- SEASON 3 BEGINS! There is a new Season 3 BATTLEPASS now available!
- New Character: The Day is Saved! The Powerpuff Girls fly into the Multiverse to smack down some baddies and save Townsville. They are available as part of the Premium Season 3 BATTLEPASS.
Rifts
The "Naptime is Over" PvE Rift is NOW AVAILABLE!
The "Batman Megamix" PvE Rift has been added and will unlock later in the season:
Rift Updates
- Gems can now be leveled up to level 20 instead of level 10, but total maximum XP and maximum strength are unchanged. Current gems will scale to their new level based on their current XP, and level 10 gems will scale to level 20 gems with the start of Season 3.
- Rift difficulties are now unlocked based on total gem XP rather than the average level of the player's top 3 gems.
Rift Combat Updates
- Updated several level actors to support controller rumble feedback
Ranked
- If you have a character in Diamond / Master, other characters will be adjusted to Silver V / Gold V on their first game respectively
- Fixed a bug causing RP calculation to read inaccurate skill ratings
- Defeating players of a higher tier than you now has a higher minimum RP gain before MMR is accounted for
- Losing to players of a higher tier than you now has a lower maximum RP loss
Note: We started with a light touch, if we feel RP gains aren't appropriate for a significant difference in ranks, we will tune further via server hotfixes
- Base progression in lower tiers has been toned down a bit as there are now multiple mechanisms to accelerate high skill and experienced players
- Matchmaking favors games with players within a single tier, but may still fallback to two tiers
- Pre-made groups are assigned their MMR by the strongest player for both placement and RP calculations
- Raised the target MMR for Master
- Master I players will decay RP for inactivity
Coming In a Future Patch: Win Streaks will be displayed in face-off
Unranked + Ranked:
- We now use OpenSkill to calculate MMR instead of a customized version of Glicko for matchmaking. This should result in new and returning players getting more appropriate games.
Maps
New Maps:
- Midnight Showing
- Midnight Showing (1v1)
- Dexter's Lab 2 (1v1)
General
- Updated several map elements to support controller rumble feedback
Cromulons
- Center floating platform size increased by 20% on both variants
- Destructible map elements removed when Hazards are toggled off
Dexter's Lab
- Fixed several issues affecting gameplay
Dexter's Lab 2
- *NEW* 2v2 variant is added with a 20% map size increase
- Original variant is now Dexter's Lab 2 (1v1)
Teen Titans Tower
- Blast Box width increased 5% on all variants
- Side walk-off platforms removed when Hazards are toggled off
- Destructible map elements removed when Hazards are toggled off
Throne Room (1v1)
- Fixed an issue where background visuals would not always play
Tree Fort
- Destructible map elements removed when Hazards are toggled off
Trophy's E.D.G.E.
- Floating platforms sizes increased by 20% on all variants
Scooby's Haunted Mansion
- Destructible map elements removed when Hazards are toggled off
Ranked Map Pools
1v1 Map Pool
- Dexter's Lab 2 (1v1) has replaced Dexter's Lab 2
- Sky Arena (1v1) has replaced its No Platforms variant
- Water Tower (Locked Door) has replaced its default stage variant
2v2 Map Pool
- Sky Arena has replaced its No Platforms variant
- Water Tower (Locked Door) has replaced its default stage variant
Unranked Map Pools
- Dexter's Lab has returned to the FFA pool
- Dexter's Lab 2 (1v1) has replaced Dexter's Lab 2 in the 1v1 pool
- Midnight Showing has been added to the FFA and 2v2 pools
- Midnight Showing (1v1) has been added to the 1v1 pool
- Water Tower has replaced Water Tower (Locked Door) in the FFA pool
Training Mode
Training Mode will be receiving improvements to the user experience and user interface beginning with the Season 3 patch. We are looking to improve the ease of use and provide optimal training conditions.
- Added "Hitstun Combo Counter" to Training Mode
- Improved timing when resetting in Training Mode
- Changed Bot Behavior to not return the spawn location after being hit
General Combat
Movement Changes
We are looking to increase fighter movement in the air to improve feel, allow more approach options, and increase player skill expression. Character-specific movement changes are listed in the character patch notes, but the general changes are listed here:
- Certain air attacks now maintain more momentum when executed as part of a dodge attack
- Certain air attacks now maintain more momentum during attack start-up
- Certain air attacks now allow fast fall during attack start-up
- Certain air attacks now maintain less momentum when executed as part of dodging off of a platform ledge
- Certain air attacks now maintain less momentum in the direction opposite the fighter's facing during the attack
Additional Changes
- Wall/ceiling terrain bounces no longer count as a terrain bounce for triggering an automatic tech. Only floor bounces count towards the automatic tech bounce threshold
- Automatic tech animations are canceled immediately if a fighter is forced into the air for any reason
- Certain ground dodge animations have been sped up so fighters are less likely to have trailing hurtboxes when their invulnerability ends
General Bugfixes
- Fixed an issue where Instant Dodge Aerial specials consumed an air special resource
Perks
- *NEW* General Perk - Broken Wings
- Perk text: "If you get knocked back while you have no jumps remaining, gain an EXTRA JUMP."
- *NEW* General Perk - Blind Spot Guard
- Perk text: "If an enemy dodges your melee attack, briefly gain some gray health."
These patch notes are continued in Part 2