MVP
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Patch spoilers UFC 257
#patch-spoilers Increased penalty for the attacker’s rapid movement in Limb Submissions.
To clear up some confusion here, this is to address an exploit that some people started using with modded controllers. Sadly, sometimes the worst of us ruin things for all of us. That being said, most people won't notice a difference here, as general play doesn't move the sticks as fast as is necessary to see this nerf's effects.
#patch-spoilers Tuned stamina recovery to be slower when stamina is high
Alright this is already confounding people so here's more info: This is based largely on temp stamina, not max. The lower your temp is, to a point, the faster it comes back, but the high it is, the slower it comes back. This helps people not be entirely gassed and blowing their max stamina all the time, but also means you need to recovery a little longer to actually get back to full. So if you throw a couple combos then try to back up and get tagged, you'll be punished a bit more than before. The rates were based quire heavily on feedback and telemetry of stamina usage in fights. So far seems like a positive change.... but that's always the intention.
#patch-spoilers Allowed Body Side Kicks to track walking to one side (the outside).
#patch-spoilers Decreased block breakdown
This means block will last a little longer, and you'll have to be a bit wiser with setups and follow through to capitalize. It's not a massive buff, but it still counts.
#patch-spoilers Fixed an issue where Submissions were finishing before the progress bar had completed, when chains were activated at a certain timing
Yeah, there some actual bug fixes in the patch too... it's not all tuning.
#patch-spoilers Reduced recovery of the resistance to head health events between rounds
But there is in fact a ton of tuning based on community feedback. This one means less KDs before a KO if fighters manage to survive the round
#patch-spoilers Decreased Head Roundhouse Bleedthrough
Bleedthrough is the amount of damage heavy attacks do even when blocked, regardless of block breakdown
Aight one more that y'all have been asking for then I'm going back to work.... for now
#patch-spoilers Attacker can now cancel their submission pressing R1 and L1 together
#patch-spoilers Fixed Event & Tournament Mode CAF scaling issues and mismatched Ratings & AI Types
Okay actually this one too, because I'd already mentioned it a few times. This should fix a myriad of issues seen in event and tournament modes. slight_smile
#patch-spoilers Lowered frequency with which the AI intercepts takedowns with strikes
#patch-spoilers Added ability for AI to execute imanari rolls
#patch-spoilers Made plodding footwork stamina threshold more dynamic, based on footwork and leg health.
This is an interesting one, and helps make leg health more important in fights.
#patch-spoilers Reduced number of leg health events before TKO
Fun fact on this one that many people don't seem to realize, each leg has its own health. If you chop someone's leg and they go dawn 4 times but then switch stance... their starting fresh. This is part of what lead to some of the bloated KD numbers. We essentially dropped the KDs required per leg, so the max KDs in a fight should go down more for those smart enough to switch, but will still go down a little for those who don't.
#patch-spoilers Increased the effect of the Submission Defense rating
#patch-spoilers Made special backwards leg lunge animation mitigate leg damage, instead of increasing it
This is in reference to when the fighter kind of hops their legs out of range but doesn't actually hop backwards. While most strikes would miss because of this, if they did happen to still hit it would actually punish the user. Now reduced damage to leg
#patch-spoilers Tuned strike stamina costs between weight divisions.
Reduced the cost for heavier divisions and increased it for the lighter ones, with very little change to the divisions in the middle, such as lightweight. In the heaviest and lightest divisions, this adjustment was small
#patch-spoilers Decreased permanent body damage by about 10%
#patch-spoilers Single and Low single bails now require a stamina advantage of 30%.
Attempting it without such an advantage will resolve the drive in favor of the defender: the Single Under counter in the case of the Single Leg and the Escape in the case of the Low Single.
#patch-spoilers Greatly decreased the stamina cost of the wizzer escape.
#patch-spoilers Add new blocking animations!
These change between the new and old styles based on stamina. The new ones play out while max stamina is high, while the old ones kick in when the max stamina goes below 70% of the starting value. Outside of the nice visual touchups, this should help players know the state of their opponent, especially when playing with the competitive HUD. This was a funky one to add, and was a small project of passion from one of our animators but still quite a team effort by the end. Hope y'all enjoy them!
#patch-spoilers Increased the permanent stamina cost of ground transition by 50%
#patch-spoilers Made it so the defender can instantly escape from the back clinch after the osoto-gari scramble, unless the attacker has a 30% stamina advantage.
#patch-spoilers Increased denial window for the hip toss from collartie and muay thai clinch
#patch-spoilers Restricted the use of the muscle modifier on the ground to the same rules we had in UFC 3
It is only available for get ups and the sit-out sweeps from sprawl.
#patch-spoilers Slowed down the head peel fake from dominant back side
This is the entry for the bulldog choke and the transition to back sitting, added in the previous patch. Its starting animation was too fast, meaning it could be faked too quickly. We slowed the starting animation down considerably, but did not change the denial windows. So, only the fakes should be affected.
#patch-spoilers Refined the starting animation of the transition from back side to full guard
The animation was previously too hard to read, because the shoulders took long to start to shift. Now the shoulders should start to shift right away, making reactive denials against this move more viable, even though the denial window isn’t changing.
#patch-spoilers Made it so the Grapple Advantage resulting from blank denials expires after a while
This includes cases of failed attempts of arm trap reversals from Side Saddle and Crucifix. The Grapple Advantage conceded by the failed arm traps will now expire soon, which should greatly help the defender in those positions.
#patch-spoilers Made reversals and arm traps wipe Grapple advantage
Previously, reversals and arm traps would not clear the Grapple Advantage upon reaching the new position. Previously, the dominant fighter could have a lot of GA in his favor and would maintain it in the new position after being reversed, such as from an arm trap from side saddle to side control. Now, the reversals and arm traps will clear the GA and grant a small amount (of a successful denial) to the fighter who performed the reversal.
Good ****. Happy with a lot of this stuff.
Thank you for the sub cancel, leg kick buff, block breaker nerf, KD fix, and stamina nerf. Waiting on choke and joint sub buff but slight nerf the two armbars...
... day 2 patch spoilers are mostly *** imo. I mean removing power transitions? Wtf...
...I overreacted on saying most day 2 spoilers as ***. The stamina fixes should help with pressure meta. Only removing power transitions suck imo. But that was op, they shouldve tuned the drain for op positions but kept it in. Oh well. It really only helped me get to back mount from backside.
Last edited by johnmangala; 01-20-2021 at 11:52 PM.
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