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Steam News16 December 201510y ago

Patch 2.4 Balance Notes

Signature Charging We think the charge multiplier might explain some of the disparity between how frustrating signatures can be between new and veteran players.

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What changed

4 fixes2 additions10 changes0 removals
  • Gameplay
  • Balance
  • Events
  • Workshop
  • Fixes
addedSignature ChargingWe think the charge multiplier might explain some of the disparity between how frustrating signatures can be between new and veteran players.
changedSignature ChargingThe Damage and Force multipliers for fully charging a signature have been reduced from 150% to 125%.
addedSwordWe're trying a new approach where a running start is needed to get Sword DLight's full threat. This should make it a little more situational and reward aggressive use.
changedSwordSword Down Light: Movement speed is now dependent on current speed when using the power - ranges from 56%-100% of previous speed; Decreased Damage from 10 to 8; Increased Recover Time on Miss from 20 to 22.
changedHammerThe Hammer's Down Light combo starter is considered weaker and harder to follow up than comparable attacks so we are improving its consistency. The Neutral Light has been sped up in movement and duration to give it a little more range and make it feel more powerful.
changedHammerHammer Neutral Light: Increased movement speed on first attack frame from 35 to 50; Decreased window between first and second kick from 18 to 13.
Damage108Damage decreased, nerfRecover Time on Miss2022Recover Time on Miss increased, buffIncreased movement speed on first attack frame3550Increased movement speed on first attack frame increased, buffwindow between first and second kick1813window between first and second kick decreased, nerf

Signature Charging

We think the charge multiplier might explain some of the disparity between how frustrating signatures can be between new and veteran players.

  • The Damage and Force multipliers for fully charging a signature have been reduced from 150% to 125%.

Sword

We're trying a new approach where a running start is needed to get Sword DLight's full threat. This should make it a little more situational and reward aggressive use.

  • Sword Down LightMovement speed is now dependent on current speed when using the power - ranges from 56%-100% of previous speed; Decreased Damage from 10 to 8; Increased Recover Time on Miss from 20 to 22.

Hammer

The Hammer's Down Light combo starter is considered weaker and harder to follow up than comparable attacks so we are improving its consistency. The Neutral Light has been sped up in movement and duration to give it a little more range and make it feel more powerful.

  • Hammer Neutral LightIncreased movement speed on first attack frame from 35 to 50; Decreased window between first and second kick from 18 to 13.
  • Hammer Down LightStandardized Fixed Force to 35 on all frames from a range of 45 to 30; Direction of Force is more consistent and now angled slightly forward; Increased Recovery Time on Miss from 15 to 19; Increased Cooldown Time from 13 to 15.

Katar

Recently, playstyles that rely heavily on Down Light combos have become more prevalent. We've fixed some issues with the move's hitboxing and punish window, and tried to improve the Katar's ground versatility by reworking the Side Light to be a more effective approach tool.

  • Katar Down LightReduced hitbox size; Increased Recovery Time on Miss from 12 to 18.
  • Katar SideMovement speed is now dependent on momentum when starting the power; Movement speed increased roughly 14% to 29% depending on momentum; Increased Active Frames from 7 to 11; Reduced Hitbox size; Variable Force increased from 0 to 23; Fixed Force decreased from 45 to 33; Stun Time increased from 19 to 22; Recover Time on Miss decreased from 31 to 26; Recovery Time on Hit decreased from 25 to 17.

Spear

The damage potential of the Spear's ground game is skewed too heavily toward the Down Light combo. We've dialed that damage down while increasing damage on the Neutral and Side attacks. Spear Down has also been tweaked so that following it up with a Side Air becomes a string for a range of damage values where it previously would have broken.

  • Spear NeutralIncreased Damage from 21 to 24.
  • Spear Side LightRehitboxed to better match animation. Increased number of active frames from 1 to 4 on the first swing and 1 to 2 on the second; Increased Damage from 18 to 24.
  • Spear Down LightDecreased Damage from 23 to 13; Decreased Variable Force from 11 to 10.5 and Fixed Force from 70 to 67; Decreased Stun Time from 25 to 23; Increased Recover Time on Miss from 25 to 28.

Blasters

We're shifting power slightly with the Blaster's air options, and giving it better kill potential across moves. Previously the Recovery has been pretty stingy about the precision aiming and steering needed to land a hit. This has been made a more forgiving and should help Blasters find KOs in a broader variety of situations.

  • Blasters Air SideIncreased Variable Force from 30 to 35; Reduced Recovery Time on Miss from

Source

Steam News / 16 December 2015

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