[h1] Signature Charging [/h1] [i] We think the charge multiplier might explain some of the disparity between how frustrating signatures can be between new and veteran players.[/i] [list] [*]The Damage and Force multipliers for fully charging a signature have been reduced from 150% to 125%. [/list] [h1]Sword[/h1] [i] We're trying a new approach where a running start is needed to get Sword DLight's full threat. This should make it a little more situational and reward aggressive use.[/i] [list] [*]Sword Down Light: Movement speed is now dependent on current speed when using the power - ranges from 56%-100% of previous speed; Decreased Damage from 10 to 8; Increased Recover Time on Miss from 20 to 22. [/list] [h1]Hammer[/h1] [i]The Hammer's Down Light combo starter is considered weaker and harder to follow up than comparable attacks so we are improving its consistency. The Neutral Light has been sped up in movement and duration to give it a little more range and make it feel more powerful.[/i] [list] [*]Hammer Neutral Light: Increased movement speed on first attack frame from 35 to 50; Decreased window between first and second kick from 18 to 13. [*]Hammer Down Light: Standardized Fixed Force to 35 on all frames from a range of 45 to 30; Direction of Force is more consistent and now angled slightly forward; Increased Recovery Time on Miss from 15 to 19; Increased Cooldown Time from 13 to 15. [/list] [h1]Katar[/h1] [i]Recently, playstyles that rely heavily on Down Light combos have become more prevalent. We've fixed some issues with the move's hitboxing and punish window, and tried to improve the Katar's ground versatility by reworking the Side Light to be a more effective approach tool.[/i] [list] [*]Katar Down Light: Reduced hitbox size; Increased Recovery Time on Miss from 12 to 18. [*]Katar Side: Movement speed is now dependent on momentum when starting the power; Movement speed increased roughly 14% to 29% depending on momentum; Increased Active Frames from 7 to 11; Reduced Hitbox size; Variable Force increased from 0 to 23; Fixed Force decreased from 45 to 33; Stun Time increased from 19 to 22; Recover Time on Miss decreased from 31 to 26; Recovery Time on Hit decreased from 25 to 17. [/list] [h1]Spear[/h1] [i]The damage potential of the Spear's ground game is skewed too heavily toward the Down Light combo. We've dialed that damage down while increasing damage on the Neutral and Side attacks. Spear Down has also been tweaked so that following it up with a Side Air becomes a string for a range of damage values where it previously would have broken.[/i] [list] [*]Spear Neutral: Increased Damage from 21 to 24. [*]Spear Side Light: Rehitboxed to better match animation. Increased number of active frames from 1 to 4 on the first swing and 1 to 2 on the second; Increased Damage from 18 to 24. [*]Spear Down Light: Decreased Damage from 23 to 13; Decreased Variable Force from 11 to 10.5 and Fixed Force from 70 to 67; Decreased Stun Time from 25 to 23; Increased Recover Time on Miss from 25 to 28. [/list] [h1]Blasters[/h1] [i]We're shifting power slightly with the Blaster's air options, and giving it better kill potential across moves. Previously the Recovery has been pretty stingy about the precision aiming and steering needed to land a hit. This has been made a more forgiving and should help Blasters find KOs in a broader variety of situations. [/i] [list] [*]Blasters Air Side: Increased Variable Force from 30 to 35; Reduced Recovery Time on Miss from 27 to 25. [*]Blasters Air Down: Increased Recovery Time on Miss from 21 to 23. [*]Blasters Recovery: Increased Stun Time during the carry from 19 to 21 and made the direction of Force more consistent during the initial kick to make the power more forgiving of steering mistakes; On the Exhausted version, reduced Fixed Force on frames 29-37 from 31,29,27,25 to 29,27,25,23 and added upward movement of -10 on frames 38-39 to fix some cases where the target could be dropped when steered correctly. [/list] [h1]Axe[/h1] [i]The Axe's ground game has a few instances where the user could jump before the end of the Recover frames. We're slowly phasing this out wherever it exists. These changes should keep Side Light into Down Light a true combo, while making Side Air follow ups more of a string.[/i] [list] [*]Axe Recovery: Force falls off more quickly. Decreased Minimum Variable Force from 41 to 30 and minimum Fixed Force from 71 to 56. [*]Axe Side Light: Can no longer jump during the last 7 frames of the Recover Time; Reduced Recover Time on Hit from 16 to 13; Increased Recover Time on Miss from 16 to 18; Decreased Stun Time from 32 to 29. [*]Axe Down Light: Can no longer jump during the last 13 frames of the Recover Time. [/list] [h1]Bow[/h1] [i]The Bow is starting to prove itself as a viable kit, but still struggles to find KOs more than most weapons. These changes should make finding KOs with the bow a bit easier. [/i] [list] [*]Bow Side Air: Increased Variable Force from 34 to 37. [*]Bow Recovery: Increased Variable Force from 42 to 44. [/list] [h1]Bodvar[/h1] [i]Bodvar's Down Sword was originally given an usually high Force value because so much force is lost in bouncing the target against the ground. With the addition of Gravity Cancels, it's too potent an edge guarding tool.[/i] [list] [*]Bodvar Down Sword: Reduced Variable Force from 65 to 56; Increased Fixed Force from 50 to 60; Removed a small, 3 frame lingering hitbox at the end of the swing. [/list] [h1]Barraza[/h1] [i]Barraza's signatures can feel a little weak and slow. We're making him hit a little harder and speeding up some especially long Recover Times on his Down Sig.[/i] [list] [*]Barraza Axe Neutral: Increased Variable Force from 49 to 52; Decreased Fixed Force from 65 to 63. [*]Barraza Down Blasters: Reduced Recover Time on Hit from 43 to 35; Reduced Recover Time on Miss from 30 to 25; Increased Variable Force from 54 to 57. [/list] [h1]Cassidy[/h1] [i]Cassidy continues to be considered one of the weakest Legends. We're giving her a little more Force and giving her Down Blasters signature some new utility as an edge guard.[/i] [list] [*]Cassidy Neutral Blasters: Increased Variable Force from 55 to 57. [*]Cassidy Down Blasters: If the target is far enough below Cassidy, the Force will be directed diagonally downwards; Increased Variable Force from 53 to 57; Shots are hitboxed on both sides for all frames rather than alternating between left and right; Slightly reduced hitbox sizes to better match animation. [/list] [h1]Orion[/h1] [i]Orion has been underperforming in recent patches. We're holding off on making major changes just yet, but are giving him some small buffs.[/i] [list] [*]Orion Neutral Lance: Decreased Recovery Time from 26 to 24. [*]Orion Down Spear: Decreased Time to Hit from 18 to 16. [/list] [h1]Hattori[/h1] [i] At the moment Hattori performing slightly better than intended and is getting toned down slightly.[/i] [list] [*]Hattori Neutral Sword: Decreased Variable Force from 64 to 61. [*]Hattori Side Spear: Decreased active frames on the vaulting kick from 13 to 10; Increased Movement Speed by roughly 17% during initial Recover frames; Reduced Variable Force from 57 to 53. [/list] [h1]Scarlet[/h1] [i]Our recent changes to Scarlet appear to have been an overbuff, and she's come back with a vengeance this patch. We're shifting some of the recent changes to more of a middle ground.[/i] [list] [*]Scarlet Neutral Lance: Increased Recover Time from 26 to 30. [*]Scarlet Side Lance: Increased Recover Time from 27 to 32. [/list] [h1]Brynn[/h1] [i]Brynn is getting a small nudge to her Neutral Axe's punish window, and the FX clean up more quickly so the punish window is easier to read.[/i] [list] [*]Brynn Neutral Axe: Increased Recover Time from 19 to 22; Decreased duration where FX dissipates after hit window. [/list]