Season 4 1.4.3 Patch Notes

By Player First Games
2024年12月10日

General 

  • End of game rewards screens are now skippable by backing out unless you have end-of-game rewards to claim

Rift Combat Updates:

  • Electric Fence damage has been reduced.
  • Certain Rift Hazards now break player shields:
    • Exploding Barrel explosions now break player shields.
    • Electric Fences electricity now breaks player shields.
    • Spikeballs now break player shields.
    • Fireballs now break player shields.
    • The Ghost with the Most Rift Boss flying fists
    • Hot Potato Mutator explosion
  • Hot Potato Mutator
    • The Hot Potato is not passed off if the passing attack is blocked by a shield
    • Fixed an issue where the Hot Potato could be passed off to objects instead of fighters
    • The Hot Potato now shows a visual indicator as the attached fighter gets close to 10 stacks to light the fuse
  • Sandwich Party Mutator
    • Fixed an issue where sandwiches were not scaling up with difficulty
  • Bomb Party Mutator
    • Bomb knockback increased
  • Fixed an issue where portals would occasionally lock fighters in Limbo in the Mythic Valley Rift

Rift General Updates:

  • All missions requiring applying the weakened debuff have been removed

Store

  • Fixed an issue where the Store was freezing or crashing on open for PS4 players when images failed to load
  • General performance improvements

Arena

There were no official patch notes for the changes to make Arena faster overall. These have already been in the game for a bit, but posting notes again just for visibility or if anyone didn’t play in the last week of Arena.

  • You lose health faster now, it is possible to be out in as little as 3 rounds, but generally about 4 losses
  • More money is put into the economy early and more often due to less rounds being played
  • Interest increased to require less gold (1 per 6 to start), and give more at max (10)
  • Items have had their xp necessary reduced, 1 for level 2, 3 for level 3
  • Item drop rates have changed so that they appear earlier
  • Streaks have been tuned to give bonuses earlier
  • We reduced character choice to one of each class. This was mainly done to avoid teams with duplicates. We didn’t think that teams with the same character were super interesting, and generally Tanks were the only ones that could dupe, so we shouldn’t see two Jasons or two Wonder Woman teams anymore.
  • Prestige gains lowered to account for shorter Arena times

Changes

  • Added item rarity percentages to the store so players know the chances that each item rarity will show up in each round
  • Reduced lag seen in the shopping phase for buying/selling/rerolling, most cases should be completely gone
  • Increased number of character choices from 4 to 6.

Item Changes

  • Air Specialist
    • Air Move Speed, Air Control, and Jump Launch Speed boost lowered from 25/37.5/62.5 to 20/30/50
  • Blade and Shield
    • Damage Increase lowered from 15/22.5/37.5 to 12/18/30
    • Add 0.5 damage per assassin or tank on your team
  • Brain and Brawn
    • Damage Increase lowered from 15/22.5/37.5 to 12/18/30
    • Add 0.5 damage per bruiser or mage on your team
  • Brick Wall
    • Defensive boost lowered from 30/45/75 to 24/36/60
  • Cement Shoes
    • Knockback taken adjusted from -15/-30/-60 to -20/-30/-50
  • Damage Sponge
    • Gray Health lowered from 25/37/62 to 20/30/50
  • Double Take
    • Cooldown lowered from 10/7/3 to 8/6/2
  • Embrace the Elements
    • Defensive boost raised from 35/52.5/87.5 to 40/60/100
  • Empty Pockets
    • Gold per empty inventory slot increased from 4/5/8 to 5/7/12
  • Explosive Panic
    • Time between bomb spawns raised from 2/1.5/1 to 4/3/1
  • Hard Hitter
    • Attack boost lowered from 30/45/75 to 24/36/60
  • Not Out Yet
    • Gray health received lowered from 40/60/100 to 36/54/90
  • Reactive Plating
    • Cooldown lowered from 9/7/4 to 8/6/3
  • Ringout Refresh
    • Health percent healed reduced from 30/45/75 to 24/36/60
  • The Bigger They Are
    • Shrink rate adjusted from 1/.75/.5 to 1/.8/.4
  • Vampiric
    • Healing reduced from 30/45/75 to 24/36/60
  • Vertigo
    • Vertical attack power lowered from 40/60/100 to 36/54/90
  • What A Chicken
    • Time spent as a chicken lowered from 4/6/10 to 3/4/7

Wacky Weekends

*NEW* Wacky Weekend Game Modes

  • Stomp
  • Target Rush
  • Star Contender
  • Gumball Shower

Removed Wacky Weekend Game Modes

  • Retro Horror
  • Hammer Time

Events

The “Enter the Arena” Event is NOW AVAILABLE!

The home screen will get a new winter theme to celebrate the holiday season!

Maps

General Map Updates

  • Several stage hazards have been updated to break fighter shields
  • Custom Games Map Selection has been reformatted to match Local and Training map select screens
  • Several Bonus Maps have had their background audio updated

Back to the Past

  • Fixed several issues regarding the Bridge when Hazards are Off or On. 

Space (Jam)

  • Update to camera behavior.

Ranked Map Pools

  • Trophy’s E.D.G.E. 3 has been removed from the 1v1 pool

Unranked Map Pools

  • Space (Jam) has been added to the 2v2 pool
  • Scooby’s Mansion (1v1) has been removed from the 1v1 pool
  • The Court 2 (1v1) has been removed from the 1v1 pool
  • Trophy’s E.D.G.E. 3 has been removed from the 1v1 pool

Arena Map Pool

  • Space 2 has been added to the arena map pool

Netcode

  • Bandwidth usage improved. Network traffic reduced by 60% on average and up to 80% for some cases.
  • Less prone to issues when packets are being dropped, should improve play for players who regularly drop packets, such as playing on wi-fi.
  • Connections at the beginning of games are less prone to issues with longer loads

Local Play

  • Training and Local Play now support the following input settings for multiple profiles on one machine:
    • Input buffer max frames
    • Attack pick up
    • Fast fall method
  • Training mode has been updated with new options

General Combat

Shields

Shields are being enabled for all queues, ranked and unranked. Shields can still be disabled for local play and custom games.

  • Pressing the Neutral Dodge input while grounded now causes your fighter to begin the Shield action. Holding the Neutral Dodge input will keep the Shield active at the cost of Dodge Meter. If the fighter runs out of Dodge Meter, then the Shield will be depleted, causing a Shield Break.
  • Pressing a Shield Break Attack input or the Neutral Dodge + Attack input while grounded now causes your fighter to begin a Shield Break Attack. Hitting a shielding fighter with a Shield Break Attack causes the shielding fighter to suffer a Shield Break, giving a long window for a big punish!
    • The Shield Break Attack input is defaulted to the Right Bumper on controllers
  • Pressing a Down Dodge input while grounded now causes your fighter to begin the Parry action. 

Other Combat Updates

  • Dodge Attacks no longer cost Dodge Meter to perform. 
  • Fighters with a glide can no longer glide indefinitely. Glide effectiveness decays over time and is reset upon landing.
  • Heavy projectiles that are otherwise immune to melee attacks are no longer destroyed by attacks that “Destroy Projectiles.” Attacks that “Block Projectiles” and other projectile-blocking effects are unaffected.
  • Armor breaking heavy projectiles now break player shields.
    • Bugs Rocket
    • Marvin Rocket
    • Super Sandwich
    • Anvil

Perks

  • Stronger Than Ever
    • – Now applies 10 grey health after a respawn, down from 15. Stacked grey health reduced to 5 from 15.

Characters

Legend:
+ = Buff
= Nerf
~ = Change
* = Bugfix
Note: Attacks callouts reference default controls.

Agent Smith

  • General
    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.
  • Ground Side Attack 3
    • + Hitbox added to Agent Smith’s arm that knocks back enemies that were not grabbed
  • Air/Ground Neutral Attack
    • + Hitbox added to Agent Smith’s arm that knocks back enemies that were not grabbed
    • * Fixed an issue where the air version would not break armor or break shields
  • Ground Neutral Special; Air version unchanged
    • – On-whiff cancel window delayed 6 frames

Arya

  • Air/Ground Neutral Special
    • * Fixed an issue where Arya could get stuck in her transform animation if hit under certain conditions

Batman

  • Ground Side Attack 3
    • – Movement reduced
  • Air Down Attack
    • + Now allows fast fall during attack start-up
  • Air/Ground Side Special
    • ~ Grapple hook projectile is now immune to Marvin’s Air/Ground Neutral Attack bubble

Black Adam

  • Ground Side Attack 1
    • + Hitbox size increased to better hit small characters
  • Ground Side Attack 2
    • + Hitbox size increased to better hit small characters

Bugs Bunny

  • Air/Ground Down Attack (Pie)
    • ~ Pie projectile can no longer be redirected by ally projectile attacks

Garnet

  • Air Neutral Attack
    • – On-whiff cancel window delayed 8 frames
  • Air Side Attack 1
    • – On-whiff cancel window delayed 9 frames
  • Air/Ground Neutral Special
    • * Fixed an issue where the rhythm buff could continue stacking while Garnet was rung out.
    • * Fixed an issue where the sing projectile stop zone didn’t follow Garnet as she moved.

Gizmo
We have made adjustments to bring Gizmo’s movement options more in line with the recent changes to fast fall speeds, and aerial momentum during an attack.

  • Ground Shield Break Attack
    • + Movement increased
  • Ground Dash Attack
    • – Movement reduced
      • This is to hit closer targets more effectively
  • Ground Side Attack 2
    • ~ Knockback angle made more horizontal
  • Ground Up Attack
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air/Ground Neutral Attack
    • + Now allows fast fall during attack start-up 
  • Air Side Attack
    • ~ Knockback angle made more horizontal
    • + Now maintains more momentum when executed as part of a dodge attack 
  • Air Up Attack
    • – Second hit knockback scaling reduced to 18 from 20
      • Scaling is reduced to accommodate for the new vertical momentum this move carries.
    • + Now maintains more momentum during attack start-up 
  • Air Side Special
    • + Movement increased
    • – Now prevents fast fall during attack start-up 

Iron Giant

  • Passive
    • * Fixed an issue where Iron Giant could gain rage meter from hitting allies
  • Ground Side Attack 2
    • * Fixed an issue where Iron Giant could use this attack and his Air/Ground Up Special at the same time
  • Ground Side Special
    • * Fixed an issue where Iron Giant could cause fighters to become stuck to him under certain conditions

Jake

  • Air Neutral Attack
    • On-whiff cancel window into Air Neutral Attack, Special Follow-Up delayed 16 frames
  • Air Neutral Attack, Special Follow-Up
    • – Damage reduced to 8 from 12

Jason

  • Ground Side Attack 3
    • + Hitbox added to Jason’s arm that knocks back enemies that were not grabbed
  • Ground Up Special
    • + Hitbox added to Jason’s axe that knocks back enemies that were not grabbed

Marvin

  • Air/Ground Neutral Special
    • * Fixed an issue where reflected projectiles were not properly affected by Marvin’s reverse button. All projectiles on screen owned by Marvin’s team should now properly change direction and clear their hit history.
  • Air/Ground Down Special
    • ~ Lock-on debuff effect distance has been standardized for all fighters, regardless of fighter size
    • * Fixed an issue where the flag visuals would appear even if Marvin was interrupted during charge
    • * Fixed an issue where Marvin could hit an enemy with the flag and it would not apply the lock-on debuff

Nubia

  • General
    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.
  • Ground Down Attack
    • ~ A floor bounce incurred from the first hit of this attack will not count towards the automatic tech bounce threshold
  • Air/Ground Down Special
    • * Fixed an issue where Nubia would attempt to dash to her ally from very far distances without spending the cooldown

Raven

  • Ground Shield Break Attack
    • * Fixed an issue where Raven could not cancel into shield break attack from her shield action
    • * Fixed an issue where Raven’s shield break attack did not break shields
  • Ground Neutral Attack
    • * Fixed an issue where this attack was not benefitting from the bonus damage knockback from Raven’s passive
  • Air/Ground Neutral Special
    • * Fixed an issue where this attack was not benefitting from the bonus damage and knockback from Raven’s passive
  • “Telekinetic Takedown” Perk
    • * Fixed an issue where this perk was causing sporadic crashes. It will be re-enabled with this patch.

Rick

  • Air/Ground Side Special
    • * Fixed an issue where the portal aimer would stay on screen if Rick was rung out while aiming
  • Air/Ground Down Special
    • * Fixed an issue where polymorph debuff ending would cause enemies to be permanently invincible under certain conditions

Samurai Jack

  • Air Neutral Special
    • ~ When reflecting projectiles, Jack will always attempt to throw them in the direction he is facing, rather than reversing the direction they are currently flying
  • Air Down Special
    • – Hitbox active duration reduced 1 frame

Shaggy

  • Ground Dash Attack
    • – On-hit cancel window delayed 1 frame
  • Ground Side Attack 2
    • – Hitstun reduced
  • Ground Side Attack 3/Shield Breaker
    • + Damage increased to 7 from 6
    • + Knockback increased to 1850 from 1750
    • + Knockback scaling increased to 18 from 16
      • All adjustments made to keep this move a pushback option, and not a combo starter
  • Ground Down Attack
    • + On-hit cancel window into Ground Side Attack returned (revert from patch 1.4.0)
      • Addressing an issue preventing Shaggy from inputting Side Attack after a successful Down Attack
  • Air Up Special; Ground version unchanged
    • – Knockback scaling reduced to 11 from 12
    • – Knockback influence multiplier increased to 1.1 from 1.0

Steven Universe

  • General
    • * Fixed an issue where Steven would fall through his spawned platform when using the “Airwalker” perk

Stripe

  • Air/Ground Neutral Attack
    • + Buzzsaw is no longer launched upwards when hit by an enemy light projectile
    • ~ Buzzsaw is no longer considered an ammo cooldown
  • Air/Ground Down Special
    • ~ A self-inflicted floor bounce incurred from the explosion of this attack will not count towards the automatic tech bounce threshold

Superman

  • Air Side Attack
    • + Hitbox active duration increased 1 frame
  • Air/Ground Neutral Special
    • + Ice block projectile now applies 3 stacks of ice debuff
  • Air Side Special
    • + Hitbox added to Superman’s arm that knocks back enemies that were not grabbed
  • Air Up Special
    • + Hitbox added to Superman’s arm that knocks back enemies that were not grabbed
  • Air Down Special; Ground version unchanged
    • + Head hitbox active duration increased 7 frames
    • ~ Head hitbox size adjusted to better match visuals

Taz

  • Passive
    • ~ Taz now only passively licks his ally to heal them if Taz is grounded and not performing any other actions
    • + Taz lick cancel window advanced 4 frames
    • * Fixed an issue where the healing from Taz lick was not showing visuals on the healed fighter
  • Ground Dash Attack
    • * Fixed an issue where this attack would not play its final hit on-hit under certain conditions
  • Ground Up Attack
    • ~ Visuals updated to better match hitbox size
  • Air/Ground Side Special
    • ~ Now allows more player movement control during attack
    • * Fixed an issue where this attack would not play its final hit on-hit under certain conditions

The Joker

  • Air/Ground Neutral Attack (Cooldown)
    • + Now cancellable on-hit after 31 frames (matches normal version on-hit cancel window)
  • Ground Down Attack
    • + On-hit cancel window advanced 1 frame
  • Air Side Attack
    • + On-hit cancel window advanced 9 frames
    • + On-whiff cancel window advanced 8 frames
  • Air Up Attack
    • + Now allows fast fall during attack start-up
  • Air/Ground Up Special
    • – On-hit cancel window delayed 2 frames
    • + On-whiff cancel window advanced 8 frames
    • * Fixed an issue where this attack could not be canceled on-hit under certain conditions

The Powerpuff Girls

The Powerpuff Girls were previously very strong, but most of their power came from specific attacks which over-centralized their gameplan. We looked to put more power into their normals and to let them branch faster on-hit with specials in exchange for some hitstun and knockback strength.

  • General
    • ~ Item pickup and throw timing has been standardized to match the rest of the fighters.
  • Ground Neutral Attack
    • + On-hit cancel window advanced 26 frames
    • ~ Attack movement now completes on-hit
  • Ground Side Attack 1
    • * Fixed an issue where this attack could not cancel into a dodge on-hit
  • Ground Side Attack 2
    • – Hitstun reduced
    • * Fixed an issue where this attack could not cancel into a dodge on-hit
  • Ground Up Attack
    • – Uncharged movement reduced
  • Air Neutral Attack
    • + First hit knockback vacuum strength increased
    • + Second hit knockback vacuum strength increased
    • + Final hit damage increased to 4 from 3
    • – Final hit knockback reduced to 1300 from 1850
    • – Final hit knockback scaling reduced to 12 from 18
    • + Knockback influence multiplier reduced to 1.15 from 2.0
    • – Repeat-move lockout increased to 20 frames from 16
    • + On-hit cancel window advanced 21 frames
    • – On-hit cancel window into Air/Ground Neutral Special delayed 7 frames later than other actions
  • Air Side Attack
    • – Damage reduced to 8 from 10
    • + Knockback increased to 1900 from 1700
    • + Knockback scaling increased to 19 from 15
  • Air Down Attack
    • + Now allows fast fall during attack start-up
  • Air/Ground Neutral Special
    • – Buttercup attack now prevents fast fall during attack start-up
    • – Blossom attack final hit knockback scaling reduced to 16 from 22
    • – Blossom attack on-whiff cancel window delayed 7 frames
  • Ground Side Special
    • – Grab no longer breaks armor or breaks shields
    • – Blossom throw damage reduced to 6 from 8
    • – Blossom throw knockback reduced to 1400 from 2100
    • + Blossom throw knockback scaling increased to 15 from 2
    • – Bubbles throw damage reduced to 6 from 9
    • + Bubbles throw knockback increased to 1400 from 1100
    • – Bubbles throw knockback scaling reduced to 15 from 26
    • – Buttercup throw knockback reduced to 1000 from 1400
    • – Buttercup throw knockback scaling reduced to 12 from 15
    • + Buttercup throw hitstun increased
    • ~ Buttercup throw hitpause increased
    • ~ Buttercup throw knockback angle made more downward
    • + Buttercup throw knockback influence multiplier reduced to 0.8 from 1.0
    • + On-hit cancel window advanced 22 frames
    • ~ Attack movement now completes on-hit
  • Air Side Special
    • – Grab no longer breaks armor or breaks shields
    • – Blossom throw dash hitbox knockback reduced to 1750 from 3000
    • – Blossom throw dash hitbox knockback scaling reduced to 18 from 20
    • + Blossom throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0
    • ~ Blossom throw dash hitbox knockback angle made more diagonal
    • – Bubbles throw dash hitbox knockback reduced to 1400 from 2450
    • – Bubbles throw dash hitbox knockback scaling reduced to 15 from 20
    • + Bubbles throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0
    • – Buttercup throw dash hitbox knockback reduced to 1400 from 2100
    • – Buttercup throw dash hitbox knockback scaling reduced to 15 from 20
    • + Buttercup throw dash hitbox knockback influence multiplier reduced to 1.3 from 2.0
    • ~ Attack movement now completes on-hit
  • Air Down Special
    • – Knockback reduced to 1500 from 1800
    • – Knockback scaling reduced to 12 from 24
    • – Hitstun reduced
    • + On-hit cancel window advanced 9 frames
    • ~ Now allows more player movement control during attack

Velma

  • Ground Dash Attack
    • + Knockback scaling increased to 19 from 18
    • + Start-up window reduced 1 frame
  • Ground Side Attack 3
    • + Damage increased to 7 from 6
    • + Knockback scaling increased to 18 from 17
  • Ground Down Attack
    • + Start-up window after charge reduced 1 frame
    • + Hitbox active duration increased 1 frame
    • + On-hit cancel window advanced 2 frames
    • – On-whiff cancel window delayed 7 frames
  • Air Side Attack
    • ~ Knockback angle made more horizontal
    • – Knockback influence multiplier increased to 1.1 from 1.0
  • Ground Side Special
    • + On-hit cancel window after throw advanced 45 frames
    • * Fixed an issue where enemies were not properly entering their ride pose after they were grabbed
  • Ground Up Special
    • + Hitbox added to Velma’s arm that knocks back enemies
  • Air Side Special
    • + On-hit cancel window advanced 1 frame
    • ~ Now allows more player movement control during attack

Wonder Woman

The following adjustments were made to slightly reduce the combo effectiveness of these moves being the same even when the enemy was at higher damage percentages.

  • Ground Up Attack
    • + Uncharged knockback scaling increased to 15.5 from 14.5
    • – Hitstun reduced
    • + On-hit cancel window advanced 1 frame
  • Air Neutral Attack
    • + Second hit knockback increased to 1350 from 1250
    • + Second hit knockback scaling increased to 9.5 from 7.5
    • – On-hit cancel window delayed 1 frame
    • – On-whiff cancel window delayed 2 frames
    • + Now maintains more momentum when executed as part of a dodge attack
  • “Shield of Athena” perk
    • * Fixed an issue where this perk’s visuals were not displaying in-game

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