Full notes
Full Brawlhalla update
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What changed
- Balance
- Gameplay
- Server
- UI and audio
- Maps
Welcome to Patch 2.33! This is the last balance patch before The Brawlhalla World Championships take place in November. After a lot of feedback from players, we’ve made some improvements to jump changes in order to make them feel better and more responsive, while providing more depth at high levels of play. Oh, and if you’re fans of all the Calculated gifs and videos from the past year, we’ve made it official and added a Calculated Taunt to the store. We did it Reddit! We hope you enjoy this patch, and we look forward to seeing you in Atlanta on Nov 11-13 for the Brawlhalla World Championship.
Mallhalla
The new ‘Calculated!’ taunt has been added to Mallhalla
Server Improvements
After hearing your feedback about connection issues in EU, we’ve been working hard to find a solution. Starting today we’ve switched to a new provider, added new machines, and are aiming to have better performance across Europe. Servers still remain located in Amsterdam. If you’re playing on EU, let us know if your online experience improves!
New servers for the EU Region have been brought online.
Revised Jump Changes
When used as a zero-startup zero-recover escape option, we feel jumping plays a sizable part in discouraging aggression. A small startup will narrow the reaction time needed to sidestep and punish incoming hitboxes. Jump startup is waived for twelve frames after hitting with an attack to keep from damaging existing follow ups. After jumping, landing back on the ground will incur a brief recovery period, allowing room to punish heavily evasive opponents as they will be unable to jump, attack, or dodge.
Added a 2 frame startup when jumping. Jump startup is not applied if jumping within 12 frames of hitting with an attack.
Added a 2 frame recovery period when landing after performing a jump. Attacks and dodges will retain their normal durations should you land during an attack or dodge.
Running is no longer locked during Jump Startup, fixing a bug that prevented jump into momentum dodges from working correctly.
If performing an attack close enough to the ground to snap to ground, Landing Recovery will be ignored.
Aerial jump height reduced to match grounded jump height.
Jump fx now play on input rather than the frame the jump starts.
Graduated Test Features
A grounded dodge will be full speed if left or right has been held for at least 27 frames, even if max speed has not been reached. This should create a more predictable maximum for timing a momentum dodge.
User Interface
Updated HUD colors again to use brighter, more saturated tones. The biggest difference should be that yellow (50 damage) is more noticeable to everyone. Additionally, this change should make the transition from 0 to 50 damage more noticeable for people who are red/green colorblind.
New Legend Rotation
This week’s Legend rotation features Ada, Azoth, Hattori, Ragnir, Scarlet, and Sentinel.
Balance
It’s been an exciting run towards the Brawlhalla World Championship at BCX and we are eager to see who can win on the biggest stage! In light of that, we are locking balance with this patch until after BCX so all players have ample time to hone their skills in the current environment. Balance passes will resume every other week as normal after BCX concludes November 13th,
Source
Changelog.gg summarizes and formats this update. How we read updates.
