Absolver 1.14 Update
Hi everyone,
While most changes in our latest 1.13 update were appreciated, some gameplay tweaks didn’t go down well with the community, who felt they negatively impacted the overall depth and feel of the game.
We are very committed to making Absolver as balanced and as interesting as possible, which is why we made these changes in the first place – they seemed to make sense to us (in theory and in internal playtests), but some issues came to light when the Absolver community actually tested the update. A lot of comments were made online, and although we were unhappy that some changes were badly reviewed, we were also very impressed by the quality and precision of the feedback received! After a few days and some internal discussions, we decided to correct some of these changes as soon as possible, which is why the 1.14 update came live so fast.
The changes we made on Kahlt were clearly not a good solution in term of balancing, but were a good way to mark the success of the ability and have a feeling of impact when it happens. For the moment we prefer to revert Kahlt to its previous state, and as it was already the style with the best winratio, we decided to increase the stamina cost of the “Absorb” special ability a little.
Besides this, having gold link timings not be linked only to the attack’s damages seems like the good direction to us, and it was already the case for some attacks (like handstand kick for instance). That being said, we may have been heavy-handed on this change, so the 1.14 update rebalances this, in order to have a game feel similar to the 1.12 version for a majority of attacks.
We’ve also worked on the standard release durations to have a maximum of 9 frames between goldlink and standard release. This prevents having attack inputs lost when a goldlink timing is missed.
Finally, the knockback of guardbreaking attacks on guarding opponents has been lowered too, making it slightly smaller than the knockback when these attacks actually hit.
The full list of changes is below – as you’ll see, we also finally managed to identify and fix the bug which caused problems with successful avoids (the opponent wasn’t slowed down, and could still goldlink into their next attack). This should come as good news to Windfall mains
(Note that only a well-timed avoid will trigger the slowdown, and stop the opponent from goldlinking).
We will keep on monitoring the data we receive from matches, as well as online feedback, in order to make Absolver better and better, so please keep posting and commenting! While we usually don’t have time to directly engage in the discussions, they are very useful for us to keep improving our game.
All the best,
Sloclap Team
While most changes in our latest 1.13 update were appreciated, some gameplay tweaks didn’t go down well with the community, who felt they negatively impacted the overall depth and feel of the game.
We are very committed to making Absolver as balanced and as interesting as possible, which is why we made these changes in the first place – they seemed to make sense to us (in theory and in internal playtests), but some issues came to light when the Absolver community actually tested the update. A lot of comments were made online, and although we were unhappy that some changes were badly reviewed, we were also very impressed by the quality and precision of the feedback received! After a few days and some internal discussions, we decided to correct some of these changes as soon as possible, which is why the 1.14 update came live so fast.
The changes we made on Kahlt were clearly not a good solution in term of balancing, but were a good way to mark the success of the ability and have a feeling of impact when it happens. For the moment we prefer to revert Kahlt to its previous state, and as it was already the style with the best winratio, we decided to increase the stamina cost of the “Absorb” special ability a little.
Besides this, having gold link timings not be linked only to the attack’s damages seems like the good direction to us, and it was already the case for some attacks (like handstand kick for instance). That being said, we may have been heavy-handed on this change, so the 1.14 update rebalances this, in order to have a game feel similar to the 1.12 version for a majority of attacks.
We’ve also worked on the standard release durations to have a maximum of 9 frames between goldlink and standard release. This prevents having attack inputs lost when a goldlink timing is missed.
Finally, the knockback of guardbreaking attacks on guarding opponents has been lowered too, making it slightly smaller than the knockback when these attacks actually hit.
The full list of changes is below – as you’ll see, we also finally managed to identify and fix the bug which caused problems with successful avoids (the opponent wasn’t slowed down, and could still goldlink into their next attack). This should come as good news to Windfall mains
(Note that only a well-timed avoid will trigger the slowdown, and stop the opponent from goldlinking).
We will keep on monitoring the data we receive from matches, as well as online feedback, in order to make Absolver better and better, so please keep posting and commenting! While we usually don’t have time to directly engage in the discussions, they are very useful for us to keep improving our game.
All the best,
Sloclap Team
1.14 Release Notes
Debug
- [GAMEPLAY] Fixed Revived animation being stuck when the rescuer was interrupted by a hit
- [GAMEPLAY] Fixed avoided not slowing down and not preventing use of perfect link
Balancing
- Kahlt freeze frames have been reverted back to 1.12 state for this patch
- Kahlt stamina cost increased 10 → 15
- Tweaked gold link timings previously changed to have a better game feel
- Tweaked standard release (recovery) to have a lesser difference with gold link timings
- Tweaked knockback in guard previously changed
This discussion has been closed.
Comments
I suppose those lame days where I had block for half a minute are back. Can't say I missed them. Oh well...
But all in all i think this update is great, excellent work sloclap
And i cant move, not like i literally cant move but my dash wont respond nor will my windfall evade. No a huge deal but in the long run it would be really nice to get out of those situations ya know?
Just feels like im being hit so fast the input doesnt register and my character just starts eating strikes cause im trying to time my dash away but my guard gets dropped everytime i press the dash button,
Idk if any other windfall have noticed this while playing but in light of the new updates i figure its good information for later
and that khalt now is almost destroyed in top tier competition because u passed stamina cost form 5 to 15 and no freeze when windfall got amazing buff and can recover ALOT of stamina by only one dodge and can punish u really hard after.... i know the best windfall on ps4 at least he was khalt now he is windfall ( i wonder why...) and he can dodge every think if u dont feint and even so.... so he has almost infinite stamina and great punishment.
i know that khalt has a little more win rate but its normal since its easier for beginners and mid players...
hooo well maybe i just need to change to windfall our work 3x harder then the others in high lvl fights...
I love this patch and against all expactations i only use 4techniques that are faster than 15. Sure its harder for me to parry the faster attacks now but i like this combo fighting waaaaaay more. I think light attacks where way to weak in 1.13.
In my view khalt could get a little stamina buff for absorbing like stagger ,but weaker .
All in all this is by far my favourite version ^^ it seems really good balanced and have a smooth but tactical combat.