1. Beastieball
  2. News
  3. June Experimental Balance Changes! (Updated 06/09)

June Experimental Balance Changes! (Updated 06/09)

* = Added or changed in an update on 06/05 - PC ONLY ^ = Added or changed in an update on 06/09 - PC ONLY

We've got a hefty one for you! Following this past weekend's Bigmoon Bash, we've got a slew of new changes coming in.

We're testing these balance changes in anticipation of a major milestone update releasing on June 12! These changes will come into effect in the base game on that day, so we'll be excited to get all the feedback an testing we can from the community before then. I encourage dedicated coaches to join us in our Discord community to discuss the changes live with other players.

πŸ”§ Balance Changes

    [h3]πŸ„ Traits[/h3]
    • (NEW!) Confident: Gets +1 Body POW and +1 Body DEF boost when TAGGING IN

      • πŸ”„ Given to Supilero in place of Fearless
    • (NEW!) Forager: Restores 50 STAMINA when TAGGING OUT

      • πŸ”Ό Given to Supilero in place of Scavenger
    • (NEW!) Thrasher: POW x1.3* when any Beastie on the opponent team is WIPED

      • πŸ”„ Given to Maraptor instead of Echo
        Echo made sense on Maraptor before the introduction of Quake, when instead it spread damage to both opponents. In general, we try to give Beasties a more offense-oriented trait and a more support-oriented trait; however, with splash damage changed to Quake, Echo became more like a support Trait, and one which was notably inferior to Clamor, so Maraptor was lacking in interesting build variety. The intention of Thrasher is to give Maraptor more of an effective aggressive role option again. This Trait is less tested than other changes in this patch and may require more testing and feedback to solidify.
    • Slippery:
      • πŸ”» New effect: This Beastie's damage is reduced 25%. Adjacent allies receive attacks in their place.
        This reduces ALL damage dealt, including via Nettle. Gremlur has strong offensive potential which they can invest in heavily since Slippery makes their defense stats irrelevant. Slippery also guarantees the option to double-use high value support plays. This trait adjustment means Gremlur gets less free value from this easy utility, but still can function as an annoying and sustainable field presence as intended.
    • (NEW!) Adaptation: Copies their ally's Trait when they TAG IN

      • πŸ”Ό Given to Gremlur as a recessive Trait
        Since Slippery now reduces Gremlur's damage output, and has basically always obsoleted their defensive stat spread, we wanted to give them an alternative mode which allows them to actually leverage their stats and offensive potential.
    • Rumpus:
      • πŸ”Ό Now triggers after every offense and defense turn, not just after offense.
      Launcher*:
      • πŸ”Ό "Always targets straight ahead" effect has been adjusted to prioritize over all sources of redirection.*
    • Agile:
      • πŸ”» No longer confers a bonus for play effects with the "if ball is hittable" condition, ie. Juggle and Set.
    • Flee:
      • πŸ”Ό Triggers starting on 50 STAMINA rather than 49
      Flow*:
      • πŸ”Ό New effect: When on the field with RHYTHM, opponents can't give their allies any bad feelings*
    • Precise:
      • πŸ”Ό Given to Conjarr as a recessive Trait

      [h3]πŸƒ Plays[/h3]
      • (NEW!) Exert - Spirit attack, 65 POW. User feels 2* TOUGH + 2 SWEATY^. -30 STAMINA^.

        • Via level up

          • πŸ”Ό Daredillo, Opposur

        • Via friendship

          • πŸ”Ό Supilero, Grazada, Skiffrig, Squimage, Xiphosaur, Yamyth

          This attack combines well with other spirit options and gives spirit-focused offense teams a unique serving option that fits their unique strengths.
      • (NEW!) Echo Strike - Mind attack, 70 POW. Sets target's Trait to user's Trait.

        • Via level up

          • πŸ”Ό Plumask

        • Via friendship

          • πŸ”Ό Platypulse, Mistic, Trat, Magpike, Bindiva

      • Finisher:
        • πŸ”„ Updated text to reflect damage bonus starting on 50 STAMINA
      • Demolish
        • πŸ”Ό 80 POW (from 70)
        • πŸ”» No longer gets a POW bonus when it clears field effects
      • Rocket
        • πŸ”Ό Now always goes where it is targeted
      • Cook
        • πŸ”» 55 POW (from 60)
      • Grit
        • πŸ”» 60 POW (from 65)
      • Scream
        • πŸ”» 90 POW (from 95)
      • Contest
        • πŸ”» Can now only be used at the net
      • Thriller
        • πŸ”Ό 65 POW (from 60)
      • Relentless
        • πŸ”Ό 70 POW (from 50)
        • πŸ”Ό Can now use when WIPED
      • Challenge
        • πŸ”Ό 95 POW (from 85)
        • πŸ”» No longer makes the target ANGRY
          Our experimental change to Challenge to make the target ANGRY was effective at giving Spirit offense better disruption options, but at too great a cost. Challenge offered too much value and interaction potential and became a very centralizing play that bolstered the effectiveness of Rally teams. In the past, players have voiced that they felt Spirit and Rally offense was lacking in strong disruption options. This experiment has showed us that Spirit probably doesn't need to have the best disruption options in addition to its offensive potential.
      • Doze
        • πŸ”„ New name*: Exhaust
        • πŸ”„ New effect: Feel 4* WIPED
      • Torch Pass
        • πŸ”» Lowers the user's Max STAMINA by 10
      • Team Chant*
        • πŸ”„ New name: Chant
        • πŸ”Ό Now only cures negative feelings, not positive ones
        • πŸ”» Targets a single allied Beastie (self, ally, or benched ally)
      • Shield*
        • πŸ”Ό Applies 2 TOUGH + 2 ANGRY (from 1)

      [h3]πŸ‘Ή Beasties[/h3]
      • Collarva/Wormask/Plumask
        • πŸ”» Plays Removed^: Challenge, Supercommit, Sneak Attack, Call Out, Teleport, Doze^
          Plumask is a Beastie that has been with us for a very long time, and from very early on in development was given new plays frequently as we added them. They were long overdue for a re-examination for what was actually uniquely relevant to them.
      • Shooga/Supassum/Supilero*

        • πŸ”Ό Plays Added: Demolish*, Thunder^
        • πŸ”» Plays Removed: Energized*
      • Platenna/Platypulse/etc

        • πŸ”» Plays Removed: Prepared Attack
      • Noizard

        • πŸ”» Plays Removed: Forward Pass
          Noizard has continued to dominate usage since we reduced its defensive capabilities. Although this play isn't their flashiest option, it has enabled Noizard to serve a critical function as a support for hyper offensive partners. Removing this passing option pigeon-holes them more into their intended disruption role. We're curious to step back and assess their power level after this change, along with the various nerfs made to spirit offense that tends to pair with them. Further nerfs may be made if this hasn't pushed them far enough.
      • Gastic/Wisper/Mistic

        • πŸ”» Plays Removed: Prepared Attack
      • Armantis

        • πŸ”Ό Plays Added: Sneak Attack (As a level-up play)
      • Grazada

        • πŸ”Ό Plays Added: Challenge
        • πŸ”» Plays Removed: Supercommit
      • Hydrolm

        • πŸ”Ό 85 BPOW (from 75)
        • πŸ”Ό Plays Added: Rocket
      • Heliath
        • πŸ”Ό Plays Added: Thriller
        • πŸ”» Plays Removed: Challenge
      • Maraptor

        • πŸ”Ό 89 BPOW (from 87)
        • πŸ”Ό 87 MPOW (from 85)
        • πŸ”» 81 BDEF (from 83)
        • πŸ”» 86 MDEF (from 88)



🚧Other Fixes and Changes
  • Significantly optimized the map menu, particularly when zoomed out
  • Re-increased the text size for the "MATCH SCHEDULED" UI event
  • Fixed collision on large trees in Mythwood
  • Fixed an issue where editing a saved team would list their equipped plays twice in the list of available plays
  • Made Conjarr "Cryptic" trait pop up less often in reaction to certain attacks which didn't have relevant side effects*
  • Fixed a crash that occured when two Adaptation Gremlurs were fielded against two Mimicry Squimage^
  • Fixed some potential softlock issues around cutscene triggers for encounters against Jack
  • Fixed a bug wherein the Unflappable trait reduced damage from Quake to 0 instead of 5^


*There might be some other insignificant new things floating around, since this is a stripped-down version of next week's update. Full patch notes on new features will be revealed when the update is ready!