Hello and welcome to Patch 2.71! In this patch the Cure Seeker returns, a new Balefire Wyrm escaped, replays are improved, balance is improved, and we have some big changes we want you to try out in test features! Enjoy!
New Items in Mallhalla
- The Cure Seeker (Hammer weapon skin) is available this week! All proceeds from the Cure Seeker support Quest for the Cause. Q4TC is an annual fundraising streaming marathon, and we’re excited to be supporting it once again!
- For more information about Quest for The Cause visit http://q4tc.com.
- Balefire Wyrm KO Effect – “The Legendary Fire Wyrm is sealed behind…okay, who left the seal open?”
Brawl of the Week – Platform Kings!
- 2v2 teams face off on a map with six platforms.
- Stay on the red platform to score points.
- The red platform will switch around the map.
- Hit your opponents to keep them from scoring
- 2 Minute Timer.
- The team with the most points win!
- You can now rewind to the very beginning of a replay instead of only back to when the game timer starts counting down.
- For controller players, holding the right stick left or right during a replay will now rewind or fast-forward the replay faster the longer you hold it.
- Replays will now show a small Legend head above the spot on the scrub bar where they died. It will only do this if the game had 15 or fewer deaths and the game mode isn’t Brawlball, Bombsketball, or BeachBrawl.
Modified Test Features
We’ve spent a fair amount of time trying to figure out how Dash fits with Dodge and what impact its inclusion may or should have on the game.
We decided to try a thought experiment: what would it look like if we reworked how we think about Dodge entirely?
This week’s test feature iteration is the result of what we found to be the most interesting iteration of that. As a reminder, just because it goes into experimental doesn’t mean it will hit live, but we wanted to push the limits of what we are willing to do in the experimental queue this week.
This version is also a chance to see what Dash can do as a core mechanic by lessening the dependency on Dodge.
Conceptually, here are the major changes:
- All Speed Dodges have been disabled. Chase Dodge after a successful hit is still possible.
- Directional Dodge on the ground no longer exists.
- Greatly reduced duration of Dodges and removed their Recover frames.
- Vertical Chase Dodges are allowed.
- Reduced and standardized all Dodge Cooldown while grounded to 60 frames.
- After performing a grounded throw, can Chase Dodge in the direction of the throw.
- Dash is now performed by holding a direction and pressing Dodge while grounded. Dodge with no direction pressed performs a Spot Dodge.
- Increased the duration after turning where dashing in the direction of the turn is treated as a Backdash.
- Slightly limited the ability to stop momentum by holding back and jumping immediately after a Dash.
With the conclusion of the Summer Championships, balance patches resume with more of your suggestions from the Forge! We have made adjustments to several key powers for weapons that have been overperforming, improvements to those that have been wanting for a boost, as well as several heavily requested quality of life changes. A number of legends have also received adjustments from your feedback, as well as Caspian’s first balance pass!
The Sword’s Down Air has seen a great deal of utility, lending itself towards greater aerial approaches and has fostered an over-reliance on this power. We have shifted some of its power into the ground kit to even out the utility for engagement.
- Down Air: Increased Recover time on miss from 24 Variable/0 Fixed to 24 Variable/2 Fixed.
- Side Light: Decreased Recover time on miss from 21 Variable/3 Fixed to 21 Variable/2 Fixed.
The Hammer finds a great deal of change to its attack coverage, with the overall result of its threat ranges being pushed more to the front of the user. This will require Hammer players to be more aware of which direction they are facing when attacking nearby opponents.
- Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the rear of the user, and slightly less coverage at the top of the kicks.
- Down Light: Rehitboxed to better match the animation, resulting in slightly less coverage toward the rear of the dust cloud.
- Neutral Air: Rehitboxed to better match the animation and intent of the attack, resulting in no longer striking opponents that are standing on the ground, as well as less stacked coverage in the air.
The Spear has a great deal of coverage, but has difficulty striking opponents that are immediately nearby. To both help Spear’s close-range game and reduce its considerable strength at long-range, we have reduced the travel distance on Side Light’s first step. This reduces the range of the power, while also allowing it to strike opponents that are close and in front of the user.
- Side Light: Decreased travel distance before the first swing by a moderate amount.
- Recovery: Raised lower reach of the first active frame to no longer strike players standing on the ground; Force during the last half of the attack has been changed from 38 Variable/61 Fixed to a range of 38~33 Variable/61 Fixed; Stun Increased from 17 to 19.
The Blasters have great range, but users have found that the Down Light can be overly committal in the current pace of Brawlhalla. We have not only sped up the recover time on miss, but also shortened the time between the second and third blast for a faster overall attack.
- Down Light: Decreased Recover time on miss from 16 Variable/0 Fixed to 13 Variable/0 Fixed; Decreased time between the 2nd and 3rd shot from 8 to 7.
The Side Light has excellent speed and range for a combo starter, which can be overly oppressive when attempting to approach a Lance user. We have added more time before the attack occurs for a healthier risk/reward ratio, as incoming attacks can now more reliably beat out this power when it is used defensively.
- Side Light: Increased Time to Hit from 9 to 10.
The Axe has received changes to its ability to string attacks in the form of altered knockback on the Side Light and a significant change to the Neutral Air. The Side Light’s knockback now scales less, allowing followup attempts at greater damage ranges, at the cost of the Down Light combo ending sooner. The Neutral Air, however, has become a greater setup attack at the cost of its strong central hit. Strings from a Neutral Air will have tighter dodge windows and deal greater damage.
- Side Light: Changed Force from 13 Variable/65 Fixed to 8 Variable/72 Fixed.
- Neutral Air: All active frames now have the same hitboxes and values; Force is the same as the previous soft hit at 23 Variable/44 Fixed; Stun is the same as the previous strong hit at 32; Damage is changed from a range of 21~16 to 18.
Given Gauntlets strength off-stage, we have tightened the line of sight restrictions on a few of its attacks to shift the power towards the on-stage player when edge-guarding a Gauntlets user. We have also widened the gap on followups from a Down Air for improved escape options when combating against the Gauntlets.
- Neutral Air: Increased Line of Sight restrictions around corners.
- Down Air: Decreased Stun from 19 to 17.
- Recovery: Increased Line of Sight restrictions around corners.
The Scythe Neutral Air has the option to send the opponent either diagonally upward or straight backward, however the latter option is more often than not more desirable. We have shifted some of this power within the Neutral Air to bring these options better in line with one another. The backward direction remains an excellent tool at later damage ranges useful for positional followups when on-stage, while the forward direction becomes more useful with increased stun.
- Neutral Air: Increased Stun on the normal version from 22 to 24; Decreased Stun on the reverse version from 21 to 20.
Val’s Side Gauntlets covered an overly large area around the user, especially given its quick movement and excellent force. We have shifted her threat range forward slightly, resulting in less coverage towards the rear of her light trail.
- Side Gauntlets: Rehitboxed to attack more towards the front of Val during the initial forward rush.
As an anti-air and close range option, Orion’s Neutral Lance has been adjusted to only strike grounded opponents during the initial lift for better counterplay and a clearer entry for approaches.
- Neutral Lance: Rehitboxed to better match the animation, resulting in less coverage near the user during the later active frames.
As the pace of Brawlhalla has increased, Koji’s Down Sword has been trailing behind, with the risk being greater than the utility of its distance. We have made the attack faster to execute, as well as decreased the risk to better suit the current pace of combat.
- Down Sword: Decreased Minimum Charge from 11 to 10; Decreased Recover time from 24 Fixed to 21 Fixed.
Caspian has received a number of changes during his first balance update, mainly focused on increasing the speed of his Signatures at the cost of power. Players will find more responsive attacks that flow better during a match, lending to an overall quicker feel.
- Side Katars: Decreased Recover time on miss from 13 Fixed to 8 Fixed; Decreased Damage from 23 to 21; Decreased Force from 52 Variable/70 Fixed to 50 Variable/70 Fixed.
- Down Katars: The ending flash of the katar throws now send targets downward, similar to the rest of the attack, albeit with less force than striking with the katar.
- Neutral Gauntlets: Decreased Force from 55 Variable/70 Fixed to 53 Variable/70 Fixed; Decreased Damage from 24 to 22; Decreased Recover time from 10 to 8.
- Side Gauntlets: Decreased Recover time on miss from 12 to 9; Decreased Damage from 25 to 20.
New Legend Rotation
This week’s new Legend Rotation features Koji, Nix, Queen Nai, Scarlet, Ulgrim and Wu Shang.
- Fixed bug where Caspian’s Neutral Gauntlets was not properly scaling with charge time. (Credit: Luxcifer)
- Fixed bug where it would say you didn’t connected during loading when you did successfully connect.
- Fixed a bug that could cause spectators to see the wrong random taunts.