I can hardly understand the patch notes at all for this balance patch, the english is pretty broken, so i am kinda explaining the notes in a way i find more clear
Patch note 4. Intercept Reorganization
Objective: The current intercept rules are confusing to users who
are struck by too much randomness.
The reason for this confusion is that intercept may be triggered even
under low ball hog gauges.
This situation assumes that the user who is interrupted by being
intercepted makes the actions that prevent intercept meaningless,
and has been adjusted as follows.
> Fixed ball hog gauge to 8 seconds -> 6 seconds
- If the ball hog gauge is not fully filled, intercept will not be activated.
- When the ball hog gauge is fully filled, and the intercept attempts
has probability of 100% to be successful.
Things that may need to be corrected: The title, should be interrupt, not to mistaken with the intercept pass skill of sf,dg,sg,pg and mastery skill of sw
Patch note 7. SF, SW, SG, DG Away Screen Move skill [Away screen move speed increase]
> Ability value change
- Changed to 48-> 12
- The remaining 36 figures can be supplemented through the character skill
[Away Screen Move Enhancement].
Things that may need to be corrected:The character skill, should be either with cards or mastery skills, there is hardly any mentions of character skills in the game, this may confuse players
Patch note 10. Clear C / PF / CT Position Away Screen Move
Objective: This skill was developed with the intent get a low chance to
avoid a screen during collision. It has been removed from the big men.
> C / PF / CT: Away screen move has been removed
Things that may need to be corrected: The skill should be the screen swarm skill that every position comes with that accelerated the screen animation when you get hit by a screen, not to be mistaken with the skill Away screen moves in previous patch notes that increase sprint speed of a player on offense when near a screen
Patch note14. Introduction of Timing Fake Shoot
Objective: As the success rate of the 3-point and 2-point shots in the mark
situation decreases, deceive the defense and adjust the shoot / shoot timing
The act of shooting is also likely to be weakened. Therefore, in order to encourage
such action, a new judgment of timing fake shoot is made.
> 3-point shoot / 2-point shoot resistance reduced for the following 3 situations
- Quick Jump Skill / Quick Change Shoot Attempts / Jab Step Skill Shoot Attempts
Explanation: So they are trying to get you to do pump fakes more often by lowering defense resistance of shots when you use the 3 skills above
Patch note 15. Introduce penalty when using jab step fake repetition
> Added a system to reduce the success rate when using jab step fake repeatedly
- Reduced shot rate when using jab step fake (left / right),
jab step full push (front / back) more than 3 times.
- After using jab step fake 3 times, the number of times jab step fake has been
used is proportional to the decrease of the shot’s success rate
- When using jab step fake 3 times, "jab step over use" message will appear
Explanation: So when you use jab step fakes ,push or the pull the chair move(the one you push direction key opposite to basket rekt stealing defenders) your shot success will decrease like when you do a pump fake
Patch note 16. Change post-push success probability formula
Objective: Since the introduction of the enhanced post-push skill, the push
sensation due to struggle ability is insignificant, so we decided to change the
way the post push works.
- Official change
> Pushing force: The figure of the character's struggle(tussle) number
/ Karate situation / The final calculated force value considering the presence
of strengthened post push
= Existing (including room server)
+ Determined by the ratio of the pushing force of the opponent to the pushing
force of my opponent
+ (Even if my pushing power is large, there may be a situation where it is thrown
by the opponent)
= Change
+ Post push has a higher push rate + 50%
(In most cases, post pushes out if my pushing force is large)
Simpler explanation, higher tussle, pushes easier
Patch note 17-19. Hook Shoot / Sky Hook Shoot Defend resistance change Hook shot
> Change resistance
= If the distance to the rim is above 300, the correct timing of a block
will have the higher defensive resistance.
= If the distance to the rim is less than 300 (same as the existing)
(low defense resistance)
= If the distance from the rim is more than 200, the success rate decreases
with distance.
> Hook Shoot Shot Resistance Change
= Existing: Success rate bonus existence if you did not give defensive
resistance to the shot
=> Change: Sky Hook Shoot
> Change resistance
- Distance to rim is above 250, the correct timing of a block has the higher
resistance
- Distance to the rim is less than 250, Same as before (low resistance)
> Change Sky Hook Shot Resistance
- Existing: Success rate bonus if you did not give defensive resistance
to the shot
-Change: 2.5 times increase in resistance value in all situations
. Hook Shoot / Sky Hook shoot success rate formula change
Hook Shoot / Sky Hook Shoot Success Rate Formula Change
- Existing: [200] If you use a hook shoot at a greater distance, the success
rate of the hook shoot is greatly reduced.
- Change: [200] If you use a hook shot at a greater distance, shot formula
has been changed
= If the distance from the rim is more than 200, the success rate decreases
with distance.
Hook Shot / Sky Hook Shot Block Possible Change
- Shrinks the blockable point, making it more difficult to block
Center / Power Forward / Control Tower - Sky Hook Shoot Phase,
Success Rate Ability Adjustment, Defensive Resistance Adjustment
Changes
SKY HOOK SHOOTING Skill Level Adjustment Original 3 levels -> 1 level
SKY HOOK SHOOTING RATE RISK Ability change Original: 48 -> Change: 0
Change the defense resistance of Sky Hook Shoot skill
2x increase over all situations
Explanation: Just making the skill harder to block, but lowers the defense resistance so that if the defender is in your face, it has way lower success rate, also they now encourage you to be closer to the basket to use the skill as the success rate lowers as you are more further away to the basket(mastery skill solves that problem)But they are buffing sky hook shot it seems so more people will use it
Hopefully this solves any confusion when reading the patch notes
Patch note 4. Intercept Reorganization
Objective: The current intercept rules are confusing to users who
are struck by too much randomness.
The reason for this confusion is that intercept may be triggered even
under low ball hog gauges.
This situation assumes that the user who is interrupted by being
intercepted makes the actions that prevent intercept meaningless,
and has been adjusted as follows.
> Fixed ball hog gauge to 8 seconds -> 6 seconds
- If the ball hog gauge is not fully filled, intercept will not be activated.
- When the ball hog gauge is fully filled, and the intercept attempts
has probability of 100% to be successful.
Things that may need to be corrected: The title, should be interrupt, not to mistaken with the intercept pass skill of sf,dg,sg,pg and mastery skill of sw
Patch note 7. SF, SW, SG, DG Away Screen Move skill [Away screen move speed increase]
> Ability value change
- Changed to 48-> 12
- The remaining 36 figures can be supplemented through the character skill
[Away Screen Move Enhancement].
Things that may need to be corrected:The character skill, should be either with cards or mastery skills, there is hardly any mentions of character skills in the game, this may confuse players
Patch note 10. Clear C / PF / CT Position Away Screen Move
Objective: This skill was developed with the intent get a low chance to
avoid a screen during collision. It has been removed from the big men.
> C / PF / CT: Away screen move has been removed
Things that may need to be corrected: The skill should be the screen swarm skill that every position comes with that accelerated the screen animation when you get hit by a screen, not to be mistaken with the skill Away screen moves in previous patch notes that increase sprint speed of a player on offense when near a screen
Patch note14. Introduction of Timing Fake Shoot
Objective: As the success rate of the 3-point and 2-point shots in the mark
situation decreases, deceive the defense and adjust the shoot / shoot timing
The act of shooting is also likely to be weakened. Therefore, in order to encourage
such action, a new judgment of timing fake shoot is made.
> 3-point shoot / 2-point shoot resistance reduced for the following 3 situations
- Quick Jump Skill / Quick Change Shoot Attempts / Jab Step Skill Shoot Attempts
Explanation: So they are trying to get you to do pump fakes more often by lowering defense resistance of shots when you use the 3 skills above
Patch note 15. Introduce penalty when using jab step fake repetition
> Added a system to reduce the success rate when using jab step fake repeatedly
- Reduced shot rate when using jab step fake (left / right),
jab step full push (front / back) more than 3 times.
- After using jab step fake 3 times, the number of times jab step fake has been
used is proportional to the decrease of the shot’s success rate
- When using jab step fake 3 times, "jab step over use" message will appear
Explanation: So when you use jab step fakes ,push or the pull the chair move(the one you push direction key opposite to basket rekt stealing defenders) your shot success will decrease like when you do a pump fake
Patch note 16. Change post-push success probability formula
Objective: Since the introduction of the enhanced post-push skill, the push
sensation due to struggle ability is insignificant, so we decided to change the
way the post push works.
- Official change
> Pushing force: The figure of the character's struggle(tussle) number
/ Karate situation / The final calculated force value considering the presence
of strengthened post push
= Existing (including room server)
+ Determined by the ratio of the pushing force of the opponent to the pushing
force of my opponent
+ (Even if my pushing power is large, there may be a situation where it is thrown
by the opponent)
= Change
+ Post push has a higher push rate + 50%
(In most cases, post pushes out if my pushing force is large)
Simpler explanation, higher tussle, pushes easier
Patch note 17-19. Hook Shoot / Sky Hook Shoot Defend resistance change Hook shot
> Change resistance
= If the distance to the rim is above 300, the correct timing of a block
will have the higher defensive resistance.
= If the distance to the rim is less than 300 (same as the existing)
(low defense resistance)
= If the distance from the rim is more than 200, the success rate decreases
with distance.
> Hook Shoot Shot Resistance Change
= Existing: Success rate bonus existence if you did not give defensive
resistance to the shot
=> Change: Sky Hook Shoot
> Change resistance
- Distance to rim is above 250, the correct timing of a block has the higher
resistance
- Distance to the rim is less than 250, Same as before (low resistance)
> Change Sky Hook Shot Resistance
- Existing: Success rate bonus if you did not give defensive resistance
to the shot
-Change: 2.5 times increase in resistance value in all situations
. Hook Shoot / Sky Hook shoot success rate formula change
Hook Shoot / Sky Hook Shoot Success Rate Formula Change
- Existing: [200] If you use a hook shoot at a greater distance, the success
rate of the hook shoot is greatly reduced.
- Change: [200] If you use a hook shot at a greater distance, shot formula
has been changed
= If the distance from the rim is more than 200, the success rate decreases
with distance.
Hook Shot / Sky Hook Shot Block Possible Change
- Shrinks the blockable point, making it more difficult to block
Center / Power Forward / Control Tower - Sky Hook Shoot Phase,
Success Rate Ability Adjustment, Defensive Resistance Adjustment
Changes
SKY HOOK SHOOTING Skill Level Adjustment Original 3 levels -> 1 level
SKY HOOK SHOOTING RATE RISK Ability change Original: 48 -> Change: 0
Change the defense resistance of Sky Hook Shoot skill
2x increase over all situations
Explanation: Just making the skill harder to block, but lowers the defense resistance so that if the defender is in your face, it has way lower success rate, also they now encourage you to be closer to the basket to use the skill as the success rate lowers as you are more further away to the basket(mastery skill solves that problem)But they are buffing sky hook shot it seems so more people will use it
Hopefully this solves any confusion when reading the patch notes
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