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You can check out their dev stream, the past ones. In the last they also showed Scarlets and Vraxxs new special moves.
http://www.twitch.tv/brawlhalla/b/638043145
So we'll be able to switch between then
I don't really see the point of making weapons as i explained.
(watching the video)
There are 6 weapons, (7 with axe) and that leads to the following number of unique combinations: 5+4+3+2+1 = 15 unique combinations (before Axe), which becomes 21 unique combinations with Minotaur and his Axe. Adding one more weapon after that will allow for 28...
Each character shares the same unarmed moveset, but with weapons they have a variety of different signature moves, and are varied in speed and power, which will allow different users of the same weapons to favor different play styles.
So if Hattori attacks quickly but doesn't hit hard she is likely to favor combo attacks that allow chains to build high enough damage to go for a KO, whereas Nai hits harder and is therefore more likely to favor moves that provide better launches. They both use spears, but they use them differently.
Katar, Sword, spear, Guns, Hammer, Lance, and Axe (coming soon).
In essence these weapons are your "characters" in a way. These are the movesets along with unarmed. So essentially think of it in these terms. when you select a legend you're selecting 2 characters/movesets and get the default unarmed movset as well. You also get modifications to the speed strength and defense inherent in these movesets.
With the changes that pete and relai mentioned you will have per weapon moveset 8 standard moves and 3 unique to round out at 11.
When combining the weapons and unarmed you have 27 standard moves and 6 unique moves across all 3 movesets.
So think of it like you're playing a fighting game where you select 2 characters that you can swap out and then also getting a default character to swap out with also that has more projectile capabilities.
Imagine when they release 3-4 more weapons after the axe. You'll have 10-11 characters if you look at them this way.
As for the different styles of weapons. Sure you have light and heavy. It does get a bit deeper than that through. here is a break down in a way
Light
Unarmed: quick movset with overlapping hitboxes and good pushback. Great for seperating you from your opponent... typically to pick up a weapon.
Katar: very quick moveset with low wind up and cool down that is great for rushing and comboing players
Sword: quick moveset with a bit more range on it.
Medium
Spear: fast moveset with quite a bit of distance qhile also having conjoining hitboxes. Great for spacing out other players.
Guns: 1 hit combos and damage dealing with good range but disjointed hitboxes. Keep your enemies away and put on lots of fast damage
Axe: unknown how it really plays right now since its not released yet but it looks to be a medium combo weapon.
Heavy/Utility
Hammer: Huge force weapon that is slow but packs a punch. Great for KOing players that aren't damaged as much.
Lance: pure zoning. Larger than normal hitboxes. Smaller Amounts of damage. Amazing at distancing out opponents to slowly whittle them away.
As you can see I broke it up into 3 sections. Each of the weapons in those sections has a different role to play. This means that each legend can play 2 or 3 possible roles.
Bodvar is great at working people down then doing a KO. Sword and hammer
Hattori is great at distancing with the spear and laying down damage with the sword.
Lucien is great at rushing people down with the katars or putting on quick fast damage with the guns.
Vraxx is a distancing machine with the guns and the lance.
It may seem like the design is lackluster and bland but once you start looking deeper to it you start to realize more and more what each character is capable of.
TL:DR?
Weapons/movesets are the characters
Legends are a combo of 2 characters + the basic character with added stat bonus'. So 3 chars in one pick.
Weapons all have their role and it's more than just "heavy" and "light".
.:EDIT:.
Also think of this when it comes to smash. Falco/Fox. Mario/Luigi. Roy/Marth. Aren't those movesets essentially the same?
It seems that we'll be able to switch weapons.
I don't know how much (all of them ? or specific ones ?)
So for now on, we have 2 signature moves.
Basiclly, for the example, it's the difference between a light and heavy character.
Nothing more imo.
As i said.
That's because of a technical choice imo as i explained.
Because of that, we get characters MUCH less interesting.
They could use that time creating a move for each character into making 1 ACTUALLY unique character like all other fighting games.
Look at Minotaur.
Why isn't he a huge,massive character like an actual minautor ?
Because of the software Spine and this weapon system.
EDIT :
"Also think of this when it comes to smash. Falco/Fox. Mario/Luigi. Roy/Marth. Aren't those movesets essentially the same?"
From what i've seen, it's already more diversified than Brawhalla with those.
You can't bring down Smash to only those characters and also, compare the smash team dev to Brawhalla team dev...it's just not the same.
EDIT 2 :
On the top of that, you can't make the weapons more interesting than the actual characters.
I feels like they ditched a lot for less. It's not worth it.
And how many weapons will they add ?
Won't it in the end like a character but it's less interesting because it's focused on the weapon and not on the actual character holding it ?
Why don't they put all that effort into making a UNIQUE character ?
That also bleeds into the question of why isn't Minotaur a huge beast. Well for one it wasn't... it was just the head of a bull on the body of a man. Secondly... having matching hurtboxes means that things are easier to balance. Call it cutting corners or whatever but in the end... it really is easier to balance. It also does have to do with the weapon system. Though i'm sure they could, if they wanted, animate around it.
As for my comment on the characters in Smash. compare it to the weapon movesets in brawlhalla. The sword is on both roland an hattori... but it functions differently based on their stats and has different signature moves. Just like Fox and falco share a very very similar moveset and have a few differences in the way that moveset plays and a few unique moves.
Also... i wasn't devolving it to just those chars... i was giving examples. Also not comparing the dev teams either. I'm making note of your "needs to be more like smash" connotations that you're putting on brawlhalla and trying to bridge the gap for you to show you that while its different there are things that if you look at them will help you enjoy the game more because it does have some of the things you are looking for.
on your edit 2. It's not about making one more special than the other. It's about complexity in simplicity. Fighting in a game that allows you multiple fighters and just using them till they're KO'd puts you at a disadvantage. Likewise Playing a Brawlhalla Legend and only using one weapon will. The uniqueness comes from the combination of the two weapons and the unarmed and how effectively you use all 33 of the moves at your disposal.
I hope we get at least 10 weapons by release. I think there could be a solid base at that point of diversity. That means you could have a ton of legends to wet your whistle with and a variety of combinations on moveset setups.
return to the top of this post on why they don't make unique characters though. Ease of transition and accessibility.
Because it's easier to balance one weapon than one individual character. If Katars are too strong you can nerf Katars in whatever way you want, because Katars have only a limited set of moves. If Lucien is too strong you have to check that nerfing Lucien in one matchup didn't completely destroy him in another matchup. If his unarmed special move is too strong you'll have to change the entire character entirely. With a weapon, it's a simple as making sure numbers and hitboxes are balanced.
Basically, There's less stuff to deal with so it's easier to balance. True.
I doubt they really want to animate it because of all those points i've said.
"I'm making note of your "needs to be more like smash" connotations that you're putting on brawlhalla"
(Actually, i'm a Guilty Gear fan)
Yes, i would like it to be like more like the fighting games in general.
I don't care about Smash. I just said Smash because it's the same type of fighting game.
More focused on characters than on weapons.
Imo, a lot more interesting and offers more to the gameplay.
"It's not about making one more special than the other. It's about complexity in simplicity. Fighting in a game that allows you multiple fighters and just using them till they're KO'd puts you at a disadvantage."
Yeah i get their point now and i dislike it.
Not that dislike their game (i wouldn't play it otherwise) but it's such a shame making it about weapons.
It's ease of transition and accessibility but at the cost of a gameplay less interesting.
Many games these days make this kind of decision ruining the gameplay
Got confused between :
"They are adding new special moves for all the chracters for left/right and down ground heavy moves"
and
"In the last they also showed Scarlets and Vraxxs new special moves."
In all actuality its about the combination of weapon 1, weapon 2, and your stats.
I'm sorry you find it boring. For me though... I like that My Legend can change drastically based on the weapon he is using. It makes it more interesting for me. If someone starts rushing me and I have a hammer I can toss it away and switch to a sword, or a lance, or a spear and distance them out instead of just taking it in the face like i would if i just had a slow character unique moveset.
Trust me... play a bit more than what you have. You'll start to understand it quite a bit more. It really is complexity in simplicity. I've seen a lot of people come in talking about the same things. They either leave right then and there or continue to play and realize that it's more than what you see on the surface.
For me... it's when games become overly complex that the fun is drained. While I'm a very avid gamer and competitive person I still want to enjoy myself instead of feeling like I have to read a textbook in order to know things. I've watched too much complexity kill far more games than I have seen simplicity.