[h1]Sword[/h1] The Sword's air game has been adjusted to push similar moves farther apart from each other. The Ground Pound is now faster, weaker, and more precise, while the Down Air is slightly less reliable for following up. On Down Air the angle of your attack will affect the the direction of impulse meaning that you’ll have to be a bit more precise to put Down Air to good use. Both attacks have increased cooldown to reward use of them together rather than relying on a single attack. Recovery has gotten stronger for building damage in a best-case scenario, but requires more precision. [list] [*]Sword Recovery: Slightly decreased Hitbox size; Slightly increased Damage; Damage is spread more evenly across the power instead of having a stronger final hit. [*]Sword Down Air: Increased Cooldown Time; Increased how much the angle the target is hit at affects the direction of Force. [*]Sword Ground Pound: Increased Cooldown Time; Decreased Hitbox Size; Decreased Time to Hit; Greatly decreased Recovery Time on Hit; Decreased Force; Increased Stun. [*]Sword Side Light: Slightly decreased Hitbox size behind self. [/list] [h1]Lance[/h1] We're mostly leaving Lance alone for the time being while letting 1.17's rework fully settle into the meta. However, the Down Air stood out as being especially low-risk and too easily chained into itself. We’ve tweaked its recovery time on hit and whiff to reward players who use the move with more precision. [list] [*]Lance Down Air: Increased Recover Time on Miss; Decreased Recovery Time on Hit; Increased Cooldown Time. [/list] [h1]Blasters[/h1] Although we’ve seen the effectiveness of Blasters decrease since 1.17’s dodge changes, we want to give Blasters a little more time before making any big changes. We’re fully aware of how easy it is for Blasters to become over powered or irrelevant. The road of Lord Vraxx’s Valhalla take over is filled with peaks and valleys and it’s challenging to get him and other legends with Blasters on the straight and balanced. We’ll be keeping an eye on Blasters, but for now we’ve made two small adjustments to their grounded play. [list] [*]Blasters Side Light: Slightly increased Damage. [*]Blasters Down Light: Slightly decreased Hitbox size on the first shot to cover less area behind the user. [/list] [h1]Spear[/h1] We've trimmed the edges on a few Spear air attacks that were a little more generous than the animation, and shifted some damage from faster to slower attacks. The Down Air has been tweaked slightly to offer more time to react to repeated use, and to reward following up with other attacks instead of committing to a Pogo Stick mini-game. [list] [*]Spear Neutral Air: Slightly reduced Hitbox size; Slightly increased Time to Hit; Slightly Increased Damage. [*]Spear Down Air: Slightly reduced Hitbox size; Slightly increased downwards movement during stab; Added a short Cooldown; Slightly Decreased Damage; Slightly increased Stun Time; Increased Recover Time on Miss; Decreased Recover Time on Hit. [*]Spear Down Light: Decreased Damage. [/list] [h1]Katar[/h1] Katars are receiving a pair of quality of life adjustments. We noticed Katar Side Light had very low priority and could easily be beaten out by other attacks, so we’ve changed it up to allow it to close in a little faster. The Ground Pound offered very little Stun and could be put at a disadvantage by hitting an enemy at white health. [list] [*]Katar Side Light: Increased movement speed at beginning of power and slowed down more quickly into the roll. [*]Katar Ground Pound: Slightly increased Stun Time. [/list] [h1]Axe[/h1] While we love the Axe, and the impact it’s had on 2v2, we decided it needed a couple of tweaks. We'll be keeping a close eye on the Axe for upcoming patches, but for now we are slightly lowering its rate of building damage. [list] [*]Axe Neutral Light: Decreased Damage. [*]Axe Neutral Air: Slightly Decreased Damage. [/list] [h1]Unarmed[/h1] Previously the Down Heavy's hitbox was much larger than the actual attack animation. To better match the animation we've retooled some of it’s properties as a smaller but faster attack. May the breakdances continue now with more BPM. [list] [*]Unarmed Down Heavy: Rehitboxed to better match animation; Greatly decreased hitbox sizes; Reduced Time to Hit; Reduced Recover Time; Slightly Reduced Force. [/list] [h1]Sentinel[/h1] Sentinel's Neutral Katar had an usually low Recover, making it very difficult to punish. The recover time is still low, but should be more in line with in other signatures in his kit. [list] [*]Sentinel Neutral Katar: Increased Recover Time. [/list] [h1]Teros[/h1] The Down Axe Signature can be very difficult to deal with because it blooms out it every direction, protecting Teros hurtbox. We're trying to add some counterplay by adding an eye of the storm in the center of the attack where it can safely be avoided. [list] [*]Teros Down Axe: Narrowed Hitboxes so that they can be underspaced. [/list] [h1]Brynn[/h1] Brynn's Down Spear is one of her most reliable signatures, AND a way to quickly build up damage. The reward feels a little too high for the risk involved, so we're bringing down the reward element while leaving its ease of use intact. [list] [*]Brynn Down Spear: Slightly Decreased Damage and Force. [/list] [h1]Drop Fixes[/h1] These pop up here and there with our multi hitting moves and we’re continuing to eliminate them one by one. Don’t forget to let us know about these at support@bluemammoth.com if you experience occasions where moves drop part way through the power. [list] [*]Katar Recovery: Fixed some cases where a target could be dropped before the final hit. [*]Axe Neutral Light: Fixed some cases where a target could be dropped before the final hit. (hat tip ThStardust) [*]Thatch Down Sword: Fixed some cases where the target could be dropped before the final hit. [*]Teros Neutral Axe: Fixed some cases where a target could be dropped before the final hit. (hat tip ThStardust) [*]Teros Down Hammer: Fixed some cases where a target could be dropped before the final hit. (hat tip ThStardust) [/list]