MY HERO ULTRA RUMBLE - Developer's Blog VOL. 20
Thank you for always playing MY HERO ULTRA RUMBLE.
First of all, we would like to make an announcement to all players: Miyazaki, who was the producer in charge of the title since its release, has been gradually handing over the management to fellow team members.
After internal consultation, the team decided that the start of Season 11 was the best moment to make the following announcement!
Moving forward, after being deeply involved in the management and development of this title under the previous producer Miyazaki as an assistant producer, Yokoyama will take over as the new producer of MY HERO ULTRA RUMBLE!
With his experience, he will continue working hard for the further development of MY HERO ULTRA RUMBLE with while listening to the community feedback! We kindly ask for your continued support.
Now, let's move forward with the updates for Season 11!
First, let's introduce our newest character: Neito Monoma!
Neito Monoma is a Technical-type character who battles using his Quirk Copy.
He starts off with copied Quirk Skills from Class B members like Itsuka Kendo, Sen Kaibara, and Tetsutetsu Tetsutetsu. After landing attacks, he can use his Special Action to copy the opponent's Quirk Skills.
He can also copy Quirk Skills from allies.
By combining Quirk Skills of various characters, or using them simultaneously with allies, Monoma can adapt to all kinds of combat situations.
Try out this highly versatile "Phantom Thief" joining in Season 11.
We hope you enjoy his unique play style!
To further expand gameplay variety, we've opened a new stage: U.S.J. Ver. 03, an overhaul of U.S.J. Ver. 02.
The highlight is the heavily revamped Flood Zone.
Featuring a grounded ship and triple-branch water slides, the whole area feels like an amusement park and is honestly just fun to look at.
The golden Principal Nezu statue has also been removed from the Mountain Zone—see if you can find where it’s been relocated!
We've also changed the rules for event-boosted costumes.
In previous seasons, costumes introduced in the latter half of the season had less time to receive event bonuses compared to those early in the season, reducing the value we could provide players for owning the costumes.
To address this, starting from this season, all new costumes will receive bonuses for at least two events! This means that costumes released in the latter half of a season will carry their bonuses into the next season's events.
We've also made several improvements to the matchmaking system this season.
Currently, many players join Ranked Matches solo and get teamed up randomly, but compared to organized teams formed through invites or ID search, their ability to coordinate is significantly different—even at the same rank—creating a real difference in strength.
To address this, we've added a matchmaking adjustment so that teams formed via invites or ID search will face slightly stronger opponents.
Accordingly, teams where all three members were added through invites are now referred to as "Full Teams."
Full Team groups are more likely to be matched against tougher opponents, giving them greater chances to earn the new Bonus for Defeating a Higher-ranked Opponent.
We've also introduced a Bonus for Defeating Full Team Members. This aims to balance the pros and cons between Full Teams and teams formed via solo queue with random allies.
Additionally, we've fine-turned matchmaking to better pair players with similar skill levels and added a "survival time adjustment" to vary opponent strength based on recent match performance for more comfortable matchmaking.
We understand that matchmaking continues to be a key area of concern for many players, and we will keep refining it based on your feedback and evolving circumstances.
We will continue to develop and operate the game to ensure more and more players can have fun.
We hope you keep enjoying playing MY HERO ULTRA RUMBLE.
Yokoyama, Producer of MY HERO ULTRA RUMBLE