Welcome everyone!
This time we’re bundling the changes from the last 2 patches together, since 1.10 didn’t have it’s own patch notes when it released. The biggest changes in 1.11 include more accurate sizing for attacks reticles, and a higher cooldown between swapping characters.
We’re very interested in seeing how the increased time between swapping characters affects gameplay.
Gameplay Changes
- Many aiming reticles have been adjusted to more accurately match the scale of their ability. This includes: - Startle 
- Roar 
- Explosion 
- Scorch 
- Rockslide 
- Quicksand 
- Caustic Cloud 
- Iron Fist 
- Angelic Ray 
 
- Characters can now move while using basic ranged attacks. 
- All characters (with the exception of Kodoki and Slyphur) have had their jump height reduced. 
- Added VFX for Slowed and Stunned crowed control effects. 
Balance changes
Swapping Characters
- Cooldown increased from 1 second to 5 seconds. 
- When attempting to swap party members before the cooldown has ended, a small error sound will play (we plan to add visuals for this cooldown in the future). 
Wicked Thorn
- Kodoki now uses a different animation when casting Wicked Thorn. 
- Wicked Thorn is now only capable of damaging or staggering targets once it is fully grown. 
Quicksand
- Adjusted hitbox to more accurately match the shape of the attack. 
Rest
- Channeling time increased from 1 second to 3 seconds. 
Firespin
- Increased size by 1.25x. 
Wither
- This ability can now be used while moving. 
Bite
- Damage reduced from 80 to 60. 
Slyphur
- Physical Attack stat reduced from 130 to 100. 
Bug fixes
- Improved Iron Fist’s accuracy in online matches. 
- Fixed a bug with Rest that prevented characters from becoming staggered after receiving damage during the channel time. 

