MultiVersus’ notorious Taz spin move may be getting nerfed

“We are testing adjustments,” the game’s director says

MultiVersus’ notorious Taz spin move may be getting nerfed

MultiVersus may soon be getting an update to weaken its most notorious move, its director has confirmed.

The Warner Bros brawler’s open beta is available to everyone on July 26, but early access was made available this week to those who played the closed alpha, those who won codes via Twitch drops, or those who pay for a Founder’s Pack bundle (costing between $40 and $100).

As such, players are already trying out the game’s various characters to analyse their strengths and weaknesses and it’s already become clear among many that Taz’s spin move is drastically overpowered.

Update

It’s now been confirmed that Taz’s spin will be “addressed” when the open beta launches on July 26.


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The move – which, as noted in our MultiVersus Taz guide, can be performed on the ground or in the air – sees Taz performing his trademark spin, which the player can control as he moves around the arena.

Anyone hit by the move gets pulled in and takes multiple hits, before potentially being launched into the air if they’ve taken enough damage.

The move has no cooldown and only some attacks can stop it, meaning some players have been choosing Taz and spamming the move repeatedly, causing frustration.

If both players on a team are playing as Taz, they can even gang up on a player and create an endless trap, with one spin overlapping the other as it runs out.

While some argue that the tornado can be beaten with enough skill, game director Tony Huynh has confirmed that the development team is looking into nerfing the move to make it less frustrating for less experienced players.

“We’re aware of Taz tornado,” Huynh stated in a tweet. “We are testing adjustments. No eta yet on an update.”

Seemingly referring to Taz, another Twitter user asked Huynh what the team’s philosophy was when it came to balancing a player who “isn’t broken competitively, but dominates play at the lowest common denominator”.

“We value a good experience with the game,” Huynh replied. “Good thing is there are ways to tune for all levels of play, it just takes experience, time and iteration. We’re working as fast as possible though.”

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