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Developer Notes

7/25 Dev Note-Regular Hero Balance Notice (Edited) [488]

  • OFFICIAL
  • Dominiel
  • 2019.07.25 06:50 (UTC+0)
  • 조회수 125346


The stat increase for Rikoris and Captain Rikoris's skill, Quick Pierce, was incorrectly written and has been corrected.
We apologize for any confusion that this may have caused our Heirs.


Hello Heirs,

This is Super Creative.

Today, we would like to inform you about future Hero balance changes which are scheduled for August 8th.

Additionally, we will inform you of changes to the Summon System, certain Moonlight Heroes changes, Memory Imprint improvement, and skill renewals by the end of July.


We are focusing on two areas when it comes to Hero balancing.

First, we are searching for a solution to the meta freeze due to some overpowered Moonlight Heroes. We are deliberately going through internal steps to increase the diversity of Heroes in the meta and are trying our best to have it revised as fast as possible. Also, a thorough verification process will be added to prevent this situation from occurring again.

Secondly, under-performing Heroes will be regularly re-balanced. Before the balance patch we had in June, we promised to have regular Hero re-balancing every 6-8 weeks. We hope this upcoming balance patch gives you better experiences in growing Heroes and creating your own strategies and tactics.

Luluca

Wild Wave (Before)

Wild Wave (After)

Attacks with intense elemental force. Damage dealt increases proportional to the amount of the enemy's lost Health.

Attacks with intense elemental force, with a 50% chance to decrease Defense for 2 turns. Damage dealt increases proportional to the amount of the enemy's lost Health.

Wave of Vengeance (Before)

Wave of Vengeance (After)

Attacks all enemies with the power of ruin, with a 75% chance to decrease Defense for 2 turns. Damage dealt increases every time using this skill and can stack up to 3 times.

Attacks all enemies with the power of ruin, with an 85% chance to decrease Defense for 2 turns. Caster's Attack increases every time this skill is used and can stack up to 3 times.


Luluca was initially designed as a mage who is beneficial when used in long battles due to the fact that her skill, Wave of Vengeance, increases damage dealt. However, her other skills ended up being ineffective due to the high dependence on the skill, Wave of Vengeance. Therefore, we made skill adjustments, while maintaining the original concept of “a mage who is beneficial when used in long battles”. 

The skill, Wave of Vengeance, now increases attack instead of damage dealt. This in turn influences damage of the skill, Wild Wave and the barrier granted by Rekos's Blessing. Not only does the skill, Wave of Vengeance get stronger the more it is used, but Luluca gets stronger as well.

In addition, a defense decrease feature has been added for the skill, Wild Wave. We have changed the design so that it works in a defense decrease role by increasing the defense decrease probability for the skill, Wave of Vengeance, before its attack increase effect stacks.

Baal & Sezan

Dark Cloud

- Damage increased by 30%.

- Damage dealt proportional to debuffs increased by 50%.

Last Requiem

- Cooldown is decreased by 2 turns.
 

[Previous]

Cooldown: 5
 

[Adjusted]

Cooldown: 3


Baal & Sezan is a Mage who inflicts various debuffs to their enemies and deals damage proportional to the number of inflicted debuffs.

However, the damage of Dark Cloud, which resets the cooldown count of Last Requiem, was not strong enough, so Baal & Sezan was not preferred among players compared to many other Heroes who inflict debuffs. Improvements have been made to skills, which will balance the relationship between Dark Cloud and Last Requiem, and the damage of Dark Cloud.

The basic damage of Dark Cloud is increased by 30%, and the damage dealt proportional to debuffs is increased by 50%, so that Baal & Sezan will deal more damage proportional to the number of debuffs inflicted on the enemy.

Ludwig

Moonlight Blow (Before)

Moonlight Blow (After)

Attacks with light, with a 50% chance to stun for 1 turn. When the enemy is defeated by this attack, the caster is granted invincibility for 1 turn.

Attacks with light, with a 50% chance to stun for 1 turn, granting invincibility to the caster for 1 turn.

Call of the Full Moon (Before)

Call of the Full Moon (After)

Attacks all enemies with Nocturne magic, penetrating Defense by 50% if the caster is invincible. A critical hit will grant the caster a barrier for 2 turns, with strength increasing proportional to the caster's Attack.

Attacks all enemies with Nocturne magic, penetrating Defense by 20%. Penetrates Defense by an additional 30% if the caster is invincible. A critical hit will grant the caster a barrier for 2 turns, with strength increasing proportional to the caster's Attack.


The condition for being granted Invincibility was too difficult to achieve as it required Ludwig himself to specifically kill the enemy. This condition has now been removed, and Ludwig will be granted invincibility whenever the skill is used, regardless of whether or not an enemy was killed. 


Also, Call of the Moon will now always penetrate Defense by 20%, and by an additional 30% if Ludwig is granted invincibility, which will make the damage more effective and balanced regardless of whether or not Ludwig is granted with invincibility.


Tenebria

Dark Explosion (Before)

Dark Explosion (After)

Attacks with an explosion of dark energy, with a 35% chance to put them to sleep for 1 turn. When an enemy is put to sleep, the caster's Combat Readiness increases by 50%. This skill does not trigger a Dual attack.

Attacks with an explosion of dark energy, with a 50% chance to put them to sleep for 1 turn. When an enemy is put to sleep, the caster's Combat Readiness increases by 50%. This skill does not trigger a Dual attack. 

Nightmare (Before)

Nightmare (After)

Drops Moon of Nightmare on all enemies, with a 75% chance to decrease Defense for 2 turns and increase Attack of the caster for 2 turns.


[Cooldown: 5 Turns] 

Drops Moon of Nightmare on all enemies, with an 85% chance to decrease Defense for 2 turns and increase Attack of the caster for 2 turns.


[Cooldown: 4 Turns] 


The probability of Tenebria’s debuffs landing is less competitive when compared to other heroes. Therefore, we have increased the probability of success for the debuff, sleep, for the skill Dark Explosion, and made adjustments so that the basic skill can give a powerful attack even when other skills are on their cooldown. In addition, we have changed the design of the skill, Nightmare, so that it now has a lower cooldown as well as an increased probability to decrease the defense of all enemies, which allows it to be used in a greater variety of situations.

Leo

Fox Hunt (Before)

Fox Hunt (After)

Attacks with a slingshot, with a 100% chance to decrease Defense for 2 turns, and a 30% chance to use Sparrow Dive.

Attacks with a slingshot, with a 100% chance to decrease Defense for 2 turns, and a 50% chance to use Sparrow Dive.



- Damage increased by 14%

Flying Racoo (Before)

Flying Racoo (After)

Racoo flies into the enemies like a bullet and attacks all of them, decreasing Speed for 2 turns, with a 50% chance to stun.


[Cooldown: 5 Turns]

Racoo flies into the enemies like a bullet and attacks all of them, decreasing Speed for 2 turns with a 75% chance to stun.


[Cooldown: Turns]


The probability of triggering Sparrow Dive has been increased after using the skill, Fox Hunt. Additionally, the skill, Flying Racoo, had its probability to inflict Stun increased. This, combined with a lower cooldown, should allow Leo to make more threatening attacks.

Romann

Gravitation (Before)

Gravitation (After)

Attacks all enemies with a magic circle, with a 50% chance each to decrease Combat Readiness by 20% twice.

Attacks all enemies with a magic circle, with a 50% chance each to decrease Combat Readiness by 20% four times.

Event Horizon (Before)

Event Horizon (After)

Shoots a powerful gravity sphere at all enemies, dispelling all buffs and increasing Combat Readiness of the caster by 50%. Damage dealt increases and the enemy is inflicted with two poison effects for 2 turns when the enemy is buffed.

Shoots a powerful gravity sphere at all enemies, dispelling all buffs and increasing Combat Readiness of the caster by 50%. Damage dealt increases, the enemy is inflicted with two poison effects for 2 turns, and the caster's Combat Readiness increases by an additional 30% when the enemy is buffed.


Romann’s skill Event Horizon was seen as attractive but difficult to use due to the ineffectiveness of Gravitation. 

The skill Event Horizon was also modified so that, when the enemy is buffed, the caster is granted increased combat readiness, allowing them to attack more frequently. 

To compensate for the low effect chance of Gravitation, which only has a 50% chance of decreasing combat readiness, the number of times the enemy’s combat readiness can be decreased has increased from two to four. 

Rikoris

Quick Pierce (Before)

Quick Pierce (After)

Attacks with a spear, with a 50% chance to decrease Defense for 2 turns.

Attacks with a spear, with a 50% chance to decrease Defense for 2 turns. Effect chance increases by 25% when the caster is granted increased Speed.


Compared to Cheer, Flash Cut was lacking in performance, and Quick Pierce was not good enough to make up for this performance issue.

We have also adjusted Quick Pierce’s probability of decreasing the enemy’s defense when the caster is granted a speed buff so that Rikoris has a clearer role as a tank and support unit.

Captain Rikoris

Quick Pierce (Before)

Quick Pierce (After)

Attacks with a spear, with a 50% chance to decrease Defense for 2 turns.

Attacks with a spear, with a 50% chance to decrease Defense for 2 turns. Effect chance increases by 25% when caster is granted increased Speed.

Supreme Spear

- Healing increased by 100%.

Damage increased by 41%.

Skill Tree (Before)

Skill Tree (After)

Mineral Rune

- Defense increases by 10%.

+1 +2% Defense

+2 +3% Defense

+3 +5% Defense

Mineral Rune

- Defense increases by 15%..

+1 +3% Defense

+2 +5% Defense

+3 +7% Defense

Health Rune

- Health increases by 10%.

+1 +2% Health

+2 +3% Health

+3 +5% Health

Health Rune

- Health increases by 20%.

+1 +5% Health

+2 +7% Health

+3 +8% Health


In order to enable Captain Rikoris to more effectively fulfill his role as a Tank, the Defense and Health increases gained from Rune Enhancements will be increased.


We have improved him by increasing the amount of health he can recover proportional to his max Health by 100% so that he can survive longer.

Ras

Sword of the Heir (Before)

Sword of the Heir (After)

Strongly attacks all enemies with a swordstorm, recovering Health proportional to damage dealt, and increasing Defense of the caster for 2 turns. Damage dealt increases proportional to the caster's max Health.

Strongly attacks all enemies with a swordstorm, recovering Health and increasing Defense of the caster for 2 turns. Damage dealt and amount recovered increases proportional to the caster's max Health.
 
*Basic version of the skill will now have the same effect as the Awakened version.

Other

- Awakened skill has changed.

[Before]

Sword of the Heir: Strongly attacks all enemies with a swordstorm, recovering Health proportional to damage dealt, and increasing Defense of the caster for 2 turns. Damage dealt increases proportional to the caster's max Health.


[After]

X-Slash: Attacks with a sword, with 75% chance to dispel a buff. Damage dealt increases proportional to the caster's max Health.


Although Ras is our protagonist, not many Heirs have used him because he lacks a clearly defined role.

Changes have been made to Ras’s Awakened skill, which now enhances his basic skill, X-Slash. After Awakening, “dispelling buff” is added to the skill effect, which will be very helpful to our Heirs in the early stages of his adventure.

Also, the basic version of the skill will now have the same effect as the Awakened version, and the amount recovered increases proportional to the caster’s max Health, allowing him to survive for a longer time.

These adjustments are mainly for Heroes which are used for PVE content, and will be updated on August 8th, 2 weeks from now.

We are very cautious about adjusting PVP related Heroes and details will be shared on July 31st, along with future balancing plans and policies. Adjustment of Heroes, especially the nerfing of Heroes, will be long enough as to receive feedback from Heirs, but buffs will be updated as fast as possible.

Adjustment details for the following PVP Heroes will be released on July 31st.

Buff expected

Basar, Yufine, Lilibet, Lidica, ML Coli,

Nerf expected

ML Aramintha, ML Baal&Sezan, ML Vildred, ML Armin


Heroes that are expected to be nerfed will be adjusted to an optimum level to prevent these Heroes from being ineffective. Compensation and exchange related information will also be announced when the details are settled. (*Players will be able to exchange for a Moonlight Hero of an equivalent star grade if a Moonlight Hero they own is nerfed. We will also take into account the Memory Imprint level.)

However, there might be changes to these details when updated. If so, we’ll make sure to let you know about any changes as soon as possible.

When balancing Heroes, there needs to be consideration from various aspects. This upcoming balance patch was planned beforehand, therefore, we announced the adjustments of Moonlight Heroes earlier. We will be glad to have your feedback on this adjustment and also for future adjustments of Moonlight Heroes.

Thank you

댓글 488

  • images
    2019.07.25 07:11 (UTC+0)

    BESTMl ara doesnt need to be nerfed there are so many ways to counter her, such as imunity set or out speed her

  • imagesofficial
    2019.07.25 07:53 (UTC+0)

    BESTHello, Heirs! We understand your concerns regarding these changes. Rest assured that we will be compiling and sending feedback given to our developers. Thank you very much for the love and support you've shown for Epic Seven! :)

  • images
    2019.07.25 07:22 (UTC+0)

    BESTstfu.

  • ic-caution

    작성자에 의해 삭제된 댓글입니다.

  • images
    2019.07.25 07:11 (UTC+0)

    Ml ara doesnt need to be nerfed there are so many ways to counter her, such as imunity set or out speed her

    • images
      2019.07.25 19:29 (UTC+0)

      STOVE82893001heres how i deal with ml ara. to make it worth the gamble. first i use ml bal 160 effectiveness with immunity to cut the fast immunity remover or fast booster that good ml ara player will ALWAYS have. violin dizzy, hurado, rozid.. etc incase of also facing ml bal, i just wouldnt even try. second i bring a 160 resist destina also with immunity incase my ml bal doesnt sleep her or their immunity remover, i can use destina to cleanse her stun and burn. then i need to bring a single target nuker in my case kayron with max s3 to delete her. taking up three character space just to deal with one! if i dont sleep her im ffffed, if my high resist cleanser immunity gets removed im fffed, if she builds tanky with resist and i dont kill her in one turn im fffed. if she bring c armin i dont even want to try. ml bal ara theres no counter unless u have *** gear, even then its a gamble. if i do manage to nuke her out i still have to find a way to deal with rest of their team

    • images
      2019.07.27 05:08 (UTC+0)

      Do you know there is lela violin in this game? Do you know there is stripper in this game? How about u use those and stop whining

  • images
    2019.07.25 07:14 (UTC+0)

    Good job admin. We love u.

  • images
    2019.07.25 07:16 (UTC+0)

    Nerf Dizzy, and bring justice to Owzers by giving him an ML Ken selector ticket.

    • images
      2019.07.25 07:34 (UTC+0)

      Stop whining

  • images
    2019.07.25 07:17 (UTC+0)

    Please look into ML Sez. IMHO there's little reason to build him over ML Schuri even though he's a 5*. He can't even be used in pve boss fights because of his reliance on stun.

    • images
      2019.07.25 19:02 (UTC+0)

      so true and not just because we own the worst ml 5 in the game

  • images
    2019.07.25 07:18 (UTC+0)

    if i had 2 C armin, and one was used for memory imprints, then will i get 2 ticket instead of one?

  • images
    2019.07.25 07:19 (UTC+0)

    Please nerf Angelica and Buff Deadtina 

    • images
      2019.07.25 07:37 (UTC+0)

      Angelica is slow enough to warrant no nerf. Destina does need a buff though. 

  • images
    2019.07.25 07:24 (UTC+0)

    Guess my time in arena has finnaly come to an end, sad times indeed, half-jokes aside lol, Basar, Yufine, Lilibet gonna get a buff will be intresting to see 


    edited: 


    Keep up the good work Devs, that 6-8 weeks balance idea i think is really good one 

  • images
    2019.07.25 07:24 (UTC+0)

    Cool upgrades on everyone. Can Leo really Stun for 2 turns??
    Also, has Captain Rikoris' Supreme Spear been fixed yet so he Stuns AFTER he removes 1 buff?

    • images
      2019.07.27 05:07 (UTC+0)

      Reread the sentence again, leo slow 2 turns and land stun (1 turn)

  • images
    2019.07.25 07:25 (UTC+0)

    A lot of these changes are great! The Luluca changes in particular make me a very happy camper.

    However, there are some very notable omissions:

    - Crozet still needs a significant buff. His S3 in particular makes him very sad. Please don't let him be sad. :<

    - Where's Dizzy? I mean, you've got to be honest - she has easily as much impact as ML Baal or ML Aramintha on the meta. Why is she getting no attention? 

    - Assassin Coli but not Assassin Cidd? Isn't Assassin Cidd virtually unused at this point? He really needs another pass... 

    - Destina still needs a cooldown reduction on her S3. It's her one Achilles' heel. As the premier natural 5-star healer, it's not fair for her to be behind the likes of Achates and Angelica in healing prowess. 

    I'm also hoping that Charlotte, Yuna, fire Aramintha, Surin, ice Dominiel, and fire Dingo are not forgotten. They're all neat characters that are still in need of a bit of help.

    Thanks for all the hard work! Please keep it up! 

    • images
      2019.07.25 08:00 (UTC+0)

      STOVE83931528You really must be a Lower rank Player if you think Dizzy is OP. If she is the threat of the team No-one let’s her live long enough to get more than one S3 off. The problem with building her fast is she isn’t tanky. She’s not a Hard unit to deal with. Use immunity sets if don’t have high enough speed gear. She’s going to be even easier to kill now with Carmin nerfs. She’s not out of line at all. Also I’d suggest you build Angelic Momo. She counters dizzy extremely hard. With full team cleanse every 2 turns possibly every turn. If you are struggling with dizzy. 

    • images
      2019.07.25 11:32 (UTC+0)

      CriesSo her trivializing 99% of the game content, being the most used unit in all game modes and challenges doesn't matter at all? She is top used unit in abyss and for good reason. There's no reason to nerf ml ara but not her. Absolutely no excuse.

  • images
    2019.07.25 07:25 (UTC+0)

    As Romann main, his buff brings me joy.

  • images
    2019.07.25 07:25 (UTC+0)

    Wow, pretty good balancing. Dont forget about other less used heroes like Dominiel, and other 3 * ml heroes that are USELESS. Maybe some people can have some fun with the =)
    Oh no, my Vildred is getting nerfed. Finally when becoming useful, he gets the nerf hammer =(

    • images
      2019.07.25 07:36 (UTC+0)

      The common theory is that he'll just get the Attack Up buff removed. He'll still keep the 100% CR Boost and therefore be better than he was orginally (but weaker than after his super-buff).

  • images
    2019.07.25 07:34 (UTC+0)

    oh fvcck , no Carmin 

    • images
      2019.07.25 07:36 (UTC+0)

      Nerf doesn't mean neutered, she's important to prevent cleave domination in Arena so she'll still do her job.

    • images
      2019.07.25 18:59 (UTC+0)

      STOVE92356646yea but she doesnt need ffffing three turn immunity to counter cleave now does she?

  • images
    2019.07.25 07:35 (UTC+0)

    Can people just stop whining about nerf Dizzy thing...

    • images
      2019.07.25 08:17 (UTC+0)

      Agreed. She's one of the easiest units to counter in PVP. Does not need a nerf.

    • images
      2019.07.25 08:54 (UTC+0)

      "Can people just stop whining about the fact that a character that so very obviously needs a nerf isn't getting nerfed?"


      Uh, no?


      That's basic logic. Obviously people won't stop whining about a busted unit. Geez.

  • images
    2019.07.25 07:35 (UTC+0)

    So many buffs to characters, why nerf the best ones? ml heroes are supposed to be the best in the game! I use 3 of those heroes in my arena party now. Any small change will add up to a huge change In effectiveness for certain team compositions. If you screw these changes badly you will ruin the game for good and alienate a lot of loyal players. 

    • images
      2019.07.25 09:17 (UTC+0)

      They are being nerfed because they said it themselves that it was going to be too OP in the game during the press conference. Many players did not like them at ALL.

      Also, ruining the game from these nerfs is delusional from you. I'm glad they are getting nerfed and buff some juicy non-ML units. 

    • images
      2019.07.25 09:27 (UTC+0)

      STOVE100789462Smilegate should put more effort into making characters right the first time. Especially since once you miss a banner you are essentially sol. Players purposely skip or pull on banners in their favor. How are you to know the changes I. The future? with so many frequent changes forces players to pull every hero and hope they get buffed/nerfed For their benefit

  • images
    2019.07.25 07:36 (UTC+0)

    I hope that all the crybabys in silver and master ranks are now happy.

    Can we now move on to buff SSBellona? Her kit is so underwhelming for a limited unit.

    • images
      2019.07.25 08:03 (UTC+0)

      In b4, they give SSBellona a "proper skill kit" which fits her as "Limited Hero" very well, and people who miss her will keep whining on stove with topic "Nerf SSBellona and Dizzy" 

    • images
      2019.07.25 08:25 (UTC+0)

      FlynnizeWhy on earth would you insult me as a racist? 

      I mentioned the lower ranks, because most of them have either no idea how to counter these "OP" units, or are to lazy the build the counters. This has absolutely nothing to do with race.

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