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v1.03 Official Injustice: Gods Among Us Patch Changes Released

Today, a day before the official implementation of the patch/update that will drop when Batgirl is released (tomorrow), we have the official patch notes for Injustice: Gods Among Us. This patch definitely has more to it than the last update... whereas the last update didn't do a whole lot balance-wise... this one does including bug fixes. Featuring character changes for Aquaman, Ares, Bane, Catwoman, Cyborg, Deathstroke, Doomsday, Green Arrow, Grundy, Harley Quinn, Joker, Lobo, Raven and more.

Don't forget to also be on the lookout for the new Killing Joke skin pack, as well as the free Bane Luchador skin and public release of the Red Son pack!

In addition to characters changes there were also several online/code fixes and balance tweaks. See the full notes below:

batgirl.jpg

===v1.03 Patch Notes===

As part of the second DLC Compatibility Pack update released 5/21, NetherRealm has released v1.03 patch for the Injustice: Gods Among Us video game. The v1.03 patch addresses several performance tweaks and enhancements to online battles and adjustments to key characters. The list of changes for patch v1.03 include:

General Fixes


A player no longer receives a loss when an opponent quits an online match.
Fixed an issue where online Hero Cards were not visible if a user had > 30 friends.
Various Online fixes to enhance stability.
A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks.
This makes the game fully playable on 5 button arcade sticks.
A player can no longer block or escape a throw in the middle of performing a stance switch.
The Fortress of Solitude (Upper Level-Left) Space Ship damage was normalized for all characters.
Fixed an issue that affected some characters when performing a combo on weapon-wielding defenders that were holding grenades in the Batcave.
Fixed various issues where Interactive Objects could obscure the players’ view after being used.
Fixed a rare issue where players could sometimes interact with invisible Interactive Objects.

Character Balance Improvements

Aquaman

Water of Life Character Power now lasts 2 seconds (down from 2.5) and has an 8 second cool down (increased from 7 seconds)
Increased the ability to punish a Trident Scoop (Down, Back, 1) from Aquaman when the defender blocks.
Normalized the amount of damage Aquaman inflicts on an opponent while they are blocking his Trident Rush (Down, Forward + 1)

Ares

Increased viability of Ares’ Teleport when used as a wake up attack.
Opponent’s can now perform a tech roll after being knocked down by Ares’ Invading Force (Back+2, 3) combo.

Bane

Normalized Bane’s backwards throw damage.
Slightly increased speed of Bane’s forward dash.
Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6)
Reduced the cooldown on Level 3 Venom Boost to 6 seconds (down from 9)

Catwoman

Catwoman’s Calico Cut (Forward + 1) attack now hits the opponent Overhead and will hit all opponent hitboxes while they are crouching.

Cyborg

Cyborg’s In-Air Projectiles are now a HIGH block instead of a MID.

Deathstroke

Deathstroke now stuns the defender for less time when the defender blocks his gunshots.
Deathstroke now deals slightly less damage when the defender blocks his gunshots.
Deathstroke now lands slightly slower after performing in-air gunshots.

Doomsday

Doomsday’s Hunter (1,1,2) combo no longer inflicts full damage while the opponent is blocking.

Green Arrow

Reduced the amount of block advantage on Green Arrow’s Light It Up (Back+2, 3) combo

Grundy

A player can now activate a Clash (as a defender) during the 2nd and 3rd hit of Solomon Grundy’s Chain Grabs.

Harley Quinn

Harley’s Irresistible combo (1 + Away, 2) no longer inflicts full damage while the opponent is blocking.
Harley’s Hi Puddin combo(2, Down+3) now has less advantage while the opponent is blocking.

Joker

Increased Joker’s Wild Character Power HA! duration to 9 seconds (from 6 seconds).
Increased Joker’s Wild Character Power Parry Damage to 11%
Slightly reduced the start-up frames for Laughing Gas (Down, Forward + 1) and Rolling Laughing Gas (Down, Forward + 2) to allow it to combo consistently on all opponents.

Lobo

Reduced Lobo’s recovery time while loading his Nuclear Shells Character Power to 49 frames (down from 57).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Meter Burn Pump Shots (Down, Forward + 1).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
Increased the amount of damage an opponent will receive when blocking Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.

Raven

Raven’s Raven Slash (Down+3) attack now has normalized damage.
Increased viability of Raven’s Teleport when used as a wake up attack.

Shazam

Increased viability of Shazam’s Teleport when used as a wake up attack.
Shazam’s Herculean Might (Down, Back, Forward + 1) on miss is now -17 (down from -27)
Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35)
Shazam’s Solomon’s Judgment Character Power now activates faster
Normalized reaction time for Shazam after escaping an opponent’s throw attempt.

Sinestro

Normalized Sinestro’s Backwards Throw Damage
Arachnid Sting (Down, Forward 2) is now has a block advantage of -12 (down from -36) and is a Mid attack (changed from High).
Beware Your Fears Character Power activation time decreased to 1.66 seconds (down from 2 seconds).

Superman

Normalized the amount of damage scaling on Superman’s combos.
Normalized Superman’s damage scaling while using his Steel Rush (Forward+2, Down+1) combo.

Wonder Woman

Wonder Woman’s Knee Chop (Down+1) attack now inflicts normalized damage during hit and while an opponent is blocking.


===v1.02 Patch Notes===

As part of the May 7th Compatibility Pack update, NetherRealm has released v1.02 patch for the Injustice: Gods Among Us video game. The v1.02 patch addresses several performance tweaks and enhancements to the game. The list of changes for patch v1.02 are provided below:

Code fixes

Added Lobo Gameplay Functionality.
Strengthened the stability of online connections between different connections, resulting in less de-synchronizations.
Added the ability to initiate a transition attack when the defender is at an elevated position.
Removed the ability for two gadget characters to both place bombs at the same time on some Interactive Objects.

Balance tweaks

Increased overall combo damage scaling after a knockdown from Interactive Objects.
Increased overall combo damage scaling on planted sticky bombs (Down + Interact button) pop-up combos.
You can no longer initiate a clash on Killer Frost’s Ice Spike outside of a combo.
The hitsphere on Doomsday’s jumping splash was adjusted to be slightly smaller and more in line with the original intention.
Players land slightly further apart after Arkham/Joker Asylum and Insurgency transitions to make it easier to avoid the ability to use an Interactive Object immediately after landing.
Source: Injustice.com

edited by STORMS & FrothyOmen*
 

Attachments

The Gabriel

Mean Man
Aquaman - could be the nerfs he needs, will have to wait and see

Odd change for Ares' teleport...it needed a buff on the start-up time...the wake up attack thing may help a little, but really?

No real nerf for Doomsday...that is bad.

Grundy - clashing throw chains....that's a good change

Superman - NO REAL NERFS - this is terrbile

Black Adam - NO CHANGES AT ALL - this is terrible

Nightwing - no changes at all - Now he is really going to be OP
 

Gh0sty

ばかみたいに無料
Tom Brady

What do you think about the decreased time Aquaman's trait stays active? Will it change much in your overall defensive strategy?


KILLA_xGHOST
 

Fate

Noob
It says players no longer get a loss when quit on. That's great and all but.. do we now get a win? Does the opponent get a loss? If not, rage quitting will continue at it's current pace.
 

NRF CharlieMurphy

Kindergarten Meta
Some of the notes are too vague right now.

Damage scaling on superman will be interesting.

Unblockable sinestro setups are not interesting.

I'd rather have them take away the reset and keep the unclashable trait. (grundy)

Yo... those Shazam buffs.

It'll be interesting come UFGT.... are they using this build?
 

The Gabriel

Mean Man
Honestly I can't believe Superman and Black Adam got away scott free when they are the obvious top two characters and it isn't even close. And Frost doesn't get nerfed either? Ridiculous.