October 3rd, 2025 10/03/25

Melee Balance Changes

Katana

  • Light Attack
    • Hits now inflict FLINCH instead of STAGGER (except for the last hit).
    • Major increase in hitbox size (mostly vertical, some horizontal).
    • Major increase in PUSH force on each hit (except for the last hit).
    • Landing the 1st hit on an obstacle no longer stops the player’s movement (but hitting a player still does).
  • Heavy Attack
    • Reverted the previous reduction in its hitbox height.

(see notes in Unlimited Balance Changes for more specifics)

Unlimited Balance Changes

Katana

  • Light Attack
    • Hits now inflict FLINCH instead of STAGGER (except for the last hit).
    • Major increase in hitbox size (mostly vertical, some horizontal).
    • Major increase in PUSH force on each hit (except for the last hit).
    • Landing the 1st hit on an obstacle no longer stops the player’s movement (but hitting a player still does).
  • Jump Attack
    • Minor reduction in travel distance.
  • Dash
    • Attack time increased from 700ms to 750ms (does not affect travel distance; only affects movement speed).
    • Recovery time reverted back to 900ms (was previously 800ms).
    • Added an extra hitbox, which deals 9 damage, in between the existing two hitboxes.

Since this weapon has continued to show signs of overperformance, we have applied a few changes to its Jump Attack and Dash in an effort to curb its overwhelming mobility. In addition, the Light Attack now emulates the properties of that of the Counter Sword, where the hits are less disruptive as a whole (which gets counterbalanced by the improved hitboxes and PUSH force to preserve its reliability).

In the future, the capability to perform the Dash in the air will be removed, and it will be compensated with other sweeping changes that make this weapon feel better in a strong balance of combat and movement capabilities. This upcoming version will also be delivered to the Melee channel.

Plasma Rifle

  • Base damage reduced from ~11.02 to ~10.53.

Spark Rifle

  • Base damage reduced from ~9.32 to ~8.90.

Performance metrics for the burst-fire rifles have been positive (leaning towards overperformance in the past month). They’ve safely proven themselves as competent Rifles, especially with the recent quality-of-life changes. These extremely minor damage reductions serve to increase their bullets-to-kill count by 1 in the case of having full HP (with HP Mastery), while leaving their firepower with consecutive critical hits (or additional chip damage from other teammates) relatively unscathed.

October 3rd, 2025