Season 1 Update

Season 1 Update

Brawlhalla Season 1 Update

Patch Notes for v2.10

0323PatchNotes

We’re excited to announce Season 1 of Brawlhalla! We’ve made a number of changes and improvements to the Ranked 1v1 and 2v2. New mechanics, new maps, new matchmaking, per legend ratings, and a load of other good things to accompany the beginning of Season 1. See you in ranked!

New Skins in Malhalla

  • Nightwatch Sentinel
  • Demon Ogre Koji
  • Fallen Brynn

New Legend Rotation

Ulgrim The Son of Ivaldi is on rotation for the first time! This week’s legend rotation features Ada, Ember, Gnash, Scarlet, Thatch, and Ulgrim.

Ada
Weapons: Blasters & Spear
Stats: 6/7/3/6
Details: http://wiki.brawlhalla.com/w/Ada

Ember
Weapons: Bow & Katars
Stats: 6/6/3/7
Details: http://wiki.brawlhalla.com/w/Ember

Gnash
Weapons: Hammer & Spear
Stats: 7/3/5/7
Details: http://wiki.brawlhalla.com/w/Gnash

Scarlet
Weapons: Rocket Lance & Hammer
Stats: 8/5/5/4
Details: http://wiki.brawlhalla.com/w/Scarlet

Thatch
Weapons: Blasters & Sword
Stats: 7/5/3/7
Details: http://wiki.brawlhalla.com/w/Thatch

Ulgrim
Weapons: Lance & Axe
Stats: 6/3/7/6
Details:  http://wiki.brawlhalla.com/w/Ulgrim

New 1v1 Game mode: Strikeout

Strikeout is a new 1v1 game mode that has been added to the ‘online’ section of the game. In Strikeout you choose three Legends to fight with that change every stock. Pick your favorite Legends and enjoy the strategy 1v1 action without the pressure of ranked.

  • Strikeout added to the online queue for all regions.

Ranked Changes For Season 1

More Server Options

We now have a total of six servers around the world. You will now be able to choose the one closest to you the first time you play online. Pick your main region, and then you can add eligible backup servers. This option can also be found in your account page under ‘User Settings’.

  • US West
  • US East
  • Brazil
  • Europe
  • South East Asia (SEA)
  • Australia  

New S1 Mechanics and Maps

Those of you who have been playing Custom Games with ‘Test Features’ on will recognize most of these new mechanics for Season 1. Over the last several weeks we’ve heard your feedback, found the edge cases, improved the thresholds and are excited to be putting these out into the world. We’re looking forward to more GIFs of ridiculous plays.

  • Full Speed Dodge Cancels: When dodging at full speed you can now cancel your dodge with any attack, throw or taunt. This will allow aggressive players to have better control over when they decide to attack instead of being locked into a static dodge duration.
  • Chase Dodge: Dodging immediately after landing an attack (in the same direction as the attack) will cause your dodge to be a full speed dodge regardless of your velocity during the hit. This will allow for new combos, mixups, and chasing potential providing more advantage and choices to players on hit.
  • New animation has been added to indicate when your dodge is full speed or not.
  • New 1v1 map designs are now in place for Season 1. These new designs of original maps are focused on the 1v1 experience and create a smaller / riskier area of engagement for two players. Affected maps include:
    • Thundergard Stadium
    • The Great Hall
    • Kings Pass
    • Blackguard Keep,
    • Mammoth Fortress  

S1 Matchmaking, Region and ELO Changes

With the addition of US West, Brazil, and Australian servers into ranked matchmaking, we are adding the capability of queuing up for multiple regions. We are renaming ELO to MMR (matchmaking rating) and it is now global across all regions. Your MMR is used to determine your opponent when you join the queue. To promote playing multiple legends in ranked, we are now adding a Rating per Legend. This starts at 750 similar to 2v2, and the gains and losses are based on your MMR. Furthermore, your best rating is now tracked and displayed inside character select. Leaderboards will be based on your best legend’s current rating. Leaderboards by legends, regions, and other advanced features coming soon!                                            

  • You now have a universal MMR (matchmaking rating) across all regions.
  • Your existing (Season 0.5) ELO has been squashed to move everyone closer to the default MMR (soft reset).
  • You can queue up for multiple regions. Pick a main region, and then add backup regions to reduce queue times.
  • Backup regions are used for finding matches after 40 seconds of being in the queue.
  • You now get a rating per Legend in 1v1 matchmaking.
  • Legend Ratings start at 750 and increase based on your MMR.
  • The best rating for each of your Legends is tracked and displayed.
  • Rating thresholds have been normalized (Tin ranges are smaller. Gold is easier to get into, but slightly harder to climb in).
  • Matchmaking wait times decreased across the board.
  • You are now less likely to play the same player twice in a row in 1v1 Ranked.
  • Once you hit Diamond, you stay Diamond for the season.

S1 Additional Changes / Improvements

  • Online games show which gameserver regions you are connected to.
  • Ledge Hopping disabled for new Ranked Season. Needs more testing and thoughts first.
  • Ranked and ladder information have been temporarily removed from the account summary page.

Map Changes           

  • Slightly increased the width of the bottom platform in Wally.     
  • Shipwreck Falls no longer appears in the Online Free-for-All queue.                                       
  • Moved in the kill lines in all four directions in Grumpy Temple.                         

UI / Art / Animation

  • Refunding an item at the end of the list now causes the cursor to advance to the next refundable item
  • Refunding the last item on the page will now automatically turn the page to the next set of refundable items  
  • Removed the transform on the sword in Bodvar’s character select animation that made the sword thinner    
  • Updated Katar’s Dodge animation to better match the new special effects      

Controller Support

  • Added PC Support for RetroLink Classic controllers (SNES, Sega Genesis, and sort of for the NES one).               
  • Fixed Msc support for Nyko Core controller
  • PC support for Hori fighting stick mini 4
  • PC support for Genius G-12x controller
  • Fixed a crash that would happen for some Logitech Dual Action users on PC that tried to view the controls page.      
  • PC Support for Hori Fighting Stick Mini 3     
  • PC support for Playstation 2 controller with Logic3 adapter       
  • PC Support for PS3 Madcatz Fight stick
  • PC Support for N’Play MB-8132                                                                                                                                       

 

Bug Fixes

  • Fixed a bug where the friend’s list would let you suggest or invite but you weren’t in a group.
  • Fixed a bug where Training Mode would display dodge windows as a frame shorter than the actual value. (Credit Orange B)
  • Fixed bug where 2v2 teams would update names but not be searchable correctly.
  • Fixed bug causing the music and sound audio bars to sometimes skip over values 7 and 8.
  • Fixed a case where the client could crash while trying to save a replay.
  • Fixed a bug that would start a practice match while spectating.               
  • Fixed a bug where a launched Legend would sometimes spin at the wrong angle (most obvious on players hit into armed mines on flat ground).
  • Fixed Sale text from getting cut off.
  • Fixed a bug that causes “null” replays and “Unknown” replays when rejoining a game.
  • Fixed bug causing highlighter to not update after refunding an item.
  • Fixed bug causing a crash when attempting to refund an item from an empty slot.
  • Fixed bug causing Snowbrawl icon to not correctly show in the character select.                                              
  • Fixed a Training mode bug that caused bots to display incorrect hands when swapping their heroType.
  • Fixed bug causing the highlighter to not update correctly in the store when changing pages.
  • Fixed bug causing the highlighter to not update correctly in the store when making refunds.
  • Fixed some bugs related to a target being hit and grabbed by different players on the same frame. (Credit Kradox).
  • Fixed a crash when quick-buying an invalid item in the store.
  • Fixed a bug where a few Legend Skins were missing a basic color swap (One of Blue, Green, Yellow, or Brown).
  • Fixed a bug where the offscreen Character indicator would not show while that character was under respawn protection.

 

Balance Changes

The balance changes in this patch are intended only to support the introduction of Chase Dodges and Dodge Cancels.

So far, the benefits of dodge canceling varied greatly from power to power, with some sliding enough to stretch their hitboxes halfway across Thundergard while most received no benefit whatsoever. These changes should help standardize how much powers are allowed to carry momentum into their hit window so that it’s useful on more powers and hopefully not broken on any.

Any signatures that were unable to slide before because they stopped in place should now get some forward momentum from dodge canceling, even powers that retreat during the charge when performed normally. This should also add the ability to slide charge on the signatures that previously couldn’t. (Although signatures that hover during the charge like Scarlet and Orion’s Side Lance signatures still do so)

To give more opportunity to incorporate Chase Dodges into your play, we’ve found a couple of places on each weapon to increase stun advantage, often in exchange for some added Recovery Time on miss.

General

  • Turning around and jumping off the ground gives less of a boost to your horizontal speed. This is so that jump->dodge isn’t always the best way to get a full speed dodge.(It is still possible to dodge cancel into side air low to the ground, just not from a standstill or when reversing direction)
  • Improved hit detection around corners and in cases where part of a target’s hurtbox is colliding with a wall. (Credit Hydro42)    
  • On hit, hurtbox location is now consistent based on the hurtbox base rather than the center. Fixed any custom hurtboxing that extended into the ground. Should fix some bugs where a hit target would unexpectedly bounce against a ledge when standing at or above ground level.

 

Moveset Adjustments

Unarmed

  • Unarmed Neutral Light: Increased Recover Time on miss from 0 to 11.

Sword

  • Sword Side Air: On hit – Increased Stun Time from 13 to 23, Decreased Recover Time from 30 to 25, Increased Cooldown Time from 11 to 18; On miss – Increased Recover Time from 30 to 32, Decreased Cooldown Time from 11 to 9.
  • Sword Neutral Air: Increased Stun Time from 7 to 20; Increased Cooldown Time from 7 to 15; Decreased Recover Time on hit from 19 to 16; Increased Recover Time on miss from 19 to 21.

Lance

  • Lance Neutral Light: Increased Stun Time from 14 to 23; Increased Recover Time on miss from 0 to 11; Increased Cooldown Time from 13 to 16 on miss and from 13 to 20 on hit.
  • Lance Down Air: On ground collision – Can no longer move during recover, decreased Recover Time on hit from 25 to 20.

Hammer

  • Hammer Side Light: Increased Fixed Force during first four frames of hit window from 40 to 55; Increased Cooldown Time from 6 to 11; Decreased Recover Time on hit from 25 to 21.
  • Hammer Neutral Air: Increased Stun Time from 28 to 30.


Blasters

  • Blasters Neutral Light: Decreased Recover Time on hit from 20 to 14.
  • Blasters Neutral Air: Increased Stun Time on first shot from 25 to 30; Increased Recover Time on miss from 6 to 15.
  • Blasters Side Air: Decreased Recover Time on hit from 17 to 15; Increased Recover Time on miss from 27 to 29.


Spear

  • Spear Neutral Light: Increased Stun Time from 17 to 19; Increased Cooldown Time from 9 to 11.
  • Spear Side Light: Increased Recover Time on miss from 14 to 17.
  • Spear Neutral Air: Increased Stun Time from 22 to 24.


Katars

  • Katar Down Air: Removed Variable Force until last frame of hit window; Increased Fixed Force from 25 to 55.
  • Katar Ground Pound: Increased Stun Time from 21 to 25.


Axe

  • Axe Neutral Light: Increased Stun Time from 21 to 25; Decreased Recover Time on Hit from 17 to 15; Increased Variable Force from 30 to 33; Decreased Fixed Force from 85 to 70.
  • Axe Down Light: Increased Stun Time from 29 to 31.
  • Axe Neutral Air: Increased Stun Time from 30 to 32 on the initial frame of the hit window and from 32 to 34 for the following frames.


Bow

  • Bow Side Air: Increased Stun Time from 17 to 22; Decreased Recover Time on hit from 24 to 23; Increased Recover Time on miss from 24 to 27;
  • Bow Down Air: Increased Stun Time for an aerial shot 14 to 17, Stun Time for a near-ground collision from 14 to 23, and Stun Time for a far-ground collision from 14 to 19.

 

Adjustments for Chase Dodge

  • Unarmed Neutral Light: On first frame of hit window, movement speed is capped at 37.
  • Unarmed Side Light: Increased movement speed during hit window from 65 to 81 when dodge canceled.
  • Unarmed Down Light: Increased movement speed from 50 to 60 when dodge canceled.
  • Unarmed Neutral Air: On first frame of hit window, movement speed is capped at 37.
  • Unarmed Side Air: Increased movement speed from 45 to 50 when dodge canceled.
  • Unarmed Down Heavy: On first frame of hit window, movement speed is capped at 37.
  • Unarmed Neutral Heavy: On first frame on hit window, movement speed is capped at 24.
  • Sword Neutral Light: On first frame on hit window, movement speed is capped at 38.
  • Sword Side Light: Increased movement speed from 61 to 69 when dodge canceled.
  • Sword Down Light: Increased movement speed from a range between 0 and 50 to a range between 0 and 54 when dodge canceled.
  • Sword Recovery: On first frame of hit window, movement speed is capped at 46.
  • Lance Neutral Light: On first frame on hit window, movement speed is capped at 32.
  • Lance Side Light:  Increased movement speed from 65 to 72 when dodge canceled.
  • Lance Down Light: Increased movement speed from -22 to 16 when dodge canceled.
  • Lance Recovery: Increased movement speed during initial frames of charge from -4 to 22 when dodge canceled.
  • Hammer Neutral Light: Increased movement speed from 50 to 59 when dodge canceled.
  • Hammer Side Light: Increased movement speed from 50 to 60 when dodge canceled.
  • Hammer Down Air: On first frame of hit window, movement speed is capped at 35.
  • Blasters Neutral Light: On first frame of hit window, movement speed is capped at 32.
  • Blasters Side Light: Increased movement speed from 0 to 26 when dodge canceled.
  • Blasters Down Light: On first frame of hit window, movement speed is capped at 29.
  • Blasters Neutral Air:  On first frame of hit window, movement speed is capped at 38.
  • Blasters Down Air: On first frame of hit window, movement speed is capped at 36.
  • Spear Neutral Light: Increased movement speed from 12 to 30 when dodge canceled.
  • Spear Side Light: Increased movement speed from 30 to a range between 30 and 47 when dodge canceled.
  • Spear Down Light: Increased movement speed from 120 to 140 when dodge canceled.
  • Katar Neutral Light: Increased movement speed from 14 to 21 when dodge canceled.
  • Katar Side Light: Increased movement speed from a range between 65 and 95 to a range between 65 and 110 when dodge canceled.
  • Katar Down Light: Increased movement speed from 45 to 61 when dodge canceled.
  • Katar Side Air: Increased movement speed from 50 to 60 when dodge canceled.
  • Axe Neutral Light: Increased movement speed from 5 to 36 when dodge canceled.
  • Axe Side Light: Increased movement speed from a range between 60 and 75 to a range between 60 and 80 when dodge canceled.
  • Axe Down Light: Increased movement speed from a range between 20 and 40 to a range between 20 and 60 when dodge canceled.
  • Bow Neutral Light: On first frame of hit window, movement speed is capped at 39.
  • Bow Side Light:  Increased movement speed from 30 to 58 when dodge canceled.
  • Bow Down Light: Increased movement speed from 40 to 49 when dodge canceled.
  • Bow Ground Pound: On first frame of hit window, movement speed is capped at 25.
  • Bodvar Neutral Hammer: On first frame of hit window, movement speed is capped at 16.
  • Bodvar Side Hammer: Increased movement speed on first frame of charge from 24 to a range between 24 and 60 when dodge canceled.
  • Cassidy Neutral Blasters: On first frame of hit window, movement speed is capped at 15.
  • Cassidy Side Blasters: On first frame of hit window, movement speed is capped at 15.
  • Cassidy Down Blasters: On first frame of hit window, movement speed is capped at 15.
  • Cassidy Neutral Hammer: On first frame of hit window, movement speed is capped at 34.
  • Orion Side Lance: Increased movement speed during charge from -2 to a range between -2 and 40 when dodge canceled.
  • Vraxx Neutral Lance: On first frame of hit window, movement speed is capped at 17.
  • Vraxx Down Blasters: On first frame of hit window, movement speed is capped at 15.
  • Gnash Down Spear: Increased movement speed during charge from -40 to 65 when dodge canceled.
  • Nai Neutral Spear: Increased movement speed during charge from 35 to a range between 35 and 70 when dodge canceled.
  • Nai Side Spear: On first frame of hit window, movement speed is capped at 15.
  • Nai Down Katar: On first frame of hit window, movement speed is capped at 21.
  • Hattori Down Sword: Increased movement speed during charge from -49 to 45 when dodge canceled.
  • Hattori Down Spear: On first frame of hit window, movement speed is capped at 19.
  • Scarlet Side Lance: Increased movement speed during charge from 0 to 44 when dodge canceled.
  • Scarlet Down Lance: Increased movement speed during charge from -35 to 40 when dodge canceled.
  • Sentinel Down Hammer: Increased movement speed during charge from -45 to 55 when dodge canceled.
  • Thatch Neutral Sword: Increased movement speed during charge from 24 to a range between 24 and 68 when dodge canceled.
  • Thatch Neutral Blasters: Increased movement speed during charge from -60 to 60 when dodge canceled.
  • Thatch Side Blasters: Increased movement speed during charge from 30 to a range between 30 and 53 when dodge canceled.
  • Teros Neutral Hammer: On first frame of hit window, movement speed is capped at 22.
  • Teros Side Hammer: Increased movement speed during charge from 45 to a range between 45 and 60 when dodge canceled.
  • Teros Down Hammer: On first frame of hit window, movement speed is capped at 23.
  • Teros Down Axe: On first frame of hit window, movement speed is capped at 16.
  • Brynn Down Spear: On first frame of hit window, movement speed is capped at 20.
  • Asuri Side Sword: Increased movement speed during charge from 60 to a range between 60 and 75 when dodge canceled.
  • Ember Down Katar: Increased movement speed during charge from -65 to 41 when dodge canceled.
  • Azoth Side Axe: Increased movement speed during charge from -18 to a range between -18 and 43 when dodge canceled.
  • Azoth Side Axe: Increased movement speed during charge from -18 to 65 when dodge canceled.
  • Azoth Down Bow: Increased movement speed during charge from -40 to 40 when dodge canceled.
  • Koji Side Bow: Increased movement speed during charge from 65 to a range between 65 and 80 when dodge canceled.
  • Koji Down Bow: Increased movement speed during charge from a range between -108 and 30 to a range between -108 and 50 when dodge canceled.
  • Koji Side Sword: Increased movement speed during charge from 40 to a range between 40 and 60 when dodge canceled.
  • Ulgrim Down Lance: Increased movement speed during charge from a range between -22 and 30 to a range between -22 and 45 when dodge canceled.

Drop Fixes

  • Unarmed Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Sword Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Lance Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Lance Side Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Blasters Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Blasters Down Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Spear Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Spear Side Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Katar Side Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Katar Neutral Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Bow Side Light: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Koji Side Sword: Adjusted behavior when slid off of a ledge to prevent some drop cases.
  • Ember Side Bow: Fixed some cases where target could be dropped before the final hit. (Credit Addymestic)

 

Legend splash