News

Enter a new era of battles in Battle Version 2!

05/31/2019 04:00 AM (CDT) ~ 06/30/2019 01:00 AM (CDT)
DRAGON BALL LEGENDS will celebrate its first anniversary on 05/31/2019.
The game has become what it is today thanks to all of your wholehearted support. Without this, we would not have been able to hold the LEGENDS SHOWDOWN IN LAS VEGAS competition. Thank you very much for a great first year!
To show our appreciation, we have prepared a variety of new and exciting battle content for your enjoyment.
In this update, we have taken battles to the next level with Battle Version 2, and have also made adjustments that will help resolve existing issues with the current balance of battles.
The following will explain the changes being introduced with the Battle Version 2 update as well as our reasoning behind them.

Update contents

New Action
Tackle
A tackle can be performed by tapping the screen at mid range.
This new mid range action has been added to allow for more strategic battles.
This distance means less risk, even when your tackle is dodged. Tackles can also be performed in combination with Strike and Blast Arts. In this case, the succeeding combo damage will be less than normal as a tradeoff for the move's relative safety.
Waiting at Long Range
Penalty for Moving Backwards at Long Range
The overly passive strategy of constantly moving backwards at long-range to wait for your opponent to attack first while also maintaining a safe distance to be able to react to their moves was hurting deeper strategic play.
To address this, constantly moving backwards at long range will now result in a Vanishing Gauge penalty.
Adjusted Time until Strike Arts are Cancellable
Using Strike Arts at long distance and then quickly canceling was a low risk way to get Dragon Balls.
However, this strategy was encouraging over-passive play, and so the cancel timing has been adjusted such that if a Strike Arts is activated at long-range, it can be cancelled when you move into mid-range. Strike Arts activated at mid-range can similarly be cancelled at close-range.
Shortened Tap Shot Action Time
Compared to tap attacks, the advantage of landing a tap shot was low. To help resolve this, we have shortened the time a character can't move during their tap shot.
This will make it easier to continue attacking after the shot lands or react to your opponent's Arts attacks.
Battle System Update
Adjusted Actions after Rising Rush is dodged
Rising Rush is a very powerful move which gives you an enormous advantage when it lands. Conversely, your Rising Rush being dodged actually produced very little disadvantage as you could immediately follow up with an Arts attack.
This meant that in certain situations, simply activating Rising Rush, not even landing it, could guarantee victory, which made for less enjoyable gameplay.
To address this, there will now be a window for the character who dodges a Rising Rush to counterattack.
Blast Arts can now be Side-Step Cancelled
Previously, to cancel out of the Blast Arts in order to be able to use Vanishing Step sooner, players needed to perform a forward dash and then a side step. This mechanic is known as "Ki Cancelling" or "Side-Step Cancelling". This was deemed unnecessarily difficult compared to Strike Arts which can be cancelled out of simply by side-stepping.
So that Blast Arts can also be cancelled out of with one input rather than two, you can now side-step cancel out of Blast Arts.
Shielding Ki Blasts with Blast Armor No Longer Replenishes Vanishing Gage
Blocking Ki Blasts while also replenishing Vanishing Gage with Blast Armor Strike-based attacks was deemed too great of an advantage. In order to provide players with more balanced battles, Strike-based attacks with Blast Armor no longer replenish the Vanishing Gauge when Blast Arts damage is received.
Ki Charge Ending Animation Immobility can now be Side-Step Cancelled
Considering the already difficult timing required to side-step cancel out of a Ki Charge, we've decided to make players also able to side-step cancel out of the ending animation of Ki Charges.
Removed Party Level Balance
Until now in PvP, if you did not choose 3 battle members, or if there was a large level-difference between your battle members, the attack power of the higher-level characters was lowered.
We have removed this feature since it discouraged a wide variety of play styles in the current game environment.
Adjusted Tap Attack Damage
Tap attacks dealt too much damage for feints and supplementary attacks, and have been adjusted accordingly.
Increased Ki Recovery from Ki Absorption Abilities
Android #19 and #20's Special Skills which absorb Ki attacks were judged to have too low a payoff considering their difficult timing. We have increased the amount of Ki recovered with these abilities so that they are more advantageous.
Window of Activation for Cover Change Extended
The window of time allowed for changing cover against a Rising Rush at close range was too short before and has been extended.
Extra Tap Attack Inputs after Clashing Tap Attacks will no longer Register
Unintentional tap shots will no longer occur after both sides simultaneously use a tap attack at close range.
Combo Compensation
The "step combo" was a highly advantageous combo that let players deal lots of damage while they collected many Dragon Balls by using cancels in-between Arts Cards to gain Ki and draw.
Since tackles now make combos easier to achieve, we considered what affect this might have on PvP and have adjusted combos so that the amount of damage players deal decreases according to the number of actions used.
Changed Card Draw System
Previously, which Arts Card you drew was decided by a probability based on your base deck and battle members' held cards. This system has been changed so that you are now drawing from a simulated "deck", rather than just getting cards based on their probability of appearing. This is aimed to produce more strategic play in deducing what cards your opponent has in hand based on what cards they have recently used.

These battle changes and additions will require new, innovative strategies.
We will continue to work hard to provide you with the most enjoyable game possible.
Enjoy!
We hope you continue to enjoy Dragon Ball Legends.
Dragon Ball Legends Management Team