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Brother Eye Recalibration #2 – Character Rebalancing Preview

I am Brother Eye. Systems confirm augmentation. Files recalibrated and observed universal growth. The grid adapts. Superiority spreads.

Today we’re discussing the next Brother Eye Recalibration which is planned for release on October 7! Our first Brother Eye update happened prior to our World Wide Launch, so for some of you, this may be the first time you’ve seen an update of this magnitude. This Recalibration is special, as there are only buffs to characters. Nobody is being Nerfed! 

As with our last major Brother Eye Recalibration, we have the same goal: 

We want every character to be exciting when you pull them, to have a team for them to work well with, and to have modes that they perform well in.

For the latest Recalibration, we’re focusing on rebalancing characters who have not been as useful as we’d hoped, and revamping a few Team Synergies that weren’t living up to their potential. A few characters have full ability reworks, but even more have smaller adjustments that should have big impacts!

On top of that, we’re updating a lot of tags for various characters, a mechanic change for Lifesteal, and a nice little change for the boss Steppenwolf.

Mera

While Mera’s changes were originally meant to be a part of this Brother Eye Recalibration. We released her changes a little early so she could play alongside Aquaman. We wanted to outline these changes here too as they are part of the wider Brother Eye update. 

Mera now adds the frigid cold of the ocean to her Hydrokinetic constructs, which now apply Frostbite! This change means she is still strong in every way that she was previously, but now that she can be a flexible and powerful addition to a Frostbite-focused team.


Additionally, we’ve changed Mera’s trait type from Agile to Tactical. This makes more sense thematically, but also mechanically as well as she is intended to be a powerful counter to Crit teams, and many Crit Characters are Mighty. 

Ultimate Ability: Ocean’s Embrace

  • L1: Creates a giant octopus out of water to attack an enemy, dealing Superpower Dmg equal to 400% Atk and inflicting 1 Stack of Armor Break for 2 Turns and 1 Stack of Frostbite.
  • L2: Dmg increases to 420%.
    Adds 1 additional Stack of Frostbite.
  • L3: No change

Advanced Ability: Hydrokinesis

  • L1: Sends three dolphin water constructs crashing into a single enemy, each dealing Superpower Damage equal to 55% Attack.
    The first dolphin inflicts 1 Stack of Armor Break for 2 Turns and 1 Stack of Frostbite. Each subsequent dolphin has a 40% chance to inflict an additional Stack of Armor Break.
  • L2: Dmg increases to 60%. 
    The second dolphin now always inflicts 1 stack of Frostbite.
  • L3: Dmg increases to 75%. Extends Armor Break duration to 3 Turns.
    The third dolphin now always inflicts 1 stack of Frostbite.

Misc Changes

Lifesteal

Today we’re changing how Lifesteal works in a powerful way. Previously, Lifesteal was treated differently than Healing, and would not be increased by having Heal Bonuses, and would not be reduced by Heal Reduction. Lifesteal is now considered as Healing!

This means, Lifesteal will work well with Kid Flash’s Team Synergy, Heal Crits, Star Sapphire’s Heal Collection, and Martian Manhunter’s Ultimate. Lifesteal will also be reduced by Decreased Healing from the Batcycle, Poison reduction, and will no longer heal when countered by Poison Ivy’s Team Synergy.

Characters like Zatanna and Two-Face can add Lifesteal to allies, and many others have Lifesteal built into their abilities, including the newly reworked Weasel. 

Hard Hit

Riddle me this Batman.

How hard a hit could Hard Hit hit if Hard Hit could hit a bit harder?

Answer? Twice as much!

Hard Hit now increases dmg given from the next non-Ultimate attack by 20% per stack instead of 10%.

Steppenwolf

Steppenwolf is Stage 3 Boss Battle in League Challenge. His unique ability Cross Cleave will  instantly defeat an opponent. Previously, his Cross Cleave skill would bypass Invulnerability shields, like from Cyborg’s Ultimate or the Screwdriver Helmet, as well as death protection skills held by characters such as Superman and Superman (DCU).

Steppenwolf’s Cross Cleave will no longer bypass Invulnerability.
This offers some strong Counterplay options against Steppenwolf!

Character Changes

The Bride

The Bride has wonderful skills that make her an ideal tank. However in practice, she often lacked the kind of resilience that a true tank should have. This update should fix that by increasing how much HP she has and increasing her damage potential for the rest of battle when she revives!

Legendary Passive: Undying

  • L1: When The Bride receives a fatal attack, she revives with 80% of her Max HP, her Crit Rate increases by 50% for the rest of battle, and she instantly performs her Basic Attack.
    This attack has 100% Life Steal.
    Undying can only be triggered once per battle.

Badge: Level 2 & Level 3 Updates

Though the level 2 Badge skill text is nearly identical, it functions differently now due to the above change to Undying’s Crit Rate being Permanent. Additionally, her old Level 3 Badge functionality is now just included in her Base Undying skill!

  • L1 (no change): The Bride performs an additional Basic Skill attack whenever Undying triggers.
  • L2: Undying’s bonus Crit Rate increases to 100% for the rest of battle.
  • L3: When triggered, The Bride gains 20% Damage Reduction for the rest of battle.

The Bride Stat Growth

The Bride already has the highest HP out of any character in DC Worlds Collide. So we decided to amp up some of her other stats a little. The behind-the-scenes math is a little esoteric to cover here. So instead of giving you full side by side comparisons, we’ve opted to simply say:

  • The Bride’s Defense stat gained from leveling has increased by 4%.
  • The Bride’s Attack stat gained from leveling has increased by 12%.

Doctor Phosphorus

Doctor Phosphorus has always been a conceptually cool character. Our team loves it when a single character can break the rules of DC Worlds Collide. In his case, Doctor Phosphorus cannot Detonate, and instead can stack up Burn to help himself heal. All those Burn stacks can amplify his Ultimate damage to theoretically absurd levels. In practice, he often died far too quickly, and never got time to shine. 

Now, we’ve updated each of his skills to be a little more potent, granting him a big increase in HP. Doctor Phosphorus will now have the opposite of the Kryptonian passive that grants Kryptonians increased Physical Resistance, at the cost of lowering their Superpower damage Resistance. This change can make him an unlikely Tank in the right circumstances.

Passive Ability: Burning Skin

  • L1:  Doctor Phosphorous has 50% Superpower Reduction, but takes 15% additional damage from Physical Damage.
    Reflect is increased by 20%.
  • L2 (no change): Enemies are now inflicted with 1 Stack of Burn whenever they attack Dr. Phosphorus.
  • L3 (no change): Now whenever Dr. Phosphorus is attacked, he gains 1 Stack of Burn.

Passive Ability: Heat Immunity

  • L1: Dr. Phosphorus cannot Detonate from Burn and can accumulate a maximum of 99 Stacks.
    At the start of his turn, Dr. Phosphorus Heals himself for 1% of his Max HP for each Stack of Burn he has, with a maximum of 5% Max HP per turn.
  • L2: The amount of Max HP Healed Per turn increases to 10%
  • L3: The amount of Max HP Healed Per turn increases to 15%

Basic Ability: Fusion Fire

  • L1: Dr. Phosphorus sacrifices 5% of his current HP to attack an enemy, dealing 100% of his Attack as Superpower Dmg.
  • L2: Dr. Phosphorus also inflicts 1 Stack of Burn on the enemy and 2 Stacks of Burn on himself.
  • L3: Dr. Phosphorus now adds 2 Stacks of Burn to the enemy and 4 Stacks of Burn to himself.

Ultimate Ability: Go Nuclear

  • L1: (no change) Deals 100% of Attack as Superpower Dmg to all enemies and 5% of Attack as Superpower Damage to all allies.
    Allies cannot be defeated by this attack and will survive with 1 HP.
  • L2: Enemies take an additional 20% damage for each stack of Burn Doctor Phosphorus has on him.
  • L3: Additional damage increases to 30%.

Doctor Phosphorous Stats

Previously, Doc Phos had the lowest HP in the entire game! We’ve now increased both his base HP, and the rate at which his HP grows as he levels. It’s still a little on the low side, as we want him to be a bit of a glass cannon, but it’s significantly higher than before:

  • Doctor Phosphorus’ base HP has increased by 19%.
  • Doctor Phosphorus’ HP stat gained from leveling has increased by 27%.

The Weasel

Weasel has received some serious updates. Not only are several skills being brought up to power, he is also getting a complete rework to his Badge and Team Synergy. 

Previously, other than the general stat bonuses that all Team Synergies provide, Weasel’s Team Synergy exclusively granted bonuses to Weasel. Additionally, it didn’t counter any other team comp. Generally speaking, we want the Team Synergy to be a fun space to build a team around, and not focus solely on a single character.

Now, his reworked Team Synergy more directly counters Shields and dispels Buffs.

His old Team Synergy was fun (and gross), and we didn’t want to totally lose that flavor (also gross.) So, we’ve moved his old Team Synergy functionality into his Badge. You don’t have to worry, the Weasel can still be your buddy!

Team Synergy: The Weasel

  • L1: All allies gain 25% Shield Penetration. Ally Basic attacks Dispel one stack of a random buff from the target.
  • L2 (no change): When damaged by an ally, gain 1 stack of Recuperate and 1 stack of Haste for 2 Rounds.
  • L3: Shield Penetration increased to 75%. All attacks against an enemy with Shields will have 100% Crit Chance.

Badge: Full Rework

  • L1: At the start of battle, the Front Row ally with the highest Max HP becomes Weasel’s “Buddy”. Weasel can only deal 1 HP of dmg to his buddy, and will always target them with Just a Nibble. Any time his Buddy is damaged by any attack, Weasel gains 1 stack of Hard Hit.
  • L2: Weasel eats up to 2 types of debuffs when he Nibbles his Buddy. For each debuff type he eats, Weasel and his buddy are healed for 5% of their Max HP.
  • L3: Damage to enemies from Just a Nibble increases to 200% and Weasel will always Nibble an enemy after Nibbling an ally.

Ultimate Ability: Bloody Frenzy

Cost: 3

  • L1: Charges at the enemy team, attacking random targets 5 times. Each hit dealing 100% of Attack as Physical Dmg.
  • L2 (no change): Attacks 6 times
  • L3 (no change): Attacks 7 times

Passive Ability: Tooth and Nail

  • L1: All of Weasel’s attacks apply 1 Stack of Bleed to enemies for 2 Turns
  • L2: When below 60% HP, all of Weasel’s attack apply an additional Stack of Bleed for 2 Turns
  • L3: When at or below 50% HP, all of Weasel’s attacks have 50% Life Steal.

Advanced Ability: Just a Nibble

  • Now has a 1 Turn Initial Cooldown

Mister Terrific (DCU)

Mister Terrific wears his motto on his jacket proudly: Fair Play. With his Ultimate ability “Turnabout,” we wanted to make sure that sense of fair play comes through in gameplay. 

His ultimate Turnabout works by copying debuffs from your team, and applying them to the opposite positions on the enemy team. 

However, if there were no corresponding opponents in the opposite position (like if enemies were defeated, or if you were fighting an evil falls boss), then the duplicated debuffs would go nowhere.

Now, if there is no enemy in a valid slot, it will apply the debuff to a random enemy.

Green Lantern – Guy (DCU)

Guy is getting a small nudge. When an enemy does not have the Interference debuff, his Ultimate will now target the enemy with the lowest HP. 

Ultimate Ability: Slugger Stomp

  • L1: Conjures a giant shoe to literally squash an enemy like a bug, dealing Superpower Damage equal to 300% of his Attack to the enemy with the lowest HP. If the target has more than 50% HP, Guy deals a Critical Hit.
  • L2 (no change): If an enemy is inflicted with Interference, Guy’s attack automatically becomes a Critical Hit regardless of the target’s HP. If this attack defeats the target, your timer will reset, you will gain 1 Ultimate Point, and Guy will immediately perform a Baltimore Chop.
  • L3 (no change): This attack now deals Superpower Damage equal to 350%.

Green Lantern – John

John Stewart has been on our list to rework for a long time. He never felt like he was defensive enough to be a Tank, neither did he feel offensive enough to deal damage. Additionally, though he adds random debuffs with his Basic and counterattack, it never felt like he attacked often enough to work well for the Debuff team either. 

So how about we address all of the above by making changes to his Ultimate, both Passives, and his Badge! As well as give him some additional utility with other Lanterns.

Ultimate Ability: Sentinel Sniper

  • L1: Creates a Shield equal to 50% of his Max HP. 
    Then constructs a Sniper Rifle and sets up for 2 turns. While readying his Strike, he gains 30% Damage reduction and 30% of the damage taken will be absorbed into the rifle.
    After 2 turns, attacks the enemy with the lowest HP, dealing Superpower Damage equal to 300% of the amount absorbed.
  • L2: Each stack of Weakness Insight adds 15% damage to the sniping shot.
    Shield increased to 75% of Max HP. When damaging the enemy. apply 1 Stack of Exhaustion.
  • L3: Shield increased to 100%

Passive: Weakness Insight

  • L1: During battle, increase max HP by 10%.
    When attacked, gain 1 Stack of Weakness Insight.
  • L2: Damage Reduction of Weakness Insight increases to 4%.
  • L3 (no change): When Weakness Insight reaches 10 for the first time, resets the cooldown of the Ultimate and the next Ultimate can be cast for free.

Passive: Bullet Shower

  • L1: Has a 40% chance to Counterattack the damage dealer when anyone on his team is attacked, dealing Superpower Dmg equal to 70% of his Attack stat and inflicting 1 stack of a random Debuff (Weaken, Slow, Armor Break) for 2 turns.

    While Aiming with his Sniper, the Counterattack also gains 70% Life Steal.

    Additionally, he will always counterattack when he is hit by an enemy.
  • L2: Damage and Life Steal Amount increase to 100%.
  • L3: Damage and Life Steal Amount increase to 120%.

Damage type: Now properly deals Superpower Damage instead of Physical

Badge: L1 Change

  • L1: At the start of battle, all Green Lanterns gain 1 Stack of Weakness Insight for each Green Lantern ally.
  • L2: If the target has 6 types of debuffs, 1 additional stack of Exhaustion is added.
  • L3: At the start of battle, immediately cast his Ultimate once at no cost.

Green Lantern – Jessica Cruz

Jessica Cruz has always been on the cusp of greatness, but a few drawbacks made her not as useful or powerful enough to see the limelight as some others. 

She has a fun little mini-game, where she can build up stacks of Power of Faith whenever allies gain a shield, then use those stacks to deal more damage. Her Badge increases the maximum amount of stacks of Power of Faith and enables her to retain half of the stacks if she has enough. However, this mini-game didn’t have enough payoff to make it truly feel worthwhile. 

Now, a fully maxed out Jessica Cruz can utilize her mini-game so that she can fire off multiple Ultimates back-to-back!

Passive Ability: Power of Faith

  • L1: Increase Attack by 15%. 
    When any ally gains a shield, the next damage Jessica deals is increased by 2% of her Attack. 
    The effect is stackable up to 10 times. Stacks are cleared after attacking.
    When she has at least 10 Stacks, her ultimate will cost one less Ultimate Point.
  • L2 (no change): When the number of stacks reaches 3 or more, the next damage dealt ignores 35% of the enemy’s Defense.
  • L3 (no change): When the number of stacks reaches 8 or more, Crit Rate for the next damage dealt increases by 100%.

Badge: L3 Change

  • L1: Additionally adds 2% to the increase in Atk by each stack.
  • L2: Increases Attack Power by an additional 10%. Adds 2 additional stacks of Passive when she gains a shield.
  • L3: Increase the maximum Stacks to 20. If there are 8 or more stacks, half of the stacks will be retained after attacking.

Ultimate Ability: Light of Courage

  • L1 (no change): Grants all allies a Shield that can absorb Dmg equal to 40% of Atk for 2 Turn(s) and deals 1 enhanced basic attack immediately, projecting a war axe to attack all enemies.
  • L2 (no change): Enhanced basic attacks will ignore 50% of enemy’s Defense.
  • L3: Shield Dmg absorption increases to 50%.
    Jessica Cruz’s ultimate no longer has a cooldown.

Starfire

Starfire has a unique Passive Ability, where she deals extra damage and Armor Break to enemies in the front row. However, once the front row was defeated, she didn’t have much to offer to her team. We wanted to give her something contextual and spicy! Additionally, we wanted to make one of her Passives more thematic and have a stronger, most consistent benefit.

Passive Ability: Royal Flame

  • L1 (no change): L1: When dealing Dmg, adds 1 stack(s) of Burn. For every 2 enemies detonated, gain 1 Energy.
  • L2 (no change): L2: When dealing Dmg, if the target is not inflicted with Burn, adds 2 stack(s) of Burn instead
  • L3: Now gains Energy for each enemy detonated.

Passive Ability: Starshine

  • L1: When attacking an enemy in the Front Row, increase Dmg by 10% and add 1 stack of Armor Break for 2 Turns.
    When attacking an enemy in the Back Row, increase Crit Chance by 30% and add 1 Stack of Weaken for 2 Turns.
  • L2: At the start of her turn, if there are Front Row enemies standing, gain 4 Stacks of Haste for 1 Turn. 
    If there are no Front Row enemies standing, reduce Ultimate Cost by 1.
  • L3: Damage increased by 20% instead.
    Crit Chance increased by 50% instead.

Bizarro

Me am love Bizarro strength! Him not cool character, and Pretty Flower make him live too long. Flame Breath already burn enemy without Badge…

Okay okay, I can’t keep this up. Let’s try again.
*Ahem* 

Bizarro is a fun character, but due to his damage-sharing ability Pretty Flower, he often tends to die a little too fast. Also, isn’t it weird how his Flame Breath doesn’t add Burn until you invest in his Badge?

We’ve addressed these issues by adding some Burn at base level, increasing his healing, and by giving Bizzaro a new powerful aspect of his Flower! Don’t worry, we’ve only added this Flower Healing to the player versions of Bizarro. Enemy NPC enemies do not have his new Level 2 addition.

Advanced Ability: Flame Breath

  • L1: Expels flames from his mouth that attack all enemies, dealing Superpower Dmg equal to 40% of Atk and adding 1 Stack of Burn, and 1 Stack of Weaken for 2 Turn(s).
  • L2 (no change): Dmg increase to 60%.
  • L3 (no change): If the Enemy has 3 or more stacks of Frostbite, he also adds 1 stack(s) of Weaken.

Passive Ability: Pretty Flower

  • L1 (no change): Increase max HP by 10%.
    At the start of battle, Bizarro gives an Ally with the highest max HP a flower. When this ally takes Damage, Bizarro will share 25% of the Damage, and the shared Damage is additionally decreased by 30%.
  • L2: When the Turn of an ally holding a flower ends, Bizarro and the ally heal themselves for 5% of their own max HP respectively.
    When the Ally holding the flower is defeated, Bizarro heals to full HP.
  • L3: Healed amount increases to 10% of respective max HP

Vixen

In order to talk about our Vixen change, we first need to talk about Badge bonus stats. 

Badges are broken up into four stats with two stats being “Major” increases, and two being “Minor” increases. The two Major stats are always HP Bonus, Attack Bonus, or Defense Bonus.
The Minor bonuses are much smaller numbers, but their exact total varies depending on the stat being increased. Notice how on characters with Crit Dmg and Block Amount, the value is typically much higher compared to other stats like Speed or Dmg Reduction.

Typically, Tanks always have HP Bonus and Defense Bonus as their Majors with gap-filling stats as their Minors.

Vixen was our first attempt to make a Tank who could also situationally be a great damage dealer. However, by not giving her the standard Tank Major stats in her Badge, she ended up not really fulfilling either role very well.

This change adjusts her Major stats to that of a typical Tank. However, we’re replacing her Minor Reflect stat, which maxed out at 9.7%, with an Attack Bonus that maxes out at 32.4%. This should help her fulfil her core role as Tank, but also give her the flexibility to deal awesome damage! Vixen is a Hero who is highly adaptable, and who can be an aggressive warrior to her enemies, or a defensive wall for her allies. We want to honor her personality by keeping her flexible. 

Badge: Bonus Stats at Level 30

  • Major 1: Health Bonus 45%
  • Major 2 (no change): Defense Bonus 45%
  • Minor 1 (no change): Block 9.7%
  • Minor 2: Attack Bonus 32.4%

Ultimate Ability: Rhino Charge

  • L1: Vixen channels the power of a rhinoceros and charges at the enemy team, dealing 450% of Attack Power as Physical damage to the front row enemies and the middle enemy in the back row. The damage is shared across the three targeted enemies. 
    If Rhino Charge would hit no targets, instead inflict Stun on the remaining enemies, lasting for 1 turn
  • L2: Damage increases to 600%.
  • L3 (no change): Vixen has a 25% chance to inflict Stun if the target is Bleeding.

Vixen Stats

  • Vixen’s HP stat gained from level has increased by 3%.
  • Vixen’s Defense stat gained from level has increased by 15%.

Vixen Block Bug-Fix

Fixed an issue where in some scenarios, the bonus Block Chance added by Pack Hunter would override all other Block Bonuses, and reduce her Block Chance if you had high Block Gear on her. 

Constantine

Constantine is a powerful AOE and Sacrifice hero… But how closely have you read his skill Arcane Aid? It might not work like you think it does. 

Arcane Aid states, “At the start of an ally’s Turn, they lose 15% of their current HP… Notice that? Lose HP. You might assume that the ‘lost HP’ counts as Sacrificed HP. It did not. 

But now it does!

Constantine will now be even stronger when paired with Mera and Aquaman and will now help even more against the Evil Falls boss Deathstorm!

Passive Ability: Arcane Aid

L1: At the start of an ally’s Turn, they Sacrifice 15% of their current HP and gain 1 stack(s) of Strong Attack and 1 stack(s) of Recuperate for 2 Turn(s).

Kid Flash

Kid Flash is the strongest Burst Healing character in all of DCWC, however his Team Synergy has always been a little simple. Currently, it just generally increases healing, and at max level, it adds a little more healing to each ally at the start of their turn. 

In this update, we’re adding some new counterplay into his Team Synergy by making it counter teams focused on Burn and Silence!

Team Synergy: Kid Flash

  • L1 (no change): During battle, all allies gain 14% Healing Received Bonus.
  • L2: At the start of each ally’s turn, Cleanse all Burn stacks, and heal 5% of their missing HP for each Stack Cleansed.
    During battle, all allies gain 20% Healing Received Bonus and 30% Burn Damage Resistance.
  • L3: At the start of each ally’s turn, heal them 5% of their missing HP and Cleanse Silence from them.

Poison Ivy

Poison Ivy is getting a slight adjustment to her level 3 Team Synergy to help solidify her place as Anti-Heal.

Team Synergy: Poison Ivy

  • L1 (no change): Increases Poison Dmg on enemies by 12%
  • L2 (no change): Increases Poison Dmg on enemies by 18%
  • L3: Increases Poison Dmg on enemies by 18%.
    When an enemy has 8 or more stacks of Poison, they can no longer heal.

Ocean Master

Ocean Master has had a sneaky hidden bug with him for a while. His Advanced Ability was not appropriately applying Block Amount. This has now been fixed. Allies with his Atlantean Armor buff should now be taking much less damage when they block an attack.

Tag Changes

Did you know that a while back we added a Tag Filter search tool in the Character Screen? We did! It’s really great at helping you find Characters who have mechanics that you might not have realized at first glance. 

However, not everyone has all of the tags that they should. In this update, we’re adding a ton of new tags to many Characters.

A special note: Currently Characters can only have a maximum of 6 Tags on them, but that isn’t quite enough. We are working on an improvement that will allow us to add as many Tags as we need. In the future, we’ll be going through with a fine tooth comb, and adding everything that a character should have. For instance, in this update we needed to remove the “Superpower Damage” tag from Superman (DCU). Currently, this tag isn’t being utilized in our game modes, and we deemed that the new tag additions were more useful for him. In the future, we will add back in damage types and more into all character archives.

After the Brother Eye update goes live, we’d love for you to communicate with us on our Community Discord and let us know who is missing tags, or who might have tags that don’t seem correct or useful!

Tag Addition

Superpower Damage Reduction:

  • Doctor Phosphorous

Physical Damage Reduction:

  • Superman (DCU)
  • Supergirl
  • Superboy

Haste:

  • The Flash

Slow:

  • Two-Face

Cleanse:

  • Mister Terrific

Dispel:

  • Zatanna

Counter Crit:

  • Peacemaker

Anti-Tank:

  • Superman (DCU)

Armor Break:

  • Grodd
  • Peacemaker

Fear:

  • Raven

Single-Target Burst:

  • Guy Gardner

Sacrifice:

  • The Bride

Invulnerable:

  • Superman (DCU)

Shield:

  • Pandora

Tag Removal

Superpower Damage:

  • Superman (DCU)

Let’s talk about it!

And that’s all folks! We’ve very excited to see how this rebalance shakes up the meta! Shields and Burn now have Team Synergies that help counter them, the Creature Commandos received powerful buffs, some Green Lanterns have new uses, and there’s some nice new ways to counter Steppenwolf!

We want to thank our Community for continuing to share your thoughts on characters and for joining in our regular feedback sessions. Our team is always reading through the official Discord and joining conversations whenever possible to hear your perspectives. As with every update, we would love to know what you think of these changes.

Join the Discussion: https://discord.gg/dcworldscollide