Posted on 12/8 (Mon) JST
Following our previous notice about the specification changes to Manager and Coordinator Passives, we have now finalized the details of the associated Team Passive Caps (Upper Limits) and would like to share them in advance.
The ver. 1.5.0 update that implements these changes is still scheduled to release on or around Friday, December 12 (JST), across all platforms. Please note that the schedule is subject to change.
| Team Passive | Cap (Upper Limit) |
|---|---|
| When at +15% or higher Breach Rate, Team Castle Wall Pierce Rate | +100% |
| Team Tension Breach Cost | -80% |
| When winning a Focus or Scramble Battle, Team Tension | +150% |
| When at 50% or higher Tension, Team Focus AT & DF | +50% |
| When at 100% Tension, Team Shot AT | +200% |
| On gaining possession (excluding catches), for 15 sec, Team Shot AT | +100% |
| On gaining possession (excluding catches), for 15 sec, [MF] Focus AT & DF | +50% |
| On gaining possession (excluding catches), for 15 sec, [DF] Focus AT & DF | +50% |
| On gaining possession (excluding catches), for 15 sec, [GK] KP | +100% |
| On gaining possession (excluding catches), for 15 sec, Team Rough Attack AT & DF | +100% |
| When making a pass, Team Bond Power | +150% |
| When at 20% or more Bond Power, Team Scramble AT & DF | +250% |
| When at 20% or more Bond Power, Team Direct Shot AT | +150% |
| When losing a Scramble, for 10 sec, Team Bond Power Loss | -100% |
| When outside the zone, Team Foul Rate | -80% |
| Team Dash Foul Rate | -80% |
| On Dash knockback, Team Tension | +50% |
| On Dash knockback, Team Rough Attack AT & DF | +100% |
| On Dash knockback, Team Bond Power | +200% |
| When the opposition commits a foul, Team Bond Power | +200% |
| Until you incur a foul, Team Castle Wall DF | +50% |
| Until you incur a foul, Team AT & DF | +50% |
| Upon being subbed in, for 15 sec, [Substitute Player] AT | +150% |
| Upon being subbed in, for 15 sec, [Substitute Player] DF | +150% |
| Own Special Tactics Cooldown | -50% |
| For the first half, Team AT | +30% |
| For the second half, Team DF | +30% |
Posted on 12/3 (Wed) JST
In ver. 1.4.0 (Nintendo Switch 2 / Nintendo Switch) and ver. 1.4.1 (PlayStation®5 / PlayStation®4 / Steam / Xbox Series X|S), we implemented an adjustment that prevented the removal of pre-assigned passives for managers and coordinators. Based on the feedback we have received from players, we plan to revise this feature in the next update. Details are as follows.
In ver. 1.4.0 (Nintendo Switch 2 / Nintendo Switch) and ver. 1.4.1 (PlayStation®5 / PlayStation®4 / Steam / Xbox Series X|S), we made an adjustment that prevented manager and coordinator pre-assigned passives from being removed.
Under the previous, unintended specification, players were able to remove and reassign these pre-assigned passives, enabling effects such as continuous Tactics usage and abnormally high Tension gain. As a result, various attributes could exceed their intended upper limits.
Because this posed a risk to fair match conditions in online tournaments and similar events, we decided to restore the system to its intended specification by preventing these passives from being removed.
However, since this change had a significant impact on players, and to ensure the game's long-term sustainability, we have taken your feedback into consideration and are now reviewing the revisions outlined below.
We sincerely apologize for the negative impact the recent adjustment had on gameplay. We recognize that we did not fully consider its effects, and we regret this oversight.
Going forward, we will aim to communicate major changes in advance and handle specification decisions with greater care. Thank you for your continued support, and we hope you will continue to enjoy Inazuma Eleven: Victory Road.