 
Server Improvements
  • Relocated Singapore servers to a new data center in hopes of helping with routing issues in the SEA region.
  • Upgraded servers in Brazil.
  • Currently looking into upgrades for all other regions.
 
New Legend Rotation

This week’s Legend Rotation features Barraza, Gnash, Koji, Mordex, Queen Nai & Scarlet.
 
Bug Fixes
  • Fixed a rare crash that could occur in the Match Preview screen in Ranked 2v2.
  • Fixed a bug in Test Features that could reduce Dodge Cooldown if hit during the vulnerable frames after a dodge. (Credit: FreeChairmanMao)
  • Fixed a bug that would cause Unarmed's Down Air to not play the correct ending on miss.
  • Potential fixes for PC support for 8Bitdo NES30 Pro.
  • Fixed a bug in Test Features where a small number of powers get a much larger speed boost than intended when canceled out of a Speed Dodge. (Credit GraverageGaming) (HF 2.62.1)
 
----- PS4 REPORT -----

Beta is coming along well. We have a small amount of keys given for a developer only beta. It's been useful for helping us clean things up and prepare for a launch. We expect to be receiving our US keys by the end of the week and hopefully the EU keys soon after. Beta should start soon, thank you for your patience. It feels really good and we know it will be worth the wait.
Brawlhalla - TWK
Welcome to Patch 2.62! In this patch we’re adding new skins, animation improvements, multikeyboard support improvements, bug fixes and more! We’ve also added a number of test features that focus on dodging based on community feedback last week. This Saturday is the big 1v1 Brawlhalla Circuit tournament at Combo Breaker, so no balance this week until the fate of 1300+ Circuit Points no longer hang in the balance. Enjoy the patch!

Mallhalla
  • Kor In Space - “Danger, Brawlhalla! Danger!”
  • Boomer - “Breed? She’s a Cyborgi!”
  • Emerald Blade - “The Green Knight doesn’t need this anymore.”
 
Brawl Of The Week

Brawl Together in this Brawl of the Week! Enter the queue by yourself and we will find you a teammate, or enter the queue with a friend! Team damage is off for fast-paced team battles. Knock out each member of the opponent’s team three times to win!
  • Brawl Together!
  • 2v2. 3 Stocks. No team damage.
  • Queue solo or as a team of 2.
 
Test Features

Added to Test Features:

This week, we're looking to increase risk on Slow Dodges. We've effectively increased the period of vulnerability before being able to punish an opponent out of a Slow Dodge from 2 to 7 frames, but have split the increase up between dodge duration and a post-dodge attack delay to keep it from feeling clunky. To prevent the increased duration from making Slow Dodges travel further, we've lowered their speed.
Slow Dodge Vulnerability
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
We’ve heard some feedback asking to try an increase on Chase Dodge speed to adjust for the movement speed increases that came in with Season 4.
Speed Dodge Increase
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
 
Modified Test Features:

Since this week is primarily testing the Dodge Vulnerability changes, we’ve reduced the severity of the Dodge Cooldown changes from last week. There’s been mixed feedback so far on whether the previous amounts were too much or too little, but we expect to move forward with some degree of increase.
Dodge Cooldown Changes
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge's Grounded Cooldown.
 
User Interface
  • Weapon Skins in the picker menu in the Legend select screen are now sorted by the Legend they are associated with.
  • Controller devices and controller keybinding screens have been updated to correctly use contextual hotkey icons as well as granting gamepad access to certain options that were only previously accessible via the mouse.
 
Art & Animation Improvements
  • Gnash and Lucien have received a fresh update to their base costume art.
  • Roster icons updated to match revised character art for Lucien and Gnash.
  • Optimized arm art on Skins for minor performance improvement.
  • Ran a performance pass on the Bomb, Mine, and Hammer hit sfx.
  • Brought Unarmed's fall, idle, and wall jump animations closer to the center of the hurtbox.
  • Updated Unarmed's run animations.
  • Updated Unarmed's Neutral Heavy animation.
  • Various animation tweaks to Unarmed's Recovery, Side Air, Down Air, Side Light, and Neutral Air.
  • Improve performance on Unarmed's animations.
  • Tweaked skewing in torso on Ada's Down Blasters animation.
  • Improved performance on Orion and Queen Nai's Down Spear signatures.
  • Cleanup on character select animations: Bodvar, Queen Nai, Lucien, Scarlet, and Random.
  • Fixed posing frame of Teros’ Neutral Hammer animation.
 
Multikeyboard
  • While in -multikeyboard mode, if you have only a single mouse and keyboard attached to your computer, the game will automatically bind them together once a game starts.
Note: some keyboards, particularly wireless keyboards, will spoof a mouse device, so in those instances the automatic binding will not work. The automatic binding will also fail if you're using an external mouse or keyboard on a laptop. In both of those cases, the normal binding method (hold M+O on your keyboard and press right click on your mouse) will still work.

Controller Support
  • PC support for the 8Bitdo NES30 Pro.
  • PC support for the Wii U Pro Controller.

New Legend Rotation

This week’s Legend Rotation features Lucien, Mirage, Orion, Ragnir, Val & Yumiko.

Bug Fixes
  • Fixed a bug that would cause Sidekicks to sometimes display multiple heads. (Credit: Diffensive)
  • Sentinel Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Fixed a rare bug that could allow hitbox display to be enabled in modes other than Training and Replays. (Credit: Antipop)
  • Fixed a bug where disconnected controllers could no longer reconnect during a game.
 
----- PS4 REPORT -----

Things are moving forward with PS4! We actually gave a live update on our Tuesday dev stream this week, so if you missed that you can check it out on Twitch here: https://www.twitch.tv/videos/146715327
 
  • Multiple bugs have been squashed and fixes have been implemented!
  • We’re still running QA on a number of areas.
  • Servers have been looking stable as we proceed with tests.
  • Closed Beta Codes will be ready to go soon!
  • You can still sign up for the PS4 beta at https://beta.brawlhalla.com/
Brawlhalla - [BMG] TWKsmash
Welcome to Patch 2.62! In this patch we’re adding new skins, animation improvements, multikeyboard support improvements, bug fixes and more! We’ve also added a number of test features that focus on dodging based on community feedback last week. This Saturday is the big 1v1 Brawlhalla Circuit tournament at Combo Breaker, so no balance this week until the fate of 1300+ Circuit Points no longer hang in the balance. Enjoy the patch!

Mallhalla
  • Kor In Space - “Danger, Brawlhalla! Danger!”
  • Boomer - “Breed? She’s a Cyborgi!”
  • Emerald Blade - “The Green Knight doesn’t need this anymore.”
 
Brawl Of The Week

Brawl Together in this Brawl of the Week! Enter the queue by yourself and we will find you a teammate, or enter the queue with a friend! Team damage is off for fast-paced team battles. Knock out each member of the opponent’s team three times to win!
  • Brawl Together!
  • 2v2. 3 Stocks. No team damage.
  • Queue solo or as a team of 2.
 
Test Features

Added to Test Features:

This week, we're looking to increase risk on Slow Dodges. We've effectively increased the period of vulnerability before being able to punish an opponent out of a Slow Dodge from 2 to 7 frames, but have split the increase up between dodge duration and a post-dodge attack delay to keep it from feeling clunky. To prevent the increased duration from making Slow Dodges travel further, we've lowered their speed.
Slow Dodge Vulnerability
  • Increased the duration of Slow Dodges by 3 frames. The player is not invulnerable during this period.
  • The 2 frame recover period after a Slow Dodge ends is increased to 4 frames. Players can move but not attack or jump.
  • Decreased the travel speed of Slow Dodges by 12%.
We’ve heard some feedback asking to try an increase on Chase Dodge speed to adjust for the movement speed increases that came in with Season 4.
Speed Dodge Increase
  • Increased the duration of Speed Dodges by 3 frames.
  • Increased travel speed of Speed Dodges by 10%.
 
Modified Test Features:

Since this week is primarily testing the Dodge Vulnerability changes, we’ve reduced the severity of the Dodge Cooldown changes from last week. There’s been mixed feedback so far on whether the previous amounts were too much or too little, but we expect to move forward with some degree of increase.
Dodge Cooldown Changes
  • Dodge Cooldown for a Grounded Slow Dodge is now 75 frames.
  • Cooldown when landing after an Aerial Dodge is now 25 frames more than the dodge's Grounded Cooldown.
 
User Interface
  • Weapon Skins in the picker menu in the Legend select screen are now sorted by the Legend they are associated with.
  • Controller devices and controller keybinding screens have been updated to correctly use contextual hotkey icons as well as granting gamepad access to certain options that were only previously accessible via the mouse.
 
Art & Animation Improvements
  • Gnash and Lucien have received a fresh update to their base costume art.
  • Roster icons updated to match revised character art for Lucien and Gnash.
  • Optimized arm art on Skins for minor performance improvement.
  • Ran a performance pass on the Bomb, Mine, and Hammer hit sfx.
  • Brought Unarmed's fall, idle, and wall jump animations closer to the center of the hurtbox.
  • Updated Unarmed's run animations.
  • Updated Unarmed's Neutral Heavy animation.
  • Various animation tweaks to Unarmed's Recovery, Side Air, Down Air, Side Light, and Neutral Air.
  • Improve performance on Unarmed's animations.
  • Tweaked skewing in torso on Ada's Down Blasters animation.
  • Improved performance on Orion and Queen Nai's Down Spear signatures.
  • Cleanup on character select animations: Bodvar, Queen Nai, Lucien, Scarlet, and Random.
  • Fixed posing frame of Teros’ Neutral Hammer animation.
 
Multikeyboard
  • While in -multikeyboard mode, if you have only a single mouse and keyboard attached to your computer, the game will automatically bind them together once a game starts.
Note: some keyboards, particularly wireless keyboards, will spoof a mouse device, so in those instances the automatic binding will not work. The automatic binding will also fail if you're using an external mouse or keyboard on a laptop. In both of those cases, the normal binding method (hold M+O on your keyboard and press right click on your mouse) will still work.

Controller Support
  • PC support for the 8Bitdo NES30 Pro.
  • PC support for the Wii U Pro Controller.

New Legend Rotation

This week’s Legend Rotation features Lucien, Mirage, Orion, Ragnir, Val & Yumiko.

Bug Fixes
  • Fixed a bug that would cause Sidekicks to sometimes display multiple heads. (Credit: Diffensive)
  • Sentinel Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Fixed a rare bug that could allow hitbox display to be enabled in modes other than Training and Replays. (Credit: Antipop)
  • Fixed a bug where disconnected controllers could no longer reconnect during a game.
 
----- PS4 REPORT -----

Things are moving forward with PS4! We actually gave a live update on our Tuesday dev stream this week, so if you missed that you can check it out on Twitch here: https://www.twitch.tv/videos/146715327
 
  • Multiple bugs have been squashed and fixes have been implemented!
  • We’re still running QA on a number of areas.
  • Servers have been looking stable as we proceed with tests.
  • Closed Beta Codes will be ready to go soon!
  • You can still sign up for the PS4 beta at https://beta.brawlhalla.com/
...