The Zeus update launched for Divine Knockout, and here’s the full list of changes and fixes added with this patch. The game was released last month and the first impressions about the game are pretty positive. Besides, the developer Red Beard Games supports the game with regular updates and owing to this increases the gameplay experience. Check out the Divine Knockout The Zeus Update patch notes down below.
Divine Knockout The Zeus Update Patch Notes
God: Zeus, King of Olympus
Ruler of Mount Olympus, this mighty god of lightning commands respect and awe from his foes! His ability to cast and control the arena through shocking displays makes him a formidable ally or enemy!
Surge
- Zeus dashes forward, damaging enemies along the way. Zeus can refire this ability within a limited window to dash again.
Bolt of Olympus
- Zeus holds a bolt of Olympus aloft before throwing the projectile forward, stopping on the first enemy hit. If Zeus holds and charges it, it deals increased damage, becomes a large projectile, and will shock enemies near the target.
Thunderstruck
- Calling down the thunder from the sky, Zeus strikes 3 areas in a line in front of him in a quick sequence. Enemies hit by the initial 2 strikes take damage and are pushed into the next hit. Enemies hit by the final strike take increased damage and heavy knockback.
Heaven’s Rage
- Zeus flies into the air before throwing down bolts from the sky, 3 at a time. Enemies hit by the bolts take damage and become Charged. Targets can be Charged up to 3 times. If Zeus has Charged enemies after throwing all his bolts, he will snap his fingers and call down a lightning strike on the target. For each charge its area of effect increases in size and knockback.
Skin: Cyber-Forged Zeus
Coming alongside the God himself is his first skin, Cyber-Forged Zeus! This version of Zeus has fully embraced the technology his electricity provides and will be available in the shop during this update!
Core Combat Changes
- We added a .2 delay before you can cancel or recast your movement abilities (Ability 1) on the following Gods:
- Athena
- Thor
- Susano
- Arthur
- Thanatos
- Izanami
We had 2 problems with movement abilities.
First, players were able to cancel very early in order to reset aerial attacks. This was causing major imbalances and would in the end mean we would need to redesign air attacks for characters like Susano as they push players quite a lot and could be used to eliminate opponents early.
Secondly, the ability and animations were never designed to be instant confirm and therefore would lead to some problems where players could still hit characters confirming their movement ability cast. The way our game works, the capsule stays where the movement ability is confirmed. So, if you confirm straight away, you could get hit while you’re animating in the air.
- We’ve implemented a technical design that prevents multiple players from keeping enemies in long combos. When the system detects abusive combos being performed, it will apply a knockback to the victim, in order to break the combo.
- This change will help prevent infinite combos in 1v2 and 1v3 scenarios.
- Cratering force (the force at which you bounce off the ground) after a spike will now be increased by your % of Vulnerability.
- This will result in spikes not allowing to link in between different attacks and effectively negate the ability for spikes to be used to chain combos together beyond certain Vulnerabilities.
God Balance – Divine Knockout The Zeus Update Patch Notes
Amaterasu
Amaterasu’s uppercut does not read well as it’s a bit too fast, and there’s too much leeway for players to counter attacks with this fast of an ability startup. That change should help reduce the ability of Amaterasu to counter attacks while improving readability.
Sunlit Uppercut
- Startup changed to 0.25 seconds (From 0.2)
Bug Fixes
- Made sure uppercut is sending opponents forward
Arthur
Arthur’s projectile needs to be more aggressive, so we think the extra projectile speed will help with that. We also want to encourage Arthur players to play around with the ultimate a lot more than what’s currently done, so his ultimate received a substantial buff.
Soaring Edge
- Increased Wave slash projectile speed by 10%
Might of Excalibur
- Increased duration to 13s (was 11)
- Note: The tooltip in the game said 10, this was an error
- Hits now deal 50% increased damage (was 30%)
Athena – Divine Knockout The Zeus Update Patch Notes
Air Heavy
- Reduced end lag to 0.55 (was 1.1)
Hercules
Hercules ultimate will now be a more interesting pattern to deal with as the 3rd hit has less knockback than the last hit.
Berserker Rage
- Reduced knockback of the third hit by ~17.5%
Talents
- Lookup
- Reduced damage to 10 (was 12)
Izanami
Izanami forces players to adapt to her abilities for too long. We like the unique playstyle she proposes but wants to make sure her enemies can have opportunities too.
Fade
- Reduced stealth time to 3 (was 4)
Sol – Divine Knockout The Zeus Update Patch Notes
Talents
- Preheated
- Ult charge on game start reduced to 15% (From 20)
Bug Fixes
- Fixed a bug on Combustion with being able to put the ability on half cooldown if you dodge just as the explosion occurs
Susano
The main change here will be a reduced time to profit from his Storm Kata ability, meaning that punishing mistakes against Susano will be much easier.
Air Light
- Air Light into Air Heavy is now a true combo
Storm Kata
- Reduced time allowable between firing hits to 3.25s (was 4s)
Thor – Divine Knockout The Zeus Update Patch Notes
Thor clearly needed quality of life changes on his whirlwind in order to compete against other characters. Also, his Hold Heavy’s range was not in line with the rest of the roster. We’re looking forward to seeing how these changes will perform.
Hold Heavy
- Warp distance increased by 4m
Anvil of Dawn
- Increased Radius by 10%
Berserker’s Barrage
- Allow Thor to dodge out of the ability and allow jump during the ability
- Base speed increased from 30% to 40%
Talents
- Spinning Spree
- Reduced movement speed bonus from 25% to 15%
Ymir – Divine Knockout The Zeus Update Patch Notes
Ymir’s Hold Heavy was always intended to be longer range than the rest of the cast, but this was way too surprising for players entering the matchup. The main change is for Frost Breath. Currently, Ymir can counter all attacks with this ability while he has super armor, meaning he would not take the damage. We’re making that change so that players can still inflict damage via attacks when Ymir is using Frost Breath.
Hold Heavy
- Warp distance reduced by 2.5m
Frost Breath
- Reduced frozen time to 2.5s (was 3s)
- This ability can no longer Counter
Talents
- Frostbite
- Reduced damage to 6 per crater (was 8)
- Capped the amount of crater per wall to a maximum of 2 (was infinite)
Divine Knockout is available on PlayStation 4, PlayStation 5, Xbox Series X|S, Xbox One, and Steam. For more information, visit the official website.