Rivals of Aether

Rivals of Aether

Raknar
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Update: 24 Jun, 2024 @ 12:29pm

v6.3

-------------------------------------------------------------------------------- v6.3
-- Control --
Changes: + Buff - Nerf * Fixed *control. --------------------------------------------------------------------------------

Update: 24 Jun, 2024 @ 12:55am

v6.2

-------------------------------------------------------------------------------- v6.2
-- UNO MAS --
Changes: + Buff - Nerf * Fixed It has been a complete challenge to balance Reztli but I think I achieved an excellent balance, the tremors of the gimmick are now better redirected on impact, this should allow you to follow up on the grab (slightly faster on its output) or continue with a combo, either in turn and following the same line Utilt and Jab. The dattack should now have the ability to K.O in a considerable percentage along with a buff somewhat necessary to the Tremor gale (empowered version of a tremor). Gimmick: * Sand Sink: Damage is increased and eruption angle in sand sink are adjusted. Tremor: + Damage from 9 > 12. - Knockback scaling from 1 > 0.6. * Angle from 85 > 35. Tremor gale + Damage from 18 > 24. + Knockback from 8 > 9. * Angle from 70 > 75. Tilt: General adjust. * Jab: Scaling adjust. * Knockback scaling change from 0.5 > 0.4. + Dattack: General buff. + Knockback change from 5 > 6. * Angle adjust from 50 > 45. * Utilt: Angle adjust. + Utilt (Tomstone): General damage buff x2. Special: General adjust. + Fspecial: A little speed drip. + General startup from 32 > 28. - Less range...

Update: 20 Jun, 2024 @ 11:41pm

v6.1

-------------------------------------------------------------------------------- v6.1
-- Control --
Changes: + Buff - Nerf * Fixed *When a note says control it means that only the number of the note changes, so it is more consistent with the version shown in-game. --------------------------------------------------------------------------------

Update: 20 Jun, 2024 @ 11:40pm

v6.0

-------------------------------------------------------------------------------- v6.0
-- Control --
Changes: + Buff - Nerf * Fixed *control. --------------------------------------------------------------------------------

Update: 20 Jun, 2024 @ 11:33pm

-------------------------------------------------------------------------------- v5.9
-- Balance patch --
Changes: + Buff - Nerf * Fixed Gimmick: * Tombstone: Fixed inconsistency when using tombstone as a cancellation after using an air dodge. - Tomstone will no longer use the dodge that is in the air by default so it will not be able to move like before. + Tombstone now guarantees armor. + During the duration of the spin in the air, an aerial attack can be used. Special: K.O potencial. + Fspecial: The cooldown is gone and the move is now a little more punishable (v5.8), so the cost-benefit should change with that and the moves are now easier to K.O. Throw: + Damage increase from 6 > 10. + Scaling change from 0.4 >0.55. Spin: + Damage increase from 8 > 14. + Knockback change from 6 > 7 and scaling from 0.6 > 0.75. Suplex: + Knockback change from 6 > 7. Suplex (Sand sink): + knockback change from 8 > 9. Reptile hurricane: + Damage increase from 10 > 14. + Knockback change from 7 > 8 and scaling from 0.8 > 0.85. Reptile hurricane (Sand sink): + Damage increase from 16 > 20. + knockback change from 9 > 9.5 and scaling from 1.2 > 1.3. * Dspecial: Faster sand traveling. + Quicksand mode speed up from 11 > 12. Extra: * Code optimization. * Icons on HUD are more visible. --------------------------------------------------------------------------------

Update: 17 Jun, 2024 @ 8:12pm

v5.8
-- Multi-patch --
Changes: + Buff - Nerf * Fixed After playing multiversus for a while I realized how weak it is to limit mechanics by cooldown, and I decided to revisit Raknar to correct those details. Gimmick: Tombstone: I'm aware of the inconsistency that occurs when you use tombstone especially without a dodge available, i have a fix ready but I want to test it first. Special: Cooldown update. * Nspecial: Move cooldown gone. - Startup change from 6 > 7. - Endlag change from 10 > 12. * Fspecial: Cooldown gone but the move is now a little more punishable. - Endlag on a fail grab increase from 7 > 11. * Dspecial: Fixed a bug where you could enter an instance in a full state, which caused Raknar to stay inside quicksand in a static state until you forced it out. * Uspecial: Move cooldown gone. Note: I will be attending to notes for balance patches to Raknar while I work in parallel on the rework of Jacket, with this in mind it should be noted that it will take me a while to implement the change to Tombstone.

Update: 14 Jun, 2024 @ 10:07pm

v5.7 Changes: + Buff - Nerf * Fixed * I got confused when updating Jacket, this update adjusts to the version number shown in the game as well as corrects some dead pixels.

Update: 27 May, 2024 @ 11:19am

v5.6
-- Control --
Changes: + Buff - Nerf * Fixed *Control.

Update: 26 May, 2024 @ 11:36pm

v5.5
-- Balance patch --
Changes: + Buff - Nerf * Fixed Gimmick: KP adjusted. * Dstrong and Dspecial (raging sandstorm): The knockback and hitpause change a bit, this should help him the combat flows for the opponent who is receiving the damage, as well as avoiding very early knocks, the movement is still very powerful and covers a very wide space so it should not be a very drastic nerf. - First hit: Hitpause 8 > 6. - Second hit: Hitpause 10 > 8. - Third hit: Hitpause 12 > 11, knockback 10 > 9, scaling 1.2 > 1. * He can now be parryed on ground slam, this was a design choice at first, but it seems to be too powerful and difficult to punish. * Fixed a bug where both instances would explode even if body slam one instance, now the raging sandstorm is more consistent on hit.

Update: 19 May, 2024 @ 1:31pm

v5.4

-------------------------------------------------------------------------------- v5.4
-- Control --
Changes: + Buff - Nerf * Fixed *Control. --------------------------------------------------------------------------------