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Steam News3 December 201510y ago

2.3.1 Balance Notes

Overview We have a number of balance changes coming in with 2.3.1 to even the playing field for everyone.

Full notes

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What changed

0 fixes2 additions15 changes1 removal
  • Balance
  • Gameplay
  • Workshop
changedOverviewWe have a number of balance changes coming in with 2.3.1 to even the playing field for everyone.
changedSignature CooldownsCooldown between using two different back to back signatures now set at 10 frames.
changedBowWe'll have a better sense of how the Bow moveset is performing once we have multiple legends that use it, but the results so far suggest it needs some help to be effective. We're making slight increases in Damage to a number of moves, and giving the Recover and Ground Pound some improvements to increase overall KO potential.
changedBowBow Side Light: Increased Damage from 16 to 19.
changedBowBow Neutral Light: Increased Variable Force from 34 to 40.
changedBowBow Neutral Air: Increased Damage from 17 to 21
Bow Side Light: Increased Damage1619Bow Side Light: Increased Damage increased, buffBow Neutral Light: Increased Variable Force3440Bow Neutral Light: Increased Variable Force increased, buffBow Neutral Air: Increased Damage1721Bow Neutral Air: Increased Damage increased, buffBow Down Air: Reduced Time to Hit1714Bow Down Air: Reduced Time to Hit decreased, nerf

Overview

We have a number of balance changes coming in with 2.3.1 to even the playing field for everyone.

Fast Fall Adjustment

This should be a fairly subtle change for most players, but will correct some unintentional buffs created by fast fall.

  • Fast fall speed returns to normal fall speed instantly once an attack starts (instead of keeping the extra momentum).

Signature Cooldowns

Quickly rotating between signatures can be pretty nasty with certain Legends, especially for newer players. This should help make "Sig Spamming" less effective.

  • Cooldown between using two different back to back signatures now set at 10 frames.

Bow

We'll have a better sense of how the Bow moveset is performing once we have multiple legends that use it, but the results so far suggest it needs some help to be effective. We're making slight increases in Damage to a number of moves, and giving the Recover and Ground Pound some improvements to increase overall KO potential.

  • Bow Side LightIncreased Damage from 16 to 19.
  • Bow Neutral LightIncreased Variable Force from 34 to 40.
  • Bow Neutral AirIncreased Damage from 17 to 21
  • Bow Down AirReduced Time to Hit from 17 to 14; Increased Damage from 15 to 18; Increased Variable Force from 37 to 40.
  • Bow RecoveryIncreased Hitbox size.
  • Bow Ground PoundReduced Damage from 25 to 22; Increased Variable Force from 38 to 45.

Hammer

While Hammer is a slow and hard hitting powerhouse, we felt that its combo starter was a little awkward to use compared to other weapons. Hopefully these changes will make the stomp viable without letting it dominate Hammer play.

  • Hammer Down LightDecreased Time to Hit from 9 to 8; Decreased Stun Time from 33 to 28; Decreased Recover Time on Miss from 18 to 14.

Katars

These fairly minor changes should revert some of the stickiness introduced in the last patch while giving slight windows to start a counterattack when Katars whiff.

  • Katar Neutral AirIncreased Time to Hit from 6 to 7; Reduced Cooldown Time from 15 to 11; Decreased Recover Time on Hit from 21 to 18; Increased Recover Time on Miss from 21 to 23.
  • Katar Down LightIncreased Recover Time on Miss from 11 to 13.

Lance

Our attempts to keep the Lance from going out of control left it feeling pretty unappealing and clunky. We’re hoping that these changes will make it feel more viable and responsive so that players who love Scarlet’s inventions can take to the skies once more.

  • Lance Side LightDecreased Time to Hit from 13 to 11; Increased Hit Window from 8 to 11; Decreased Stun Time from 36 to 31; Decreased Recover Time on Miss from 18 to 14.
  • Lance Side AirRemoved landing behavior; Slightly increased movement speed; Reduced Hit Window from 14 to 11; Increased Recover Time on Hit from 14 to 17; Decreased Recover Time on Miss from 31 to 21; Decreased Stun Time from 23 to 17; Increased Variable Impulsefrom 28 to 32.
  • Lance Neutral AirAdded a 9 frame Cooldown; Increased Recover Time on Miss from 19 to 22.
  • Lance RecoveryIncreased Force from 54 to 56.

Spear

Spear Neutral Air is often underused due to it being a bit slow compared to the attacks it normally tries to contest. We’ve sped it up slightly

Source

Steam News / 3 December 2015

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