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Experimental April Balance Changes (Update 04/25)

* = Changed in update on 04/23 ** = Changed in update on 04/24 ** = Changed in update on 04/25
On PC ONLY, we've got a big update to test in the Experimental Branch! It features a number of new features and sweeping balance changes. Jump on the Experimental Branch to take a peek and help us test these balance changes before we bring them to the main Steam release.

[h2]Balance Changes[/h2]

[h3]Traits[/h3]
  • (NEW!) Stagecraft: When field has RALLY or DREAD, this Beastie never takes more than 66 damage from attacks

    • Given to Plumask in place of Performer
  • Precise:

    • New effect: SIDEWAYS attacks do 3/4x damage and ignore all shields and redirection
        The intention of Precise has always been to force opponents to cover lanes to avoid free points rather than utilizing redirection. But with lots of damage boosting, this could put opponents into no-win scenarios too easily. This refactor keeps the most threatening targeting options open, but also makes them less effective as kill options.

  • Crafty:

    • New effect: Additional effects from this Beastie's attacks trigger twice
    • *Fixed to interact correctly with Cut Shot
  • *Unflappable:

    • New effect: Damage from non-attack sources reduced by 20
    • **Fixed an issue where this didn't interact correctly with damage from traps
  • Musclebrain:

    • 1.2x damage (from 1.3x)
  • Echo:

    • 1x damage (from 3/4x)
  • Vampire:

    • Restores STAMINA equal to 1/4 of damage dealt (from 1/6)
  • Welcoming:

    • Restores 35 STAMINA to an ally that TAGS IN for them (from 40 STAMINA)
  • Stirring:

    • Reflects negative
    • * FEELINGs onto BOTH opponents now (rather than just the original user)

[h3]Plays[/h3]
  • (NEW!) Flatten - Body attack,
  • 70 POW. POW x1.5 if field has any effects. Clears all field effects.

    • Via level up

      • Millimine/Demolipede
      • Sprecko

    • Via friendship

      • Kassaleet, Deluja, Crabaret, Trat, Yamyth

    • *Update 1: Changed interaction such that field effects are cleared even when the hit results in a point scored We're evaluating this move's power level to see whether it is OK to have on high-offense Beasties lke Kasaleet and Crabaret.
  • Clear Field

    • Restores 10 STAMINA to entire team (from 8)
    Up until now, keeping the field clear has always been difficult and costly in terms of action economy. This has made it difficult to disrupt field-focused strategies including Rally, Rhythm and Trap. We're providing higher value and more convenient field-clearing tools to help mitigate the strength of these playstyles, as well as combo damage potential utilizing your own field effects.
  • Dump

    • New effect: Mind attack, 60 POW. Used from net. Targets front row. POW x1.5 if user has 2+ ACTIONS.
    We're trying out something pretty different with one of the most-used and dominant attacks in the game. In true volleyball, a Dump is only effective when used as the 2nd touch instead of passing to a valid attacker. This new design simulates its iconic real-world counterpart. It means that Dump is still usable in all the ways it was before, but requires planning to unlock its full potential.
  • Hyperspike

    • POW to 125 (from 135)
  • Challenge

    • POW to 85 (from 90)
  • Ego Blast

    • POW to 80 (from 85)
  • Dive

    • POW to 55 (from 60)
  • Vigor Beam
    • New Effect: Body attack, 20 POW. Used at net. Add user's STAMINA to POW.
      This slightly flattens the curve on this attack's power, making it a little less exploitable at its best, while better clarifying how its power is calculated
    We're lowering the power level of a few plays whose strength can invalidate what should be good matchups, or offer too much consistency without enough risk
  • Heat Wave

    • New effect: Every non-SWEATY fielded players feels 1 SWEATY
    Combinations that utilize Heat Wave have been oppressively strong. Its capacity to add as many as 4 stacks of SWEATY to the field can make it game-warpingly powerful. This adjusted version makes the play far less valuable to use as the match wears on, and creates a distinct use case from plays like Heat Up which can continue stacking sweaty on opponents throughout the match. We have other ideas to mitigate this play's effectiveness, but we want to take the lightest touch to hopefully maintain its capacity to reward clever team building.
  • Snipe

    • POW to 65 (from 60)
  • Nerve Strike
    • POW to 55 (from 65)
    • POW x2 if target has a bad FEELING (from 1.5)
    These plays are cool but typically haven't been rewarding enough to be useful. We want to see players get more use out of these.

[h3]Beastie[/h3]
  • Debugly

    • Plays Added: Dispel, Telekinesis, Assess
  • Illugus

    • Plays Added: Slice
  • Magpike

    • Plays Added: Tool, Snipe
    • Plays Removed: Tracker
      Tool was too good on Trusting-Magpike. OK, we get it. We're turning the power knob down a tiny bit and seeing if we can get away with it now.
  • *Heliath/Lunaptra/Humflit
    • Plays Removed: Excited Pass
  • Platypulse
    • Plays Removed: Demanding Set
  • Noizard

    • 50 BDEF (from 55)
    • 85 MDEF (from 90)
  • Mistic

    • 80 MDEF (from 70)
  • Zefyre

    • 89 SPOW (from 92)
    • 85 MDEF (from 88)
  • Hydrolm

    • 75 BPOW (from 70)
  • Tortanchor

    • 70 BPOW (from 65)
    • 110 BDEF (from 115)
  • Riplash

    • 55 BDEF (from 60)
    • 90 SDEF (from 95)
  • Squimage

    • 46 SDEF (from 38)
  • Pladion
    • Plays Removed: Demanding Set
    • 40 BPOW (from 30)
    • 81 BDEF (from 86)
    • 70 SDEF (from 75)
  • Maraptor

    • 87 BPOW (from 89)
    • 29 SPOW (from 19)
    • 85 MPOW (from 87)
    • 83 BDEF (from 85)
    • 88 MDEF (from 91)
  • Mascurry

    • 97 BDEF (from 82)
    • 88 SDEF (from 91)
    • 54 MDEF (from 50)
  • Diabloceras

    • 108 BDEF (from 111)
    • 83 SDEF (from 86)
    • 68 MDEF (from 71)



[h2]Fixes and Other Changes[/h2]
  • Beasties are now immune to all additional feelings when they are WIPED
  • Skulkapi's Stealthy trait will now fail to activate if the space they intend to move to is obstructed by a WALL
  • Adjusted SP cost of field-clearing plays in the Academy shop
  • **Fixed a visual issue when scoring a poitn by hitting a WIPED Beastie through a wall
  • **Fixed a crash to do with a Beastie trying to become TIRED from STRESSED while already WIPED
  • **Adjusted a Heliath playbook in the Tower Challenge
  • **Added a delay to Scary Face (Grazada's trait) triggering such that the interaction between it and other movement effects like Stealthy is clearer