Weekend Combat Test: Thanks for your feedback, round 2 is around the corner!

Hi everyone,

Thanks a lot for participating in the Gameplay Beta weekend on Steam! We’ve been caught up reading all the quality feedback we got on all the Absolver boards, and we apologize for not getting back to the community earlier!

We’re running a new test session this weekend, again focused on Gameplay iterations to prepare for the 1.16 patch. Please bear in mind that the 1.16 patch will have new content, we’re just not revealing it yet :).

You’ll find below all the information needed to enter the Beta: dates, hours, how to get in and saves recommendations! The Full Patch Note is at the bottom of this post.

Steam Beta Information

How to get in and general information

We are going to run an open beta for all Absolver Steam players, it will be accessible via the “Beta” tab, in the “Properties” of Absolver in Steam. No code is required to access the Beta. You can already enter the branch on Steam, but please note that the new build will only be available in a few hours.

HeapMedia73

The objective of this beta is to test some changes to the combat gameplay, gather feedback and data, and finally validate or not these changes for the next official patch.

Opening Hours

The beta servers will be opened at the following times:

Saturday March 3rd, Sunday March 4th:
Europe: 5pm > 9pm UTC
US: 6pm > 10pm EST
Singapore: 6pm > 10pm UTC+8
Sidney: 6pm > 10pm UTC+11

About your saves

You can copy and paste your main save folder content in the newly created “Beta” folder, once you have launched the Beta game at least once (so the branch folder and its corresponding save folders are created).

Please note that we do not recommend using your Beta save in the actual game, during Beta or once it is over: compatibility issues can occur.
In any case, we recommend backing up your save folder if you want to use it in the gameplay Beta.

You’ll find below all details regarding this weekend’s testing session! All comparisons are made with the Patch 1.14 values.

Patch Note

Debug

  • [GAMEPLAY] Ducked and Jumped avoids won’t cancel horizontal tracking on attacks anymore (the avoid will still be successful if it answers to avoid conditions)

Attacks

Stamina

Min stamina cost 5 → 10
Max stamina cost 27.5 → 23.4

Damages

Take in account a more precise value of start-up to compute Attacks’ damage and display the advantage frames (the start-up displayed has not changed).
Increase damage of Medium and Strong attacks.
Mobility has a better damage bonus for Light Attacks.
Mobility “Light” has a better Stamina Regen when at the limit with Mobility “Normal”

All Stopping Attacks

Impact on guard bonus (+20)
Light Changes on attribute grades to allow better damage scaling
Increase stun on guard

Start-Up (a.k.a. Build-Up) (in frames)

Breaking Attacks
Rising Double Hand: 16 → 18 (+2)
Pommel Bash: 16 → 17 (+1)
Hammer Kick: 21 → 20 (-1)
Knee Strike: 21 → 20 (-1)
Collar Chop: 24 → 23 (-1)
Spiral Palm: 27 → 24 (-3)
Charging Attacks
Charged Haymaker: 23 → 21 (-2)
Stopping Attacks
Dwit Chagi: 13 → 14 (+1)
Crushing Palm: 14 → 15 (+1)
Bending Palm: 18 → 17 (-1)
Eye Poke: 16 → 15 (-1)
Cross Punch: 16 → 14 (-2)
Pulmonary Palm: 20 → 15 (-5)
Strafing Attacks
Seven Star Thrust: 25 → 22 (-3)
Jumping Attacks
Falcon Punch: 25 → 21 (-4)
Regular Attacks
Fast Elbow: 9 → 10 (+1)
Straight Punch: 12 → 11 (-1)
Spinning Wide Hook: 23 → 22 (-1)
Spinning High Kick: 22 → 21 (-1)
Ankle stamp: 11 → 10 (-1)
Spin Elbow: 12 → 11 (-1)
Spin Back Fist: 13 → 12 (-1)
Crouching Elbow: 12 → 11 (-1)
Stretch Out Hook: 13 → 12 (-1)
Back Hop Wrist: 11 → 10 (-1)
Fast Punch: 15 → 13 (-2)
Uramawashi: 14 → 12 (-2)
Wallop Blow: 15 → 13 (-2)
Chin Palm: 14 → 12 (-2)
Upper Elbow: 23 → 21 (-2)
Knife Hand Strike: 13 → 11 (-2)

Standard Release (a.k.a. Recovery) (in frames)

Direct Punch: 4 → 7 (+3)
Jab Punch: 3 → 6 (+3)
Back Turn Wrist: 4 → 6 (+2)
Fast Back Fist: 3 → 5 (+2)
Fast Elbow: 5 → 7 (+2)
Parry & Strike: 4 → 5 (+1)
Back Hop Wrist: 7 → 6 (-1)
Spin Elbow: 6 → 5 (-1)

Target & Movement

High → Mid

  • Cross Punch
  • Drunk Stomp
  • Back Fist
  • Mill Punch
  • Illusion Twist Kick

Mid → High

  • Reverse Hips Slash
  • Sickle Slash
  • Painstaking Slash
  • Twist Back Kick
  • Forward Lean Slash
  • Mill Slash

Thrust → Horizontal

  • Jar Bash

Thrust → Vertical

  • Reverse Rising Thrust

Other

  • Reverse Twist Slash: High/Thrust → Mid/Vertical
  • Backfall Strike: Mid/Vertical → High/Thrust

Pommel Attacks

  • Hit with the arm instead of weapon.

Powers

Earthquake

Stun (in frames): 28 → 26 (-2)

Special abilities

Kahlt

Absorb

Release (in frames)
Cancelled 0 → 3 (+3)
Standard 6 → 9 (+3)

Absorb Successful

Stamina Bonus 20 → 30

Windfall

Avoid

Stamina Cost 10 → 15
Release (in frames)
Standard 9 → 10 (+1)

Avoid Successful

Stamina Bonus 40 → 45

Avoided

Avoided Effect:
Stamina Refill Coeff x0.3 → x0.5

Forsaken

Parry

Stamina Cost 5 → 15
Release (in frames)
Cancelled 6 → 8 (+2)

Parry Successful

Stamina Bonus 15 → 30

Parried

Duration 19 → 16 (-3)

Parry / Absorb / Avoid Successful

New actions available directly after a successful ability:

  • Change quadrant
  • Weapon draw / sheath / drop / pickup
  • Powers
  • Emotes

Stagger

Side

Release (in frames)
Goldlink 1 → 0 (-1)
Standard 9 → 7 (-2)
Range 170cm → 180cm
Decreased side movement

Down


Range 30cm → 40cm

Cannot avoid Mid/Thrust attacks anymore
Has a Charging property

Up

Release (in frames)
Goldlink 3 → 2 (-1)
Standard 11 → 10 (-1)