#sig-rework-suggestions

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sinful umbra
#

Before suggesting signature reworks, please search through this channel to make sure your idea hasn't already been suggested.

Q: What are signature reworks?

A: Signature [Reworks] include larger reworks than a typical balance update and can include anything ranging from applying new behaviors like Charge Variants or Active Input to more Signatures, all the way up to entirely new Signatures for an existing Legend.
Signature reworks are not "buff this signature" or " nerf this legend" - please detail exactly how the signature(s) should be reworked!

When suggesting signature reworks that you'd like to see, please be sure to specify the legend, weapon, and signature; and explain how you think the signature should be reworked - the more specific the better!

vapid prism
#

Jhala sword dSig

I feel like there is no reason for someone to hold that dSig except for a read.

Maybe it would be possible to have it get slightly more range when you charge it like a Fait scythe sSig or Petra orb dSig.

sullen wave
#

PLEASE Magyar sidesig with GREATSWORD needs a rework.
And his other sigs like greatsword dsig and hammer side sig need bigger hit boxes.
For the sidesig, I think that he should launch his Greatsword further and maybe more encompassing (like a bridge dlight) so that it may actually hit

shadow laurel
#

I don't think any force reduction on tezca n sig on bb can really do anything because it sends at the perfect angle for a true follow up gp so I think it needs more of a horizontal angle by just a bit

desert swallow
#

Magyar dsig on greatsword doesnt feel that great to use, I would suggest making it a stylish grab move similar to how the nsig works possibly with active input

coral steeple
#

sentinels side sig on katars feels really outdated and could do with a spruce up a bit

drowsy wolf
#

Scarlet lance side sig is basically useless, the start up is terribly slow and if it's not used to K/O it leaves both players in an awkward position. I've played her for nearly 3 years now and I haven't thought to include it in my gameplay at all. Every other one of her sigs have a purpose and I feel like this one was just thrown in there to give her the last of her 6 sigs.

oblique dirge
#

Rework Asuri katar dsig, it's just ssig but closer. Could make it a grab move like Ezio sword dsig

burnt zodiac
#

I think Ada Blasters DSig is widely agreed upon to be pretty bad. It's slow and awkward, so it never sees any use. I don't know what to recommend, but it's likely it would have to be completely replaced.

uneven marsh
#

Maybe Update The way some artemis sigs work. For example:

I feel like the Artemis Scythe Nsig need some work because I feel like it is rare to hit so maybe adjust the angle at which it hits or how high off the ground she comes.

Artemis Dsig scythe does a splash grounded and has a floaty air one for GC

Whereas the Lance Nsig Does not do a splash when on a wall or ceiling.

Maybe reworking the lance Ssig to have less active frames when the move initially comes out (only because it feels like it carries the opponent so far before finishing the sig with the thrust back)

flint gorge
#

dusk's spear dsig is a notoriously bad move due to it's bad range and high commitment

I think that after the first upwards spear, there should be a wave of upwards spears. probably with charge to affect range. that'd make it actually possible to hit.

agile kraken
#

rework asuri katar nsig so u can reverse slide charge it easier

fait scythe dsig needs to be reworked somehow too

green imp
#

Roland lance ssig

As of now there's not really any reason to use it; you got dsig to hit grounded targets far away, and nsig to hit aerial targets. Both are slow but that's to be expected. Ssig is even slower and doesn't have any advantage over the other sigs, so in practice you never really wanna use it.

I'd love to see a rework that would make the ssig either faster on startup than the other sigs, or have it cover an area that the other sigs don't cover, basically give it a use.

remote tide
#

dianas bow dsig is baaasically useless, probably the least situationally useful sig in the game. if it was a step forward kinda sig, like she would step forward and do her sig, with a bit more active frames it would be a great addition to an already heavily nerfed legend.

jolly matrix
noble schooner
#

ada gun dsig could be replaced with some kind of clone/teleport sig

limber junco
#

you should not be able to steer tezcas gauntlets dsig

wet marlin
#

bodvar and scarlet hammer dsigs need ai (left and right)
vraxx lance dsig needs ai (left and right)
both ragnirs nsigs need ai (up and down)
mirage scythe nsig need ai (diagonal up and diagonal down the other direction)
jiro sword nsig needs ai (left and right)

celest gyro
#

Diana: needs to be freshened up i think

  • Bow ssig: give it the isaiah/koji treatment, turn it into a 2 part sig where you can delay the second spin
  • Blasters dsig: same, turn it into a 2 part sig where you can delay the second shot

additional stuff
-give the bow dsig and the blasters dsig directional inputs, allowing us to choose wether we want to whip the opponent backward (like it does now by default) or forward (or even downward maybe, like ezio's sword dsig)

hidden inlet
#

yall gotta reword magyars nsig on hammer and dsig on hammer like yall ltrly woke up one day then decided to make the worst legend in brawl or at least change the stats

fallow adder
uneven marsh
#

Maybe change kaya ssig so that it more sweeps the ground and grabs their toes as opposed to a jab, I have always genuinely had a hard time hitting kaya ssig because she jumps high

sonic frigate
#

Magyar's signatures except greatsword's Nsig and hammer's Dsig are just too clunky to make good use of them
Nsig hammer will be better if the souls can be hold in air for like additional 0,5-1 second
Ssig hammer I think replacing it will be good option, making him more "defensive" instead of "mobile". Something like Kor's hammer Ssig but reversed, hammer swing starts in front of them, hitboxes stops in the rest of 1/3 half-cycle and moves them a little bit backwards because of heavyness of that swing
Ssig greatsword is very situational and like I said clunky, but still i think it could stay like it is
Dsig greatsword idk honestly

flint gorge
#

pretty mild rework, but asuri katars nsig not xpivoting would make it way more comfortable to use for slide charging or punishes (dash reverse nsig)

dusk eagle
#

I think zariel dsig on bow should be given slightly more drift so people who know about the fact it moves so they can use it as a edge guarding tool more often. (Make it slightly similar in speed of Rayman dsig without the ability to move back and forth)

tawny nacelle
#

Ragnir axe dsig needs a rework. It has very very little force and does not do well as an edge guarding tool. It also covers a worse area than katar dsig. It'd be a much more useful sig if it spiked rather than sent up.

Sentinel katar side sig is also worse versions of almost every side sig. It covers similar horizontal area to Lucien katar ssig but significantly slower and doesn't have the uppercut. Ezio has the same sig but way way better on orb side sig. Sentinel's ssig either needs a straight buff or rework to be more useful and in line with other katar ssigs.

smoky wyvern
#

Dusk spear dsig change.
to make it a more useful option, make it a charge chainsaw-tech signature move (ragnir axe dsig, ulgrim lance dsig) that upon making contact with the enemy, deals a second strike which sends forwards. (on revision, perhaps upwards is a better option, to keep the original purpose of the signature)

charred gull
#
  • Both of diana's dsigs could use a change to make them more reliable, like having them be more horizontal
  • Fait scythe dsig could be shortened from the top and have the ability to send at an angle depending on where you got hit
  • Give ember the rayman treatment on her bow dsig. Normal with no charge, but with charge it jumps up half the height in exchange for a shotgun with decent spread relative to the distance, that will also have splash on the ground
  • Cassidy hammer dsig would definentally do great with steering
  • Switch nai's spear dsig to be her ssig, and have dsig be an aoe (similar to hattori's) that sends up. Katar ssig should be more like fei's, but as a cone facing infront of her before ending with a blast
  • Ulgrim axe dsig, but it spins in place (no steer)
next aurora
flint gorge
#

asuri's katars ssig suffers from being hard to hit and having high commitment
first, the second hit only activating if the first lands would make it less commitial. additionally, making the first part of the attack lower to the ground and with more momentum (+a bigger disjoint in the front) would help it be a proper punishing tool

hidden inlet
#

I feel like Koji’s dsig needs to be more powerful as his other two sigs have more weight behind them. The board hit box could be made to be bigger vertically, and the launching force should be increased.

livid osprey
#

I would like to see Hattori’s sword Ssig get an active input version

lethal lantern
#

ragnir sigs should do like 80x more damage and have more force

lethal lantern
#

na I’m talking like insta red type damage and like if u get hit in yellow insta death

neon tiger
long axle
#

fait's orb ssig should be steerable or have active input, allowing you to either go left and right or throw people in all directions

flint gorge
uneven zephyr
#

I'm sure it has been mentioned, but Ada's neutral sig could be reworked. Often when I hit neutral I expect an upward attack of some kind. I was thinking of something similar to Cross's nsig but with movement.

limpid loom
#

Rework Lucien's BLASTER down sig so it hits down instead of up. I think it just makes more sense for it to hit down, because Lucien litterly shoots down.

hidden inlet
#

Sentinel nsig rework & dsig rework on hammer his ssig covers everything they cover and more and faster so the use of them is rare

cold yew
#

Val's gauntlets ssig has a lot of force, but is really slow and needs a lot of commitment, because it's active for quite a while.
I think it would be a great idea to increase the speed of it, in exchange for less active frames and less force. That way, it'll be a more useful part of Val's kit, but in return, it won't kill as early as it usually does. Plus, this way we might see it being spammed less often, because it'll be less powerful.

atomic trellis
#

Mako side sig on greatsword kinda needs a change if im being honest: Side sig is too much charge time for little reward. It's awkward to use and when you do use it the outcome is just a minor kb. It would be cool to see a wave that starts small ,weak and fast than grows, gets slower, and does more kb over time so that you can activate it in close ranges for a small easy punishes but holding it makes a big hitbox at the cost of being punishable easily.

cold yew
#

I feel like Wu Shang's gauntlets ssig need a bit of a rework.
For one thing, if you miss the first hit, you can still hit with the second. Most other sigs like that drop if you don't hit the first, so I don't get why the second can still hit.
Also, I feel like it has a bit too much force. It can send you to the bottom corner of the map when you're still in orange. Less force would be really nice.
So in my opinion, changing the sig so that it drops if you don't get the first hit, and for it to have less force, would make it a better sig.

unborn veldt
#

A cool thing to try would be to add active input to signatures that were released before active input was a thing.
Some ideas that could work:

Scarlet down hammer (send left or right, probably would need to change the force of it)
Bodvar down hammer (similar to scarlet)
Kor side gauntlets (same thing again)
Hattori side spear (sending forward or at an upward angle, sort of like petra's side gauntlets)
Diana side bow (similar to Hattori)
Wu Shang side gauntlets (make the third hit send parallel to the ground and the other version would send at a downward angle, maybe even more vertical)

Some of these are probably unnecessary and overpowered, i just threw in as many as i could think of for the sake of the concept.

smoky wyvern
#

maybe change hattori sword dsig force to be horizontal along with the slash instead of diagonal, the move is not useful as it is and the risk-reward is simply not worth it

mortal gyro
#

Tezcas DSig on boots should be reworked, as the hitbox allows for Tezca to teleport his opponent into his sig (I have a clip of it but it wont let me share it here, DM me for the clip if you want it). The hitbox needs to be more consistent with the animation so people aren’t hit by seemingly nothing

uneven zephyr
limpid loom
wise sorrel
lofty bramble
drifting cedar
#

how about barraza blasters dsig with an active input throwing the player backwards? Or axe nsig throwing the player forward? Or both? bhallaAsuriOwo

agile wasp
#

Hattori sword dsig could be something like petra gauntlets dsig. She could use smoke bombs to teleport behind the enemy

azure spoke
#

Bodvar DSig on Hammer

I think in order to fit the current animation and also add some cool tech that newer legends have would be to add downwards active input on the aforementioned sig

When the downwards input is used, he still pulls them behind him, but he scoops them into the ground and then tosses them without enough knock back to kill, so it can set up for combos

A lot of newer legends have some extent of combo tool sigs and active input, I think it would be cool to see this on Bodvar, since it already fits his current hammer animation and would be a nice active input to see

(Obviously I’m not an artist, this is just to illustrate what I mean, I also didn’t draw Bodvar or Test Legend to scale, I’m not sure how much knockback this would have to be balanced, just a concept suggestion)

remote tide
#

asuri katars dsig/ssig

one of them needs a rework and im leaning towards the dsig.
anything you can hit with dsig you can hit with ssig and send slightly further making it obsolete except for very few niche cases.

one of the possible reworks is basically copying her sword dsig, something that hits all around her. itll be orders of magnitude more useful.

coral steeple
#

give characters more unique lance side sig. they all feel very similar

west pulsar
#

A rework with both of Zariel's d sigs to make them more optimal to use

proven pagoda
#

Gnash Rework
Down sig on spear needs the same treatment as vector, make it like lung forward instead of backwards.

past knoll
#

A big complaint I have with a lot of characters is how their Side Sigs work. Ideally a good Ssig has long/tall sideways coverage with good force to score knockouts, but in a lot of characters (especially newer ones) Ssigs end up being really weak either because of low force, weird coverage or long startup frames.

A good example would be Arcadia Spear Ssig, a sig that would be 22 startup for an older character is now 26 startup,
Magyar Hammer Ssig had pathetic coverage compared to its predecessors Kor and Bodvar

Recently a few side sigs have been retouched for the better like Asuri's, but there are a lot of sigs left that need to be looked at.
My general suggestion would be to increase coverage, speed and force on a lot of modern side sigs, such as the following

Thor Orb Ssig: Increase coverage of first swing, Increase Force
Sidra Sword Ssig: Decrease Startup frames from 20 > 18 to reflect its high activity
Nix Scythe Ssig: Increase Vertical coverage of the initial sweeping hitbox
Kaya Spear Ssig: Increase Variable force to be in line with similar sigs, (Mirage/Gnash Spear Ssig)
Jiro Scythe Ssig: Increase Vertical coverage of the initial sweeping hitbox

rain roost
#

I'm a Vector level 100 (Kotaro BRZ), I already reached the diamond, and I say that the Vector side sig bow needs a rework.

It has a weak where there are hitboxes only at the end of the side sig animation, in addition to being a slow signature and relatively easy to punish. In the current animation, Vector takes a long leap forward and spins his body at the end of the animation. In the new rework, Vector will travel the same distance as the current side sig, but now he rotates his body from the beginning, instead of only turning at the end, which will make it possible to add hitboxes from the beginning of the signature.

The final signature animation needs to be scaled down as it is slow and leaves you very vulnerable to punishment.

In addition to having these new features mentioned, I suggest adding the possibility of repositioning the enemy when hitting the side sig, that is, being able to send him forwards or backwards at the end of the side sig animation from the inputs "front" or "back" (as in Mordex scythe down sig), I suggest this because Vector's sigs don't work very well in Team Combos, it is noted that sigs with the potential to change the trajectory in which the enemy is launched have a great efficiency in Team Combos.

Therefore, Vector's new side sig needs to have hitboxes from the start, a faster animation, and the ability to change the direction the opponent is thrown when hit by the side signature. I made some drawings of this idea, if you want to see it just send me a private message. Thanks.

remote tide
#

why does hattori sword dsig send up in an angle lol

and why does asuris katars dsig resemble a short version of her ssig

also, whats sentinels hammer dsig, like who thought of it im genuinely curious how it made it into the game

flint gorge
# remote tide asuri katars dsig/ssig one of them needs a rework and im leaning towards the ds...

I disagree. I her dsig is the more useful one since it's a kill option out of slight and hits earlier. ssig never gets used because of its high commitment.

ssig needs to hit closer and have less startup, to be a proper kill option out of slight or as a close punish. with that, I'd agree with changing dsig to a different move. I'm leaning more towards a grab move similar to mordex's gauntlets dsig.

normal cloud
#

Yumiko/Bow/Side signature:

I think the Yumiko Sidesig should look more like amber´s bow sidesig because in some Brawlhalla animations we can see Yumiko in her fox version and maybe she could transform into that fox version for the sig, so the sig would still have the same function with a new animation and probably slightly changed hitbox

drifting pecan
#

Queen Nai, Spear, Down Sig

I think a majority of down sigs for characters, except for the newer characters, hit stacked and more around them and nai's dsig on spear puts her in a hard to punish area. I think it'd be better to make her dsig spread on the ground for a short to medium distance, since her dsig is already a giant snake, I think it would not only fit more aesthetically but also would give her a stacked option on her spear.

vestal gale
#

Rework yumiko bow sigs all of them are bad besides dsig

native blaze
peak hare
#

I would like to see sidra’s cannon dsig get a rework. Maybe send the opponent downwards if it’s offstage?

round bluff
#

i dont know if this is count as sig rework but
Lucien's blaster ssig should finish the attack faster,because in 2v2 their teammate always saves them before lucien gets back and blasts for the second time.

plush holly
#

Make jiro nsig better for horde

low bear
#

it would be nice to see a small tweaking on yumiko's bow sigs, maybe affecting the duration/distance of travel in both side and neutral sigs, while making the flames of down sig last longer or less depending on charge time

queen hawk
#

I saw an animation of a stick figure nix who had this really cool sig idea where she shoots one chain on either side of her and it hits both sides. No clue how that would work on a single target but its a cool idea at least.
(Animation below)

https://youtu.be/nzpjAD6bZrE

Inspired by Shuriken255's Hattori video, I decided to make my own brawlhalla animation featuring Nix!
Yes, Shuriken255 is fine with me using the same concept as he used for his video. Check it out if you havent seen it!
https://www.youtube.com/watch?v=TqHJgrQr6PQ

Please subscribe if you like my videos!

Follow my Twitch! http://www.twitch.tv/ox...

▶ Play video
golden finch
#

thatch gun nsig should get changed. thatch desperately needs vertical coverage and current nsig is a bit redundant. not useless but yeah
asuri katar ssig should be changed, redundant sig and almost always worse than dsig
dusk spear dsig just isn't good, pretty much not useful in any situation.
magyar gs nsig hits at a really awful angle on top of being a slow, high commitment, small hitbox move
bödvar hammer dsig is also very slow and high commitment.

uneven marsh
#

hey! so I was playing sidra yesterday and I realized some of the sigs hitboxes could at least be reworked

Sword Dsig: When it hits the ground it doesn't really match the animation and the hitbox is smaller than the hook

Sword Ssig: I feel like the hitboxing could also use some work, sometimes I feel like the animation doesn't match the hitbox and it feels like it should have hit when it didn't (at the last point of the attack)

The Cannon Ssig: Its ok but its really difficult to hit if you don't hit the initial attack

The Cannon Dsig: Its cool and all but I have had people easily jump in between the tentacles and the explosion even when it looks like it should have definitely hit. It would also be cool if it had an offstage version where it shoots straight down instead of sending upwards

The Nsig for both weapons feel fine and I can't think of anything to change for those

faint pebble
#

Cassidy hammer dsig should be like makos katar dsig

desert dock
#

Sentinel side sig katars. The range of that sig could be slightly extended.

winter lodge
rough trail
#

Make it so that Isaiah's neutral dig on blasters can be aimed up and down

magic fox
#

I would rework Roland sword Ssig

sour sentinel
#

I need lin fei rework in stats, or her katars nsig

hidden inlet
sleek quiver
#

Fait orb side sig should have the hit boxes come out a few frames earlier. I always end up going through an opponent when it looks like the move should be active

hybrid hollow
#

Dusk spear dsig maybe

hidden inlet
# hybrid hollow Dusk spear dsig maybe

I sort of agree with this, instead of it just being a little vertical poke I'd rather it be similar to kaya bow down sig but more vertical and less active frames. the first part of it should be a line on the ground and then it should hit the opponent up that would be cool. It should keep the same idea as an external hitbox that catches people of guard and hits up but without the insane amount of risk that it currently has (of course it should keep some of that) you could hold the first part like Koji side sig on sword which would add an extra amount of uniqueness to it

tawdry torrent
#

I personally feel like most sigs in the game are pretty well designed and two of the most glaring exceptions were addressed. That being said, I feel like giving a few under utilized sigs some extra utility to bring them in line with modern signatures is worth considering.

Bodvar hammer dsig: Not entirely necessary, but maybe active input so you can choose to send forward or backwards? Would need a force nerf afterwards though.

Dusk spear dsig: Personally don't believe the sig is as bad as people say, but to maybe have the spear come out further from Dusk would give better utility as a ledge trap tool.

Xull cannon nsig: A sig that I feel is never landed, and when it is, it's pretty underwhelming. Adding active input to send the opponent diagonally upwards (at a steep angle, maybe 60° from the horizontal) and the other option being more horizontal/diagonally downwards (not as steep an angle, maybe 20° from the horizontal) would make it more versatile and rewarding on hit.

outer crow
#

@dense whale

vocal pilot
#

Gnash's Spear Down Sig.
I have almost never hit that signature, and when I have, it's an accident, maybe a mix between Wu Shang's spear dsig and Mirage's spear dsig could be better, going up and nailing his spear on the floor, all the sig had hitbox

atomic trellis
#

Ok so, they have done it with multiple sigs now. Please bmg. Rework onyx's sigs so they change with color and MAYBE skin. Mostly color though. It's so jarring.

faint pebble
red spruce
#

i feel like zareil bow nsig should have a bit lower of a hit bix and change the angle by a little so it still spikes down but it can hit after dlight.

tawdry torrent
#

This is not so much about mechanical reworks, but I feel like some of the sigs of the olded characters could have updated visual effects to fit with the new members of the cast? The ones that come to mind are Queen Nai, Hattori and Gnash.

glossy goblet
#

Remove sigs
Keep it only with light attacks hihihihahihihiha

shell zodiac
#

maybe jiro sword dsig it could be a little faster even tho it hits like a truck

uneven lichen
frosty musk
#

Safe to say ada blasters dsig is pretty useless and have no force
She could really use either a buff or a complete rework of since it is just a worse ssig because it is has more active frames, slower start up, and alot lower force
Maybe give her a change to maybe be like cross where it hit both sides but with more of a spiking focus like cassidy where it extends with an offstage variant

hidden inlet
#

change all onyx’s gauntlets sigs

errant hazel
#

Please please please please please rework or nerf sir Roland lance sigs . Specially natural sig is completely broken and it's something unpunishable. Most his sigs are broke. But his natural sig on lance really need to be fixed . Tnx for this rework bmg we really needed this Survey.

tired stream
#

i think that bmg is trying to push their player base to play less played weapons ex: orb, cannon, and greatsword so the game feels more diverse and that is fine but some of the characters that have these weapons have sigs you can't utilize which makes players turn their head away from certain legends. i think that reno especially has a lot of potential to be a great character with a few tweaks. dsig on blasters isn't a bad sig but it's very situational and almost never used while dsig on orb is basically impossible and might be the worst sig in the game. tweaking certain legends and improving them might make the legend pool more diverse than lance katars and mordex

quasi sonnet
#

make it so all the legends wont need buffing or nerfing

queen rivet
#

Give Zariel new sigs on one of his weapons so they don't feel like direct copies of each other and each feel like different sig kits

hidden inlet
#

Because of picture posting for @forest ginkgo

Dusk spear Dsig,
it's just not very useful, it requires to be precise on when or where to use it, has it doesn't occupy much space, making it less threatening or a versatile sig.

My idea would be to had a hitbox(s) on Dusk's spear has he goes to thrust it into the ground. If you get hit by the spear has he drives it to the floor, the hit sends you towards the rising spear working has a 2 hit move and sending you up has usual, and if you only get hit by the upwards spear the action resumes the same has the present sig.
I have also added a bigger more horizontal hitbox at the base of the upwards spear to have a better reach, the hitbox's below are a vague idea of more or less what i imagined.
I also like the idea mentioned above that if charged you get more spears, a second spear after charged would be interesting.
Image

red spruce
remote tide
tall ridge
#

Add a video so we can see it without being at home

hidden inlet
#

I think val sword nsig should have dinput sword dsig should reworked entirely as it slow and doesnt do alot of damage in situation val i see as one of the agressor legends using light attacks for damage and then finishing off with a sig

hidden inlet
#

Disagree but instead extend the spear higher and place the spear a lil farther its a slow signature and easy to punish on miss since the opponent is also close to u so having it further away can punish an opponent approach also addidng a wall version for edge-guarding preventing enemies from taking to the the wall

#

Yumiko side sig bow -> make it so she doesnt move inside of the sig with the hitbox but teleports to it she can have a blue circle (or some other type of effect) keeping the original look BUT it could be treated like a projectile with a teleport effect. Then bow n-sig could do something similar but I never use it as a level 67 yumiko main so its questionable. (only sig on bows kit thats USEFUL is dsig of course)

hidden inlet
#

just make teros n light n sig hammer non true please

calm marten
#

Make sidra dsig spike downwards when gravity canceled instead of sending them up diagonally like the grounded version. (You get shot down with a cannon and go up)

paper pecan
#

Fait Dsig On Should Move Farther The Longer You Charge it, and not send straight up. also there are a lot of other teleport sigs without 30 frames of start up, so remove a lot of the startup as well!

sudden notch
#

Make mordex gauntlet ssig have a bigger hit box to the ground

red spruce
#

Queen nais nsig on katars has a gravity like effect i think it shouldent be able to remove every gp

tired oxide
#

thatch gun nsig should get changed. thatch desperately needs vertical coverage and current nsig is a bit redundant. not useless but yeah

stiff shell
#

I personally think ada blasters nsig needs some work. Not an entire rework but just something to make it hit a bit more.

Atm if a player jumps it just misses entirely. (I could just be bad but who knows)

sullen plaza
#

Make dsig on lance like a aeroplane which shoot beams

hidden inlet
#

can you make thatch blaster dsig like shoot two cannon balls each gun so four canon balls but make them fall infinitely unless it comes into contact with something then it explodes?

hollow shale
#

scarlet hammer ssig should hit and stop once it hits a wall and do a wall slam type thing instead of going through the wall

merry scaffold
#

Visual overhaul on Bödvars sigs they dont have to function differently but the overall look is somewhat boring although he is supposed to be a basic character I think a lot of people would be more inclined to try him out if his moves looked cooler maybe lean into the bear theme a bit more with claw attacks

hidden inlet
#

give kors gauntlets nsig bigger hitbox or make it start more horizontally

lavish acorn
#

Nerf tezca

hidden inlet
#

I would like Kor to have a new Hammer Dsig, the problem is the hurtbox and hitbox on the move but i feel like there can be something

merry grail
#

Can we nerf tezcas gauntlets abilities? Cus the d sig can kill in orange and and s sig can hit when ghe opponent is off stage

celest kettle
#

I think Cassidy hammer Dsig should be reworked, cause it get outshined by its ssig and just is too slow

I think y’all could make it so that Cassidy jumps up before she smashes the hammer onto the floor. Kinda like Magyars hammers Dsig. But instead of it having KO potential, it could have a fixed force to combo from. Kinda like arcadias dsigs

broken shell
#

ulgrim dsig lance

fast trout
#

Yumiko's down sigs should come out quicker and her side sig on bow should go father the longer you hold itbhallaRaymanEyes

merry grail
smoky juniper
#

Kay this isnt too much, but maybe Arcadia’s gs dsig could come out a bit more. Out of the hours of using her that I have, I’ve only been able to land that sig correctly once. Another thing is the vertical force off that down sig is a bit too high, making it impractical for grounded combos other than nsig or ssig. All of her other dogs feel in tandem with each other but the gs dsig feels very niche and impractical to use. That is it.

crude pollen
#

zariels bow nsig should not have that much range like come on now (make it less ranged)

ripe cedar
#

I really think a lot of the old legends should have visual reworks to match the the newer ones

late sluice
#

Make Xull's Axe Dsig faster or change it entirely, all his other sigs are good af and theres just that one, way too basic.

potent vine
#

bodvar sword dsig should no longer "glitch" on the platfom when u cast it on the edge, pretty annoying for the fact how fast that sig is

sullen wave
#

Perhaps fixing the errors with Mako's ssig on Greatsword. It tends to drop at the edge of the stage or on the wall.

spring arch
#

Please make Petra’s dsig for orb 2 part it dosent do much dmg and I takes a while for it to come out.

hidden inlet
#

Jiros blade clone should act once it’s made contact with its target

untold pelican
#

Zariel dsig on bow has a skimpy range. I think it'd be nice if y'all worked on it. So is Ember's .

stark breach
#

change all orion sigs

full lily
#

adjust reno nsigs to be able to have momentum

vernal light
#

barraza active imput signature on blasters Dsig, its an older legend and i feel like it needs active imput somewhere and not a whole signatre rework, just something small for those barraza mains

merry grail
#

I got 3 suggestions (all for Ada):
1: Ada NSig on Spear should have more hitboxea cur for some reason when it should be hitting it doesnt hit
2: Also for NSig on spear i think it should come out quicker cus i feel like her NSig doesnt come out until like half a second after pressing nsig
3: For DSig on Blasters I think NSig should have more hitboxes aswell cus anything above the flame balls wont hit

atomic verge
#

Not a big one but can you guys make Wu Shang’s spear sigs/sounds more obvious. It’s legit so hard to hear and see his sigs coming. Idk might be my skill issue but that’s just so damn annoying.

native stratus
#

i think that barraza side sigs on blaster is way too similar to the down sigs only difference is that it eject on the side so i imagined something where barraza run foward then use both blaster making a big explosion hit boxe but also ejecting him to his original position or if charged only a meter away it could be interesting for edge guarding like you run of the stage shoot them before they touch the wall and your safe because your throwned on the wall

rough ore
#

please rework koji down sig as its one of the weakest sword signatures and easily interrupted not to mention there arent many uses for it even on a pro level i hardly ever see the down sig come out, with the down sig i would like to see some val down sig type treatment bit more clumsy showing is history as a back alley gambler kinda guy or it can be a flying attack in rememberance to his father since we know that koji wouldnt inherit his fathers School of the Demon Slaying Sword

flat thorn
#

reno dsig needs a rework ig

true dagger
# flat thorn reno dsig needs a rework ig

^this right here, maybe to something similar to barazza's dsig on blasters, and if we talking about orb something like faits or make it quicker with a disjointed hitbox to spike

honest badger
#

Please fix all of Volkov's sigs. Every single one of them drops if it hits even remotely close to wall at all. If Volkov's toe pixels are even 1 pixel adjacent to a wall or slope or platform, the sig will completely fail after the initial stun hit. Then, you are left wide open to be punished when you literally hit a move.

jade mantle
#

Reno’s orb dsig doesn’t really need a complete design change, but maybe reducing the amount of distance he makes from the dsig(since it has a large amount of recovery frames), as well as slightly extending the hitbox of the blast off stage could give the sig more viability as well as giving more incentive for using the sig

stone turret
#

Wushangs dsig has tremendous amount of force and low recovery frames it’s pretty agravating when you get hit by it off stage just something small to the force would be nice

drifting escarp
#

Thatch blaster n-sig should instead of being basically his side-sig but 2 part should have the first shot of the blaster hit up at like a top-left or right angle depending on where you're facing and the 2nd part of the sig should hit in front. This will make him able to hit sig above him easier and not rely on that slow d-sig on blasters to hit a sig above him.

green plume
#

I think Jaeyun sword dsig is the least used sig in the entire game. At least past diamond lvl. I don't even think it's bad for what it is, the offstage spike is nasty, I just feel like there is always a better and safer option to go for. Just doesn't seem very practical. I don't have a suggestion exactly for how to change it, but I do think it needs changed to see more use.

indigo dove
#

I am convinced that lin fei could use a better canon nsig and ssig, they both look pretty bad as of now and barely ever work, so yeah.

slender lantern
#

Adas dsig on spear is far too quick, unreadable

jaunty wolf
#

Zariel bow dsig except it's steerable

native trellis
#

jaeyun sword dsig should be made more useful, it feels very niche

rich grail
#

I don't know if it's been said already but I think dusks dsig on spear, I think it's a bit too slow and it rarely catches and isn't useful in edge guarding it's more of a messing around signature...

vernal wasp
# rich grail I don't know if it's been said already but I think dusks dsig on spear, I think ...

I agree actually. That sig is extremely situational and only used in VERY niche situations. Personally, I think the sig should be a hold and move sig, like cross' gauntlet dsig. I don't want the sig itself to change, simply the way it works. It could see more use if it was able to be used in a position not directly in front of dusk, because you might as well use a normal combo at that point bhallaValThumbsUp

stark breach
#

am I the only one that feels like brynn spear ssig is too hard to punish? i think a way of slightly making it easier to is making her move less vertically and making it move almost horizontally, like scarlet lance ssig. it doesnt have to be only horizontal movement though, it can still have some vertical movement i think. idk might just be skill issue and i just need to be better at punishing

fossil wolf
#

Kor hammer downsig, at its current state it’s kinda useless, it is slow, and extremely easy to dodge and punish. One of the worse sigs in the game even. (Although I haven’t played recently, I’ve just got 2000+ hours) personally I think the concept of the sig and how its used is good, but how its done is not. So instead of rolling slowly and then swinging with the hammer, get rid of it entirely, instead have Kor shove the hammer into the ground infront of him, then propelling himself forwards as a rock, and then landing with a bit of a splash damage. (3 part sig) [first initial hammer shove, rock propelling, and then the rock explosion landing] this could make the sig more useful for catching people in an arc, but could also be used as a edge guard tool, as instead of exploding the rock[himself but as a boulder thing] he’d just go off the edge and go down a bit like tatches cannonballs, but since it’s him down there you can punish it, and if not, the Kor gets a decent approach or good edge guard. This would have the same uses as the current down sig but with more usage

tepid vessel
#

I’ve been playing a lot of sidra so I can complete BP mission and I’ve gotta say. Her canon side sig is not good. To me, I feel like it could be a down sig. the hit box is bad and my opponents just walk right through it. so just re make the entire sig and switch it for something better.

shy grove
spiral token
#

Tezca sigs should be punishable. His sigs (gaunts nsig, ssig. Boots dsig Active input) on hit are a whole active hitbox that hits anyone around it. You cannot save your teammate almost ever off his sigs without a weapon toss. And that is if your weapon toss hits him and not your teammate. I wouldnt say delete the active frames of it from the on hit animation but maybe make it smaller or something. Long range poke attacks like spear nlight or lance nlight dont even reach it and if it does its really risky to attempt without getting sucked in. Its annoying when you are near someone that gets gaunt nsigd and you get pushed back just as much as the one that got grabbed by it due to the last hit bing AoE.

opaque portal
#

I think Fait's sidesig with scythe is completely useless when you don't hold the sig button enough it is completely useless please change it something like fait rushes with her scythe to the enemy or something

jaunty wolf
#

Vraxx lance dsig active input

shy grove
# opaque portal I think Fait's sidesig with scythe is completely useless when you don't hold the...

While I do think the shotgun blast is good, I would like to see this move changed in the opposite way:

If you place the charged version of Fait’s side signature side by side with Arcadia’s greatsword side signature, it’s incredibly underwhelming. I would like to see it get a redrawn, larger and more visually appealing projectile, give it more travel distance (but remaining the same speed), and have her be able to move a little before the signature ends so that she isn’t stuck in the animation for too long

(Somebody was confused so clarification, I am talking about changing the charged version of the move, and leaving the uncharged version untouched.)

formal parcel
#

Just a small addition to magyar down sig on hammer make it slightly controllable from left to right like the rayman axe dsig but slower

undone halo
#

Tezcas gauntlet n sig has so much area i feel like it catches from across the map

hidden inlet
#

Just a suggestion, not a big deal. Reworking Onyx sigs (only visuals) to match the different skins/colors (like Reno).

hidden inlet
#

rework kor hammer dsig

tawdry crypt
hidden inlet
tawdry crypt
echo fractal
#

I think zariel gaunts dsig should have some kind of change to it it doesn't feel like there's no real reason to use it especially since ssig is so much better plus your opponent has to be extremely close to you for it to hit and it feels like by the time the signature has come out your opponent has already hit you out of it

woeful stirrup
echo fractal
woeful stirrup
viral spire
#

Rework all spear sigs just cause, I wanna see the meta change drastically for no reason at all

arctic mountain
#

make nai spear nsig hit slower

glad ivy
#

Make Magyar’s sidesig on hammer either just marginally faster, or make it pick up speed faster, the way I see it now is he kinda works like a train, starts up slow and build up speed the further he moves, I think it just needs to get to top speed slightly faster

paper shale
#

Make the sir Roland side dog somewhat like jiro, I find it kinda bad atack and useless like slow

calm marten
full lily
#

Reno dsig on orb to be slightly faster!

craggy thunder
#

Arcadia spear side sig needs less range and smaller hitbox. Tired of getting snagged while underneath her off stage.

hidden inlet
#

Asuri’s katar side sig should get a rework
The hitbox should be reworked and the move too

wet oriole
#

Thatch’s upsig needs a change it’s easily avoidable and punishable and it’s not unique from his standard side sig

mint crest
#

give volkov scythe side sig some superglue it drops too much

warm musk
#

hattori's sword nsig is a little lackluster, it needs more force, less recovery frames and less startup frames more damage and should true combo out of dlight

hidden cobalt
#

yumiko’s bow nsig (and somewhat ssig) feel like they dont fit into bow’s kit like at all, some changes to better flow with bow’s kit would be rlly nice. the angle nsig hits at and precision needed makes the move inconsistent

eternal kiln
#

diana dsig on both bow and blasters legit feel the same, they do the same thing, I personally think the bow one should be reworked

barren nebula
#

PLEASE MAKE IT TO WHERE you cant sig so however many times in like 3 seconds or something sig spamming is a true problem and im tired of it

sharp sundial
#

Sidra cannon dsig is so weird, it doesnt spike so it isnt usefull offstage and u almost never hit it onstage. REWORK IT so that it is either a completely different sig, or like it has an offstage varient so it can spike offstage or somethin

barren wyvern
#

How about a rework of the animations on some of the older legends like Bodvar, Cassidy, Vraxx, etc. to give them more of a modern brawlhalla look?

cold yew
#

Disclaimer: this isn't a serious suggestion, and I'm completely fine with the current sig... this is just an idea I had a while back and I wanted to see what y'all think of it.

I've seen a lot of people talk about Asuri's katars ssig, and how they think it's just a long range version of the dsig. And although, as an Asuri main, I think it's great as-is, if people really want that change, then here's the idea:
Change the ssig to be a bit like Caspian gauntlets ssig; a leap forward, a grab with both class, a quick toss behind, and a small roll forward back into the idle stance. I feel a reversal would be a welcome change, and would open the door for new strings, team combos, and game strategies.
Now for more details about the move. I personally don't think Asuri needs the amount of force that Caspian's reversal has, so this move would work a bit differently. It'll be a lot quicker (less active frames), but would do less damage to balance. Also, I don't really see this as a killing move, but rather a utility sig. I'd give the sig medium fixed force, and low variable force.

Thanks for taking the time to read this! If you disagree with the idea or have any feedback, please ping me and we can discuss. bhallaAsuriPat

minor patio
#

Not sure if it's been brought up but I've always wondered why Zariel's gauntlet neutral sig wasn't a spike/dunk like Asuri's neutral sig. You could maybe take away the 'fake ground' in the aerial version and just send them downward.

true saddle
arctic mountain
#

Make nais dsig on spear go across whole map (even out of platform)

cold yew
pallid wyvern
#

change embers side sig on bow to not be as anoying maybe the hit box a little shorter or sthn idk

forest ginkgo
white ridge
#

Not really a rework to the sigs as much as a rework of the shovel knight effects, as some like specter and shovel (the first crossovers) don't get very special feeling ones, alot just being the same effect as the base character but red or blue. Whereas the enchantress added later, gets all new effects that all feel very unique from fait's.

lofty bramble
sturdy stump
#

Hattori Sword side-heavy rework would be great. Her stats are VERY weak, so giving her a sig thats better than the side-heavy would make her top tier. All her sigs flow together pretty well except for that one sig.

echo fractal
young sundial
#

azoths nsig has a hitbox above his head that i dont think should exist

echo fractal
young sundial
echo fractal
hidden inlet
#

Mirage scythe dsig becoming similar to scarlets hammer ssig or ragnirs axe ssig, mirage is the highest attack scythe so a smash wouldn’t be the craziest of ideas since it’s more about power then anything else, most people use scythe nsig instead of dsig anyways due to its stronger force.

robust crag
#

Kors ssig should be like tezce's ssig were it is a active input to throw them behind you or in front of you. The default is Kors actual ssig and the active input is Tezca's ssig without active input

neon tiger
#

Maybe rework scarlet’s sigs in general to reflect someone who is suppose to be amongst the smartest in the cast outside of just steam enhanced heavy attacks? Scarlet is a creator, so her sigs should show her using her creations. Also her hammer’s functionally is the same thing as BodvarbhallaRaymanEyes

tiny halo
#

I think that dusk spear dsig should be reworked. The idea of a dusk having a grounded kill option on spear is good in concept but the way the sig functions makes it difficult to use. Personally, I feel as though the sig should be changed completely but if it were to keep a similar concept to the one it has now, one change that could be made is giving the sig a charge property similar to cross gauntlet dsig. This could give the sig more versatility and would give users more wiggle room with the range they can use it from. On top of this there could be two spear heads that come out instead of one, widening the hit box and making it easier to hit.

arctic mountain
#

lin fei katars nsig is soo slow compered to the for example sentinel pls make it faster

jaunty wolf
arctic mountain
hidden inlet
#

Rework vals Down signature on sword

hidden inlet
#

Make Magyars ssig on greatsword more similar to hammer nsig, it would grab with the souls, in his armour and if it misses then it won’t go into a second part of the signature magyar. Like zariel side sig if it doesn’t hit then the second part of the side doesn’t happen make it harder to punish plus magyar is a low playrate legend with bad signatures whats the harm in testing it out

hidden inlet
#

#1 -__ Dusk Spear NeutralSig__

The need for change feels to be on the angle it hits. It's very occasional to actually hit it. So please make it in a way it covers move area all the way till it stacks. Being newly reworked sig it doesn't hurts if we are given the option to send it in a direction we want aka Active Input.

'#2'- Bodvar Hammer DownSig

Convert into active input

Having the option to send the opponents in any direction one wants with certain legends, BMG should definitely do it with Bodvar Hammer DownSig sending the enemy in the direction of hit or opposite direction if not held onto the key.

hidden inlet
#

If you end up changing bodvars hammer dsig, you should change bodvars sword side sig to him doing a spin or two with his sword in the direction pointed similar to jhalas axe dsig, this is because bodvar is old and outdated

bright mason
young sundial
#

i think kor should have active input on the grabbing sigs

crystal meadow
#

#1 - Mordex Gauntlets Nsig -
- Mordex' ssig on scythe utilizes icicles at range. I feel that this is a bit lacking in his Gauntlets toolkit, the reason I would change Nsig personally out of the gauntlet moves is because it's really situational and could see a bit more utilitization. (I know Scythe Ssig is generally looked down upon, but I do feel it could be done better on Gauntlets)

#

#2 - Barazza Blasters Dsig Animation -
- This is more of a pet peeve of mine rather than a potentially beneficial change. The ending animation of the second hit on Blasters Dsig is kinda unsatisfying (specifically the jump backwards), he should follow through and jump forwards instead of back to where he was standing.

#

#3 - Reno Sigs - (Specifically blasters, but also orb)
- Reno is intended to be a cowboy esque bounty hunter, yet his sigs don't really express that part of his personality. He just kinda shoots a lot in seemingly random directions imo.

#

#4 - Magyar Greatsword Ssig - (This idea is partially taken from the user "B_akc")
- Instead of having 2 smaller swings, Magyar could use their souls to grab the enemy leading into a scenario where active input could be added. This gives Magyar a new tool while still mostly keeping the old version.

#

#5 - Nix Blasters Ssig -
- I don't think this Sig captures the essence of the other Nix Sigs. She's meant to represent a Reaper and the animation and design team have done wonderful jobs at expressing this in every Sig except for this one.

ripe cedar
#

Bodvar is cool but I feel like his sword sigs should use the bears aspect more even if it's just animation reworks.

crystal meadow
#

#6 - Unarmed Nsig -
- It's boring. Dsig is a breakdance and Ssig has so much startup it feels like a Falcon Punch. What does Nsig have?
(Changing it to a kick animation is good enough for me)

polar scroll
#

Apologies for the poor english I've tried to refine it as much as I can

Yumiko Bow Nsig
As is Yumiko's bow sig kind of feels redundant visually compared to Side sig maybe something more interesting more Oomph to it maybe her holding on to the magic fire arrow and pulling someone along where you can do a directional input up or down to allow her to throw them or shoot them like a arrow like you do with your NSig, something different but allows her to retain the same angle of control.

Bodvar Sword Nsig
Im not sure if this is even possible but if you could have it so that during his grab you can DI to allow him to change the direct of where he sends his target it'd be nice especially if you want to punish someone edge guarding you.

Cassidy Nsig

Allowing the lasso to reach farther on longer charges would be interesting, not that she has a issue as js

Kor Hammer Dsig
Allow Kor to continue rolling or cancel like Asuri's or Xulls ssigs. As is it's really easy to punish and unfortunately it struggles to do much outside of getting you killed.

cerulean flicker
#

definitely nerf artemis dsig on lance. its SOO broken, especially while edge-guarding. it's force is **enormous **, and it also has a more than broken active time. not to mention the big hitbox that the puddle and the laser have. im an artemis main myself, and this NEEDS to happen

full lily
#

Caspian dsig on gauntlets pls change or adjust or anything, it barely is useful in his kit

(It does have some niche uses but I kinda feel like it's kinda outdated)

rough trail
#

Take Isaiah's Neutral sig on Blasters. And make it so you can hold it. And use the movement buttons/stick to aim the lazer up and down. With it firing when let go.

desert dock
#

Isaiah is a drone user, so his blasters nsig should have the drone also shoot the same type of laser shot he does either simultaneously or slightly delayed similar to azoth bow nsig.

jaunty nacelle
#

@desert dock Good idea the Isaiah cannon nsig should also work like that having the drone shoot a missile as well with him.

hidden inlet
#

Ive played Reno since he came out, hes been my main ever since I laid eyes on him.

Orb dsig: I personally feel that this move doesnt have nearly enough force, nor does he have enough range. I feel that this move should be changed to be more similar to Caspian Katars dsig, or maybe Zariel bow dsig. More range, much less "fire everywhere and pray", and make it actually viable.

Blasters nsig: Dont get me wrong, I enjoy this move, I think it works pretty well. I personally think that this move has way too much range and force though. Make it so the shots are shot in a much smaller range, with more power, emphasizing the "deadshot" vibe Reno has. A similar example could be Nix Scythe nsig.

Orb ssig: I think this move is far too similar to blasters, and I enjoy blasters ssig much more. I would rather ssig on orb to be stationary instead. Im just not a fan of both ssig being the exact same in function and power.

desert dock
#

Isaiah cannon side sig the drone should shoot the same blast as Isaiah while hovering over his head while still getting the finishing shot on hit

bright mason
#

I feel like a lot of stuff should have an animation change to better fit the lore or character design. Some exapnles:
Yumiko
As a fox spirit she doesnt really become a fox but she just gets tails. On bow ssig or nsig she can become a tiny fox spirit head instead of a fire.
Mirage looks more like someone that would be in the desert but her sigs looks like she is using goop which isnt that bad but you could give a sand like animation to scythe ssig
Caspian being the son of volkov but never uses anything vampire like. Ssig on gauntlets could be changed to blood sucking or something close to it since it already a grabbing move.
Change munin sig sounds

crystal meadow
#
  • Munin sound effects -
    - The current screeching sound effect of some of Munin's sigs (especially Scythe Nsig) can be annoying at times.

(If any of the mods are reading this right now, there is a user by the name of ginger#0500 this that is going around disliking any post seemingly regardless of the contents contained within.)

shy grove
raven tapir
#

do something goofy and funny for april fools pls :)

hidden inlet
#

Fix tezca

crimson ivy
#

it would be cool if Scarlet’s lance nsig would let you change your momentum a bit after the actual attack instead of having a fixed animation. otherwise it feels really awkward to use

hidden inlet
#

ember bow nsig should hit grounded

crystal meadow
#

Ember bow nsig should no longer hit grounded

tranquil rain
#

nerf tezca dsig on boots with active input

lofty bramble
boreal cedar
#

Bodvar needs more bear in his animation

crystal meadow
#
  • Shovel Knight Crossovers -
  • If somehow possible, please somewhat rework the sig visuals of the Shovel Knight Crossovers. It was the first ever crossover to include new signatures so the art and design team was likely new to it. Which lead to the least interesting crossover signatures of them all imo. (Also including Gruagach if possible cause he doesn't even have unique sigs)
formal crescent
#

Vraxx lance Ssig shouldnt hit that high up, it hits aerial players so easily
or make the hitbox a bit thinner so its not a frame perfect spotdodge
(also would balance it for Brawlball)

#

make Dusk spear dsig go further away like cross dsig while charging, since you know he can make portals in such a skilled way that ce can already make his spear into a whip

dusk mist
#

I think you guys should re think about Isaiah side sig blaster rework, I felt it was a good change and should of been added

full lily
#

Dusk spear dsig

grand sand
#

A lot of people is saying this, so here i have some ideas that add more bear to Bodvar sigs:

-Sword Nsig
On Bodvar there could be a green bear (like the hammer nsig one, but smaller) that jumps with him and at the end hits the opponent with his paw just like bodvar.

-Sword Dsig
Could be a bear screaming (I forgot the verb for screaming animals xD).

-Sword Ssig
A bear could jump with Bodvar.

-Hammer Dsig
A bear could grab the opponent and throw him as Bodvar does with his hammer.

-Hammer Ssig
A bear more at the front could swing his paw down with the swing of Bodvar's hammer.

All of this can be just an animation rework, no need to add hitboxes.

next comet
#

@dusk mist it was a great change, and that is why they didn't add it. They also slowed the drone down (hence lied) about only the charge part being removed. That should have stayed as it gave him more mix up options.

jaunty nacelle
#

@next comet ironic they say found the charge part (as if someone actually hits it fully charged as it is now) not useful so then why does koji have it if not useful. regardless the drone should come out and hit faster so it can beat weapon throws at least

fathom zodiac
#

Hey folks! So to clarify, we decided to not move forward with the Isaiah S blasters charge behavior largely because of negative feedback from the removal of slide charge momentum. One caveat of having a sig's charge be between two hitboxes is that it can't have really any slide charge momentum, otherwise you'll end up landing the first hit, slide charging way past the person you hit, then whiffing the 2nd hit.

next comet
#

@fathom zodiac yeah sure, that didn't happen with this sig since the drone was the main attack so if it missed you were gonna miss anyway the hold charge did allow for off guard mix up attacks, anyway what is the clarification on why the drone attack startup speed was slowed down from the experimental version?

crystal meadow
fathom zodiac
# next comet <@160167162315538433> yeah sure, that didn't happen with this sig since the dron...

Sure, it's likely that you'd miss the follow-up gunshot if you miss the drone sweep, but I'm saying that if we gave the test feature charge dash momentum, you'd miss the gunshot more often even after landing the drone sweep since you'd slide charge past the guy you just hit, thus making the charge essentially useless when you dash into it. And a significant amount of players missed the dash momentum from the non-test-features version, and since you can't really have it both ways, we opted to revert back to the original charge behavior.

#

Essentially we had to make a choice between allowing dash momentum or allowing the experimental charge behavior, and enough players were against losing the dash momentum that we decided that the new charge behavior wasn't worth the trade-off.

crystal meadow
#
  • Rayman Dsig Gauntlets -
  • What if whilst Rayman was steering, he would non-stop throw projectiles. These would all combo into one another for maximum damage output and maximum high pitched frequency screaming from the opponent. (This would not only deal damage to the character, this would be the first move in Brawlhalla to deal incredibly high psychological damage, just from seeing it)
bright mason
#

xull nsig on cannon and dsig axe
make it so when you hold it while the enemy inside the trap you can drag them down while slide charging

wet marlin
balmy egret
#

Yes

forest ginkgo
hidden inlet
#

gnash spear dsig = trash

cold yew
crystal meadow
#

Bödvar's parents weren't only bears so I think the suggestion of having only 2 sigs be a bear is great. And to change up the other sigs, maybe show his Viking side some more. An example for Sword Nsig is having the bear pick the enemy up and having Bödvar use Viking weaponry like a Vikings small axe or something.

crystal meadow
#
  • Dusk Spear Dsig - (#sig-rework-suggestions message) This idea is great, and I'm all for it, but...
  • Instead of having the signature give Dusk's spear a hitbox, maybe give it a hitbox on the position where the spear appears before it actually pops out (think of Nix Blasters Dsig).
    (I have an image to show an example but I can't send it)
keen gulch
#

I think Lin Fei's Nsig on katars in very slow and doesn't really fit with the kit that has fast short hitboxes.
I also think the idea of the fire dragon growing from lin fei is a good idea. So I thought that it would be better to have a nsig that has shorter and faster hitboxes that hit diagonally.
In this case the advantage of having a faster hit would be met with the disadvantage of having a worse angle to kill and a smaller hitbox.

forest ginkgo
spark quarry
#

Artemis lance down sig longer range

crystal meadow
#

No, what I meant is when the small well appears it creates a small hitbox that scoops up

rigid wharf
#

nerf artemis lance ssig somehow i aint no developer but its way too strong

mystic ember
#

Nerf Force on Artemis Down sig on lance. please.

shy relic
#

Reduce the damage on cross neutral sig on gauntlets

hidden inlet
#

Thatch Sword Dsig - Move the charge to in between the two water slashes instead of before both

unborn thistle
#

Thor orb de sig should be changed so a thundercloud spawns above you and then goes forwards until you let go then
it strikes lightning and orb straight down spiking the aponit

icy moss
#

Remove every sig of Xull

vagrant tree
#

More recovery time on Artemis Lance signatures.

vagrant tree
#

Add more force to Munin's bow down signature.

echo fractal
#

I feel like Petra orb downsig me needs a few tweaks like maybe just add a tad bit more of controllability to it to make it more useful

vocal garden
#

Make Dianas blasters ssig not a jump into a attack, just make it a straight-forward attack. Or something like crosses gauntlets ssig, a powerful shot to the chest or something.

final bison
#

Buff all jaeyun sigs

silent ingot
#

Make both of mirages down signatures have more recovery time(if you kor thumbs down I’m reporting your account to discord and messaging you to explain why you left the reaction )

twilit acorn
#

Zariel Gauntlets dsig = monstrously horrible

soft talon
#

A little change to munin sigs.

final bison
#

Buff all mako sigs

mystic ember
#

I had an idea for Nix’s NSig on scythe, allowing the user to use active input similar to that of Fait’s Dsig on Orb. Either going Up or to the side.

vagrant tree
#

More recovery time on Lin Fei's cannon signatures.

formal parcel
#

Small change to yumiko when yumiko sets the blue orbs down with dsig on hammer and bow when she gets hit they disappear instantly a change i would suggest is letting the orbs stay there full life time instead of disappearing instantly when she is hit

lethal jacinth
#

you should make kojis side sig on sword a bigger range

wet marlin
boreal cedar
sage drum
#

Artemis lance down sig should dunk downwards when you’re off stage/ edge guarding

wispy hearth
#

Maybe a Lin Fay neutral cannon sig rework, the sig is very underwhelming and it would be nice if it maybe shot the opponent downwards after they get bashed

crystal meadow
#

That would just make it Tezca nsig on boots

formal crescent
#

more of a general rework,
grab signatures should be able to catch and throw gadgets/weaponthrows, but obviously still prioritize Legends (like in 2s with teammates), just would make them feel more consistent cause they, you know, grab stuff out of the air.

wispy hearth
elder shale
#

nerf tezca sig

flint gorge
#

reminder that this channel is for sig REWORKS, and not balance

ripe dome
#

Make Zariel Bow Dsig Driftable with active input like Raymen dsig. And Gaunt nsig may be allowed to be reversible(like baraza) using active input

queen dock
#

Give sigs like Jiro sword dsig and Asuri ssig the same tech as gauntlet ground pound. Where u can relase it to throw out and earlier hitbox. But i auto activates if the target gets inside the hitbox. Think it would make those kind of sigs feel more useful and not just a hail Mary.

hidden inlet
#

On scarlet side sig on lance make it to where you can travel slowly with it like rayman d sig on axe or gauntlets

proven lake
#

rework lord vraxx lance sigs especially the one that brings you back and front

lyric oar
#

Maybe rework either magyar greatsword down / side sig, because theyre both pretty simmilar, just one pushes you back and one has 2 halfs.

Maybe make the Ssig make you run more, or maybe make it a large swing with the souls holding the sword or something, maybe make it shoot some souls forward, stuff like that.

You could make the Dsig be maybe similar to sir roland sword dsig, or like a big swing downward.

Change one atleast, maybe both, because right now the greatsword is a bit boring in my opinion.

hidden inlet
#

so im number 1 vector with exp and I have the most experience on vector at the moment I feel like this sig is very balanced and I believe its is absolute great for the game

keen pecan
#

nerf queen nai sigs. bro the katars N sig does 40 damage like tf 💀

waxen dome
#

Buff all artemis sigs range and damagr

hollow storm
#

Nerf caspian neutral sig glove fr that shit still has the bomb mid air while he was hitting side sig on me

cedar seal
#

Reduce the height and speed that Queen Nai travels in her n sig with katars

brazen copper
#

Fix embers hit box with her bird

fluid timber
#

When dashed forward Mordex's Gauntlet N-SIg would jump forwards (like Ember's Katar Down-Sig)

cedar seal
#

Slightly increase the range that Tezca travels during his D sig with battle boots and S sig with gauntlets

hollow elbow
#

Make Petra's gauntlets down sig a bit bigger and a bit more clear where she's striking

slim tartan
#

Val dsig, more force on gauntlet gauntlet gauntlet, active imput to spike offstage on sword?

fluid timber
#

Kor's Gauntlet Side-Sig can be Active input (Similar to Tezca)

bleak cargo
#

My list of Changes:
Rework beta hitboxes such as Thatch/Scarlet/Jaeyun/Gnash etc (AKA sigs that seem to have a Hitbox size bigger than the cost of performance Brawls anti cheat has on your PC)

  1. Give Buff Dusk's Spear DSIG to either
    A. Have Xull cannon DSIG properties with the ability to charge
    B. Add less recovery frames to it
  2. Queen Nai
    Rework most of her sigs to be up to date with today's Brawlhalla
    things like katar SSIG/Spear SSiG are extremely slow and have slow startup.
  3. Remove teros and ulgrim
  4. Sir Roland
    Sword SSIG needs a rework as you're stuck in place for too long and for very little reward
  5. Most Crossovers in the game need blatant SIG changes to the animations not being accurate/Silent Sigs most noticeable examples Aang, Akuma, Diamondhead, The Rock, etc
  6. Cassidy
    Cassidy's blasters should be a lot faster for the amount of dex she has, her blasters sigs feel extremely slow, with much needed recovery frame changes and how long you're stuck in place for using them.
  7. Magyar
    The hitboxes on his SIGS are way too small, especially things like Hammer SSIG where the hitbox is so abysmal it's not worth throwing out.
  8. Arcadia
    Her sigs that stay active need to be changed/nerfed how long they're active and you should not be able to act out immediately after
  9. Yumiko
    as a Yumiko main DSIG on ledge needs to changed the move never works and always drops and needs to be way more consistent, this has been an issue for over 4 years now and still hasn't been addressed.
    Along side her bow sigs feeling really bad to use and only usable with 1 specific read. I
  10. Teros
    SSIG on Axe kills way too early and needs force changes, but could then be buffed to be a quicker move.
  11. Jiro
    Jiro's SIGs have received quite a few buffs over the past few years and not in the right places, Jiro's sigs kill too early.

(why this one is being disliked so much i really dont know makes 0 sense, but ya'll have to be trolling to disagree with any of the issues I've said.)

silent ingot
#

make wu shang sig go up more 🙏

opal leaf
# silent ingot make wu shang sig go up more 🙏

Wu Shang: Be more specific which one of his sigs
Spear nsig-hits and knocks back in a good direction
Spear ssig- has longer stun resulting in more kill force
Spear dsig-no changes needed to be applied

Gaunlet nsig-probably reduce the kill potential on that imo
Gaunlet ssig-this is an unholy sig amazing force great for punishing but easily able to be punished
Gaunlet dsig-probably make the hitbox more fixed to his character

cedar seal
#

Buff all Kaya sigs

cosmic pawn
#

Make is so Lucien's blasters side sig has active input

rigid wharf
#

increase recovery time on artemis lance ssig

limber gorge
#

change ezio sword dsig onstage, because unless you can spike with it it’s pretty much useless

crystal meadow
#
  • Ezio Sword Dsig -
    It's useless on platforms as of now, the enemy just drops through the platform.
    Unlike when you hit it offstage, it can't kill and you literally can't true combo out of it.
    (The grounded version at least has 2 true combo's out of it)
odd ruin
#

Rework rayman gauntlets side sig to be like his spin dash seen in rayman legends. The side sig is pretty useless and not worth throwing out

hidden inlet
#

Make orion's Lance SSIG go less further away, the change would help out new players to not lose their mind cuz of sig spammers

lavish pumice
#

volkov scythe side sig make it less long

ruby estuary
#

Tezca up sig hotbox goes on for too long

lavish hound
#

i love kor as a legend, yet i never like the down b on hammer. low level players use it to spam, and the sig itself isn't that good. what would be cooler is if kor takes a little more to start the sig and runs towards the opponent (like xull axe side b) and spikes the enemy downwards (like ezio)

cedar seal
#

Reduce the range that thatch's cannon balls go with his blasters. Fighting an edge guarder with that sig is a nightmare at times.

neon tiger
#

Simple and quick suggestion,Make scarlet’s lance nsig properly glide up the wall,since it’s inconsistency defeats the point of it being a recovery option on the wall

prime crown
#

Maybe make mordex’s gauntlets n-sig a bit more like cross’ so you can charge it while on the ground and making the move like one move instead of him jumping and then attacking

crystal meadow
#

Which Cross sig, cause Cross Gauntlets Nsig works the same?

red zealot
crystal meadow
#

Bödvar Hammer Ssig should be reverse slide charge-able (Idk why you can't, old sigs can be wack I suppose)

nocturne kestrel
#

For Zariel's sigs where he can trap/stun the opponent I'd suggest weaken the trapping/stun part whilst improving upon the parts before he traps them and make them stronger so Zariel can be stronger whilst also evening it out so the opponent has a small window to react to the attack before being trapped/stunned

crystal meadow
#
  • Val Gauntlets Dsig - A lot of people have been recommending increasing the force, but I see a different opportunity...
  • So basically, instead of increasing force and damage, this sig could become a setup/combo sig like Ezio's Sword Dsig. This gives Val a new and interesting tool without even changing the base sig up all that much.
  • Of course, hitbox and range changes will be required to balance this out, or Val mains will just camp at ledge and spam it.
calm marten
prisma beacon
#

Brynn axe dsig needs to speed up a little haha it's so readable

sly comet
#

i think u should change hattori d sig maybe do it circuit or sum

spark quarry
#

Ulgrim s sig on both weapons more range

hidden inlet
spiral latch
#

Make yumikos hammer dsig and bow dsig faster and stay for longer because theyre to predictable and hard to land + easy punish the only player ive seen use the dsig effectively and it actually lands is acno

wet marlin
crystal meadow
wet marlin
copper mango
#

Change tezca sigs too op

vernal light
#

barazza Blasters dsig active input, blasters dsig on barazza can just be out-performed by a dlight recovery, it could be an active input that sends backwards or infront

trim estuary
#

yumiko nsig or ssig, feels just way to simple and its not really good, i mean it has a lot of potential because of yumikos design in general its a lot of potential waste

neon tiger
formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

next jetty
#

Speed up Mordex’s up sig on scythe. It’s literally so slow when you’re trying to capitalize on a neutral ground attack. Give Mordex’s down sig on Guants more range. The hitbox is already small so there’s already a low enough chance of hitting. More range makes for a mix up for people playing off stage. And the down sig is already very punishable. Y’all just hate big M 😭

edgy pond
#

Fait Dsig on Scythe, is just horrible hit this sig, sometimes that should hit, the enemy just catch you with a Neutral atack that have more priority than a sig. Just think carefuly about this sig.

muted python
#

Dusk down sig is almost completely outclassed by downlight, so just a totally new sig or completely different effect would be great for it

acoustic harness
#

E

polar scroll
#

Yumiko-
Give new animation on NSig or SSig charge just so they don't look the same at a glance

#

Bodvar-
Something like Azoth's nsig on Bodvar hammer NSig where he attacks then the second hitbox and maybe bear claw echo (the spirit thing bodvar has and sir roland has behind him) on sword nsig instead of just generic green fire(?)

fallow shadow
#

For Bodvars up sig i think the bear should bite the opponent and show a spit out or releasing animation and then a bear claw hits the opponent upwards

hollow nest
#

Nix sig ?

strange musk
#
  • currently lin fei's katar dsig is just a worse ragnir dsig since it puts you off stage and there isn't much of an upside to it (and it's literally slower than ragnirs even though she's 8 base dex) so id suggest a) actually make it much faster, b) redesign it slightly so that on hit lin fei gets sent upwards, c) make it more similar to cannon dsig where it sends you backwards regardless of hit or miss.. OR realistically both option a plus either b or c

  • given lin fei is ridiculously high dex i think it only makes sense that on whiff her katar ssig shouldnt still go through the whole animation; this is a win and a loss since you wouldnt have hitbox frames out as long but you also wouldnt be stuck in a move as long.. all in all just better

shell ibex
#

Thea battle boots side sig currently can go through a mine without her taking damage but it sets off the mine. I like the idea but all the other legends get hit so I think she should to

formal crescent
#

Make Fait scythe dsig steerable similar to teleport recoveries in smashbros where she can steer the direction in which she teleports to

frigid estuary
#

nerf the scythe artemis down sig, decrease how long the hitbox after the orb hits ground stays out, its so cheap

echo fractal
#

Give apocalypse Mirage the Flaming signatures she deserves

green gazelle
#

So I actually think Barraza should get a running charge (think Asuri sword ssig) to Blasters ssig.

I also believe that Onyx needs desperate changes to Gauntlets nsig to make it more satisfying/worthwhile to use. My idea there, is that the angle becomes more vertical, the longer the signature has been held. A tap would keep it the same, but a charge would make it like an empowered gauntlet recovery going straight upwards, (with proper signature priority+disjoint properties).
[Apologies for a 2-in-1 post]

lilac sierra
#

Jaeyun sword dsig is way too small, it barely ever has any reason to use, ssig will be better in almost every situation.
Dsig is only useful when the opponent is standing directly inside of you, which is either not often the case, or for too short of a time

uneven lichen
#

Maybe rework mirage spear nsig a little because i feel like its really slow and not used as much because of that and i feel like theirs a good bit of endlag or make it mkre of vertical instrad of horizontal nsig

strange musk
stable field
#

🗣🔥maks dlight into downsig on teros hammer true again

weary solstice
#

Jiro scythe ssig
It almost never hits and if so it’s only the second swing and using it will get you knocked out
You can ask any Jiro player here that we could probably make a better scythe ssig

blissful robin
#

Jaeyun sword Dsig needs a rework it’s sends you to far back and it’s hitboxing is tiny

lethal hamlet
#

Caspian Gaunts Side Sig: Instead of jumping forward and over the opponent to launch them away, Caspian should dash forward immediately, and throw the opponent over his head, still going backwards. If you charge the sig, it would charge after he dashes forward, and he can stand there with his hands out, ready to grab the opponent. I think this would fit into Caspian’s character design better. Of course, bombs could still be implemented, maybe he tosses the opponent over his head and then kicks a bomb into them. They would still be launched the same way, I just think this would be a good visual change

zinc shale
# lethal hamlet Caspian Gaunts Side Sig: Instead of jumping forward and over the opponent to lau...

I think this would be really cool but probably not something that could happen. Caspian has been in the game for a long time and so have many other legends that people are suggesting changes to. Change is cool and there would definitely be a surge in play rate for Caspian if this happened. And if it was just visual it might happen, but there's honestly nothing wrong with his sigs right now. So idk thumbs up tho 👍

dusky wren
#

Make the knockback angle of Teros Axe D-sig more horizontal so it doesn’t kill at freaking orange

crystal meadow
agile kelp
#

I think gnash's side sig w hammer should run because the animation is quite fitting, and i think that it might bring more appeal for people to play an underused character.

scenic portal
#

I think Magyar hammer s-sig should have a hitbox while traveling - design wise it’s really cool, making it unfair to change the move entirely, but it’s not very useful either. To make it reasonably good, only give magyar a hitbox with less reward than the actual attack. Or just buff the start up time instead of a rework but I just think that move could use some tweaks

keen valve
# hollow nest Nix sig ?

I mean nix's sigs are all ok I don't think there is a real issue with any of them sigs, I'm not a nix main but I do enjoy playing nix at times

fleet kernel
#

Caspain Katar sigs are okay but they should be a longer range

formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

ripe dome
#

Caspian gaunt downsig to either
a. have more vertical hitbox the thrown bomb's will be floating higher in the air (upto caspians head level)

ripe dome
#

b.will linger for longer like azoth bow ssig

acoustic skiff
#

Gnash spear Dsig isn’t feeling great, I think it needs to change.

crystal meadow
#
  • Stevonnie Crossover Gauntlets Ssig -
  • Now I know this isn't exactly a character sig suggestion. But can this Ssig finally get visually changed, it literally gives an advantage when you play in diamond or higher.
    (This likely won't get changed due to copyright and stuff D:)
fleet kernel
#

Caspain Katar sigs should cover more areas and should be longer range

modest dust
#

Nix’s syth sigs should have more connected movements

tepid palm
#

what does that even mean?

flint steppe
#

give direction for Koji second hit in s-sig (for example first attack to left, the second to right)

crystal meadow
# broken cobalt what changes?

When using the sig it's hard to know which direction it's going until the charge animation is already over. Adding an extra shape on one side or something would make it more obvious.

olive dome
#

Idk if anyone has suggested this before about the og vector lance dsig, I think it would be better if it charged in the air instead of in the ground and while charging you could steer it left or right, maybe add more forward movement if you dashed preciously. Downside: you wouldnt be able to slide charge it. But i think it would be an interesting change

hidden inlet
#

d sig of orion isnt really usefull, im mean most of the d sig cover a large zone, and orion's one shots only in a little zone

dim adder
#

HEAR ME OUT...Hattori spear nsig rework

  1. just the hitbox, like where is that going?
  2. whenever it doesn't hit you get easily punished and literally lose all options bhallaHattoriSob
  3. hattori spear nsig is just not a really good sig overall, i mean yeah sure it's unexpected but at the same time it's very expected where you're gonna go when charging it up or just floating in the air like an idiot
tiny ledge
#

Rayman axe downsig needs a rework u shouldn’t be able to go backwards y flying and maybye reduce vertical hitbox a little

strange galleon
#

Nix,
Gun SideSig could become like her Nsig, shoot a chain but on the side this time and grab the opponent to throw it the other side

candid tangle
#

Thatch d sig rework plz

jagged kernel
#

Change Magyar Greatsword Dsig its almost the same as the side sig

sly canyon
#

improve all of magyars sigs at that

lilac sierra
#

Give Dianas Dsigs alternate directive inputs (like mordex scythe dsig)

echo fractal
#

Hattori sword ssig should be able to throw forward

haughty bronze
#

Maybe turn down the speed of Thea's sigs ( just a lil mainly on boots side sig and down sig )

steel cradle
#

take away the vector lance down sig rework it is awful

lunar kayak
#

Lucein dsig on blasters has a cool little skull in the smoke, I think all his blaster sigs should visually have that little detail

obsidian stump
#

make volkov up sig on scythe faster

kindred bear
plush geode
hidden inlet
#

Yo please do something about mordex s gauntlets nsig like that is literally unusable in a game it feels like you only have 5 sigs in total cuz one of them is literally 8/10 % useless

rotund helm
#

redo thatch n sig its basically side sig but 2. and the recovery time is really bad

obsidian stump
#

Make thea’s sigs on both lance and boots faster and do more damage

hidden inlet
#

make makos greatsword side sig not go as far

plush geode
#

That's not a rework idea. You're just complaining

vagrant tree
#

Bödvar's hammer down signature needs active input.

acoustic skiff
#

Make Diana blasters dsig grapple the opponent in and then fire them away. the grapple would be just one lower sweeping hitbox

robust tiger
#

Charging Yumiko bow side sig increases distance covered

celest canopy
#

I think changing thatch's N sig on blasters would be nice because when he uses blasters he doesnt have any sorta air control with what his N sig is now. I think something like barazza would work just fine on him where its at an angle but still hitting opponents who go above him

dusk mist
#

Lucien Katar up sig should be able to chose which direction opponent goes like mako

lunar kayak
eager bolt
#

Bodvar’s side sig on hammer should have an animation when he does a front flip like scarlet when in the air/offstage, instead of just the same move as he is grounded.

paper stump
#

Change yumiko’s bow side sig or nsig, they are basically the same, it would be cool for example yumiko side sig turning her into a kitsune, something similar to ember bow sidesig. (Something like that yk)

unborn dragon
#

can u make the val downsig more off a trap type of sig then a sig with knock back force

lavish shuttle
#

why does tezca boot nsig have no force? even when spiking offstage against red HP opponents, it doesnt come close to killing?

crystal meadow
lunar kayak
blazing oracle
paper stump
hidden inlet
#

Give Orion lance and spear side sig more wakeup

crystal meadow
hidden inlet
agile kelp
#

what if most of the Yumiko sigs sigs go to the colour of yumiko or your team colour to make it easier to see who is who

hollow breach
#

ulgrim axe nsig could have active input that - when holding the neutral button - can spike upwards or forward instead of downwards

also jaeyun gs nsig makes NO sense to still spawn rocks off stage

strange musk
river bridge
#

Give zariel gauntlets Dsig slightly more vertical coverage

dawn marsh
#

shift brynn spear n sig force into d sig force couz down sig cant kill and really bad and n sig kill early

crystal meadow
river bridge
#

Give dusk orb dsig some sort of active input to change its range slightly

rotund helm
#

add orb and bow legend 🙏

zealous heron
#

active input for cross down sig on gauntlets, you can make it so you can hit the opponent up or sideways

dawn marsh
#

fix this bug

dawn marsh
formal parcel
dawn marsh
#

give artemise lance side sig more end lag

spiral flicker
#

Jaeyun dsig on greatsword is AMAZING while offstage but when grounded it's quite hard to use quite efficiently.

I am a dedicated greatsword main and I try not to be so bias on what I'm trying to say because I think this signature should be reworked or buffed HARD.

While onstage the only way to use it is 50/50ing, spot dodges and possible edge guarding but that rarely happens.

The sig is quite slow and VERY punishable but has a high reward if you manage to hit it so you can't quite throw it out for a punish without a confirm. It's quite hard to find a confirm with grounded dsig so most of the time you would have to resort to ssig or nsig if necessary making it a quite useless signature outside offstage.

As a signature you use for playing passive or a quite aggressive signature this does not meet any of the criteria. I think of a all signatures to be useful on most occasions but this one is only used offstage and this needs to change as quick as possible. If Dsig could get reworked I could tell you there's a 100% chanse EVERYONE will love it.

lyric plover
#

Make jaeyun n sig on sword hit grounded

balmy meteor
#

Make Azoth bow S-sig more like Arcadia D-sig on both weapons, instead of just a lingering knockback zone with alot of active frames.

river bridge
#

Give dusk spear dsig more range and damage

lunar kayak
#

Lord Vraxx lance SSIG and DSIG are extremely similar in startup. I think DSIG should be kinda like his Blaster DSIG

He aims down and charges up a blast just like blaster dsig, but it would be a bit closer to him and have a smaller hit box. If the blast hits someone, he does the normal attack that dsig currently does (he grabs them and reverse throws them) If doesn't hit someone, vraxx does nothing.

strange musk
#

fix issues where sigs that "grab" a legend pick up multiple legends and only afterwards drop one to finish the move - I had my xull cannon nsig drop the enemy for my teammate, aside from this a lot of the zariel kit has this issue where the initial hit of the sit hits two or more players but then drops one to finish the move; it makes punishing in 2s quite messy.. there's plenty other examples but I can't think of many at the moment.

hidden inlet
#

Make Thea get a bit of a stun after using a dash sig like boots ssig/dsig and lance dsig so its easier to punish a failed Thea sig, shes too op currently and shouldnt actually be a character so instead of deleting her just nerf her atleast a bit so its fun to play against her

hollow breach
#

delete the new vector dsig this shit sucks ass 😭

spiral flicker
#

As I have already posted, Jaeyun dsig on greatsword is AMAZING while offstage but when grounded it's quite hard to use quite efficiently.

I am a dedicated greatsword main and I try not to be so bias on what I'm trying to say because I think this signature should be reworked or buffed HARD.

I have put all their ideas into this message so please listen up because the max elo range of people giving me ideas for jaeyun dsig is way above 2700 elo.

I am 2300 and my jaeyun is level 72 and I have seen so many people complain about this issue in house of greatsword and other servers that involve greatsword.

While onstage the only way to use it is 50/50ing, spot dodges and possible edge guarding but that rarely happens.

The sig is quite slow and VERY punishable but has a high reward if you manage to hit it so you can't quite throw it out for a punish without a confirm. It's quite hard to find a confirm with grounded dsig so most of the time you would have to resort to ssig or nsig if necessary making it a quite useless signature outside offstage.

As a signature you use for playing passive or a quite aggressive signature this does not meet any of the criteria. I think of a all signatures to be useful on most occasions but this one is only used offstage and this needs to change as quick as possible. If Dsig could get reworked I could tell you there's a 100% chanse EVERYONE will love it.

And if you do have a reason on why it shouldn't please let me know because dsig is a very bad asset for jaeyun.

dusky cloak
#

Azoth Axe Dsig could instead be him sending a skeleton holding an axe to do a slow slash that activates after a while (like arcadia's Spear Dsig but instead it's more of like Zelda's Phantom Slash from Smash Ultimate.)

vast bloom
#

rework peoples stats and then actually balance sigs please. nai, ada, thatch, isaiah, ember, cassidy, roland etc.. arent played because of their stats, no matter how good you make their sigs, they still wont be played because of their stats, and once you make their stats playable, you can actually balance their sigs. this would also make the game more welcoming to new comers because there would be less unpunishable sigs that kill in orange, as well as help nerf characters like ulgrim and other characters with incredible stats where every game 2150+ is against

crystal meadow
# vast bloom rework peoples stats and then actually balance sigs please. nai, ada, thatch, is...

Stats quite literally barely affect the game in any major way, until you reach around 1900 it won't even matter that much. On top of that, some characters are not played for reasons other than stats. It could be their general design and/or core concept that people find distasteful, maybe it's the sigs or it could be a weird weapon combination like Artemis.

As a matter of fact I have a level 25 Thea already. The stats do matter and you are very correct, but in Dogasta's comment he uses the argument more welcoming to newcomers which is why I also specified that stats won't matter until later in the game.

Also, about the dex stat, it is currently a useless stat that unlocks 0 useful combos in the game. The most notable stats are probably defense and speed, attack doesn't matter as much. For example, weapons such as scythe are better with speed due to the fact that they attempt to read for low dmg gimps/kills. (Also scythe suffers from big time Marthritis if you know what that means)

Another problem with changing character stats is the potential clash with their core design. For example reducing Thea's speed clashes with the idea of her being a speedster archetype.

lunar kayak
# crystal meadow Stats quite literally barely affect the game in any major way, until you reach a...

Nah have you played nai then played Thea? The movement difference is staggering. Dexterity can unlock combos and depending on atk and defense combos can vary by up to 9 damage. That's insane it shouldn't be that way

Edit: Dex is not good for the most part but some moves are effected by it. Vraxx can make lance dlight -> nlight unjumpable. Sair into nligt on spear is only true on 6< dex and many things on katars are affected by dex

vast bloom
#

I am just saying, in 2300 2s elo, i want to play spear katars so often, and then i look at nai and its like, well nevermind because i would like to be able to move, or i want to play sword blasters, well thats unlucky cause id prefer to not be orange after 4 hits from xull (a common pick in high elo 2s) . what i meant by more welcoming, is that if characters with stats like this, didnt have overly buffed sigs to compensate, the game would feel less “free” on certain characters to newer players who dont have sigs memorized yet and cannot recognize them as well. I do agree stats do not matter much until diamond, but even then, the game is largely balanced off vallhalan/tournaments, so i dont see a problem with that.

crystal meadow
# vast bloom I am just saying, in 2300 2s elo, i want to play spear katars so often, and then...

I suppose I understand what you mean, but this could be altered by instead of changing stats, they could alter the way Dexterity works atm. Though very unrealistic as of now, this could fix characters having low speed or low defense since they get better offense in exchange and open up more possibilities. This would also indirectly nerf Ulgrim as he wouldn't benefit from these changes whatsoever. (Also, please fucking nerf Ulgrim goddamn he's been so opressive for so long)

The reason I say it's unrealistic for dex to get changed is that it's either broken and enables true combos on weapons like katars or it's useless.

lunar kayak
lyric plover
#

jaeyun sword nsig hit grounded 🙏

strange musk
crystal meadow
# strange musk I've only read up to "until you reach around 1900" and I think you need to consi...

That's what you might say, but balancing around a small community is bad no matter what you may think. The way I see it is that you don't balance for the sake of "balancing' the game, you balance for "fun". (If you're game ain't fun, balancing don't matter to begin with)

On top of that if you only tended to top level play, you could get problems of the game becoming hard to learn because higher level players tend to want hard to grasp mechanics.

If you want to get a better understanding of what I just said, just watch the video "How Games Get Balanced" by Game Maker's Toolkit. Everyone attempting to suggest balance changes should watch this video to understand it better.

strange musk
crystal meadow
# strange musk can't think of many people that are good at the game that want the game to be *h...

Balancing doesn't just end at "changing stats and signatures". If you truly balanced a game without, for example, looking at a character's identity, it would get boring in the end.
(Take Thea getting a speed stat nerf as a good reference point, it would clash with her being a speedster)

And what I meant by pro players want hard mechanics you can use the example of wavedashing. A really well-made mechanic which ended up alienating a lot of newer melee players.

Also, when you talk about the difficulty in understanding a fighting game, that can be influenced by balance changes. Ulgrim is currently Meta and he's easy to pick-up because of his weapons, this means that getting better will become easier and deep understanding is less required. If lets say Mordex becomes meta again, it would be much harder to improve because his weapons are really hard to use in lower level play.

Balance influences the difficulty in understanding a fighting game. And the act of balancing a video game is not to be taken lightly whatsoever.

lunar kayak
# crystal meadow Balancing doesn't just end at "changing stats and signatures". If you truly bala...

Even if the effect of speed was toned down. Thea would still be the fastest character in the game, even if its not as fast as before, she's still faster than all the other characters, same with magyar and xull. Also ulgrim IS meta because of his weapons and sigs but also because of his stats. Since dex currently has a minimal effect, you can have 2 dex and thats probably his best stance since it maximises all the other important ones.

sleek mural
crystal meadow
#

What I was talking about wasn't really specifically about stats or signatures, but rather about general balancing.

Changing the way stats work would also require signatures and weapons to be looked at. Say speed was toned down, that would nerf scythe and katars, meaning they would have to get changed or buffed to compensate for the potential loss.

sly canyon
#

Magyar Greatsword Ssig: I think it should be like Nsig except horizontal.

calm marten
# spiral flicker As I have already posted, Jaeyun dsig on greatsword is AMAZING while offstage bu...

Your point of "some players don't like it" sucks. Not a lot of players like certain sigs but jaeyun's sig is fine. You already said it has its uses, so why does it need more. Sidra cannon dsig for example. it has only 1-2 use cases that don't happen as often at all and has been ask to rework and hopefully it wont. Just because 1 sig doesn't work exactly how you like it too doesn't mean it needs changed. All three of his GS sigs already hit like a truck and you are complaining about it being too risky for a sig that kills in high orange low red. Just because 1% of people don't like it doesn't mean it needs changed.

pure acorn
#

Give Orion sigs bigger hitboxes ty

spiral flicker
# calm marten Your point of "some players don't like it" sucks. Not a lot of players like cert...

By "some players don't like it" I mean that the sig is completely useless on stage!! And many people can see that.

As you said sidra dsig has 1 or 2 uses but you can still use it 10000x more than jaeyun dsig onstage.

With sidra dsig it's a good wake up sig for hitting people in your area!! Unlike jaeyun dsig on greatsword taking over 30 frames to start up and having a huge cool down and still being practically useless onstage unless it's a 50/50 (and most of the time this doesn't even work...)

And the thing is that doesn't even happen with most weapons in the game because if you miss because you can't even whiff out the attack like with other sigs like with other dsigs in the game.

There are so many dsigs but jaeyun's dsig is not it.

It either needs buffed or a major rework

silver latch
#

im not an expert at this game so i dont know what a d sig is but jaeyuns running heavy attack is sooo slooow

blazing oracle
lunar kayak
spiral flicker
# lunar kayak nah. the tradeoff of having a lot of startup is lots of force (can kill at 120 f...

The signature can kill at 120 or maybe even lower but the fact someone cant hit the signature onstage without baiting in a 3000IQ way is honestly insane for anyone in high elo or low practically making the sig useless unless you're playing with your opponent.

I know all the other signatures hit quite hard and I love that a ton. I even think all the other sig kit is a TON broken as well but if Dsig could be turned into some sort of signature that doesn't have much force but is as efficient as any other signature in brawlhalla that would be amazing not only for jaeyun mains but for other players that are picking up the weapon!!

If the signature does not get reworked I would ask for them to nerf the force but at least make it more easier to hit more often like all the dsigs in brawlhalla because you can DEFINITELY name a better dsig that jaeyun's.

strange musk
# spiral flicker The signature can kill at 120 or maybe even lower but the fact someone cant hit ...

not every legend needs every one of their sigs to be useful all the time BUT i will make a point to say.. if you're 2300 and main jaeyun and can't see that this option is very applicable onstage since it puts you in the air, protects you with a hitbox, and even has little enough recovery time that you can jump before touching the ground on the minus dex stance.. brother you've got some skill improvements to be made

for you to make it sound as if it is unusable is absolutely crazy

delicate ingot
#

Magyar GS Side Sig - This sig is just kinda useless. One of the biggest reasons why people dont play Magyar is because Magyar doesn't bring ANYTHING to the table on GS compared to their competitor. SSig is the worst offender on the kit, serving 0 purpose other than a niche edguard if you slide charge the first bit and poke with the short ranged (thin too), second poke. I've gotten all GS to level 50, and i want Magyar to be a good choice to the others, but Magyar has nothing going for them helping them win or break neutral, and with terrible speed, slow startup, and no aggressive sigs on GS, what's the point in playing them if half the time you're too slow to actually pressure your opponent.
So the ssig needs to be scrapped imo, i just don't know how you would buff the sig without just completely reworking it, or making it OP in the future.
I'd change it to be sorta like Cross Gauntlets Dsig, but make it like a spooky ghost part that charges forward up in the air a makes a big sweep forward with a lowish horizontal swipe. It fits thematically, the defensive archetype / playstyle allowing Magyar to pressure people running away while also being able to be used defensively safely. And it can be slow too! High commital, but something to give him a tool in neutral. Thank you BMG!

crystal meadow
#

Dusk Spear Dsig

  • A lot of people have voiced their complaints about the move, this sig getting reworked feels inevitable even if it could take a couple years.
  • My idea for changing this sig would be to make it similar to Nix Blasters Dsig where the well that appears gains a small hitbox (see image). This would buff the move ever so slightly without overdoing it.
  • If anyone has a reason as to why this is a bad idea or if they just have a better one, I would love to hear it. The more feedback this game gets, the better it will become.
blazing oracle
wispy hearth
marsh bluff
#

Jiro dsig on sword I struggle finding any uses for the move and I just feel that it should have less startup till the actual hit box comes out

crystal meadow
#

Sure buffing it is fair, but then nerf sword ssig, that move is fucking amazing. (Don't nerf it tho and just keep Jiro as is)

lapis fox
#

Not really a sig rework suggestion but legend signatures should have voiceovers

crystal meadow
snow cosmos
#

Ezio orb dSig I have a hard time actually finding a use for on platform, it seems mainly useful for edge guarding, but even that can sometimes fail because of how small of a hitbox the skill has. If it could be reworked or gain a slightly bigger hitbox it would be much better

lapis fox
slow mirage
#

Renos dsig on blasters should be move able like rayman dsigs

cobalt crystal
#

Jiro's sword dsig is too hard to land when held and inconsistent. Hit box buff is needed

wintry bough
#

Munin lol

formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

silver latch
lunar kayak
#

nah i just played jaeyun and dsig is even less bad than i thought. Absolutely no buffs are needed whatsoever

blazing oracle
slow mirage
#

Queen nai spear nsig should be able to hit all directions( exactly like this picture)

Another concept if you use Dex on queen nai, then spear slight nsig should be true

crystal meadow
# slow mirage Queen nai spear nsig should be able to hit all directions( exactly like this pi...

Nsig is already arguably her best move? And you want to buff it? It is the fastest spear nsig in the game, it hits stacked, already fake true combos out of spear dlight and is hard to punish because of it's disjoint.
(The reason I say fake true combo is because you can dodge in a specific direction and it still misses, but all other ones don't work. Google it if you want more info on what the fuck I just said)

And the sig you are representing in your image is Spear Ssig. And even then Spear Ssig is already pretty good, it has amazing disjoint, good force and surprising amount of active frames.

slow mirage
#

Ezio buff

Problem: ezio sword dsig
Explanation: the sword dsig stuns the opponents to shorts, it literally forces you to do a sair after(no time to breath). And since the hit box isn’t very big, its not very rewarding to go for it.

Personal problem: because the hit box is so small, I get flabbergasted when I do hit and I don’t have enough reaction time to make a move afterwards 🤦‍♂️ and then boom I get punished

Summary: because this move is a high risk low reward, I want to completely change the outcome when you do get hit.

Solution: when you hit a dsig on stage, it should bury the opponents on the ground(exactly like donkey Kong headbutt in smash)

blazing venture
#

Caspian Gaunts Down Sig

It‘s arguably a good or bad sig (it has it‘s goods and bad‘s) but never was it ok (atleast for me) so i have decided to give it a rework/idea for a rework

My problems are the weirdly short range and the low value for a risk

My pro‘s are however that it feels satisfying to hit and works as a taunt for some reason

To rework it make it simply like a very very small show where caspian sneaks up to the opponent (same as cross dsig but when his shadow hits an enemy he attacks) and them puts a Bomb (idk what he uses) below him and it explods and launches him up in the air (or side ways with an active input) this sig will probably make him better or worse idk

And i also wanted to rework a second sig from my second favorite character
Dusk Spear Dsig

This move can be really good hitting people upways but it has such a little range that ssig spear is always better in almost every scenario so just rework it the same way as cross dsig but the same treatment as my reworked caspian Dsig so when its going to hit the enemy hitbox it activates or instead of all this make it so the longer it loads the further it goes

*** And Cross Nsig on guns*** (i call them guns since it sounds cooler)
Recovery is mostly better than the sig and it feels weird the only good scenario that i can think of is to get an upscreen kill but Recovery does the same so maybe give it a bigger hitbox or straight up give it a fully new rework

Rework: Cross‘s demon inside him punches the enemy down and you get a free shot from cross‘s sig (it’s an active input so the demon can punch him down further so you get a side hit) or punch him up for an up hit idk if it‘ll work out

And cross Dsig on gaunts is also a candidate for a small rework give it my caspian idea so it insta hits when you get the hitbox landing

but i‘ll (hopefully) see some feedback of my either horribly bad or good ideas

blazing oracle
blazing venture
blazing oracle
# blazing venture First off thanks for your feedback with The thief (caspian) yeah it‘d feel much ...

i agree but they other small variation usually like some are moveable during the charge (like volkov) and stuff like that but there is also differences is charging animation which barazza ssig stays in the place where u decided to charge and volkov stay in the air where is going to attack those small detail make the move more different in practice idrk what u can do for those kind of charge where the move just got zoom that can differenciate both

dont bother with the dude underneath he just angry i am not agreeing with his suggestion

slow mirage
#

Lord vraxx nsig nerf/buff
Problem: although I don’t think the move is bad per-say, but I do believe this move is a bit broken, it needs a bit fixing.

Personal problem: this move comes out way too fast and if you miss nsig you can do nlight immediately. OP.

Explaination: even if you change the stun frames or start up frames the sig is beyond repair. Either it will be broken or it will be useless

So I came with another balanced idea

Concept: nsig hits all around. How will this work?? Well say someone run directly towards and you nsig it should push the player back from the direction they came from. ( hit from above gets send above and so on)

Balancing: now of course this may seem Op low risk high reward but it’s really not once we balance it.
The start up frames (animation)should be very high to the point even a gold can react to it. Kinda like the old vector dsig start up frames.

hidden inlet
silver latch
slow mirage
#

Dusk spear dsig buff(rework and knock back)
Problem: This is one of the most useless sig in dusks kit. Mainly because of the start up frames, anybody can react to this sig easily. And when it does hit the knock back force is too low

Personal problem: the last time I hit this sig was 1 year ago on a training bot. Not worth going for, you’re basically asking opponents to punish you.

Concept: I want to make it so dsig will come out with three spears instead of one, it will make it more rewarding when you hit. (Instead of tickling your opponents with that weak ass knock back 🤦‍♂️.)

Comparison: mirage spear nsig and xull cannon dsig.
To note: only differences with this sig and xull cannon dsig, is that you don’t have to hold for the the heavy attack button for all three spears to come out. ( three spears will come out on press)

Balancing: now this might seem broken but it’s really not. Since three spears come out, if you are spamming and you whiff an attack it’s a guaranteed punish from your opponent.

That’s why I what to change the knock back exactly like cross’ ssig.

solar estuary
slow mirage
#

Thank you

raven tapir
slow mirage
#

Fr they be disliking everything

blazing venture
#

Rework idea Ezio Sword Dsig

I know this move is probably talked about alot here but i‘ll throw my hat into the fire aswell to give a rework idea here

The problems are it just has no force or almost no force even in dark red this move wouldn’t kill even a 2 attack legend with boots/scythe would be able to kill with a Neutral attack so i‘ll give out my idea to rework this sig

The problem is simple it has no force it has good damage (i think) but no force so to somewhat solve it is either give it some force so it can atleast kill or my idea Rework it

The rework

It would be rather simple (i think) just use that bush taunt but when an enemy comes to close you strike but you after too much time (i‘d say 1-1.5 seconds) you get thrown out of the bush and need recovery frames and if someone does come too close you get to strike Up,Left,Right and down (for the offstage shenanigans) and maybe

second idea be that Ezio throws one of his hand knifes at the enemy and hits him for some damage (also has active inputs) but if he doesn’t hit nothing happens if he hits he either can do a active input or Ezio throws 2 more and then the Neutral input happens

I hope to get some feedback from my probably good/bad idea (thanks in advance to the people that give feedback)

slow mirage
zealous hornet
#

diana entirely make her blasters into scythe and the sigs and scythe pull for nsig so if u use nsig u pull like nix but have the ability to whip them like her blasters ssig will be a dash and if she hits her opps she deals dmg (basic ahh) and dsig will be her hooking her opponents up and slaming them in the ground.

strange musk
# blazing venture Rework idea Ezio Sword Dsig I know this move is *probably* talked about alot h...

my input is that I only briefly read your whole thing and need you (and everyone in this fucking chat) to understand something... not every fucking sig has to be perfect to use in every situation - no shit dsig has low force, why the fuck would you use a dsig to kill on stage when you can easily hit dlight rec within the same range... it is a TOOL... a UTILITY signature; designed for certain scenarios, like setting up gimps or mixing up options... learn how to use moves that are inherently not shit but just more intricate in practice, instead of just begging for every signature to be watered down into some basic shit you can use as a kill option when you're panicked and want an easy "out"

blazing venture
shrewd trout
#

Can we rework val's gc side sig on stage bcs when there is a side sg on the walls of the map the flies up but if u gc on stage it will js do the same thing as of stage so what if when val gc side sig close to the ground it does the normal slash

slow mirage
#

Xull axe down sig
Active input suggestion 🤔

Personal opinion: there is no problem with the current axe dsig, but I believe it would be more fun to use if it had an active input.

Concept: when you use active input xull will turn around and hit the opponents backwards instead of forwards

Comparison: volkov scythe side sig(no active input).

Balancing: decrease the force and damage a bit.

stable sorrel
blazing oracle
light karma
#

add more spot dodgeable sigs, most sigs cannot be spot dodged

toxic sandal
#

Give hattori's sword side sig active input

lime leaf
slow mirage
frigid kraken
#

Was playing a bit of Thea and Koji today when I had an idea for a potentially fun Koji sword SSig rework

You all know how it's a two part sig where you can charge the second hit of it if the delay is at all needed. The idea I had is what if while your charging the second swing you could turn around to potentially catch a dodge in if you landed the first hit, basically hit the first half, wait a tick, turn around and let go of the second swing. I feel like this would definitely make Koji stronger, I'm not saying he needs to be I think he's a pretty solid legend rn as is, I just thought it'd be a fun little change. Plus I can see some hype tournament moments if this came to pass

slow mirage
crystal meadow
slow mirage
#

Thors orb ssig (major rework)

Rant: it is an undoubtable fact that Thor is the least played legend in the game of brawlhalla. Have you ever wondered why that could be???
His ssig on orb.

Personal Problem: since you can’t always rely on hammer to get the kill, what happens if you use orb. Don’t get me wrong every single heavy attack on Thor is really good except his orb ssig(killing tool), this attack sucks in so many different ways. No matter how much you change it, it’s beyond repair (needs a serious rework).
It’s a free “punish me” attack

Concept: Thor will shoot a ball of lightning with his orb forwards and it will comeback to him (like a boomerang).

Comparison: Petra orb side heavy attack
Thors hammer down heavy
Boomerang(gadget)

distant dew
slow mirage
fresh cosmos
#

give every older character an active input/new sig to prevent power creep

strange musk
# slow mirage Xull axe down sig Active input suggestion 🤔 Personal opinion: there is no prob...

as someone who mains xull and almost has him to level 100... this isn't necessary... sure it'd "be cool" but there's absolutely zero reason to do this - in a 1v1 game, you're almost never (unless ur opponent is THAT shit, and even then there are better options) hitting dsig facing away from the nearest blast zone, so there's absolutely no need to be able to turn it around.. and in 2s if you need a move that's going to throw the enemy backwards, you've already got ssig... it's just unnecessary effort for the developing team, no xull player would actually care about such a thing because it'd barely actually be used..

P.S: your idea of balancing it doesn't even make sense to counteract the fact there's active input because changing the direction doesn't effectively make it much of a different signature than what it is now; stop trying to take away from the type of character that xull is.. he is not supposed to have "utility" sigs; they're supposed to hit hard and heavy - i think that's pretty self explanatory given he's the only character in the game that can reach 10 strength

fresh cosmos
lapis fox
#

Anybody else think that some sig colors should be able to change into the current selected color scheme?

Like for onyx up sig how the color of the flames and wings are always default (blue and stone)

If you pick black color scheme (for an example) it would change the blue into red and turn the stone of onyxs wings the same color black as onxy

raven tapir
hallow ice
#

day 1 begging for rework of sigs from mirage

shrewd trout
#

Can we put a active input for mako's great sword nsig bcs his Katars nsig alr has a active input

rain bridge
#

Cross blasters Nsig

Basically change it from directly upwards to more of a 65 degree angle, this helps with a better anti-air like effect and more usable in blaster combos :) other than that it can stay the same

vernal moon
#

Jaeyun off-stage nsig greatsword: the rework makes the area larger from 90° to 180°

magic epoch
#

Onyx Gauntlets nsig kinda sucks
It's just Cannon nsig but worse with a (practically) smaller hitbox and way less safe. It also can't really be used in a combo unlike Cannon nsig.
Maybe I'm bad, but I literally can't remember the last time I hit this sig

calm marten
magic epoch
tribal kestrel
prisma beacon
#

When you use Ezio's sword dsig on a platform, the enemy just drops through. You could rework it to make it so the opponent is threw down with the full sig force which would make a lot of sense

cosmic thistle
#

just a wild thought from a petra main wat if her Nsig on gauntlets was like a jump nair then slam but it the darkheart corrupts her hands so its a weak sigs that hits like 2 times not includeing the slam wich deals the majority of the damage

rain bridge
#

Caspian katars dsig. It doesn’t seem very usable (maybe I just need some more hours) but maybe you can change it from him jumping forward and throwing the katars downwards and instead have him jump directly upwards and throw them directly under him. With his jump being similar to mako nsig

hidden inlet
#

Why doesn't Magyar's GS Dsig make him move like his Hammer Ssig? He's crawling on the ground in both animations lmao

outer crow
blazing venture
#

Well guess who‘s back The No good idea maker
New idea new luck

Val Sword Dsig

Problems: Way too much risk for a niche reward imo

Rework maybe make it so instead of Val breakdancing in the middle of the match she maybe throws a little swing then goes behind the enemy for the big swing (like a koji sword ssig and petra Gaunts dsig? Combo)
Ik this‘ll be thumbsdowned to oblivion but feedback is appreciated

crystal meadow
#

Kor Hammer Dsig

  • This is less of just a straight up rework and more of an addition in my eyes. But take it however you want.
  • I propose that Kor Hammer Dsig moves upward across walls similar to Val Ssig (See example image).
  • Whilst Kor is a good character in general, this signature does not see much utilization, even in lower levels of play. Adding this to the Dsig would not buff it too much whilst giving it some more useful scenarios.
  • If anyone disagrees with this I'd love to hear feedback.
silver latch
#

Koji sword dsig should be able to cut through whay ever it passes through cus its really hard to use on an actual player in its current state it would be be very hard to land a hit and if u didnt i leaves u open to attacks

flint gorge
crystal meadow
outer crow
slow mirage
#

Xull cannon nsig rework:

Personal Problem:
To the addition of trap moves being In the game (Arcadia and Yumiko dsig) I think, no I believe that xull should have one too.
Due to the current orb bow and battleboots meta right now, it’s really hard to play xull in high gold let alone plat🤦‍♂️.

Problem: with his average defence and low speed it’s really hard to counter fast and spacial weapons. Therefore I propose the idea of a trap to stop those kind of players.

CONCEPT: xull throws that chain trap on the ground infront of him.
Lasts for 3 seconds before it completely discombobulates and then xull can do the nsig again.
When it touches the opponent it traps them for 0.75s(completely unable to move).

Balancing:
start up frame longer
1 damage
when trapping your opponent mid air, It will keep them in the same spot rather than going down.(For broken reasons)

raven tapir
crystal meadow
magic epoch
strange musk
crystal meadow
# strange musk "it's really hard to play xull in high gold..." and that's why im valhallan with...

I mostly agree with what you're saying here. But there are 2 things I'd like to point out that I disagree with, firstly play rate has nothing to do with a characters tier and second of all. While no characters make it impossible to reach certain elo's there are definitely characters that make it either easier or harder to climb depening on the players overal skill and current elo. This is why I think the term "It's really hard to play Xull in high gold" can be valid, though Xull is a bad example here.

strange musk
crystal meadow
hidden inlet
#

Bring back old Vector down-sig🙏

river bridge
#

Add a sig option like a stance option that shows before the match like stances so for ledgends like vector you can use current or old sig but it shows before the match

odd ruin
#

Let rayman axe nsig slide up walls like val sword ssig (more than just the height you were going to go, give a full slide up the wall)

valid sequoia
#

Magyar sigs. Please.

formal crescent
slow mirage
quartz phoenix
#

xull ssig on axe should be active input because its pretty bad right now really punishable and has no real reason to use it

hidden inlet
#

I say Thor’s hammer side sig should be replaced with his down sig and change his down sig similar to makos down sig with katars but electricity.

lunar kayak
#

i did my best with this but, adas nsig should be her dsig cause that makes more sense. and her dsig should be her nsig but facing up like this https://streamable.com/3sini4

strange musk
quartz phoenix
real kelp
#

Please revert the Vector down signature nerf

Previously, Vector's down signature, was a powerful but well telegraphed attack that allowed knowledgeable players to easily avoid it, yet also punishing these same players for poor movement. I.e., this was a good signature.
The new down signature is a weak, annoying attack with zero synergy. It feels like hitting Mike Tyson in his prime with fly swatter in cage match. The old attack (like many other signatures in the game) prevented players from acting like idiots and doing the same repetitive action. the new attack just gives vector a massive disadvantage against nearly all other legends in many encounters that you would assume it would be useful in.
The new Vector down signature doesn't even sound cool, and it is an utter tragedy that this made it into the game and it should be reverted immediately.

crystal meadow
# real kelp Please revert the Vector down signature nerf Previously, Vector's down signatur...

The old Vector dsig came out on frame 48, meaning it couldn't even punish a correct dodge read because they could literally dash away in time before it was active. An example of a reactable sig that is pretty decent is Nai Spear Dsig, it is completely reactable yet it's still a pretty alright move. Vector's old dsig had the following problems: terrible startup, terrible hitbox, horrible endlag. Even if you hit the move it would have normal force and normale damage, and the aerial version didn't even have good damage because only 1 of the bullets would hit.

real kelp
crystal meadow
restive burrow
# crystal meadow That's just straight up not true, Dsig covers a different spot compared to Ssig,...

The new signature covers a side radius like the Ssig does, it may cover the area differently, but it doesn't have any aerial range, which would be expected of a down signature. It personally feels very out of place with the quick, punishing movements of Vector, with the attack being reasonably slow and looks to be extremely easy to counter and avoid. The old sig needed work in the areas you have already specified, but this new sig is not fitting. Overall the attack style doesn't fit Vector, yes for another character it may work, but the uses of small lasers is out of place compared to the previous bombs, or the larger lasers seen in the other signatures.

hidden inlet
#

Make Barraza run while charging Axe Side Sig

unkempt elm
#

I feel that Jiro's Scythe dsig has potential to have active input, my thought was when he does the second part to pull left (if facing right, and vice versa) and it will reel the opponent in towards you. It wont send them flying but it will just set them in front of you, allowing you to continue or start up a combo. It could be used in many ways to punish, or could be used as a sig to pull opponents that keep running away. Just a thought tho.

crystal meadow
# unkempt elm I feel that Jiro's Scythe dsig has potential to have active input, my thought wa...

Not gonna say your suggestion is bad, cause I don't really think it is. But have you seen the hitbox on that thing? If this move got a buff or more options it would probably be a top 10 move in the game and you can't change my mind about that. If you wanna buff Jiro, then buff that Sword Nsig. Look at those fucking images, that should've hit. D:
(Being honest for once, I don't think the character needs any reworks or balance changes at the moment, he is a pretty good character atm)

hidden inlet
#

Yo please do something about mordex s gauntlets nsig like that is literally unusable in a game it feels like you only have 5 sigs in total cuz one of them is literally 8/10 % useless

upper quarry
#

If Magyars down dig on hammer was a bit faster on floating when charging it, it’d be a lot better.

calm marten
#

Its that time again where i suggest that sidras cannon down sig slide charged/gc should spike or an animation rework. You get shot with a cannon downwards and go up. Just a funky sig in general

lime parcel
#

Mako's Greatsword Ssig but it doesnt drop half the time when slide charged off stage.

strange musk
#

I know people complain about bow recovery hitting unfairly when recovering on edge.. but I think signatures need looking at that blatantly hit through the stage for zero logical reason; fait scythe nsig, azoth bow ssig (I think axe dsig might too?).. my memory isn't great at the moment I've been playing inconsistently, but I know there's many more than definitely shouldn't hit through the stage

crystal meadow
strange musk
bleak cargo
#

1.Rework Po (Wu Shang) to be more fat and let us have a noodle emote

  1. Rework Fait scythe DSIG to where we can actively charge it the moment she steps into the signature and go further distance (best comparison i can think of is like Thor Hammer SSIG to where if you hold it it'll continue to go foward)
    Also give Fait orb Dsig less rec

  2. Yumikos Bow DSIG on Ledge has never worked and always drops for almost over 4 years at this point, the fact things like this aren't fixed to this day is very embarrassing personally. Make it so you can actually use it as a ledge guarding tool.
    On top of that, make Yumis bow kit better.

crystal meadow
strange musk
hushed tartan
#

Make Kaya's down signature on bow spike when aerial or change tragectory when off stage. Kaya's only usable sigs are bow n sig, and spear d sig. The change that was previously proposed would give kaya a cleaner signature to use.

unkempt elm
#

Random thought that's been bothering me, make Artemis dsig on lance go below stage like scythe dsig

fierce phoenix
#

Xull cannon side - lol make him run up the wall when gravity canceling to the wall

raven tapir
fluid dock
#

They should add the prince charging sound from Clash Royale to arcadias ssig on spear

hybrid plover
#

not a sig but should be common fucking sense, make that when somebody leaves, the bot that plays instead of them is actually set on hard-insane, NOT FUCKING easy. half the time I end up with a dumb ass bot that doesnt do shit

#

another suggestion, yesterday I made this suggesstion but a stupid mod deleted it even when it had 20 up votes, NERF THEA SIGS, they're instantaneous and almost unavoidable, + battle boot side sig is spammable a bit too much, its outrageous how fast they are. theres no reason for them to be that fast

lunar kayak
crystal meadow
jaunty panther
#

i feel like charging Mirage’s dsig should give it a slightly bigger hitbox. it’s not needed but it’d be nice

hidden inlet
#

Now that I'm thinking, i feel like older characters could have some Sig reworks, like Making Kor Gaunts ssig be active input, Thatch Blaster Ssig be bigger and stronger depending of how much you charge it, etc.

crystal meadow
old escarp
hybrid plover
old escarp
wet viper
hybrid plover
tribal vault
#

Make magyar hammer ssig carry the enemy all the way with you if they’re caught in it

earnest shard
#

Make kaya more better 😎😎

fleet vapor
proper marlin
river bridge
#

Make Val gauntlets ssig go for longer

inner egret
#

increase wu shangs gaunt ssig hitbox

crystal meadow
#

Magyar Hammer Ssig -

  • The move is pretty awful as it is now, so I do think it should get buffed, but buffs aside.
  • I feel like the move should just auto activate when it gets near an opponent similar to Mako Greatsword Ssig, except it doesn't carry and just activates the move.
    (If it already does, my bad)
tulip brook
#

New Tezca battle boots down sig
(edit: NOT like meta knight Mach tornado)
Tesca spins around creating a small green tornado which sucks in enemies, multi-hits them and blasts them away by explosively stopping the tornado

flint gorge
last echo
#

Yumiko bow NSig is really underwhelming as an anti air, read, or setup from DLight.

The main suggestion since it’s a high dex character is another relatively small signature, but to have it in the same style as Koji bow nsig. Except it could be low force and string into recovery.

We’re in a skill cap where sigs like these don’t really cut it in terms of startup and travel time, and the same can most likely be said for Cassidy hammer dsig

shell zodiac
tulip brook
onyx coral
#
  • [Fait Sid Signature Change] -

• Make it so that Fait’s orb’s side signature has a special effect when you go into the side of a wall. Kinda like Val’s side signature with his sword. Probably just her sliding up the wall, and doing a small pop move after finishing the animation.

vernal lodge
#

Change to Mirage n-sig on spear to where it has a hitbox on the bottom of it.

Example: Gravity canceled spear n-sig.

tribal vault
thick frigate
spare zenith
#

am i the only one that doesnt enjoy the new vector down sig ?

abstract musk
#

Have Munin's scythe down signature bounce off a wall if used against it like it does on the ground for consistency

grizzled path
#

Have Reno orb dsig's offstage version have a hitbox that reaches further down then grounded version

fickle lion
#

Have Dusk's spear dsig linger longer. The hitbox frames leave a little too quick. It has 0 zoning capability.

crystal meadow
#

In the words of a wise man:

  • Ada dsig on blasters does not even kill in barbeque red
cobalt citrus
#

arcadia gs dsig shldnt send as high so it can string into gs combos

lapis fox
teal whale
#

maybe sentinel down hammer rework, its one of the most useless moves out there unless in very rare cases.

prisma beacon
crystal meadow
dreamy girder
#

Side sig canon Isaiah: Isaiah walks a bit more further

outer crow
formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

arctic phoenix
raven tapir
# prisma beacon I vote NO to toggling crossovers, skins and weapon skin. I didn't buy them so I ...

then what did you buy them for? you obviously bought them to play as them, not look at them since you could do that before then, most FPS games have a feature sort of like this, so the characters and their weapons don't interrupt gameplay, this would only be useful for top players, most people play competitive games with non-optimal settings anyway (just look at all the people that don't have an aim up bind etc.), so it's just a small quality of life feature, I don't see why a simple accessibility setting would be a huge problem

(edit: just to clarify most games using this feature still keep your own equipped skins visible, just not others, so you could still have your own swag lmao)

crystal meadow
# raven tapir then what did you buy them for? you obviously bought them to play as them, not l...

Ok but, if it only affects the pros (which already ban actually p2w skins anyways) then what's the point of adding it in the first place. Even at diamond level, no skins actually influence the game significantly enough to justify a toggle feature.

[Just respond to the message below: the fact that it only affects a miniscule part of the community in a barely significant way such as a sig being unclear as to which way it's going, does not seem like enough justification]

flint gorge
grim tendon
#

make ssig canon isiahah moves further like canon ssig on xull pls

blazing oracle
frank pawn
#

I vote yes to rework on Sentinel's katars ssig since it's too big now

raven tapir
# crystal meadow Ok but, if it only affects the pros (which already ban actually p2w skins anyway...

You can never know honestly, half of the CS community uses wide stretched 1280x780~ish resolution, giving up graphics over perfomance, even at low ranks
Having preferences and not liking flashy unnatural moves is logical and there is no reason for it to be ignored, if the argument is why would they even add it then the answer is why not? It's not a big hassle to add at all, basically just a few lines of code and a new option sprite

calm marten
ivory zephyr
#

Faits scythe down sig shouldn’t go straight up it should be like a 75 degree angle

lunar kayak
#

as an avid orion player, no. DSIG is unpunishable for most positions and SSIG has a bit of end lag yeah but its not "unuseable"

marsh bluff
#

Magyar n sig on hammer should have active in put to either send up or to the side it might make him better and more played

crystal meadow
tulip brook
#

Just wanna know what people would think of a ragnir axe down sig rework
Yeah or neah

frail frigate
#

pls, rework ssig on magyar(gsword) and n sig on hammer (it's must be buffed)

crystal meadow
#

Bruh, either rework or balance Ulgrim.
In higher elo he's probably the most controversial legend there is, and even in lower elo he has both wheelchair weapons so even there he's very very controversial.

hybrid plover
warped rain
#

suggestion on zariel bow n sig: make it go shoot more up

placid garden
#

jiro scythe s sig Kill a little early
so yah

rough needle
#

make it so u can slide with diana blasters d sig

hidden inlet
tulip brook
jaunty wolf
#

kor thumbsdown animation on kor gaunts nsig

placid lotus
#

Active input on Diana Dsig(bow&blasters) so that you can send the direction you’re facing?

spiral flicker
delicate atlas
#

I think it would be cool to see old characters get upgraded with "new" features like active input i think jiro's scythe dsig would be really fun to pick where to throw people

hidden inlet
#

Pls rework Magyar sigs they are complete garbage

edgy pond
#

Ada Dsig on Blasters, Ada NEEDS a verticle option to cover blaster weakness.

strange gale
#

Dusk's orb sigs, it doesn't really indicate which sig you're gonna use, please fix that

blazing oracle
foggy relic
#

make it so the tezca sigs have more stun frames and make the sigs last longer, it'll make it so the sigs can still be good but arent as spammable as it will become easier to punish

also just change the nsig on both weapons to not spike the person down 🧍🏽‍♂️

silk hound
#

Heatblast blasters dsig shouldn’t make a dust wave offstage

smoky crater
#

I feel like Val D sig on sword needs to be reworked/changed. (Just replace it with something completely new). Think about it, when versing a val how many times do you see them use D sig on sword... almost never, thats how insignificant it is. I get that her side sig has a separate variation that works as if it were a D sig but it is only when gravity canceled, and when used on the side of the stage so that doesn't count (and at the end of the day its a side sig). Something has to change!

rain bridge
#

For Gnash spear dsig and Ember katar dsig, instead of back dashing then charge. Just make it charge then backdash

hidden inlet
#

ragnir side sig needs a buff, its only ever useful when gc'd or off stage to spike, maybe give it extra range or faster pull out time to make it viable

hidden inlet
#

bruh,why does my suggestion for petras dsig hit box to be slightly increased on gauntlets keep dissapering,cause freaking faits teleportation sig has a pretty decent sized hit box,not to mention the fact it somewhat covers an area,im not asking for anything drastic but the laggy sig that is petras gauntlet dsig should at least have some sort of small buff,not to mention the fact how easily interrupted this sig is

lusty folio
#

It’s the middle 2023 and there still no side mouse button binding support mouse 4, mouse 5 ect..

strange musk
jade otter
#

How would it be if Thatch's Sword Dsig worked a bit more like that one update for Isaiah's Ssig?

lusty folio
night geode
#

Val sword dsig needs to be replaced its pretty bad

wet prairie
formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

hidden inlet
wet prairie
crystal meadow
#

This move needs a buff? Please fucking don't

wet prairie
hidden inlet
#

I also think that thatch needs a whole new blasters Nsig, his is kinda pointless since it a. doesnt go up and b. covers the same area as his side sig

wet prairie
#

eh idk. It goes back, its 2 hits and I think u can get it true out of dlight until 60 dmg. It also does more dmg and is a bit quicker to come out than ssig but has less force so its still different

outer crow
#

its more to punish the landing than the actual area
cuz it backsteps

lunar kayak
hidden inlet
wet prairie
#

Rework Magyar Hammer Dsig or at least make it more on par with the other similar sigs like Rayman Axe Dsig or Scarlet Hammer Ssig.
For example Rayman's dsig is much faster, has much more force and is more steerable, and can be steered backwards too.
Scarlet's Ssig has a way bigger hitbox, more depth, more force, etc

jade otter
#

What if Dusk’s spear Nsig had active input so you could throw your opponent forward and backward.

oblique timber
#

Petra gauntlets dsig after the teleport should be like an gauntlets slight but smaller, and also have an active imput to make the enemy go up... why not ?

flint gorge
static junco
#

Zariel's bow Nsig is really hard to land i'm not even saying it because i'm bad at the game or sum' It's just it isn't an angle people get to all the time so it lowkey useless 2. i think the bow's nsig should have 2 lighting orbs or sum its originally one so 2 lighting orbs coming out of the bow would be op or you could just increase hitbox of the 1 lightining orb

timber quest
#

Diana bow dsig. Instead of the hitbox being pretty much non existent make it shoot an arrow towards the ground in front of her (close to her feet like the first shot of a gun dlight) and reel the enemy back into the reversal

silk hound
wet prairie
#

where tf did the Kor reaction go

wet prairie
timber quest
silver latch
#

Mirage spear nsig needs work this barely actually attacks people on top infact this attack is a better Ssig

deft pelican
#

Diana active input on down sigs

lunar kayak
hidden inlet
#

Magyar's great sword dsig and ssig are pretty similar, ssig can still the same, but dsig can actually make him explode and the armor is launched away, then they return to magyar's spirit.
The armor works like a boomerang and it's launched sideways (and also downwards if it's executaded with gc or in a platform)

thin tiger
#

Make magyar gs dsig not push you back after performing a forward dash, or increase that sig's coverage instead.
Or completely change that sig, reworking it in its entirety, by for example adding another grappling sig, except make it be a stacked option (have magyar point his greatsword downward, and then push it into the ground like the lock in pose, and after that, souls burst out in front, attempting a grab. On hit, youd hit the enemy in the same direction as you're facing.

Gs dsig feels far too situational in its current state, and dashing forward with that move also doesnt add much use to it either. Its supposed to be an evasive signature, yet kinda fails at doing that by having such a slow recovery on miss, and having poor coverage.
Just my opinion.

Gs Ssig could use some work too, but this one can stay, because of how quick it can come out. I wouldnt rework or rebalance it, if Gs Dsig can get some love. (both kinda cover the same area, both kinda send the enemy in the same direction, both leave you open for a long time on miss)

brazen herald
thin tiger
brazen herald
rain bridge
#

Dusk SSig, make it when you charge it if your opponent walks into the orb the first time it’ll go into the second hit automatically. Otherwise there’s no real point in charging it since it doesn’t do too much.

crystal meadow
#

It doesn't hit grounded???? Wdym?!?!?!?

outer crow
#

meanwhile the 48 units of clearance
which is 30% of your hurtbox height

#

also almost all nsigs and most nlights/dlights (depending on the weapon) can punish roland nlance

lusty folio
#

Thea boots Side Sig should not hit behind the player after the the move comes out (visually), watch snowy vs boomies set in Dallas, please fix

marble acorn
#

Nerf queen nai katars neutral sig and make the hitbox to when it at least doesn’t go so high in the air or something because it is literally unpunishable until the whole animation stops

grim tendon
#

please make reno's blaster dsig shoots both ways, since he has four hands its only logical bhallaMetadevFaitLaugh

outer crow
rustic nexusBOT
#

Share your suggestions for signature reworks here! Please read the pins before posting.

Please do not submit rework suggestions or other comments regarding Thea in this channel.

You may give feedback on others' suggestions by reacting with the appropriate bhallaValThumbsUp or bhallaKorThumbsDown. If you have something specific to share, feel free to provide constructive criticism in a reply to the suggestion - make sure to disable the ping before sending!

tacit arch
#

They either gravity cancelled under a platform or you jumped

raw raven
#

these are two suggestions two rework sigs as a whole

1)in order to shift the game to have a more balanced feel between nuetral/offense/defense. rework sigs so that they do not lock the movement of the player. this would allow for players to focus on aiming there sigs to better defend positions and break positions, thus making it easier to challenge people that focus on repositioning.

2)give all sigs active input. to give people better structure over how they want to direct there combos.

crystal meadow
jolly goblet
# wet prairie eh idk. It goes back, its 2 hits and I think u can get it true out of dlight unt...

but both thatch ssig and nsig are frontal hiboxes that covers mostly grounded, the problem with thatch is "NO AntiAir" every other blast leggend has a anti air sig, ada don't have but its nsig is hard to punish unlike thatch blast nsig that has long active frames and leave you open to get punish for a long time... i tink thatch shud have a nsig just like isaiah canon nsig(that the projectile goes diagonal up carring a player if he enter in its trajectory range, and when the range finish it explode), but instead of a missel, would be a canon ball identicaly to the dsig(in size, and angle of force) this nsig would not hit grounded and the speed of the canon ball(NOT the startup frames) would be like isaiah canon nsig, but the angle that the player will shoot the canon ball would be like isaiah blast nsig(around 45 degree angle) if you tink that thatch don't need an antiair go play thatch, and tell me how much times you got punish in a very small stage like brawlheaven, also thatch is a 3 defense leggend so every punish you take is more devastating than a barraza for example... pls only react to this post if you have thatch lvl 30+ and is at less 1800 elo

raw raven
# crystal meadow This would drastically change the balance and nature of the game to the point wh...

first off we have the play test mode.

second we dont have to do it all at once.

third we have needed something to further develop the game for a while.

fourth the balance is based on the overall numbers, which are all basically impossible to break anyways. so in the end the only thing you would need to worry about is developing a understanding of the new situation.

fifth the only thing that would change on the sigs is the end parts on the signature. the intial stat up and contact point would be the same.

sixth the part i would be concerned about is how would it effect sigs like caspians katar down sig. sigs were traditionally the feet do leave the ground .

crystal meadow
# raw raven first off we have the play test mode. second we dont have to do it all at once...

The big issue with your suggestion doesn't have anything to do with balancing whatsoever. Changing a game at the core could potentially break the entire community in two and the game would suffer from a loss like that, even if you rolled a patch like this out slowly Brawlhalla would probably be too different to a lot of players making them feel discouraged to even play. There is no need to stray so far from the core idea of Brawlhalla. Also you don't just balance for the sake of balancing and fairness, you also balance for the sake of fun.

left mantle
#

Artemis side sig should be able to be punished from grounded moves

eager moth
#

Pls rework Magyar sigs they are complete garbage.

hidden inlet
jolly goblet
# hidden inlet thatches sig kit is fine the way it is

why? because you don't play thatch and hate the leggend because lose to one(what i tink is very embarasing)? remenber "feel free to provide CONSTRUCTIVE CRITICISM in a reply to the suggestion (the bot areadly say that, do you forgot?)"

crystal meadow
# jolly goblet why? because you don't play thatch and hate the leggend because lose to one(what...

As a blasters player myself I can vouch for the fact that Thatch's kit is balanced as is, though a bit underwhelming if you gave him amazing Blasters sigs that would making him quite the overtuned character. His sword signatures are already amazing, his blasters sigs don't need a buff. Whilst Thatch and Ada both don't have signatures that can easily cover the air above them, they both have amazing edge guard signatures if used properly. Lastly, signatures aren't just there to cover a weapons weaknesses, they also have to fit the character. Making Thatch's balls go upwards and exploding does not make sense for the character at all.

Also, that guy did give some criticism in regards to Blasters Nsig last time which you did not even cover whatsoever.

You suggested the signature change for his Cannon Balls would be them going in an upwards motion as if it was a missile, if you haven't noticed most signatures in the game follow some sort of logic or reason. Fait signatures use magic, Isaiah signatures use technology. Cannon balls floating in an upward motion is nonsensical for a human from the pirate era. (There is a way it can be done, but not in the way you suggested and on top of that, it's not even necessary. Now use what I've said and reply to this using your CONSTRUCTIVE CRITICISM.)

hidden inlet
jolly goblet
# crystal meadow As a blasters player myself I can vouch for the fact that Thatch's kit is balanc...

do you read the entire sugestion? the canon balls would be an anti air that knocks the oponent diagonal down... i still don't understand why this not would fit the character since a sig like that would put a floaty player offstage... but yeah the sword kit is amazing the dsig is amazing but both ssig and nsig require a gravity cancel if the player it floaty, unlike it lands, but platforms can realy help with that, miami dome for example is the perfect counter map aganist thatch, since has high platforms turning the only avaliable antiair(dsig) very very hard to land, for example a loot of blasters leggends has sigs that are not bad and not extremly good like barraza blasters, cassidy blasters, reno blasters... reno orb also has 2 too good sigs and one too bad sig... but i will stop talking abot balance sigs for now

bronze plaza
#

Hello can manyar Hammer dsig be 2 frame faster Thank you

strong crane
#

Make dair on land stake 1 extra frame to come out since as it stands vraxx s light dair dlight nlight has litteraly 1 dodge frame

strong crane
astral ore
#

Make Volkov's scythe down sig be an active input sig. It already throws behind if it is casted on a wall. And it looks dope. So making it active input would be awesome

hollow breach
#

make vector lance dsig active input
hold down = old dsig
input = new/current dsig

crystal meadow
hollow breach
# crystal meadow So you want a version of the old dsig with even more startup than it already has...

i mean yeah old dsig sucked but not only was it the most fun sig in the game (bombing run funny) it was deadass useful and i honestly liked it more than the one we had now, im a level 30-something vector so im not crazy at him but yeah theres defo moments where you wish you had the old one as opposed to the new one

edit: also i am aware of the vector tech where when you use new dsig against a wall theres a big ass splash but theres still moments where id want old dsig

hidden inlet
#

OBS: This is a repost
Magyar's great sword dsig and ssig are pretty similar, ssig can still the same, but dsig can actually make him explode and the armor is launched away, then they return to magyar's spirit.
The armor works like a boomerang and it's launched sideways (and also downwards if it's executaded with gc or in a platform)

unreal nebula
#

Bodvar sword side sig sucks.
(Little hitbox, little "dash", kinda boring)
Make it a charged green spin swing with more range and bigger hitbox

lunar kayak
forest ginkgo
#

This is my second attempt to Dusk DSig.

Looking into Dusk lore, i read that he's a great inventor/craftsman and created the golem battalions (Kor) and led the golem assault on Asgard. So i though why not summon a golem/Kor or spirit form look a like to fight. Because i couldn't decide which i liked best, I made 2 variations, each with a different angle of attack.

The first one, a golem is summoned trowing his fists upwards, works similar to Mirage spear DSig.

The second one is basically a Kor being summoned to perform his own gauntlets DSig.

Most signature work in a similar way or form so i don't think it would be an issue, i also thought that adding a few runes for the summon would be a nice animation touch.

raven tapir
#

my man this is such a bad request that the bot didn't even give you the emoji's so we could vote lmao

sweet skiff
# jolly goblet but both thatch ssig and nsig are frontal hiboxes that covers mostly grounded, t...

Hi!👋 level 60 Thatch main with 1800+ elo here. Sigs are balanced. We just trade having an anti-air option for a better edge guarding and conditioning tool with blasters dsig and a stacked option with nsig. Imo this just changes the matchups that Thatch has vs. other blasters legends you play with. Scythe might feel ickier because of dair, but you may notice floaty gauntlets be a lot tolerable. A sig rework is not going to alleviate all of your qualms with the legend it’s just going to redistribute what their weaknesses are. Which is maybe what you’re looking for, but taking away what is essentially a unique option that Thatch has as a blasters legend makes it so that a catch all phrase like “gauntlets beats blasters” all the more truer.

delicate atlas
#

More scythe sigs should have active input

jagged arch
#

thatch sigs need a slight visual/thematic rework, especially gun sidesig and nsig, as well as every sword sig just being a slightly different stream of water. A lot can be done to make it more pirate theme (i.e. treasure and stuff), fuck it change a sig to be him throwing a small pirate ship.

strange musk
strong crane
#

Make fait schythe d sig acrually do something
Barely any damage
Can’t kill anything
Not enough distance to be usable for utility like koji sword dsig

tall turtle
#

Surprised to see no one has suggested ember bow dsig
It's rarely useful, and quite possibly the worst sig in the game
As a level 100 ember main, on stage, I've learned to just not use it and opt for other options like bow side sig, nsig or just side light, which all do a better job at covering the same area.
It's only usefulness is ledge guarding, and even then it rarely hits. It's honestly somewhat of a troll to use.
It does look cool tho!

I'd like to see complete rework, but I don't have any ideas. Maybe a projectile sig since its a bow, and there aren't many of those in the game?

sweet skiff
next blaze
#

caspian side sig should do damage to players inside the explosion area

lunar kayak
hearty compass
#

More characters should have an active input version of a signature move

jade otter
vale sapphire
#

for dusk down sig on spear instead of it just sending you up, it stabs and grabs the player and if on stage slams them into the ground with stun for a set up like ezios down sig on sword and if off stage it does something similar

arctic phoenix
#

add active input to caspians s sig on gauntlets and also change his katars d sig so that its easier to use it

peak hare
#

Sidra canon dsig launches downward offstage

agile mural
formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

crystal meadow
wintry dune
#

Change maygar d sig 🧌

vernal light
#

barraza active imput signature on blasters Dsig, its an older legend and i feel like it needs active imput somewhere and not a whole sig rework, just something small for those barraza mains

echo fractal
#

Change magyar gs dsig it doesn't really have a use. everything it does ssig does better

wraith knoll
#

Rework dusk orb dsig by making the charge window after the initial hit (kind of like Isaiah guns ssig and wu shang dsig). I dont even think half of the players know what dusk orb dsig even is so might aswell rework the signature to possibly bring the legend into fruition or to attempt to increase the playrate.

hidden inlet
#

a fix counts as a rework? magyar gs ssig drops if you hit someone jumping in the first part of the sig

dawn sparrow
gray light
#

@hidden inlet I do as well by when you slow down the sig frame by frame I can see why it doesn't based on the animation on the tentacles grabbing you then holding you in place to be launched away. Trust me as a fellow sidra main I wish it did as well 😭😭

agile kelp
#

Not a sig but imagine brawl as an fps game

lost sand
#

not a sigrework, but change it so that battle boots sidelight holding goes down instead of up and releasing goes up instead of down, its the same way with downlight and dair

novel egret
#

Just make Artemis lance side sig and Sir roland lance n sig more punishable.

calm marten
#

Have asked for this twice its annoying

shadow laurel
#

reworking tezca's nsig on gauntlets would be great I posted this before but didn't type it right I just think a force reduction won't do it cause it sets up too well for a gp for the force it has so I was thinking like either a more horizontal angle or maybe a vertical but I don't think vertical would help.

slender dock
#

make onyx's usig hit grounded but only at the very start

calm marten
slender dock
#

oh I ment Nsig

silk hound
#

Make ssig, both of them.
Cassidy hammer dsig.
Arcadia spear ssig.
And a few more that I'm not bothered to type

night storm
#

None of thors sigs seem very rewarding to throw out. They are pretty slow and laggy and don’t even hit that hard

unreal oxide
#

Kor's gauntlets nsig is good but i find the animation to be a bit strange, and theres not much of the ecxpected "boom" sound on impact. reworking that would definitely add some extra oomph

crystal meadow
#

Is it just me or does Sentinel's Character feel undefined, like, what is he meant to be? A superhero, a guardian and where does his electricity come from? Lord Vraxx is an alien with alien technology in his sigs, Mako is a shark that uses the ocean for her signatures, Thea is a speedster with fast signatures. But what about Sentinel? A character and/or signature redesign might do him some justice in the recognition department.

astral ore
#

Make Volkov's scythe down sig be an active input sig. It already throws behind if it is casted on a wall. And it looks dope. So making it active input would be awesome

flint gorge
crystal meadow
wet marlin
#

it wont be done, but make red rangers boots ssig ending blast only happen on hit

hidden inlet
crystal meadow
#

Ember Nsig on bow should not hit grounded

unreal oxide
fading wadi
#

I think some of Zariel’s sigs should be tweaked to reflect her playstyle and overall kit:

  • Bow side sig should have more force, right now it barely has more force than Thea’s side sig on boots, which just does Zariel’s sig’s job better (there’s a different spiking angle but still), or you could just give bow side sig less startup frames so it’s less readable
  • Gauntlet’s neutral sig also has a ton of startup compared to other gauntlet characters’ neutrals so a few less startup framed would help to flesh out that signature
  • Gauntlet and bow down sigs reflect their kit well because of the force and utility so they wouldn’t need to be tweaked
  • Lastly, perhaps less active frames on missing bow neutral and gauntlet side sigs because at their current state they’re punishable to the point where they aren’t worth it to use, whereas a tweak would create a better cost-benefit scenario in utilizing those two sigs
hidden inlet
#

Fix the travel on red raptor orb side sig why can he travel from one side of the screen all the way to the other you should reduce the amount of distance it can travel

crystal meadow
atomic dew
#

rework Magyar hammer side signature. The only true sig combo for Magyar is Dground Up sig. The down sig is good for delayed spikes, but the hitbox on the side special is too finicky. Sometimes hitting like a truck other times just getting lost in the crazy animation that is the side sig.

crystal meadow
#

One thing that's been bugging me
The bot in this channel posts "Please read the pins before posting."
And there's a double spacebar in between Please and read
Please fix this :(

winter beacon
#

I am not certain if I am the only person who feels this way, But I honestly feel like Xull's Down Sig on Axe should be able to go UP-DOWN-LEFT-RIGHT, when he grabs them with the trap he should swing around behind the enemy and shoot him in the direction the person is inputing. Also Nerf the damage by .3 % and make the signature just a little bit slower. then its fair for everyone

opal charm
#

Rework and change some of modrex sigs he's probably the one with the worst hit box and hardest to hit sigs not counting the scythe side sig

strange musk
# winter beacon I am not certain if I am the only person who feels this way, But I honestly feel...

the next person to say "nerf the damage" on a legend who can max out the strength stat should be sent to a mental asylum... that sig isn't even easy to hit, the hitbox is literally a perfect horizontal throw in front of you, it covers fuck all.. it should be as rewarding as it is to hit it.. xull doesn't need any of this active input nonsense, he's a heavy hitting fucking ogre - "kiss: keep it simple, stupid"

winter beacon
#

Im going to be honest im not a very big fan of this comment, I just want to see some more Xull play in ranked, it would make his combos and playrate much better, Im sick of mordex and nix being the most played. wayy to overplayed.

cerulean sapphire
#

Jiro sword down sig, you have to time it perfectly and the start point doesn’t allow any close combat. Also I feel like dexterity stat should allow for more jumps until the exclamation marks on edge, allowing the dexterity stat to have more of an impact in the game

magic monolith
slow mirage
#

Hattori spears dsig.

With newer charcters having active input signatures I think it’s fair that older characters gets one too.
(If holding up dsig will launch you up)
Same force as non inputted version

blazing oracle
thorny matrix
#

Rework vals dsig no one uses that

winter beacon
#

we should try making Nix's N-SIG on Scythe an active input, Up or Down, depending on the direction the player is holding whilst the sig is inputed.

strange musk
native dove
#

Not really a rework but can we get sound affects on Magyars hammer sigs when they hit😭

thin tiger
wide quest
#

some old charachters i think should get some signature reworks for example

Hattori Down signature(spear) should have active input due to it being outdated and not as useful as back then

Hattori Down signature (sword) being changed to being a fast small hitbox attack where hattori spins in a tornado creating a flaming dark moving left or right depending where the user goes

Bodvar Neutral signature on (sword) being either to toss up or the direction the user is facing (active input)

atomic dew
slow mirage
#

Brynn axe dsig rework

I want to change the get off me tool into a better one, you can barely hit dsig it is so bad.

BEFORE YOU SAY ANYTHING:
Yes this would fit Thor more, but in the lore brynn is like a Valkyrie of Asgard or something that’s were Thor is from. So it make sense that she has electric powers but hasn’t tapped into her potential yet.

Hitbox: lightning
Damage: 22-27(held)
Knockback: similar to cross gauntlets ssig.
Start up frame: bodvar hammer nsig
End frame(0,5s)
|| I hope it’s balanced enough||

raven tapir
#

make all sigs on all legends for april fools into thatch's down signature

fossil bobcat
#

Make Isaiah's blasters S-Sig have a little bit of a smaller vertical hitbox and a little bit of a longer horizontal hitbox (For the gun shooting; the drone is fine)

astral ore
#

Make Volkov's scythe down sig be an active input sig. It already throws behind if it is casted on a wall. And it looks dope. So making it active input would be awesome

marsh bluff
#

Hear me out make dusk dsig spear have a purpose

slow mirage
#

Lucien dsig katars rework:

Dsig used to be the best kit for Lucien but now not anymore. Everytime I go for a dsig I always get punish, now adays it’s not worth going for.

Rework: you send a slash going down for a easy safe edge guard, I believe this will make Lucien better for edgegaurding.

Comparison: thatch down sig blaster and Ada nsig blasters.

Hitbox: same in video
Damage: 15-21(held)
Knockback: fairly strong.(red raptor orb dsig force)
Start up animation: 0.75 (avoid it being broken)
End frames: 1 (same reason)
||i hope you guys like||

formal crescent
#

make Dusk spear dsig go further away like cross gauntlets dsig while charging, since you know he can make portals in such a skilled way that he can already make his spear into a whip, this would give him the only actually ranged kill option on spear, which fits his theme on orb where Dsig is also a ranged kill option

outer crow
#

guys i think dusk dsig should be reworked

raven tapir
# slow mirage Lucien dsig katars rework: Dsig used to be the best kit for Lucien but now not ...

I've seen your reworks a lot, but you don't seem to know what a rework is, it's just slight alterations of the previous version of something, it's not a reimplementation, you making these animations won't really end in a good result unless you ACTUALLY put some thought into it, if a sig like this actually was real, there would be no real way of mapping the hitbox out without it being either too forgiving (the hitboxes not activating soon enough), or it would be TOO forgiving; hitboxes activating as SOON as the claws start moving, which would make this sig have way too much vertical reach, you could clear an entire wall with it.

blazing oracle
blazing oracle
# raven tapir I've seen your reworks a lot, but you don't seem to know what a rework is, it's ...

thats kinda false since lance Dsig on vector rework was a reimplementaton of the sig but the real problem is that it usually doesnt fit the character for exemple with his lucien idea it is showed nowhere that he can do magic and all of his attack so having dsig be a magical attack wouldnt fit on the character and most of his rework are for sigs that doesnt really need change or need small tweaks to be good

raven tapir
slow mirage
lofty talon
#

Azoth n-sigs hitbox is unforgivably wide, not to mention it doesn't really subside until the sig is over. Im suggesting maybe not such a big hitbox on the ghosts of the nsig when it gets to the few last frames.

mellow void
#

I think Nix's blaster dsig should be a lil bigger or further ngl

formal crescent
marsh bluff
ornate juniper
#

Make Petra orb dsig go slightly further. Because of how short it's horizontal range is, it's kinda hard to reasonably edge guard with it quickly and (I'm my opinion) makes it basically unusable on stage.

delicate flare
#

sidras Dsig on sword
When it hit stage it should have a hit box similar to the Cannon GP on stage if that makes sense

marsh bluff
open yacht
radiant falcon
#

honestly, give Artemis her glitched scythe signature back. let her have a small hover like Rayman's down sig on gauntlets. when moving backwards the movement is slower but when moving forward it has a little bit of movement. in trade for this new tech, her knockback should be scaled down by 1 or 2 (it would also be cool as a new momentum kind of tech). The hover should only be on one sig for each weapon, so for her scythe it could be on neutral or down sig and for her lance it could be used onf her down sig. again just tone down the knockback by 1 or 2 so she's not a crazy gremlin.

slow mirage
dawn sparrow
#

Please, could the Vector Nsig of rocket lance be fixed? I'm tired that every time I fight on the edge of the platform, I use the attack to go vertical and grab the opponent, 7 out of 10 times the hitbox is bugged with the wall and the opponent is down

uneven lichen
#

One thing that could be worth adding would be mirages nsig on sycthe and make it be able to slide charge

#

Also dusk dsig on spear should be extended range when charged it should kinda of slide on the ground and when you release it would just like normal

marsh bluff
#

Reno ord d sig I like the move but I personally think that the off stage veriant should hit lower I find it unreasonably difficult to hit off stage

sweet fiber
#

rework hattori sword dsig maybe into a 2 hit sig easier for team combos or something bc lets be honest the sig isnt the best

spare pike
#

Scarlett up sig is so bad. Needs rework (lance)

raven tapir
slow mirage
timber spruce
#

Re work Ranno Sigs and make it into a crossover 🫶🏼

timber spruce
shy hawk
#

rework the s sig (katars) for sentinel its just crazy to go against

quartz phoenix
#

onyx ssig on gauntlets should be able to upscale walls.

polar flame
#

Would be nice to have onyx dsig to have more range even if delayed compared to the first explosion

radiant falcon
hidden inlet
runic coyote
strange musk
polar flame
last drift
#

Guys like Voklov d sig with Sythe should be reworking. Into more of a safe haven attackish.

slow mirage
#

Reno orb dsig rework(completely):

Problem: Reno sigs force is the main problem but I decided to go one by one.
His dsig is comes out so slow and barely has any knockback, the Hitbox is also Wierd. I really see no use of this sig= not for dealing damage/to spike opponents offstage/to react to a dodge/or to kill them in general.

Rework:you throw your orb and and it create an explosion that enemies caught in it will be trapped (by renos gooey things in his orb nsig), once your trapped Reno starts swinging you around and throws you diagonal down.

Comparison: Cassidy hammer nsig and Tezca gaunlets ssig(idk)

Signature type: two part signature
Hitbox: same in video
Damage:13-18(held)
Knockback: really strong.(Queen nai spear nsig force)
Start up animation: 0.50s
End frames: 0.45s
End frames(on miss): 0.82s
||Extra useless info: As of July 5 Reno is the 3rd least played legend, infact Reno has been top 5 least played in the last 4 patches. That’s why we need urgent reworks, nowadays most people who main Reno are mostly there for his blaster.||

uneven lichen
median fern
#

Scarlet Lance d sig: allow her to charge it to make the dust cloud orginal size. But short burst for a smaller cloud.

gloomy pike
#

Re work Ranno into a crossover. It’s already technically a crossover, and the first shang crossover ever. the skin should have sigs that make it unique to itself! It could be as easy as changing the color of the sig animations!

runic coyote
echo fractal
#

Apocalypse Mirage needs custom signatures and a custom character icon

whole plover
#

Make it so that red raptor has to charge his sig in place to go further instead of just going with no charge(orb side sig)

slender dock
#

make ada's blaster's Nsig be more like cross's Nsig, exept it's just a single projectile. This would funtion like zariel's Dsig

strange musk
placid thorn
#

changin che rayman gauntlets ns to piking up a rabit the hit box starts at graund rabit grabing the enemy and slaping him in thre fane sending thre enemy up

crystal meadow
native trellis
tardy badge
#

I feel like red raptor's side sig on bb should be in two parts like if the first part hits it can do the second or if the the first part misses than he cant do his second part

lunar osprey
#

Rework Magyar hammer side sig to literally anything

tacit nimbus
#

Make Magyar sword side and down sig distinct. They're basically the same thing right now.

pseudo dove
#

How about a gc version of Reno’s orb dsig

lean sand
#

For pure visual feel, give diamondhead crossover a rework.
Go in training mode and see for yourself🙌🏽

muted rampart
#

A rework for Jhala's Sword Dsig: The existing low swipe is now part of the startup frames (similar to Lin Fei's Katar Nsig), and she now has a 2nd hit to it. The initial hit stuns the target for a short duration like most multiple hit sigs. The target is sent into the air a bit, regaining control by the time they would hit the ground.
There are 3 kinds of outcomes depending on how long the sig is charged after initial sweep.
1. Uncharged version: Jhala does another quick sweep, sending forward. This has LESS force than the original sig.
2. Charged version: Jhala jumps up, raises her sword above her head, and slams it into the target, sending downward with about the same force as the 1'st version. In order to avoid a dodge window for the opponent, you must hit the target before they exit the stun frames caused by the initial hit. This means that the target will bounce off the ground, dampening the force dealt.
3. Missed Charged Version: charging it until the target exits the stun frames results in Jhala slamming the sword into the ground, sending the target forwards with more force than the 1st version. It sends downwards when airborne. It is important to note that the opponent can dodge this move entirely because they are no longer stunned.
To sum this up: Jhala does a low sweep in her start up frames, then does another, and if you charge the sig, she does a downward swing instead.

muted rampart
#

Thor's Orb Ssig:
Currently, the orb swings over Thor's head and hits the ground. I think it should get an offstage version where the orb does not hit the ground, and continues swinging in a circular motion downwards. It would be feasible for Thor to hit an offstage opponent hugging the wall without actually going offstage. How's that for buffing his Orb Ssig?

merry raptor
muted rampart
#

bhallaJhalaSkyforgedShrug
I don't like the Ssig

swift bronze
#

for dusk dsig on spear, slap on a hitbox where he hits the ground

sharp vessel
#

make the Val sword side sig the little jump she does make it have a hit box

delicate matrix
#

Make kors hammer dsig going longer when you hold it (like makos ssigs)

glass summit
#

rework azoths dsig. it is almost identical to his ssig.

tiny cloud
#

kojis sword dsig it is hard to hit and basically useless basically all his abilties are basic

novel cedar
#

old vector lance down sig back pls

polar flame
#

Rework dex and ember katars dsig

hidden inlet
#

jiro revamp

rich igloo
#

nix revamp

edgy sleet
#

This is more of a fix, Could we rework Ember bow down sig, so when we use it on the ledge and hit a wall the arrow dont lost all of his hitbox because is somehow inside the wall?
The idea is that if his jump touchs the wall before firing the arrow She will stick to the wall and shot the arrow from the wall Straight down.

fair remnant
#

can we get like a lucien blasters reworks i feel like every time i’ve played or played against any lucien i’ve never seen a single blaster sig land

hidden inlet
#

Thor's Hammer Dsig. it feels more of an Nsig than a Dsig

unborn pendant
#

Ada blasters dsig just has more range and less force than her side sig, I feel making it attack/aim a bit more upwards would benefit her as none of her blasters sigs attack upwards

trim fulcrum
#

What if they made kors gauntlet d-sig get rock pillars on the side of the crater that spike up like dusks spear d-sig but a rock pillar

low bear
#

maybe caspian's katar sidesig can go a bit further if you charge it? would be a nice addition

trim fulcrum
#

What if Caspian's katar-dsig didn't launch him as far so that you could aim easier but would also stun the defender less 🤔

formal parcel
#

Give magyar hammer dsig the ability to move like raymans axe (controllable) just slower

stark basalt
#

Rework val sword dsig, as a level 77 val main I find that it's just not really a useful signature as it keeps you in place and has a small hitbox and is easily punishable

strange musk
stark basalt
#

Wrd

hidden inlet
#

Maybe its not about actual sig reworks, but i think bmg should add special signature animations to the epic mirage skin, just like any other epic skin does have them.
It feels kinda not worth it to buy an epic skin with default signatures

hidden inlet
#

Swap thatch blaster inputs for nsig and downsig

trim fulcrum
#

Reno is one of my favorite characters to play but his orb d-sig is hard for me to use. What if renos d-sig was him stepping back throwing a lasso and then if a defender steps of the lasso it picks the enemy up and spikes them downward? I would compare it to Xulls cannon n-sig but spiking downwards

valid lagoon
#

You should put koji's nsig where he uses a bomb and flings it using the plank then shoots the bomb

solid pendant
#

Fix kaya’s n-sig so when tapped it shoots the owl immediately but when held it will slide

silver helm
crude glacier
#

make mordex gauntlet nsig useful

jade otter
civic oracle
kindred mauve
#

rayman's gauntlet neutral sig is way too similar to his side sig and the angle is very predictable

final brook
#

Onyx cannon ssig has range from body to tail tip instead of just tail tip

hidden inlet
full lily
#

Add recov frames sidra nsig cannon

timber spruce
#

Re work Ranno Wu Shang sigs, it’s the first crossover Brawlhalla had and it doesn’t have any animations for it!

crude glacier
lone hollow
#

IMO lingering sigs such as arcadias and yumikos should not exist in a neutral heavy fighting game. Yumiko can create space and use it as a combo tool and arcadia can play ledge unbelievably safe neither of these are fun matchups and make the game very boring.

boreal canyon
plain mantle
#

make that wu shangs gauntlets dsig have 2 parts and give the start a little bigger hitbox like if the starts hits the second is coming but if it doesnt then it simple doesnt

rapid thistle
#

Make Yumiko's orbs (whatever they are called) slightly bigger, but reduce the damage even lower to compensate.

trim fulcrum
#

Make makos greatsword d-sig changed from just tapping the ground and making a wave to be circular swing that goes around twice and looks like a typhoon. It would look kinda like Orions spear d-sig but watery and maybe add a little after wave 🌊🌊

unborn pendant
#

Lower wu shang gauntlet dsig hitbox a bit

plain totem
#

isaiah dsig on both weapons should have a louder audio q

digital void
#

Mirage N-sig on spear, it should be more like the N-sig and scythe

verbal summit
#

Sir roland smaller attacks but executed faster

prisma beacon
frigid eagle
#

Make Ada's N-Sig with blasters actually aim up.

#

Cosmetic Volkov's D-sig so it swiftly drags them away from away from the wall when the opponent is trying to get up into the bottom (Left/Right) corner of the map for an awesome clip. (Also make the cirle wider, further, or at least actively inputted to drag that little pile of circular bats.) -- Do this for the scythe :D

edgy sleet
tepid spade
#

fait scythe down sig either slightly bigger hitbox or slightly less reovery frames, some slight buff so it's more worth it to try for bc in it's current state it's very rarely if ever worth the risk

hidden inlet
#

ada's guns ssig is a bit useless as it covers the same space that dsig does, everyone talks abt nsig but its a good spike tool maybe give adas side sigg the kind of angle that vrax's lance nsig has

#

please change ada's blasters nsig and (dsig or ssig) dsig is just a worse ssig

silver latch
wet viper
#

The start up frames on all of Theas sigs should be increased alone with the end lag

tough pier
#

Is it just me or should Thatch’s blasters N-sig and D-sig be swapped? The N-sig feels more like the kind of thing a D-sig would do, with the steps backward, and the D-sig feels more like an N-sig attack.

polar niche
#

onnyx sig animations should fit the skin

hidden inlet
#

reduce the timing on caspian gauntlet S-sig , the timing window is so slim that players can do it back to back without any delay

verbal summit
#

Queen nai katar nsig stops dragging up

hidden inlet
#

You should be able to move sidras sword dsig

severe sand
#

Artemis D sig on scythe needs less knock back

hidden inlet
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Either change sidras down sig on cannon completely or make it spike when it’s off stage would be nice

sinful geyser
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Artemis side sig

rose mirage
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lucien katar side sig: charged first side slash and then release/fully charge for the up slash. sorta like koji sword side sig

indigo lily
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Change Ezio’s sword dsig

hidden inlet
jaunty hare
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Asuri's katars dsig but instead of being a shorter ssig, it can be one big scratch

nimble plinth
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Jaeyun dsig sword is shitty fr

trim fulcrum
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Make orions spear d-sig less of a damn magnet, i just played a ranked match where the orion used the spear n-sig 4 times in a row and everytime i would dodge or jump away from it and it would frickin pull me in like a black hole and spike me into oblivion. please make orion less of a spammers best friend

timid hound
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Axe Side light: slightly increase stun, remove variable force, increase fixed force.

Axe sair: slightly reduce time to hit

This changes where the slight sets up to consistently allow for nair follow ups, but slight sair is no longer confirmed when grounded. Now slight sair can be true again, but only if slight is caught on an enemy on the corner/with a gravity canceled slight.

This allows for more varied gameplay instead of forcing axe players to rely solely on their neutral and down attacks, as well as adding a true but very risky kill combo for axe. This also would likely remove slight dlight.

strange musk
# timid hound Axe Side light: slightly increase stun, remove variable force, increase fixed fo...

though I understand your points I think it's important to acknowledge that weapons should be balanced in respect to their weight classes; which isn't really the case in the current balance for the most part - axe likely best represents its weight, especially on miss, so does scythe and gauntlets and orb... katars is too slow unless you're mid string, lance is too quick, greatsword also too quick, hammer too quick, guns could be slightly better mostly in regards to aerial kit, cannons kit is about right, and sword is good in that regard too. Oh and bow... bow is also inconsistent within its kit, nair is now slow, so is slight and recovery, but the rest of the kit is like lagless? anyway you get the point. Oh and I forgot spear, spear's kit also seems strange I'm too lazy to explain.

timid hound
shy grove
timid hound
tight drum
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jaeyun sword dsig is the most useless sig in the game, it should've been similar to ezio sword dsig or mako katars dsig but instead it is the most punishable and least viable option mankind has ever seen

vapid shard
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Artemis lance side shouldn’t get that huge whiplash like bounce back, it’s like a whole back dash mid sig plus please slow it down ts is so fast😭

crystal crest
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scarlet lance side sig less punish frames , i usually can’t move after 2 seconds of the side sig please fix .

magic kayak
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Sir roland sword nsig smaller hitbox

strange musk
small meadow
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rework munin less punish frames and maybe switch the sigs up a bit the side sig on scythe isnt very good compared to red raptop side sig on orb

timid hound
plain notch
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Rework munin and onyx gauntlet up sig rework

strange musk
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cannon nlight should be more stacked as per the visuals showing recoil and the blast being on top of the attackers own hurtbox

full shard
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It'd be really nice if Cassidy's side sig on blasters made her do a little dash forward

I feel that Cassidy's d sig on blasters went outward rather than inward it just makes more sense to me

fickle sentinel
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Wu shang neutral sigs, I'm main Shang but I love if the do the same thing as Rayman or Arcadia or maybe red raptor but I really want straight neutral sigs bcz this sigs I never use it and it becomes painful when u do the sigs and permanently been punished bcz dodge frame

hidden inlet
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I've said it already, but my past suggestion was drowned inbetween dogwater silver takes and actual good suggestions so I will say it again. I think bmg should add special signature animations to the epic mirage skin, just like any other epic skin does have them.
It feels kinda not worth it to buy an epic skin with default signatures

shy grove
hidden inlet
inner temple
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Please increase range of Onyx sigs, especially cannon dsig and ssig, no way that’s balanced compared to newer characters sigs(rr/arcadia)
For gauntlet dsig, it’s just useless in any scenario with its obvious movement and small hitbox.
In most cases the ssig literally replaces dsig. (This also applies to some older character sigs)
Knowing that onyx are one of the best character for cannon players(Isaiah is unplayable, Lin Fei just mid, only xull and Sudra are playable but onyx is obviously more popular) I think rework on her sigs with increase the number of cannon players(very uncommon).

p.s. I personally think a total rework on older characters are unavoidable

desert dock
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Isaiah sigs with the missles all need bigger explosion splash hit boxes and they should linger for a little longer in air off stage and especially on the ground.
Makes no sense that something like a katar sair has a bigger hit box, and bow dlight having a splash around the same size.

modest olive
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completely rework magyar cause his sigs are trash

polar flame
ashen musk
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Mordex Scythe lil more range and hit box Artismis Tad bit more range

formal parcel
chilly sedge
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fix zariel dsig gauntlets (among other signatures)clipping issues when slide charging on platforms or into walls preventing 90% of damage and leaving you in endlag

golden adder
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Change Artemis down sig on lance to have an ariel version that reaches more downward but give the sig less force so that it’s an actually useful edge gaurding tool.

outer crow
glacial drum
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Onyx gauntlet n sig. I'm a cannon main and I'm content to where cannon stands. It's a really good weapon and all of Onyx sigs are really good but n sig is just useless. N sig never hits so you never throw it out. I feel as though it should have a bigger hit box above itself so that it can catch others. It's also super slow. I don't see how this sig is viable. Also I would love if cannon side light had 3 frames stun instead of 4 but that's just me

soft bolt
strange musk
# glacial drum Onyx gauntlet n sig. I'm a cannon main and I'm content to where cannon stands. I...

cannon s-light doesn't need less stun, it already has inconsistent knockback in certain scenarios making s-light sair jumpable - if sair was guaranteed after s-light on an enemy without a dodge 100% of the time then i would be more open to it being 3 frames between instead of 2 on a perfect input.
anyway, regarding onyx - i played her up to level 50 before pushing my xull to lvl 100, and gauntlets nsig serves its purpose greatly as an anti air when you know how to judge your opponents behaviour OR condition them to be there (zone with dsig then catch nsig, just one way of conditioning); the hitbox is reasonably big, covers infront as well as diagonally above for the mid-portion of active frames, and has a very fair amount of force. it doesn't need a bigger hitbox above, again, it serves its purpose, it is amazing on the diagional and infront, it gives you more than a jump height and it absolutely isnt "slow" as you can jump out of where you finish almost immediately. if anything i feel it could use a hitbox 2 frames earlier than the first current active frame so that the underhand scoop can pickup an enemy; really just putting it on par with other legends that have anti airs that for whatever reason ALSO pick up grounded.
if you're going to say anything about onyx the only thing that really needs to be mentioned is cannon dsig because now comparing that to red raptors boots dsig, it's quite frankly a joke of a move when compared.

sterile hemlock
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artemis side sig with lance shouldn't have that much whiplash with it, it already is one of her best sigs in her kit, plus it has alot of force, eliminating opponents early (mid-Yellow to orange). having that extra whiplash makes her side sig with lance kind of "broken" you can say at least.

spare sentinel
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I personally believe ragnir should get a buff, his katars are fantastic I have mo issues but then axe.
All the signs are decent and viable besides dsig.
Like fr, who am I hitting with that?
Add 3 more reco frames but increase the hit box.
The damage doesnt need changi g but cmon man, really?

alpine merlin
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bro devs cmon just give petra what she needs i know yall was thinking about dbz when making her just give her a kamehameha that goes through walls an has the range of the whole map and does 100 dmg

sterile hemlock
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caspian's side sig with gauntlets is the most unpredictable sig to go up against, it deals very good damage and it can't really get punished as much due to the low stun it has, which is insane. caspian's side sig should get more stun time, and make it more punishable. ive played caspian for almost a month now, and this sig is like a monster truck. i'd like to see this sig abit more punishable, because it's insane how much damage it does, plus it has a low stun time when you miss it, which you have very few punish options.

strange musk
# sterile hemlock caspian's side sig with gauntlets is the most unpredictable sig to go up against...

i think by "stun" you mean recovery frames, recovery frames are what the user of the move experiences after hitting/missing, and "stun" is what the opponent experiences after being hit

either way i don't think the problem with the sig is that it has low recovery frames because it doesn't really, there's quite enough time to punish when it misses
i agree that the damage is too high on the signature, i get he can have 8 force but 32 damage..? that is on par with xull, actually - it beats out every one of xull's signatures in terms of raw damage numbers except for cannon nsig... that just doesn't sound right
anyway the main problem with the signature is actually not something you mentioned; it is actually the fact that it's hitboxes are fucked, making it so that you can hit a sig that looks like a LEAP infront of you.. on an enemy that has literal overlapping hurtboxes.. taking a look at these images, the hitbox on the sig should only be where the explosive is, NOT that far back on his arm that it can hit semi stacked

sterile hemlock
quartz oxide