xKilltheMx
Member
Feels like itMan it feels like forever that we have been waiting for this. What has it been, a year?
Feels like itMan it feels like forever that we have been waiting for this. What has it been, a year?
Last patch (that further broke some characters) was released on the 19th of March last year. It's been over a year.Man it feels like forever that we have been waiting for this. What has it been, a year?
Man it feels like forever that we have been waiting for this. What has it been, a year?
Last patch (that further broke some characters) was released on the 19th of March last year. It's been over a year.
Maybe a combo break mechanic would work? Not sure though. Hit confirms can go unless they are obvious and not combo enders.
Mar 31, 2014
Hey folks,
No patch release this week, BOOOOOOOOOOOOOOOOOOOOOOOOO.
But next week, I am told probability is extremely high. I will not lay my head down under a guillotine just yet with a promise of the exact day, but we are very much on track for release, finally, next week. This week we are submitting for final QA approval and expect to be approved before the weekend. Assuming that, we are free and clear to deploy.
I think everyone can hang on another week, we extremely appreciate it.
Thanks, more soon
Tank
Also, we may get some patch notes in the coming days after April Fools.
Apr 1, 2014
Hey folks,
I know it's April Fool's, but trust me when I say that these patch notes are no joke! Enjoy this snippet of what's to come!
- All of Kratos' moves are now unblockable
- Raiden can now land his Level 1 from any move
- Toro has been removed from the game
- Fat Princess's ninja costume picture reverted back to original version
- Due to a bug, when playing Spike any button press will make him taunt, yell "I'm still better than you!", and then die
Thanks for waiting, there's more coming soon!
Tank
Jonathan Outridge ‏@ItzKhknight 19h
@Just_Tank why no patch notes? That will make the wait less painful
Aaron Kaufman ‏@Just_Tank
@ItzKhknight Will post some up after April Fools is over
Due to office boredom and bad reading comprehension, I believed that gag post for a few seconds too long.
Knack characterrr!!!! Wooo!
Honestly I read the first one about kratos and my head almost fucking exploded.
This is going to terrible when the actual patch notes are JUST as broken.Just_Tank just posted some!!!!!!!!!!!!!!!
(In all seriousness, he did actually post this
Just_Tank just posted some!!!!!!!!!!!!!!!
- Fat Princess's ninja costume picture reverted back to original version
That actually was pretty good. (This is what we're talking about in case you didn't see it) Knack would definitely be an awesome choice for a sequel, in any case. I imagine him having a gimmick where he grows larger the closer he gets to Level 3, making him more powerful but easier to hit.
If a sequel were to happen, Knack, and Iota would be perfect.
If a sequel were to happen, Knack, and Iota would be perfect.
And take out a Cole and put in Delsin.
I had some sort of hope that the comment about not dropping the patch notes on April Fools meant that we would be getting them today.
Bombarded on Twitter is an understatement, but yes, we know you want the full list of patch notes to whet your appetite for the impending release of this massive balance update.
First, we are not going to post the full list until the patch is out, because otherwise, the "Clash of Clans" on this forum will start too early, and completely unbalance the good vibes that are building. Just about any game that does post launch support does not post the full list prior for this very reason, and having been a Community Manager for 8 years, I am not going to break this sacred rule of thumb.
But your patience has been incredible and I hope you find that it has paid off.
Here are a few General Changes to whet your appetite. I will look to update this thread with some more later this week, but please do not expect a full list or anything extensive until the patch comes out.
Some General Changes in the upcoming Balance Update:
Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
Characters can no longer perform actions for 3 frames after landing from air idle.
Characters can no longer double jump during down tech.
Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
Getting hit in the air no longer renews a character’s double jump ability.
Cheers,
Tank
I think it's a good move to standardize throw and dodge timings as much as possible.In any case, I don't understand much about frames,
To coincide with the upcoming balance patch release, @SonySantaMonica and Level Up are spicing things up at The Runback with an amazing Spring Tournament series for PlayStation All-Stars Battle Royale(PSABR)! In celebration of the update, competitors will get a chance to win select Sony game titles & merchandise including a PlayStation 4! We're also keeping track of every player attending the PSABR tournament series for a bonus prize. The player with the most entries in the season will be awarded "Most Dedicated Player" and earn a PlayStation 4 for their continued support of the title!
I think it's a good move to standardize throw and dodge timings as much as possible.
This seems like a pretty intense amount of work; it's pretty cool that SSM is paying for that much maintenance and post-release polish.
SSM will also be hosting a spring tournament series: http://www.levelup-series.com/playstation-all-stars-battle-royale-spring-tournament-at-the-runback/
I think it's a good move to standardize throw and dodge timings as much as possible.
This seems like a pretty intense amount of work; it's pretty cool that SSM is paying for that much maintenance and post-release polish.
SSM will also be hosting a spring tournament series: http://www.levelup-series.com/playstation-all-stars-battle-royale-spring-tournament-at-the-runback/
It'll be weekly from April 10th through to June 26th. Also, it's 1 v 1.How are they gonna hold a tournament with the patched version when it's not out for people to get used to it?
So the patch is coming June 25th.
Is this true? Where did you get this info?So the patch is coming June 25th.
."In online matches, jumping out of an opponents throw attempt is now resolved through the throw clash system."
This change has been the most confusing for players out of everything Tank posted yesterday. This is a post dedicated to going in-depth to better explain the change and how it could possibly affect PSA's gameplay.
First, let's take a look at what's being affected. Throw attempts on jumping opponents, basically when one player goes for a grab and the other tries to jump out to escape the grab. This can occur during tick throw setups and grab "resets".
The next thing to note about this change is that it affects online gamplay only. The reason for this is that jumps offline are invincible to grabs on frame 1 already. However, due to netcode, players online will often get vaccumed in during the 10 frames of jump startup.
So what happens now? Well, instead of vaccuming, a throw clash will occur. If you've ever grabbed at the same time as your opponent, you know there's a specific animation for trading grabs where both players kind of twitch backwards like they touched something really nasty. That's a throw clash. Now, instead of getting grabbed during the first 10 frames of your jump, a throw clash will occur on the opponent's screen while you get a jump out and possible punish if your character is capable.
So how will this affect the game? Mostly in grab reset combos and okizeme. Offline, every ToD besides Dante's is supposed to be escapeable via jumping due to jumps being grab invincible on frame 1. Online this doesn't work, but now you can clash mid-ToD or mid-grab reset combo to even the playing field. Instead of comboing into grabs, preforming a grab reset will now be a read. On wakeup, jumping out of grabs will be more consistent online.
I hope this helped some of you understand this patch change. Everything here was verified by various players, including Bamsama.
Is this true? Where did you get this info?
Then I think your bitterness is definitely getting in the way, cause what I meant was that the tournament would be weekly over that time range, not that the patch release would occur weekly over that range.It's not coming in June, it was a joke because everytime there's an estimated date "from A to Z", you have to assume it's gonna be Y.
10. All timed transformation Level 2 Supers can now be ended manually by pressing L2.
11. The AP eject formula has been refined to drain a higher percentage of AP orbs at low levels and a lower percentage of AP orbs at high levels:
0.333xAP if AP<=150
0.0667x(AP-150)+50 if 150<AP<600
0.1333xAP if AP>=600
(Previously, AP eject amounts were calculated using fixed percentages: 3/5/10% for items and 10/12.5/15% for throws.)
12. Throws have been grouped into two general categories:
--- Throws that cause eject or flatten reactions eject Heavy amounts of AP orbs.
--- Throws which act as combo starters eject Light amounts of AP orbs (33% of Heavy).
-- Jaks Up Throw and Sweet Tooths Up Throw eject Medium amounts of AP orbs (67% of Heavy).
13. Throws, items, level hazards, and other AP eject attacks now produce 50% more orbs during 2X AP Overtime, 100% more orbs during 3X AP Overtime, and 150% more orbs during 4X AP Overtime. AP multipliers no longer increase the value of individual orbs.
14. Explosion radii of all mines have been standardized to 0.375 meters, explosion durations have been standardized to 8 frames, and maximum lifetimes have been standardized to 5 seconds.
15.Double-tapping L2 now causes characters to eject 50 AP as orbs while taunting.
16. All character-specific combo tutorials have been revised in light of the following changes.