A Cygames anunciou oficialmente as notas do patch da versão 1.50, que traz uma reformulação completa no balanceamento dos personagens e ajustes nos sistemas do jogo. Além disso, a atualização chega acompanhada da nova personagem DLC, Versusia, que já tem seu guia oficial lançado para ajudar os jogadores a dominarem suas habilidades em batalha.
Entre as novidades, os jogadores podem esperar novos episódios para o modo história, um cenário inédito, a introdução da classificação Grand Master, novos mini-jogos no lobby online, o modo Grand Bruise e um novo passe de batalha, oferecendo ainda mais conteúdo para a comunidade.
A atualização também inclui importantes ajustes no sistema de combate, como mudanças nos ataques leves durante a corrida e na forma como o dano é escalonado, aprimorando a dinâmica do jogo.
Confira as notas do patch e o guia detalhado da nova personagem no site oficial de Granblue Versus:
New DLC Character
• Versusia has been added as a playable character.
• Versusia has been added as a Premium Avatar.
• A music track, weapon skins, badges, titles, card design, sticker, weapon cutout, and Figure Studio poses and expressions for Versusia have been added.
- Versusia must be unlocked as a playable character to access these features (except stickers).
• Versusia has been added to the Rupie Shop under Special Content.
- Purchases made via the Special Content tab do not come with a bonus serial code.
• (PS5/PS4 only) Versusia Purchase Bonus added to the Serial Codes screen in the Options menu.
Battles and Online Matches
• A new stage, Point Zero (Twilight), has been added.
It can be unlocked by finishing Episode 82: When Tomorrow Comes in Story Mode.
• Grand Master Versus Rank added
Held by the ten players with the highest Master Point rankings for each character.
Master Points are earned after reaching Master rank with a character.
Master Points will be reset with the addition of Grand Master after this update.
• A Battle Season system has been implemented. Battle Seasons will reset periodically along with any Master Points accumulated. Players who have maintained their Grand Master Versus Rank when a season resets will earn special rewards.
See here for details.
• An RTT indicator allowing players to see connection ping quality before matches has been added to online lobby match stations.
• A player's current online lobby is now displayed under Status in the Follow List
• Players can now select "Jump to Same Location" in the Follow List to join the same lobby as another player.
• A new mini-game, Robomi: Epic Clash, has been added to online lobbies along with mini-game stations.
• Players can now play mini-game station mini-games in online lobbies while on standby for a match.
• Players detected to be abusing matchmaking will be penalized, in addition to investigations conducted on prior offenders.
Arcade Mode
• Upon fulfilling certain conditions, Versusia will appear as a boss character.
• Players can now continue after losing against Lucilius.
Story Mode
• A new episode, Episode 82: When Tomorrow Comes, has been added.
• A partner will join you in battle in Episode 79: Endless Light.
Grand Bruise!
• A new game mode, Slime Blaster, has been added. It can appear as the second stage.
• Players can now hold down the attack button to repeatedly attack. This option can be toggled in the Grand Bruise! Button Configuration menu.
• Game selection odds for the third stage have been adjusted.
• Pause menu can now be opened during cutscenes and screen transitions.
• Appearance rates for items have been adjusted based on in-game ranking.
• Appearance rates for random items have been adjusted.
• The time to determine random item selection has been reduced.
• The hit box size for charged attacks when not holding an item has been expanded.
• Properties for the following items have been adjusted:
- Sword: hit box expanded, attack speed increased, cooldown reduced
- Sword (charged): hit box expanded, now temporarily invincible
- Gun: now plays sound effect for other players
- Bow: cooldown reduced
- Bow (charged): now fires three shots
- Axe: hit box expanded, cooldown reduced
- Axe (charged): hit box expanded for a larger area of effect
- Staff: hit box expanded during giant mode
- Staff: added a hit box when diving during giant mode
- FRIED SHRIMP: no longer deals damage to the user
- Flawless Prism (charged): throw range increased
- Smoke: uses reduced
• Balance adjustments have been made to Rising Royale:
- Fixed an issue where certain items could not be placed on the disappearing stairs. Updated the appearance of the disappearing stairs
- A notification now appears on the left side of the screen when a player reaches the goal
- (Final stage version) Added wind effect near the goal to increase unpredictability
- (Final stage version) Time limit set to 2:00
- (Final stage version) If a player was unable to reach the goal within the time limit, their ranking will be determined based on proximity to the goal
- Fixed an issue where progress checkpoints would not be set correctly
• Balance adjustments have been made to Gold Brick Hoarder:
- Owlcat Animas now appear for all teams when 30 seconds are left
- Invincible characters will be forcibly moved when a large item box falls on them.
- The number of items that appear at your base has been increased from 4 to 7.
- The interval for items to appear at your base has been reduced from 20
- seconds to 12 seconds.
- FRIED SHRIMP set by teammates will no longer effect other teammates.
• Balance adjustments have been made to Golem Defense Force:
- Health for boss Owlcat and Gray Golem reduced
- Healing areas now appear upon defeating boss Owlcat and Gray Golem
- Turn speed no longer reduced when attacking
- Water gun ammo increased
- Movement speed when carrying water gun or laser increased
- Movement speed no longer reduced when attacking with water gun or laser
Store
• New weapon cutouts added
Can be obtained by exchanging Draw Tickets from the Main Menu
Others
• Partner voice and animation timing adjusted—when selecting a new Partner, a voice line will now play when returning to the main menu.
• New template message added: "Mini-game time."
• Fixed text bugs
The philosophy for these adjustments is to refine overall game balance. Along with adjustments being made to universal actions, we've made individual changes to the entire roster.
Our primary focus was to highlight their individual strengths while carefully evaluating the balance of risk and reward. This also meant weakening some powerful characters and exploitable tools that minimize the opponent's agency, reaping rewards disproportionate to the risk taken. Since these adjustments involve significant changes to the game's overall balance, we will continue to fine tune things while incorporating player feedback.
For universal actions, focus was put on making it harder to convert advancing attacks in mid-range combat, such as various Ultimate Skills and Dash L, into significant damage. Differences in each character's respective concepts and traits, such as hit confirming and extending combos from Ultimate Skills, directly affected their rewards when landing one. We've aimed to correct these disparities.
On the other hand, all characters can now connect Dash L into a close standing M attack. Scaling has been increased to lower the overall reward for landing a Dash L, narrowing the gap in combo potential between characters. Additionally, Ultimate Skills have been made easier to punish by reducing the amount of pushback and increasing the recovery.
Raging Chains were also adjusted, targeting the powerful utility of canceling a standing or crouching L into a Raging Strike and Raging Chain and reducing the amount of damage dealt early in the combo. Overall, these changes aim to reduce the damage from simple yet powerful actions and combos while addressing the imbalance in rewards between characters.
Dash L
• The latter part of Dash L can be canceled into close standing M, allowing all characters to chain Dash L into close standing M
• When used to start a combo, it now counts as the second hit, applying third hit 70% damage scaling to any following attack.
- Every subsequent hit will scale an additional 10%, to a maximum of 20% damage scaling. Skills that have multiple hits will be counted as a single hit in this instance.
- This does not apply when used mid-combo.
Jump Attack
• Performing a jump attack during the ascent of a jump or high jump now counts as the third hit, applying fourth hit 60% damage scaling to any following attack.
- This does not apply when used mid-combo, while using aerial maneuvers such as Zephyr, or while in the descent of a jump.
Raging Strike
• Any Raging Chain performed after the second hit of a combo now has 50% damage scaling.
- This does not apply when following a guard crush inflicted by Raging Strike.
Ultimate Skill
• When used to start a combo, it now counts as the second hit, applying third hit 70% damage scaling to any following attack.
- This does not apply when used mid-combo.
• When starting a combo with the Ultimate skill, the SBA gauge will fill more slowly during that combo.
Skybound Art/Super Skybound Art
• When used to start a combo, it now counts as the third hit, applying fourth hit 60% damage scaling to any following attack.
- This does not apply when used mid-combo.
Block Button
• On wake-up, recovery, and midair recovery, pressing the block button while inputting an attack will now prioritize the attack without blocking.