Balance Notes v1.13.0

Powers

Sword Side Air, Sword Neutral Air, Sword Down Air, Sword Recovery, Lance Neutral Air, Hammer Side Air, Spear Neutral Air, Spear Side Air, Axe Recovery: Can no longer jump during Recover Time.

Unarmed Down Ground: Decreased Stun Time; Reduced Recover Time on miss.



Unarmed Down Heavy: Rehitboxed to better match animation.



Unarmed Neutral Air: Reduced Hitbox Size; Reduced Damage; Added a short Cooldown Time; Increased Recover Time on miss; Increased Stun Time; Increased Minimum Force; Decreased Force Scaling.



Unarmed Neutral Ground: Rehitboxed to better match animation; Extended Hit Window; Slightly increased Recover Time on miss; Reduced Damage.



Unarmed Side Ground: Increased Force; Increased distance traveled; Decreased Time to Hit; Slightly decreased Recover Time; Added a short Cooldown Time; Extended Hit Window.

Blasters Down Air: Fixed a number of cases where the final shots would miss a hit target.



Blasters Neutral Ground: Fixed some cases where the final shots would miss a hit target.



Blasters Recovery: Hitboxes now have a uniform height and width; All hitboxes are centered on the same vertical line; Increased final hitbox size; Direction of Force is more predictable; Brought the pistol whip closer to the body to help prevent people from unintentionally falling out.



Blasters Side Air: Slightly increased Time to Hit.



Katar Neutral Ground: Fixed some cases where targets could be dropped before the final hit.

Lance Side Ground: Increased Recover Time on miss; Slightly decreased Recover Time on hit; Slightly increased Force.



Hammer Down Ground: Reduced Hitbox sizes, especially height behind self; Cannot move or jump during Recover Time on miss; Increased Cooldown Time; Increased Force scaling.



Sword Down Ground: Decreased Stun Time; Increased Force; Reduced Damage.

Spear Down Ground: Increased Force scaling; Decreased minimum Force; Decreased Time to Hit; Sped up the ascent; Pushed Hitboxes further above Hurtbox; Decreased Damage.



Spear Recovery: Decreased Hitbox height and moved closer to Hurtbox; Increased Recover Time.



Spear Ground Pound: Decreased Hitbox height and moved closer to Hurtbox; Increased Recover Time.

Signatures

Ada Neutral Blasters: Ground hits should push the target into a final hit; Increased Force.



Ada Side Blasters: Decreased Recover Time; Sped up power; Slightly Decreased Time to Hit; Fixed a case where hit targets could be lost before the final shot.



Ada Side Spear: Slightly decreased Recover Time; Slightly decreased Time to Hit.

Cassidy Side Blasters: Slightly decreased Force; Slightly increased Recover Time.



Cassidy Down Hammer: Increased Recover Time.

Hattori Neutral Sword: Increased Damage; Slightly decreased Force.



Hattori Side Sword: Slightly increased distance traveled.



Hattori Neutral Spear: Teleport occurs faster, with a shorter pause between appearing and attacking.



Hattori Side Spear: Increased Stun Time.

Lucien Side Blasters: Increased Time to Hit; Decreased Force; Increased Cooldown Time.



Lucien Side Katar: Slightly increased Time to Hit; Slightly decreased Force.

Nai Down Katar: Decreased Hitbox Height; Increased Recover Time.



Nai Neutral Spear: Slightly increased Recover and Cooldown Time.



Nai Side Spear: Decreased Hitbox size; Slightly increased Recover Time and Time to Hit.

Orion Down Lance: Decreased Time to Hit; Sped up power; Decreased Recover Time; Increased Stun Time; Force is directed more upwards.



Orion Neutral Lance: Decreased Time to Hit; Increased Hit Window.



Orion Side Lance: Decreased Time to Hit; Increased distance traveled; Increased Force.



Orion Down Spear: Increased Damage.



Orion Neutral Spear: Fixed some cases where the second hit would fail to combo correctly; Will now travel back down through any soft platforms above its starting position.



Orion Side Spear: Decreased Time to Hit.

Scarlet Neutral Hammer: Slightly increased Recover Time.



Scarlet Side Hammer: Reduced Hitbox sizes; Slightly increased Recover Time.



Scarlet Neutral Lance: Greatly increased Recover Time; Can move during Recover.



Scarlet Side Lance: Slightly increased Recover Time.

Teros Neutral Hammer: Greatly increased Force; Increased Hit Window; Decreased Hitbox size; Decreased Recover Time on miss; Slightly increased Damage.

Thatch Side Blasters: Increased Time to Hit; Decreased Force.



Thatch Side Sword: Decreased Hitbox Size; Increased Recover Time; Slightly Decreased Hit Window; Slightly Decreased Force; Slightly Increased Time to Hit.

Vraxx Neutral Lance: Increased Hitbox size.

A number of aerial attacks allowed jumping during the Recover Time, which helped them feel responsive but made them overly safe. Players using this tactic were difficult to counterattack in many situations. This change should limit the effectiveness of ‘floaty gameplay’ and help keep things even for all players.Unarmed has swung back and forth between too good and too situational. Despite previous adjustments, comboing out of the Down Ground continued to dominate Unarmed play. These changes make the kit less capable of building up damage, but better for contesting weapon drops and creating space.Blasters and Katars see only minor balance changes this patch, but should more reliably complete their multi-hit attacks, especially the notorious Blasters Recovery.Lance and Hammer have gotten changes to their combo setup powers to bring them more in line with the Unarmed and Sword Down Grounds. Combo setups across the board are a bit weaker this patch.The Spear has become a little too reliant on its Recover and Ground Pound. We've reduced their priority slightly while bringing up the Spear elsewhere with a faster Down Ground. This should add to diversity of play in the Spear game.Now that all signature moves have been implemented we’ve been able to look at them across the board and better understand how they’re impacting each legend and the overall balance of the game. We’ll continue to adjust as needed in the future, but these changes address a number of imbalances we’ve identified so far.Ada has needed some love. With recent changes to movement damaging her old keep away style of play, she needed some improvements in other areas to allow her to stand toe-to-toe with other legends. These changes should let her get satisfying punishes off more easily and allow for more follow up options.As one of our fastest-attacking Legends, Cassidy can be very difficult to punish. We’ve made it a little easier to retaliate against her most rewarding signatures.With the changes to move speed, and STR taking hit priority over DEX, everyone’s favorite ninja has been in a tough spot. We’ve adjusted Hattori’s signatures slightly to improve her mobility, speed, and ability to stick to her opponent.While we love Lucien’s new signatures, his original two needed a bit more adjusting to prevent them from being too effective.Queen Nai has continued to hold a dominating winrate at all ranks. We’ve left some more space for evading and punishing her strongest signatures. These changes keep Queen Nai’s playstyle intact, while making poor use of her signatures more punishable.While Orion’s reign of terror in the lower ranks is over, his new signatures are holding him back more than intended. We’re giving him slight increases across the board so he can keep up with his peers.Scarlet’s recent increase in Dexterity let her signatures be just a little too safe. We’ve slightly increased her Recover times to bring them in line with others in the game.Teros’ Neutral Hammer just wasn’t on par with other legends’ anti air signatures, so we brought up some of its properties to make it more effective.The pirate has been taking Brawlhalla by storm (yar har har) but his pair of Side signatures were just a bit too strong. We’ve brought them more in line while making sure they’re still nice and effective.Vraxx Neutral Lance became a little too hard to hit with last patch.“We’re always watching and listening to player feedback. We want to hear what you think, no matter your skill level or whether you’ve been playing Brawlhalla for hours or months.