@guyermos42741@BigBrianGus "They are far from core on any team they are on that is relevant"
Shows leader slot slop on a team that doesnt even makes sense thx for proving our point
[Mini Thread]
I made this post because of what's been happening recently in both communities, and I hope things will start to change for the better. This isn't meant to call out anyone in particular. I just hope people take these points into consideration, learn from them, and stop repeating the same behaviour. Both communities should be a more welcoming and respectful place for everyone
Devs are so funny cause how did they think this unit would last until Fest prt 3 with the rate power creep is going
A support unit that wants to get hit but look at how hard units hit now, and they wanted this till MUI?
Even on boost at that point, its gonna be too late
If this is like a permanent ability all match that would be crazy but if im right
Theres no real reason to have this over overall neutral or even just defensive neutral in some situations(unless they have both)
How im reading this
Defense neutral but just for offenses, they don't go neutral defensively. But it builds up as it has 3 icons(maybe or because defense null and overall null already has icons?)
Basically just always hitting neutral damage no mater what vs ur disadvantage
Battle changes in Dragon Ball Legends 6.31.0, matched to the game's code
ACTIVE NOW (from the official news)
KO Prevention icons - ImmortalIcomController
• New icons show whether a character's KO Prevention effects, like Endurance and Revival, can still activate. This works for both your characters and your opponent's.
• The code tracks, for each character, whether they have one of these effects and whether it was already used. The icon then shows On (ready), Off (used up) or nothing (no effect).
Unique Gauge display - UniqueGauge.Setup / disableOffIcon
• The gauge icon now lights up when an effect that uses the gauge can be activated.
• While unlit, the gauge is easier to read. Each gauge type has its own lit and unlit icon.
Supporter icons - SupportCharaIcon.SetBanIcon
• Supporter icons now show a "can't use" mark when a character's Tags or other attributes change during battle and the Supporter no longer applies.
FOUND IN THE CODE, NOT USED YET (likely for upcoming characters)
Card-draw Unique Gauge - perDrawArts + new "Draw" icon
• A Unique Gauge can now fill up each time an Arts card is drawn. Its icon art is still a blank placeholder.
New ability triggers
• UniqueButtonFilled: an ability activates when a character's Unique Gauge fills up.
• BattleFlowCall: the battle's script can activate an ability at a set moment, for special story battles.
New status - IgnoreDisadvantage_SendDamage
• Ignores element disadvantage when dealing damage (the game already had one for damage taken). It has 3 icon levels.
Other new mechanics
• A defeat action without the usual on-screen banner.
• A new way to pick your next Arts card, in order and skipping discarded cards.
• Settings that appear to lock the Vanish Gauge and change how Ki recovers.
• A voice line when the number of Rising Rush Dragon Balls changes.
• Scripted moments where a partner, a teammate or another form of a character can act.
• Animated card art gets 2 more effect layers.
Datamined. Names are from the code; exact behavior may differ in-game.
#DBLegends