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== Game Mode-Specific Differences == Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon. === Heroes === All hero abilities have their range and radius reduced by 10%. Some heroes have additional changes to their individual abilities. More info can be found on respective hero page: <DPL> category=Heroes with Street Brawl changes mode=userformat ordermethod=title listseparators=<ul>,<li>{{HeroIcon|%TITLE%}}</li>,,</ul> </DPL> === Items === * Range and radius for all items is reduced by 10% * {{ItemIcon|Alchemical Fire}}: Damage reduced by 30% * {{ItemIcon|Cursed Relic}}: Duration reduced from 3.25s to 2.75s * {{ItemIcon|Golden Goose Egg}}: Disabled in this mode * {{ItemIcon|Mystic Expansion}}: Radius bonus reduced from +20% to +16% * {{ItemIcon|Greater Expansion}}: Radius bonus reduced from +30% to +25% === Structures === * '''Health Scaling:''' The defending [[Guardian]] or [[Walker]]'s base health scales up each round: ** '''Round 1:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|1}} ** '''Round 2:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|2}} ** '''Round 3:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|3}} ** '''Round 4:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|4}} ** '''Round 5:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|5}} * '''Comeback Bonus:''' If a team is losing, their defending objective is granted bonus health. A losing team gets '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealth}}''' health added to their objective. If they are at match point, they get '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealthCritical}}''' health. * When the objective is a [[Walker]], it gains an additional '''+{{GenericData|get_streetbrawl_param|Tier2BonusHealth}}''' health. * [[Structures]] have faster and increased resist decay over time. * [[Guardians]] have [[Walker#Backdoor_protection|Backdoor Protection]]. === NPCs === [[Neutral|Neutrals]] do not spawn in Street Brawl. [[Trooper|Troopers]] spawn faster (every '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|1}}s''' in early rounds, '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|3}}s''' in later rounds) and spawn '''{{GenericData|get_streetbrawl_param|TrooperSpawnBeforeRoundStartTimer}} seconds''' before the round officially begins. They have starting [[Spirit Resist]] and increased Spirit Resist during overtime, and deal more damage to structures. === Overtime Mechanics === If a round exceeds the standard time limit, it enters Overtime. * '''Trooper Buffs:''' During Overtime, Troopers gain a health and damage multiplier that scales up each round: ** '''Rounds 1, 2, and 3:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|1}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|1}} ** '''Round 4:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|4}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|4}} ** '''Round 5:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|5}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|5}} * '''Respawn Penalties:''' Player respawn times are increased: ** Standard Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|5}} seconds''' to the base respawn time. ** Urgent Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|5}} seconds''' to the base respawn time. === Other differences === Players cannot pause in Street Brawl. [[Healing]] in base is twice as fast as standard play. [[Ziplines]] have a modified cooldown on round start of '''{{GenericData|get_streetbrawl_param|ZipBoostCooldownOnStart}} seconds'''. There is no item limit. If a player gets more than 12 items, the lower tier items are no longer visible in the UI, but their effects are still active.
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