Date published: 2019 May 06

Battle version 2 implemented! Summary of new actions and changes

Editor: Master Roshi

"Dragon Ball Legends" will be celebrating its 2019st anniversary on May 05, 31! New action "Tackle" and changes of Battle Version 1 implemented with the 1st anniversary. I have summarized the intention of changing the operation.

Update contents

New Action: Tackle

If you tap the screen at medium distance, you will attack with a tackle.

→ In order to make it a more strategic battle, we have implemented a new action as a medium-range option. Even if it is avoided, there is little risk, and you can connect it to batting arts and shooting arts. In that case, damage caused by subsequent combos will be reduced.

Response to "waiting" behavior

Implement penalty for long-distance retreat

→ Passive behavior that continues to wait until the opponent acts at a long distance implements a penalty that reduces the burnishing gauge when continuing to retreat at a long distance as a response to the simplification of the strategy.

Adjusted the time to cancel hitting arts

→ By using the batting arts from a long distance and canceling, I was able to acquire the dragon ball with a low risk, but this hindered the aggressive battle, so when using the batting arts, in the case of a long distance it is a medium distance In case of medium distance, it is adjusted to move forward to short distance without fail.

Adjusted tap shot rigidity

→ Compared to tap attack, the advantage when hitting a tap shot was less, so the rigidity at the start and end of the tap shot was shortened. This makes it easier to deploy attacks after hitting them, and to move to evasive action if you are attacked by arts at the counter.

Battle system update

Adjusted behavior when avoiding rising rush

→ Rising rush has a big merit when hit, but the demerit when it is avoided is small, and the game is actually defeated by winning or losing before hitting depending on the scene. If the evasion is successful, the evaded side has a grace period to counterattack.

Fixed shooting arts to be able to cancel side steps

→The rigidity of the shooting arts is canceled in the order of [front dash→side step], and it is possible to avoid it at a timing earlier than usual. The situation where shooting arts is difficult to use. Adjusted so that you can move from shooting arts to evasive action with one action, reducing the difficulty of operation.

Removed vanishing gauge recovery when applying shooting armor

Removed from the battle balance adjustment because the vanishing gauge recovers too much if you receive shooting arts with a shooting armor characteristic hit.

Changed the rigidity of power charge completion to be cancelable in steps

Since the evasive action during charging so far is too difficult to operate, side steps can be performed during the charge completion action to ease the difficulty of operation.

Delete party level correction

Up until now, there was a system in which in PvP mode, if the number of battle members is less than three, or if the level difference between battle members is large, the attack power of high-level characters will decrease.
This specification was a factor that hindered various plays in the current environment, so it was deleted.

Adjusted tap attack damage

Adjusted because the tap attack had too much damage despite having the role of restraint and auxiliary.

Adjusted the amount of energy recovery when absorbing ammo

As for the special action "absorption" possessed by "Android 19" and "Android 20", the recovery amount was increased because the merit at the time of successful absorption was low.

Extension of cover change input acceptance time

It was difficult to change the cover when receiving a rising rush at a short distance, so it was difficult to receive the input, so the operation time was eased by extending the reception time.

Cancel tap input reservation when tap attacks collide

Set to prevent accidental shooting of tap shots when tap attacks collide with each other at close range.

Combo damage correction

A combo called a "step combo" can get a lot of dragon balls while giving high damage to the opponent, and it is possible to take an extremely superior position in the damage race.
However, in a new environment where it is easier to aim for combos with the advent of tackles, considering the impact on future PvP, by providing gradual damage correction according to the number of attack actions used in one combo, Adjusted the amount of damage that can be done.

Card draw mechanism change

In order to make the card reading more strategic in the entire battle, the mechanism that decides the type of arts card to draw with the probability by the distribution of the card and the base card, from the deck with the added card and the base card Changed to draw.

Feel free to ask questions of beginners, requests to the site, chatting to kill time.Anonymous is also welcome! !

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