Full notes
Full Rivals of Aether update
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What changed
- Balance
- Fixes
- Events
- Gameplay
- Maps
Rivals of Aether changes
A few weeks ago we added a whopping FOUR new characters to the PC and Switch versions of the game for free. Since then we’ve been able to collect feedback and bug reports from the community, allowing for our first balance patch since their release!
While this is by no means the final balance patch these characters will see, our intention with this round of changes is to hit the big troublemaker moves of each of the four. Buckle up, this is a big one.
Mollo is really close to how we want him to play – an aggressive and unpredictable character who can rushdown or zone while using everything at his disposal. Our main goal when updating Mollo was to add more counter play to his bombs – particularly the finisher bomb. We also fixed some bugs and updated a couple of his normals.
FINISHER BOMB
Finisher Bomb countdown increased, 30 -> 50
Spamming a massive kill move was never the intention of the finisher. A longer fuse means Mollo players will need to set up for the big reward.
Finisher Bomb reduced weight, 1.25x -> 1.6x
For reference, other bombs take 1.8x base knockback.
Adjusted explosion VFX layers of Finisher Bomb to primarily appear behind players.
This allows players to see where they are in relation to the explosion, helping with reactionary DI.
FLASHBANG
Increased Flashbang damage, 0% -> 5%
This bomb should not have been dealing 0% in the first place but it was particularly noticeable when Mollo could use it to stall off stage.
- Bug FixFixed flashbangs not applying full hitpause to attacking players.
DEFAULT BOMB
Hitpause increased, 6 + 0 -> 8 + 1.0
BKB 10 +1.0 > 8 +1.0
Default bombs were killing light characters a bit too early off the top. Peeling off some base knockback allows us to reduce those surprise KOs while still keeping it a KO option when your opponent passes 150%.
GENERAL BOMB FIXES
Primed bombs now properly explode in Mollo’s hand when hitstun ends.
Held bombs will now continue their timer when Mollo is in hitstun.
One of the goals of Mollo’s bombs was inspired by Kragg holding a rock. Mollo should feel more powerful with a bomb in hand but also at risk. Due to some bugs and timing, this goal was muddy at launch. We have made some adjustments so opponents can effectively use Mollo’s bombs against him. If you can catch him with a bomb, you can combo him while it primes and now effectively use the explosion to extend your combo or even KO Mollo!
Bombs will not bonk players in hitstun moving faster than 6 pixels per frame.
It was a frustrating experience to land a KO attack on Mollo only to have an errant bomb bonk him and negate all the knockback. We introduced a hitstun velocity where once above the threshold, characters will ignore the bonk. You can still use bonks for cool combos at lower speeds but bonks won’t be invalidating your hard work when it comes to KOs.
Bug Fix: Bombs that explode on bonk should now assign the hitboxes to the last player that hit it, and not just the Mollo that made it. (Meaning bonking a mollo with their own bomb should properly blow them up.)
Mollo finally gets a taste of his own medicine.
Reduced bonk hitpause, 12 -> 7
Source
Changelog.gg summarizes and formats this update. How we read updates.
