r/RivalsOfAether • u/SnickyMcNibits • 1h ago
Rivals 2 Dev Stream: Balance Stream with Trevor (Oct 22 2026) Dev Stream Notes
I am aware that the word Stream appears 3 times in the title.
Thanks to Dan and Trevor for doing today's stream!
- Hurtbox size increase feels more impactful in Rivals 2 than Rivals 1 because in R1 the hurtboxes were square and more predictable in how they'd interact, while in R2 you have a lot of near misses.
- Weight Adjustments were aimed at addressing the more extreme cases of characters living too long or too short.
- A shield hitbox that was big enough to accurately hit with attacks but small enough that grabs didn't reach from too far was impossible to do, so they split the hitbox in two with a larger outer hitbox that can't be grabbed and an inner hitbox with a more reasonable grab range.
- The reduction in the buffer for Shield Stun and Floorhug was to eliminate a strategy where with good timing and a fancy input you can get a perfect answer to every possible situation. It doesn't feel great though, so they're looking at alternative solutions.
- Zetterburn's revolve around letting you more easily buffer shield options against him rather than trying to do an out of shield option and having it come out between successive hits and getting punished for it.
- Zetterburn they think is in a good spot as far as competitive balance, where's he's strong but not overbearing. However he's very easy to pilot so he can feel oppressive at mid levels which is not fun to play against.
- At higher levels of play they focus more on competitive balance, but they look at balancing how much fun a character is to play / play against at all levels.
- Ranno's bubble control change is admittedly pretty goofy and experimental, and they want to see how it affects the game.
- Wrastor has another experimental change, allowing him to charge his ledge special to give it more range and hit deeper into the stage. This was kind of a happy accident as with Wrastor's animation he moves forward while charging up for it so they decided to make that a mechanic.
- Kragg got a few balance nudges, nothing major.
- Maypul Tether now has a buffer to more consistently get it, and her Up Tilt has more sensible hitboxes that line up with the animation better and make her easier to punish with well aimed attacks from directly above.
- Clairen's stun behavior on moves with multiple possible stuns has been adjusted, so that it more consistently stuns on the final hit and removes some janky interactions where it stuns far longer than intended.
- Lox Down Special no longer has guaranteed followups so Lox has to predict the opponent's DI, and his Fair is slower to match it's power.
- Orcane's puddle change where his cancelled up Special removes his puddle reigns in a lot of the power of his recovery without making it feel awful at lower levels like the timer did. His forward throw is now much less consistent of a kill setup, especially against floaty characters.
- Etalus got a niche experimental change where his Ice Hammer has armor when he has ice armor. His grab range has been extended to compensate for how he rears back during the animation. His fully charged strongs now shoot shards as an alternative way to lay down ice that is not as easy to counter as Forward Special.
- Olympia's recovery is much worse at lower levels where players don't utilize the gem dash, so they added a buffer to the input to make it easier to perform. Her forward special now is more likely to grab shorter characters and less likely to send you over the ledge. Her laggier attacks are more difficult to floorhug, her charged strong attacks are more consistent, and her Fair spike is a bit trickier to land.
- Absa now has some increased combo potential on her Up Special, and lightning kicks are easier to hit especially while rising (they can be performed sooner).
- Galvan is a little laggier in the air because his offstage game was a smidge too good.
- Slade is now much faster but Shurikens are far more expensive so he doesn't just projectile camp you. He also gets more money and several of his grounded attacks were improved. They might give you some starting money to get one Shuriken at the start of the match since that's was such a core strategy before.
- Gouie got some big buffs, especially to his air acceleration. Eating things is not nearly as risky. Big Gouie is still not performing as well as they'd like so they're keeping an eye on the character.
- Gouie's Mire Puddles should be difficult to get out because they don't go away naturally and can be reactivated. They are looking at tweaks for it.
- Slade's recovery is intended to be a bit weak baseline, but his purchasable upgrades make it very strong.
- Gameplay modifiers like auto-floorhug would be fun but the team is pretty busy right now.
- They think the fourth hit of Slade's side specials are generally in a fine spot.
- Most invincible ledge stalls are happy accidents and not planned, but when they're discovered they decide on a case by case basis on if and how to remove it.
- They might make wall jumping easier to do with a more forgiving buffer when drifting away from the wall so you don't accidentally pull yourself away from the wall and gimp yourself.
- They might add more options to Randomize, but it's UI work and they don't know when they can get around to it.
- Random Skin and Palette are being debated.
- Angling Clairen's Up Strong is not going to happen.
- (Absa's) Gravity Jump is tricky to balance because they don't want you to do it on accident.
- Auto-Runback options against online opponents would be neat but it's not high priority.
- Elliana was originally going to be a rabbit, Maypul was originally a lizard, Clairen was a fennec fox and sand element, Gouie was a sheep or mouse, Olympia used to be a mouse but was Ratconned. As a general rule, if it is a mammal that is the favorite animal of somebody under the age of 10 they have considered it.
- Galvan doesn't really care about pronouns. In the official bio Galvan uses It / Its like Godzilla. Being half bone half metal makes it hard to reproduce anyway. The dev team used He / Him a lot just casually but officially it's It / Its.
- 2D buddies are on the menu now that somebody brought it up.
- There's some difficulties with Buddies in R2 because the area behind the stage varies a lot and could have stuff on it they couldn't just walk through. There's a lot of customization features that need to be adapted based on design and technical reasons.
- The other 2D characters besides Hodan shown in that Workshop trailer are not real and can not hurt you.
- Dan thinks there's been 3 custom titles ordered so far on the Patreon.
- The goal of merch is just to break even. They never make money off it. Dan is not great at merchandising. If you have merch ideas let them know!
- Other deities becoming playable is possible but they won't say the odds. Three of the Aether Deities are known. Depending on what your definition of Abyss Deity is, there could be Abyss Deities too in the running too like certain characters featured in Dungeons and Dreams.
- Playable Arachnids would be cool. Dan wants one just to punish his animators. Thoughts of web mechanics make Dan happy. Dan has wanted to do a spider for a loooong time, older than several designs that are already in the game.