Street Brawl: Difference between revisionsGive feedback
m replace outdated hero ability changes list with a dynamic list of "heroes with street brawl changes" |
Added some automated info. Added some sections. Rewrote some stuff. Could use a look over. |
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== Overview == | == Overview == | ||
* '''Team Size:''' 4v4 | * '''Team Size:''' 4v4 | ||
* '''Format:''' Best-of-Five (First team to win | * '''Format:''' Best-of-Five (First team to win {{GenericData|get_streetbrawl_param|m_iScoreToWin}} rounds wins the match). The team who takes down the [[Guardian]] wins the round. Once a team wins 2 rounds, the enemy Guardian is removed and their final objective is to take down a [[Walker]]. | ||
* '''Round Duration:''' After | * '''Round Duration:''' {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutes|1}} minutes. After this, the round goes into Overtime. If the round reaches {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutesUrgent|1}} minutes, "Urgent" Overtime begins. | ||
* '''Ability Points:''' Every player receives | * '''Ability Points:''' Every player receives {{GenericData|get_streetbrawl_param|m_vecAPPerRound|1}} ability points in rounds 1 and 2, {{GenericData|get_streetbrawl_param|m_vecAPPerRound|3}} points in rounds 3 & 4, and {{GenericData|get_streetbrawl_param|m_vecAPPerRound|5}} points in round 5. | ||
* '''Boons:''' Players start with 9 boons in the first round. The number of boons received increases to 16, 23, 31 and finally 35 in the following rounds. | * '''Boons:''' Players start with 9 boons in the first round. The number of boons received increases to 16, 23, 31 and finally 35 in the following rounds. | ||
* ''' | * '''Base Respawn Times:''' {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|1}} seconds in rounds 1 & 2, and {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|3}} seconds in rounds 3-5. | ||
* '''Draft Time:''' Players have {{GenericData|get_streetbrawl_param|m_vecBuyTime|1}} seconds to draft items each round. | |||
== Legendary Items == | == Legendary Items == | ||
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* {{ItemIcon|Mystic Expansion}}: Radius bonus reduced from +20% to +16% | * {{ItemIcon|Mystic Expansion}}: Radius bonus reduced from +20% to +16% | ||
* {{ItemIcon|Greater Expansion}}: Radius bonus reduced from +30% to +25% | * {{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 === | === NPCs === | ||
[[ | [[Neutral|Neutrals]] do not spawn in Street Brawl. | ||
[[Trooper|Troopers]] spawn faster and have starting [[Spirit Resist]] and increased Spirit Resist during overtime, and deal more damage to structures. | [[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 === | === Other differences === | ||
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[[Healing]] in base is twice as fast as standard play. | [[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 older items are no longer visible in the UI but still equipped. | There is no item limit. If a player gets more than 12 items, the older items are no longer visible in the UI but still equipped. | ||
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== Item Draft == | == Item Draft == | ||
See "Item Draft" in individual [[Hero]] pages to see the chance of getting certain items for each hero. | See "Item Draft" in individual [[Hero]] pages to see the chance of getting certain items for each hero. | ||
While all heroes have a random chance to get any item, some items are weighted to be more likely to drop for specific heroes, and some counter items are more likely to drop when playing ''against'' specific heroes. Using a reroll will drop items of similar tier and rarity as the items in the current roll. Choosing the random hero option in character select allows the player to have an extra item reroll in the first 3 rounds. Item drops are mirrored between teams: if a player in one team gets an enhanced or legendary item drop, a player in the enemy team will get an equivalent item drop. | |||
=== Draft Tier Progression === | |||
Each round, players are presented with 3 sets of items to choose from. The available tiers scale up as the match progresses to ensure players get access to stronger items later in the game: | |||
* '''Round 1:''' Tiers 1, 2, and 3 | |||
* '''Round 2:''' Tiers 2 and 3 | |||
* '''Round 3:''' Tiers 2, 3, and 4 | |||
* '''Round 4:''' Tiers 3 and 4 | |||
* '''Round 5:''' Tier 4 (with a chance for Tier 5 Legendary) | |||
=== Counter Items === | === Counter Items === | ||
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== Strategy == | == Strategy == | ||
Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain | Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain healing from Banner Troopers and pressure the enemy's objectives. | ||
== Update history == | == Update history == | ||