The Pillar-pacolypse Hotfix
10/6/2015
Kragg:
Pillars destroying on the way up had a good goal but ultimately made punishing pillars too unreliable. On top of causing bugs with pillars that never reached Kragg, it also created awkward trade situations resulting in a reset back to neutral that neither player felt like they deserved. We wanted to address Kragg’s on-stage Pillar spam still so made some adjustments to the pillar that have the same goal in mind.
- Pillars can no longer be destroyed on the way up. It will power through projectiles and players alike until it reaches Kragg.
- Pillar Hitstun Time is now ¼ the time if you hit a grounded opponent with Pillar. (This means opponents who were grounded have more time to act before Kragg can.)
- Pillar Base Knockback increased from 3 - 6. (This is to get opponents above Kragg reliably so they don't end up auto cancelling an aerial immediately on the pillar.)
- Pillar recovery increased from 22-26 Frames. (This is the time before Kragg can act after a Pillar reaches him. The recovery frames were increased to reflect the base knockback being higher which allows Kragg more time to punish airborne foes.)
Bug Fixes:
- We have fixed a bug that was giving players permanent invincibility for their next stock if they died while air dodging.
Online:
- If you are having a bug where every time you find a player in matchmaking it disconnects a few seconds later, make sure you restart steam and get the latest 0.0.6 hotfix.