[h1]Dexterity[/h1] We've been in a spot where as we try to increase the speed of light attacks, it always has the side effect making signature moves unpunishable. This patch, we finally separated the two so that we can adjust them independently of each other. Our goal is to allow high dex characters to execute more pseudo combos by greatly reducing the amount of time they are in recovery. This is counterbalanced with cooldowns to make sure you can't just spam the same move over and over. We also lowered dexterity's effect on signature moves to hopefully give them a little bit more risk instead of all reward. [list] [*]Light attacks recover reduction from dex greatly increased. [*]Signature recover from dex decreased. [*]Increased dex scaling factor. High dex receives the largest benefit, 2/3 dex is essentially to same. [/list] [h1]Axe[/h1] The Axe's air game has been very punishing lately with its fast, wide swings. This may require the Axe to slow down in the future, but we decided to try a different approach first. We've trimmed down some of the more unintuitive hitboxes and are tuning the axe to reward clean, intentional hits more than catching someone on the follow through of a swing. [list] [*]Axe Recovery: Slightly reduced Hitbox sizes, Increased Damage and Force; Damage and Force decrease over the duration of the spin. Removed some hitboxes from end of swing. [*]Axe Ground Pound: Fixed misplaced Hitboxes. [*]Axe Neutral Air: Slightly reduced Hitbox size. Decreased Damage; Increased Force; Greatly decreased Hitbox size on first frame of power; Damage and Force decrease after initial frame. [*]Axe Down Air: Slightly reduced Hitbox size. Increased Damage; Increased Force; Damage and Force decrease over the duration of the swing. [*]Axe Ground Side: Increased Cooldown Time. [/list] [h1]Katar[/h1] Nai, Sentinel, and Lucien all had a strong showing this patch, particularly in higher rank play. We've heard a lot of requests that katars be toned down, but just as many that they not be slowed down. Katars in 1.15 will continue to be as fast as ever, but are losing some of their priority and Damage. [list] [*]Katar Neutral Ground: Slightly reduced Hitbox size; Slightly reduced Damage. [*]Katar Air Side: Hitboxes changed to better match animation. [*]Katar Recover: Slightly reduced Hitbox size. [*]Katar Air Down: Slightly reduced Hitbox size. Fixed a rare case where it could deal more damage than intended. [/list] [h1]Lance[/h1] Lance Down Ground is a generally unpopular power, with a risk/reward tradeoff more suited to a signature. We're trying a rework that retains some of its utility for chewing up stacked targets while speeding it up and repurposing it into more of a spacing tool, at the expense of Damage. Lance Recovery is getting some minor changes that make it easier to land. [list] [*]Lance Down Ground: Greatly Increased power; Decreased Hitbox Size; Decreased Damage; Decreased Force initially, increased Force towards end of power; User slides backwards during power. [*]Lance Recovery: Slightly increased Hitbox size. Travels slightly farther on minimum charge. [/list] [h1]Combo Setups[/h1] Now that we've found a place where hard combo setups exist without dominating the game, we're relaxing the reductions on them a bit to make them feel a bit more fluid and valuable. Spear Ground Side hasn't been reworked into another combo setup power, but has been adjusted to more easily chain into other powers on a target in white health. [list] [*]Hammer Down Ground: Slightly decreased Time to Hit and Recover Time on miss. [*]Lance Ground Side: Slightly decreased Force and aimed Force higher. Decreased Recover Time on miss. [*]Sword Ground Down: Has less of a hard stop on miss. Decreased Recover Time on miss. [*]Spear Ground Side: Slightly increased Damage and Stun; Slightly decreased Force. [/list] [h1]Lord Vraxx[/h1] It's a continuing trend all the way from early alpha that we overestimate how much of a threat Vraxx is. We're improving two of his Lance signatures to reduce his reliance on the Neutral Lance sig that was reduced several patches ago. His Down Lance is now faster and more mobile, and his Side Lance hits harder. [list] [*]Vraxx Down Lance: Slightly reduced Hitbox size; Slightly decreased Time to Hit; Slightly increased Hit Window; Increased distance traveled; Increased Damage. [*]Vraxx Side Lance: Increased Force. [/list] [h1]Queen Nai[/h1] Despite numerous reductions to Nai in the past, she continues to be feared at all ranks. While stat and katar changes should address many of her problems, her Down Katar signature is a staple move that needed a little extra risk. [list] [*]Nai Down Katar: Increased Recover Time; Slightly decreased Damage. [/list] [h1]Sentinel[/h1] With the top winrate of any Legend in 1.14, an A+ tier ranking from the community, and a recent tournament win under his belt, it's time for Sentinel to see some adjustments. Both neutral signatures will hurt a bit less, and the Neutral Hammer has been slowed. [list] [*]Sentinel Neutral Hammer: Increased Time to Hit. Slightly decreased Hit Window, Damage, and Force. [*]Sentinel Neutral Katar: Decreased Force. [/list] [h1]Dropped Attacks[/h1] These fixes take care of a handful of bugs where some powers could drop their targets mid attack. [list] [*]Spear Ground Down: Fixed a case where targets could be dropped before the final hit. [*]Hattori Side Sword: Fixed a case where the target could be dropped before the final hit. [*]Lance Neutral Ground: Fixed some cases where a target could be dropped before the final hit. [*]Blasters Ground Pound: Fixed a bug where power could hit without dealing full Damage or Force. [/list]