Hello. This is DEV Allanon.
I hope you’re all enjoying the pleasant autumn weather.
Thanks to your support and valuable feedback during the last Test Server period, our development team has had a very busy but meaningful time.
The deep interest in the upcoming changes and the detailed opinions shared through the survey were a massive help to us.
Today, based on your feedback, I’d like to detail the final direction of the stat overhaul and share news about the upcoming updates scheduled for October in the KR region.
The updates will follow in the NA/EU regions during 2025, as soon as necessary localization and stabilization is complete.
[Stat Overhaul]
First, I'll start with the topic that received the most attention from users around multiple regions: the stat overhaul.
The intention of this overhaul was to fundamentally correct the unreasonable growth experience where, despite significant investment in character growth, damage increases were not reflected in actual combat.
We determined that the core of this issue lay in the stat structure of the Attack Cap, ATT Surplus, and Counterforce – and we proceeded with the overhaul to correct this.
Fixing the stat structure required a massive overhaul of the damage formula. We anticipated that removing the Attack Cap would result in the character's Attack converting 100% into damage, which in turn would greatly diminish the value of ATT Surplus. This necessitated a re-evaluation of each stat's value.
To prevent any unexpected variables affecting user experience due to such formula change, we established one guiding principle: 'characters should not, under any circumstances, become weaker than they are now as a result of this overhaul.'
Our initial intention was to minimize the change in damage before and after the overhaul, as changes in damage would alter the duration of battle itself – and changes in battle times can create many other variables. However, in cases where this wasn't possible due to the formula's design, this principle became our guide for any adjustments.
We confirmed an issue in some sections of the balance applied to the last Test Server where damage was lower than on the live server. Therefore, we plan to conduct an additional balance adjustment on the Test Server on October 15th with the following changes.
Unfortunately, we are sorry to add that the second test server will not be available to regions outside of Korea. We will continue to listen to your feedback on the changes.
- Attack Curve Adjustment
- (9/10 Test Server) Before DEF +18000: 100% applied / +18000 ~ +28000: Diminishing Curve / After +28000: 0.2x
- (9/17 Test Server) Before DEF +10000: 100% applied / +10000 ~ +20000: Diminishing Curve / After +20000: 0.1x
- (9/24 Test Server) Before DEF +6000: 100% applied / +6000 ~ +16000: Diminishing Curve / After +16000: 0.1x
- (Planned for 10/15 Test Server) Before DEF +4000: 100% applied / +4000 ~ +22000: Diminishing Curve / After +22000: 0.1x
Through these formula changes, we plan to redefine each stat to its most adequate value, leading to a stronger sense of growth and more definitively affirm the value of your character progression. As a result, this overhaul will lead to an overall increase in damage and a subsequent reduction in battle times.
However, we will not be increasing the HP or Defense of existing battles. Instead, starting with newly updated battles, we plan to gradually adjust the balance based on the new stat system to ensure that content does not become unengaging. Be assured that we are not considering drastic upward adjustments for future boss monsters either, so please look forward to new challenges with confidence.
The balance adjustment above is scheduled to be updated to the official KR server on October 23rd. Even after the official server update, we will do our best to fully stabilize the system through continuous and focused monitoring. We also promise to closely monitor and flexibly respond to any changes in the value of Enchant Scrolls or shifts in character balance that may arise from reduced battle times.
[Just Dodge System and Hurk Character Utility Improvement]
The October update in Korea will also include the Just Dodge system, along with the Hurk character improvements that were introduced on the previous Test Server.
The Just Dodge system was intended to address the structural problems that dodge-based characters have faced for a long time. It was meant to improve some unreasonable-feeling situations, such as getting hit by attacks with ground-based hitboxes or slow, sweeping trajectories, even after using a dodge.
When you succeed in a ‘Just Dodge,’ the stamina used to use the dodge will be given back – mitigating the loss of this combat resource.
However, we are aware that the seamless transition from a dodge to an attack, like with counter-based characters, is still an area for improvement. We plan to continue improving this by carefully examining ways to enhance the utility of each character using the Just Dodge system.
Additionally, in Hurk's case, we have analyzed that the Parry improvements utilizing Blood Rush have resulted in a more significant damage increase than anticipated. However, considering it was updated alongside the core stat overhaul, we plan to apply it to the live server as is and monitor its performance.
In an update planned for November in Korea, we are considering necessary adjustments – some ‘downward adjustments,’ if necessary – for some characters who are performing excessively strong against our intentions. We will be observing Hurk's performance closely at that time.
[Bow Kai & Lethor Character Improvement]
Now, I’d like to introduce our plans for Bow Kai and Lethor.
First is Lethor. Lethor has had a recurring issue where her reliance on counters varies greatly depending on the battle environment, and simply adjusting counter damage only widens the damage disparity between battles. It is also realistically difficult to modify every boss to be suitable for combat with Lethor.
Therefore, we plan to adjust her system dramatically by moving away from the current meta focused solely on parries and counters and providing opportunities to utilize her active skills more diversely.
We expect that increasing the utility of her active skills will diversify her counter-focused playstyle, increase the options available for reacting to enemy actions, and provide a richer combat experience. We will also adjust her SP gain and consumption and create various combo situations that can reduce the cooldown of her active skills.
Next is Bow Kai. We plan to improve his convenience by condensing Magnum Shot's charge into two stages and allowing him to dodge while charging. We also plan to revamp the currently underutilized Eagle Eye Assault and Bee Stinger skills to make them more valuable.
Eagle Eye Assault previously involved scanning a monster to create markers and then attacking, but it suffered from a chronic marker-creation bug and had very low utility for its high SP cost.
Now, Eagle Eye Assault will be changed to fire 10 projectiles in a shotgun-like spread without scanning the monster. It will be a skill that deals significant damage the more projectiles you land, making it more advantageous at close range. It will become a utility-based attack skill that can be converted into high damage if you can overcome the risk.
In addition to damage, it will also have an SP recovery effect, granting a powerful return by recovering more SP than consumed if all shots hit.
The Bee Stinger skill caused DPS loss due to the character moving too far back and could feel awkward in party play. Now, Bee Stinger will be completely overhauled into a very powerful, single-shot skill.
It will be changed to a powerful explosive attack reminiscent of Cross Gun Kai's Massive Impact, and the distance the character is pushed back can be adjusted with directional input, adding an element of control. As it is a powerful one-shot skill, the duration of the 'Wrist Strain' debuff will be adjusted from 11 seconds to 120 seconds.
We plan to improve convenience by adjusting Magnum Shot's charge stages and allowing dodging during the charge, and we will supplement his performance by significantly increasing the damage contribution of the revamped Bee Stinger and Multi Sniping skills. As the damage share of Bee Stinger and Multi Sniping increases, we expect that the damage loss against smaller monsters where headshots are difficult will naturally be mitigated, reducing the damage variance between monsters.
[Semias, the Guardian of Undry]
A new raid battle will also be updated to test your newfound strength.
Semias, the Druid Guardian of Undry, appears menacingly with a massive halberd in his right hand and has a characteristic feature where his left arm elongates. In this battle, which takes place in a region of raw nature where mystical power emanates, players' Attack will increase if they receive the 'Blessing of Abundance' effect.
Once acquired, the Blessing of Abundance applies a 3-stack Attack buff, but using a recovery potion will reduce the buff's stack by one. If all stacks of the buff disappear, the 'Silence of Abundance' debuff will be applied, during which you cannot receive the Blessing of Abundance again. Effectively utilizing the Blessing of Abundance will be the key to overcoming the trials presented by Semias, who uses a variety of attacks with his massive halberd and elongated left arm, as well as nature-based magic.
Please note that the names of the raid battle and status effects are not finalized, and may change at period of update.
As introduced before, in the Semias battle, you can obtain materials to craft a Fine-grade weapon, Legendary-grade legs armor, and an earring accessory. A Prefix Enchant Scroll for the Head/Legs slot will be added, and at the same time, a Prefix Enchant Scroll for the totem slot will be added to Lucian's loot table.
Furthermore, we plan to add a new Rank 4 Enchant Scroll from Semias that can serve as an alternative to the ‘Fast’ Enchant Scroll. This enchant is a new option to help mitigate the situation where you have to give up a portion of your Attack stat to build Attack Speed after the stat overhaul. The stats of this new Enchant Scroll are as follows:
- +700 ATT/M. ATT, +5 Attack Speed, -4 Balance, -4 Critical
The content introduced today is scheduled to be applied to the Korean Test Server on October 15th and updated to the official Korean server on October 23rd. Although this second test server will not be available to users outside of Korea, we will continue to listen to your feedback and opinions to bring you a more satisfying experience.
We wish you a bountiful and generous autumn.
Thank you.