Melee Balance Changes
Counter Sword
• [Revenge] Reduced block-activation delay from 115ms to 90ms.
We are continuing to monitor the state of Revenge closely. Continued feedback is appreciated.
Katana
• Migrated all recent moveset improvements from the Unlimited channel to the Melee channel, with various damage adjustments (Before / After).
• Minor hitbox adjustments to all attacks.
• Extremely minor recovery time adjustments to all attacks.
• [Light Attack Hit #1] Major increase in movement distance.
• [Jump Attack] Minor increase in movement distance.
• [Dash Attack] Reduced backstep time from 350ms to 300ms.
• [Dash Attack] Uncharged and partially charged hits now inflict BLOW.
• [Dash Attack] SP cost for full charge reduced from 25 to 20.
Unlimited Balance Changes
Counter Sword
• [Revenge] Reduced block-activation delay from 115ms to 90ms (inherited from the Melee channel).
Katana
• Minor hitbox adjustments to all attacks.
• Extremely minor recovery time adjustments to all attacks.
• [Light Attack Hit #1] Major increase in movement distance.
• [Jump Attack] Minor increase in movement distance.
• [Dash Attack] Reduced backstep time from 350ms to 300ms.
• [Dash Attack] Uncharged and partially charged hits now inflict BLOW.
• [Dash Attack] SP cost for full charge reduced from 25 to 20.
Since the recent Katana rework didn't land as well as we expected, we are making further adjustments that make it feel closer to its original form, while enhancing its movement capabilities.
Submachine Gun
• Movement speed reduced from 1.10 to 1.05.
Over the past few months, the Submachine Gun has risen into popularity, showcasing an excellent balance of firepower and agility that contends well with other close-range weapons, and surpasses other Rifles up close. We are largely satisfied with these results, but its ever-increasing pickrate has led us to consider some corrections. Therefore, we have applied a movement speed reduction that preserves its agility advantage over other Rifles, while making it slightly less overwhelming to face up close.
Heavy Machine Gun
• Movement speed reduced from 0.8 to 0.75.
• Damage dropoff curve changed from (4000, 8000, 0.2) to (2000, 8000, 0.2)
• Magazine size reduced from 150 to 125.
While it is intended for the Heavy Machine Gun to offer unmatched firepower up close, its agility, effective range, and overall ease-of-use were clearly too generous, so those factors have been reduced. We expect that these changes will make the gun less feasible for aggressive gameplay, and that it will solidify its identity as a defensive powerhouse of bullets.
Cannonade
• Major reduction in PUSH force on uncharged and partially charged shots.
To further incentivize the use of fully charged shots for effective utility, its PUSH force has been weakened on lesser charge levels.