[h1]Balance Changes[/h1] [b]Movement[/b] [i]We’ve been working on ways to improve the viability of fighting against airborne opponents and rewarding players who play with skill on the ground. This change will speed up grounded play while making it easier to chase down opponents that spend most of their time in the air. [/i] [list] [*]You move faster on the ground than before and slower in the air, [*]Turning in the air is slower. [/list] [b]Unarmed[/b] [i]The Unarmed Ground pound: a favorite of aggressive edge guarders everywhere. Its hit box extended far below the animation and it could be recast almost instantly after use, making it incredibly powerful and very safe. Now that other changes are coming in to address wall camping, we felt confident about taming some of the Ground Pound's power. [/i] [list] [*]Unarmed Ground Pound: Decreased Hitbox size; Increased Cooldown Time. [/list] [b]Axe[/b] [i]A minor tweak to the Axe's air game. [/i] [list] [*]Axe Recovery: Slightly increased Time to Hit. [/list] [b]Blasters[/b] [i]While the Blaster's winrate is in the right place, its gameplay isn't. Many playstyles are over reliant on the Side Air, partially due to other moves in its kit having more risk than the Side Air. The Side Air has been changed up to be a slower and longer range move that can be more easily under spaced (partly due to the new dodge changes) while the rest of the air game has been adjusted to give better options in its place. [/i] [list] [*]Blasters Side Light: Decreased Force Scaling; Increased Stun; Direction of Force is more consistent. [*]Blasters Side Air : Moved shots farther from the user's Hurtbox; Decreased Hitbox Size; Increased Time to Hit; Increased Damage; Decreased Force; Increased Stun Time; Decreased Recover Time on Hit; Increased Recover Time on Miss; Increased Cooldown. [*]Blasters Down Air: Slightly Decreased Time to Hit; Sped up time between shots; Slightly Decreased Recover Time; Slightly decreased Damage; Slightly Increased Stun Time. [*]Blasters Recovery: Increased Hitbox size. [*]Blasters Ground Pound: Greatly decreased Recovery Time; Decreased Damage; Increased Force; Decreased Time to Hit; Decreased initial movement speed; Increased Cooldown Time. [/list] [b]Hammer[/b] [i]Only minor changes for the Hammer this patch, to make Side Airs a little more punishable. [/i] [list] [*]Hammer Side Air: Increased Recover Time; Slightly increased Cooldown Time. [/list] [b]Lance[/b] [i]Changes for the lance rework were a tough call this patch. It seemed to land in a decent place in standard play, but has a very high winrate among top-ranked players, likely due to its combo potential and intense rushdown. We'd like to avoid diminishing that aspect for now, so we are only lowing priority for some of its combo starters with long reach. [/i] [list] [*]Lance Neutral Light: Slightly reduced Hitbox size on first swing. [*]Lance Side: Slightly reduced Hitbox sizes; Slightly decreased Hit Window. [*]Lance Air Side: Decreased Hitbox size; Slightly increased Cooldown Time; Slightly Decreased Damage. [/list] [b]Katars[/b] [i]Lucien says everything is fine. Nothing to see here, move along. [/i] [b]Spear[/b] [i]Minor changes to increase the window for interrupting Down Light -> Side Air and Side Light -> Side Light if the first attack of either misses. Down Light gets some added Damage in exchange for the extra risk. [/i] [list] [*]Spear Side Light: Slightly increased Cooldown time between uses. [*]Spear Down Light: Slightly Increased Recover Time on miss; Slightly increased Damage. [/list] [h1]Legend Changes[/h1] [b]Asuri[/b] [i] Although Asuri is awesome and fun to play, she does seem to be underperforming; especially in high ranked play. We've addressed concerns with moves where the hitboxes were too conservative, as well as better differentiating her Katar Down / Side signatures. [/i] [list] [*]Asuri Side Sword: Extended Hitbox slightly further behind Asuri during beginning of swing. [*]Asuri Side Katar: Increased distance traveled. [*]Asuri Down Katar: Fixed a case where the target could be dropped before the final hit; Increased Hitbox sizes after the first swing; Reduced Recover Time; Increased Stun Time. [*]Asuri Neutral Sword: Increased Hitbox size to extend higher and better cover the start of the swing; Force on initial frames is aimed less sharply downward. [/list] [b]Brynn[/b] [i] Brynn is still out performing many of her legendary counterparts so we’ve decided to make a few minor adjustments to see how she does this patch alongside universal changes to her weapon kit. [/i] [list] [*]Brynn Down Spear: Slightly increased Time to Hit. [*]Brynn Side Axe: Slightly decreased Damage. [/list] [b]Cassidy[/b] [i]It’s time for Cassidy to recover from her low win rate and get back on her horse. For now we're giving her a fairly conservative buff while waiting to see what impact some of the larger dodge and Blaster changes have on her. [/i] [list] [*]Cassidy Down Blasters: Slightly increased Force. [*]Cassidy Side Hammer: Slightly increased Force. [/list] [b]Queen Nai[/b] [i]Nai's Spear signatures were originally very low Force in exchange for being high speed. When her signatures were tweaked in response to her reign of terror some time ago, they were made much harder to land and became too high-risk too low-reward. For now, we're increasing Force or Damage on each, while seeing how other changes this patch may improve her gameplay. [/i] [list] [*]Nai Neutral Spear: Slightly increased Force. [*]Nai Side Spear: Slightly increased Force. [*]Nai Down Spear: Increased Damage and Stun Time. [/list] [b]Teros[/b] [i]While Teros is far from terrible, we’ve received a lot of feedback indicating Teros' Hammer Down is largely considered a weaker choice than his other signatures. We're redistributing some of the power from his Side and Neutral Hammer signatures and making his DSig more useful by better covering the area beneath him on the second swing. [/i] [list] [*] Teros Neutral Hammer: Slightly reduced Force. [*]Teros Side Hammer: Reduced Hitbox size; Slightly increased Hit Window. [*]Teros Down Hammer: Increased Hitbox size of the second swing to cover the area between attacks. Slightly reduced power duration. [/list] [b]Drop Fixes[/b] [list] [*]Hammer Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust [*]Katar Recovery: Fixed some cases where the target could be dropped before the final hit. Credit: OnTilt [*]Axe Neutral Light: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust [*]Nai Neutral Katar: Fixed a case where power could hit after the hitboxes have ended. [*]Hattori Side Spear: Fixed some cases where the target could be dropped before the final hit. Credit: Th*Dust [*]Hattori Down Spear: Fixed a case where the target could be dropped before the final hit. Credit: TyaTheOlive [*]Teros Down Hammer: Fixed a case where the target could be dropped before the final hit. Credit: BerserkExo [*]Brynn Down Axe: Fixed case where a target could be dropped before the final hit. Credit: Dobrein [/list]