Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Workshop
---- Balance Changes ----
Movement
The majority of feedback we received on movement last patch was that air movement felt sluggish. This change should make air movement feel better while still giving grounded movement the advantage.
Air stats are back to the old numbers, but turning in the air slower than it used to be.
Ground movement is still 10% faster and turning speed is unchanged.
Decreased velocity when tapping to get off the wall.
Dodge
We’re hoping that a two frame startup on dodge will continue to reduce rollbacks while also feeling more responsive.
Dodge startup frames reduced from 3 to 2.
Dodge animation and sound will no longer play until you are invulnerable.
Axe
The Axe air game has been a frequent concern in recent patches. We're trying some on hit / on miss distinction for recovery times to give more opportunity for punishing misses while making follow ups a little faster after a hit. This will help Axe maintain its aggression but allow for better punish windows on whiff.
- Axe DownDecreased Time to Hit.
- Axe AirIncreased Recover Time on Miss; Decreased Recover Time on Hit; Increased Cooldown Time.
- Axe Air SideIncreased Recover Time on Miss; Decreased Recover Time on Hit; Increased Cooldown Time.
- Axe Air DownIncreased Recover Time on Miss; Decreased Recover Time on Hit; Increased Cooldown Time.
- Axe RecoveryIncreased Time to Hit; Increased distance traveled before swing.
Blasters
Our changes to the Blasters last patch received a very mixed response. A decent amount of that was relief, and we haven't given the side air back its old priority, but we agree that the Blasters were missing something as of 1.19: Flow. These changes should give Blasters a number of new options for following up attacks and give some love to aggressive players.
Blasters Down Light: Horizontal momentum stops on hit to prevent drops.
- Blasters Ground PoundReduced Cooldown Time.
- Blasters Air SideRemoved first shot and added a new one that arcs further downward after the second. Shot timing is unchanged. Reduced Cooldown Time on hit to be the same as Cooldown on miss.
- Blasters Air DownDirection of Force angled slightly downward. Increased Recover Time on Miss; Decreased Recover Time on Hit.
- Blasters SideDecreased Force.
- Blasters DownRehitboxed to better match animation - Decreased Hitbox Sizes and increased Hit Windows; Each shot combos into the next; Greatly decreased maximum Damage; Direction of Force on final shot pops target upwards; Decreased Force; Increased Recover Time on miss; Decreased Recover Time on hit.
Hammer
While a lot of balance attention has been focused on other weapons, Hammer continues to be an unstoppable force. The changes here shouldn't be too aggressive, mostly focusing on places where Hammer hitboxes could hit outside the animation and needed to be fixed anyway.
- Hammer Neutral LightDecreased Hitbox sizes; Advances slightly forward during kicks; Reduced Hit Window on final swing.
- Hammer Air SideReduced Hitbox sizes.
- Hammer Air DownRehitboxed to better match animation; Added a short Cooldown Time.
Lance
Lance Recovery had some strange changes in behavior when used repeatedly in the air. It could be thrown out again much faster than expected, and would travel directly upward instead of at the diagonal angle the animation suggests, giving
Source
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