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#EpicSeven #General_News

Official Dominiel

9/5 Hero Balance Adjustment Preview - Part 1



Hello Heirs. This is Epic Seven. 


This information is regarding the Hero Balance Adjustment that is scheduled to be applied after the September 5th Update. The purpose of this Hero Balance Adjustment is to improve the PvP ability of Covenant Summon Heroes that have not been as popular as other Heroes, so that our Heirs can create new team combinations for a more diverse battle experience. Also, we are hoping to increase the utilization of the under-performing 3 Star Moonlight Heroes via balance adjustments. Finally, we also improved certain Artifacts that had a less than optimal impact, so that new strategies can be created. 


1. Hero Balance Adjustments

 The probability and number of turns are based on fully enhanced characters.

 The values mentioned in this preview may differ from the actual update. 

 The skill descriptions mentioned in this preview may differ from the actual update. 


Lilibet

Snip-Snip (Before)

Snip-Snip (After)

Brutally cuts the enemy, with a 50% chance each to inflict four bleeding effects for 2 turns. Deals additional damage when target isn't buffed.

Brutally cuts the enemy, with a 50% chance each to inflict four bleeding effects for 2 turns, and the caster’s Combat Readiness increases 50%. Deals additional damage when target isn't buffed.

- Damage increased 50% compared to before. 

Soul Cutter (Before)

Soul Cutter (After)

Slashes the enemy with Cho & Mal, inflicting extinction when the enemy is defeated.

Slashes the enemy with Cho & Mal, inflicting extinction when the enemy is defeated. Grants the caster Skill Nullifier, negating damage received from the next attack.

- Damage increased 11% compared to before


Acting as a counter for against Revival, Lilibet was highly dependent on her skill ‘Soul Cutter’ that has the Extinction effect. However, if she didn’t defeat the enemy with Soul Cutter, there was a long delay before she could use that attack again, so she was considered an inadequate damage dealer. Therefore we adjusted Soul Cutter by adding a Skill Nullifier buff so that her survivability would be increased, and improve the performance of Snip-Snip so that it would cause more damage as well as increase Combat Readiness. With these changes, Lilibet can now properly carry out her role as a damage dealer.


Lidica

Thornbush (Before)

Thornbush (After)

Attacks all enemies, with a 100% chance to decrease Hit Chance for 1 turn.

Attacks all enemies, with a 100% chance to decrease Hit Chance for 1 turn and dispels one buff.

Public Execution (Before)

Public Execution (After) 

Attacks the enemy with a whip sword and decreases Combat Readiness by 100% and decrease Speed for 2 turns. Grants the caster Skill Nullifier, negating damage received from the next skill attack.

Attacks the enemy with a whip sword and decreases Combat Readiness by 100% and decrease Speed and making them unhealable for 2 turns. Grants the caster Skill Nullifier, negating damage received from the next skill attack.


Lidica’s Public Execution skill has a unique, and powerful effect of decreasing Combat Readiness by 100%. However, this skill didn’t offer much else in ways to contain her enemies, so her effectiveness was minimal in PvP matches. With this adjustment, the unhealable debuff will be added to her skill, Public Execution, which will increase her ability to contain her enemies. Also, in preparation for situations when Public Execution is ineffective, her skill, Thornbush can now dispel one buff. 


Basar

Sand Wind (Before)

Sand Wind (After)

Attacks with magic, with a 75% chance to transfer one debuff from the caster to the enemy.

Attacks with wind magic. When the caster is debuffed, has a 75% chance to transfer one debuff from the caster to the enemy before inflicting a random debuff for 2 turns.

Hurricane (Before)

Hurricane (After)

Attacks all enemies by releasing a hot sand hurricane, with a 75% chance to decrease Hit Chance for 2 turns.

Soul Burn Effect (10 Souls): Skill cooldown is decreased by 2 turns.

Attacks all enemies by releasing a hot sand hurricane, with a 75% chance to decrease Hit Chance and Attack for 2 turns.

Soul Burn Effect: Removed.

Sandstorm (Before)

Sandstorm (After)

Attacks all enemies with a sand magic, dispelling all buffs, and making them unable to be buffed for 2 turns.

Attacks all enemies with a sand magic, dispelling all buffs, and making them unable to be buffed for 2 turns, before decreasing Combat Readiness by 30%.

Soul Burn Effect (20 Souls): Ignores Effect Resistance.


Basar was designed with a skillset to contain the enemy’s buffs, but was only useful for teams that heavily relied on buffs. Additionally, his first skill, Sand Wind was difficult to utilize to its full potential in regards to the transferring of a debuff. Therefore, we redesigned Basar to inflict multiple debuffs on the enemy which will allow him to successfully contain the opposing team. Basar’s ability to contain the opponent is further improved by adding a random debuff in the skill, Sand Wind, by decreasing his opponent’s attack via his skill Hurricane, and decreasing the opponent’s Combat Readiness with his skill Sandstorm.


Yufine

Dragon’s Roar (Before)

Dragon’s Roar (After)

Attacks with a dragon howl, dispelling one buff from all enemies, with a 50% chance to silence for 1 turn, before granting increased Attack and Speed to the caster for 2 turns.

[Cooldown: turns]

Attacks with a dragon howl, dispelling one buff from all enemies, with a 85% chance to silence for 1 turn, before granting increased Attack and Speed to the caster for 2 turns.

[Cooldown: 3 turns]

-Damage increased 50% compared to before.

Dragon’s Charge (Before)

Dragon’s Charge (After)

Hits the enemy with a finishing blow, stunning for 1 turn and dispelling all buffs. Damage dealt is increased by 50% if the enemy is buffed.

Hits the enemy with a finishing blow, dispelling all buffs and stunning for 1 turn. Damage dealt is increased by 50% if the enemy is buffed.


Yufine wasn’t useful as a damage dealer after she used her skill, ‘Dragon’s Charge’, as her skill ‘Dragon’s Roar showed little effectiveness. Therefore, Dragon’s Roar’s damage has been increased 50% higher than it was before, and the probability of inflicting the debuff Silence was also increased so that this skill can be more powerful and efficient than before. Additionally, Dragon’s Roar cooldown was decreased by 1 turn in order to maintain buffs, which would be beneficial in longer battles. Lastly, Dragon’s Charge was changed to dispel buffs and then stun the opponent, making the skill more effective when dealing with opponent’s who have been granted the buff, immunity. 


Yuna

Homing Laser (Before)

Homing Laser (After)

Attacks all enemies with a drone, increasing the caster's Combat Readiness by 6% per target. When there are less than 3 enemies, damage dealt increases with fewer enemies.

Attacks all enemies with a drone, increasing the caster's Combat Readiness by 6% per target, and increasing Combat Readiness of all allies except for the caster by 2%. When there are less than 3 enemies, damage dealt increases with fewer enemies.

Upgrade (Before)

Upgrade (After)

Buffs all allies with a drone and increases Attack and Speed for 2 turns. 

[Acquired Focus: 1]

[Cooldown: 4 turns]

Buffs all allies with a drone and increases Attack and Speed for 2 turns. 

[Acquired Focus: 2]

[Cooldown: turns]

Meteor Cannon (Before)

Meteor Cannon (After)

Attacks all enemies with an enormous and powerful cannon, inflicting huge damage. When there are less than 3 enemies, damage dealt increases with fewer enemies.

Attacks all enemies with an enormous and powerful cannon, inflicting huge damage. When hit, it always results in a critical hit, and when there are less than 3 enemies, damage dealt increases with fewer enemies.


Initially, Yuna was used as a support hero thanks to her skill, Upgrade, which grants increased Attack and Speed. However, it seemed like her ability was lacking with only temporary buffs, and currently, it is difficult to use her effectively in both short and long battles. With this adjustment, her skill Homing Laser will now increase not only Yuna’s Combat Readiness, but also her ally’s Combat Readiness, improving her role as a Support Hero. This also increases, Yuna’s usefulness in longer battles since her skill, Upgrade, had its cooldown decreased, shortening the gaps between buffs.


Aramintha

Catalyst (After)

- Damage increased 14% compared to before.


Fire Pillar (Before)

Fire Pillar (After)

Attacks all enemies with massive fire pillar, with a 100% chance to burn for 2 turns, and increase the caster’s Combat Readiness by 50%.

Attacks all enemies with massive fire pillar, with a 100% chance to burn for 2 turns, and 50% chance to stun for 1 turn, before increasing the caster’s Combat Readiness by 50%.



Aramintha was designed to be a mage who can both attack and provide support at the same time by inflicting the debuff, burn to her opponents and granting buffs to her allies. However, she was under-performing in PvP environments since it was difficult to effectively attack with only burn and unhealable debuffs. Therefore, by adding a stun effect to her skill Fire Pillar, it now acts as a powerful containment as her first attack while allowing a combo effect with her skill, Catalyst. Also, Catalyst skill’s damage has been increased so that it can be used not only for containment, but also to deal a significant amount of damage. 


Assassin Coli

Ambush (Before)

Ambush (After)

Ambushes the enemy, dealing additional damage when stealthed. Damage dealt increases proportional to the caster's Speed.

Ambushes the enemy, dealing additional damage if stealthed, and grants the caster increased Speed for 1 turn. Damage dealt also increases proportional to the caster's Speed.

- Damage increased 12% compared to before.

- Damage at stealth state is increased 9% compared to before.

Murder (After)

- Cooldown is decreased 1 turn.

Before: 5 turns / After: 4 turns


Assassin Coli was designed to use the stealth effect from her skill Murder to be able to continue attacking the enemy, but her first skill Ambush was not very powerful, so her effectiveness was reduced after using the skill Murder. Therefore, we increased the base damage as well as damage she was granted when Stealthed due to the use of her first skill, so that she can be effective even after using Murder. Additionally, this skill will grant her increased speed when used while she’s Stealthed so that her turn would come back quicker.


Purrgis

Falling Strike (Before)

Falling Strike (After)

Mows down enemies with a great sword, with a 50% chance each to decrease Speed for 2 turns, and decrease Combat Readiness by 20%.

Mows down enemies with a great sword, with a 50% chance each to decrease Speed for 2 turns, and decrease Combat Readiness by 20%. Damage dealt is proportional to the caster's max Health.

Get Lost! (Before)

Get Lost! (After)

Hits all enemies when counterattacking, with a 30% chance to counterattack when attacked.

Hits all enemies when counterattacking, with a 15% chance to stun for 1 turn. Has a 30% chance to counterattack when attacked.

Final Blow (Awakened) (Before)

Final Blow (Awakened) (After)

Attacks all enemies with a powerful ground pound, stunning for 1 turn when they have less than 30% Health.

Attacks all enemies with a powerful ground pound, with a 50% chance to stun for 1 turn. Increases effect chance by 100% when they have less than 30% Health. Damage dealt is proportional to the caster's max Health.


Purrgis was able to utilize his passive skill in order to launch a counterstrike on all his enemies, but he lacked other threats. Therefore, in order to increase his effectiveness, we have made his skills deal damage proportional to his max Health as well as given him the probability to inflict the debuff, Stun, onto his opponents, which should help solidify his presence as a defensive Hero who can create havoc for the opponent if they recklessly use an AoE attack without preparing for the consequences. Additionally, we also improved his third skill, Final Blow, which was too reliant on certain conditions to be activated and can now stun enemies more reliably. 


Armin

Flash of Light (Before)

Flash of Light (Awakened) (After)

Releases a bright light to attack all enemies, with a 50% chance each to decrease Hit Chance for 2 turns, and inflict poison for 3 turns. Increases Defense of the caster for 1 turn.

Releases a bright light to attack all enemies, with a 100% chance each to decrease Hit Chance for 2 turns, and inflict poison for 3 turns. Increases Defense of the caster for 2 turns.


Shield Wall (Before)

Shield Wall (After)

Covers all allies with the Shield of Light and grants a barrier for 3 turns, recovering Health. Barrier strength is proportional to the caster's Defense, and amount recovered is proportional to the target's max Health. 

Covers all allies with the Shield of Light and grants a barrier for 3 turns, recovering Health. Barrier strength is proportional to the caster's Defense, and amount recovered is proportional to the target's max Health. Decreases damage suffered by all allies by 10% when this skill is under cooldown.


Armin's skill Flash of Light had problems of being ineffective in containment and defense, since the probability of decreased Hit Chance occurring was unpredictable, while increased defense effect only lasted temporarily. To improve this, Flash of Light’s probability of decreased Hit Chance occurring was increased to 100%, and the Increased Defense effect was adjusted to last for 2 turns. These changes will improve Armin’s survivability and containing abilities. Additionally, the skill, Shield Wall, will now reduce the damage that her team receives even while in cooldown, so that her team will be protected just by Armin’s presence alone.

Crozet

Mark of Protection (Awakened) (Before)

Mark of Protection (Awakened) (After)

Grants increased Defense and a barrier to an ally for 2 turns when an attack causes their Health to fall below 50%. Barrier strength increases proportional to the target's max Health. Can be activated once every 2 turns.

Grants increased Defense and a barrier to an ally for 2 turns when an attack causes their Health to fall below 50%. Barrier strength increases proportional to the target's max Health. Can be activated once every turn.

Breakthrough (Before)

Breakthrough (After)

Attacks all enemies with a swordstorm, decreasing their Combat Readiness by 50%. Damage dealt increases proportional to the caster's Defense.

[Cooldown: 5 Turns]

Attacks all enemies with a swordstorm, with a 75% chance to provoke for 1 turn after decreasing their Combat Readiness by 50%. Damage dealt increases proportional to the caster's Defense.

[Cooldown: 4 Turns]


Crozet’s skill, Mark of Protection was not a significant source of protection due to the 2 turn cooldown, despite it only requiring the target to be at 50% Health or lower. Therefore we have reduced the cooldown so that Mark of Protection can be activated once every turn. Additionally, we have also adjusted the skill, Breakthrough, which now has the chance to provoke all enemies. This allows Crozet to draw the attack of the enemies, maximizing the efficiency of the skill, Mark of Protection by increasing the odds of having this skill being activated on himself, and allowing for more powerful allies to continue their attack on the enemy. 


Kitty Clarissa

I'm So Cute, Meow~♥ (Before)

I'm So Cute, Meow~♥ (After)

Wiggles tail cutely, decreasing debuff duration on all allies by 2 turns, and granting the caster immunity and loveliness for 3 turns.

Wiggles tail cutely, decreasing debuff duration on all allies by 2 turns, and granting the caster immunity and loveliness for 3 turns before Granting an extra turn.


Kitty Clarissa is an excellent option for removing debuffs from Allies, however, there was an extremely large delay until her turn came around again. In order to correct this issue, we have decided to grant Kitty Clarissa an additional turn after she has used her skill, I'm So Cute, Meow~♥, allowing players to choose between dispelling buffs on enemies or triggering a dual attack from an ally, depending on the state of the battle.

Achates

Rapid Cure (Awakened) (Before)

Rapid Cure (Awakened) (After)

Recovers ally's Health and grants invincibility for 1 turn. Amount recovered is proportional to the caster's max Health.

Recovers ally's Health and grants invincibility for 1 turn. When used on an ally except for the caster, decreases the target's skill cooldown by 1 turn. Amount recovered is proportional to the caster's max Health.


While Achates excels in healing and removing debuffs that have been inflicted on her Allies, she lacked other abilities to support allies, making her less favored when compared to other Soul Weavers. We have therefore given Rapid Cure an ability to decrease target’s skill cooldown, increasing her efficiency when she’s used with other heroes.


Otillie

Area Defense (Before)

Area Defense (After)

All allies receive 20% less damage from attacks that target all allies. When this effect is granted more than once, only the strongest effect is applied.

All allies receive 30% less damage from attacks that target all allies. When this effect is granted more than once, only the strongest effect is applied.

Mana Release (Awakened) (Before)

Mana Release (Awakened) (After)

Exhales powerful darkness, decreasing Combat Readiness by 40%, and making the enemy unable to be buffed for 2 turns.

Exhales powerful darkness, decreasing Combat Readiness by 40%, and making the enemy unable to be buffed and inflicts Silence for 2 turns.


Otillie was designed to efficiently respond to AoE attacks thanks to her skill, Area Defense, which reduced the damage taken when all Allies are damaged. However, her damage reduction passive skill was not very effective, making her difficult to use. To ensure that she can be useful in a battle with heavy focus on AoE attacks, we have increased the effectiveness of Area Defense’s damage reduction as well as allowing her skill, Mana Release, the ability to inflict the debuff Silence on her opponent.


Gunther

Veteran (Before)

Veteran (After)

The caster does not deal a critical hit, but Attack increases by 75%.

The caster does not deal a critical hit, but Attack increases by 75% and Increases Critical Hit Resistance by 70%.



Tenacious Strike (Awakened) (Before)

Tenacious Strike (Awakened) (After)

Attacks with an axe, stunning for 1 turn. Damage dealt is increased against bleeding enemies.


Attacks with an axe, stunning for 1 turn and decreasing Defense for 2 turns.
 - Damage increased 29% compared to before.



Gunther is a Hero that has a major drawback of not being able to activate a Critical Hit, lacked a clear role and therefore had difficulty finding a place on different teams. In order to correct this, we have given his skill, Veteran, the ability to increase Critical Hit Resistance so he can stay alive and continue to hinder the enemy, and the ability to reduce the Defense of the opposing team with his skill, Tenacious Strike, so he can better contribute to his team’s ability to effectively attack.

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