Suicide Squad: Kill the Justice League Update 1.007 Released This Feb. 14 (Update)

Suicide Squad: Kill the Justice League down april 2

As part of today’s server maintenance, Rocksteady Studios has released Suicide Squad: Kill the Justice League update 1.007 on all platforms, and this is the game’s first-ever client patch since it got released. Players can expect changes to the Burn status effect, enemy health at Mastery levels and more. Read on for what’s new in today’s Suicide Squad: KTJL new update patch notes.

Suicide Squad: Kill the Justice League Update 1.007 Patch Notes for Feb. 14:

Update: Official patch notes are out and we’ve added it to the article.

“This patch mainly addresses some of the bugs and difficulty scaling issues that were affecting players as they progressed to the higher Mastery Levels (40+). We hope that these changes will lead to a more balanced, varied and overall enjoyable experience as you take on ever increasing challenges!

We do, however, know that some of our players are running into issues which are not addressed in this patch. These include but are not limited to matchmaking issues, login issues, performance issues & progression issues, among others. While we were not able to get those fixes implemented in this patch, know that we are aware of the frustration these may cause and are working on making further improvements in upcoming patches. We will be updating our Known Issues channel in our official Discord in the near future as the status of these develop.”

BUG FIXES:

  • Fixed a bug that was causing Burning damage to scale with both player damage buffs and enemy debuffs. Burning damage should only be scaling via enemy debuffs.
  • Fixed a bug that allowed Toyman to stack multiple of the same Augment on your gear.
  • Fixed a bug that sometimes prevented modifications to Augments on your gear from saving after exiting a multi-player session and joining a single-player session.

CHANGES IN THIS RELEASE:

  • Heat Wave’s Molten Skin & The Turtle’s Shell have had their damage reduction reduced from 100% to 90%.
  • Due to some players exploiting certain mission mechanics, vehicle kills during Gizmo’s Support Squad missions no longer grant XP. You are still awarded XP for mission completion.
  • With the fix to Burning damage, players will be less likely to get to the same Mastery Level as before. As a result, we will be creating new Leaderboards in the interest of fairness. Fear not though, as we will be archiving the existing Leaderboards, so those currently atop the rankings will live on in infamy!
  • With the fix coming to Burning damage scaling and hearing the concerns around hitting a wall when climbing Mastery levels, we have reduced enemy health scaling for Mastery levels 46 and above.
  • To keep things challenging, enemies at Mastery level 46 and above will now deal more damage.

While Rocksteady hasn’t revealed the complete patch notes just yet, the studio did talk about some of the gameplay adjustments they are looking into per the game’s official Discord channel.

After launch, we noticed that some of our more dedicated players started reaching Mastery Levels beyond our wildest expectations. When we looked into this, we noticed that there seemed to be something amiss with the Burn status effect.

This effect was supposed to scale in a certain way across the Mastery Levels, so it can remain as a viable way to deal consistent damage. When we looked deeper into this issue based on the loadouts used, we found that there was a major unintended bug that made Burn not scale correctly. As Mastery levels increased, Burn’s damage also increased, which basically meant that if you used a Burn build, every Mastery Level had the same difficulty.

This left us with somewhat of a conundrum. Our most dedicated players had now reached a Mastery Level far beyond what the game was balanced for at launch due to this bug, and weren’t getting the challenge or variety we wanted our End Game to provide. We had to ask ourselves, what can we do to fix this, and more importantly, should we fix it at all?

Our End Game philosophy around mastery is pretty straightforward and rests on the three core pillars of our game: Traversal, Combat and Build Construction, and the mastery of these pillars. We want you all to be rewarded when you master your characters’ traversal, master the combat mechanics and master the exploration and construction of different builds in the game – that’s why we call it “Mastery”. We want you to surprise us with the powerful builds you find and construct. We want you to continuously find a new meta and then break it by finding a better one. While there is no doubt that the Burn build is a really powerful and fun build – it should be! – we didn’t intend for it to be the only viable End Game build for launch and beyond.

So what are we doing?

We are fixing the bug with the scaling (or lack of scaling) on the Burn effect. Burn should still remain viable in higher Mastery Levels, and will correctly scale with damage taken effects on enemies as originally intended, but Burn will no longer scale infinitely.

What about the leaderboards?

Since this change will be pretty fundamental to the leaderboards and your continued progression on them, we are committed to creating a new leaderboard for you all, so you can continue to explore the different builds in the game.

All the entries on the current leaderboard will exist in perpetuity and will be a permanent record of all your achievements. We want to applaud you all for both your dedication on getting this high in the Mastery Levels (and also breaking the game). Kudos!

This new leaderboard for Finite Crisis will become the active one for all players, and in the leaderboard menu you will be able to swap back to watch your previous entries, glorified for all to see.

What about Mastery Levels and enemy health?

One of the other fixes we are doing is a direct result of feedback we’ve received from you all. We’ve seen some comments suggesting that enemy health at later Mastery Levels was too high, which makes the climb too steep past Mastery Level 50.

We hear your concerns loud and clear, and we agree. Mastery Levels 50 and beyond is increasing enemy health too much, too quickly. For that reason, we’re adjusting our approach to Mastery Level balancing. Enemy health will now increase in a much less aggressive way, with the intent that more builds will crop up as viable options.

That brings us to the next piece of adjustments: The Heat Wave’s Molten Skin and The Turtle’s Shell.

These two items will now reduce damage taken by 90%, rather than give straight up immunity. At the moment, these items were too easy to trigger and it is simply a bit too easy to keep the buff up, especially at higher Mastery Levels, and we wanted skilled players to need to use their mastery of their characters’ traversal and the mastery of combat mechanics and mastery of build construction to survive.

In short, enemies will have less health on the higher Mastery Levels, and players will have to work harder to avoid incoming damage.

What about all my progress?

In case some of you are thinking about this, we want to be extra clear: Your unlocked Mastery Levels, your Finite Crisis rank, all the gear you have acquired and your Squad Levels will not be reset.

Once the official patch notes are out, we’ll update the article with the info.

Update: Article updated with official patch notes.

Source: Suicide Squad

4 Comments
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Calypso
Calypso
2 months ago

Devs are just pissed because their game sucks and got terrible reviews. So they are punishing those who still play this mess. Like if anything, lean into the XP farming stuff with Bonus XP Event Weekends. Lean into the ‘broken’ builds and make missions where enemies are only weak to fire damage. If these devs cared about the people playing, they wouldn’t punish them so hard. This is simply an angry reaction in the form of a terrible patch.

James Lara
Admin
Reply to  Calypso
2 months ago

yeah such a harmless XP farming

John blueblista
John blueblista
Reply to  Calypso
2 months ago

Their game sucks? Or you just overlook everything good about the game because of one single thing/

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