A significant new update has landed in the world of Roblox Ro-Ghoul, bringing a wave of changes to weapon balance, including buffs, nerfs, and reworks. Let's dive into the Ro-Ghoul update patch notes to see how your favorite weapons have been affected.
Ro-Ghoul Patch Notes - All Changes, Buffs, and Nerfs
The latest update has introduced significant changes, especially to weapons. The goal is to improve usability and address player concerns. For more help, you can always count on Ro-Ghoul codes.
- YomoK1: This Quinque now allows for perfect blocking, rewarding players with precise timing and offering a crucial defensive option to escape combos. This change intends to reduce the reliance on spamming its S1 ability and potentially elevate its presence in competitive matches.
- Block: The blocking mechanic has been standardized. The special "purple block" has been removed, and all blocks now function as a normal, consistent defensive action.
- Naru1: The activation of Naru1 has been changed from a press-and-hold to a toggle tap. This quality-of-life improvement directly addresses feedback from players who found the previous control scheme cumbersome and aims to increase the weapon's popularity across both casual and competitive scenes.
- S1 (General): Abilities previously requiring a press-and-hold input have been changed to a toggle mechanism. This aims to make quad-combos and similar actions more accessible, particularly for players who find the hold input mechanically challenging.
All Buffs Listed
Several Ro-Ghoul weapons have received buffs to enhance their viability and combat effectiveness:
- TataraK1: The focus of these buffs is to shift TataraK1 away from a purely zoning playstyle and empower its direct combat capabilities. It's important to note that the listed fire damage may be slightly mitigated by health regeneration (approximately 0.1/s in testing).
- S1: Damage per wave increased from (0 + 0.8/2s) to (0.33 + 0.8/2s), resulting in a total damage increase over 7 waves from 0.8/2s to 2.31 + 0.8/s. This change ensures the flames deal damage per hit rather than just refreshing.
- S2: Direct hit damage significantly buffed from 0.5 to 1, increasing the total damage from 0.5 + 0.8/2s to 1 + 0.8/2s. This aims to make S2 a more potent option in close-quarters combat.
- S3: While a full return to the pre-rework long-range blink wasn't possible, the dash has received improvements: Range increased from 100 to 120, speed increased from 285 to 342, and the cooldown adjusted from 2.5s to 3s (or 4s on hit).
- ToukaK1: These changes target increased usability and playmaking potential for a weapon that has seen less frequent use.
- MS1: Hitbox width reduced from 24 to 20, and height reduced from 30 to 24, mirroring nerfs to Owl to address issues with ease of landing due to reduced ping reliance.
- MS3: Area of Effect (AoE) size increased from 60 to 75 for better ease of use.
- RA: Range increased from 120 to 180, and lifespan increased from 0.2s to 0.3s. Light damage per hit also slightly increased from 0.4x4 to 0.45x4. These buffs aim to make the ranged attack more viable.
- RS1: Range increased from 240 to 300, and lifespan increased from 0.5s to 0.6s, with a slight speed increase from 480 to 500. This aims to improve its competitive viability without making it overly difficult to react to.
- RS3: The triggered explosion's visual effects have been improved to better match the expanding hitbox. The minimum AoE size has increased from 32 to 48, and the grow time has decreased from 0.25s to 0.2s, aiming for a more reliable trigger mechanic.
- JiraK1: Aiming to elevate this Kakuja from its underpowered state post-rework, these buffs focus on utility and damage output without making it dominant.
- A: Now fires shards with each swing, with the third swing firing longer-range shards. Hit registration is shared between the click and the shards, maintaining consistent damage. This aims to make the basic attack more viable at mid-range.
- S1: Now knocks back enemies dazed with Anti-Grab, providing a counter against anti-grab abilities. A bug allowing players to put enemies into walls has also been fixed.
- S2: A bug causing animation freeze on interruption has been fixed.
- S3: Significant buffs to this ability include increasing the number of pulses from 6 to 8, damage per pulse from 0.4 to 0.45 (total damage from 2.4 to 3.6), and decreasing the pulse rate from 1/s to 0.75/s. The final pulse size has also increased from 22 to 28, while the total pulse time remains unchanged at 6 seconds.
- SB: Now fires shards dealing 0.8 damage with a small knockback, offering a mid-range interrupt tool for skill expression beyond just using it after landing S2. The total damage has increased from 1.2 to 1.6 (1 + 0.6 from shards), with separate hit registration from the tail whip.
- Higher Mind: These changes aim to create more engaging fights by adjusting the risk-reward balance of this simplistic yet punishable kit.
- S1: Cooldown reduced from 2.5s to 2s (but increased to 3s on hit), increasing its mobility potential while slightly penalizing successful hits with increased distance.
- S2: Hitbox size increased from 25 to 30 (utilizing older hitbox technology for a potentially larger feel). The cooldown has been adjusted from 2s to 3s (and 4s on hit) as a preemptive nerf due to the increased hitbox size.
- S3: Now interruptible but deals a small knockback and interrupts enemy actions. Range increased from 200 to 240, and damage changed from 2 to 1 normal damage + 1 true damage. This aims to make it more viable against ranged weapons and prevent infinite perfect-block scenarios in high-skill matchups.
Complete Nerfs List
Several weapons have been nerfed to address balance concerns and reduce overly dominant strategies that make the gameplay less fun:
- TakiK2: The goal is to align TakiK2's strength with the skill required to use it effectively, similar to its pre-soft rework state.
- A: Hitbox duration now starts 0.05s earlier and lasts 0.1s longer. The animation now follows the camera for more consistency. A secondary old-tech hitbox has been added to allow low-ping players to perform double-click combos, but the damage has been reduced from 1 to 0.8, and the cooldown increased from 0.1s to 0.05s.
- S1: The hitbox is no longer a cone but linear (like S2), making it less forgiving to land and increasing the skill gap. A 0.1s end-lag has been added on miss, and the cooldown has been adjusted from 2.5s (4s on hit) to 3s (5s on hit), introducing a new vulnerability for predictable use.
- S2: The cooldown has been adjusted from 3s (4.5s on hit) to 3s (5s on hit), increasing the downtime between full combos.
- S3: The visual indication for i-frame removal has been improved, making the vulnerable period more intuitive for both the user and the opponent. The ring now matches the i-frame removal time.
- SB: Significant nerfs to this ability include increasing the cooldown from 2.5s to 3s, reducing the range from 750 to 600, decreasing the lifespan from 1.25s to 1.2s, and reducing the speed from 600 to 500. This aims to curb passive-style Taki play and reduce its overall strength.
- AmonK2: This Kakuja was deemed too strong and too easy to land attacks with, leading to widespread hitbox reductions and a dash distance nerf.
- Dash Distance: Reduced from 0.66 to 0.5.
- A: Hitbox size reduced from 52x30x52 to 36x30x36. Visual effects were also reduced.
- MS1: Damage slightly increased from 0.75 to 0.8 to compensate for hitbox reduction (48x30x48 to 36x30x36). A bug with dash desync has been fixed, and the hitbox shape has been changed from a box to a cylinder. Visual effects were also reduced.
- MS2: Significant nerfs include reducing the dash hitbox from 48x30x72 to 30x30x60, dash range from 120 to 100, dash damage from 1.5 to 1.4, and spin slash hitbox size from 60-120 to 48-96. Spin slash damage reduced from 1 to 0.8, and the cooldown adjusted from 4s to 4s (5s if spin slash is used). Visual effects were also reduced.
- MS3: Hitbox width reduced from 48 to 36. Visual effects were also reduced.
- RSA: Projectile size reduced from 4 to 3.2, and projectile spread reduced from 16 to 12. Visual effects were also reduced.
- RS1: Projectile size reduced from 4 to 3.2, and projectile spread reduced from 16 to 12. Visual effects were also reduced.
- RS2: Hitbox size reduced from 32x32x48 to 16x16x48, and projectile spread reduced from 16 to 12. Visual effects were also reduced.
- RS3: Projectile size reduced from 4 to 3.2, and projectile spread reduced from 10 degrees to 7.5 degrees, offering more controllable spread. Visual effects were also reduced.
- AkumaK1: These changes primarily target the issue of air-stalling and address its increasing strength as players master its use. Supportive capabilities have been buffed.
- A: Cooldown increased from 2s to 3s (4s on hit) to reduce its air-stalling potential.
- S2: Healing on allies has been increased (first beam heal from 0.05 to 0.06, subsequent beam heal from 0.01 to 0.02) to encourage its use in team compositions.
- S3: The ability to move-stack this ability, originally a bug, has been removed as it became unreactable at higher skill levels.
- Hina2: Specific nerfs target problematic aspects of its Rinkaku and Koukaku forms.
- Rinkaku S3: Shockwave speed reduced from 600 to 400, while lifespan increased from 1s to 1.5s. The range remains unchanged at 600. This aims to make the move reactable.
- Koukaku Block: A bug causing all Hina2 blocks to have only 50% damage reduction (instead of the intended 67%) has been addressed. The damage reduction will remain at 50%. Additionally, a dash distance debuff equivalent to Kong1 block has been added, halving the dash distance while blocking.
- Owl: The goal is to balance Owl's strength-to-skill ratio back while nerfing the problematic one-shot combo, especially its lower-skill, macro-able versions. Projectile speed reductions aim to encourage prediction and skill expression. The hyper-armor on all ranged mode moves has been removed, allowing for interruption.
- MS1: Hitbox width reduced from 24 to 20, and height reduced from 30 to 24, similar to ToukaK1, to address ease of landing.
- MS2: Missed cooldown increased from 2s (4s on hit) back to 4s (5s on hit) to reduce excessive mobility. Hitbox width reduced from 24 to 20, and height reduced from 30 to 24. Light damage component added to the damage calculation (0.5 + 0.25x3 Light Damage + 0.5) to reduce block shredding for the one-shot combo.
- MS3: Hitbox adjusted to better match the visual effects (width 40 > 30, length 40 > 40-80 growing). Lifespan increased from 0.5s to 0.6s to match VFX. Damage changed from 1.5 to 1.5 + 0.5 True Damage. Lag issues with VFX have also been improved.
- RA: Now interruptible. Cooldown increased from 0.75s to 1s, and damage reduced from 1.25 to 1.2.
- RS1: Now interruptible. Lifespan increased from 0.5s to 0.6s, speed reduced from 600 to 500, and hitbox height reduced from 12 to 8, aiming for a pre-recode feel requiring more prediction.
- RS2: Now interruptible. Cooldown increased from 3s to 4s. The explosion VFX bug was fixed, and the explosion AoE was reduced from 140 to 120. This aims to reduce its spam potential now that the one-shot and mobility uses have been nerfed.
- RS3: Range reduced from 350 to 320, lifespan increased from 0.35s to 0.4s, speed reduced significantly from 1000 to 800, and hitbox width reduced from 18 to 16. Damage now scales based on projectile travel (0.18-0.36 normal damage, light damage if stunned), with maximum damage at half of its max range (total damage 2.88-5.76).
- IXA: These changes focus on making IXA feel more skill-reliant, particularly on MS2 and GS2, and increasing counter-play. Sounds have been added to improve anticipation and learning.
- MS1: A bug causing rubber-banding after dashing and blinking has been fixed.
- MS2: Cooldown increased from 3s to 3s (5s on hit). Hitbox size reduced from 120 to 100. This aims to make it harder to land and less spammy.
- GA: Walk speed increased from 0% to 50% to make it less sluggish.
- GS1: Animation made clearer. Hitbox shrunk to match VFX. End-lag added (0.2s), and walk speed reduced from 100% to 50% to make it more punishable.
- GS2: Windup added (0.2s before AoE scan hits). End-lag reduced from 0.4s to 0.2s. Cooldown adjusted from 2.5s (8s on hit) to 3s (8s on hit). AoE scan size reduced from 200 to 120, but range increased from 50 to 100. These changes aim to require more intentional use and introduce a blind spot.
- GS3: Walk speed reduced from 100% to 50% for less free movement. Sounds added for better distinction from GS1.
- Ginkui: Changes aim to reduce its "noob-stomping" potential by increasing the escape window and encouraging clip farming.
- S2: Cooldown adjusted from 3s to 3s (4s on hit) to reduce combo dependency on over-blocking.
- S3: The cooldown now starts after the thrown Ginkui disappears, effectively increasing the cooldown by 1 second (from 7.5s to 5s, and from 6.5s to 7.5s on hit).
- J13: Similar to Ginkui, these changes aim to reduce its effectiveness against less experienced players.
- S2: The cooldown now starts after the upward slashes finish, increasing the cooldown by 0.75s (from 3s to 3s, and from 3.75s to 4.5s on hit).
For more on Ro-Ghoul, check out Ro Ghoul Amatsu Quinque, How to get and stats on Pro Game Guides.
Published: Apr 22, 2025 04:07 am