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Secret Ponchos - Support The Developers Skin Bundle›Events›June 27 Update: Balancing + Bug Fixes
Community

June 27 Update: Balancing + Bug Fixes

Secret Ponchos - Support The Developers Skin Bundle · published 3 Jul 2015, 17:37 UTC

All eventsPlayers around this dateRead on Steam

The following are Early access bug fixes and balancing adjustments we are currently testing. The balancing adjustments are experimental and not permanent.

MATADOR
Matador sloppiness around her blind has been tightened up, so her visuals are accurately reflecting what the gameplay windows are. Her Banderilla throwing has had several adjustments to make it a more effective option. TDM is punishable now if you make someone miss. Here is a complete list:
Matador Blind was working outside of its range and Visual FX. Hit box should line up with visual range
- Matador Bind move was triggering after the move was complete. Hitbox now active only when the animation is showing the spin.
- Reduced blind time from 8 to 6 (experimental)
- Matador spears regenerate quicker after a miss. Cool-down reduced from 7.0 to 5.0, giving her more potential spear throws per round.
- TDM miss penalty extended from 1 s to 2s. If she misses she's now punishable during recover
- Banderilla crit hit DMG increased from 45 to 50
- Crit opportunity after spear throw has been lengthened (time the first spear stays in opponent)
- Basic spear throw DMG increased from 20 to 25

PHANTOM PONCHO
- Whip hit box increased from 0.3 to 0.4 (for both whip strike, and choke)
- Shotgun width reduced from 10 to 6.6
- Range adjusted 1 meter 7.0 to 6.0
- Shotgun hit box reduced from 1 to 0.1m outside of character (requiring greater accuracy)
- Knockdown time has been reduced to 120 frames, to match other characters

DESERTER
- Deserter shotgun cone width reduced 10 to 7.5
- Deserter shotgun range reduced 7.0 to 6.0
- Deserter shotgun hit box reduced .5 to .2
- Adrenaline cool-down decrease from 20 to 15s
- Adrenaline duration decrease from 11s to 7
- Snipe fire-rate timing adjusted to .75 from 1.0 to eliminate stun-locking

KID RED
- Kid Red’s dual shot now consumes 1 stamina unit. This was considered a better alternative than proposed cool-downs, as you can still dive in and stun 2 enemies quickly (but with a cost).

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