What changed
1 fix1 addition4 changes0 removals
- Balance
- Gameplay
- UI and audio
- Performance
changed# BALANCE PATCH 1.1.1, RESTART STEAM IF YOU DON'T SEE THE UPDATE #
changed## GAMEPLAY ## ### mostly buffing defensive options a little bit to mitigate certain tech chases and zero to deaths ### - PARRY: vfx only comes out once you enter your invincibility, preventing it from looking like you should have successfully parried. (the vfx used to happen frame 1 due to a bug) - BURST: invincibility increased from 10 to 15, to make burst baiting a bit more difficult and the window tighter to execute - TECH ROLL: endlag reduced - DODGE ROLL: endlag reduced
changed## EUREKA ## ### i still don't want to gut her completely, but these changes should make her disadvantage feel more fair, and she should have to work a little harder to find kills ### - UP SPECIAL (orb): hitbox size reduced (it mainly hits behind her now, so it's easier to edge-guard when recovering. hitbox also only lasts for 1 frame. endlag after teleport increased. - BACK AIR: whiffed landing lag increased, endlag increased - NAIR: endlag decreased - DASH ATTACK: startup increased, strong hitbox knockback scaling increased to avoid always comboing into up smash (weak/late hit remains the same). hitbox size reduced for both the strong and weak hits - UP SMASH: knockback scaling decreased - FORWARD SMASH: endlag increased
changed## KNOCKT ## ### actually feels pretty good overall other than that unholy up-tilt. still experimenting with more ways to interact with his projectiles, but it will be saved for a future patch ### - DOWN AIR: reduced damage and knockback (should prevent the move putting opponents in massive hitstun even at low percents for cheesy kills - UP TILT: last hit damage and knockback reduced, knockback scaling increased (prevents looping the move into arrow, but allows for kill setups at higher percents) - BIRDBOMB: damage reduced (the move doing 22 was an unintended bug that happened when i switched the hitboxes to be projectiles)
added## REND ## ### mostly just needed SOMETHING to happen with neutral special, and a few tweeks to his kit to feel more cohesive. ### - NEUTRAL SPECIAL: 3 second cooldown added. i experimented with punishing the move with lag on whiff, but it was still so spammable and difficult to predict. with a cooldown, rend gets to keep the option as a lethal way to engage and close the gap, but now opponents KNOW they have time and don't have to worry about the move for 3 seconds. the move is still fun for rend, and can be played around if you're fighting him. a bar has been added to rend's hud to indicate when the move is ready to be used. - FOWARD SPECIAL: aerial and grounded startup reduced slightly - DOWN AIR: active frames reduced, endlag reduced (you won't just die if you do it off stage) - UP SMASH: knockback, damage, and knockback scaling increased (provides a way to kill around the 120-140 range to avoid situations where absolutely nothing will kill with rend except back air and forward smash).
fixed## BUGS ## - "fetch news and regions" launch crash should be fixed
invincibility10→15↑invincibility increased, buffA Few Quick Matches changes
changed# BALANCE PATCH 1.1.1, RESTART STEAM IF YOU DON'T SEE THE UPDATE #
changed## GAMEPLAY ## ### mostly buffing defensive options a little bit to mitigate certain tech chases and zero to deaths ### - PARRY: vfx only comes out once you enter your invincibility, preventing it from looking like you should have successfully parried. (the vfx used to happen frame 1 due to a bug) - BURST: invincibility increased from 10 to 15, to make burst baiting a bit more difficult and the window tighter to execute - TECH ROLL: endlag reduced - DODGE ROLL: endlag reduced
changed## EUREKA ## ### i still don't want to gut her completely, but these changes should make her disadvantage feel more fair, and she should have to work a little harder to find kills ### - UP SPECIAL (orb): hitbox size reduced (it mainly hits behind her now, so it's easier to edge-guard when recovering. hitbox also only lasts for 1 frame. endlag after teleport increased. - BACK AIR: whiffed landing lag increased, endlag increased - NAIR: endlag decreased - DASH ATTACK: startup increased, strong hitbox knockback scaling increased to avoid always comboing into up smash (weak/late hit remains the same). hitbox size reduced for both the strong and weak hits - UP SMASH: knockback scaling decreased - FORWARD SMASH: endlag increased
changed## KNOCKT ## ### actually feels pretty good overall other than that unholy up-tilt. still experimenting with more ways to interact with his projectiles, but it will be saved for a future patch ### - DOWN AIR: reduced damage and knockback (should prevent the move putting opponents in massive hitstun even at low percents for cheesy kills - UP TILT: last hit damage and knockback reduced, knockback scaling increased (prevents looping the move into arrow, but allows for kill setups at higher percents) - BIRDBOMB: damage reduced (the move doing 22 was an unintended bug that happened when i switched the hitboxes to be projectiles)
added## REND ## ### mostly just needed SOMETHING to happen with neutral special, and a few tweeks to his kit to feel more cohesive. ### - NEUTRAL SPECIAL: 3 second cooldown added. i experimented with punishing the move with lag on whiff, but it was still so spammable and difficult to predict. with a cooldown, rend gets to keep the option as a lethal way to engage and close the gap, but now opponents KNOW they have time and don't have to worry about the move for 3 seconds. the move is still fun for rend, and can be played around if you're fighting him. a bar has been added to rend's hud to indicate when the move is ready to be used. - FOWARD SPECIAL: aerial and grounded startup reduced slightly - DOWN AIR: active frames reduced, endlag reduced (you won't just die if you do it off stage) - UP SMASH: knockback, damage, and knockback scaling increased (provides a way to kill around the 120-140 range to avoid situations where absolutely nothing will kill with rend except back air and forward smash).
# BALANCE PATCH 1.1.1, RESTART STEAM IF YOU DON'T SEE THE UPDATE #
## GAMEPLAY ## ### mostly buffing defensive options a little bit to mitigate certain tech chases and zero to deaths ### - PARRY: vfx only comes out once you enter your invincibility, preventing it from looking like you should have successfully parried. (the vfx used to happen frame 1 due to a bug) - BURST: invincibility increased from 10 to 15, to make burst baiting a bit more difficult and the window tighter to execute - TECH ROLL: endlag reduced - DODGE ROLL: endlag reduced
## EUREKA ## ### i still don't want to gut her completely, but these changes should make her disadvantage feel more fair, and she should have to work a little harder to find kills ### - UP SPECIAL (orb): hitbox size reduced (it mainly hits behind her now, so it's easier to edge-guard when recovering. hitbox also only lasts for 1 frame. endlag after teleport increased. - BACK AIR: whiffed landing lag increased, endlag increased - NAIR: endlag decreased - DASH ATTACK: startup increased, strong hitbox knockback scaling increased to avoid always comboing into up smash (weak/late hit remains the same). hitbox size reduced for both the strong and weak hits - UP SMASH: knockback scaling decreased - FORWARD SMASH: endlag increased
## KNOCKT ## ### actually feels pretty good overall other than that unholy up-tilt. still experimenting with more ways to interact with his projectiles, but it will be saved for a future patch ### - DOWN AIR: reduced damage and knockback (should prevent the move putting opponents in massive hitstun even at low percents for cheesy kills - UP TILT: last hit damage and knockback reduced, knockback scaling increased (prevents looping the move into arrow, but allows for kill setups at higher percents) - BIRDBOMB: damage reduced (the move doing 22 was an unintended bug that happened when i switched the hitboxes to be projectiles)
## REND ## ### mostly just needed SOMETHING to happen with neutral special, and a few tweeks to his kit to feel more cohesive. ### - NEUTRAL SPECIAL: 3 second cooldown added. i experimented with punishing the move with lag on whiff, but it was still so spammable and difficult to predict. with a cooldown, rend gets to keep the option as a lethal way to engage and close the gap, but now opponents KNOW they have time and don't have to worry about the move for 3 seconds. the move is still fun for rend, and can be played around if you're fighting him. a bar has been added to rend's hud to indicate when the move is ready to be used. - FOWARD SPECIAL: aerial and grounded startup reduced slightly - DOWN AIR: active frames reduced, endlag reduced (you won't just die if you do it off stage) - UP SMASH: knockback, damage, and knockback scaling increased (provides a way to kill around the 120-140 range to avoid situations where absolutely nothing will kill with rend except back air and forward smash).
## BUGS ## - "fetch news and regions" launch crash should be fixed