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Injustice 2 patch 1.07 is out (Starfire, Bizarro, shaders+more)

Link to notes.

Starfire is added but not released yet it seems.

Shader trailer.

Tournament Shader FAQ:
How is the Tournament Shader connected to Injustice 2 tournaments and community events?

A portion of the proceeds will go to support Injustice 2 tournaments and community events.

Bizarro:
Code:
[img]https://i.redd.it/a0uynl4fdzcz.png[/img]

AUGUST UPDATE

General Gameplay fixes
General stability improvements
Many move list corrections
Fixed some currency/mother box exploits
Many improvements to the stability of King of the Hill
Improvements to AI logic
Attacks that collide with a Roll Escape's invulnerability now act as if they have missed (previously this acted as a block)
Flip Stance button can no longer activate a roll when you are knocked down
Medium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settings
Fixed a one frame window in which diagonals could be used for specials when performing a cancel or wakeup attack with Input Shortcuts set to Off
Holding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to On
Fixed some rare occurrences of a match extension that would not cause both players to be reset to neutral
Fix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleport
Fixed issues with visual effects not disappearing correctly after being evaded by a projectile immune move
Fixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstances
Improved hotfix data application to apply right after boot when available
There is now an Overflow Warning which notifies the player when their overflow is full
Added icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUD
Improved display of Daily Challenges in the Main Menu
The following changes previously disabled in Competitive/Tournament mode are now enabled for all modes:
Atrocitus - additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling
Bane - Mercenary’s Elbow when meter-burned will no longer do unscaled damage
Black Adam - Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner
Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed
Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge
Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances

Stage Specific Fixes
Batcave - Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stage
Brainiac Ship - Drone interaction respawn timer is now 4 seconds (from 2)
Fortress of Solitude - Wall punch interaction cooldown is now 4 seconds (from 3)
Metropolis - Fixed bug that could cause the camera to move away from the fighters when valve interaction was used
Kahndaq - Wall punch interaction cooldown is now 4 seconds (from 3)
Red Sun Prison - Drone summon interaction cooldown is now 4 seconds (from 2)

Character Specific Fixes
Aquaman - Huzzah (Away + Light, Medium, Hard) has 3 more recovery frames
Aquaman - Rising Trident (Down + Medium) has 1 more startup frame and 3 less active frames
Aquaman - Trident Rush & Trident Rush MeterBurn do less damage for each hit
Aquaman - Tentacle Strike MeterBurn now does an additional hit that causes a hard knockdown
Aquaman - From The Deep MeterBurn Gear Ability base damage reduced from 6 to 4

Atroticus - Slightly Increased the amount of character power meter drained from Atrocitus when push-blocked while Dex-Starr is out
Atroticus - Slightly increased the amount of Character Power Meter drained for using Blood Ball, Hate Pounce, or Regurgitate Rage Gear Ability while Dex-Starr is active
Atroticus - Significantly increased the amount of Character Power Meter drained for using Blood Wall while Dex-Starr is active
Atroticus - Reduced the cancel advantage of the second to last hit of Blood Ritual (Towards + Medium, Medium, Hard) by 3
Atroticus - Napalm Vomit has 5 less active frames and 3 more frames of recovery on miss
Atroticus - Napalm Vomit block advantage properties adjusted to be more consistent between close and long ranges

Bane - base stats adjusted to have 50 less strength, 50 less health, and 100 more defense
Bane - base damage of most normal attacks and special moves have been increased by 1
Bane - Brutal Jab (Light) now has 7 startup frames (down from 9)
Bane - Brutal Hammerfist (Medium) base damage increased to 5 (from 3)
Bane - Spine Buster MeterBurn (Towards + Medium, Down, Light + Hard MeterBurn) base damage increased to 8 (from 3)
Bane - Knightfall (Away + Medium, Light) base damage increased to 9 (from 6)
Bane - Bane Bomb MeterBurn base damage increased to 16 (from 13)
Bane - Body Press MeterBurn Gear Ability base damage increased to 18.8 (from 15.8)

Batman - Fixed bug preventing the use of negative edge to perform Bat Swarm with Release Check On in controller settings
Batman - Pressing a button not bound to any attacks after performing Air Scatter Bombs MB will no longer prevent further inputs
Batman - slightly increased combo damage scaling after Mechanical Bats Character Power and it is now consistent regardless of how many bats hit
Batman - Batarang MB and Up Batarang MB damage scaling increased
Batman - Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block
Batman - Up Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block
Batman - Fixed bug which was preventing the AK Battle Armor 5U89R (Alternate) Shader from dropping from Mother-Boxes and end of match rewards

Black Adam - Riddle of The Sphinx (Towards + Light, Medium, Light + Hard) base damage reduced to 10 (from 13)
Black Adam - Orbs of Seth Character Power base damage reduced to 2.5 (from 3) on each orb and now increase combo damage scaling
Black Adam - Boot Dive and Boot Dive MeterBurn base damage has been reduced to 8 (from 10) and has increased combo damage scaling
Black Adam - Black Magic hit advantage has been reduced to 24 (from 47) and now triggers auto-block on a grounded opponent
Black Adam - Black Magic has increased gravity against an airborne opponent
Black Adam - Black Magic Meter burn has decreased combo damage scaling
Black Canary - No Turning Back (Light, Light, Medium) had 7 less recovery frames, 5 more frames of blockstun and increased pushback on block

Black Canary - New Wings (Light, Light, Medium, Light + Hard) is now a throw attack and has base damage increased by 1
Black Canary - Soaring High (Away + Light, Medium) base damage increased to 7 (from 3), 5 more frames of blockstun and increased pushback on block
Black Canary - High Heel (Hard) has 5 more frames of blockstun and increased pushback on block
Black Canary - Holding Back (Hard, Hard) has 1 less recovery frame, 10 more frames of blockstun
Black Canary - Front/Back Handspring into Flying Scissor Kick now recovers 3 frames faster with increased pushback on block
Black Canary - Front/Back Handspring into Thrust Kick now recovers 4 frames faster and has 15 more frames more blockstun

Brainiac - Coluan Form (Light, Light) base damage increased to 3 (from 2)
Brainiac - Collector of Worlds (Light, Medium) base damage increased to 3 (from 2)
Brainiac - Dual Strike (Away + Medium) base damage increased to 5 (from 4)
Brainiac - Tendril Swarm (Hard) base damage increased to 7 (from 5) and has increased combo damage scaling
Brainiac - The delaying of Beta Strike and Beta Bomb no longer gets cancelled when Brainiac is hit or blocks
Brainiac - Beta Strike can no longer be parried by low projectile parries

Captain Cold - Fixed bug with Upward Cold Blast Gear Ability not aligning properly when done from some 2in1 cancels
Captain Cold - Big Freeze MB now ignores projectile immunity
Captain Cold - Adjusted hit regions on several normal attacks
Captain Cold - Freeze (Medium, Light, Hard) has 4 less recovery on hit/Miss, 7 less recovery on block, and causes 5 less frames of blockstun
Captain Cold - Prison Break (Away + Medium, Hard, Medium) has decreased combo damage scaling
Captain Cold - Grip Hit (Hard) now has 10 startup frames (from 12), active frames increased to 5 (from 3), 5 less recovery, and has 6 more blockstun frames
Captain Cold - Fixed bug that caused Glacier Grenade to have higher input priority then Cryogenic Blast when performed as a cancel
Captain Cold - Absolute Zero Supermove and Cryogenic Blast can no longer get destroyed by some Background Interactions
Captain Cold - Force Field now activates 5 frames faster and has 5 less recovery frames
Captain Cold - The Wall has reduced pushback on block, 9 less blockstun frames, and 9 less recovery on block
Captain Cold - The Wall MB startup is now 6 frames (from 14) and recovery increased by 2 frames and now ignores projectile immunity
Captain Cold - Reduced the gap between The Wall missing and The Wall MeterBurn active frames to 1 (down from 6)

Catwoman - Tail Spin (Away + Hard) has pushback on block reduced and victim regions slightly increased during the active and recovery frames
Catwoman - Whip Strike (Jump + Medium Attack) has its hit region angle slightly adjusted
Catwoman - Cat-Lateral Damage character power damage on each hit changed (overall reduced)
Catwoman - Cat-Lateral Damage character power no longer has invulnerability on wakeup
Catwoman - Cat Stance Cat-Wheel has 13 more frames of recovery on block, 8 more frames of recovery on miss, and increased combo damage scaling
Catwoman - Cat Dash MeterBurn no longer has armor, has increased damage scaling when hitting airborne opponents, and decreased damage scaling when hitting grounded opponents
Catwoman - Cat's Tail and Up Cat's Tail damage scaling increased

Cheetah - Fixed issue with Graceful Hunter (Away + Medium, Light + Hard) input window which made it difficult to perform follow ups with Input Shortcuts Off in controller settings
Cheetah - Fixed bug that could cause her tail to no longer animate after losing a clash to Red Hood
Cheetah - Silent Stalker (Medium, Medium, Hard) has 25 less recovery frames
Cheetah - Blood Ritual (Hard, Hard, Medium) recovers 3 frames faster on hit, 6 frames faster on block/miss, has 5 more frames of blockstun, and increased pushback on block
Cheetah - Last hit of Blood Ritual (Hard, Hard, Medium) now causes a splat reaction instead of a juggle state when hitting airborne opponents
Cheetah Auto-block is enabled after a 2nd Blood Lunge in the same combo
Darkseid - Fixed bug that caused Boss Darkseid Supermove to get destroyed by some interactables

Deadshot - Ops Strike (Towards + Light) now has 7 startup frames (up from 6)
Deadshot - Low Burst (Down + Light) now has 7 startup frames (down from 8) , 5 less hit/miss recovery frames, 3 less block recovery frames, and blockstun increased by 2 frames
Deadshot - Knee Burst (Away + Light) now has 14 startup frames (up from 13) and 3 more recovery frames
Deadshot - Triggered (Away + Light, Medium) has 5 more recovery frames
Deadshot - Hammer Slam (Towards + Medium) now has 16 startup frames (up from 15)
Reduced his effectiveness in fighting up close.

Dr Fate - Can no longer spend meter trying to Meter Burn Displacer Orb after it has been projectile parried
Dr Fate - After Displacer Orb is Meter Burned, it will ignore projectile immunity and cannot be projectile parried
Dr Fate - Fixed issue with his win screen being obstructed by foreground objects on some backgrounds
Dr Fate - Fixed issue with some Displacer Orb effects lingering on screen during clash
Dr Fate - Evoking The Gods (Medium, Light, Light) and Blood Price (Medium, Light, Light, Hard) had their hit regions adjusted
Dr Fate - Summoned Force (Away + Medium) now has a growing hit region instead of a static one and has 9 startup frames (down from 10) and 3 more recovery frames
Dr Fate - Glyph of Osiris and Glyph of Anubis recover 1 frame faster on block
Dr Fate - Glyph of Anubis MB has decreased combo damage scaling
Dr Fate - The Pillar of Magic after connecting with 3 Ankhs of Final Judgment has decreased combo damage scaling

Firestorm - Fixed bug causing Energy Shield effects to persist during the win screen

Flash - Quantum Tunneling and Sonic Parry Gear Ability can now be selected in Wakeup Mode and Reversal Mode in Practice Mode > AI Options
Flash - Lightning Punches now has 10 startup frames (down from 12)
Flash - Speed Zone Character Power has increased damage scaling
Flash - On Your Mark into Sonic Pound has its hit region adjusted, blockstun increased by 10 frames, has increased pushback on block, and hit advantage has increased to 30 or 49 (from 39) if the last hit only or both hits connect
Flash - On Your Mark into Charge now has a different reaction and has 30 hit advantage (down from 39)
Flash - Freeze Tank interaction on Red Sun Prison now works correctly if Flash uses it while Speed Zone Character Power is active

Gorilla Grodd - base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense
Gorilla Grodd - Slaughtering Humans (Light, Light), Cutthroat King (Medium, Medium), Salvation Run (Away + Medium, Light + Hard) base damage increased by 1
Gorilla Grodd - Low Bash (Away + Light) has 5 more frames of blockstun and 6 more hit advantage
Gorilla Grodd - Bloodthirsty Ruler (Away + Light, Light + Hard) and (Away + Light, Light + Hard Meter Burn) base damage increased by 1
Gorilla Grodd - Hyper-Intelligence (Towards + Medium, Light) base damage increased to 7 (from 5)
Gorilla Grodd - Carnivore Sweep (Down + Hard) has 2 more hit advantage, recovers 4 frames faster on block/miss, and has 3 more frames of blockstun
Gorilla Grodd - Secret Sweep (Down + Towards + Hard) has more 10 more blockstun
Gorilla Grodd - After using Leap 3 times during a combo Savage Kick (Jump + Hard) will cause a splat knockdown
Gorilla Grodd - Fixed bug that prevented meter build from occurring when exiting Psionic Lift then canceling into Primal Lunge, Savage Strength, or Mind Control
Gorilla Grodd - The window for canceling into Psionic Push or Savage Strength from Telekinesis now starts 14 frames sooner
Gorilla Grodd - Telekinesis recovery reduced by 4 frames
Gorilla Grodd - Stampede base damage increased to 9 (from 5)
Gorilla Grodd - Stampede Meter Burn base damage increased to 18 (from 10)
Gorilla Grodd - Stampede Carcass Toss Gear Ability Meter Burn base damage increased to 25 (from 18)
Gorilla Grodd - Primal Lunge into Head Bash damage increased to 11 (from 10)

Harley Quinn - Fixed visual bug that caused her mallet to instantly disappear if she is hit by a freeze attack while performing Mallet Slap (Away + Hard)

Joker - Fixed bug that caused Side Order of Pie Gear Ability Supermove to get destroyed by some interactables

Poison Ivy - Rhytidome Skin, Thistle Coat Gear Ability, and Datura Hammer now requires a more precise input when buffered
Poison Ivy - Up Rooted (Down + Medium) now has a growing hit region instead of a static one, has 16 startup frames (down from 20), has 7 active frames (up from 3), and recovers 3 frames faster
Poison Ivy - Quick Bloom (Away + Hard) now has a growing hit region instead of a static one, has 26 startup frames (down from 29) and has 10 active frames (up from 4)
Poison Ivy - Straight Datura and Up Datura have increased combo damage scaling
Poison Ivy - Swinging Datura has greatly reduced combo damage scaling

Red Hood - Fixed bug causing Ground Mine explosion to have interactable properties
Red Hood - Battle-Chain MB now has 20 advantage on hit (from 39)
Red Hood - Lethal Lunge now has 9 startup frames (up from 8)

Robin - Haunting Legacy (Light, Medium) has 2 less recovery on hit / miss, 3 more recovery on block, and 5 more blockstun
Robin - Fighting Authority (Light, Medium, Hard) has 20 startup frames (up from 16)
Robin - Family Secrets (Light, Medium, Down + Hard) has 2 less recovery and 5 more blockstun
Robin - Quick Draw (Away + Light) has its hit region adjusted
Robin - Skill And Training (Away + Light, Medium, Up + Hard) has increased pushback on block
Robin - Deep Laceration (Medium) hit region adjusted, has 5 less recovery, blockstun reduced by 5, and 3 less cancel advantage
Robin - Blades And Blood (Medium, Light) has its hit region adjusted and 1 more active frame
Robin - Inner Darkness (Towards + Medium, Light) has its hit region adjusted
Robin - Never Lose (Away + Medium, Light, Hard) has 1 more active frame and 12 less recovery frames
Robin - Flip Kick (Towards + Hard) can now be directed closer or further by holding Towards or Away
Robin - Flip Kick (Towards + Hard) recovers 3 frames faster on hit, 8 frames faster on block, 13 frames faster on miss and has 10 less frames of blockstun
Robin - Low Cutter (Down + Hard) now recovers 5 frames faster on block
Robin - Assassin Strike cancel input can now be buffered
Robin - Swoop has its hit region adjusted
Robin - Swoop MB now auto faces the opponent, has 8 startup frames (down from 16), the projectile travels faster with improved initial tracking

Supergirl - Elseworld's Finest (Light, Light, Up + Hard) has 10 more frames of blockstun
Supergirl - Last Daughter of Krypton (Away + Light, Medium, Hard) has its hit region adjusted and 5 less recovery on block and miss
Supergirl - Face Smash (Medium) has its hit region adjusted, starts up in 10 frames (up from 8), and is a mid attack
Supergirl - Forbidden Fortress (Medium, Light) has increased pushback on block, 5 less blockstun, and 3 less recovery frames
Supergirl - Crossroads of Time (Medium, Light, Medium) now has 16 startup frames (down from 18)
Supergirl - Matrix (Away + Medium, Light + Hard) has 5 less blockstun, 20 less recovery on block, 15 less recovery on block
Supergirl - Frost breath MB base damage increased to 2 (from 0) and combo damage scaling reduced
Supergirl - Kryptonian Force now recovers 4 frames faster
Supergirl - Fixed bug that caused the hit region of Kryptonian Force MB to be offset when done on right side of the opponent
Supergirl - (Air) Power Slam MB can now be Air Escaped
Supergirl - Adjusted the stat distribution on her Epic Set Items to be more in line with similar items.
Superman - Fixed bug preventing superman from canceling Steel Fist (Jump + Light) or Double Strike (Jump + Medium) into Ankle Breaker (Down + Hard) or Flying Low (Down + Towards + Hard)

Superman - Flying Punch is now a high attack and has had its repel proximity adjusted
Superman - Flying Punch MB no longer has armor and has its hit region adjusted
Superman - Rising Grab has 4 more frames of recovery on block and 9 more frames of recovery on miss
Superman - Super Breath base damage decreased to 9 (from 10)
Superman - Super Breath MB base damage decreased to 6 (from 10)
Superman - Fixed bug preventing combo damage scaling from applying to (Air) Flying Smash when used as an OTG in certain circumstances

Swamp Thing - base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense
Swamp Thing - Log Slam (Towards + Hard) and Log Smack (Away + Hard) have their hit regions adjusted
Swamp Thing – increased base damage of most special moves by 1
Swamp Thing - Abigail's Garden recovery has been reduced by 9 frames
Swamp Thing - If Swamp Thing has Abigail's Garden character power active, hitting an opponent with Vine Grab or Green Thumb causes Swamp Thing to gain armor for a short duration
Swamp Thing - Abigail's Garden will no longer stop growing when Swamp Thing blocks an attack, attacks with Healing The Breach (Towards + Medium, Light), hits with Bio-Fission MB, or does a dash

Wonder Woman - Eyes of The Gorgon (Towards + Medium, Hard) has 5 less frames of recovery and 10 more frames of blockstun
Wonder Woman - Challenge of The Gods (Away + Medium, Hard) now has 21 startup frames (down from 24), 10 more frames of blockstun with increased pushback, and recovers 15 frames faster on block / miss
Wonder Woman - Upward Shield Toss is now a high attack, recovers 17 frames faster and has increased hit advantage
Wonder Woman - Upward Shield Toss MB has its hit region adjusted and has increased hit advantage
Wonder Woman - Air Shield Toss is now a high attack
Wonder Woman - Air Shield Toss MB is now a high attack, has 2 more active frames, recovers 12 frames faster, and no longer triggers autoblock on a grounded opponent
Wonder Woman - Air Downward Shield Toss MB now recovers 9 frames faster and no longer triggers autoblock on a grounded opponent
Wonder Woman - Hippolyta's Light character power recovers 9 frames faster
 

Neoxon

Junior Member
So NRS is taking a page out of SFV & Dota 2's books in terms of having DLC that supports the competitive scene. I'm curious to see if NRS does more tournament-supporting DLC or if they just stop at shaders.
 

Mediking

Member
...

Still waiting for that GOTY version. Prolly next year but I'm still waiting.

Really wanna play this game. Keep hearing good things about it.
 
So NRS is taking a page out of SFV & Dota 2's books in terms of having DLC that supports the competitive scene. I'm curious to see if NRS does more tournament-supporting DLC or if they just stop at shaders.

TBF they did this with MKX I believe
 
So NRS is taking a page out of SFV & Dota 2's books in terms of having DLC that supports the competitive scene. I'm curious to see if NRS does more tournament-supporting DLC or just stop at shaders.
They did a Sub and a Scorpion skin for MKX's tournament price pot IIRC.
 

Cyros

Member
So NRS is taking a page out of SFV & Dota 2's books in terms of having DLC that supports the competitive scene. I'm curious to see if NRS does more tournament-supporting DLC or if they just stop at shaders

They had skins for Sub-Zero and Ermac in MKX that also supported the tournament scene.

Edit: lol, 4 replies to it
 

Neoxon

Junior Member
TBF they did this with MKX I believe
They did a Sub and a Scorpion skin for MKX's tournament price pot IIRC.
They had skins for Sub-Zero and Ermac in MKX that also supported the tournament scene.

Edit: lol, 4 replies to it
Ah, & they were skins last time. I'd imagine that they can't do tournament-funding gear, so that's out of the question.
 

FenDozer

Member
So what is the deal with that Superman skin? I don't see it referenced anywhere in the thread itself. Do we all get that skin for free as part of this update?
 

kikiribu

Member
So what is the deal with that Superman skin? I don't see it referenced anywhere in the thread itself. Do we all get that skin for free as part of this update?
Look at the screen. You have to select Superman at customization and buy the skin.
 
...

Still waiting for that GOTY version. Prolly next year but I'm still waiting.

Really wanna play this game. Keep hearing good things about it.

They already have an Ultimate edition out there which comes with all the post release DLC.

Not sure if they will make a GOTY version.
 
Wouldn't a Bizarro version of Regime Superman just be Superman?
E4ItHJR.gif
 

BigEmil

Junior Member
...

Still waiting for that GOTY version. Prolly next year but I'm still waiting.

Really wanna play this game. Keep hearing good things about it.
They made an ultimate edition because of this they don't want people to wait it out to buy the game complete so they made this in advance it's highly unlikely they will put down the price of ultimate edition next year that much there won't be no goty edition this time I'm sure
 

Khezu

Member
I am conflicted about this patch.

On one hand I feel like the changes are far too conservative, and they should have brought certain characters up more and killed others.

On the other hand, they are still in a tournament season and should not have changed anything at all. That's fucked up.

But ultimately, the fuck is the PC version already?
 
On the other hand, they are still in a tournament season and should not have changed anything at all. That's fucked up.

They already waited til after EVO, so we could be graced by that Trident Rush grand final on the biggest stage, coloring people's impressions of the game for the rest of its life.
 

Skilletor

Member
I am conflicted about this patch.

On one hand I feel like the changes are far too conservative, and they should have brought certain characters up more and killed others.

On the other hand, they are still in a tournament season and should not have changed anything at all. That's fucked up.

But ultimately, the fuck is the PC version already?

By this time in MKX's life we probably had like 5 balance patches. There was a period at launch when every major the game had was played on a different version.

This is probably still a bit too fast for my liking, but it's a huge step forward, and they weren't heavy handed at all with the balancing. Of course, I'm probably biases as a Supergirl main.
 

Siege.exe

Member
Could someone better at fighting games than I am sum up the changes to Robin as a net positive/negative? I see that several things had their recovery reduced, which I assume is a good thing in most cases, but I'm not familiar enough with framedata to confidently draw a conclusion.
 
I'm a bit confused though. How does purchasing the shaders support the tournament scene, since they're bought with Source Crystals and SCs can be earned in-game as well as bought with real money.

Something like a skin where a portion of the proceeds go towards tournaments makes sense but how this?
Could someone better at fighting games than I am sum up the changes to Robin as a net positive/negative? I see that several things had their recovery reduced, which I assume is a good thing in most cases, but I'm not familiar enough with framedata to confidently draw a conclusion.
Granted I don't remember the movelist for Robin (almost at all) but pretty much all of these changes seem like buffs.
 

Mediking

Member
They already have an Ultimate edition out there which comes with all the post release DLC.

Not sure if they will make a GOTY version.

They made an ultimate edition because of this they don't want people to wait it out to buy the game complete so they made this in advance it's highly unlikely they will put down the price of ultimate edition next year that much there won't be no goty edition this time I'm sure

A GOTY version will happen. Trust me.
 
What's the cheapest way to get all the characters that have been released so far? Which DLCs do I buy? I only have the main game so far.
 

Siege.exe

Member
I'm a bit confused though. How does purchasing the shaders support the tournament scene, since they're bought with Source Crystals and SCs can be earned in-game as well as bought with real money.

Something like a skin where a portion of the proceeds go towards tournaments makes sense but how this?
Granted I don't remember the movelist for Robin (almost at all) but pretty much all of these changes seem like buffs.

Cool, thanks
 
They already waited til after EVO, so we could be graced by that Trident Rush grand final on the biggest stage, coloring people's impressions of the game for the rest of its life.

lol, yeah I was rooting against anyone playing as Aquaman tbh.

I have a friend that mains him and Trident Rush + meter burn never fails to induce salt. I hope the nerf is noticeable.
 

Sub Zero

his body's cold as ice, but he's got a heart of gold
Having to buy the new shaders for each character individually is a scam. I'll gladly buy any premier skins they release since they are very much worth their price, but the fact that they are charging so much for some color swaps is a joke.
 

sinkfla87

Member
I have to give NRS props for letting the game breathe for awhile before patching. On top of that, some of the changes to the characters aren't that drastically different. The biggest change is probably Aquaman but that fucker deserved a slow death lol. Even so, I still think he will be a great character. People get so trigger happy on tiers they get caught off guard by character loyalists beating them with "weak" characters (See whiteboi, Honeybee, etc). This is by far the most balanced game NRS has ever released.

With that said, where the fuck are my blue Beetle buffs?!! Lol.

Edit:
Cool, thanks

By the way, you can "aim" his F3 now which is a huge change IMO. Think of it like Ivy's where she can cover a good portion of the screen by doing her F3 and holding forward.
 
What's the cheapest way to get all the characters that have been released so far? Which DLCs do I buy? I only have the main game so far.
The absolute cheapest way is to get the Ultimate Pack for 40$ US (or whatever equivalent it is for your region).

It includes the following:
bonus.jpg


Also note that unless you pre-ordered, you have to pay SEPARATELY for Darkseid. He's 6$ US (or whatever equivalent it is for your region).
 

Xevren

Member
Shader prices are a massive rip off. If you could buy one shader and it unlocked for everyone I'm game. But per shader per character? Fuck that.
 

sinkfla87

Member
Shader prices are a massive rip off. If you could buy one shader and it unlocked for everyone I'm game. But per shader per character? Fuck that.

Can't say I completely disagree but are people really consistently playing with every character in the game and worrying about their appearance? I mean they're just shaders, and if people are willing to pay for them then can you really blame them for the prices?

Nice, just got back from work gonna check out star fire 🔥

No StarFire yet :(.
 
I'm still mad about those Catwoman nerfs. Oh well I still have Batman (Main), Scarecrow, Red Hood and Bane (I also play Poison Ivy but not as much as the others) .

WW got a big buff I guess I should start practicing against her. Also no big Blue Beetle buffs are strange he needs them at least damage wise.
 

Skilletor

Member
Can't say I completely disagree but are people really consistently playing with every character in the game and worrying about their appearance? I mean they're just shaders, and if people are willing to pay for them then can you really blame them for the prices?

Yeah. it's a fucking color. No reason for it to be so expensive, especially when you have shitty RNG that doesn't allow you to unlock colors for the particular character you might play. It's crap.
 

Cyros

Member
I'm a bit confused though. How does purchasing the shaders support the tournament scene, since they're bought with Source Crystals and SCs can be earned in-game as well as bought with real money.

Something like a skin where a portion of the proceeds go towards tournaments makes sense but how this?
Granted I don't remember the movelist for Robin (almost at all) but pretty much all of these changes seem like buffs.

I have to assume that when Starfire comes out and they update the store they'll also put a listing for the tournament shaders. Only thing that makes sense.
 

sinkfla87

Member
I'm happy as well for wonder woman, she needed those buffs. Scarecrow and Darkseid got no changes... I repeat, NO CHANGES. These two are going to be getting a whole lot more play time.

Btw I tried out Supes in training and goddamn at that damage nerf.

Yeah. it's a fucking color. No reason for it to be so expensive, especially when you have shitty RNG that doesn't allow you to unlock colors for the particular character you might play. It's crap.

Yeah that's my point lol. It's just a color so not having it if you don't want to pay that price (I won't pay it either) isn't really a big deal. And they can be earned with source crystals but let's be honest here, I think all of us are out of source crystals by now because of premiere skins lol.
 
WW got a big buff I guess I should start practicing against her. Also no big Blue Beetle buffs are strange he needs them at least damage wise.
Tbh, I think the nerfs to the top tiers did more for WW than the direct buffs.

Not to say that the buffs aren't good, but still.
I have to assume that when Starfire comes out and they update the store they'll also put a listing for the tournament shaders. Only thing that makes sense.
Yeah, I have to assume this as well. I don't mind paying for a bundle if it's reasonably priced. I plan to get back into this game now that the balance patch is finally out.
 

Arttemis

Member
Can't say I completely disagree but are people really consistently playing with every character in the game and worrying about their appearance? I mean they're just shaders, and if people are willing to pay for them then can you really blame them for the prices?
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The colors shouldn't be so expensive, nor should they be so limited. DLC shouldn't be so restrictive.
 

Skilletor

Member
Yeah that's my point lol. It's just a color so not having it if you don't want to pay that price (I won't pay it either) isn't really a big deal. And they can be earned with source crystals but let's be honest here, I think all of us are out of source crystals by now because of premiere skins lol.

Colors are the only customization I care about, so the exorbitant price is particularly egregious for me. They're ridiculously expensive and very difficult to earn in-game. There's no reason for it.
 

Sub Zero

his body's cold as ice, but he's got a heart of gold
Can't say I completely disagree but are people really consistently playing with every character in the game and worrying about their appearance? I mean they're just shaders, and if people are willing to pay for them then can you really blame them for the prices?
.

Problem is that the shaders are way overpriced and almost cost as much as the premier skins, which have a lot more effort put into them. I may have considered buying a few ones for the characters I play if they costed like 500 SC each, but their current price is a massive rip off.
 

Gator86

Member
I'm still mad about those Catwoman nerfs. Oh well I still have Batman (Main), Scarecrow, Red Hood and Bane.

WW got a big buff I guess I should start practicing against her. Also no big Blue Beetle buffs are strange he needs them at least damage wise.

What's the deal with the Catwoman nerfs? I haven't played recently but I don't remember her being overpowered or especially dominant.
 

sinkfla87

Member
Colors are the only customization I care about, so the exorbitant price is particularly egregious for me. They're ridiculously expensive and very difficult to earn in-game. There's no reason for it.

You don't care about premiere skins? I dunno, I've been playing the game since launch and have a shit ton of colors for every character by now but obviously not all. I do think the drop rate for shaders needs to be highly increased and that these particular shaders are overpriced as fuck, but I guarantee nobody here or anywhere already has every shader in the game so nothing has really changed. Do you need this shader for every character? I don't ever play Aquaman so it's not like it matters to me if I can do a palette swap for him.
 
The absolute cheapest way is to get the Ultimate Pack for 40$ US (or whatever equivalent it is for your region).

It includes the following:
bonus.jpg


Also note that unless you pre-ordered, you have to pay SEPARATELY for Darkseid. He's 6$ US (or whatever equivalent it is for your region).

Cool, thanks. $40 seems a bit steep (got the full game for $34 on Prime Day). Maybe I'll wait until it's on sale further down the line.
 
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