Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Compatibility
- Gameplay
- Server
- Workshop
Welcome to Patch 2.65! In this patch we welcome the long awaited Legend Artemis to the ranked of Brawlhalla. Artemis is scythe and lance wielding Legend with a fated connection to Orion. In this patch we’ve also made some changes to wall slip in Test Features, and have added a slew of balance improvements for you to enjoy. There’s only one week left in Season 4, and we wish you all the best on the ladder!
The Arrival of Artemis
New Legend - Artemis! Weapons: Lance & Scythe Stats: 5/5/4/8 Artemis enters Brawlhalla with three additional skins
Darkheart Artemis
Iron Lady Artemis
Eclipse Artemis
Brawl of the Week - Double KO Mania!
2v2
300 % Damage
5 Stocks
Added to Test Features
Now that Wall Slip has settled into normal play, we've heard some interest in revisiting the idea of a soft reset so that continual abuse will make the slip state occur faster. The invisible rules of our last attempt made it unpopular, so we've tried to keep this version more straightforward. Wall Slip Attrition
Every time the first Wall Slip warning ("!") is reached, lowers the number of jumps required to Wall Slip to a minimum of 7.
On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
Controller Support
Improved stick direction interpretation for Playstation-style controllers where the left stick is lower than the DPad.
Added Mac support for 8Bitdo NES30 Pro
Animation Improvements
Small tweaks to Sentinel's Down Katar charge animation.
Adjusted all lance characters signature animations to make better use of active lance graphics.
Balance
This week’s changes come straight from The Forge! The Forge Discord server is the place for players to discuss balance, suggest changes, and provide support and feedback for the suggestions of others. We make balance adjustments with your feedback and help every other week. You all have been discussing what you would like to see from your respective weapons and here are the first results!
Unarmed
The general feedback on Unarmed has pointed to toning down the coverage provided by Unarmed Recovery, bringing the strike zone in tighter towards the uppercut effect. A portion of this power has been shifted into the Side Air to better round out Unarmed’s aerial kit.
- Unarmed Side AirDecreased Time to Hit from 14 to 13.
Unarmed Recovery: Rehitboxed to better match the animation (significantly less coverage towards the back end).
Sword
Sword players will find a clearer difference between the Neutral Air and the Recovery, the former serving as the preferred option for damage, with the latter serving as the better option for scoring knockouts. The faster Time to Hit on the Neutral Air allows for reliable use in combos when looking for optimal damage.
Sword Neutral Air: Decrease Time to Hit from 15 to 14.
- Sword RecoveryDecreased Damage from 18 to 16.
Hammer
Players have always applied interesting followup attacks after a Hammer Recovery, so we have leaned further into that purpose, trading some of the knockout potential for better use in on-stage strings.
- Hammer RecoveryDecrease Force from 38 Variable/48 Fixed to 36 Variable/48 Fixed; Decreased self-impulse on hit from
Source
Changelog.gg summarizes and formats this update. How we read updates.
