Test Features

Test Features are our way to try potentially large gameplay and balance changes with the entire Brawlhalla community.

 

There are two ways to access test features.

1: You can enable test features in custom lobbies or Couch Party by going into the game settings and turning ‘Test Features’ to on.
2: You can queue for the 1v1 Experimental Queue where all test features are on by default.

Current Test Features

We’re testing this map as a replacement for Twilight Grove in 1v1 playlists. The right-side, wedged platform now has a pointed top and no wall on the right side to prevent camping. Let us know what you think; we’re looking forward to your feedback!

  • Small Twilight Grove has been added to Test Maps, and the Experimental Queue.

 

Cooldown on Hit Update

The cooldown reduction on hit that is currently in test features is undergoing review for edge cases with balance concerns. During this initial pass, a number of the Ground Pound attacks were found to be too oppressive at the current test values, particularly in light of each weapon’s other available downward aerial attack options. We have adjusted these powers to be in a more reasonable range, while still being a reduction over the standard values. We expect there to be one more pass for the aerial light attacks next week.\

  • Unarmed Ground Pound: Cooldown Increased from 6 to 11 (compared to 19 on live).
  • Sword Ground Pound: Cooldown Increased from 12 to 14 (compared to 18 on live).
  • Lance Ground Pound: Cooldown Increased from 7 to 10 (compared to 15 on live).
  • Katar Ground Pound: Cooldown Increased from 10 to 12 (compared to 22 on live).
  • Bow Ground Pound: Cooldown Increased from 6 to 10 (compared to 14 on live).
  • Gauntlets Ground Pound: Cooldown Increased from 7 to 11 (compared to 16 on live).
  • Scythe Ground Pound: Cooldown Increased from 5 to 9 (compared to 12 on live).

Cooldown Bonus on Hit

  • Unarmed Side Light: Cooldown on Hit reduced from 8 to 6. (10 in Ranked)
  • Unarmed Down Light: Cooldown on Hit increased from 10 to 13. (13 in Ranked)
  • Unarmed Down Air: Cooldown on Hit reduced from 8 to 6. (9 in Ranked)
  • Unarmed Recovery: Cooldown on Hit reduced from 9 to 8. (12 in Ranked)
  • Unarmed Ground Pound: Cooldown on Hit reduced from 13 to 6. (19 in Ranked)
  • Sword Side Light: Cooldown on Hit increased from 12 to 15. (17 in Ranked)
  • Sword Neutral Air: Cooldown on Hit reduced from 13 to 11. (19 in Ranked)
  • Lance Neutral Light: Cooldown on Hit reduced from 13 to 12. (20 in Ranked)
  • Lance Side Air: Cooldown on Hit reduced from 12 to 11. (18 in Ranked)
  • Lance Ground Pound: Cooldown on Hit reduced from 11 to 7. (15 in Ranked)
  • Hammer Side Light: Cooldown on Hit reduced from 9 to 4. (11 in Ranked)
  • Hammer Neutral Air: Cooldown on Hit reduced from 11 to 9. (15 in Ranked)
  • Blasters Neutral Light: Cooldown on Hit reduced from 8 to 7. (10 in Ranked)
  • Blasters Side Light: Cooldown on Hit reduced from 11 to 6. (15 in Ranked)
  • Blasters Down Light: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Spear Neutral Light: Cooldown on Hit increased from 9 to 10. (11 in Ranked)
  • Spear Side Light: Cooldown on Hit increased from 8 to 9. (10 in Ranked)
  • Spear Down Light: Cooldown on Hit increased from 7 to 8. (8 in Ranked)
  • Spear Neutral Air: Cooldown on Hit reduced from 9 to 8. (12 in Ranked)
  • Spear Down Air: Cooldown on Hit reduced from 7 to 6. (8 in Ranked)
  • Katar Neutral Light: Cooldown on Hit reduced from 7 to 4. (8 in Ranked)
  • Katar Down Light: Cooldown on Hit reduced from 14 to 10. (22 in Ranked)
  • Katar Side Air: Cooldown on Hit increased from 9 to 10. (12 in Ranked)
  • Katar Recovery: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Katar Ground Pound: Cooldown on Hit increased from 14 to 10. (22 in Ranked)
  • Axe Neutral Light: Cooldown on Hit increased from 8 to 9. (9 in Ranked)
  • Axe Side Light: Cooldown on Hit increased from 9 to 11. (11 in Ranked)
  • Axe Down Light: Cooldown on Hit decreased from 8 to 7. (10 in Ranked)
  • Axe Neutral Air: Cooldown on Hit decreased from 11 to 9. (15 in Ranked)
  • Axe Side Air: Cooldown on Hit decreased from 11 to 7. (15 in Ranked)
  • Axe Down Air: Cooldown on Hit decreased from 11 to 7. (15 in Ranked)
  • Axe Recovery: Cooldown on Hit decreased from 10 to 6. (13 in Ranked)
  • Bow Neutral Light: Cooldown on Hit decreased from 16 to 12. (25 in Ranked)
  • Bow Side Light: Cooldown on Hit decreased from 18 to 14. (29 in Ranked)
  • Bow Down Light: Cooldown on Hit decreased from 13 to 5. (19 in Ranked)
  • Bow Neutral Air: Cooldown on Hit increased from 11 to 13. (15 in Ranked)
  • Bow Side Air: Cooldown on Hit decreased from 11 to 5. (16 in Ranked)
  • Bow Down Air: Cooldown on Hit decreased from 16 to 11. (25 in Ranked)
  • Bow Recovery: Cooldown on Hit decreased from 11 to 5. (16 in Ranked)
  • Bow Ground Pound: Cooldown on Hit decreased from 10 to 6. (14 in Ranked)
  • Gauntlets Neutral Light: Cooldown on Hit increased from 10 to 13. (13 in Ranked)
  • Gauntlets Side Light: Cooldown on Hit increased from 8 to 10. (10 in Ranked)
  • Gauntlets Down Light: Cooldown on Hit increased from 13 to 14. (19 in Ranked)
  • Gauntlets Neutral Air: Cooldown on Hit decreased from 13 to 12. (19 in Ranked)
  • Gauntlets Side Air: Cooldown on Hit decreased from 10 to 5. (14 in Ranked)
  • Gauntlets Recovery: Cooldown on Hit decreased from 11 to 5. (15 in Ranked)
  • Gauntlets Ground Pound: Cooldown on Hit decreased from 11 to 7. (16 in Ranked)
  • Scythe Side Light (neutral): Cooldown on Hit decreased from 12 to 11. (17 in Ranked)
  • Scythe Side Light (reverse): Cooldown on Hit increased from 9 to 11. (12 in Ranked)
  • Scythe Down Light (neutral): Cooldown on Hit increased from 10 to 12. (13 in Ranked)
  • Scythe Down Light (forward): Cooldown on Hit decreased from 10 to 4. (13 in Ranked)
  • Scythe Down Air (neutral): Cooldown on Hit decreased from 9 to 4. (11 in Ranked)
  • Scythe Down Air (neutral grounded): Cooldown on Hit decreased from 9 to 3. (11 in Ranked)
  • Scythe Down Air (reverse): Cooldown on Hit decreased from 9 to 3 (11 in Ranked)
  • Scythe Down Air (reverse grounded): Cooldown on Hit decreased from 9 to 2. (11 in Ranked)
  • Scythe Neutral Air (reverse) : Cooldown on Hit decreased from 8 to 6. (9 in Ranked)
  • Scythe Side Air: Cooldown on Hit decreased from 11 to 7. (10 in Ranked)
  • Scythe Recovery: Cooldown on Hit decreased from 8 to 5. (10 in Ranked)
  • Scythe Ground Pound: Cooldown on Hit decreased from 9 to 5. (12 in Ranked)