Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Store
- Balance
- Events
- Gameplay
Welcome to Patch 2.58! We’re adding the best taunt ever created (we think, we’re all pretty excited about it), a new Ember Skin, new Brawl of the Week, new Test Features, new animation system, new networking optimization, new animation improvements and more in this patch! Whew! That’s a lot of new. Oh and if you haven’t heard yet, we are now taking signups for the PS4 Closed Beta! You can signup here. Enjoy the patch!
Mallhalla
Ember The Hunter - Stalking monsters one silver arrow at a time!
Taunt: Next Level - Unleash your ki and feel the power!
Bodvar will now be showing off new taunts, and other items where applicable as the store model for Mallhalla.
Brawl Of The Week
Snowbrawl!
3 Minutes
4 Player Free For All
150% Damage
Test Features
Added to Test Features
Stale move systems come with a number of pros and cons at all levels of play. They give players some forgiveness while figuring out counterplay for a "spammed" move, and reward more spectator-friendly versatile play at the highest levels. On the other hand, they’re fundamentally restrictive and can punish players for correct move selection when their opponent falls into a habit. Since the moves on a Brawlhalla legend aren't all available at the same time, this could be more limiting than other games that employ stale move negation. However, it could reinforce some of the more unique elements of Brawlhalla by rewarding frequent swaps from weapon to weapon. This test is more of an open question than a feature we’re determined to add. We're interested to hear whether this ends up causing or alleviating frustration, and if players feel like it leads to any change in their playstyle. Stale Move Negation
When hitting with a power, Damage and Force are reduced based on how many of the last six powers that hit were the same as the one being used.
Damage and Force multipliers decrease from 95% on the second use of a power to a minimum of 50% Damage 50% Force on light attacks and 50% Damage 70% Force on Signatures if four of the last six hits were with the same power.
Hitting with a weapon (including unarmed) that was not used in the last six powers grants a 105% multiplier, or 110% if the other two movesets have been used.
Modified Test Features
Wall Slip is still a contentious feature. Our takeaway from feedback is that it's something many players feel is important, and that clear rules and avoiding false positives during normal offstage play should take precedent over making it difficult for abuse cases to reset their state. We feel the current direction has the best chance of meeting those goals, and hope that its shortcomings at higher skill levels can be supplemented with vertical chain dodges as an approach tool against the wall. Currently, our plan is to iterate on what the final FX will look like internally and then graduate Wall Slip to ranked next week, but will be keeping an eye on feedback. Wall Slip
Once a player has entered a Wall Slip state, combat will no longer reset them until they touch the ground.
Removed from Test Features
We're still very interested
Source
Changelog.gg summarizes and formats this update. How we read updates.
