Stealth Patch
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posted05/24/2011 04:46 PM (UTC)by
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TheDarkPassenger
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10/17/2010 06:02 PM (UTC)
So NRS must have delivered a stealth patch because damages for characters have been tweaked. Check your character(s)' combo damage and see. So far:
Updated:

Ermac (small nerf - approximately 1-2% on most combos over 5 hits)
Jax (small nerft - approximately 1% on smaller combos)
Sub-Zero (small nerf - approximately 1-2% on most combos over 5 hits)
Lui Kang (nerf - upwards of 4% on larger combos, made unblockable dragon stance mid hit after X-Ray blockable)
Kung Lao (nerf - not familar enough with his combos, but defnitely downed his damage a bit)
Sheeva (buff - 1% here and there)
Reptile (nerf - holy smokes, they killed him. Like 4-10%...it's kind of sad)
Mileena (possibly buff - I'm easily getting her basic combos into the 30s, which I thought they use to be high 20s)
Sheeva (buff - 1% here and there)

Appear to be untouched:

Scorpion
Smoke
Kabal
Cyrax (damage wise at least...haven't tested bomb traps yet)
Also, it doesn't appear that they have adjusted any of the damages on special moves, canned combos, or normals--these changes seem exclusive to damage scaling.
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ReptileFinally
05/20/2011 10:10 PM (UTC)
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Nope, they didnt nerf Ermac. Im still doin my 58%
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TheDarkPassenger
05/20/2011 10:16 PM (UTC)
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With Ermac:

Try JP,2,2,Force Lift,JK,Teleport Punch,Dash,2,2,X-Ray

It used to do 59%, but now it does 57%.
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TheDarkPassenger
05/20/2011 10:21 PM (UTC)
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Are you on PS3 or 360? Also, have you logged in online today? Either that or my game is going crazy smile
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ReptileFinally
05/20/2011 10:30 PM (UTC)
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It does 59% for me, 360
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Demon_0
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05/20/2011 10:32 PM (UTC)
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They haven't nerfed anything. Damage varies everytime for some reason. Certain combos I use do more damage at one fight and less in another, for some reason. There's no stealth patch or anything like that.
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TheDarkPassenger
05/20/2011 10:38 PM (UTC)
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Demon_0 Wrote:
They haven't nerfed anything. Damage varies everytime for some reason. Certain combos I use do more damage at one fight and less in another, for some reason. There's no stealth patch or anything like that.


This is not true at all. Damage is very much consitent, and there have definitely been changes introduced into my game. I practice about 3-4 hours a day, I've done these combos hundreds if not thousands of times, and never once have I seen them fluctuate in damage.

Are you also on 360?

Maybe my game is just jacked up or something. I have combos captured, so I can post pre-patch video vs. post-patch video if needed, but there has most definitely been a change.
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projectzero00
05/20/2011 10:42 PM (UTC)
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All I know is Mileena needs some buffing and Kung Lao needs some seeerious nerfing!! Both are very fast, though it seems the team thought they should nerf Mileena coz she is super quick but then forgot about Kung Lao...
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cagedrage
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05/20/2011 10:50 PM (UTC)
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if anything some people need to be buffed up
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ZeroSymbolic7188
05/20/2011 10:54 PM (UTC)
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Mileena can block string you to no end.
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TheDarkPassenger
05/20/2011 11:38 PM (UTC)
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I have found other players that have also confirmed the stealth patch, instead of saying "combos do different damage all the time". Not suprising, but it's being properly discussed over at TYM.

However, they have some slightly different results than I found with my testing--we really need NRS to release notes on EXACTLY what was changed.

Apparently, the patch only affects PS3.
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Demon_0
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05/20/2011 11:50 PM (UTC)
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I don't know about the 360 but I play on PS3 and I know for a fact that combo damages are not always consistent. I main Sub-Zero and have practiced quite a lot with him. As an example;

EDIT: jump in punch, back+1 2, freeze, pop-up, dash-in, back+1 2, 2 1 4, X-ray.

The damage on this is 49%. However, I have noticed the same combo doing 52% damage at times.
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TheDarkPassenger
05/21/2011 12:02 AM (UTC)
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Demon_0 Wrote:
I don't know about the 360 but I play on PS3 and I know for a fact that combo damages are not always consistent. I main Sub-Zero and have practiced quite a lot with him. As an example;

jump in punch, 2 2, freeze, pop-up, dash-in, back+1 2, 2 1 4, X-ray.

The damage on this is 49%. However, I have noticed the same combo doing 52% damage at times.


Do the same combo, but without the JP--it will do 49%. The reason the damage changes on you is because there is too much of a delay between the JP and the start of the combo, so it doesn't count the first hit. Give it a try, I guarantee it gives the lower damage with one less hit.
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Garlador
05/21/2011 12:08 AM (UTC)
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FEAR ME, Mortals! I am a Sheeva overlord that shall tele-stop and grab-pound you into dust!

I'm pretty happy about this. I was dominating online with her prior to any buffs. I have a feeling this is only going to make things easier for me.
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KlTANA
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05/21/2011 12:18 AM (UTC)
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Here you go.

Article
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Rockchalk5477
05/21/2011 12:32 AM (UTC)
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Why didn't they change the ridiculous blocking advantage on Mileena's roll? Why can you block it standing?! ...Can't you also block it low?

That's always pissed me off. All of her specials can be blocked standing, and they have horrendous recovery.

Whatever...it's good they're trying to balance out some of the kinks and (great) advantages of some characters.
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microchip
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05/21/2011 01:30 AM (UTC)
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i'm on xbox




my kung lao looks to be doing good still :D
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unseenwombat
05/21/2011 01:51 AM (UTC)
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Good, Mileena needed some buffs. I hope they reduced the damage scaling that has totally raped her since right after the demo.
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TheDarkPassenger
05/21/2011 02:01 AM (UTC)
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unseenwombat Wrote:
Good, Mileena needed some buffs. I hope they reduced the damage scaling that has totally raped her since right after the demo.


I haven't used Mileena much since the demo, but it appears that she is doing a little more damage now. Somewhere between the demo damage and the original full game's damage.

Can someone who is familiar with Mileena's combos test them and report back the average damage increase? Or possibly I do not know her well enough and I underestimated her damage?
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unseenwombat
05/21/2011 02:10 AM (UTC)
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I'm not home unfortunately, but her b+1,4, teleport, air sai, ball roll, 3,4, leaping neck bite combo did 30%. I'd like to know what it does now.
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KlTANA
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05/21/2011 02:22 AM (UTC)
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• Reduced some of Kung Lao’s combo and overall damage. • Reduced the damage on some special moves. • Increased the damage scaling after Kitana’s Enhanced ground fan toss. • Adjusted some juggle’s damage scaling. • Reduced the damage on some basic combos that were doing too much damage without using any meter. • Increased Sheeva’s damage output for several of her moves and attacks. • Temporarily Changed around some of Sonya’s fighting style properties to reduce her ability to lock someone down in block stun. • Changed Kano’s Towards + FK to a low block. • Reduced the recovery on Kano’s Upball to be closer to Johnny Cage’s Flip Kick recovery. • Increased the damage of some of Baraka’s special moves and attacks. • It is easy to juggle combo after hitting someone with Baraka’s chopchop on the ground. • Increased the damage scaling on a frozen opponent. • Baraka’s Away + FK FP combo is now a true popup. • Reduced some of Reptile's combo damage. Also heard ( Not on the list ) Cyrax's bomb trap is now a fifty fifty, And the command grab will be defensible as any grab in the next patch.

And no telekinetic powers for Kenshi ( I'm cool with that )
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TheDarkPassenger
05/21/2011 03:21 AM (UTC)
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KlTANA Wrote:
• Reduced some of Kung Lao’s combo and overall damage.
• Reduced the damage on some special moves.
• Increased the damage scaling after Kitana’s Enhanced ground fan toss.
• Adjusted some juggle’s damage scaling.
• Reduced the damage on some basic combos that were doing too much damage without using any meter.
• Increased Sheeva’s damage output for several of her moves and attacks.
• Temporarily Changed around some of Sonya’s fighting style properties to reduce her ability to lock someone down in block stun.
• Changed Kano’s Towards + FK to a low block.
• Reduced the recovery on Kano’s Upball to be closer to Johnny Cage’s Flip Kick recovery.
• Increased the damage of some of Baraka’s special moves and attacks.
• It is easy to juggle combo after hitting someone with Baraka’s chopchop on the ground.
• Increased the damage scaling on a frozen opponent.
• Baraka’s Away + FK FP combo is now a true popup.
• Reduced some of Reptile's combo damage.




Also heard ( Not on the list ) Cyrax's bomb trap is now a fifty fifty, And the command grab will be defensible as any grab in the next patch.

And no telekinetic powers for Kenshi ( I'm cool with that )


Yeah, those notes are a little vague. On the Mileena combo mentioned above, the damage is the same--12 hits 30%. Do you have any others to test? I swear her damage seems a bit higher, but then again, I haven't used her much since the demo when they cut her damage a lot.
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MINION
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05/21/2011 03:39 AM (UTC)
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Ermac = Nerfed my 47 now does 46.
Noob = Nerfed my 40 midscreen does 38.
Scorpion = Nerfed my 45% midscreen does 44.
Stryker = Nerfed his 47% Midscreen now does 44.
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Disco_Diva
05/21/2011 03:44 AM (UTC)
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Rockchalk5477 Wrote:
Why didn't they change the ridiculous blocking advantage on Mileena's roll? Why can you block it standing?! ...Can't you also block it low?


I agree! It makes NO SENSE! My girl is going for your legs!
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TheDarkPassenger
05/21/2011 04:02 AM (UTC)
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MINION Wrote:
Ermac = Nerfed my 47 now does 46.
Noob = Nerfed my 40 midscreen does 38.
Scorpion = Nerfed my 45% midscreen does 44.
Stryker = Nerfed his 47% Midscreen now does 44.


Thanks for the additional info. Interesting--the Scorpion combo I tested netted the same damage as before:

JP,1,1,Spear,JP-Popup,B+2,JK,Teleport Punch,JK,Air Throw

40% before and still is. It appears that my damage scaling theory may be busted right on that. It's weird though, the moves I tested all had the same damage, so I thought the reductions were being done through the damage scaling--I'll have to test more thouroughly with more characters.

Baraka's buffs are BS--he still stuck in the high 20's for most combos. However, I did do a 53% corner combo (X-Ray).

These adjustments are weird--I mean Baraka and Sheeva needed WAY more help than what they got, and I question why no buff for someone like Jax? He doesn't have any reliable pop-ups, as the ground pound takes about 5 years to startup. You would have to be playing a blind person to get the close ground pound to land.

I'm glad they are nerfing some of the higher damage characters, but it would have been nice to see some mid range characters get buffs to compete with the Smoke, Ermac, Kung Lao, and Cyraxs.

Maybe someone who is more familiar with Baraka can really get in there and see what these buffs did. At the surface level of my experience with Baraka, it doesn't seem like much.

Also, Sheeva's damage buff is almost unoticable. I would have like to see them adjust the start up frames on some characters moves--I mean we haven't proven that they haven't (a little difficult without the frame data NRS!), but I have a feeling they didn't, and damage reduction isn't the only way to balance a fighting game.
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