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There are a couple new experimental feature items we want players to be aware of, and welcome testing/feedback on these during the experimental period. All of these are now available in the SportNet menu.
A Beastie overcome with WEEPY now loses 50 STAMINA (down from 100). We've been overall really happy with Weepy's impact on the game, giving some teams a way to slow down offense and pressure tagouts. Weepy's 100 damage has been very punishing, though, and it can make the afflicted player feel many lines are closed off to them and their agency is reduced to an unfun level. The reduced damage here keeps Weepy as a big potential threat, but afflicted players have a bit more optionality in whether they choose to tank the damage and continue their offense VS. pivoting out to conserve their bench health later on.
RALLY now boosts the damage of only one team at a time. After attacking, any RALLY crowd on the attacker's side will move to the opposing side. This small change means that in practice, RALLY is almost identical to before; but, after scoring a point with a RALLY-boosted attack, your subsequent serve can't be boosted by RALLY, which reduces the ability of this field effect to snowball damage for a team already in advantage.
We've added one new bit or errata to the effects of TOUGH: A TOUGH Beastie can't change the target of a ball attack. After testing this condition on traits Decoy and Watchtower and seeing it well received, we've decided to extend this condition to all target-changing effects, most notably NOISY. Although it is generally difficult to combine NOISY and TOUGH, and fun to find combinations that enable it, the situations where it did come up would be uninteractive to play into without meaningfully advancing the game. Ultimately this change will have a negligible effect on what is currently in the game, but it's something we've seen players bristle against and we can see how the game may be healthier without this combination being possible. It means we can now remove wordy errata from traits like Decoy and Watchtower.
Previously, damage reduction from an attacker being BLOCKED would be applied before any flat damage adjustments, such as the additional damage added by the Rally field effect or the Cheerleader trait. This order is now adjusted so that BLOCK applies afterward. This means that BLOCK is more effective at curbing damage from these sources, and also makes damage calculation a little bit easier for players to do on the fly.
When RALLY is active, SPIRIT attacks do +20 damage (from +15) In the previous balance patch, Rally was changed from +50% to +15 damage. This change combined with the BLOCK change now brings Rally's overall power level very close on average to where it was at +50%. The main difference is its impact at the extreme ends of offense; it's much harder to convert a powerful attack into a guaranteed one-hit kill with +20 than it was with +50%, so this is still a healthy mitigation of the dominance Rally had in past seasons. We hope this tweak makes Rally more fun to play, both for its wielders and opponents.
Once a Beastie begins taking bonus damage from Receive Weariness, TOUGH loses its ability to sustain their STAMINA at 1. Receive Weariness almost NEVER comes up in a match, and this is by design. (For those who may not know what it does; after a Beastie receives 7 attacks in the same point, they begin taking bonus damage from successive attacks). This mechanic only exists to ensure that all games end eventually, and this change is implemented only to support that goal. In general we don't want this to ever interfere with a legitimate match. If it was made more relevant by activating sooner, for example, then it could easily risk becoming a new win condition for players to strive for, which ultimately would be monotonous and unfun.
This update introduces a lot of new features both visible and invisible. We've updated our underlying game engine and re-written a lot of individual effects and objects. We're still testing with all this to make sure it's stable before going into the next Milestone, but we'd appreciate your feedback on anything that stands out as a visual, technical or performance issue.
On the bright side, you may notice the game's look has improved quite a lot with improved 3d rendering effects. We're excited to fix the remaining issues and talk more about all the changes in detail come next Milestone!
We've added one new bit or errata to the effects of TOUGH: A TOUGH Beastie can't change the target of a ball attack. After testing this condition on traits Decoy and Watchtower and seeing it well received, we've decided to extend this condition to all target-changing effects, most notably NOISY. Although it is generally difficult to combine NOISY and TOUGH, and fun to find combinations that enable it, the situations where it did come up would be uninteractive to play into without meaningfully advancing the game. Ultimately this change will have a negligible effect on what is currently in the game, but it's something we've seen players bristle against and we can see how the game may be healthier without this combination being possible. It means we can now remove wordy errata from traits like Decoy and Watchtower.
Previously, damage reduction from an attacker being BLOCKED would be applied before any flat damage adjustments, such as the additional damage added by the Rally field effect or the Cheerleader trait. This order is now adjusted so that BLOCK applies afterward. This means that BLOCK is more effective at curbing damage from these sources, and also makes damage calculation a little bit easier for players to do on the fly.
* The trait Vicious has now been modified such that blocked can't reduce its damage below 30, as written. Precision Strike, the mind attack, now says "This attack does 30 damage" instead of "Always does 30 damage" to clarify that it DOES interact with mechanics like BLOCKED, Cheerleader, etc.When RALLY is active, SPIRIT attacks do +20 damage (from +15) In the previous balance patch, Rally was changed from +50% to +15 damage. This change combined with the BLOCK change now brings Rally's overall power level very close on average to where it was at +50%. The main difference is its impact at the extreme ends of offense; it's much harder to convert a powerful attack into a guaranteed one-hit kill with +20 than it was with +50%, so this is still a healthy mitigation of the dominance Rally had in past seasons. We hope this tweak makes Rally more fun to play, both for its wielders and opponents.
Once a Beastie begins taking bonus damage from Receive Weariness, TOUGH loses its ability to sustain their STAMINA at 1. Receive Weariness almost NEVER comes up in a match, and this is by design. (For those who may not know what it does; after a Beastie receives 7 attacks in the same point, they begin taking bonus damage from successive attacks). This mechanic only exists to ensure that all games end eventually, and this change is implemented only to support that goal. In general we don't want this to ever interfere with a legitimate match. If it was made more relevant by activating sooner, for example, then it could easily risk becoming a new win condition for players to strive for, which ultimately would be monotonous and unfun.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Beastieball, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Beastieball statistics page.
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