Godzilla 2019:
Price:
Change price from 35,000 G-Cells to 35,000 G-Cells + Level 20 Godzilla 2014
Riemann Devastation:
Duration decreased from 1.7 to 1.45 seconds.
Regal Sunder:
Increase base damage from 435 to 450.
Increase duration from 1.45 to 1.7 seconds.
Primal Charge:
Remove extended hitbox.
Set Primal Charge delay to end at 0.15 seconds.
Empyrean Smite:
Decrease charge cost from 35 to 30.
Increase time flyers are grounded from 5 to 8 seconds.
Increase vertical range by 10%.
Kamacuras:
Health
Increase base hp up from 2975, to 3000
Raptorial Fury
-Set Delay end to 0.2
-Reduce max damage from 470 to 450
Decapitating Slash
-Set Delay end to 0.2
-Reduce max damage to 540 down from 570
-Reduce base to 380 down from 415
Lunging Impale
-Increase animation time to 1.1
Raptorial Evisceration
-Decrease max damage to 550 down from 565
-Increase duration to 1.3
Currently the kaiju has too much dps for its very high mobility and jump height which lets it dodge most things while still shredding everything with pure dps, this rebalance aims to tone down the dps aspect a bit
Jet Jaguar Beta
Health increased from 3000/3870 > 3200/4300
Charge regen decreased from 1.035/1.06125 > 1.03/1.06
Sprint speed decreased from 37/49.95 > 34/45
Hurtbox extended to half of spear
Sojutsu active frames decreased from 1.7 > 1.2
Dash strike active frames increased by 0.1 seconds
Wandering Devastation cooldown increased from 7 > 10
Wandering Devastation dash distance reduced by 15%
Wandering Devastation charge drain 15 > 20
Temporal Shift is now only gained by hitting kaijus
Archetype Drive heal decreased to 20/30 scaling with regen points(regen pt giving 1 additional health per tick)
Showa Kumonga
Arachnidian Assault
-Reduce DelayEnd from 0.35 to 0.25
Virulent Strike
-Increase walk speed multiplier from 1 to 1.3
-Increase base damage from to 425 450
Ensnaring Onrush
-Increase base damage from to 420 430
-Decrease DelayEnd from 0.5 to 0.4
Gojira 1954
Currently, Gojira struggles to keep up with KU’s new Roster of Kaiju and the Other Starters due to there Low Power. And Strength in General, with many things coming in mind such as bad HP. Bad range, and More. Gojira is a good example of that, but its not just that’ Hes a Mess. His playstyle feels crumbled together and went “Alright. This looks Good” tho its not, he Doesn’t Feel like a All Rounder In General, but feels like a Poor Excuse for One. this rebalances Aims to fix the Poor Ol’ Man, And Give Gojira not only time to shine as a Starter, But also as a Kaiju as a Whole if anyone is up for the challenge! :D
● MELEE ATTACKS
Fix Tail Undercut’s Sound
- Crunch Max DMG: 450 > 470
- Decrease Crunch Frames by 0.1 Seconds
● Gojira’s Bite Ability is abit Underwhelming. It’s got the Least range and Damage. It’s Delay is Pretty Decent, And that’s the Only thing going for it. So making it’s Overall Damage more Close Together With the Other’s seems Fair!
- Tail Undercut Base DMG: 406 > 405
- Tail Undercut Max DMG: 530 > 510
- Tail Undercut Charge Cost: 12.5 > 10
- Tail Undercut Cooldown: 2 > 1.7
- Make Tail Undercut Hitbox Full Body
- Decrease Tail Undercut Frames by 0.2 Seconds
● Gojira’s Tail Undercut is Still, a Meh ability. It has more use than the bite atleast, but mostly suffers the same problems as gojira himself; the damage is too far Apart. Tail undercut and crunch can work together to be used to wait out the stomp cooldown. Which will be shown in abit, overall. Nerfing the abilities overall damage, charge cost. And cooldown, with a delay nerf. Seems fair for it :D
- Quaking Stomp Base DMG: 472 > 450
- Quaking Stomp Max DMG: 615 > 600
- Quaking Stomp Cooldown: 2.3 > 3
- Quaking Stomp Animation Time: 1 > 1.15
- Buff Quaking Stomp Range: 80 > 85
● Gojira’s stomp has always been abit.. Weak, for quite a While having very tiny range and locking you in Place. With the only bonus being concerning amounts of DMG for it’s Speed. Gojira’s stomp could use a buff to its range but everything else might use a nerf, to keep its damage more close to the other attacks Since they are all very far apart, overall. The range buff should fix gojira’s stomp and allow users to hit it Now!
● RANGED ATTACKS
- Incandescent Light Base DMG: 1400 > 1300
- Incandescent Light Max DMG: 1650 > 1575
- Incandescent Light Duration: 6.7 > 6
- Incandescent Light Cooldown:10 > 15
● a Big issue many people have with Gojira is how reliant he is on his Beams, he is a kaiju supposedly to introduce Players to aiming And mechanics, but this Becomes his biggest issue, many people will always find this annoying to go against due to the spam and damage it is capable of; So. a nerf to its DMG, Cooldown, and Charge cost seems necessary. But it changes its duration, so it actually does more a Tick!
- Searing Light Base DMG: 750 > 600
- Searing Light Max DMG: 1000 > 750
- Searing Light Duration: 3.5 > 4
- Searing Light Charge Cost: 75 > 50
- Remove Searing Light From M1 Combo and Replace it with “Quaking Stomp”
● by FAR Gojira’s most neglected attack, and for good reason too! It Sacrifices too much charge for a quick Burst, in which. You’re already gonna be defensless, due to this. Adding a Heavy charge reduction to the Ability should fix it COMPLETELY. As now gojira will be actually capable of still being in the Fight! This ability will now be much more useful Now. and.. Well, More Bearable :D
●STATS
- Base HP: 2875 > 3300
- Max HP: 3850 > 4300
- Base Sprint Speed: 30 > 27
Showa MechaGodzilla II
Post Rebalance
Basic
Increase size to 80 Meters and remove his extended hurtbox when on the ground
Change Walk.Animation.Speed to 2.3 so he actually looks like he is running lol
Robotic Bludgeon
Set Attack.Size to 1.15
Finger Missiles
Change to Auto Track to where your mouse is hovering (Better Aiming)
Increase Missile Hitbox size to fix inconsistency
Increase Attack.Duration from 0.9 to 1
Defense Neo Barrier
Change I-Frames to match the duration of the effect
Increase cooldown from 20s to 27s
All-Out Attack
Change to put Current Active Beam on cooldown (18s)
Increase Base DMG from 100 to 144
Increase max DMG from 170 to 210
Decrease the V utility cooldown from 40s to 15s
Godzilla 2021
Stats:
Base Health: 5122 > 5150
Max Health: 6397 > 6450
Swim Speed: 67.5 > 69
Charge Regen: 1.035 > 1.03
The small HP buff is to make G21’s health numbers look cleaner, while also just slightly helping him out in combat while a lot of his other key tools are being nerfed. The swim speed increase is to bring up his swimming speed to G19’s. His charge regen being lowered is to bring it down to the average, as G21 no longer needs this high of a charge regen and didn’t need it since his last rebalance.
Mauling:
Base Damage: 450 > 460
Max Damage: 600 > 620
Charge Cost: 12.5 > 10
Mauling delay set to 0.45 seconds.
This should entirely remove G21’s Mauling delay, which is a big complaint against fighting G21. Without the Maul delay, Mauling becomes significantly underwhelming; so we took 20 damage away from Intimidation Rumble and added to Mauling, overall spreading G21’s DPS out on his attacks while keeping it how it is now. The charge decrease is reduced due to the charge regen change. The water change is to help G21 in water combat, as he’s one of the worst Godzillas in underwater combat (if not the worse) and with Mauling frames being a huge carry for G21. Now without it, this small change is to boost G21’s water combat abilities.
Intimidation Rumble:
Max Damage: 655 > 635
Stud Range: 140 > 125
Animation time: 2.3s > 2s
An overall nerf, as this has probably been G21’s biggest complaint. The nerfs aren’t harsh, as to keep this attack good but not frustrating.
Atomic Breath:
Base Damage: 1200 > 1450
Max Damage: 1650 > 1850
Duration: 5s > 4.5s
Animation time: 6.1s > 7.6s
Charge Cost: 40 > 60
Cooldown: 18s > 25s
A happy middle between G21’s old burst beam and his current beam. This is in the middle of both worlds while keeping G21’s burst beam but not making it overwhelming for others.
Hollow Quarry:
Base Damage: 2250 > 1850
Max Damage: 2700 > 2250
Charge Cost: 50 > 75
Duration 5s > 4s
Stud Range: 320 > 400
Cooldown: 30s > 35s
Knockback: 0 > 100 studs
When using Hollow Quarry, G21 will receive a 20% damage resistance from all attacks.
When hit by a tick, a kaiju is stunned for 2 seconds, with each tick resetting the timer.
When hit by a single tick, flyers are grounded for 3 seconds. Each tick will reset the timer.
Hollow Quarry will put Atomic Breath on a 10 seconds cooldown after usage.
An overall change in how this attack works, as this attack has been horrible for way too long. The damage decrease is to help balance out this attack’s new power. Making HQ tick spread much faster should allow it to actually land and functionally something against kaiju who get hit even if they think they’re safe. Applying status effects of being grounded and stunned is the whole gimmick of this change, while also putting Atomic Breath on a cooldown to further punish G21 if this misses and gives kaiju counter play after being hit by such an attack. This is a bigger change, but should hopefully make this attack good while not making it OP. If there are issues with it in terms of power, stat numbers can be adjusted.
Final Wars Manda
Health
-Reduce base to 3250 down from 3650
-Reduce max to 4425 down from 4825
This hp nerf is due to the fact that manda is very tough to hit, which should mean when it does get it, it’s more punishing
Tsuki
-Reduce max damage to 500
-Reduce base damage to 390
Really quick attack made really good, due to manda side stepping, a damage nerf could be used
Mae-ren Geri
-Reduce max damage to 550
-Reduce base damage to 425
To go alongside with bite nerf, also made better than it should be, due to manda side stepping
Hiraken
-Decrease knockback distance to 30
-Reduce max damage to 600 down from 650
-Increase base to 500, up from 495
Currently this move is too overwhelming considering the extended hitbox and damage, so I think it's best to nerf the knockback size in order to make the move at least a bit less annoying for the receiving end, while also nerfing the damage due to the ability to combo this move 3 times in a rapid succession
Hagakure
-reduce max damage to 530 down from 735
-reduce base damage to 400 down from 530
As it stands now, the sword deals almost 1.5k damage in quite a fast succession while being able to cheese the hitbox of the move in order to not trade for both steps of the attack, making it almost free damage at times. So I think nerfing the damage could help with this. Making the move not too overbearing
Suiton
-Increase cooldown to 25
Quite a hefty cooldown increase since the duration of the move goes over the normal cooldown, meaning manda can spam this move as a crutch, while basically being immune to all beams or projectiles
Megalon:
Set Burrowing Maim frame end to 0.25
Set Brutal Break frame end to 0.4
Change Rhinoceros Fury frame end to -0.3
Showa Anguirus
Basic stuff omg!
Increase base HP from 3415 to 3515
Increase max HP from 4675 to 4750
Give Ang a passive 25% DMG reduction against projectiles/beams
Speed
Decrease walking speed from 21 to 17
Increase running speed from 30 to 33
Attacks:
Tail Slam
Increase base dmg from 340 to 355
Increase max dmg from 450 to 490
Increase drain from 10 to 13.5
Increase cooldown from 1.2 to 1.55
Increase Animation.Time from 1.3 to 1.745
Set Delay.End to 0.15
Piercing Wallop
Increase dash distance by 1.6x
Increase cooldown from 3 to 3.65
Increase animation time from 1.5 to 2
Set Knockback to 30
Set Delay.End to 0.46
Set WalkSpeedModifider to 1.25
Gnaw
Decrease max dmg from 480 to 470
Decrease drain from 12.5 to 11.5
Increase Animation.Time from 1 to 1.55
Set Delay.End to 0.715
Godzilla 2014:
Set WalkingAnimationSpeed to 1.5
Set SprintingAnimationSpeed to 1.35
Basic:
Increase Base HP from 4350 to 4500
Increase Max HP from 5500 to 5625
Increase Base Swimming Speed from 67.5 to 69
Claw Shred
Increase Max DMG from 550 to 560
Increase Attack.Size from 1 to 1.3
Increase Animation.Time to 1.62 from 1.32
Decrease Cooldown from 2.6 to 2.3
Set Delay.End to 0.15
Set Delay.Start to 0.1
Titanic Impact
Set Knockback to 37.5
Increase Base DMG from 415 to 460
Increase Max DMG from 580 to 620
Increase Cooldown from 3 to 3.4
Increase Attack.Size from 1 to 1.85
Increase Animation.Time to 1.95 from 1.375
Set Delay.Start to 0.25
Set Delay.End to 0.71
Set AttackSpeedModifier to 0.8
Tyrannical Rumbling
Change to ground flyers for 3.5 seconds
Set Knockback to 30
Increase Base DMG from 445 to 480
Increase Max DMG from 615 to 650
Increase Cooldown from 7 to 8.5
Increase Range from 125 to 135
Increase Duration to 0.8 from 0.3
Increase Animation.Time to 1.8 from 1 (alongside this, fix the effects coming out too early)
Set Delay.Start to 0.1
Increase Duration to 0.8 from 0.3
Set WalkSpeedModifider to 0.7
Atomic Firestorm
Set Knockback to 100
Increase Base DMG from 1300 to 1400
Increase Duration from 3.8 to 4.3
Increase Drain from 50 to 60
Increase Cooldown from 14 to 22.5
Muto Prime
A1 - Whatever the bite thing is called
Set Animation.Time to 1.1 from 1
Set Attack.Size to 0.55
Set Delay.End to 0.1
This change is very straight forward, it fixes prime's most abusable attack, which can infect in V mode alongside having EXTREMELY LARGE extendos.
A2 - The Slam thingy
Decrease Range from 180 to 170
Just a small range nerf so it isn't as abusable and impossible to dodge
A3 - The Slap murder attack thing.
Set Delay.End to 0.14
Fixes the delays so prime can't move stack as easily
A4 - The Multiple Ground Punch whatever
Increase Knockback from 40 to 80
This attack is quite useless due to being multi-tick and stationary, a knockback buff would be great for prime as it would make it harder for the opponent to rush him down.
A5 - The very loud scream
Increase Knockback from 80 to 88
Increase Attack.Size from 1 to 1.17
Just a slight buff so the Sonic Roar is more useful, as it's range leaves to be desired.
V - Infection
Decrease the Expiration DMG per LvL from 500 to 250
Increase Charge Gain when INFECTED from 1 to 2
Easily the most unbalanced part about prime, this status effect can render your charge useless alongside lowering your DMG and speed; It dealing SO much damage upon expiration on top of all the other effects is simply not healthy, specially since prime can easily infect others due to his hitboxes and fast attacks.
EVA 01
Health
Optional: Decrease Health Gained upon Killing other Kaiju by 50%
- Decrease MAX HP from 5400 to 5200
Speed
- Increase Sprinting Speed from 42 to 45
Optional, but recommended: Give each mode different sprinting speeds
Knife: 50
Gun: 44
Spear of Longinus: 46
Ascended/Berserk: 54
Please note these changes will likely not come with the initial rebalance as the game currently does not easily support different sprinting speeds based on modes.
Assault Paradigm
Maiming Fang
- Set Animation.Time to 2.25 from 2.4
Low Blow
- Slight damage increase (650 > 660)
- Set Attack.Size to 1.20 from 1
Burst Strike
- Make it ground flyers for 3.5 seconds
( ^^ if not too time demanding, make this a 2 speed perk)
- Allow Movement at 40% speed for the duration of the jump (if possible)
Reflex Trance
- Set Attack.Size to 1.50 from 1
- Increase it’s knockback from 0 to 40
Oppression Paradigm
Sliding Barrage
- Change to not negate regen
Blasting zone
- Increase Base DMG from 775 to 800
- Increase MAX DMG from 930 to 1150
Stock Pummel
- Set Attack.Size to 1.6 from 1
- Set Delay.Start to 0.20
- Set Delay.End to -0.15
- Increase Knockback from 0 to 35
Burst Shot
- Change to not negate regen
Intervention Paradigm
Violent Thrust
- Reduce Animation.Time from 2.4 to 2.33
- Increase cooldown from 3 to 4
Divine Judgement
- Reduce Animation.Time from 2.45 to 2.28
- Increase cooldown from 4 to 5.5
Vorpal Dive
- Increase MAX DMG from 800 to 850
- Increase Animation.Time from 2.6399999999999997 to 2.68
- Increase cooldown from 8 to 8.69
- Increase range from 135 to 140
- Set Knockback to 20
Angel Paradigm
Primal Ravage
- Increase Attack.Size from 1 to 1.15
- Set AttackSpeedModifider to 1.2 (this is actually increasing movement from 70% to 90%)
Consuming Light
- Increase dash distance by 30%
- Set AttackSpeedModifier from 1 to 0.85 (this is actually decreasing movement from 70% to 55%)
- Decrease DMG (940 > 875)
Absolute Terror Field
- Set Attack.Size to 1.50
Herald of the End
- Change to ALWAYS ground flyers for 5 seconds, timer resets with each tick (not a skill point perk)
Code
Nutcracker
General Stat Changes
-Reduce base speed from 43 to 35
-Reduce max speed from 58 to 47
-Reduce base hp from 4155 to 4055
Timber Lance
-Reduce damage from 475 damage to 450 damage
-Increase cooldown from 0.4 seconds to 2.5 seconds
-Increase animation time from 1.65 seconds to 2 seconds
Frigid Carve
-Decrease animation time from 4 to 3.5
-Set delay end to 0.1 seconds
Erzgebirge Slash
-Set delay end to 0.05 seconds
Prince’s Longing
-Reduce max damage from 1650 to 1450
-Reduce base damage from 1175 to 975
-Grant the ability to ground flyers for 5 seconds
-Increase protectors zeel gained from 3 to 5
Pompous Concerto
-Protectors zeel will now only increase when the enemy is INSIDE the area of effect, once the enemy leaves the area of effect, the bar will stop rising. Currently nutcracker can simply fill his bar by just standing in his own drum and landing a single tick on his opponent
-Grant slowness 2 to all enemies in field of effect for 2 seconds per tick
-Increase amount of Protectors zeel gained from 1 to 2
Princess Embrace
-Reduce the amount of regen nutcracker receives while in this mode by 55%
-Remove debility 1 status from Timber Lance
Overall nutcracker is far too powerful in its current state, its insane stats paired with its range and overbearing p mode makes it a menace on the battlefield. Currently getting protectors zeel is far too easy and exploitable. Princess Embrace is currently an automatic win button, healing nutcracker to full in seconds while the enemy takes more damage. These changes make nutcracker more balanced for its event kaiju ranking and 5 bell+30k g cell price.
Heisei King Ghidorah:
Bite: Move is now 1.6 seconds long instead of 0.8
This move is WAY too fast for it's damage, allowing it to be easily combo'd with kick
Gravity Beam: Increase animation time from 4 to 9
This change removes HKG being able to melee during beams and gives his move a 2 second endlag
Kick: Move is now 2 seconds long instead of 1.2
Same thing as bite, the move is too fast for it's damage and is easily combo'd with the other melee for insta 1.1k