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Fangs News

What went wrong and where we're going

MOBA vs ARENA BRAWLER
Let’s start with the first big high level direction change. In the past, we heavily took inspiration from MOBAs to follow. This was true in almost every aspect of our development. From a design side, we took values from MOBAs and applied them to our game, including Health, Cooldown, Damage, Speed and more. This made it difficult to balance and design around because that’s simply not the kind of game we are. FANGS is not a traditional MOBA. Fangs is an Arena Brawler with a focus on macro objective gameplay.
What does this mean exactly? First, it means we are NOT a MOBA. We have no lanes, we have no minions, we have no towers, no gold, no levels, no ability skill leveling, no mid-game item progression, etc. Those are all features that make a MOBA fun and deep, which FANGS does not have. While a MOBA has characters with health, abilities, damage, cooldowns, speeds etc like FANGS, the values of those abilities were specifically tuned with all the macro depth and pacing of that game.
Instead the pacing of FANGS is much closer to an Arena Brawler. It’s a big focus on combat that is longer paced than MOBA combat. In MOBAs, you blow all your abilities and the fight is determined quickly in seconds while in Arena Brawlers, you’ll run through multiple rotations of your abilities and the fight lasts much longer. It was a mistake to use MOBA values for FANGS, instead we should be using values closer to Arena Brawler characters.

HERO CLASSES

We’ve structured our Hero Classes to have more guidelines. Prior we were setting the health, damage, range, speed, projectile speed and etc on too much of a case by case basis. This made it difficult to balance and identify exactly what might be off on a Hero when it comes to its power, or even simply its fun. For example, Ishir used to have a health pool of 650 and Belroth used to have 1500 (with augments). This made damage inconsistent; a few 55 damage LMBs might decimate Ishir but would barely tickle a Belroth. Bringing everyone closer in line will help bridge the gap from these extremes of feeling like “wtf killed me” and “I’m not doing anything at all”. Everybody will still have their strengths and weaknesses, but it won’t be as extreme as before.


Ranged Class will have high LMB damage but will tend to have low to mid HP. These LMBs typically hit harder at the cost of attacking slower than Melee LMBs. Melee Class will tend to have higher HP to make up for the fact that they can get kited and poked more easily. Support Class is the wild card; the tanks will have higher HP with lower damage so they can tank, but the healers will have the lowest HP as they have better sustaining tools on hand.

DAMAGE AND COOLDOWNS
The other rule we’re placing down is no more high cooldowns. In the past, we’ve had some abilities with 10-20 second cooldowns, and balanced it by putting more power and/or more reliability in them. While from a balance point of view this is fine, it didn’t lead to satisfying combat. First of all, it’s just more fun to have more options to choose from and be able to use your abilities more. That’s what playing the game is all about. Beyond that though, it led to a lot of design clarity issues or “what just happened” moments. Having such huge damage and swingy abilities caused more moments that made you wonder “how did I die” rather than “oh that person outplayed me”. You see a lot of high cooldown abilities in MOBAs because the kit was designed to revolve around ALL aspects of the game like minions, waves, towers, vision etc rather than just the combat. Since we ARE a combat focused we are striving to have most cooldowns under 10 seconds. You’ll have your LMB at a sub 1 second cooldown to spam, a secondary ability that usually resonates with the Hero’s core kit at 4-6 seconds (like Rose SHIFT) and the rest at about 8-10 seconds to use in the fast paced combat.
Speaking of LMBs, that’s another big change we’ll be making; we’re increasing the damage and threat. For most characters in MOBAs, the ability damage is the bulk of the damage in late game. We designed our Heros the same way, when in reality, for a fun and competitive Arena Brawler, the LMB should be very threatening. Skilled players should be rewarded for consistently aiming well, and not just rewarded for knowing which ability to use at what time.

OBJECTIVE GAMEPLAY

We’re not just an Arena Brawler though, we’re an Arena Brawler with Macro Objective Gameplay. While one CORE element of FANGS is Combat experience, the other CORE element of FANGS is the Macro Objective Gameplay. I won’t be touching on this too much for now (sorry). I just want to let you know that we know that Objectives is what separates FANGS from other Arena Brawlers and we will make sure that this Macro element is deep and rich to allow for big brain players to shine. We’ll be taking things one step at a time. First we’ll polish up the Base Hero combat experience. Then we’ll polish up the Augments. Then we’ll polish up the macro objectives. While we’ll be thinking about a lot of these things in parallel because they tie in to each other, the order of our primary focus will be Base Heros -> Augments -> Shards/Captain Lives/Aspect.

DEVELOPMENT UPDATE: STATE OF FANGS



Since the start of development, our team has been committed to working alongside the community to make Fangs into the best action brawler experience. We are extremely grateful for the continuous feedback and support y’all have provided—it truly means the world to us.

We feel that the improvements to Fangs over the past couple of months have mostly been moves in the right direction. Our Hit VFX and SFX are stronger and more satisfying. The tutorial experience is more interactive and makes for a better onboarding experience. We are extremely proud of the work our team has done on the game, and want to ensure we continue down that path. To make sure we meet our goals of improving Fangs, we have decided to shut down the servers temporarily so we can funnel players to improve queue times. This also allows our team to focus on some large reworks to Heroes, Augments, and game objectives.

[h3]Servers will be shut down Friday, February 10 at 11:59 PM ET[/h3] At this moment in time, we aim to open and relaunch sometime in Q4 2023.

To give you a small taste of what will be coming in Q4 2023

  • More VFX & SFX Improvements
  • Ability to build loadouts in client
  • Reduce and rework Augments to have more cohesive design synergy and choices
  • Rebalance Heroes to give more player agency in combat
  • Switch Casual matches to best of 3 instead of best of 5 games
  • Add Achievements (ie 5000 kills or 1000 Shards captured)
  • Many many bug fixes and performance improvements
  • And more!


We’ll elaborate further on what our exact development road map looks like in the near future, and we will also provide a more accurate ETA on when the relaunch is. We aim to be as transparent as possible, and do hope you continue to join us on this journey. Your feedback is invaluable to the team—thank you again for your patience and continuous support. We are 100% committed to Fangs, and we'll continue to do everything we can to ensure the best future for the game.

See you on Wednesday for playtests!

Hidden Leaf Games

Patch 3.4

Balance Update

Tufts
Nourshing Feathers (P) - 2.5s -> 4s CD

Zoey
Witch Ball (LMB)
16 -> 25 damage
40 -> 32 Heal (Tooltips are broken)

Augment
Lure Chime (SHIFT) - 2s -> 0.1s Unstoppable
Mischievous Tome (SPACE)
100% -> 40% Reduced Healing
5 -> 3s Duration

Fiorne
Swift Strike (LMB) - 550 -> 425 Range

Rayo
Augment
Cleansing Talisman
200 -> 100 Heal
0.5 -> 0.1s Unstoppable

Astrada
Emberburst (LMB)
40 -> 45 Damage
0.3 -> 0.25 Cooldown

Flame Cage (SHIFT)
25 -> 60 Damage
1.5 -> 1.75 Root
12 -> 10s CD

Kiona
Hail Wind - 60 -> 72 Damage

Belroth
Size: 20% Smaller

Yanari
Augment
Cleansing Shankha - 1.5s -> 0.1s Unstoppable

Artifacts
Purity
1.5 -> 0.1s Unstoppable
40 -> 50s CD

GAME UPDATE: JANUARY 24



Another big set of gameplay changes! In addition to the typical balance updates, we wanted to address some big feedback points on SHARDS and CROWD CONTROL.



SHARDS


Let's talk about what the new Shards are doing better first. It's a more intuitive system and we see that it's easier for players to interact with this portion of the game. Not only is it easier for players to learn how to capture a Shard for their team, but it also allows for a far wider range of Heros to interact with the objective. There's also exciting moments on capturing the Shard on the last hit, whether it's getting that steal under the enemies noses or successfully outplaying a fight to secure the Shard.

Which brings us to what we are looking to improve. That last hitting mechanic can feel a bit too random. We're looking at ways to reduce that such as making the Shard being able to be affected by Pushes/Pulls or giving Heros more defensive capabilities to help prevent last minute steals. We think adding more areas for skill expression will help reduce the feeling of randomness that can come with capturing the Shard right now. We're also continuing to monitor the team revive. It's a good mechanic for comebacks, but it can also feel very snowbally.

What we want to try out this patch is to make the Shards a little bit more dangerous to take to prevent a single player from taking a shard too quickly without any risk. This way, to get the powerful benefits of the shard, every Hero has to have pay a cost that's a combination of time, health and cooldowns.

⬥Increased range on Shard damage so Ranged Heros will also take damage

⬥Increased HP to 600

⬥Coming up with ways to make the Shard more Skill Expression



CROWD CONTROL


Crowd Control (CC) is an ability that restricts control over your Hero including but not limited to: Slows, Roots, Stuns, Knock Ups, Pushes/Pulls. The severity of the CC varies; Slows are typically weaker since you can continue to do most things and Stuns/Knock Ups are typically the strongest because players lose complete control over the Hero.

When diving into an analysis of Fangs, we found that we had our Stun duration was on average too long. The stronger the CC the shorter the duration should be. The serves two purposes: One, to keep abilities fairly balanced and purposeful so that each type of CC is an answer to different scenarios and Two, it's just not fun gameplay to not be able to do anything. With long Stun durations, there were more moments of "I got hit by one Stun, and then I died because I couldn't do anything".

We also found that we leaned too heavily into Stuns and not enough into Roots. This lead to more gameplay moments of random ability interruption. By changing some the Stuns to Roots, we leave in the opportunity for combination attacks while still allowing more skill expression for the Rooted player to fight back.

⬥Lower durations on Stuns and Knock Ups

⬥Replaced some Stuns for Roots



BALANCE CHANGES



Astrada's spiked in her win rate this past update. With a lot of the damage multipliers reduced in the game, her own damage output was relatively increased. A small nerf to her passive and some adjustments on her more powerful Augments should bring her back to 50%.

⬥ Marked for Destruction (Passive): 50 → 45 Damage
⬥ Flame Cage (SHIFT): 1s Stun → 1.5s Root

[h3]AUGMENTS[/h3]

⬥ Life Burst Brooch (Passive): 45 → 50 Heal
⬥ Nailbomb (Passive): 50% → 40% Slow
⬥ Demolisher's Treasure (LMB): 1.2s → 1.1s CDR
⬥ Repulsor Sceptor (RMB):
⬦ Push Distance: 25% → 60%
⬦ 1s Stun → 1.5s Root
⬥ Elsywn's Triband (Ultimate): 225 → 200 Damage



Brutus is in a good place right now. We're giving some power to some of the weaker but commonly picked Augments and taking some power away from the strong commonly picked Augments. He's also getting the CC adjustments.

⬥ Head Splitter (RMB): 1.25s → 0.8s Stun

[h3]AUGMENTS[/h3]

⬥ Drakefeather Dirk (Passive):
⬦ Movement Speed: 40% → 30%
⬦ Duration: 3s → 6s
⬥ Chilltooth Necklace (LMB): 0.4s → 0.5s CDR per Enemy hit
⬥ Lifesnatcher Pauldron (LMB): 0.65% → 0.75% Lifesteal per 1% missing HP
⬥ Quakebreak Talisman (Shift):
⬦ 1s Stun → 1.5s Root
⬦ Hitbox increased to match entire area of the Earthquake
⬥ Draining Thorngloves (E): 5 → 4 Shield per 1% missing HP
⬥ The Executioner (Ultimate): 14% → 12% HP Execution



Belroth is also in a good place. He's getting the CC adjustments; the Knock Up will be reduced while the Root will be increased. We also made his Boulder Toss a bit less punishing if you choose not to pick up the Boulder.

⬥ Vicious Lunge (Space): 0.8s → 0.4s Knock Up Duration
⬥ Boulder Toss (E):
⬦ Root: 0.75s → 1.25s
⬦ Cooldown: 17s → 11s
⬦ Cooldown Refund: 70% → 50%

[h3]AUGMENTS[/h3]

⬥ Uprooters (Space): 0.4s → 0.3s Bonus Knock Up duration



Mostly just the CC adjustment here. Soulblast Greaves was over-nerfed last patch and since we haven't seen egregious interactions with Soulblast Greaves and the Fountain we'll give it a bit more love here.

⬥ Pummel (Passive): 0.7s → 0.4s Stun
⬥ Shield Toss (RMB): 4000 → 3750 Projectile Speed
⬥ Knightseeker (Space): 0.75s Stun → 1.5s Root

[h3]AUGMENTS[/h3]
⬥ Titan's Effigy (Passive): 1.5s → 0.7s Stun
⬥ Soulblast Greaves (Space): 150% → 200% Bonus Range
⬥ Starfall (Ultimate): 1.75s → 1.5s Stun



[h3]AUGMENTS[/h3]

⬥ Earthbreaker Pommel (Shift): 1s Stun → 1.5s Root
⬥ Deathly Carnival (Ultimate): 50 → 40 Bonus Damage



⬥ Wraith Slash (LMB): 47 → 55 Damage
⬥ Spectral Dash (Space): 0.75s → 2s Incapacitate

[h3]AUGMENTS[/h3]

⬥ Spellstealer Artifact (E): 50 → 150 Energy Gained



Kiona's winrate is on the lower side, so a slight bump to her power in RMB to make her a bit more lethal in fights.

⬥ Hail Wind (RMB): 50 → 60 Damage

[h3]AUGMENTS[/h3]

⬥ Serrated Daggers (RMB): 16 → 20 Bonus Damage
⬥ Lifefrost Brew (RMB): 48% → 52% Heal
⬥ Winterclaw Choker (Shift): 0.9s → 0.5s Stun



Sniper Rayo seems to dominate the battlefield. Some power into Storm Shardstring should hopefully promote some more LMB based builds and gameplay.

⬥ Flashbolt (RMB):
⬦ Stun: 0.8s → 0.5s
⬦ Projectile Speed: 4525 → 4125
⬥ Volt Dash (Space): 35 → 55 Damage
⬥ Thunder Blast (E): 45 → 60 Damage

[h3]AUGMENTS[/h3]

⬥ Storm Shardstring (LMB): 6% → 8% Bonus Attack Speed
⬥ Twilight Sandles (RMB): 0.3s → 0.2s Stun
⬥ Harrah's Betrayal (E): 0.5s - 2.5s → 0.4s - 0.8s Stun



Rose is another Hero who is on the weaker side. We're giving a fair amount of power in her LMB so she's a better fighter, and a smaller amount of power in the additional hit so that she doesn't just randomly kill people she's not really aiming for.

⬥ Sword Sling (LMB):
⬦ First Enemy Hit Damage: 40 → 50
⬦ Additional Enemy Hit Damage: 35 → 40

[h3]AUGMENTS[/h3]

⬥ Shred Polish (LMB):
⬦ Armor Shred: 2 → 3
⬦ Max Stacks: 8 → 10
⬥ Bloodlust Gauntlet (Passive): 20% → 30% Lifesteal



⬥ Dourling Dive (Space): 0.75s Stun → 1.4s Root

[h3]AUGMENTS[/h3]

⬥ Heal Sprite (Passive): 70% → 80%s Bonus Heal
⬥ Everflower (LMB): 50% → 35% Reduced Effectiveness
⬥ Siegilblade (LMB):
⬦ Root: 0.6s → 1.25s
⬦ Root Cooldown: 5s → 10s



⬥ Allure (E): 1s → 0.5s Charm

[h3]AUGMENTS[/h3]

⬥ Shielding Sash (Passive): 135 → 100 Shield
⬥ Inner Light (Passive):
⬦ Shield: 50 → 40
⬦ Max Shield: 100 → 160
⬥ Healing Sands (RMB): Heal 75 → 60
⬥ Speed Reader (Space): 35% → 25%



⬥ Nourishing Feathers (Passive): 1.25s → 2.5s CD
⬥ Wing Dive (Space): 1s → 0.7s Stun



⬥ Brim (LMB):
⬦ Damage: 45 → 40
⬦ Healing: 75 → 60



⬥ Hand of Acara (RMB): 0.75s → 0.5s Stun on Empowered

[h3]AUGMENTS[/h3]
⬥ Peacemaker's Ring (Passive): 40% → 25% Reduced Damage
⬥ Paupers Prayer (LMB): 1s → 1.5s Duration
⬥ Tigerwind Gauntlet (LMB): 3% → 2% Bonus Attack Speed
⬥ Godtooth Charm (RMB): 15 → 10 Bonus Damage
⬥ War Beads (Shift): 10% → 30% Bonus Damage
⬥ Essence Trap (Space): 25% → 20% Bonus Range
⬥ Lionsworn Crown (Ultimate): 25% → 20% Heal



Zoey was a menace in the last update. She was getting a lot of utility from her new Passive, surviving a lot more engages than she previously did. We've toned that down a bit so she'll have a little less survivability from her Passive than before and more on hitting her skillshots.

⬥ Cat Latch (Passive): 20 → 15 Heal per Second
⬥ Spirit Scratch (E): 0.9s Stun → 1.3s Root

[h3]AUGMENTS[/h3]

⬥ Therapeutic Totem (Passive): 15 → 12 Energy per Second
⬥ Binding Witch Hat (LMB): 100% → 75% of Damage as Bonus Max HP
⬥ Bloom's Brew (RMB): 75% → 65% Bonus Heal
⬥ Purr's Paw (Shift): 75 → 60 Damage





BOONS AND ARTIFACTS


⬥ Rejuvenate: 200→ 150 Heal
⬥ Battleprism: 25%→ 30% Lifesteal
⬥ Greathelm: 1.5%→ 2% Heal
⬥ Vanquisher: 25→ 20 Armor Steal



Again, we would like to thank everyone who has played or is interested in playing Fangs during its early access period! Our community continues to surprise and inspire us with their knowledge, memes, and insightful comments about our game—if you have accompanied our development journey so far, you know how much of our players' input goes into each new update.

Make sure to join our Discord server and follow us on Twitter to join the conversation if you haven’t already!

The Hidden Leaf Games Team

Patch 3.3

Bugs Fixed
-Fixed a bug that caused presets to kick players back to Main Menu
-Fixed a bug that caused players not to see Augments during Augment Select
-Fixed a bug where Captain Voting wasn't working
-Fixed a bug where some bushes weren't working
-Fixed a bug where Bigboi could machine gun his Boulder
-Fixed a bug where chat wasn't working during Augment Select