[h1]Cooldowns[/h1] We've gotten this request frequently lately. Cooldowns are now applied to all signatures instead of just the one used, which should lower the effectiveness of "sig spamming". [list][*]Using a signature now applies that cooldown to all signatures (Does not apply to Unarmed)[/list] [h1]Grabs[/h1] Powers that "grab" had logic to prevent them from being interrupted when hit. These cases happen a lot more in 2v2 and can feel broken and unsatisfying. We'll be keeping an eye on these individual moves to see if it becomes too easy to save teammates caught by them. [list][*]Hammer Down Air, Bodvar Neutral Sword, Cassidy Neutral Hammer, Vraxx Neutral Lance, Vraxx Down Lance, Scarlet Down Hammer, Teros Neutral Hammer: Removed period where user cannot be interrupted during grab.[/list] [h1]Lance[/h1] Lately its quirky mobility and unusual playstyle have stagnated into a wall of Neutral Airs. So, we've changed things up a bit! The new Rocket Lance will likely need more updates in coming patches, but we hope you'll like both playing as and against this new take on its fighting style a fair bit more. [list][*]Lance Neutral Light: Increased Time to Hit; Slightly decreased Damage and Force. [*]Lance Neutral Air: Greatly decreased Hitbox size to more closely follow flame and rear thruster; Removed hitboxes from some of the starting and ending frames; Decreased Damage and Force; Damage and Force are strongest during the middle of the swing. [*]Lance Down Air: Replaced power. [*]Lance Side Light: Added a hitboxed dash forward into the attack; Slightly decreased Time to Hit, Force, and Stun Time; Slightly increased Recover Time on miss and Damage. [*]Lance Side Air: Increased Time to Hit, Damage, and distance travelled; Decreased Hitbox size and Force; Greatly increased Stun Time; Recover Time increased on miss, greatly decreased on hit.[/list] [h1]Axe[/h1] We've been happy with how the Axe turned out, but it has a few over and underused moves that could stand to be tweaked. These changes should dial back its dominant air game slightly while giving it better options on the ground. [list][*]Axe Side Light: Slightly increased Stun Time. [*]Axe Down Light: Decreased Time to Hit; Added a small duration where it travels upwards at the beginning of the swing; Increased Hitbox Size during swing. [*]Axe Neutral Light: Slightly increased Time to Hit. [*]Axe Recovery: Slightly decreased Damage and Force. [*]Axe Down Air: Slightly increased Recover and Cooldown Times.[/list] [h1]Hammer[/h1] Only minor tweaks for the Hammer this time around. Hammer Neutral Air was a too dominant in vertically, and we've lowered the risk on the Down Light stomp very slightly. [list][*]Hammer Neutral Air: Changed Hitboxes to be a little more centered - Pared down some of the edges in the follow through of the swing; Slightly increased Time to Hit; Fixed a case where Hitbox lingered slightly longer than animation. [*]Hammer Side Light: Increased Cooldown Time. [*]Hammer Down Light: Slightly decreased Time to Hit and Recover Time on miss.[/list] [h1]Sword[/h1] The Sword's Air Down Light is pretty terrifying. It's one of the most reliable tools in the game. We took some cues from our recent changes to the Axe's air game, and are reducing the Damage and Force for hits that don't catch the target straight-on. Otherwise, the Sword sees changes similar to the Hammer's. [list][*]Sword Down Air: Greatly increased Hitbox size on first frame of power; Damage and Force Decrease after initial frame; Hitbox lingers an extra frame; Increased Cooldown Time. [*]Sword Down Light: Slightly decreased Recover Time on miss. [*]Sword Side Light: Increased Cooldown Time.[/list] [h1]Blasters[/h1] It may be surprising not to see Blasters Side Air on this list, but the changes to Dodge and Dexterity have helped discourage defensive gunplay without harming some of the more aggressive styles of blaster use. Meanwhile, the Recovery feels like it's become too strong after the last set of fixes. We'll continue to watch Blasters closely. [list][*]Blasters Recovery: Reduced Hitbox sizes of the initial ascent, especially on frames where the power could catch enemies below the player; Reduced Force.[/list] [h1]Bodvar[/h1] We feel like Bodvar has been in a decent spot, winrate-wise. However, most of the Bodvar play we've seen is overreliant on his Neutral Sigs. We're taking some power from those and moving it to less used signatures instead in hopes of rounding out his kit. [list][*]Bodvar Neutral Hammer: Increased Recover Time; Decreased Damage and Force. [*]Bodvar Neutral Sword: Increased Recover Time. [*]Bodvar Side Hammer: Slightly decreased Time to Hit; Decreased Recover Time. [*]Bodvar Down Sword: Slightly decreased Time to Hit and Recover; Slightly sped up attack duration.[/list] [h1]Roland[/h1] Similarly, Roland's sword play seems to overuse his Side Signature. By slowing it down slightly and repurposing his Down Signature into a faster, weaker attack, we're hoping to create more situations where his other Sword Sigs are the better choice. [list][*]Roland Neutral Sword: Slightly decreased Time to Hit. [*]Roland Side Sword: Slightly increased Time to Hit. [*]Roland Down Sword: Decreased Time to Hit; Slightly Reduced Damage and Force.[/list] [h1]Lucien[/h1] Lucien has still been a decent choice in high-level play, but his overall winrate has plummeted since we toned down his Side Blasters Signature. It's becoming easier to hit with, but loses some of its unusually high Force. [list][*]Lucien Side Blasters: Decreased Time to Hit; Increased Hitbox size; Decreased Force.[/list] [h1]Teros[/h1] Teros continues to be a brutally heavy hitter, and one we expect to be even more devastating in 2v2 ranked play. Some of his stronger Signatures have been toned down a small amount in anticipation of this. [list][*]Teros Side Axe: Slightly increased Time to Hit. [*]Teros Down Axe: Decreased Force.[/list] [h1]Thatch[/h1] Thatch has a reputation for signatures that are hard to dodge through, and punish. We've made a number of his hitboxes a little less generous and more specific to help alleviate these problems, and to create clearer use cases for his less used signatures. [list][*]Thatch Neutral Sword: Reduced Hitboxes to more closely follow the shape of the shark instead of the entire sword arc and splash - Should make it easier to underspace or punish through during the linger. [*]Thatch Side Sword: Slightly reduced hitboxes of initial swing. [*]Thatch Neutral Blasters: Slightly reduced Hitbox size and linger of both shots; Increased Recover Time. [*]Thatch Side Blasters: Slightly increased Force.[/list] [h1]Gnash[/h1] Powerhouse Gnash needs a few changes to put him more in line with the other Legends. His Neutral Hammer signature in particular dominates his play. We've also pushed his Down Hammer signature a little further out, giving it a longer threat but more opportunity to be interrupted. [list][*]Gnash Neutral Hammer: Removed Hitbox from last few frames so it won't sweep back behind him as far; Slightly Increased Time to Hit, Recover Time, and Cooldown. [*]Gnash Down Hammer: Increased leap duration before first hit.[/list] [h1]Lord Vraxx[/h1] The last round of buffs for Vraxx changed him from one of our least played characters to a top-tier Legend in tournament play. These reductions aren't as bad as they look, but should tone down some of the more frustrating aspects of playing against him before he gets his hands on the reworked Rocket Lance. [list][*]Vraxx Neutral Lance: Slightly reduced Hitbox. [*]Vraxx Side Lance: Slightly reduced Hitbox linger on final hit. [*]Vraxx Down Lance: Slightly increased Time to Hit; Slightly reduced Hitbox size; Slightly Reduced Force. [*]Vraxx Neutral Blasters: No longer hits grounded enemies after the initial upward swing; Reduced Hit Window to remove some linger that didn't look like it would still hit.[/list]