#experimental-features-feedback
1 messages · Page 2 of 1
https://x.com/genga199bh/status/1916990822924619978?s=46
repost for implement ban phase
Thats a horrid idea, respectfully
Me when, skill issue attacks and I can't against a legend/weapon although I'm diamond and I'm supposed to be good at the game but want to ban em (bro got boosted)
I know that when lose sometimes is MY FAULT and don't complain about the game or the legends, it's my and only my fault if I lose or can't against something so yeah, skill issue anyways
I think nerfing dash-snapping itself is a fine change because the game is already susceptible to being unplayable if you have more ping than your opponent, but this change really messes up my muscle memory.
The distance of how much you can snap also changes dynamically on its own because of the dash cooldown, if you do a "taller" dash-jump, you'll be able to snap from higher up.
Giving the dash-snap a requirement of velocity is a way you could balance it, this gets rid of dash-snapping out of empty hops.
Also, the reason why it feels unnatural is because it doesn't follow the natural curve of a dash-jump, I think if it didn't snap downwards but the direction the legend is going it would make it more predictable by locking you in that natural half circle trajectory
Add a feature on console where you can change the deadzone i got mad stick drift and it messes up my strings
there is no dash cooldown. the game just adds extra startup to forward dashes you do within 20 frames of another forward dash.
but snap dashes are not affected by this (the game treats them and forward dashes as different types of dashes)
and generally, there are no cooldown-based limits on snapping with a dash
(there IS backdash cooldown, btw. but it, once again, does not affect snapping)
How high up you can snap to the ground from will still depend on how badly you messed up the fast-fall out of a forward dash.
If you fast-fall later the snapping is more noticeable which is why they should remove it from empty hopping completely, it's TOO snappy and unnatural.
But if you fast-fall earlier the size of the snap is less noticeable, which is what they were going for with the 40% nerf but I think this makes the game feel less responsive because not every fast-fall can be perfect.
I think they should go for a middle ground and if they really want to nerf the snapping size make it only 20% less.
I didn't know the game handled forward dashes and snap dashes differently though, so maybe both of my ideas could already be implemented. (the directional snapping and the velocity requirement)
the game actually already uses your velocity
here's the logic:
if moving up, you can't snap. sad. otherwise:
take your downwards velocity. if fastfalling, multiply it by 5, otherwise multiply it by 7.
cap this value at 100 (if test features are on, cap it at 60 instead)
this cap is the "maximum distance you can snap" they mentioned
then, look for a hard collision that many units downwards (starting from the legend's position, which is located at the feet level)
if you find none, halve the distance and look for a soft collision.
(extra note: if you are snapping from an attack, not a dash, and you have been holding down for atleast 4 frames, the game doesn't retry with a soft collision, and you just don't snap)
if either of these finds a collision, and that collision is not a wall and isn't too steep, you snap to it
(additional fun fact: you can snap with a jump)
I'm sorry I didn't specify, but I meant horizontal velocity. It's obvious that they'd do something like this for vertical velocity because ray-casting constantly would be a huge waste of performance.
But I think that not snapping directly down but in the direction you're already going would make poking and prodding with movement less rewarding. Right now dash-jump dancing looks like a half circle with the ends cut off (where you snap to the ground), they should remove that and keep it a natural arc imo.
note:
You mentioned "if fast-falling, multiply it by 5, otherwise multiply it by 7" so that's why I thought it was based on a cooldown, because not fast-falling lets you snap from higher up, I thought it was that you didn't have enough TIME to snap at all when you were fast-falling, not that the value calculated is less.
Seems like you can just snap larger distances generally if you're not fast-falling which doesn't make any sense to me. (sorry for all the edits I see you cooking up a response lmao)
when you're fastfalling your speed can be higher, so you can usually snap from higher
the cap (100. or 60 in test features) starts being relevant way before you reach the maximum speed possible when fastfalling or not fastfalling.
im trying to calculate how many extra frames you could get by stopping your fastfall. give me some time.
your idea is interesting, but im not sure it can really work well enough. you'd need to move sideways by some multiplier of your horizontal speed. that can have all sorts of weird interactions.
EDIT: according to rough calculations, it seems you can get 1 extra frame of snap time if you stop fastfalling when your downwards velocity is 10-13 (approximately). i probably made a mistake.
I don't think it would have any weird interactions if implemented correctly, obviously you don't want players to snap too far for it to be unnatural or to snap into places you don't want the player to access but snapping directly down already has the weird interaction of just.... being the way it is currently?
I feel like calculating the distance downwards and then adjusting it as if it was a radius of a circle would work, this might have the side-effect of adding a third way of slide-charging sigs (so like a "medium-distance" slide-charge between just walking off and dashing off) but who knows.
Also I don't think it matters whether your fast-falling speed CAN be higher but it's that the non-fastfalling speed can be higher AT ALL is odd. If you snap to the ground at max velocity that isn't going to be very noticeable, removing that grace period would feel even clunkier.
edit: also I just realized that this would affect low-speed characters heavily because of the reduced air speed that would be calculated into the snap so maybe it's not a good idea after all. it might just make speed an ever better stat than it already is lmao
Bring back old dashes
For god's sake remove new dashes it's killing the game, you think it's cool but it's not
There are no fundamentals left in this game most of the players quit 😭 it's so embarrassing and frustrating
The game is not enjoyable anymore
Randoms with 0 fundamentals placing with 0 aura or hype like there is in any other game you take they are just mashing
Listen to the community and old pros make appropriate changes you don't have too much time
There won't be any future
tf are you talking about
"you think it's cool". what?? it's just snap distance reduction
"they are just mashing" this make mashing less effective.
In fact, I always do an aerial dodge instead when I try to do it, like, every single time, timing is not that easy nor hard, it's just me not being used to it yet lmao

||im sad there is a similar key combination to open word but not Excel :/||
ctrl alt shift win X
holy crap im an idiot. Thx! XD
no way this is actually true
The dash nerf is not at all serious to be flinging out essays like ain’t no tommorow
if you don't like game development just say that lmao, also I'm studying to be a developer so I kinda do
It’s a video game. Nothing is serious. We do stuff like this cause we want to :/
Please add dead zones seating for controller
you can do it with ds4 windows
Nerfing snap dash is a step in the right direction but its probably still best to just revert it to old dash
it’s too late to revert it but i agree on a nerf
Why do you think it's too late? People got used to the new dash, they will get used to the old dash again
Honestly ever since we got snap dash got added nothing feels any different
I didn't even knew it was a thing till I read people complaining here then go to try it in game
@cerulean notch What elo are you? I'm high plat - low dia range and yeah on my level it doesnt make much of a difference, at least for me. It's mostly pros who are complaining about it. But still i want the best for the game even if it doesnt affect me that much yet
Same as you. Barely diamond
As Cedron said, high plat (1900 or smt cuz I'm too lazy to finish reaching diamond, I'm a casual) and lemme tell you something being completely honest, pros take this kind of stuff too serious cuz there's money between, they play in tournaments and everything, they'll feel this lil tech changes weird at first but those who really refuse to adapt are the ones who can't cuz if you're profesional in something you should have a good level not doing everything exactly the same every time, they need to learn to adapt, every other profesional of any other subject, being eSports, athletes or some job, they all adapt go the changes no matter what so, there you go
If it doesn't affect you as you say, well, leave it like that I guess? People loves to complain about everything no matter where or what anyways, "kill the game" as some say, is extremely exaggerated btw
I agree with you on that adaption mentality but still, the devs are looking for feedback so its perfectly fine to tell them they'd rather prefer the old dash. I want whats best for the game and being able to punish landings more easily to make being grounded more advantageous seems to be better
Well, you'll see, there's difference between feedback and just complainings without real arguments which sadly most of pros are doing, instead of a constructive criticism with suggestions or real points to highlight
And dw about what's best for the game, competitive part if the community always think they're the only ones who exists, they often forget casuals as me are a thing too
Let's be real for a moment, how many people competitive could be complaining about those changes? 300k? 700k? 2M? And how many people are in the whole player base?... 100M, maybe more so, the game couldn't die cuz of this tbf
the problem back then was that the back dash was too slow on startup (at least slower than the forward dash). they made it faster to make the gameplay more frenetic and the back-and-forth dashing feel more natural which is a good thing. I think it’s just overtuned and shouldn’t be removed but rather adjust it
Couldnt they just make it so you can cancel the dash with a backdash but there's landing lag when landing from a jump?
maybe, they should try things in experimental and see how it goes. its hard tho bc the only mechanic this game has is dodge/dash so they have to play around it
they should allow different legend default weapon skins to be used for different legends, idk if u guys get what im saying
Has multiple teams been suggested already? 3-4 teams game mode? Would be good to have a LTM with that theme, also custom games, that allow more than just blue vs red. could be a 2v2v2v2, blue vs red vs purple vs yellow for example.
In fact, in the code are clues that confirm purple and green team were planned at some point, there's voice lines of the announcer saying "green team wins", same with purple but, never really were implemented for some reason, is a shame cuz I agree, we need more than 2 teams for customs
it was yellow and green, not green and purple
a lot of the game's code assumes 2 teams only (except, interestingly, the respawning code), so it's a lot of work to add more. i do wish they'll one day dive into that rabbit hole and give us more teams.
Was yellow? Mb lol
I remember it was purple
i wish but thats a lotta work
not sure where to ask this but when do you guys think they'll ban lance?
never
Can we get a permanent 3v3 game mode for comp and casual
I second that, and keep the 3v3 mode as you made it right now BUT, move the button to the left, to make it so the order is FFA → 3v3 → Strikeout → 2v2 → 1v1 please
Because idk if I'm the only one but don't being in order bugs me a lot lmao
Same for the ranked buttons btw
the 2v2f button being in the centre has been playing havoc with years of muscle memory
Brawl, I have put over 200 bucks into this game, played for years, bought most of the bps and have the collectors edition, so you know I want to support the game but if you keep putting the updated effects and new stuff that takes a lot of work behind pay walls ,and not small ones, most people are never going to see it and the base game is going to feel really old and stale aesthetically. Its bad for the game if free-to-play players don't see change or development and it will hurt player count and potential future core fans. The whole game needs a 2025 aesthetic update and the game needs to look visually consistent, not just really good if you buy one epic skin and meh everywhere else. If you buy epic skins with sig effects you should also be able to use them with any skin on that character just to improve value, by binding them to 1 skin you probably sell way less epic/crossover skins than you would if it was another customization. I want this game to succeed and the core game is still quite good, but focusing all the crazy cool animations only on pay-walled cosmetics while the base animations/skins look like they were made in 2015 hurts the growth of the game. Brawl is a live-service game that feels like it doesn't change season to season, year to year, aesthetically. Most casuals don't look at balance changes or even watch the esports, mega fans like me do but casuals keep games alive. People need to see brawl on the app store or steam and say "that looks cool!" and try it or give it 1 more chance because it looks different now. The effort on the epic effects is amazing and I love them, I've bought more than a couple crossovers but every time I use them it makes me think "these look so good it makes the rest of the game look worse".
Sincerely,
A concerned Fan
p.s.
Please have whoever did the Deathly Presence Munin be the one to rework the games aesthetic/work on more skins, that skin is brilliant, it really stands out, the shading and detail look super high quality, and it looks 2025 modern. Thank you for your time if you read all of this.
Agree with the visual improvements part cuz they only updated half of the UI and the other was just leave like that, looks like a half finished game if you ask me, but I highly disagree with the epic effects being applicated to other skins, it just doesn't make sense, the special signatures are FROM the skin, think about it like another version of said legend with other version of signatures but keeping the same hitboxes/movements of the default or original legend, would be a nonsense letting you using let's say the SoulBound Diana's demonic sigs with Cryptomage Diana, weird right?
Same with crossovers, they're directly other characters that mimic their respective legend's movements, or how would Kor transform into a car with Jake's hammer Dsig?
Edit: woops almost forgot about the weapons, those are different cuz they're objects, the special weapons with different SFXs like Megaman's one hand blaster can be equiped by every blasters legend, and changing em back to normal would not make sense obviously
also i just want suggest changing fan favourite maps like brawlhaven or worlds end to fit the the bp theme/event themes so it feels like a vibe changes instead of new maps that people might not like/pick or see because of platforms ko windows. it would gameplay the same but stay visually fresh.
idk it was just a suggestion to add more value if it doesnt work it doesnt work whatev but swapping sigs/effects in morph seems to work fine and is possible. the same animations play depending on the character/weapon, its just cosmetics. the new nix animation look so sick but having them locked to one skin seems like a waste.
What other incentive you think will make people buy the skin otherwise? I insist, it doesn't make sense at all, they're the signatures, they're part of the epic skins themselves, why would you buy a skin to not use it and just have the epic signatures with other skin? No waste, that's what makes the skin EPIC and not a "normal skin but we give you the signatures as a gift so you can equip it with whatever you want", nope
Add a thing a shop where you can turn the smoke into a different effect when you send someone flying, Like the nix ssig blaster on the brawl fest skin
add match history to experimtal matches
replays:
Let me buy nix skin for not 900
it may be a lot to ask since you have to make money but maybe you should add mamoth coins to the free battle pass and make the battle pass cost the equivalent of 10$ in mamoth coins so the people who can't afford to spend monney on video games but would still like to have cosmetics can get mamoth coins and either buy skins with them or buy a battle pass. maybe 40 mamoth coins per season could be good.
You're a hopeful young man acting in the face of ruthless shareholders...probably not happening
the game is free already
no i mean wins and losses viewd in custom and experimental games like ranked
lmao
Someone give dusk a fade that man ms haircut is fried asf
please make it so you can make tournaments maps only in experimental.
Not an experimental change but what if in ranked 2s people with 200 elo difference cant not queue with each other to prevent smurfing, like 1800s and 1600s cannot be in a team
I'm here to inform you about the cross-progression and why I have trouble with it.
Firstly, I would like to express my love for Brawlhalla. Whether solo or with friends it's immensely fun… However, there are some downsides to it.
Specifically the cross-progression. Personally, I primarly played Brawlhalla on my Nintendo Switch but in recent times I have been on my phone more often than not.
Mammoth, B. (2023, May 23). Cross-progression & account linking update. Brawlhalla stated, “Accounts need to have logged into Brawlhalla within the last 30 days to use Cross-Inventory and Cross-Progression.”
With that stated, The Nintendo Switch that I utilized for my main account is partially broken. It is a struggle to open Brawlhalla on my Nintendo Switch. Many other Brawlhalla players voice their concerns about the 30-day sign-in.
NimpsMcgee. (2024, June 1). R/brawlhalla
Posted, “Like, what if I lose access to either my PC or my console, I can only play with EVERYTHING I own for the next 30 days and then I'm screwed and I lose half my stuff?”
With that post that I resonate with, it makes me hesitant to purchase anymore onto this account; knowing I could lose all of it if my Nintendo Switch entirely breaks.
Thank you, for reading my concern.
Sources:
https://www.reddit.com/r/Brawlhalla/comments/1d60f6l/anyone_else_regret_doing_cross_progression/
https://www.reddit.com/r/Brawlhalla/comments/1ani4mx/is_cross_progression_not_permanent/
https://www.brawlhalla.com/news/cross-progression-account-linking-update
facts
the quality diff between the new nix epic and the rest of the game is so big that its jarring, looks like a legend from brawl 2.0, polished, while the rest of the game really looks like a random old indie game, also 900 is crazy, its like a sip of water in the dessert of quality while charging an arm and a leg. Some of us really do want to spend money on brawl (support the team), like the guy who dropped a grand, but the pricing feels actually insane for what you get on a singular legend and effects that are locked to a singular skin on that legend.
I only want the skin itself. Not the other useless shit. 500 is somewhat reasonable
There’s a bug where if you do one of the ko with sig missions one of them doesn’t count if they bounce off the lava after getting hit
Thats cuz the lava ko’ed them. Not your sig
Yeah that’s some bull i’ll say this again take that good for nothing ass lava map OUT
Why specifically mention the worst skin in the game?
Is not that bad :c
Although compared with the rest, that's her worst skin, is kinda mid but the rest are simply better but only from her's, not in the whole game wdym, there are worst things I believe
I could not find a single worse skin other than water wars cross
yes but what does this have to do with the current experimental features
Just came to say, that having to be active on an old account for a different console to keep your cross-progression is a load of BS. (WIll keep posting this till it gets traction xD)
I agree like why tf do i have to log in on my ps4 every 30 days? What if my ps4 breaks or i cannot longer log in for whatever reason? Thats the biggest bs of this game besides the balance
i agree too its such an annoying process
Make it so that we can play as battle pass skins in training mode
I really like the changes to sentinels sig, I think it was dsig. The one with two swipes
thats none of his sigs
its his hammer side sig actually
just a question for the devs,did they remove networknext?
no
and you can disable it with the -nonetworknext launch option
Can't even play off stage w/ the experimental map, IT SUCKS
nuh uh, off stage is even more fun than before wdym
that's the fun part of the map
it alters that part of the game
How am i suposed to off stage w scythe? This is just a gp/Hammer recovery spammer map... Keep dreaming if you except this in ranked 1s ngl
in ranked 1v1 you should toggle "tournament maps only", so that argument is irrelevant
I am doing this already, im talking for the poor souls who don't
A game should be fun yk
Not everything needs tobe competitive, you know what happened to MVS for trying to be fully competitive right?
Also, scythe still works very well off stage in that map wdym
Nair becomes useless, and im talking about 1s ranked, i wouldnt care having it as an aditional map
It's still possible to sig through the map with mordex's side sig and other sigs like so
Ik this isnt experimental but please add team dmg option to friendly 2s🙏🙏🙏🙏
I can't complete challenges in darven duel, they don't count for some reason
missions don't complete in brawl of the week
this has always been the case
Oh my bad. I hadn't known. Thanks for letting me know
The game is already infuriating its only fun with friends in customes atleast for me
Bad mental
But it's up to each person
i am here to tell just one thing that has to be in the game fr
Make skins that can be leveled up. downgradeable as skin. or give for all level a single skin to change between level 1, level 2 and level 3 skins.
i have that fallen prince teros skin on level 2 and i gotta say i love the level 2 skin more than level 3. but both are great and i want to be able to switch between level 2 and level 3 as a skin selector, whenever i want to
(the same with its weapons please)
it's already an option: toggle "collapse upgrades" in preferences
wait. SINCE WHEN?
Why is it in preferences 😭 🙏
Petition to add a visual timer/anything to the time bomb, i play without sound because crossover weapons genuinely drive me crazy to the point the only way i can play is without audio and the time bombs have awful visual feedback.
Make it so u can black list a fharacter in random so u dont get ur main or ppl u play
Talking about random. They should put that when you select random you get a different legend every match. Ive gotten the same legend 3 times in a row while playing customs. That should be an easy fix
please make it so that people in platinum can fight people around their skill level in experimental, I am 1700 elo and keep getting matched with people who just started playing the game, it's annoying and there's no real challenging opponents besides in ranked.
Bad luck, the random is fine, it's just that it's truly random and it doesn't discard the last legend you played
Genuine question how am i supposed log in on my orginal device linked every month if it dosent even work anymore
you don't
Yeah but still annoying to play “random” and get the same legend 5 times in a row with 60+ legends, it shouldn’t be true random. Should be like a shuffle type of thing where it discards the legends you have played in “x” lobby. If you go to a new lobby it resets. They could even make it a toggle option
youre just a human with a squishy meat brain thats good at pattern recognition
😭
How is everyone feeling about the experimental features? I personally like it cause it feels like a good mix of how brawlhalla was played before the new dash and current brawlhalla.
When can we get hostile 2's or make ranked fill lol, no team damage is not right
rs
Easy fix, play ranked wtf
Yeah honestly when you see ranked as the place you do most of your "improving" and having fun because it's the place where you get the most fair matchmaking everything changes lol
Add a option to hide elo so i dont stress about it
Add a option to hide elo so i dont stress about it
here's a suggestion, make a box on the event screen that shows the last reward you got. Because if you click too quickly, you won't see what was in the loot chest from the event.
please ^
Yeah
dont stress about it, it’s just a number
Little Quality Of Life suggestion:
Could we get like a filtering system in the legends select screen, since we're well over 50 legends milestone, I feel it'll make things a lot easier especially when ur looking for a specific legends with some weapon combinations or legends with certain affiliations like Asgardian or Batavian legends for BP missions, so the filter/sort system would operate on such parameters, it's a little thing that I think would be that much better to have instead of scrolling through the "meet the legends" page (Hope y'all see this and possibly implement it)

Suggestion
Why did we rename it to "unranked 1v1" can't we call it friendly match or something. It sounds dumb in my opinion, but brawlhalla will probably not listen to this suggestion.
Your unranked game mode maps pool suck-ass, fix it
Do something about heavy weapon players not playing heavy and just plaing passive
Meet the legends' purpose is to have lore and useful /extra information about the legends, if they add that into the character select screen that would be completely unnecessary for the average player who doesn't care much about that and just want to play having the option to go to the meet the legends page to see that whenever they want to
And the favorite legends system exists if you want certain legends too-
Unranked 1v1 needs option to turn on tournament maps only and off gadgets.
Helps people playing to practice, while you should keep experimental like a fun mode.
Also there's no point in friendly 2v2 without team damage, please fix that
^^^^this
I agree. This is a change that is needed
@latent storm
None likes trap maps why are they in experimental
Why am I getting the Theed Generator Map in Unranked 1's
instead of using the experimental map pool, they used the 1v1 map pool for custom game rooms
Maybe the second hit of bow slight could be shorter its kinda annoying in 2s, always hitting team mate with it
Disagreed at first but I reread it and I agree
I know Unranked is meant to be a casual 1v1 queue, but this isnt what the community wanted. The FFA maps with traps arent really fun in 1v1, nor are the side scrollers
I think they mentioned about gadgets option on one of latest dev streams, they are still working on i believe
Real
The gadgets are the lesser of two evils...
bring back experimental please 😭 🙏 I can't be caught lacking on "Siege of Lions" or "Temple Climb", I can't even play 1v1s anymore. Bring back experimentals maps for 1v1 at least
:(
we need an emoji that tells you were lagging
I need honest person's who is ready to give 20 percents after Tonight’s hit if that's not a problem hit me up now
Can we have Walter White for the one last time?
Feature Suggestion: Team Damage Stats & Ban Options in Custom Games
Hey devs! My friends and I play a lot of private matches in Brawlhalla and would love to see a few small improvements to Custom Game settings.
Here are two features we think would really improve casual competitive play:
- Team Damage Summary
- After a team match, show how much damage each player dealt to their own teammates.
- Helps evaluate team coordination and manage friendly fire during competitive play.
- Character & Weapon Ban Options
- Let Custom Game hosts ban specific legends or weapon types before matches.
- Would allow for custom rules like “No Gauntlets” or “No Xull” – perfect for fun or themed sessions.
We're not asking for full automation or APIs – just a few small tools to make Custom Lobbies more flexible and community-friendly. Thanks for keeping Brawlhalla awesome! 🙏
Please can you make it so that we can use all 3 stages of the Battle Pass upgradable skin(Ragnir rn) at any time, not just the Max Upgrade. (Also in Training Mode, so I can test the skins out before I buy the BP)
Ay 1v1 in ranked
You can, it’s a setting
disable "collapse upgrades" in settings
Ok it isn't called experimental now. but can you REMOVE the scrolling maps from Unranked 1v1? Thanks.
make unranked maps same as ranked maps
This would be awesome
Get a clearance on beru from solo leveling as the new legend they look so alike
Still waiting for Munin new skin
pls make unranked 1v1s essentially the same as ranked 1v1s, im talking about map bans gadget bans, matchup history etc
☝️
Add lag to landing a jump but not to landing a backdash so we can have best of both worlds
what do you mean by "landing a jump" and "landing a backdash"?
he either means add jumpsquat (frames before you jump) or add landing lag
I thought so, but then what they described already exists
there are 2 frames of landing lag. which are ignored if you snap with a dash/backdash
and there's already jumpsquat (of 2 frames)
Fix Unranked 1v1 maps
they got some shit map
was so huge that it took the entire time for the game to end
longest game in my life
Needs 1v1 maps or even tourney maps
Just use the ranked 1v1 map pool, there's like 5 or 6 shit maps and just 2 ban slots
Wasn't dash snapping just a byproduct of them changing the backdash?
Teros strength reduced to 0 update when?
Skill issue git gud
make gnashes bot name “Gnashed Botato”
Add Libya flag pls
include all of the battle pass skins and chest exclusive skins in training, since it would be alot more convenient to see how they look and you'd get to use them instead of having to buy them beforehand. i have no idea why they're gatekept from training when it seems like itd be counterproductive for marketing to not let people try out the stuff they want instead of blindly buying
You can select using the Epic and any bp skins in training via the character selection screen, even see the current bp color in any legend without buying it first.
Also, the CPU dummy (inside training) can use any skin in existence, only with the disadvantage of not being able to select colors on it.
also render tool exists if you're in PC
I'm sure it's been suggested before, but a setting similar to the morph mode, but just between the one legend's two weapons, with with startup, end lag, etc.. Personally, I don't think weapon tossing or weapon starving have even been a net-positive, and just having it as an alternative to the weapon spawning could be a pretty easy change that could go a long way, especially in ranked
not a bad idea actually i could see this. if done properly it could be a fun one, like a weaponmorph or whatever they would call it
I think it would make sense, unranked 1v1 map pool, has maps like the boats and things like that, if you want a mode you can practice similar to ranked mode, you should be able to activate the preference just to play with tournament maps and no gadgets

let me have the option to remove gadgets, the amount of times i’ve fumbled a weapon throw combo because my opponent is right on it, idc if it’s a skill issue i js don’t like the gimmicky items and map
has anyone ever tried to recreate this bug,this happened to me around like 2021-2022 and I don't know how to repeat it
Make hammer & axe feel like heavy weapons
This is why tin players are undeniably the best in the game :p
i didn't even know tin was a rank
refine skill based matchmaking if there even is any, i’m tired of fighting brain dead plats who have no idea what a directional dodge even is, im 2200 and i keep 2-3 every game i dont even enjoy playing sometimes i just want to have fun and play but fighting people who can barely fight back isn’t fun for either player. i just want to have a little bit of challenge when im playing not just zoning and winning every game because the sbmm keeps putting me with people obviously way below my skill level
i actually feel that. Tbf im the braindead plat your talkuing about. but I think my skill is a bit above that but im struggling to play because I keep queing people who have barely any idea of how the game works or just sig spam. and since im a braindead plat i cant counter sig spamming ( T-T i can to some extent) but u get what i mean
there is skill-based matchmaking, you're likely playing on a less popular region (i.e. US-W) when there aren't many good players on
lowkey forgot abt that i live in the middle of nowhere😭
same i live in South Africa so i think our servers are smaler T-T
Nerf hard difficulty
Having a damage numbers UI option where it replaces the damage color feature above a character while still changing colours and showing the actual numbers would be a great addition to the feature, as where damage number currently are, it makes actually having them kind of useless in the middle of a stock with barely any real viability in a real match without taking your eyes off your opponent for 2 seconds
☝️
facts
Image made by eggsoup. Literally this would be perfect
Buff/rework chakrams pls, it came out as a true combo leaning weapon but now it is a string leaning weapon, but the moves for the weapon doesn’t fit string leaning weapon because it was designed for true combos, so pls change it back to true combo leaning weapon or change the light attacks like you guys did on cannon
DECAY SIG DAMAGE WHEN SPAMMED
they tried that before
why didnt it stay?
the implementation they did encouraged a different kind of spamming so it didnt really solve the root issue
besides you shouldnt be punished because your opponent is a dumbass
yea true
they should do something about sig spammers
why can we hit our teammates in 2v2 ranked?
because it adds a layer of skill and teamwork
and prevents getting free hits from covering your teammate
nice answer
Idk where to put this suggestion but I think all weapons should have a sound effect for ground pounds before hitting
what time does the ranked season end?
- july
why did i not get my glory points when the ranked season ended
ranked season has not ended yet
it says july 2nd tho
it does say july 2nd
july 2nd did not end yet
where is my code because i won one of the giveaways
makes the queue fair god damn it that's the third diamond I fight today I am 1399
😂😂
give orb ths chakram treatment that weapon is incredibly broken rn
☝️it could also use a damage reduction across the board.
I missed when Teros was in experimental features, since how long has he been in there?
Add keyboard support to console
Add Double GC Back into Experimental
please add keyboard support for console
Let's buy some emotes from the store with gold. For example, some battle pass emotes, (fist bump vs)
Fist bump: It could be 2300 gold
Demote/Kick inactive custom game room hosts after a certain period of inactivity or privatise the game room
Add Broadcaster Mode Colors Feature to Consoles
The game is already free bro 👹
⬆️
Plus you get free stuff with the event chests and tickets now, just like with BH Fest and now heatwave, seems to be planned for all events now which is great
team damage in friendly 2v2
no the hell not
why
cuz imagine having bobshitter2012 on your team cuz you solo queued
youd get shredded by orion dsig
imagine having 2 sig spammers stacking like its warzone and u just have to sit there and take it like a good boy because there making their attacks true but u dont because it happens every game
just run away and dont engage
besides foda already said team dmg in 2v2f won't ever get added
Add mega stances: lose two of one stat to gain two of another stat
could be cool as a separate gamemode
please add a team dmg counter
is it possible if a ui can be put up for each item you have gotten from the the event quests, because sometimes you spam click to fast past end screen and you dont even get to see your reward, ( it becomes harder and harder to find what it is the more items you have)
what you can do is go through the shop with steam recording on and just look at every tab and make note of how many items you have and what they are
2v2v2 would be so peak tho
i have so many items 😭
🤷
Or don't click spam, dunno why people do that
trying to load up for another gaming
Add random for favorite characters
facts
In order to nerf Teros' strength stance, would it be possible to change Teros' base stats to 8 strength, 4 dex, 5 defense & 5 speed b4 a legend with that stat line is released please?
Teros is the only one out of the 4 legends that can currently reach 9 strength that doesn't have multiple stats below 5 while having 9 strength, which is the main reason why it is unreasonably hard to interact with him
https://www.rxddit.com/r/Brawlhalla/comments/1m5s54e/changing_teros_base_stats_is_the_best_way_to_make/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
hope you fix everything
Add a way to have more than 2 teams in custom lobbies
Didn't knew Teros was a experimental feature, why nobody told me
Idk where to put this but hollow knight jaeyun crossover??? Sword is his nail and greatsword is his dream nail
Dogding should make people invincible for less time to encourage strings and increase the skill ceiling
Can BMG add a controller feature where you can bind light attacks or heavy attacks to the right stick? Taunts could have an option to be turned off or replace the d-pad movement with taunts.
Bro wants a mechanic to dodge to not dodge
a new mechanic is needed to increase the skill ceiling not this
Proposing that we as a community want anime crossover skins of any sort from Naruto, dragonball, demon slayer, one peice
All these anime’s would go very well with the many options of character with the right weapons to help fit the crossover
Let’s please push this for the devs
How about adding a platform slip mechanic that functions similarly to the wall slip so I don’t have to spend 7 minutes chasing someone around every game.
This^
let people see the hitboxes of weapon/item throws in replays and training room. why isn't this a thing yet?? it even already exists as a dev flag.
Make a scythe & hammer character
For the newer/intermediate players there should be a more in depth tutorial such as letting people know how many jumps you have on stage and off, going over the dodge and it’s cooldown on stage and in air, allowing people to see what counts as a ground/wall touch or not, weapon throw hitboxes and how long said weapon throw is active. Going over the defensive options after getting hit, going over the offensive options after getting a hit. Just some things to increase game knowledge for newer players with the hopes that in the long run it would retain more players.
facts
adidas red raptor crossover is utter shit, boots and chakram didnt need a buff, remove no team DMG in friendlies
I'm not sure if this is a problem others have put training room on console and switch is a bit jank. It can't show damage and dodge windows at the same time, and for moves that have many hits, like Katars recovery, it only shows the last hit of damage and the damage total, not the individual hits themselves. This part is mainly a bug report (sorry I couldn't find a bug/feature report channel if there is one)
Also this is a bit of an ask, but if possible do you think y'all could add an input map option in training To be able to see what buttons/keys your hitting on a controller or keyboard display? I think it would really help players with sequence comprehension, and understanding what to press in what order especially when learning combos like the Mafia. Thank you <3
Adidas raptor isnt a cossover just a skin
mate, adidas raptor is a crossover with adidas
its a crossover skin not a crossover
Crossover crossover not crossover but crossover, do not confuse it with a crossover'nt cuz it is not
yo dawg we heard you liked crossovers
Do we have an update on the cross progression problem?
About a year ago, I made the switch over to PC from Xbox and have been having problems with cross regression since.
Most recently my Xbox has became extremely outdated and I can’t open Brawlhalla on it to restart my progression timer
This sucks because I can’t play any legend I own or use any crossovers I bought while being on Xbox .
Is there a fix coming anytime soon for this problem?
no, because it's intentional.
I will just put this here since the slight sair true combo on blasters seemed to be more of a risky experiment, but i really want to avoid the game's balance to start jumping back and forth buffs and nerfs like its a seasonal strength.
Main Points to make:
- Slight Sair was only true under specific conditions which were in a healthy range of being forgivable but not unfair. Those conditions were to hit an opponent close to the ground and that their damage wasnt higher than ~220.
- Despite the true combo being introduced along with slight nair and dlight slight nair, the weapon only became relevant, not meta. Removing the combo now just sends the weapon back to being irrelevant (its barely good in 2s)
- The total removal of the combo feels rather unfair, especially to high dex legends which dont gain anything past 6 dex (except sair dlight on 9 dex but the conditions for THAT to be true are 20 times harder than slight sair) Why couldnt they experiment with the combo being unlocked at a certain dex range? At 7 dex its an exclusive combo to Ada, Diana, Reno, Isaiah, Vraxx and Cassidy. At 8 Dex it becomes exclusive to Reno, Ada, Vraxx and Cassidy, at 9 only Vraxx and Cassidy.
fix shit servers nerf boots nerf shakram ban people who dont rematch ban people who taunt and dont rematch ban people who dont do customs after toxic behaviour
@wild wyvern agreed. It should be a permanent thing I’d say for 6 dex and up. Dex doesn’t really do much on blasters as it is, so that would be a good change.
And it was removed for emotional reasons, not logical ones cuz as you said it wasn’t broken, just relevant people claimed it was top 2 when it wasn’t even top 5. There are three weapons in this game where if they are not trash tier the player base whines and cries and they get nerfed/gutted unfairly. Those being blasters, cannon, lance.
Weapons like hammer can have unlimited true combs on 2 dex while being fast and near unpunishable with insane damage but apparently that’s fine and perfectly balanced.
The rematch system in ranked could be revamped, where once the rematch is excepted, it becomes a mandatory best of three and if one cancels the rematch if the series is 1-1, that person forfeits and loses elo as if they went through with it and lost and the other person gains the elo. And personally I would change it so you can't swap characters either for the rematches.
agree except for the legend swap
Sounds fair, also agree with everything except the legend swap
turning morph, strikeout, and switchcraft into variations was a great addition.
I think this idea of combining gamemodes can be taken further, in multiple ways:
the only thing preventing brawldown from just being a map is having different gadgets. not sure how to solve this, but dice&destruction in brawldown could be really fun.
I feel like with some mechanic changes, buddy could become a variation too.
damage mechanics: normal vs street brawl. brawlball with a healthbar?? ui is problematic.
snowbrawl got upgraded to gadget mayhem. water bomb bash should get a similar upgrade and get added to custom game room.
and add platform king to custom game room already.
you've said already that ghost brawl is problematic for custom game room because it won't work with two players on the same console, but it's weird to block it behind an edge case.
just show a warning when there are two players on the same console. and show them both on that side.
Nerf bow recovery range
There should be an option to include big maps in ranked 1v1
I feel like ranked 3v3s just fundamentally don't work when the optimal strategy is sometimes just straight up targeting and killing one of your own teammates so that the odds of you actually getting to finish an attack increase tremendously (as a direct result of no longer having YOUR OWN TEAMMATE spamming shit like Mako side sig and constantly keeping you from playing the goddamn video game).
Most people can agree that the dex stance is very niche, only useful for unlocking a few extra true combos. A little idea that i had was to make dex affect how fast a weapon throw charges. For example, if you are on 2 dex teros, it will take longer than average to fully charge a weapon throw, while being on 9 dex cassidy will charge a weapon throw faster than average. The difference between 2 dex teros and 9 dex cassidy shouldn't be too much, because otherwise that would just make high dex legends even more broken.
Would be difficult to balance imo
Because with high dex + true combos you could potentially soft lock people
Do Crossover Battle Passes
Make weapon throws do more damage
Hence why it would be an EXPERIMENTAL feature
https://www.reddit.com/r/Brawlhalla/s/78KN2tKqmJ
great concept for a rework for the legend selection ui. please do something like this!
with trails and companions being selectable, and having so many weapon skins, there's a lot of visual clutter
I suggest adding Lardlu to the game
3s ranked crew mode would be fire rather than 3v3 ranked
waiting simulator
I Like the concept, But Also I would like check in somewhere what characters have an specific color, this can be implemented in the inventory as an option for colors and have there a default color as like as the side-kick (maybe its time to have a separate view for the inventory so you can filter and check all your items, also sort theme by date that you get those so you have what item is the most recent and now if you only get gold for the chests of the event or if you got a cool items if you pass the view quick) and also you can see this like the battle pass or the Pool Party colors for what legends you have unlock this color, because now I have to check for every legends what color they have available and some of theme have the community colors or the e-sport colors but I don't remember well which ones have that and this feature will be helpful
Also another suggestion can be, for the MEET THE LEGENDS implement a filter so you can search there which legends are Pet Owner as an example (a simple filter to filter by this "labels") to complete the battle pass missions easily
Completely agree with with that, I kind of know which legends have certain tags but when I forget, it's a bit... annoying? To say at least, checking the legends one by one to find what I'm looking for
Just fucking add it, it would be way better than fuckass 3v3’s
Bro wants to spam but can't cuz will kill teammates, womp womp get better, as any other ranked mode you're supposed to make a strategy
Either that or having a good communication with your team
I think it would be really nice to be able to select favourite avatars, titles and anything in the inventory menu that can't already be set to "random favourite".
There should be an option so we can make a bot do certain or specific follow up attacks off of certain moves so we can practice team combos solo when we have no one to play with
Brawlhalla please add a custom game mode where we uave infinite jumps
I know this isn't a bug reporting channel, but if anyone could help me, I'd really appreciate it. I'm having an error that keeps kicking me out of the game while I'm playing and says:
Account still logging out. Please try again momentarily.
If anyone knows what's going on and can help me, please do.
That's a connection issue, also go to #help-booth
fix katars the hitboxes are messed up and you can walk out of down air
the hitboxes are fine. dair-nlight and dair-dlight are 2-3 frames so they shouldnt be able to dash out of it. dair is not the most consistent because of the position in where you hit it, but overall if you input correctly youll be fine
sidelight doesn’t have a hitbox at the end of the move and sometimes dlight isn’t even true out of it
slight hitbox is fine, it has a hitbox until the player rolls forward. slight dlight changes depending if you hit the slight close or far. so you have to input the dlight with a dash or without acording the positioning, or you could slight nlight which is more consistent
No I just think that 3v3 isn’t that interesting and 3v3 crew mode would be really fun I like crew battle so fuck you
waiting simulator
Bro finds more "fun" waiting for his turn only for when he needs to play being KO early to repeat the cycle
This must be ragebait
make ghostbrawl invisibile for EVERYONE so you have to keep track of your inputs on the same console
But you have lag suddenly and don't know where you are 💥
not offline
thats the whole point xd
you cant play ghost brawl offline
Quality of life features that would make the game feel more complete and fleshed out, none of these are strictly necessary but seem to be either a standard in similar games or help to make the user experience more smooth and fun:
- saving lobby settings in a preset, like making your own "tournament 1v1" lobby setting to allow faster setup of custom rooms or to force people to play a specific ruleset
- custom map sets, allowing for players to bundle their favorite maps in a map set to not have to play maps they dislike, can also be used fpr custom tournaments with custom map set rules or custom modes
- character skin presets, being able to save presets for characters would be great especially with how many skins there are these days
- the ability to end games as a lobby leader without making people jump off, especially for gamemodes like timed, bombsketball and brawlball where you cant just "jump off" quickly a forfeit or end game button for the lobby leader would be very useful
I support this
One frustration I have with Brawlhallas current rollback netcode is how lag often causes sudden teleportation or deaths that feel unfair and disconnected from what the player was experiencing. The game tries to smooth over lag visually by rolling back inputs and interpolating animations, which results in players seeing a smooth fight one moment and then dying the next with no warning. I propose an optional “Low-Fidelity Visuals During Lag” mode that would reduce the animation framerate and simplify visual effects whenever unstable network conditions are detected, while keeping all game mechanics, hit detection, and input responsiveness running at full speed. This means that instead of sudden teleport snaps, players would see choppier or slowed-down animations during lag spikes, acting as a visual cue that the game is desynced and encouraging safer play without affecting the actual timing or fairness of the match. I don't think Implementing this feature would require massive engine changes since rollback already decouples simulation from rendering, and the game already supports toggles affecting visual smoothing (like the spectator delay toggle and framefix commands). Adding a toggle to settings to enable or disable this feature would apply to players frustrated by current lag effects while not hurting the gameplay of those with stable connections. This is a suggestion and I have no idea if this would be a priority for devs or even work with their engine.
I don't know how hard this would be, but after figuring out how skins for Brawlhalla are made, I see why skins are so expensive, and why they don't come out super often. My suggestion is to COMPLETELY overhaul how character, animations/sprites and everything is made. Now I'm not a game developer (yet), but would it be that hard to make 3d models, and port it to 2d, while still keeping the same animations, just now they have bones, and can do everything SO MUCH FASTER. This would open up possibilities for much more production and increase the player-base with less work and make more money. I get why the Wu-Shang skin is $30, and same with the Nix skin, but not everyone has that kind of money to spend. I think the way stuff is made should be overhauled so mass production is much more simple, because drawing the same hand from different angles 130 times, it's very time consuming. Please take note of this suggestion if it is something you think could happen, you could keep the art style, animation style, and everything would just be SO MUCH FASTER.
Just a little extra thing, this might be a stretch, but I think custom KO effects would be very cool, character dependant. Like if someone is on their final, and they get hit by a S-Sig by a Wu-Shang, then the camera zooms in on Wu-Shang and you get cool screen effects. Kind of like Super Smash-Bros. The hit trail effects are a step in the right direction, but I think overhauling how the game looks could vastly improve the game, and the player count.
Again, I'm not a developer, and I don't know how hard this would be, but I've seen games like Dead Cells use the same concept with an indie team using 3d and porting to 2d. Being able to use bones, keep the art style, make everything faster, adding new emotes doesn't mean making new textures for every character in the ENTIRE game (65 as of now.) But I'm sure the people who make sprites would very much appreciate the ability to do this.
I would love to see this game succeed.
I'm a modder and I can assure you that they don't draw hands every time with each skin.
Those are already defined hand types in an unique file where the game just pick them to accord of each individual skin, being one with gaunts, one with armor hands, other with claws, etc. (With a few exceptions with some crossovers with unique hands type such as let's say the General Grevious or TMNT which indeed needed new hands to be drawn, as two examples that came to my mind rq)
Also, this is a flash game (literally) everything works with vector sprites, these made for each body part (jaw, hair, eyes, arms, legs, torso, etc), they don't need to draw that many parts for each skin, sure they could be a good amount but nothing that special, what takes effort is the art itself, not the "assembling" part to put them in game, the new mythic ascended tier of skins costs more because they have some new unique animations (go to render tool and see for Wu Shang, weapon throw, picking up the weapon, even the light attacks) aside from the signatures which are usual with the Epic tier and above.
For regular skins they only need to draw the same parts as always and that's it, nothing crazy, they don't release skins every week for example cuz they don't rush the designs nor the artist team part, (also because what would be the point of flooding with cosmetics, playerbase and specially F2P players will fairly complain about the lack of effort and "store updates" only).
This way would not be possible make 3D models and port them into 2D cuz besides of the artistic part, that would highly mess with the colorswapping mechanic (also not every 3D into 2D looks good, would be out of place, even more because they already have an artistic style well defined (at least when we're talking about skins but don't wanna dive much into it)
It's just a lot of work for each individual skin, and I'm not saying they should use it to release more skins that cost mammoth coins, but rather they could make more characters more often, or skins, battlepass stuff, etc... I know the art part is the hard part, not the assembling, I must've came off wrong. What I mean is having to do so many different vectors for everything is a lot of work.
They could port 3D models to 2D, just keep the same art style, keep the animation frames the same, they could have layout characters so they don't have to manually do animations, so it's just making a model, adjusting it, and done. I'm not sure what colorswapping is but my friend that's also a modder has talked about it a lot. I'm assuming it's just how different colors work on skins? I'm sure if that is the case it could be recreated. But the way I'm speaking it would just be a complete overhaul of how things are made to speed up production and reduce work-load.
I do think they should release more updates, like ACTUAL updates. Like guilds, clan wars, damage numbers without taking almost a year to release, I'm no game developer but I don't think adding damage numbers is 1 year worth of effort to create. I wish they would do updates more often, I loved the UI overhaul, but I wish there were more updates more often. All the updates we really ever get are new skins, battlepass, summer event, back to school, etc... It would be nice to have some actual content updates, whether that is new gamemodes, or literally anything.
They already have set animations, since the game works with body parts, they manage them like bones and the game just for example renders the hand and arm sprite waving, sets the eyes to the hit sprite and the smiling mouth, for example, that's covered already, they only need to add the sprites of the new skin into the game and they're ready to go, yes, the artistic part is the difficult, besides the concept and design part, thinking about the theme and legend for said skin, as well as the weapons which are also split in parts for some cases (like chackram for example) and drawn in different perspectives so in game they can be set to, again, not needing to make new animations each skin.
They only make new animations with skins that need it, like SpongeBob or Patrick because their body is very different from the "human" standard the 99% of legends and skins have so the regular animations don't completely mess up (which is almost inevitable, up to this day some emotes still look bugged with them), or when the skin offers them as a feature like the blasters and jump animations for Megaman too, the crossovers in general which often require new ones to match the custom SFX, etc.
The colorswapping thingy is the following:
They set the exact HEX colors palette the skin has, interpreted in categories, hair, clothes, details, fur, metals, each with their respective variations for the shadows and illumination, the same way they set the different tones and colors for the different schemes, once those values are set, the game just changes the default (classic) skin's vector colors to the scheme designsted ones.
Unless they port the 3D into vector to do that I doubt that technique could be viable honestly.
But overall agree with the quality of life and new mechanics updates with new features but knowing Ubisoft, BMG is just making more skins each patch to make the money they need to not go bankrupt lol
And I guess they can't spend time/resources in the actual updates/features
I see. So I'm just confused because say your character is just a normal position, but then there is the emote where you sit in a car and you can see the entire back, and there is animation frames between that where you get a side profile and everything, I just thought there was a lot of different stuff to draw. Like if you need a torso you have to draw every possible angle.
Color-swapping sounds pretty similar to what I thought it was.
Yeah, it's ubisoft, I can't expect them to do a whole lot besides push out new money grab skins. It would be really nice to have some actual updates though, the game has been pretty much the exact same since I started playing.
Yeah, understandable you assumed that, the skins have their parts, like with the bp2 car emote, there's the torso back torso2 back (for when there's a flexion on the abdomen and such, the torso is split in 2), the back head sprite and for the between transition frames there's the side angle for the legs, the arms and so, if you pay attention the head will never have a side profile, only front and back, little details which since they happen too quick you wouldn't notice.
There's not much science about the animations and those aren't usually a problem when making new cosmetics, except for new legends which require more work to now yes, code and make animations for the signatures and the SFX for said signatures, not mentioning the whole new weapon every 2 years iirc, light attacks, signatures, new legend with the weapon and 3 release skins for said legend, lotta work they need to take their time to make, don't blame them, they usually cook hard with those ngl
But in the meantime, new features or at least finishing reworking the UI could be good (why they leave it half finished? Some stuff looks out of place, smh)
I fairly let them tske their time with the new legends tbh
You can't rush art✨
Yeah, it would be nice if the concept for new characters was the part that took longest, but they have to do a lot of stuff. I wish they would do new weapons more often, but in turn that would mean they need to do more characters more often to keep enough weapon combinations. A new character every month and a half would be nice. But yeah what you said about UI, I literally have no clue why they only did half. I also don't know why it is taking so long for guilds to finally finish becoming a feature.
I'm not entirely sure the size of their team but I feel like they could be doing a lot more with how long each update takes to come out.
Here are some QoL features I've really wanted in the game for a long time:
-
Multiplayer training mode. I've really wanted the ability to have a bot that doesn't move without connecting a controller, and have position reset. Being able to change the character mid-match with the leader controlling the bot settings. I practice team combos frequently with my 2s partner, and this would probably be the biggest QoL change on this list.
-
Being able to change bot stats in training mode. I test many things on characters, like Magyar 10 defense. I can change everything except the stats, which is very unintuitive. (Small training mode note: when I do morph training mode and accidentally select the wrong character, backing up to change kicks me out of training mode and I have to re-setup morph and change characters again. Very annoying.)
-
The ability to toggle gadgets and team damage in Friendly 2v2s. I don't remember if this is already a feature, but also being able to set Tournament 2v2s or Ranked 2v2s maps.
-
Bring back seasonal ranked. Morph ranked happened before I started playing and they've never brought it back. Please bring it back.
-
An experimental features game mode, since experimental 1v1s got replaced with unranked 1v1s. (Again, I don't know if there's already a feature to toggle this in unranked 1v1s, but I'm pretty sure you can't use experimental features outside of training mode and customs.)
-
This might be pushing it, but being able to basically code the bot in training mode. Like if I want the bot to dodge up after a scythe N-Light, or if I do S-Light it will dodge down. If I do S-Light then N-Light instead of trying to dodge up, it can jump away or something. It would be helpful for higher ELO players. (Also a feature to make the bot DI.)
The ability to toggle gadgets and team damage in Friendly 2v2s
will never happen due to crossteaming
An experimental features game mode
there are no test features rn. once there are test features, unranked 1v1 will be replaced back with experimental 1v1.
That's why I say there should be an ability to toggle it, because its a good warm up for ranked with my 2s partner, but no team damage is annoying because we fight people who will spam through each other and its not very good practice for ranked.
Also how are you able to reply to certain parts of my text?
> some text
turns into
some text
thanks
Do Mutiple Crossover Events at Once
remove the dash changes made some years ago, the game just has gotten worse since then
facts but it’s too late now
btw idk if the image rendertool is bugged but it can't render animations
I think what bmg needs to do is to have it render as a gif instead of a png
You can get an apng (or whatever was called) and also export all the frames as individual pngs inna folder (images sequence), or yeah, a single frame as png
ye I just did that
many programs do not support apng, displaying it as just png
you can use an online converter
j
As a new player with a newbie perspective, I think it would be nice to see an explanation or visual tutorial to a daily/battlepass challenges. There are a few obscure things that a new player has no way of knowing about. Like, today I had the "do jump dash n times" challenge. While it's an easy task, new player has no way of knowing about what even the jump dash is without watching guides or asking others about it, I don't think it is mentioned at all anywhere.
I imagine it as you click on a challenge and see a tab with a short tutorial or an information what you actually need to do.
please add companions to the image render tool
the lead designer talked about having an expanded single player tutorial mode where youd unlock each movement option/tech
that you if you finish it youd know what dash jump is for example
currently the best thing we got is the challenge preview which shows you some basics and a few strings for each weapon
hi
hi
Brawl this isn’t an expiremental feature technically, but can we get rewards for our legend elo? Like not more glory but maybe a new color or skin, something to make us get rewarded for sticking to one legend
well dont you get a title from reaching level 75?
Level 50*
And no, they meant for reaching high Elo on a legend and not a high xp level
oh whoops lol
thank god they're planning on having dex change weapon durability,imagine what would happen if it affected dodge cooldowns lmao
They could always nerf the snap dash (much needed) and back dash.
And dex should effect dodge cooldowns, and chase dodges (either the length, or number of them you can chain together)
They're gonna change it
@neon pawn did they announce how they’re gonna change it?
Not sure i didn't watch the stream i only heard it from other people
@neon pawn k, thanks
Not sure where to post this feedback but the order of the casual queues button doesnt make any sense.
Unranked 1v1 and 2v2 are more popular than FFA and Strikeout.... so why are they first.
From left to right the buttons should be ordered:
1v1
2v2
FFA
Strikeout
It's really annoying having to go all the way to the right when you just wanna spam through the menus
You can just go one time to the left and you will be able to select unranked in literally 1 input-

Good news
Does free rotation count under this channel, because I have several complaints about this feature that just needs to be fixed.
I got an idea for battle passes that would maybe make people happy, what about a battle pass that is customized. Basically you could choose the skins you want between all previous battlepasses or many of them, so people could actually get what they like the most, and we could even maybe make a way to choose for the weapons or colors as well. I didn't really thought more about it but i still think that could be something cool ^^
Can we find a way to penalize spamming PLEASE. Like if someone hits a sig consecutively they lose a stroke or take some extra damage, SOMETHING?
No, skill issue, spamming is the most vague and easy play style to punish
I'm not talking about beginning type spamming, I'm talking about, the weirdos who proceeds to read every thing and then hit you with one move the whole game
You being read? that happens, punish? sigs are a good option, skill issue still
Next excuse pls
Clearly you haven't been hit with ts before, I hope you experience this sooner or later to understand
everyone who played the game had to adapt and counter sigspamming. sigspamming is a bad tactic that only works in low ranks. theres 6 sigs per legend and 3 sigs per weapon. if youre getting hit by the same moves its on you
Ok then, I will gladly take a written out tactic on how to counter spamming, anyone can take this up

I have already, and so many times I learn how to deal with it, my point stands still
I honestly feel like u chose to skip past the part where I asked for advice
Just learn spacing and improve your movement, that will make you difficult to hit, if you can mix your dodges that could be helpful too, just try to be unpredictable, that's what I do, they will either give up or become desperate to hit you then you can punish more easily
There we go, thanks 👍🏿
js get good at dodging
there should be a way to level up weapons like it is possible to level up legends
you can check weapons stats in corehalla tho
sora_1326 sent me here
pls turn on dmg numbers for tournament streams 🙏
experimental feature idea: Custom drip sets
-Makes it so we can save skin sets for every character, so you can quickly switch between drips without having to always reselect your weapons and colors
have menu interactions been slowed down? Or is the 200ms input delay in menus just a glitch
Add history in unranked matches
add rec frames to bow and blasters
There should be an option to change menu music, I miss the really old character select theme
Add recovery frames to boots dlight, i dont think a combo starter shud have such little endlag. Dlight with boots legit gives combos that can drive u across the stage, so it shud come with a thick price
i think this podiums houses should turn blue if on the blue team
I'm so glad someone at last saids this and I'm gonna be real I don't care if it's an skill issue or not it just so mentally abused that you can't even play the game at all and those that had to read and read those spammers.
But that's honestly not the worst part for me the worse part is the people are so so toxic group and expected people to be pros just to even beat them and call it easy when for most it's not like yeah you can but that doesn't mean everyone else can for me I have an disability and just want to play the game without worrying about this everyday others can call it skill issue all they want but think of it like this how can they learn without going on an 2 hour long video on how to beat spammers every day just to even enjoy the game.
Not everyone an pro some just want to enjoy the game for fun not everyday frustrating pro league just to even play casual
Still a skill issue.
Sig spamming = cheap tactic that only works at lower elo. It cannot be a coincidence that everyone who complains about sigspamming are in silver/gold/(maybe plat). If you only want to play casual and even then you cant beat sigspammers, then maybe this isnt the game for you. Fighting games even at casual level require a basic level of adaptation and each one has its cheap tactics. if you cant handle the easiest ones then youre gonna have a hard time having fun. Learn how to beat the spammers and youre gonna have a lot of free wins (so fun) until you run into the next roadblock.
If you have never played a platform fighter before maybe try super mario 64, i think its a good starting point, first the platforms and then the fighting
The sign thingy and the platform changes, it is wood when teams are off, you can check it yourself in the render tool with the advanced settings
I know
But the fact that it's red even when you're on blue team is confusing ik it's stylistic
But I think it should be blue to reduce confusion
gonna put this here:
I love the new dynamic queues. it's like a more casual seasonal ranked. and it's fun to play gamemodes more often that usual.
oddbrawl my beloved
ngl all the ppl saying skill issue r js sweats, not everyone has like 5000 hours in this game
No you can sig spam too if you want to win
This isn't really an experimental feature but
Has BMG considered making a "E-Sports bundle" before where profits specifically go towards the esports team?
I think this might encourage a lot more dedicated people to spend money they usually wouldn't on cosmetics
i agree its a skill issue, however, there would be an incentive for sig spammers to be forced to get better if per stock you could only use 3-5 sigs. A spammer will deplete them fast and have no option but to use light attacks and try get better.
Sure, getting sig spammed against calls for us to get better to punish it, but a sig getting punished clearly isnt enough to get them to stop doing it. Having no sigs left to use would.
I dunno i see both sides.
“a sig getting punished isnt enough to get them to stop” exactly. low ranks dont know how to punish, thats why the sig spammers are all stuck in the low ranks.
If you put a maximum sigs per stock then the next thing will be light attack spam, sword nlight spam (just to put an example).
Low ranks cannot deal with sigs (slow moves most of the time), so they wont even be able to even punish light attacks.
Should they remove zoners in traditional fighters? ok lets take out the hadouken since people cannot deal with it, lets also remove kitana projectiles from MK and so on 😝
yup, Gears of War did this and I believe Halo too, when you bought your favourite teams skin pack the money went to the orgs and the prize pools for the esports tourneys
Jiro’s Shadow Clone KO should be the same color as you. Just image a gold forge jiro jumping from the depths and executing a devastating slash. Ts would be fire
why would you disincentivize sig heavy playstyles
that seems like a crazy way to alienate character specialists, especially on characters like yumiko or arcadia that have setup sigs
it would dramatically reduce the uniqueness of each character
using a lot of sigs is not "bad" its a playstyle just like not using sigs
theres nothing cheap about it
you wouldnt make cannon better for pros just because low level players are bad at it
so dont nerf something just cause players are too lazy to improve
if you are bad, losing to sigspam is part of why youre bad
doesnt seem like you really read my message properly and just cherry picked how to interpret it. theres a difference between sig spam and using your sigs effectively but w.e my two cents are there.
sig spamming at lower levels gets too rewarded with little reason to try anything else compared to those who try play well but are struggling, whos more likely to quit the game? The new sig spammer racking kills or the new guy trying to learn the mechanics?
My method doesnt take away from sig reliant playstyles, those that use sigs well dont abuse them anyways to the limit doesnt affect them.
you said specificially 3-5 sigs per stock
why would someone who just enjoys hitting the "strong attack" button keep playing if he cant do that anymore?
also
sig spam at lower levels does not get rewarded
there is no reward for sigspam, what does exist is punishment for bad positioning.
punishing sigs really isnt hard if you think just a bit more
Also what would be the purpose of learning then? No sigs you wouldn't need to learn how to spacing or punishing, if everything is so easy, what can you learn from it?
Part of the process of LEARNING is FAILING, if you can't against sigs, just improve and learn how to punish them or counter, most sigs spammers don't even make it out of gold cuz outside of it, it doesn't work anymore. That's the recent problem with basically everything, "why is this so hard I want to win the first try", just watch what happened to Silksong, many new people couldn't with the game and is ok but why lowering difficulty to give a worst experience for those who actually can? If you can't against sigs just improve or leave, why would you keep playing a game you don't find fun? And if you can, why the suggestion?
Edit and sorry for the ping, I replied the wrong message LMAO mb
i dont think "why is this so hard I want to win the first try" is a problem per se, but i think limiting sig spam at the expense of a very common playstyle even at high level play is a very bad idea, instead educating the playerbase via a better tutorial is much better
a person who plays a fighting game without wanting to improve just should not be playing ranked, they will not have fun
Yeah, you made me remember the challenges which just remained as a work in progress, maybe after guilds that could be the next thing they should aim to improve, the tutorials and graduate from experimental the challenges and putting them more in front and not in a small button inside the offline play section which almost no one checks 💀 (I don't mention the chackram challenges missing because they probably are waiting to have at least 3 legends with the weapon to add them or smt?)
They should put a “tutorial” option in the main page or at least next to “training”
there's one under training 🗿

"sig spamming at lower levels gets too rewarded with little reason to try anything else" the reason is to get to a higher rank. eventually these sig spammers after beating bad players will reach the rank where 8/10 opponents can punish their sigs. they'll start losing and they either get good, hard stuck, derank or quit the game.
ngl, if you aren't able to punish the easiest moves to punish in the game then Idk what those players are gonna do at a higher rank where you have to punish everything
3-5 sigs per stock is pretty bad. if I play bow and I have dlight nsig unjumpable, I'm using it everytime I catch their dodge. now that's not spamming sigs but utilizing them efficiently. if you're using a legend whose optimal kill option is a sig, they literally have to be so careful with each and every use and would make trading stocks way harder for them. that would also just stop us from recovering back to stage with a gc sig since it's now precious.
For grounded string leniency make it 5 frames instead of 15, 5 is more than enough. Then extend this idea to landing while having air dodge cooldown in general, and not just out of stun. Should be: If you touch the ground when not in stun and the air dodge cooldown is active, start a 5 frame timer to trigger grounded dodge cooldown, but if you get hit during that timer, cancel it. Additionally, snap dashing while you have air dodge cooldown should add 2 frames of landing lag startup to the dash (how it was before snap dash)

👋
i think the introduction of dynamic queues is great. You can try even crazier experimental features while still having an unranked 1v1 queue with no gimmicks
that's one way to make the game a little more aggressive finally
5 frames? the game is so passive 😭 maybe 5 frames in general but 15 frames out of stun should stay to have more pressure, if not this they should buff all the weapons, fix the dash or something
Does grounded string leniency actually benefit any other weapons than katars?
yes
Greatsword, scythe, katars, lance I think I'm missing another one? Probably but that benefit the weapons that can do strings that caught you in the air (dodge punish) then throw you down or make you be at the ground level for a second.
Slight (wait for dodge to punish) jump dair on lance is an example
Additionally, snap dashing while you have air dodge cooldown should add 2 frames of landing lag startup to the dash (how it was before snap dash)
great idea!
☝️
Any combo in which you bounce or slide your opponent off the ground is better
whats new here folks
Very good experimental feature, it‘s making more sense, the game feels more realistic in the fighting environment and I hope to see it implied to ranked.
Why does bmg only do things for ones and not 2s? You can turn items off in ones casual, not 2s. Can't select colors in customs for 2s, you can for ones. Maps are better, gameplay is better cause less spam and little attention from bmg
They did nerf some attacks cuz they were too powerful in 2s btw
I was meaning towards colors, playing options like turning items on or off, team damage out of ranked, why can't we get colors in customs for 2v2 or crew? We want to avoid sig spammers as 2s players while enjoying the colors we worked for but we can't have that because bmg doesn't do anything for 2s players. And we're being forced to play fr2s when not in ranked if we want colors. You don't gotta do all that for 1s. It's so convenient for them.
Being able to use other colors besides the team red and blue in customs I agree, the sig spamming is not an issue at all, since you can queue alone in friendly 2s you could get teammates who troll and attack you, also the game mode is called friendly cuz of friendly fire (at least Foda said so)
That's why we need colors in customs. And sig spamming is an issue in 2s friendly. It's a massive issue. That's why people don't do it and play 1s or customs. But you're forced to play the garbage mode to do some missions. Stop the bias bmg
no one is forced to play any gamemode
Is easier to do missions in FFA
(I do play friendly 2s waaay more often cuz is more fun than finding a sweaty for 120827th time in 1s)
Where can I see support for this game? I want my mamnoth coins back
Experimental feature: functioning servers
Dear BMG,
When I first felt the grace of Grounded String Leniency, I swear the universe paused for a moment. My eyes met the screen, my hands trembled, and somewhere deep inside me where all the missed combos and dropped strings live, I felt peace. Real peace.
Whoever brought this feature into existence… I hope they know the power they wield. They didn’t just tweak a mechanic; they healed a generation of players who dared to believe in consistency. I’d shake their hand if I could. No, I'd learn cursive just to write their name beautifully. I'd engrave it on the heart of every whiffed punish that now connects, every dream that now lands true.
This isn’t balance. This is poetry disguised as code. This is compassion translated into input buffering.
Thank you, sincerely, for giving art back to the grounded game.
Forever grateful,
A player reborn in leniency aka Dflf
I have no idea what grounded string leniency means or does and when i played experimental i noticed absolutely no changes whatsoever
You'll see, when you dodge in the air you get the 3 seconds cooldown untill you touch the ground again right? Well, it was literally any moment you touch the ground meaning if you were being punished and the string took you to the ground you were able to dodge and escape easily which was not intended.
The grounded string latency means when you punish someone and they're in stun (stun is called where you can't move for a moment after being hit), they will still conserve the 3 seconds of cooldown granting you, those 3 whole seconds of string and combo optential.
Affects several weapons, highlighting scythe, greatsword, katars and in some cases lance too but basically any weapon
Stop giving greatsword an advantage
Well I wanted to tell u but @cerulean notch did a great job!
Suggestion!
how about giving the legends some winning voice lines 😄
ex:
when the game cut to the match result screen Lady Vera would say to Moredex "Stinky inhuman Beast"
cuz yknow! just realized the only time i hear legends talk is in a trailer
Ok
Anyone down for a 4v4 code 102045
no
So uh 🥹
I already miss the grounded string leniency BMG 🥹
@sweet vine will there be a guild feedback channel in the future?
Similar to how we have the function of holding dodge in stun letting us dodge on the next possible frame. Maybe have similar feature but for end lag?
can you give an example of what you mean?
I think he means something like buffering the inputs while you're in stun for like, the first available frame you can action again after missing an attack execute said input?
Maybe a jump or something, could be useful for chackrams unfused GP for example, always I miss it I can't recover on time and end up dying because of that?
Unless is something different but that's what I understood, could be interesting
Say you’re stuck in a scythe string. Instead of pressing dodge attempting to escape each dodge window. Instead of needing to time it you can just press and hold dodge. The game will make you dodge the next possible dodge window. Im saying make that but for move end-lag so you can press and hold dodge in the middle of your move and will immediately dodge after
ohh okay i understand it now
I think we'll make a bespoke one for 10.01. For now let's assume beta=experimental 🙂
Lovely ill make a post soon then
I have a lot of things I'd love to mention
there should be an experimental gamemode where signature moves are disabled and people have to rely on actual skill
call it No Spam Zone 
Better call it skill issue zone
🔥
16
17
Guild Update Part 1:
Important features:
- Applicants cannot see anything but the Guild name and Tags, it would be an immense improvement if someone could see the discord and MotD if a Guild before even applying, so they know what a guild is looking for since only 6 of the tags are shown
- tags in the guild post have a weird random order Our Style for example cannot take certain tags because the are Ordered above Brawlball or Kung foot and thus push them out of the visible 6 Tags, it would be nice if Guilds could choose which 6 tags are shown in the guild post
- (im guessing this is a known thing and will be changed) being able to open the normal guild member list like always outside of custom lobbies, currently the guild button forces you into the guild menu, instead of showing members (like a friendslist) first
- being able to write text in the guild post so people know what to do to properly apply instead of just having to guess what the guild is looking for exactly
Cool additions:
- the ability to see what lobbies (custom lobbies, ranked 1v1s) your guildmates are in while in the members tab
- the ability to see 3v3 elo of members in a guild
- the ability for tier 4 or higher guilds to "keep open" a guild lobby for 1 or 2 hours, the lobby would have a room code but only be easily accessible by guild members, this way the members could all congregate to one lobby, without one person having to wait for everyone to be there (especially useful for sports and side mode guilds of course aswell as KotH lobbies and other fun events)
- Player generated content could be done pretty well by locking them behind guild tiers, at tier 5 a Gild could be able to create a custom Stage or 2 custom stages, since it takes a long time and a lot of members to reach tier 5 it would be quite the achievement and heavily discourage people from making NSFW map art, additionally the low amount of tier 5 Guilds would allow for moderation by a much fewer amount of people, at that point NSFW map art would risk getting the guild deleted which further discourages making such a Map. The map could either be available only to guild members or open ot anyone who has downloaded that map (either out of game files like replays or an ingame map download page)
- a guild specific color for tier 5 could be cool too, wether its custom made by the guild leader or just a general tier 5 color that is earned by guild points
^ probably goes without saying but having a text search for guilds so you don’t have to resort to labels/filtering and browsing
there should be an info page, like there is for the event center. explaining stuff like:
- the different roles in a guild
- how to invite, kick, demote, and promote
- what the guild tier means
And what does the rank means too, is not based on Elo nor in the range cuz if so I would be 1 being the leader, is not based on xp either afaik
What if there was a trading system where you could sell cosmetics like colors or skins for coins or mammoth coins?
its based on your amount of contribution to the guild
which has not been added yet in phase 1 so currently it does nothing
nah wouldn't work bc chests
people will just sell whatever skin they get that they don't like and infinitely open the chest until they get the desired one
on the other hand, a chest is only 100 mmc while in the shop most skins are 140 so people would abuse the hell out of it, basically infinite mmc
That is true
You should be able to search up the names of guilds, or like have a code or something to each guild that people can put in like when joining a game room, to find the guild
Also you should be able to invite people to guilds from any menu where you can click on their name to say invite them to a game, not just the friends list being the only place to invite people to guilds
At least on pc when youre in a custom room you can click on people in the room lobby to add them to the guild
You shoukd be able to on any platform
dash changes when 
never, they r fine as they are
most passive fighting game ever
it's one of the most talked problems for years now
It doesnt make a diff if its talked about, i never understood whats wrong with the current dodge system
There's a small amendment
If you catch someone w a chase dodge, u can push or yeet them
Go general chat so this timer isnt here
that's a massive overstatement
melee and brawl have tournament rules that forbid someone from staling, because it's such a problem.
most players play ranked not tournaments
"overstatement"
you kinda prove my point
most players play ranked not tournaments
and? that also applies to melee. brawlhalla doesn't have tournament rules against stalling, because it's not as much of a problem as it is in melee/brawl.
"overstatement"
you kinda prove my point
what?
you just said it's such a problem and that's why brawl has tournament rules against it "because it's such a problem"
that's what I mean.
so why isn't there anything against that on ranked?
or I didn't understand your message
by brawl i mean smash bros brawl
oops. lmao.
@fiery vale scam
idk why this isnt a thing, like there is a character level up system there should definetly be a weapon mastery system giving emoji skins, titles and weapon skins as you play and use each unique weapon more and get more xp for it
There should be a in-game weapon/ character leaderboard and friends, chatting options for mobile players...and voice chat for all platform players to play with friends..
Give an option to turn of emojis
And an option to not receive room invites
Fix pc bugs, after the update the game becomes too laggy and glitches for no reasons at all, stuttering, visual glitches and UI glitches, every update the game becomes more unplayable
please make it possible to try skins only available from chests in training mode 🙏🏻🙏🏻
What if, when you buy all the legends, a kind of chest is unlocked that you can buy for a certain amount of gold, and by buying it, you can get a skin, emote, avatar, sidekick, and other cosmetics, and even small amounts of MMC? The gold becomes useless after you finish the game and you just accumulate it.
so basically you want hours of work from bmg for free and on top of that you want mammoth coins for free sheeeesh
smh
Plat/dia/valhalla weapon skins. (if you hit diamond one season they could reward with one random or player chosen weapon skin to show off rank) I just think there should be more ways to show off rank other than a banner/icon. also would incentivize players to work towards collecting prestigious attire and it shouldn’t be too hard to implement into the game.
Yes, or just cosmetics. There may also be a limited number of purchases within a certain period of time, or the price may increase with each purchase and reset at the end of the seasons.
Obviously, the chest can't be too cheap either, having a higher chance of containing weapon skins, avatars, and emotes, and a lower chance of containing skins, sidekicks, and companions.
there’s plenty of skins, cosmetics, avatars and so on that are already free. and they normally give stuff for free by watching their streams. It is a free game after all so if you want more maybe just spend some money?
I agree with the part of having more incentive for playing ranked, otherwise it turns pointless in about a few seasons, unless you really like the diamond avatar/loading frame but there's way better (and free) avatars and loading frames to use instead of the ranked ones (and let's be honest Valhallan's is pretty but many of us won't even dream about reaching that high)
We should be able to randomize our favorite characters
I just wanna turn off items in friendly 2s man
AGREED
there's already insane amounts of spam, dealing with items is too much
I just wanna go into 2s q with my silver friend (I'm diamond) and teach him the ropes of the game but we're constantly getting bomb spammed by 80 weapons
I want team damage on in friendly 2s as well bc you always run into sig spamming teams that don’t have to worry about hitting eachother
YES PLEASE WE NEED THIS
Rice
Yea maybe there should be a option for it to turn it on or off
they should change the new legend stats since we already have a 10 dmg legend
If yall make the dodge exhaustion a permanent thing it will kill your game
Do not add the dodge exhaustion
fr no dodge exhaustion
what is dodge exhaustion? new experimental feat?
DO not add dodge exhaustion, it’s not inly taking away from the gameplay that we usually have gotten used to for years on end, you will make EVERY weapon like Scythe, gauntlets, chakram, and ESPECIALLY lance as well just plain unavoidable for the ENTIRETY of being airborne after dodge. You basically give the opponent a free zero to death because you cant dodge until you touch the STAGE. Which is overall a dumb mechanic and SHOULD NOT be used, because it will make the game just unenjoyable for players who actually try to learn the game.
You don’t get a doge until you touch pretty much
Disregard my statement. Its until uou touch the ground, wall or get hit
Im sorry but can i just say the new “3, 2, 1, BRAWL!” is not good at all, and i think they should change it back to the old one
Snap Distance Reduction is still an active test feature. either graduate or remove it.
Yeahhh maybe as an optional thing
Just curious on why the grounded dodge leniency was added. the change doesn't do anything other than help katars and some niche greatsword scene, so now katar players get at least 70 damage confirmed off each read with it actively resetting into the slight dlight loop. feels like an obvious mistake to reward the sorta gameplay that is created as a byproduct but considering they added 2 new katar crossovers, it would be par for the course for katars to be obnoxiously easy to win on right now
We knew from the beginning this grounded dodge leniency was just a fancy way of saying huge buff for katars and nothing else. Should nerf katars damage to boots level to balance it.
Do not add dodge exhaustion
I think it’s an overall good change and was added cause ppl imo did ask for it
They will be able to balance with this in mind from now on to ensure Katars don’t benefit unfairly and other weapons can hopefully take advantage of it a lil more. Overall I think it promotes more agressive play
Just need to balance weapons with this change in mind prior to 2026 imo. It’s off season rn, best time to figure out shit and make a balance patch
So BMG my feedback for dodge leniency is to keep it, but shift Katars power in its kit or nerf it and make a balance change soon
It was added because the way it was before was literally unintentional.
You weren't supposed to get your dodge cooldown reset that early but since people was used to it already they added it as test because of protocol (also maybe many people wouldn't like it and complain which didn't happened) and then graduated it to not make the change that abruptly.
this new experimental feature is unnecessary,we have grounded string leniency now,we don't need to add any more nerfs to the dodge mechanic,especially since it's also gravity cancel
Very tru
who even thought about the dodge exhaustion thing? this is seriously one of the very few times i've ever given feedback about something because what even is this. do NOT add dodge exhaustion
why? why do you think it's bad?
it’s nice that the devs try to improve the game and experiment with things. i doubt you and most people understand how dodge exhaustion works because everyone is giving feedback just by saying “do not add”. tf? elaborate
On the topic of dexterity, I think the idea of it affecting weapon durability is an interesting idea, but what does everyone else think?
I have a more radical idea: What if weapons affected player speed? Meaning heavy weapons would slow the player more than lighter weapons. Each weapons influence on speed could be individually set, or it could be as simple as heavy weapons being heavy and light weapons being less heavy. *More importantly, dexterity would change how much influence weapons had on speed. So, a high dex hammer like Cassidy wouldn't be nearly as affected by the weight than a low dex Teros.
What are your guys thoughts? Any suggestions?
Perhaps the weapon weight wouldn't affect speed in general, but instead the distance, speed, or cooldown of jumps or dashes? Just brainstorming rn
I'm not really sure where else to throw myself at the whims of the devs than here, just to ask for a setting that realistically will only make me happier.
Can there be a way to hide your own ELO? I'd play so much more Ranked if it didn't make me nervous or mad watching an actual scorecard drop numbers.
Nerf scythe on the edge
I concur 👍👍
We gotta talk louder about it because I'm desperate for that update
I wanna be competitive and not sad 💀
Fr!
Canon will be meta?
The thing you need to improve on is your mental, elo literally doesn’t mean a whole lot when your mental is the best it can be, just play more and more ranked games or just close your eyes before each game so the elo part doesn’t even cross your mind, but hiding elo is the easy way just improve your mental by play tons of ranked games
That's a fair response. Personally being mid plat, I don't stress as much about elo as I used to--I was just happy to move beyond gold all those years ago...--but if BH were to make elo less apparent, similar to other platform fighters out there, I think it would definitely benefit the mentality of newer players, perhaps even older players. One QOL to make life a little easier 💖.
I think it was Rivals of Aether 2 that only shows your elo after the game, and doesn't show it in lobby--I could be wrong though--but if BH had an option to choose between the normal setup and a new setup, I think something like this would be good.
yeah potentially but I believe that it’s just a number on a screen, it doesn’t necessarily determine someone’s skill, unranked demons who could easily get 2k avoid it because of the “not wanting to lose part” you learn so much from ranked so it’s best to think this is all just a learning game with a number attached to it. I think having lots of ranked games builds your mental more than anything because it makes you realise you aren’t going to win all the time, and rank gets fun with the mindset of not just wanting to win, I play ranked like it’s unranked, I don’t panic last stock red just because if I lose I lose, if I win then great and after a while you don’t make stupid decisions based of not wanting to lose elo. But I agree if there wasn’t a number to see before hand it wouldn’t feel like ranked. but at the end of the day the issue is mental and that will hold anyone back to actually climb.
I am aware there is literally no other place to put this and that this isnt allowed, but PLEASE PLEASE PLEASE make it so we can see what legends belong in what group without having to look at each individual legend in the lore section of the game. It only makes doing this stupid mission more tedious and this would be a QOL feature that people would most certainly like.
i think it’s okay that way. The point is for you to still have something to do for it, it’s a nice way to get you to the lore section. If you QoL it, it loses it’s reason to be a mission. I find some other missions to be way more frustrating
What would be a QoL is making the text bigger or not too long because even on english is hard to read, now the translation for let's say spanish is even more hard to read, and being on PC, I don't even want to know how small and long the text is on the mobile port 
Yeah, that's a great point. Sometimes I wish that people playing unranked would play a little more seriously, cuz it feels kind of deteriorating when people are straight up trolling. I think that's one of the powers of ELO--is putting something on the line to prevent people from overly trolling or messing around--but the longer you play, the less this power matters. I think I need to play more ranked 🤦♂️
If my mental were any better, I'd not be playing videogames.
I'm as perfect as I'm going to get at being a happy loser. Brawlhalla does a lot of things I like on that front, I'm never not trying my best, I'm just too attached to the score: all the reward I could ever want is a Legend's level going up. If I could decide to not care about the numbers on my screen, again, I probably wouldn't play to begin with. I don't want to care about this specific number, though, and even though I'm aware it doesn't matter, to the extent that I'd rather just not see it, it still affects me to watch it get lower.
I don't want to avoid Ranked, anyway, and I'm pretty happy with where my headspace is at. I'd still want the option to hide my ELO only from myself.
Elo has to be there in the ranked gamemode as it reflects (most of the times) a player’s skill. Ranked is a competition so something has to be at stake (elo).
The fact that youre so scared of the number is one of the many reasons you are at your current level.
If you play the gamemode unranked 1v1 you cant see any numbers. Hope that helps.
Yes, I understand ELO is at stake. It won't stop being at stake, it will still exist, just invisibly. The entire game is exclusively competitive, there isn't a gamemode here yet where the objective isn't to play better than other people.
I never said what level I am on, and I never said I am scared of the number, I just don't like seeing it. All of my issues will be solved by the implementation of an option that will affect nobody else.
In unranked 1v1, you play with Experimental rules or in those individual gameroom with randoms of skill unassigned by the game's skill-based matchmaking. You also earn no Glory. Again, I don't plan on not playing my hardest, I don't understand the gatekeeping of a requested option.
I daresay that if I were to ask something like...
"As a light-sensitive person, I'd like an option to reduce the gamma." I don't think anybody would turn it into a call-out, like "just learn to not be photosensitive." Same thing with colorblindness or needing custom controller settings.
I'm not requesting that the game be easier, just to hide something that I'm sensitive to and actively don't enjoy.
please bring back the dynamic queues! it's been some time since they were last available, and I really enjoyed them
replace unranked queue with experimental but keep the ability to change gadget settings and maybe map settings so people are forced to play experimental when not playing ranked 1v1. this would help with more feedback because many players hate the grounded string leniency and it was only graduated due to lack of critical feedback and because of that everyone i talk to isnt happy about the current state of the game lol, also maybe a feedback box popup for the experimental features? screaming into the void and hoping im heard rrn
So, I am genuinely confused by the dodge exhaustion experimental feature. The description reads: “When a player uses dodge while airborne, the cooldown will not reset on the usual timer until they touch the ground, touch the wall, or get hit.” As far as I was aware, that is how it has always worked? When you leave the ground, you get one air dodge, just like how you get 2 arial jumps and 1 recovery (exhausted recoveries also exist but that is besides the point), and it just all resets when you touch the ground. Is that not how the game works?
no just like you get a whole jump when you get hit
Yes but if you stay for enough time on the air without getting hit or touching the ground/a wall (I think the cooldown was about 3 seconds or so?) you could dodge again, the feature gets rid of that cooldown.
it does not get rid of the cooldown. it just prevents the cooldown from resetting your jump until you meet one of the conditions
Yes, meant that, mb
But unrelated to it, I'm not sure if the skirmishes could be considered as experimental since they were already formerly implemented but they're relatively new.
But how about making them more rewarding? Besides the titles being gold and the "animated" avatar, there's not much of a reward for the winning faction.
I propose adding more utility to influence, probably making it redeemable in some way for another tier of cosmetics, like with glory in ranked, only obtainable this way, and let's say the winning faction gets a certain amount of influence or another new currency after the skirmish ends, the losing faction too but considerably less than the winning, and depending on how much the player contributed to their faction, another amount (like the glory through rank and the glory for wins, being independent of each other for example), giving way more motivation for all players for wanting their faction to win.
Maybe colors since y'all seemed to like adding more of those, or a tier of cosmetics similar to skyforged/goldforged, or a chest similar to the events one but without gold ofc, otherwise would be redundant but, I'm not asking for y'all to give away the whole store either but giving us something to enjoy more this interesting mechanic because most people (me included) don't see worth it grinding all of that for just titles...
I just had an idea of how bringing back the dynamic queues
Why not making them something like with the BOTW? And we could have a weekly game mode and a DAILY game mode to play and earn some gold or stuff like that, a fun casual game mode daily, add them in the same section, same button but change its name ofc because this game has so much wasted potential with its amazing game modes only being able to be played on customs with random people (almost no one looks public lobbies anymore) or with friends but please, they're so fun
I really loved the dynamic queues. it really should be something running and rotating constantly.
~~What if a new mechanic of Weapon Weight was added to the game: Each weapon has its own weight, heavier weapons being actually heavy, and lighter weapons being literally light. Weight would somehow effect the players movement, making heavier weapons feel dynamically slower than lighter weapons which feel more nimble.
*MOST Importantly, Dexterity changes how much influence weight has on the player. So, legends with high dexterity are less effected by weight than legends with low dex are.
E.G. Cassidy's hammer is going to feel much lighter and the player will feel faster while holding it than a Teros or Imugi player feels when holding their respective heavy weapons. Even Cassidy's guns will feel faster (in mobility) than Cross's or Nix's, but not greatly considering that guns are already light.
What do you guys think of this idea? I think it's a large change, but isn't a huge overhaul so the game will still feel vanilla.
- it also gives dexterity greater importance, but enough that it balances with the other stats.
The impact of weight could also be very minimal if the community doesn't want it to be very noticeable or have a big impact on gameplay.~~
what is the purpose of this change?
-> i don’t think the difference between "light" or "heavy" weapons is a problem. The first heavy weapon is litterally hammer and from that it’s clear that it’s not about being universally light or heavy. Even if it were, not much reason for it to matter.
As for dex, the massive balancing task this would generate isn’t worth this solution; it’s a random nerf to all weapons unlucky enough to be called heavy, the distribution is all arbitrary for dex to buff it back up and the return isn’t even that great since it’s reduced for light weapons.
In the end, the "somehow" of how dex would affect weapon speed is how dex already works right now in a balanced state. Else they would just buff it and voila, dex is useful now or something...
Mainly to give dexterity a better and more dynamic purpose. It also slightly ties with the fact that some players think heavy and light weapons aren't differentiated enough. This would be an alternative to the upcoming dexterity-weapon durability feature.
Those are some interesting points. I don't think the weight is necessarily a nerf or problem--I would rather its change of movement impact playstyle rather than generally nerf low dex legends. The divide between light and heavy would also be more complicated then one side being simply heavy and the other light. I think each weapon should have a value tailored to itself rather than lights being light. In the current state, axe is nearly as fast as katars in some respects, which myself and other notable players can think is strange. I also chose it to effect movement rather than stun or attack speed because such things as attack speed would definitely nerf heavy weapons, but changing movement could create more diverse playstyles and legends.
I think the dex-weight ratio would also be a scale similar to that of the other stats, so it effects both heavy weapons and light weapons equally in balance with differing dynamics rather than considering it a buff or nerf, and it is more linear rather than it overly impacting heavy weapons. Again, the changes could also be minimal. Right now, dex most effects stun after missing an attack, so it does not effect weapon/player speed, and has even less effect when hitting. Lastly, it doesn't have to be a complicated programming process--it could be as simple as creating values for each weapon, defining what those values do, then having dexterity influence those values, as BH already has experience doing.
(thousands of players wouldn't be asking for dex changes, and bh wouldn't be making changes, if dex were balanced... the main problem now is that weapons aren't equally influenced by it--like ulgrim at 2 dex playing nearly the same as ragnir's axe)
e.g. smth like smaller dashes helping greatsword and hammer, then bigger dashes helping spear or katars. It's open to a lot of potential which I would prefer to hear suggestions on or inspire others rather than put a cap on it with my own ideas... perhaps it could be smaller or bigger dashes, perhaps something completely different.
The weight recommendation also keeps Dex's original purpose while giving it a new one as well, because what would be complicated is trying to change what dex does to weapons on hit. Instead, it can still have little impact on hit but also a new purpose as well.
I mean sure let’s add values and have dex modify values but the hard part of all this is what dex could be doing.
Axe being as fast as katars or something is nonsense and as I mentionned, the first heavy weapon you see is hammer...that should tell us enough. heavy/light has never been one-dimensional since the start and it doesn’t need fixing.
Dex affecting all around movement or speed like dashes etc is venturing way too much in the speed stat's territory. This causes exaggerated extremes since the same idea becomes affected by 20 points instead of 10, leading to way higher highs and way lower lows in gameplay. And if the extent of the effect is low, then the extent of dex mattering is also low.
But just not to be showing why things wouldn’t work without proposing ideas:
To me what’s proposed right now sounds really nice imo. Could be something else related to weapon throw, like how quickly you can charge it up. And/or how long your weapon lingers on the ground, and/or could even be affecting pick up range.
Hmm.. Tbh I think we might be misunderstanding each other, but I ain't tryna argue. I'm glad you gave an idea out. What I gave was what dex would be doing, and I mentioned values because you said the 'process' would be too complicated and thus reductive. I don't see why hammer being the first weapon matters at all and doesn't tell us anything... it's also given with sword, its light counterpart, (& lance & blasters & spear) which says there's such a thing as light and heavy ... axe and katars attack speeds are similar, such as axe dair and katars sair, or axe and katars s-light, among other things, which is fine that they are, but was pointing out that special movement could diversify things + the idea isn't as complicated as you make it, since it's close to as simple as the other stats. Again, I think your misunderstanding because I'm trying to say it would cause a greater balance rather than creating extremes, plus the word dexterity literally ties into speed. Strength and Defense both have relations as well.
Ofc it's fine to disagree; I first thought of this idea cuz it would rely more on skill than what BH suggests now, which will make the game rely more on the chance of your weapon breaking--I think your suggestions are good tho. If you would prefer the game to remain more to how it is, that's completely fine. Me personally, I think gameplay change could be exciting and think it would be cool in experimental.
If I were to shortly reword my idea, I would say that weapons could have a new weight system which ties into dexterity. The weight of weapons could effect player movement in some way, whether that's dashes, jumps, dodges, or whatever BH brainstorms. Each weapon would have a more dynamic playstyle cuz of the differences in weight (thus movement), and weight would be tailored to the weapon thoughtfully. Dexterity would effect/numb the impact of weight on gameplay, while also keeping its original purpose. Ofc, open to configuration or different opinions. Finally, this would first be experimental for players to decide whether it is a good change or not.
Obviously the bubble is no longer experimental BUTTT to make the bubble more worth going after rather than just being able to trap players it traps things that are thrown (weapons, bombs, spike balls, etc.) for trapping, it stops all momentum the thrown item has and drops once’s the bubble pops, and for a plus for gadgets or your own thrown weapon in the bubble you can pick it up from the bubble.
when you hit a bubbled player they take more force and damage
cool idea tho
Forgot to put that but I still don’t find myself going after it as much as other gadgets
Could you make you can dodge while your wall slipping please
show team damage dealt in 2v2 endscreen
that would be very funny or very toxic, no in between…
and i would love it if they added it
This isn’t about the experimental feature but if anyone high up in bmg see this, can you guys buff things instead of nerfing. Instead of nerfing weapons to make them balanced just buff the other ones to be able to keep up. Probably not that simple but it takes sooo long for stocks to get taken but if you look at streams feom a few years ago everythinf killed fastwr which made aggressive playstyle a more rewarding
Feedback about cross-progression:
Right now Brawlhalla requires logging in from a PS4/PS5 every 30 days to keep cross-progression active on PC.
I no longer own a PlayStation, so this makes cross-progression unusable unless I borrow a console every month. Once accounts are linked, there should be a permanent link or an alternative verification method.
Please consider removing the 30-day PlayStation login requirement for players who’ve switched platforms.
Facts but i think this problem is on Sony since they don’t wanna lose players (totally guessing).
I wish they do something about this tho
newer maps don't have the snow layers. which is a shame, it's a cute detail.
more maps should have it AND there should be a setting to toggle it. BCX has them disabled, let us disable it too.
the event center system is great, but it forces you to log on and complete missions nearly every single day.
people could be on vacation, and lose out on the exclusive items
I think the system should be more like the bp - every day 3 new missions are introduced, and you can complete and see missions from previous days.
Or reduce the amount of tickets needed to get all the items because having to log on for 18 days out of 21 is excessive
most annoying mission is getting onstage grounded light attack kills
it shouldn’t be, because greatsword
nah just str stance xull nlight/axdlight in ffa easy
its js the fact that you can only get so many per match and you need 275 of them and only 2 weapons can kill off nlight
With the opponent in red:
Gauntlets, cannon, lance, hammer, axe, (fused) chackram, battle boots, GS and sword.
Did I miss something? (I agree in that they're too many tho, not difficult but tedious and/or time consuming I'd say
they don't kill unless dark red asf, lance gaunts battle boots and sword and chakram
thats why greatsword is the best option for this
ya im having the same problem
Feedback for 2v2 rank
Add a section that shows how much of your damage was from smacking your own teammate around ✌️
☝️
^
I have so much to say too add, there's just not a resonable way to put it
(Btw i wrote out a bug report in a third message, it failed to send unfortunately although i hope it did semd for the players and devs sake)
I want to see
Weaponthrow clashes
~ wepons need to have their hitboxes shown and they'll need to interact with one another
(A cool build off idea would be to use the placeholder weapon skins as a means to be interactable between characters,
Ie queen nai can either throw her spear at mordexs scythe interrupting nuetral ir just nsig. &/or maybe queen nai is unarmed and prioritizes grabbing/kicking his weapon making it a projectile and also rendering it unusable and maybe even having a watered down scythe kit)
The weapon throw mechanic should see some buffs anyways, nerf this, balance that, fuck you and fuck you too... when was the last time something nice happened around her man? Fuck. This game blows
Weapon throws should actually see nerfs, same with unarmed. While "projectile attacks" should see some buffs.
Being fair it did received a nerf a while ago because they had too much knockback force and you could easily kill your opponent offstage with a weapon throw, not mentioning in a sudden death where it was literally just who could pick up first a weapon to throw it and win
i think weapon throws should stay as is, counters sig spammers,
Devs, add a stage touch box already.
Your game is unbelievably stupid at calculating whether a character is touching the stage or not.
Half the time it feels completely random, and replays always lie about what actually happened.
Do you guys even play your own game and run into this shit, or what?
what an idiotic statement. collision lines exist and checking for collision is simple math.
replays always lie about what actually happened
replays record exactly what happened. you are probably lagging.
here's small brawlhaven's collision lines
@wraith egret lol, I got groundpounded (Boots GP) at the edge of the stage and suddenly I couldn’t jump or recover at all. So where did ur green line go then? I watched the replay 5–6 times and I still don’t see ur green line anywhere.
they hit you before you touched the wall. simple.
I wasn’t hit before or after the GP. I groundpounded them offstage, they dodged, and even though my character was touching the stage, I still lost my jump and recovery.
Explain that.
video or it didn't happen
your collision isn't a circle and doesn't match your hurtbox
its 2 small boxes down the middle if your char (turn on player arrows to see this better)
the bottom box is used for ground and wall collision and it's at the base of your char
the top box is around 3 quarters of the way up your char around the center of the face give or take and is usually used for wall grabs
sure this isnt imm obvious but please dont jump to nonsensical conclusions before testing or at least asking
I send u my video then check ur dm in discord
you still haven't sent it to mine
see how the nix is touching
the centre of her player arrow is where the collision is; for this style of mapart its not imm where the image starts its some distance into the sprite so it looks 3d
youre way off the line ~15 units, and if we assume 1 unit is 1 cm then youre 15 cms off (~6 inches for the metrically challenged) (based on the assumption that a brawlhalla legend is 160u tall and that sounds like an avg hight for a person in cm)
also you said you lost your recovery but you recovered at the end of the clip
also you had a dodge, this death was totally avoidable
At this point, I’ll own that my initial reaction and wording were on me.
That said, I still think this kind of logic deserves another look not necessarily how it works under the hood, but how it’s communicated to players.
If stage touch is decided by an invisible collision box instead of what players can clearly see, that’s a problem in a real-time fighting game where decisions happen in split seconds. When visuals and system outcomes don’t line up, it creates confusion.
When a character visibly pushes into the stage but the game says “no touch” with no clear indicator, that’s not a player knowledge issue it’s a feedback issue.
This isn’t just something I ran into. A lot of other players have had the same experience.
This has already been talked about plenty elsewhere, so I don’t really have anything more to add.
BRAWLHALLA TAKE THE 30 DAY TIMER OFF CROSS PROGRESS MAKE IT INFINITELY
wall touches are indicated by a yellow cloud that appears. if none appears, you didn't touch.
every game has "invisible collision boxes". and most platform fighters allow a character to push a bit into the wall visual.
having a buffer between the visual and the interaction is standard game design. this is true for collision and even more true for hitboxes and hurtboxes.
hey, you need to hold forward for just 1 frame for it to count as a wall touch. even if your legend is almost inside the wall, if you didn’t press forward for that one frame then you didn’t touch.
This game sucks for so many reasons, even if i disagree with you i believe what you say its a valid concern i guess
you don't need to hold forward. you just need to collide with the wall.
go to Starlight Falls and dashjump into a wall. even if you release all inputs, you'll still cling onto it
gotta be looking forward tho, or not? i didnt test it backwards
So when will bmg experiment with rehauling the training mode
Since Dodge Clarity's in the spotlight, I'm proposing a GC-Interruption cue. Stuffing a GC only cancels the animation, which is barely visible if it's stuffed early. A Shattering animation and SFX will properly communicate the crucial info of the lost Dodge.
good one
my outrageous gc wakeups won’t go unnoticed anymorev
just looked at the new experimental feature,gotta say,that would actually be horrible
^
I like the new experimental dash. It is amazing!! Hope it gets added.
The old dash between 2020-2022 was much better.
Just get rid of snapdash, its been horrible since its first inception. It only ever works in a LAN environment. The moment you play with it online is when you realise how it simply cannot work in a game thats primarily played online
Whenever Im forced to play against a dashsnap abuser, im forced to play a constant guessing game as i cannot possibly see what the enemy is doing half the time which gives them absurdly unfair advantage. There is no fair way snapdash could possibly be implemented in my eyes
The game, or rather servers, cannot keep up with constant repeated dashsnapping back and forth, its also horrible to watch.
facts
i would like to see snap backdash graduate, but there's an issue with it atm that's likely making it laggier than intended.
if you snap with a backdash when landing normally you'll backdash for 9 frames. But if you dash jump fast fall, then try to snap dash the other way, you'll be locked into the snap backdash for 12 frames.
it's the same frame increase when you chain together forward dashes and backdashes on the ground without jumping.
I think if you jump, this window that increases your backdash by 3 frames should be cancelled. Right now you'll sometimes land before this window and sometimes after which messes up your timing on when you can act out of the snap backdash.
the problem with dashsnapping is the fact its way too fast for the server to keep up with
it has to keep up with the snap itself (a literal teleport) and how fast players are allowed to input it.
i do not know if adding a few frames to it in the first place will do anything
revert immediately, this is terrible
What happened to grounded string leniency?
I have been saying this, but snap dash abusers who know they are greatly boosted by this feature think it’s a skill issue.
exactly
there are very clear points being brought up as to why dashsnap is just absolutely busted and unfair, but there will always be people that argue that its a 'you-issue' that you cannot keep up with it, in which case well im sorry that i cant physically see you half the time you dashsnap 
this is what snap dashing looks like on normal ping, the character will teleport. backdash snap doesn't have this
I love the rework of snapdash, that make the game less random
it graduated
DELETE THIS NEW MOVEMENT ITS AWFUL DONT IMPLEMENT IT
FR MAN I HATE THIS TT
wait if it prevents teleporting then it might be goated
snap distance reduction is still a test feature
either remove or graduate it
This new snap dash feature in experimental is nice, it could take out the hoping the attack hits, and reduce the snap dash spam. It is certainly a good step on the right direction.
NERF RANSOM
agree.
yhup
BRING BACK 32 BIT SUPPORT
Where can I give general feedback?
Good change, except for the fact that, in this test feature, you're unable to use a snapdash after a backdash-jump. This makes so you feel very stuck after a backdash-jump, as you're expecting to be able to snap again after a jump.
I belive that the strength of the current movement mechanics comes from dashjumping specifically, so reducing the amount of dashjumps that can be chained already solves the problem. This new feature does achieve that, by forcing the use of backdashes and backdash-jumps, which cover less distance and are lower to the ground, making the average movement much easier to keep up with -- more manageable in neutral.
However, as things are currently implemented, it makes movement feel very sluggish, which hurts the smooth feel of brawlhalla gameplay. This will likely lead to the disapproval of the community towards this much needed feature, and will leave us stuck with the current snapdash (and all its issues) for longer.
What i think this feature needs is, specifically, allowing again for a snapdash to be performed after a backdash-jump, preserving the smoothness of the current movement mechanics, while making optimal/fast movement overall more reactable, less spammy, and more grounded. Doing so would also preserve the original intent of some changes made during the movement rework, which was to enable backdashes and bring the mechanic more in line with forward dashes in utility.
Now, in the case where dashjumping after a backdash-jump proves itself to still be exploitable/too fast, i'd suggest a hardcoded condition, specifically to snapdashes imputed after a backdash-jump, disallowing the conversion into a dashjump.
Snapdash is absolutely HORRIBLE, feels like its crippling advanced movement and prevents proper movement and spacing
brawlhalla 32 bits version again plss
steam is removing 32 bit support. brawlhalla can't change that.
this^
The one thing I dont like about this is that when I preform the "snapback dash" it feels like I'm being punished for having mechanical movement. For example if I were to play against someone and they were to hit a nlight or something with any weapon it usually wouldn't hit me because I dash jump forward and back boom punished for missing. Now let's say I have the snapback dash now, if I were to try and dash jump forward then back the zapdash is forced and glues me to the ground making it harder for me to punish it because it put me in front of his attack now and possibly hitting me as well since I'm glued to the floor where he is attacking. I don't think its great as of it's current state but maybe if they find a way to improve it and make it feel like its not as punishing for dashing now then I'll change my mind
bro what is this its so bad like what was the point of making this snap backdash its horrondeous
Aside from all the technical stuff people have already mentioned, this feature just looks better visually than what we have right now
the way people experience this test feature is gonna be skewed by the snap distance reduction which was leftover from a previous test feature. is the plan to graduate them together?
PLEASE NEVER EVER PUT THE NEW CHANGES IN THE GAME . THANKS
IM PISSED
Just highly reduce snap dash distance or make the startup to dash way higher. Nerfing being able to turn around is so stupid + makes movement options super inconsistent and it’s going to make neutral even slower, even if it somehow makes it more skilled (which it will probably make it the same) it will undoubtedly make it so boring and slow
tried out the new dashing,honestly not as bad as I thought it would be
it's really strange to me people are so against this change. it's literally just a revert of snap dash.
Brawlhalla players always will be Brawlhalla players, you think they really know what they want or even understand the features they're supposed to criticize in order to approve or deny em into the game?
This new experimental feature sucks dont implement 
it's one of those things that just sounds really bad on paper,but the moment you try it out it's a different story
tf is a snapback dash reverse whatever ion understand what changes
facts bro i see so many ppl saying its good but i might just uninstall if ts gets added
#nerfRupture to fast sigs and very huge sigs nerf hte timing of rupture its to fast to activate atleast take 3 seconds to activate with that dmg its easily spamable
ur a mod in jake (a booster) streams you have no opinion 😭✌🏾
NERF RUPTURE SIGS ARE TO BROKEN IM GONNA QUIT THE GAME
Can we buff rupture sigs, they’re too balanced
Sybau
fr
give watchable ads for rewards to nintendo switch
Quit the game then
this experimental feature doesn't seem to effect platforms yet,hopefully they fix that before implementing
Yo back snap dash is the worst test feature of all time
Bro wtf are they smoking with this 😂
Add a feature when the player lags and the screen freezes, makes the player turn into bot thats makes you go back to the arena instead of making you fall offstage and dying till your screen unfreezes
Bc this happens alot to mobile players of screen freezing during lag and you cant do nothing
Please add the Iraq flag to the game's store (Avatar/Flag). There is a large and active Brawlhalla community in Iraq that would love to represent their country in-game. It would be a great addition for the international player base.
there needs to be a penalty if you rage quit too many matches. every other pvp game in existence has a feature like this
really hoping snap backdash graduates. snapdash spamming is getting out of hand
I think the snap back dash is a good idea for the most part bc it will slow down the snap dash spam which is just horrid now. Snap dash teleports u and makes u be able to avoid getting your landing caught after wasting options, is really hard to track at times, and allows players to avoid playing neutral as much. Having neutral more skill based and requiring u to think will always be better than what we have rn.
There are 2 things I think will be issues tho. Allowing the snap dash forward I think is good in theory bc it allows u to aggress with it while making u have to be more intentional with your movement but I think snap dashing out the way of punishes/landings could still be an issue. I also think that with so many maps having platforms that will just become the meta. Ppl will just spam tf outta platform movement weapon throwing down and picking their weapon back up with pretty much no penalty, playing avoidant, and just overall camping the platforms which will obviously be an issue.
I honestly believe that the smartest thing to do atp would be to just remove snap dash completely. Unless there is a way to make it so u can’t abuse the platforms and avoid getting your landing caught/punished. The easiest thing to do would be to just remove it completely.
My take would be making some sort of mechanism similar to the wall touch exhaustion, after performing many snap dashes in a short period of time you lose the ability to do it until a cooldown of idk 1-2 seconds although could be way too much but I know y'all will figure out how to work around it
^
Snap dash graduating as quickly as it did was probably an oversight, so what BMG is doing now, making a single-step change to snap dash as an adjustment instead of a major change to dash as a whole, is probably a great jumping off point. The forced backdash is an amazing addition to keep people from spamming snap dash in neutral, I've been playing experimental and it feels so much better than the ranked q does already. I am a little worried about a platform meta, given the fact that extremely quick movement will still exist using platforms should this feature be graduated as is, so ultimately the game may see a shift from a passive grounded meta to a passive platform meta... But that's just speculation. Very great experimental feature, very great start to adjusting the dash and dash jump mechanics, I am very much hoping this graduates, and I am very much looking forward to the other concepts that'll be coming up in experimental this year.
that sounds like it'll mostly be triggered unintentionally.
The wall touch one also triggers unintentionally 💔
wall touch is triggered after a specific number of air options used. you can count it, know exactly when it happens, and it has indicators
your suggestion just fucks you over if you're moving too fast. with no indication and no way for a player to know when or if it'll be triggered.
Ok that's actually, a fair point, yeah I think is my issue not knowing how many times I can be on the walls 
But if not in that way there should be some other angle we can see that problem(?
the original change was just a buff to platform canceling. snap dash existed pretty much as early as dash, but it was a niche mechanic.
it was affected by the same change that platform canceling received, and that had unforeseen consequences
why is platform king still not in custom game rooms? there's no reason for it to be a botw exclusive
The fact that there is (currently) no downside to snapdashing makes it both unbalanced and incredibly frustrating to fight, especially when utilised to its extreme.
Basically every other mechanic has a downside to its use that can be punished, but not snap dashing. It end up blurring the line between feeling outplayed and feeling cheated.
yo can we have morph as a brawl of the week
please add higher than chosen bot
i love brawlhalla but we need a new bot
one better than chosen
called "the one" or something that plays like 2400+
Yeah lol
Yes it has. Snapsashing is really easy to punish, especially with sigs. It’s really good to move fast but I can’t use it too much bc it would ruin your spacing
Snapdashing in its current implementation (without the experimental change at least) has no downside in online as the opponent can barely see you
You're dashjumping, the opponent can see, then suddenly the dashsnap is inputted in the opposite direction and not only is it a teleport in the first place, but the server struggles to keep up with it and makes the teleports a lot bigger than they are in reality.
THAT is the problem.
Its not 'easy to punish' if you cant tell where the enemy really is, and i dont know about you but in a fighting game visual clarity matters a ton. I'd appreciate actually being able to see the person im fighting instead of having to guess which direction they'll leap off to.
Not to mention not every legend has a dumb sig they can throw out to possibly combat this.
The current implementation of Snapdash only ever works in a LAN setting where that issue doesnt exist (even if the teleports are still there, they're nowhere near as huge and problematic)
As for the current experimental change its hard for me to tell if its impactful enough or not.
Would be seeing a ton of sig spamming from pros on stream if this was true in comp brawlhalla
^
exactly
not to mention, snapdash is something people expected to reward aggressive play, instead it rewards passive play even more as you can jump around like a monkey til your opponent makes a mistake trying to catch you
Above I was talking about why it’s not op and not really a « downside » of the mechanic, and here is the point because I don’t see why the most basic movement mechanic in the game would need a downside ?? Because that sounds pretty much like the smash bros brawl mecanic that makes u fall randomly when u move, which ruined the game.
About the fact that it isn’t easy to punish I can understand, but it’s as hard to attack or punish when u are dash jumping. Like I said, it’s very usefull to bait or move fast, but anyone who does it too much will not be able to space properly and end up punished (I used to do it a lot and was stuck at 2k elo because of that, and I got out of there by learning how to use it properly and not just jump around everywhere)
To the guy that says « if it was the case we would be seeing sigspamming in pro plays » firstly I didn’t mention sigspamming but easy punish with sigs and secondly that take seems irrelevant to me because the way pros move really isn’t what id call « snapdashing a lot » and they’re so good because the movement is mastered.
For the « it causes lag » thing I don’t really know about that kind of stuff but I dont don’t think that should be enough reason to remove such an important mechanic
Your last point. This game is almost entirely played Online, not Offline. A mechanic like this belongs in a LAN setting and not Online due to the problems it carries. I could show you how its like in DMs.
I have a friend that i did this with. We're both EU players and he uses snapdash a lot and he plays really well. What i saw vs what i should be seeing is Night and Day difference. I was unable to tell what he was going to do whenever he was about to touch the floor because at that point i am expected to magically predict whether he will teleport back, or he will teleport and go forward, or will he go any other direction or will he not go for it at all.
If he doesnt go for it at all at least i can see it but if he is spamming snapdash then i cant tell... The server simply struggles to keep up with that mechanic being in the game as is.
And even if you could tell what the opponent is gonna do while abusing snapdash, its really annoying and ugly to watch.
Edit: What im trying to say is, in short, Snapdash doesnt work in an Online setting (where this game is primarily played), and its only really satisfying for one person doing it, while the other is left guessing what are you even gonna do
I have to say I don’t really get your point. I don’t have issues with people that even spam snapdash, I don’t see them « teleporting » or whatever and I don’t have a better connection either I’m playing on WiFi, the only time I had that kind of thing is when I used to play on Nintendo switch, but then it doesn’t matter because it’s the least big problem on Nintendo switch with issues like input delay. On 120 fps I clearly see the characters moving back and forward smoothly without any kind of teleportation so yeah maybe send me in dms what u mean.
Now I think if people can’t stand intense use of snapdash I think they should just go play another fighting game like smash bros that is much slower because I think that nerve is part of the soul of bhalla; u said it was ugly and boring but for myself I find a lot more entertaining to see actual pro or high elo plays than the gameplay before snapdash (that favourized a lot more passive gameplay than now)
then check dms
hi
a snapdash done to the direction opposite to the one you're facing
Can we please add a team damage stat tracker for ranked 2s and 3s. It will solve a lot of arguments trust
team damage
ranked 1s
but i agree
i also think we need some specific emojis n emotes for sig spammers, anti sig spamming emotes
Friendly 2's to be turned into "casual 2's" where team damage is an option to be off or on.
Ban spammers most of the players in silver-plat cat even have fun because of them
skill issue
throw clash is unintuitive for new players. there are many reddit posts asking how a weapon throw didn't hit
I think you should:
- make the throw-clashing weapon deal damage but no stun, with a visual effect, so there's an indicator something happened
- make the weapon grayer when it can't currently hit, so the player can gain an intuition for it
PLEASE Add a team damage stat to rank 2s.
Can yall stop pinging everyone
Dex should not correlate with weapon durability, if you cant explain it easily then have a full break down course on it in the training mode so that other people can learn it without having to ruin a core mechanic of brawlhalla for some new feature
I wish there was a weapon durability display, like using the coloured shape next to the head icons as a gauge, so that the effects of the change is more apparent (once its ingame). I can see why not as player may start playing less aggressive to wait out a new weapon drop when their weapon is low if they had that information perfectly available, but surely the majority of players won't change how they are already playing.
Can we increase the dmg needed for 3 dex, weapon being broken so usually is really annoying
more ui elements would start causing ui clutter.
making the weapons flash their damage colour when hit, same as your legend does already, would prevent information clutter while still having it available
i got a prob
not really an experimental feature but theres nowhere else that would fit the suggestion 
but
walker attack should get some sort of rework, considering the changes to bots ai's, like, tell me how their sideair gets priority and more range over a whole entire greatsword?
you want the zombies to be EASIER to defeat? lol?
and what does their sair range have to do with the bot AI?
yes cause im trying to do walker attack runs solo, and their range has a lot to do with their ai, cause especially after it gets to the hardbots ai they can hit with the far end of the hitboxes
and either way
its not that they're hard to beat, they shouldnt be, it's the fact that they get priority over whatever attack is used unless it's a sig, and even then they still hit through despite being in the middle of the hitboxes
or the fact that they auto wakeup and dont have stun frames, so you can just get hit by random bs that should've been your combo to continue
or this
just this
give em literally half a second before they can attack after spawning and this gamemode would be 300% more playable
or make it so they cant do grounded side airs like-
ok yeah that one's valid criticism i thought you were talking about something else
oop kinda my bad there then
i would apply the dex rework to defense
dex needs a buff. defense doesn't.
true plus it wouldnt really make sense-
defense deals in keeping the player alive, seperate stat should be used for keeping weapons alive (dex)
plus dex is already focusing on ability to use weapons faster, it makes sense that dex should also be tied to the weapon durability
why do you keep thumbs downing me i want some clear explanation
can the brawlhalla devs stop trying to fix whats not broken? we didnt get a good tournament map pool since 2022. Theres always at least 1 or 2 maps that everyone hates so much that theyre 99.9% of the time banned (usually the new maps added because the new maps are always worse than the bad one from before). Cant we just like, get back small brawlhaven, demon island, apocalypse and mammoth fortress into the map pool and get rid of the giant maps like shingashina or the horrible to see ones like mishima dojo or the new map
you're posting low quality and unrelated messages
that channel is for suggesting reworks for sigs. NOT discussion, NOT complaining about people downvoting you, NOT asking for balance changes, NOT asking for random sigs to have active input
shut up then and ill shut up
"if they jump off a cliff I'll do it too" ass excuse
woah there jesus fucking cristh
how should cristh feel about that
did you really needed to take a screenshot? like seriously
cry about it
what did i do?
fr fr fr
Add a new CPU bot that is better than CHOSEN BOT For the better players that already have a easy time winning against the current hardest bot. this way u dont need to always play ranked and can play against a good cpu
as a vraxx main,this doesn't feel too rewarding,but still a good change
This dex change is amazing!!
As well as the snap dash reduction and back snap dash
brother no!! brawl is so backwards on this type of thing. Its almost like they try to make the game for bots only. WHY would they touch movement snap backdash or anything movement related. When players that are complaining wasnt gonna get good in the first place. People sit there and actually tried to learn how to do it and they tryna get rid of it. I heard the devs dont even try this game out themselves.
i mean, snapdash is broken since its release, passive play was way harder before it existed, nowadays u depend on luck to catch landings since its so fast, so im not against that. But the map pool is something else, i can understand the feeling of making maps and people not playing in them but the new maps are not good for competitive play, the old maps were alredy good we didnt need to change. Now we're obligated to get a weird map pool for a very long while
FYI: the new dex mechanic is in practice a simple multiplier on the durability taken
6 dex has the original behaviour
WAIT IF THAT'S THE CASE THAN WHAT'S THE POINT OF PLAYING TER-ooooooooooooooooooooooh
Which is great (because Munin has 6 dex lool)
But jokes aside, it's a good change, it feels natural since I played with low dex legends (usually defensive ones) with good defense causing the weapon to drop before losing the stock, making the trade between still being alive at the cost of your weapon making it so:
-
Your opponent takes advantage of it and punishes you still earning the KO.
-
You're skilled enough to recover and get a come back.
Overall I'm loving it, specially because of my tendency to play legends with low defense but high dex making it way more rewarding on that side if you're quick enough to keep your stock 
I think this is a good change overall, though I feel its full potential will not be realized unless we nerf unarmed.
For so long unarmed has felt better to use in certain situations than actually picking up a weapon (though obviously not actually better than any weapon in the game), and thus doesn't feel like a disadvantage state. I'm not saying to make unarmed unless, since that would create a weapon starving meta/issue. But losing your weapon in current Brawlhalla doesn't feel like a disadvantage, therefore why I believe the dex changes doesn't feel as impactful as intended (though again, is still a step in the right direction & is still noticable in a capacity).
☝️
please dont graduate the snap backdash as well as snap distance reduction
please explain why
I am loving the snap dash change. NO MORE PASSIVE DANCING
preach. would love for unarmed to get nuked and maybe make the weapon drops bigger so its tougher to camp as a balance
what would happen to the old dex if the durability dex is applied in experimental i havent got in the game to try it yet (so it's an addional feature to dex?) ty :DDD
the original dex mechanic is unchanged
This is an additional mechanic linked to your dex number, the dex as you know it won't be affected
every weapon has their weaknesses and strengths like unarmed is quick but lacks of range
i find the dexterity change weird because cassidy has access to 3 billion hits hammer true combos, it would be way harder to get the fricking hammer out of her hands making her more broken... same for mike wasowski (lord vraxx)
Make it where you can earn the tickets just from playing as well, I find having to do daily's to earn the tickets a really slow pace.
It doesnt feel too bad as i play with 3 dex, but the effect is definitely felt when you really pay attention to it.
I dont know if dex should matter more than this but its good enough
The one concerning part of it is ones like Cassidy and Vraxx where they get certain true combos they can abuse on top of holding onto their weapon significantly longer in comparison to low dex legends. Idk how i feel about that
Add snap back dash
Tried playing on 2 dex and I was surprised when I lost my weapon after being hit 5 times with light attacks. I was barely at 57 damage and with an 8 defense legend as well vs a 5 strength Wu Shang. I think this would've made more sense if I didn't lose my weapon to a 0 vforce attack. Does the dex change take defense into account and how hard you get hit? Or just how many times you get hit overall? How does weapon durability work when it comes to multi-hit attacks? I know it's sort of expected with low dex but is the threshold really that low? I tried playing with 3 dex later and I started losing my weapon at the 80-110 range
That's kind of what I find interesting about it, the dex rework does make some OP characters worse and some weaker ones better, but it also makes some already good characters even more strong (and in that case some weak characters even more weak). We'll just need some buffs and nerfs for the appropriate characters.
internally, it's not really "durability". instead, the game tracks how much damage you took while holding a specific item
then it calculates
X = min(2, dexterity modifier * damage taken / damage threshold)
Y = min(2, force of the attack / force threshold)
then if X*Y >= 1 you get disarmed
the damage and force thresholds vary based on the weapon. for most gadgets both are 1, for weapons damage threshold is 70 and force threshold is 65.
Hi 🙂
So I managed to get one match in with the new Experimental Dexterity mechanic. And... I dunno if it's just me, but I'm personally not feeling it, and this is coming from a person who won said match. I used Loki with flat stats against a Toph (Kor) with -1 Dex, and their weapon vanished way, way too fast, not giving them much room to pressure me. To the point where I found it noticeable and conflicted about the win.
Again, just how I feel about it. But one of the few reasons I'll use a higher defense, lower dex or lower speed legend is when I know I need to be able to eat the hits. If my weapon is going out faster than I can find an opening? Not sure how to feel about that
@wintry cargo
This is why ⬆️
Kor has 5 dex and Loki has 8, it's a good difference
Honestly im split on the Dex changes cus while it's making high Dex picks more fun it also brings along more passive and slow play from people who use low Dex legends
yeah it's bad
Shows how broken orion is
Where is the codes
I definately agree.. this change just doesn't really make sense to me. Personally, I don't think that disarm rates should be dependent on how much dex you're running. It feels really annoying to play gnash for example with these changes. Even if I run dex stance on him, it feels like my weapon despawns every few hits.
teros and gnash both have extremely good stats. this is a considerable nerf to them, which is good.
perhaps the scaling is too aggressive for lower dex (x2.6 for 3 dex, x3.8 for 2 dex) and it needs to be lowered. 4 dex is only x1.8, 5 dex is only x1.6
I will say, I do think its a good thing that they're trying to balance dexterity a little better compared to the other stats. I mean historically the most broken characters were so good because they had strength/defence/speed prioritized stats. Dex definitely does need a change, and when it gets one, its going to throw a massive wrench in the current meta, which is looking scary ngl XD. I just really don't vibe with the proposed solution. It feels really awkward to me to change disarm rates at all. However, any change to dex is still probably better than what it is now so I won't complain too much
a passive wrench in the current meta
the meta is already passive. and I don't see how this change really affects that.
this change should definitely come with a better indicator to how much damage the weapon sustained
and it nerfs magyar and buffs cassidy, so there's definitely balance to be done
Oops that was supposed to say massive, not passive. Some sort of damage indicater would be very nice
Make chain dodge easier
what's difficult about it?
why do you guys hate Kor. Stop nerfing him
The snapdash distance reduction hasn't passed before, so i don't know why keep pushing it. All i see in this channel is people complaining about it, while complimenting everything else when i come here. It completely defeats the purpose of leaving snapdash in the game and not reverting to what movement was before. My main issue with it is that it actually influences any kind of grounded reset (not just dashes), which means that chase-dodging into the ground takes 40% longer to actually make you grounded. That alone already breaks a lot of combo routes for quite a few weapons, but this change also limits the ways one can use to win neutral, since this also affects landing normally with a fast-fall. If you jump in neutral, to land with a grounded attack also takes longer, almost unviabilizing a very important mix-up for every weapon.
About the forced backdash itself: not a bad idea, however the current implementation in experimental is simply too limiting. Backdashes should be forced, but should not punish you for using them, as this laggy 12-frame backdash does. If they do, people will simply avoid them and play more floaty/passively, which is already a major issue with the game still. People should not be punished for running away, just limited in their options to do so, otherwise they simply will not engage in neutral at all, which would make the game even more slow-paced at high level. The best version of forced backdash should behave exactly as it does already in the live game -- but forced, which disallows you to snapdash back in, forcing a player to give up stage, while still allowing them to actually commit to snapdashing away.
As for the Dexterity Rework, its kinda janky. As disarms currently work, strength and defence stats have a noticeable impact on the mechanic. That, paired with the values set for the test-feature, some characters can get disarmed at as low as 70 dmg. Some legends have conversions that do more damage than that by themselves. The influence that the other stats have gets really exacerbated by this change, making high defense and strength (6/7+) even more abusable and imperative to meta picks than they already are. In some match-ups, that influence can even defeat the purpose of the feature, since low damage into high defense/low dex is less effective at disarming than the current implementation leads you to expect. The new disarm mechanics should be dependant exclusively on dex, with a minimun threshold of 100 dmg, cause lets be real, it makes no sense losing your weapon mid yellow, accounting for the natural pacing of game state progression. If the objective of this change is to bring stats more in line when it comes to value, dexterity should likely stop having an effect in recovery frames, since both of these elements together within a stat make it much more valuable and impactful than the others. That could be an opportunity to look at the most broken combos high dexterity can grant, and finally balance them out of the toolsets of certain weapons, while bringing the ones that do serve their purpose well to every wielder of a weapon.
The new map is very cool 
put the new map in tourneys id prefer that than what slop we have now
Report about the Dex rework. I'm high plat. I'm on PC playing with a controller. I played 40-ish games on lowest dex characters.
My opinion is that it basically has no effects. I barely noticed when I got disarmed early. The disarmament comes up too late. 70-80 damages maybe ? It needs to be harsher so that players will truly consider dex as a worthy stance. Right now it's not enough.
Nerf queen nai and yumiko and Loki spammers
I do see what you mean since the low dex legends are considered the more boosted,however losing your weapon at 100 dmg (orange) is probably more balanced than let say,yellow to bright orange
I don't think it's unbalanced to put a proper drawback to 6 speed Rupture, 6 speed Teros ( even though it's mainly the force stance used for him ), 7 speed Ulgrim, 5 force Kaya ( she has pretty stacked stats tbh ) and 7 force Mordex. I think those comps getting away with it is unfair. You shouldn't go with 2 or 3 for any of your stat and be "Yeah I can play the game like any other character".
Maybe Orange could be enough though ( it's not the current state we're testing it right ? ). I don't know ultimately. I think we can still try it to the extreme. Nothing can wrong, it's testing after all.
This rework is about a fundamental feature of the game, it will ( or rather should imo ) change the face of the game. And we shouldn't be afraid of that, it kinda needs to happen. Even if it makes the low dex characters I brought up before completely unplayable, who cares ? It's the state all other characters have been in since the release of the game pretty much. That would truly rotate the metagame. And patch after patch, adjustments could be made. But I'm getting too over of my head, we're still in the testing state.
I play 3 dex Mako and i still find it very playable
So far, i like this new feature when it comes to nerfing strong legends that have low dex, but it creates an issue with pre-existing strong high dex legends like Cassidy and Vraxx.
I believe those that enjoyed low dex legends will remain to do so as they have other really powerful or absurd things about them, all this means is that they can make less mistakes before they're disarmed
Dex change is good even tho i hope it gets more explored. A balanced change playing with the recovery frames could be really good but only if its well done
ai garbage
if a player mistimes a landing dash, that mistake should be punishable
that's in favour of the change
safer retreats after risky approaches make aggression less rewarding
that's in favour of the change. because it makes retreats less safe.
automated smoothing of inputs
had nothing to do with the change
should remain experimental
no change remains experimental
seems like the AI misunderstood what the change actually does. lol.
Bro deleted his message XDD all of his points made 0 sense
Said points were not EVEN his, they were the AI's
Which I couldn't read I arrived late but I bet they had the classic points and emojis on each point as the AI's love to do
not with emojis but pretty much the way it was phrased😅
Thanks for echoing my thought.
I don't think it will cause any issue with high dex legends though. It's clearly not a gamebreaking buff to be able to keep your weapon a long time. It's a buff, maybe a strong one, but that's completely fair knowing it has a cost : anlther characterisitic being low ( or maybe 2 if you think about Lady vera )
decided to play with 2 dex today, 2 dex is vastly more noticable for me than 3 dex
the problem i feel with the high dex on legends with strong things is the fact they can abuse their bs significantly more (cassidy dlight nsig true combo as example)
Its not gamebreaking but its annoying and i dont know if those legends really need that
So you think going "all dex" is a viable build ? It clearly is as we've seen with Boomie's Vraxx, the Thatch from Llama ( on Sword, dlight into gc side sig true combo ), Anonymous alex on Dex Teros or Taiph on, ofc, Cassidy.
But does it compare to the amount of the other picks ? The immense majority of people are not playing Dex characters. It's not played because it can't compete. Therefore a buff is welcomed.
Dex legends would be more popular, but would you be in-game and shout loud "Christ ! 150 damages and he still has his weapon !" ? Not really right ?
Every legend also have its little annoying thing, whether it is a sig, a a stat or a broken weapon. We have to see further than the little annoyance from some characters.
Keeping your weapon off-stage at low health means you have the weapon throw to protect yourself. It's kind of a compensation for the speed/defense you lost. Fair boost.
( Btw I've barely seen Taiph go for the dlight Nsig combo on hammer anyway )
( Btw 2, no bias in this discussion, my main is 5 dex so nothing will change for me regardless )
Can you do the earn free rewards by ads to mobile please
My ping is great in all games except Brawlhalla. I've tried everything and nothing works.
Wait till bro finds out the servers are the problem
Im simply saying this change also buffs legends that dont need it as they already get a crazy benefit from a light into sig.
Everything is tournament viable so its not like im arguing that we will suddenly see people flock to cassidy and vraxx (for example) just for true combos on top of the buff in question. I just mean that i feel this is fair towards crazy legends that have rly low dex and other stats rly high, but in few cases where its the other way around it might be resulting in something bad
The one part of bias i have is the fact i despise hammer so its already infuriating to have to bear someone clinging onto the weapon so long with an absurd true combo like that. But other than that i just think this may feel bad for some.
But ill take it over dex being as is outside of experimental since for once a variety of legends have some sort of weak part about them
the reduction of distance to perform a snap dash (should have never been as high as it is) is critical for the games design for all weapons to be able to punish accordingly. changing this will make catching someones gravity cancel or dodge at low health actually meaningful, because they will not be able to suddenly dash out of your combo for no reason. and adding the back dash effectively increases the skill requirement to win by a considerable amount. also removes some handicap or disadvantage for players who cannot mash dash jump fast fall an unlimited amount. id say this is the sole reason why controller started becoming a lot more popular at the high level. it is much harder to input that fast around the map on keyboard and thats not skill diff thats a fact. could say more but those are the key points that really make this update needed in the game urgently. not next month, not may, not july, next week at least
304608 sala
Snap dash change is terrible basically punishing people for learning a mechanic they put into the game
a decent mechanic done the wrong way, i like the snap dash but man it makes 2100 and above so passive, it makes it easier to just run, avoid attacks abuse platforms its not fun to fight againest, reason why i havent played much ranked since the season becasue of how passive it is
yeah thats why the change its a good step forward

Weapon starving in unranked deserves to be bannable
reasons as to why i dont think snap back dash should be graduated and a reason why snap distance reduction is just the right answer:
1: its looks really clunky
2: its either going to encourage a very heavy paitent play style with whole dash jump forward into making your enemy think your going to attack, they attempt to attack you back dash and punish ( borderline its just encouraging everyone to play a baiting game )
3: it compelety changes borderline removes the snap forward dash jump. ( which is a good way to aggress your enemy )
4: the current dash movement encourages insanely fast paced gameplay, which most of the player base cant keep up with. snap distance reduction is a good change to this as to slows down the game and allows very "floaty" players who burn their dodge with a gravity cancel or just in general burn or their options easier and is a good change/addtion
5: snap backdash also just creates a lot of wanted weapon buffs like being unable to snap dash away from katars slight at startup or bow dlight on startup.
Brawl must be worried they can't make a better game mode than their popular ones (1s 2s 3s crew ffA custom experimental ranked), implementing changes that impact every game mode😭💀 ion got any ideas either but gosh when will one pop up we need that savior, I believe that aang can save the world
Generally not a fan of the experimental dash changes, it changes the feel too much. but also change in general is going to be disliked. I think if the team wants to adjust dash/dodge and dexterity they should consider dexterity affecting dash/dodge frames
I think the dash changes are very bad because low speed legends are already falling behind. No need for low speed and low dex legends to just get absolutely destroyed (nai for example would be genuinely screwed getting disarmed early and being very slow)
It's unlikely that the Dex change will graduate in its current form, as the penalty of low Dex is too great. If a more refined version graduates, Legends like Nai will almost certainly receive buffs to compensate for their new weakness.
My response from survey: As a 2100 elo Vraxx main, high Dex feels very rewarding. However, the downside of low Dex is too punishing. Certain setups can disarm 2 Dex Legends in only 2-3 hits. As a Thea secondary, 2 Defense feels significantly easier to play. I believe this is because her kit was designed to compensate for the weakness of her stats. Many low-Dex Legends weren't designed with the Dex change in mind, and feel can feel frustrating to use by proxy. While I believe the Dex change is approaching the right idea, low Dex should not be punished to the current extent.
p
o
p
eyes should be coloured separately from other body parts (add EyeLt, EyeDk). many skins have bad color swaps because the eyes are swapped to an overly light color
لل
I would like to see Brawlhalla make it to where you can connect all of your inventories across all platforms at once, I mean I know it’s uncommon to have more than two accounts but I switched from Nintendo to Xbox and now have a pc but I’ve spent hundreds of dollars on both my older accounts and have so many colors and battle pass skins and color schemes on each and it sucks having to pick between just those two accounts. Maybe if we could select a main account to play on but keep all of the items we’ve obtained on all the other platforms would be nice. I know it might be complicated but I really just want all of the cosmetics to be shared across all of the accounts not so much the progression👍
People shouldn’t be rewarded as much elo for spamming their sigs , over 30 sigs in game should reduce gained elo by 5
I feel on a casual level, as an average player who averages 1650 on the Ranked 1v1 ladder, the dexterity changes are too punishing for players who want to play casually.
The changes address the need for a punishment for lower dexterity values in a way that seem nice on paper, but make the feel of the game more punishing than original. The gameplay of losing your weapon after 2-3 interactions leads to more passive gameplay. Having to use movement on platforms far away from your opponent desperately fishing for a weapon only for the opponent to weapon starve and stall out the match is a significantly unenjoyable experience. While circumventing this system by rapidly switching weapons is good for a small period of time, it should not be a gameplan when many weapon matchups are significantly uneven to more casual players.
While the need for punishing low dexterity characters is needed, I feel it should be tied more so to strings and to a lesser extent, combos. Greatsword, scythe, and chakram are all weapons that have specific changes in gameplay at higher skilled matches, and I feel that is healthy for all players, since it gives less skilled players new goals and forms of skill expression to practice for weeks, if not months.
Best point I've ever seen about limiting sigs yet.. truly congratulations for coming up w this. Never thought of using Elo to straighten behavior
Need like 100 more of u to exist
Thanks, had enough of the spam my self, less rewarding so it discouraged spam 👍
Exactly just make the easy route less rewarding. Why can't everything be like that
Nonsense, learn how to spacing and win, is literally free Elo
The new dex update sucks I can’t yuse teros without someone breaking my weapon every 30 secs
not even every 30 sec i get long comboed once and i drop my weapon on imugi, its kind of unplayable, like whats the point of my high defence if every interaction i drop my weapon lol
Fair point but there is absolutely nothing like that feature in this game, there has to be one corner of brawlhalla something like that would be useful penalties has been around for ages in games and it's sad to see it be ignored here
Are we ever gonna nerf cannon💔
Please never😭
absolutely not. get good.
Anyone want tarde code send me pv
rule 3
sigs are slow, easy to punish, and do less damage than a proper string. that's the penalty.
Could u do the same, but w weapon throws I like your perspective
Im playing 3 dex mako a lot and personally i think its good.
For once there is some sort of punishment for absurd characters like Teros, Imugi, Seven, Gnash, Ulgrim, Rupture etc...
Going 2 dex is a massive difference in feel how soon you lose a weapon when compared to 3, as it should be.
A character with absurd tools and stats should not be able to hold onto their weapon long if all of their other aspects are amazing. And to be completely honest with you, i rather have high defense than high dex as that at least gives me more chances to win the match when i make mistakes than just holding onto a weapon while still getting absolutely demolished.
If you are playing like a fool, going face first instead of thinking what you're doing, good.
All or majority of the low dex legends that come to mind have absurd tools in their disposal (and/or stats) so it only makes sense to make a drawback to it in the form of 'shortening the amount of time these legends are allowed to hold their weapon for'
And that is in 1s and 2s, and especially in 2s. All you ever see is ulgrim, teros, kaya, zariel, brynn, tesca, rupture, seven, gnash in 2s. So yes this dex change in moving in the proper direction and should probably be harsher for low dex. There is no other stat in the game that people want to deliberately go down to 2 or 3 points on and it is meta.
It appears most the people against this dex change don't really want a fair balanced game and also forgot they said they want low dex especially 2 dex to feel as bad as other 2 point stats such as speed and defense as it should. The other route would be to make all low dex characters have way more startup and endlag to sigs, with smaller hitboxes and less active frames. And more endlag on light and heavy attacks. Could also make it so they have no unjumpable strings that you can fast fall or walk out of with no dodge and 2 dex gets no true combos. The direction with weapon durability is much less harsh than what the alternatives could be.
false dichotomy
Whatever the lastest update that made dash so slow needs removing
Everything feels slow now and speed legends have almost nothing going for them now because they lost their main stat
Skill issue
remove boots
Remove Queen Nai
New dash will end this game once and for all.
NERF RUPTURES GRAB SIG DELETE EVERY FUCKING FILE IT HAS
Save*
☝️
snap back dash is gonna send this game down a horrible path
☝🏽
Only those boosted by snap dash think the new dash is bad for the game. The game has gone downhill because of current dash (which actually has been terribly bad for the game) by huge numbers, so this will hopefully bring the large amounts of players back.
please dont put the dash change in the game. Dashing is the best part of the game and it adds so much to the skill gap.
add brawlhalla voice chat 
Snap dash is the worst thing they’ve ever added to this game. Makes the game play feel so random and non calculated.
Precisely.
Yep. Snapdash never felt right. It speeds up the game to ridiculous levels that the servers struggle to keep up with so the already ugly to look at teleports look even bigger than they are in reality. It only ever works in a LAN setting and even then this is just too much.
I've played this game since Kor was the newest character and somehow I've been able to get to diamond and stay in diamond for years. I almost never use snapdash as i never feel there is ever a need for it to exist, i only resort to it if I have to.
Snapdash turns the game from smth more genuine, to a constant gamble because you dont know where exactly the enemy will go if they constantly snapdash like crazy.
Im personally of the opinion that Snapdash should just get outright removed since its first inception, however if that'd happen, I dont know how greatsword would be like since players would entirely lose one defensive option for when they get hit by a starter or bridge.
snapdash, or by its old name "floor cancelling", was always part of the game, but was just a slightly niche tech, mostly existing for leniency when landing.
it didn't reach its current state until it was affected by a simple buff to platform cancelling.
The dex change is unnecessary, however if this were to be "necessary" tying it to dex does not make sense. Instead this should be tied to defense.
Making weapon durability be tied to defense logically makes more sense, but balance-wise it doesnt when theres a 4th stat that has next to no impact.
There has to be some sort of downside to legends such as Teros, Imugi, Ulgrim, Rupture, and dex being responsible for weapon durability is a good idea exactly for that reason.
Tying weapon durability to defense would just once again buff those legends, or those legends would feel next to no impact as they often times have 5 defense or higher, in few cases they have 4.
I dont see petra as a problematic legend in comparison to those and yet she would be impacted by it due to her low defense
Agree ^ I play imugi and the strength stance is essentially unplayable because of how fast you lose your weapon but being able to tank two whole rotations and dish out more damage in one rotation back wasn’t super balanced
This just makes it so you need to run base/speed stance which isn’t that big of a deal
+++++
please allow exporting companions, emojis, and animated avatars in the image render tool
Add a team damage stat at the end of the game for ranked.
they cant fix their servers so they're just going to prevent you from doing something that shows so clearly how bad their server to client model is
The team would likely rework the menu before adding more items to the tool, in order to prevent UI bloating.
Given the ongoing UI overhaul, a Render Tool rework may be under consideration/in progress.
Bump
let bodvar throw it back crazy style
then make current dex have more of an impact no? making it have more of an impact against end lag of moves no? ulgrim can spam like theres no tmr on 2 dex and weapon durability being tied to dex isnt gonna change the fact that low dex legends arent still gonna be meta.
Touching that part of things would possibly break so many characters and moves, at least i think so
Dex legends dont need to be meta, Dex simply needs to somehow matter so the absurd legends like the few i've mentioned can get some sort of drawback
Making Dex affect how long you can have a weapon for while you keep getting hit in my eyes is a good way to give purpose to dex without making it absurd
but im not saying the change needs to be drastic. im saying it needs to be easier for lower dex legends to more punishable. like for eg nlight on kayas spear and nlight on brynn spear for eg shouldnt have a 1 frame recovery diffrence it should be more ( this is under the impression that brynn is 4 dex and kaya is on 3 dex ) it should have atleast 1-3 extra frames of recovery
Like i said, this can very much break the game
Because what would happen if you look at higher dex legends? Would you want to fight a scythe or greatsword that has actual true combos? Or inescapable katars? Or spear doing the 60+ dmg combo everytime?
And if you mean PURELY on miss, in that case this would just make Dex meta with those kinds of values because it would be next to impossible to try to punish a High Dex user
Do you want to fight a Lin Fei that has next to no recovery frames on miss
she already has barely any thats why im saying purely on miss for LOWER DEX legends or make it more impactfull for lower dex like 3 and under. that and dexterity doesnt tie to weapon durability in the defination of the word. being dextrious means to fluent at perfroming an action or how good or fast you can perform a task so tieing it to defence would make sense no? has if your defence is higher your hands wouldnt get hurt from being hit and you wont drop your weapon
And im bringing up how it could absolutely break the balance of high dex legends.
You cant just talk about one end of the spectrum and not the other.
This change was to give value to having high dex, and a drawback to low dex.
If they were to just change dex to do what it already does but even more drastically, then it could potentially introduce a new meta that is incredibly unfair
Not only that but things that require execution would suddenly become infinitely easier to perform perfectly just because you recover even faster (that is if you consider it affecting on-hit too.)
It's on dex because:
- Dex is nearly useless, you can very perfectly go bananas and run low dex legends like nothing without major changes
And - I interpret it as dex because the dex aka skill, ability takes into account the way you utilize your weapon, how you manage to not lose it because of a mistake you got hit, caught off guard and wops you lost your weapon, also because defense is important already, they have to balance the stats somehow
Strength matters, speed matters, defense matters but dex was meh, and there's the solution
At least from my point of view idk how the devs thought about it but yeah
Good point, exactly. 2 defense, strength or speed are a disadvantage so making the dex like this is maybe not perfect but its a good place to start. I cant understand any argument against this unless its about a tweak or an addition to the mechanic itself (or a brand new idea)
Ye
The only concern i have is that in few cases this may just buff some high dex legends in a way they never needed (cassidy, vraxx)
But other than that i only have positive things to say about it
Is there a reason why 1v1 and 2v2 aren’t on separate patches? Characters like Cross and Wushang got nerfed mainly for their performance in 2v2, but now they’re sigs feel underpowered in 1v1
Being in the same game isn't enough?
How can you ask this with a straight face
Wu and underpowered in the same sentence gotta be ragebait
yep
has to be top tier
For Shang I’m mainly talking about is gaunt sigs, and crosses sigs don’t kill despite him being high force
...yeah nvm this is ragebait, cross JUST got force buffs and wu has been in the meta forever, you are tripping
please dont add the backdash thing
add voice chat
Add the options for codes on mobile
- This is not experimental
- It is already a thing unless you're on iOS (apple TOS, long story but they couldn't add the feature there)
There used to be regional discounts on in-game purchases, but since local pricing was removed, it's become quite difficult to afford them. Could local pricing be reinstated for Türkiye?
no f way that snapdashing nerf got implemented smh...
Please remove this snapdashing
delete sigs
raise the number of free weekly legends. the last increase was years ago.
can we try a lower input delay as an experimental feature
there is alot of way to lower input daily and increase frames through steam and fps settings is what i do
revert whatever stupid change made bots as passive as they are
like
its cool and all that they're made to follow the meta
but
god im so tired of fighting passive players, whys it gotta be built into the bots too
add a 67 emote
Let that nonsense die atp
never
nerf dex by alot
Fr
yeah and that makes it okay in training room, but theres no reason for me to feel lag when I have 20ms ping to the brawl servers in my region