10/24 (Thu) Balance Adjustment Preview (Edited 10/24 21:02)
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    10/24 (Thu) Balance Adjustment Preview (Edited 10/24 21:02) [261]



    ※ (Edited 10/24 21:02) An additional adjustment has been made to the patch notes concerning the condition of Peacemaker Furious's skill, Corner Them!. In exchange for alleviating the condition by which Corner Them! granted an extra attack with the same skill, the Combat Readiness Increase effect had been eliminated. However, the fix was mistakenly omitted in the patch notes. We apologize for any inconvenience caused by this issue.


    After releasing the 10/24 (Thu) Balance Adjustment preview, we have gathered various opinions from our Heirs.After careful review, we've decided to revise the previously announced adjustments to the 5★ Moonlight Hero, Silver Blade Aramintha and the 5★ Covenant Hero, Mort. We apologize for any inconvenience caused by these changes and ask for your understanding.


    We've updated a portion of Mort's description text to ensure that readers avoid any potential misunderstandings.


    Hello. This is Epic Seven.

    We sincerely appreciate the interest and support of all of our Heirs who have continued their adventures with us in Epic Seven.

     

    With this balance adjustment, we plan to implement changes to 16 Heroes, 4 Artifacts, and system changes. These changes are scheduled to take effect following the update on 10/24.

     

    1. Balance Adjustment Targets

     

    With this balance adjustment, we have made changes to certain Heroes and Artifacts that haven't been seeing much use, along with adjustments to certain Heroes and battle rules.

    The details of the balance adjustment are as shown below.

     

    Hero

    Grade

    Name

    5★ Moonlight

    Ruele of Light

    5★ Moonlight

    Silver Blade Aramintha

    5★ Moonlight

    Last Rider Krau

    5★ Moonlight

    Commander Pavel

    5★ Moonlight

    Designer Lilibet

    5★ Moonlight

    Twisted Eidolon Kayron

    5★ Covenant

    Melissa

    5★ Covenant

    Sez

    5★ Covenant

    Elena

    5★ Covenant

    Mort

    5★ Covenant

    Yulha

    5★ Covenant

    Blooming Lidica

    4★ Moonlight

    Auxiliary Lots

    4★ Moonlight

    Peacemaker Furious

    4★ Covenant

    Veronica

    4★ Covenant

    Armin

     

    Artifact

    Grade

    Name

    5★

    Cruel Mischief

    5★

    Rhianna & Luciella

    5★

    Pure White Trust

    5★

    Hostess of the Banquet

     

    System Improvements

    Extra Turn

     

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

    * Skill Cooldowns will not be changed unless stated.

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

     

    1-1. Hero Balance Adjustments

     

    1-1-1. Moonlight / 5★

     

    Ruele of Light

    Key to an Oath (Before)

    Key to an Oath (After)

    Attacks the enemy with a staff before healing the ally with the lowest Health. Damage dealt and amount recovered increase proportional to the caster's max Health.

    Attacks the enemy with a staff, before recovering health of all allies. Damage dealt and amount recovered increase proportional to the caster's max Health.

     

    Amount Recovered Decreased

    Light Pillar (Before)

    Light Pillar (After)

    Summons a light pillar, dispelling all debuffs from an ally and recovering their Health before granting them a barrier for 2 turns, and increases Combat Readiness of the caster by 25%.

    Amount recovered and barrier strength increase proportional to the caster's max Health.

    Summons a light pillar, dispelling all debuffs from an ally and recovering their Health before granting them a barrier and damage limit for 2 turns. Amount recovered and barrier strength increase proportional to the caster's max Health.

    Light Ascending (Before)

    Light Ascending (After)

    Revives one dead ally with healing magic, recovering 50% of their Health before granting them invincibility for 1 turn. When this skill is used on a living ally, all of the ally's debuffs will be dispelled before the same effect is applied.

    Dispels all debuffs from an ally with healing magic before recovering 50% of their Health and granting invincibility for 1 turn. When the target is already dead, revives them with 100% Health before the same effect is applied.

    At the start of the first battle, grants Spirit Lord's Protection to the caster.

    Light Ascending (Awakened) (Before)

    Light Ascending (Awakened) (After)

    Revives one dead ally with healing magic, recovering all of their Health before granting them invincibility for 1 turn. When this skill is used on a living ally, all of the ally's debuffs will be dispelled before the same effect is applied.

    Revives one dead ally with healing magic, recovering all of their Health before granting them invincibility for 1 turn. When this skill is used on a living ally, all of the ally's debuffs will be dispelled before the same effect is applied.

    At the start of the first battle, grants Spirit Lord's Protection to the caster.

     

    Spirit Lord's Protection: Upon receiving lethal damage, revives with 50% Health and increases Combat Readiness by 50%.

     

    Ruele of Light now performs better in prolonged battles.

    At the start of the first battle, Ruele of Light now can apply Spirit Lord's Protection to herself, which resurrects her if she takes fatal damage, greatly enhancing her survivability.

    Additionally, the Increase Combat Readiness effect to the caster from Light Pillar has been changed to an effect that applies damage reduction to allies, further boosting their survivability. While the healing amount from Key to an Oath has been slightly reduced, it now heals the entire team instead of just the ally with the lowest Health, contributing more to the team's overall sustain.

     

    Silver Blade Aramintha

    Flame Friction (Before)

    Flame Friction (After)

    Attacks an enemy with an explosion of flames, with a 75% chance to burn for 1 turn.After attacking, when an enemy is burned, activates Flame Release as an extra attack.

    Flame Release: Attacks all enemies with mystic fire energy, with a 60% chance to burn for 1 turn, before increasing the caster's Combat Readiness by 25%.

    Attacks an enemy with an explosion of flames, with a 75% chance to burn for 1 turn.After attacking, when an enemy is burned, activates Flame Release as an extra attack.

    Flame Release: Attacks all enemies with mystic fire energy, with a 60% chance to burn for 1 turn, before detonating burn effects on enemies at the end of the turn.

    Flame of Savara (Before)

    Flame of Savara (After)

    When an ally except for the caster uses an attack that targets all enemies, increases Combat Readiness of the caster by 20%. Can only be activated once every 3 turns.

    At the start of the first battle, increases Attack proportional to Effectiveness. The rate of the increase Attack effect does not change after it is activated.

    When an ally except for the caster ends their turn, increases Combat Readiness of the caster by 15%.

    Meteor Fall (Before)

    Meteor Fall (After)

    Attacks all enemies with a giant meteor, with a 65% chance each to inflict two burn effects for 2 turns. Decreases Combat Readiness of the enemy with the highest Combat Readiness by 30%.

    Attacks all enemies with a giant meteor, inflicting burn for 2 turns and stunning for 1 turn. Decreases Combat Readiness of the enemy with the highest Combat Readiness by 30%.

    Cooldown: 5 Turns

    Cooldown: 4 Turns

    Meteor Fall (Awakened) (Before)

    Meteor Fall (Awakened) (After)

    Attacks all enemies with a giant meteor, with a 65% chance each to inflict two burn effects for 2 turns, before stunning for 1 turn. Decreases Combat Readiness of the enemy with the highest Combat Readiness by 30%.

    Attack all enemies with a giant meteor, inflicting two burn effects for 2 turns and stunning for 1 turn. Decreases Combat Readiness of the enemy with the highest Combat Readiness by 30%.

    Skill Enhancement:

    +5% damage dealt

    +5% damage dealt

    +10% effect chance

    +10% damage dealt

    +10% damage dealt

    Skill Enhancement:

    +5% damage dealt

    +5% damage dealt

    +5% damage dealt

    +5% damage dealt 

    +10% damage dealt

    Cooldown: 5 Turns

    Cooldown: 4 Turns

    Imprint Concentration (Before)

    Imprint Concentration (After)

    Attack +6% - 18%

    Effectiveness +9% – 27%


    The new adjustments will allow Silver Blade Aramintha to take down enemies more easily through burns.

    The Increase Combat Readiness effect from Flame of Savara has been slightly reduced, but the condition for the effect has been changed from "when an ally except for the caster uses an attack that target's all enemies" to "when an ally except for the caster ends their turn." Additionally, the cooldown for this skill will be removed. Furthermore, at the start of the first battle, an effect will be added where her Attack increases based on her Effectiveness, allowing her Attack to rise simply by increasing Effectiveness. (Edited 24/10/02) To maximize the effect, her Imprint Concentration will be changed to Effectiveness.

    Meteor Fall will be changed so that the burn effect, which used to occur with a 65% chance, now happens with a 100% chance, and its cooldown will be reduced by one turn. Additionally, the Increase Combat Readiness to the caster effect from Flame Release will be changed to an effect that detonates burns on all enemies, allowing her to instantly deal burn damage to all enemies when using the skill.

     

    Last Rider Krau

    Code Number 00 (Before)

    Code Number 00 (After)

    After being attacked, decreases skill cooldowns of the caster by 1 turn.

     After suffering an attack that targets all allies, decreases skill cooldowns by an additional 1 turn, and grants a barrier to all allies for 1 turn. Barrier strength increases proportional to the caster's max Health. Barrier effect can only be activated once per turn.

    After being attacked, decreases skill cooldowns of the caster by 1 turn.

     After suffering an attack that targets all allies, decreases skill cooldowns by an additional 1 turn, and grants a barrier to all allies for 2 turns. Barrier strength increases proportional to the caster's max Health. Barrier effect can only be activated once per turn.

    Mobile Weapon Ziegfried (Before)

    Mobile Weapon Ziegfried (After)

    Summons Ziegfried and attacks all enemies. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

    Summons Ziegfried and attacks all enemies, and decreases skill cooldowns of all allies by 1 turn. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

    Cooldown: 7 Turns

    Cooldown: 8 Turns

    Mobile Weapon Ziegfried (Awakened) (Before)

    Mobile Weapon Ziegfried (Awakened) (After)

    Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

    Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns and decreasing skill cooldowns by 1 turn. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

    Cooldown: 7 Turns

    Cooldown: 8 Turns

     

    The new adjustments will improve Last Rider Krau's overall usability.

    Mobile Weapon Ziegfried now reduces the skill cooldown of all allies by 1 turn. This will allow allies to use their key skills more frequently and make it easier to counter enemies' cooldown-increasing abilities. Additionally, the duration of the barriers applied to all allies after being hit by attacks that target all enemies from Code Number 00 will be increased to 2 turns, further enhancing the team's defensive capabilities.

     

    Commander Pavel

    Die, You Fly (Before)

    Die, You Fly (After)

    Attacks the enemy with a pistol. When the caster's Attack is greater than the target's Attack, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 70%.

    Attacks the enemy with a pistol. When the caster's Attack is greater than the target's Attack, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 70%.

    Soulburn (10): Skill cooldown is decreased by 2 turns.

    Soulburn (10): Increases damage dealt.

    Die, You Fly (Awakened) (Before)

    Die, You Fly (Awakened) (After)

    Attacks the enemy with a pistol. When the enemy is not an Elite or Boss monster, damage sharing effects are ignored. When the caster's Attack is greater than the target's Attack, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 70%.

    Attacks the enemy with a pistol. When the enemy is not an Elite or Boss monster, damage sharing effects are ignored. When the caster's Attack is greater than the target's Attack, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 70%.

    Soulburn (10): Skill cooldown is decreased by 2 turns.

    Soulburn (10): Increases damage dealt.

     

    Commander Pavel's Soulburn effect, which had limited usability, will be improved.

    With this adjustment, the Soulburn effect will be changed from reducing cooldown to increasing damage. This means that in situations where more damage is needed, using Soulburn will allow him to take down enemies more easily.

     

    Designer Lilibet

    Slice to Pieces (Before)

    Slice to Pieces (After)

    Attacks the enemy with scissors, with a 75% chance to silence for 1 turn. Damage dealt increases proportional to the caster's Defense.

    Attacks the enemy with scissors, with a 75% chance to decrease Defense for 1 turn. Damage dealt increases proportional to the caster's Defense.

    Soulburn (10): Increases effect chance to 100%.

    Soulburn (10): Increases effect chance to 100% and decreases Defense of the target for 2 turns.

    Emergency Stitching (Before)

    Emergency Stitching (After)

    Starts the first battle with 50 Fighting Spirit.

    When an enemy's turn ends, gains 10 Fighting Spirit for each debuff inflicted on an ally, and when the caster's Fighting Spirit is full,

    consumes all Fighting Spirit to dispel all debuffs from the caster and increases Defense for 1 turn, before increasing Combat Readiness by 40%.

    Starts the first battle with 50 Fighting Spirit.

    When an enemy's turn ends, gains 10 Fighting Spirit for each debuff inflicted on an ally, and when the caster's Fighting Spirit is full,

    consumes all Fighting Spirit to dispel all debuffs from the caster and grants increased Defense and Immunity for 1 turn before increasing Combat Readiness by 40%.

    Model Disqualification (Before)

    Model Disqualification (After)

    Decreases debuff durations of all allies by 2 turns and gets on stage to attack all enemies. Increases Combat Readiness of all allies except for the caster by 15%. Damage dealt increases proportional to the caster's Defense.

    Decreases debuff durations of all allies by 2 turns and gets on stage to attack all enemies, before increasing Combat Readiness of all allies by 15%. Penetrates the target's Defense by 50%.

    Damage dealt increases proportional to the caster's Defense.

     

    Damage Dealt Decreased

    Model Disqualification (Awakened) (Before)

    Model Disqualification (Awakened) (After)

    Decreases debuff durations of all allies by 2 turns and gets on stage to attack all enemies, increasing their skill cooldown by 1 turn. Increases Combat Readiness of all allies except for the caster by 15%. Damage dealt increases proportional to the caster's Defense.

    Decreases debuff durations of all allies by 2 turns and gets on stage to attack all enemies, increasing their skill cooldown by 1 turn, before increasing Combat Readiness of all allies by 15%. Penetrates the target's Defense by 50%. Damage dealt increases proportional to the caster's Defense.

     

    Damage Dealt Decreased

     

    The new adjustments will aid Designer Lilibet to better fulfill her role.

    With this adjustment, when Emergency Stitching is activated, Designer Lilibet will also gain an immunity effect, allowing her to better withstand enemy attacks before securing her turn. Additionally, the Increase Combat Readiness effect from Model Disqualification will now include herself, and a Defense penetration effect of 50% will be added, significantly increasing her damage. 

    Slice to Pieces will have its Silence effect replaced with a Decrease Defense effect. If Soulburn is used, the duration of this effect will be increased, making it easier for her to take down enemies.


    Twisted Eidolon Kayron

    Sundering Slash (Before)

    Sundering Slash (After)

    Attacks the enemy with a sword. Damage dealt increases proportional to the target's lost Health. When counterattacking, activates Flash Slash. 

    Flash Slash: Attacks all enemies, and grants a barrier to the caster for 1 turn. Barrier strength increases proportional to the caster's max Health.

    Attacks the enemy with a sword, and grants a barrier to the caster for 1 turn. When triggered as a counterattack, it changes into an attack that targets all enemies. Barrier strength increases proportional to the caster's max Health.

     

    Damage Dealt Increased (during Counterattack)

    Wandering Eidolon (Before)

    Wandering Eidolon (After)

    At the start of battle and at the end of the turn, adopts a counterattacking stance for 1 turn.

    At the end of an enemy's turn, gains 10 Fighting Spirit, and when Fighting Spirit is full, increases Combat Readiness of the caster by 50%. Combat Readiness increase effect can only be activated once every 3 turns.

    At the start of battle and at the end of the turn, adopts a counterattacking stance for 1 turn.

    At the end of an enemy's turn, gains 10 Fighting Spirit, and when Fighting Spirit is full, increases Combat Readiness of the caster by 100%. Combat Readiness increase effect can only be activated once every 3 turns.

    Sword of Requiem (Before)

    Sword of Requiem (After)

    Unleashes the power of the demonic sword to attack all enemies, before consuming all Fighting Spirit. A successful attack inflicts 1000 additional fixed damage, and fixed damage increases proportional to the amount of consumed Fighting Spirit, by up to 9000

    . When this skill is available according to cooldown count, decreases damage suffered by 30% when suffering a critical hit. When more than one damage reduction effect is granted, only the strongest effect is applied.

    Unleashes the power of the demonic sword to attack all enemies, before consuming all Fighting Spirit. A successful attack inflicts 5000 additional fixed damage, and fixed damage increases proportional to the amount of consumed Fighting Spirit, by up to 10000

    . When this skill is available according to cooldown count, decreases damage suffered by 30% when suffering a critical hit. When more than one damage reduction effect is granted, only the strongest effect is applied.

    Acquire 2 Soul
    Cooldown: 3 Turns

    Acquire 3 Soul
    Cooldown: 4 Turns
    Damage Dealt Decreased

    Sword of Requiem (Awakened) (Before)

    Sword of Requiem (Awakened) (After)

    Unleashes the power of the demonic sword to attack all enemies, before consuming all Fighting Spirit. A successful attack inflicts 2000 additional fixed damage, and fixed damage increases proportional to the amount of consumed Fighting Spirit, by up to 10000

    . When this skill is available according to cooldown count, decreases damage suffered by 30% when suffering a critical hit. When more than one damage reduction effect is granted, only the strongest effect is applied.

    Unleashes the power of the demonic sword to attack all enemies, before consuming all Fighting Spirit. A successful attack inflicts 5000 additional fixed damage, and fixed damage increases proportional to the amount of consumed Fighting Spirit, by up to 15000

    . When this skill is available according to cooldown count, decreases damage suffered by 30% when suffering a critical hit. When more than one damage reduction effect is granted, only the strongest effect is applied.

    Acquire 2 Soul
    Cooldown: 3 Turns

    Acquire 3 Soul
    Cooldown: 4 Turns
    Damage Dealt Decreased

     

    Twisted Eidolon Kayron will be adjusted to increase his overall usability.

    When Twisted Eidolon Kayron's Fighting Spirit is at max, his Combat Readiness will now increase up to 100%, allowing him to gain turns more easily when needed. The base fixed damage of Sword of Requiem will be increased to 5,000 upon awakening, and its maximum fixed damage will be changed to increase up to 15,000, enabling him to deal significantly more lethal damage to enemies. As the maximum fixed damage increases, the base damage of Sword of Requiem will be reduced, while its cooldown will increase by 1 turn, and the amount of Soul gained will also be increased.

    Sundering Slash will be merged with Flash Slash and will trigger as an attack that target all enemies in counterattack situations. Additionally, it will be improved so that it can grant a barrier even when not in a counterattack.

     

    1-1-2. Covenant / 5★

     

    Melissa

    Manifestation (Before)

    Manifestation (After)

    Attacks the enemy by unleashing their inner rage, before granting immortality and immunity to the caster for 1 turn. This skill's cooldown is reset when the enemy is defeated. Damage dealt increases proportional to the caster's lost Health.

    Attacks the enemy by unleashing their inner rage, before granting immortality and immunity to the caster for 1 turn. This skill's cooldown is reset when the enemy is defeated.

     

    Damage Dealt Increased

     

    Melissa's Manifestation will be adjusted to address the difficulty in reliably utilizing the damage increase effect based on her lost Health. With this change, the effect of increasing damage based on lost Health will be removed, and her base damage will be increased, allowing her to more consistently take down enemies.

     

    In line with this balance adjustment, Melissa's Exclusive Equipment Effect 3 will be adjusted as follows.

    Exclusive Equipment – Option 3 (Before)

    Exclusive Equipment – Option 3 (After)

    When an enemy is defeated by Manifestation, increases Attack of all allies except for the caster for 1 turn.

    Increases Attack of the caster for 2 turns when using Blood Bloom.

     

    With the changes to Melissa's Exclusive Equipment, players will be able to change the effects on this Exclusive Equipment for 2 weeks following the balance adjustment. The effect change is only applicable to Exclusive Equipment that was affected by the update and does not include Equipment obtained after the update. When a player changes the effects, other stats of the Exclusive Equipment will remain unchanged. Effect changes cannot be reversed.

     

    Sez

    Dark Shadow (Before)

    Dark Shadow (After)

    Attacks the enemy with dark energy, with a 50% chance to make them unhealable for 1 turn. After attacking, when the enemy's Health is 50% or less, activates Encroach as an extra attack. Encroach can only be activated once per turn, during the caster's turn.

    Encroach: Releases dark power to attack all enemies, with a 50% chance to make them unhealable for 1 turn. Damage dealt increases proportional to the target's lost Health.

    Attacks the enemy with dark energy, with a 50% chance to make them unhealable for 1 turn.Damage dealt increases proportional to the target’s lost Health.

    Dark Shadow (Awakened) (Before)

    Dark Shadow (Awakened) (After)

    Attacks the enemy with dark energy, making them unhealable for 1 turn. After attacking, when the enemy's Health is 50% or less, activates Encroach as an extra attack. Encroach can only be activated once per turn, during the caster's turn.

    Encroach: Releases dark power to attack all enemies, with a 50% chance to make them unhealable for 1 turn. Damage dealt increases proportional to the target's lost Health.

    Attacks the enemy with dark energy, making them unhealable for 1 turn.Damage dealt increases proportional to the target’s lost Health.

    Die Hard (Before)

    Die Hard (After)

    Damage suffered in one attack does not exceed 51% of max Health.

    After being attacked, grants stealth for 1 turn.Stealth can only be activated once per turn.

    Damage suffered in one attack does not exceed 51% of max Health.

    After an ally except for the caster attacks, when the target's Health is 30% or less, activates Encroach. Encroach can only be activated once every 3 turns.

    Encroach: Releases dark power to attack all enemies, and increases Combat Readiness of the caster by 30%. Damage dealt increases proportional to the target's lost Health.

     

    Sez will be adjusted to enhance synergy with his allies.

    With this adjustment, Dark Shadow, which previously triggered conditionally through Encroach, will now be transferred to his passive skill, Die Hard. Encroach will activate after an ally except for the caster attacks and reduces the enemy's Health below a certain threshold. Additionally, Encroach will now increase the caster's Combat Readiness, making it easier for him to secure turns and continue skill combos with his allies.

     

    Elena

    Exclusive Equipment – Option 2 (Before)

    Exclusive Equipment – Option 2 (After)

    Dispels one additional debuff from all allies when using Eternally Shining Comet.

    Dispels one debuff from all allies when using Consecrated Ground. (This effect is applied before healing)

     

    Elena's Exclusive Equipment Effect 2, which dispels one debuff, will be changed to trigger through Consecrated Ground instead of Eternally Shining Comet. With this adjustment, she will now be able to immediately dispel debuffs after an enemy's attack that targets all enemies, making her more effective against enemies that primarily use attacks that target all enemies.

     

    With the changes to Elena's Exclusive Equipment, players will be able to change the effects on this Exclusive Equipment for 2 weeks following the balance adjustment. The effect change is only applicable to Exclusive Equipment that was affected by the update and does not include Equipment obtained after the update. When a player changes the effects, other stats of the Exclusive Equipment will remain unchanged. Effect changes cannot be reversed.

     

     

    Mort

    Extermination (Before)

    Extermination (After)

    Pierces the enemy, with a 50% chance to decrease Defense for 2 turns. Ignores Effect Resistance when the caster is enraged.

    Attacks the enemy by piercing them, with a 50% chance to decrease Defense for 2 turns. Ignores Effect Resistance of any targets with Max Health lower than the caster’s Max Health.

     

    Damage Dealt Increased

    Extermination (Awakened) (Before)

    Extermination (Awakened) (After)

    Pierces the enemy, with a 50% chance to decrease Defense for 2 turns. Ignores Effect Resistance when the caster is enraged. Damage dealt increases proportional to the caster's max Health.

    Attacks the enemy by piercing them, with a 50% chance to decrease Defense for 2 turns. Ignores Effect Resistance of any targets with Max Health lower than the caster’s Max Health. Damage dealt increases proportional to the caster's max Health.

     

    Damage Dealt Increased

    Absolute Dignity (Before)

    Absolute Dignity (After)

    Immune to stun and sleep.

    Has a 30% chance to counterattack when attacked.

    If the caster inflicts a critical hit when using a basic skill, has a 100% chance to activate Sacred Blessing. Sacred Blessing can be activated once every 2 turns.

    Sacred Blessing: Increases Critical Hit Resistance of all allies for 1 turn, and increases Speed of the caster for 2 turns.

    Immune to debuffs which prevent movement.

    All Heroes except for the caster cannot Counterattack.

    When an ally is attaked, has a 20% chance to counterattack and after counterattacking, has a 100% chance to use Sacred Blessing. Sacred Blessing can only be activated once every 3 turns.

    Sacred Blessing: Grants a barrier to all allies for 2 turns, and increases Speed of the caster for 2 turns. Barrier strength increases proportional to the caster’s max Health.

    Advent: Mortelix (Before)

    Advent: Mortelix (After)

    Descends and attacks all enemies, inflicting injuries. The caster becomes enraged for 2 turns and recovers Health. Damage dealt and amount recovered increase proportional to the caster's max Health. The severity of injuries increases proportional to damage dealt. Injuries decrease max Health of the target by up to 20% every time this skill is used.

    Descends and attacks all enemies, inflicting fear for 2 turns, before recovering Health of the caster. Penetrates Defense of the enemy with the highest Max Health by 70%, and ignores Effect Resistance of any targets with Max Health lower than the caster’s Max Health. Damage dealt and amount recovered increase proportional to the caster's max Health.

    Acquire 2 Soul
    Cooldown: 3 Turns

    Acquire 3 Soul
    Cooldown: 4 Turns
    Damage Dealt Increased
    Healing Increased

     

    Fear: Cannot act for a certain number of turns. At the start of the turn, has a 40% chance to be dispelled.

     

    Mort will be adjusted to enhance his overall usability.

    Absolute Dignity now gains an effect that prevents all Heroes, except for the caster, from counterattacking, while the effect that allowed him to counterattack when hit will change to allow allies to counterattack when hit he himself was hit, will change to allow him to counterattack when any ally is hit.

    . Additionally, the activation condition for Sacred Blessing will be changed to activate after a counterattack, and its effect will now grant skill nullifier once instead of Increased Critical Hit Resistance and its cooldown will be increased by one turn. Advent: Mortelix now applies a new debuff called Fear to all enemies, disrupting their actions while also penetrating some of the Defense of the enemy with the highest Max Health, allowing for significant damage. Furthermore, all attack skills will have an effect that ignores Effect Resistance for targets with lower Max Health than Mort, and the damage from Extermination will be increased.

     

    (Edited 24/10/02) To enhance Mort's ally protection abilities, the Sacred Blessing effect was going to be changed from increasing Critical Hit Resistance to granting Skill Nullifier. However, we found this change provided high Defense, even in unexpected circumstances. Therefore, the effect will be adjusted once again from granting Skill Nullifier to a barrier effect. While this may reduce its ability to block a single huge damage, it will be more effective against repeated attacks or a type of attack that inflicts injury continuously.


    In line with this balance adjustment, Mort's Exclusive Equipment Effect 2 will be adjusted as follows.

    Exclusive Equipment – Option 2 (Before)

    Exclusive Equipment – Option 2 (After)

    Extends buff duration of Sacred Blessing's increased Critical Hit Resistance by 1 turn.

    Extends buff duration of Sacred Blessing's increased Speed by 1 turn.

     

    With the changes to Mort's Exclusive Equipment, players will be able to change the effects on this Exclusive Equipment for 2 weeks following the balance adjustment. The effect change is only applicable to Exclusive Equipment that was affected by the update and does not include Equipment obtained after the update. When a player changes the effects, other stats of the Exclusive Equipment will remain unchanged. Effect changes cannot be reversed.

     

    Yulha

    Malicious Smile (Before)

    Malicious Smile (After)

    When attacked by a Single Attack, reflects 30% of the damage suffered to the attacker. Reflected damage cannot be higher than the caster's max Health. After being attacked, when Health is 30% or less, dispels all debuffs from the caster and activates Murderous Intent. The effect after being attacked can only be activated once every 5 turns.

    Murderous Intent: Grants a barrier to the caster for 3 turns and increases Combat Readiness by 25%. Barrier strength increases proportional to the caster's max Health.

    When attacked, reflects 40% of the damage suffered to the attacker. Reflected damage cannot be higher than the caster's max Health.After being attacked, when Health is 30% or less, dispels all debuffs from the caster and activates Murderous Intent. The effect after being attacked can only be activated once every 5 turns.

    Murderous Intent: Grants a barrier to the caster for 3 turns and increases Combat Readiness by 25%. Barrier strength increases proportional to the caster's max Health.

    Symphony of Agony (Before)

    Symphony of Agony (After)

    Attacks the enemy by unraveling Sphere of Sadism. When the target is not an Elite or Boss monster, damage sharing effects are ignored. Penetrates the target's Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's lost Health.

    Attacks the enemy by unraveling Sphere of Sadism. When the target is not an Elite or Boss monster, damage sharing effects are ignored. Penetrates the target's Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's lost Health.

    Cooldown: 5 Turns

    Soulburn (20): Grants an extra turn.

    Cooldown: 4 Turns

    Soulburn (10): Increases damage dealt.

    Symphony of Agony (Awakened) (Before)

    Symphony of Agony (Awakened) (After)

    Attacks the enemy by unraveling Sphere of Sadism and when the enemy is defeated, recovers the caster's Health. When the target is not an Elite or Boss monster, damage sharing effects are ignored. 

    Penetrates the target's Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's lost Health, and the amount recovered increases proportional to the caster's max Health.

    Attacks the enemy by unraveling Sphere of Sadism and when the enemy is defeated, recovers the caster's Health. When the target is not an Elite or Boss monster, damage sharing effects are ignored. 

    Penetrates the target's Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's lost Health, and the amount recovered increases proportional to the caster's max Health.

    Cooldown: 5 Turns

    Soulburn (20): Grants an extra turn.

    Cooldown: 4 Turns

    Soulburn (10): Increases damage dealt.

     

    Yulha will see improvements in the reflect and Soulburn effect, which had previously been somewhat lacking in usability.

    The reflect effect from Malicious Smile will be improved to also reflect attacks other than single target attacks, allowing for a reflection of up to 40% of the damage received. Additionally, the Soulburn effect from Symphony of Agony will change from granting additional turns to increasing damage output, enabling a more reliable way to take down enemies.

     

     

    Blooming Lidica

    Fruit of Ecstasy (Before)

    Fruit of Ecstasy (After)

    Attacks the enemy with a flower, and grants skill nullifier once to the caster. When the caster's Speed is greater than the target's Speed, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 100%. Damage dealt increases proportional to the caster's max Health. This attack cannot trigger a critical hit.

    Attacks the enemy with a flower, and grants skill nullifier once to the caster. Penetrates the target's Defense by 50%. When the caster's Speed is greater than the target's Speed, penetration rate increases proportional to the difference, up to a maximum of 100%. Damage dealt increases proportional to the caster's max Health. This attack cannot trigger a critical hit.

    Fruit of Ecstasy (Awakened) (Before)

    Fruit of Ecstasy (Awakened) (After)

    Attacks the enemy with a flower, and grants skill nullifier once to all allies. When the caster's Speed is greater than the target's Speed, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 100%. Damage dealt increases proportional to the caster's max Health. This attack cannot trigger a critical hit.

    Attacks the enemy with a flower, and grants skill nullifier once to all allies. Penetrates the target's Defense by 50%. When the caster's Speed is greater than the target's Speed, penetration rate increases proportional to the difference, up to a maximum of 100%. Damage dealt increases proportional to the caster's max Health. This attack cannot trigger a critical hit.

     

    Blooming Lidica will see improvements in the usability of Fruit of Ecstasy.

    With this adjustment, Fruit of Ecstasy now includes an effect that penetrates 50% of the target's Defense. This means that even if there isn't a significant Speed difference between Blooming Lidica and the target, she will still be able to inflict substantial damage. 

     

    1-1-3. Moonlight / 4★

     

    Auxiliary Lots

    Mana Injection (Before)

    Mana Injection (After)

    Injects an ally except for the caster with Mana, increasing Attack for 2 turns and Combat Readiness by 100%.

    Injects an ally except for the caster with Mana, increasing Attack for 2 turns and Combat Readiness by 100%.

    Acquire 1 Soul
    Cooldown: 2 Turns

    Acquire 2 Soul
    Cooldown: 4 Turns

    Mana Injection (Awakened) (Before)

    Mana Injection (Awakened) (After)

    Injects an ally with Mana, increasing Attack for 2 turns and increasing Combat Readiness by 100%, before granting the caster increased Attack for 2 turns and a 30% increase in Combat Readiness.

    Injects an ally except for the caster with Mana, granting exploiting weak points and increased Attack for 2 turns before increasing Combat Readiness by 100%.

    Acquire 1 Soul
    Cooldown: 2 Turns

    Acquire 2 Soul
    Cooldown: 4 Turns

    Desolation (Before)

    Desolation (After)

    Attacks all enemies by releasing strong Mana, with a 75% chance to silence for 2 turns.

    Attacks all enemies with powerful magic, with an 80% chance to decrease Defense for 2 turns.

     

    Auxiliary Lots is being adjusted to reduce its effectiveness in PvE while enhancing its performance in PvP.

    The combination of Auxiliary Lots's short cooldown skill, Mana Injection, and Spirit's Breath artifact had created situations where its efficiency in specific content became excessively high, making it difficult to control.

    As a result, we aim to adjust its usability in certain PvE content while allowing Auxiliary Lots to shine more in PvP.

    The cooldown of Mana Injection will be increased, but the amount of Soul gained will also rise, and it will now grant allies Exploiting Weak Points, allowing for more effective support of their attack capabilities. The effects that increase the caster's Attack and Combat Readiness will be removed.

    Desolation's effect, which previously silenced all enemies, will be changed to decrease their Defense instead. If the additional turn from the Soulburn is utilized, it will be possible to reduce the enemy's Defense and immediately follow up with Mana Injection to enable high Attack allies to easily overwhelm the enemies.

     

    We apologize for any changes in your gameplay experience due to these adjustments to Auxiliary Lots. As a result of this adjustment, a recall will be conducted, including the selection of a Moonlight Hero of the same grade as Auxiliary Lots.

     

    4★ Auxiliary Lots Recall

     

    The recall for Auxiliary Lots is scheduled to take place from 10/24/2024 after the maintenance until 11/7/2024, at 02:59 UTC, lasting for two weeks. Only Auxiliary Lots obtained in the Hero Inventory before the maintenance on 10/24 will be eligible for the recall. If you have Auxiliary Lots stored in the Storage or Waiting Room, please move them to your Hero Inventory before the maintenance on 10/24. Additionally, you can only recall one Hero of the same type during the recall period. The schedule and specific recall methods will be announced again in the update notice on 10/24.

     

    When recalling Auxiliary Lots, you will be able to select and exchange it for a Moonlight Hero of the same grade that has been released as of the recall start date. However, Heroes that do not appear in summons (such as Free Spirit Tieria) will be excluded from the selection.

     

    When you proceed with the recall of the 4★ Moonlight Hero, Auxiliary Lots, depending on the Memory Imprint grade of the recall target, you will receive Memory Imprint material called Meteorshard, which can be used for Memory Imprinting 4★ Moonlight Heroes.

     

    If you wish to receive a Hero instead of Meteorshards for the Hero consumed in imprinting, please submit a 1:1 inquiry through the Epic Seven Customer Service with the Meteorshards you received after the recall before the end of November. We will verify the log history of the players who submitted 1:1 inquiries and provide them with the consumed Auxiliary Lots instead of Meteorshards. Please note that Auxiliary Lots received this way will not be eligible for recall.

      

    We apologize once again for any inconvenience caused by this issue. 

    We will continue to carefully monitor and review the balance trends to provide a stable gameplay experience.

     

     

     

    Peacemaker Furious

    Corner Them! (Before)

    Corner Them! (After)

    Swiftly attacks the enemy, and increases Combat Readiness of the caster by 15%. When used on the caster's turn, has a 40% chance to grant an extra attack with the same skill. Damage dealt increases proportional to the caster's Defense.

    Swiftly attacks the enemy. When used on the caster's turn, grants an extra attack with the same skill if the caster is buffed. Damage dealt increases proportional to the caster's Defense.

    Soulburn (10): Increases effect chance to 100%.

     

    Set in Motion (Before)

    Set in Motion (After)

    Increases Speed of all allies for 2 turns, and grants indomitable to the caster for 3 turns.

    Increases Speed and Defense of all allies for 2 turns.

     

    Soulburn (10): Extends duration of buffs granted by this skill by 1 turn.

    Set in Motion (Awakened) (Before)

    Set in Motion (Awakened) (After)

    Increases Speed of all allies for 2 turns, and grants indomitable to the caster for 3 turns before granting an extra turn.

    Increases Speed and Defense of all allies for 2 turns, before granting an extra turn to the caster.

     

    Soulburn (10): Extends duration of buffs granted by this skill by 1 turn.

    Black Hole Cannon (Before)

    Black Hole Cannon (After)

    Attacks all enemies with a huge explosion, decreasing Combat Readiness by 30%. When the caster's Defense is greater than the target's Defense, penetrates the target's Defense, with penetration rate increasing proportional to the difference, up to a maximum of 60%. Damage dealt increases proportional to the caster's Defense. Removes 10 Souls from the enemy.

    Attacks all enemies with a huge explosion, decreasing Combat Readiness by 30%. Penetrates the target's Defense by 60%.Damage dealt increases proportional to the caster's Defense. Removes 10 Souls from the enemy.

     

    Peacemaker Furious will see improvements in his stable usability.

    The additional skill that previously occurred by chance with Corner Them! now triggers consistently when Peacemaker Furious has a buff, allowing for more reliable Focus acquisition. Additionally, the Indomitable effect of Set in Motion will be changed to an increase in Defense, with the effect now applying to all allies, thereby enhancing his contribution to the team. Black Hole Cannon's Defense penetration rate, which previously varied based on the difference in Defense, will now consistently apply at the maximum rate of 60%.

     

    Veronica

    Vampire Hunter (Before)

    Vampire Hunter (After)

    At the start of the turn, dispels immortality from all enemies. Ignores Effect Resistance. 

    At the end of someone's turn, when the enemy is granted immortality, increases Combat Readiness of the caster by 20%.

    At the start of the turn, dispels immortality from all enemies. Ignores Effect Resistance. 

    At the end of someone's turn, when the enemy is granted immortality, increases Combat Readiness of the caster by 50%.

     

    Veronica now sees an increase in her Combat Readiness by 50% if an enemy is in an Immortal state at the end of a turn, allowing her to perform even better against Immortal foes.

     

    Armin

    Protect (Before)

    Protect (After)

    When attacked, has a 15% chance to counterattack.

    When an ally except for the caster is attacked by a Single Attack, decreases damage suffered by 20%. When more than one damage reduction effect is granted, only the strongest effect is applied.

    When attacked, has a 15% chance to counterattack.

    When an ally is attacked by a Single Attack, decreases damage suffered by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied.

    Protect (Awakened) (Before)

    Protect (Awakened) (After)

    When attacked, has a 25% chance to counterattack.

    When an ally except for the caster is attacked by a Single Attack, decreases damage suffered by 20%. When more than one damage reduction effect is granted, only the strongest effect is applied.

    When attacked, has a 25% chance to counterattack.

    When an ally is attacked by a Single Attack, decreases damage suffered by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied.

     

    Armin's Protect now includes herself in the damage reduction effect when attacked by a single target attack, and the damage reduction can increase up to 30%, enhancing her performance against enemies that primarily use single target attacks.

     

    1-2. Artifact Balance Adjustments

     

    1-2-1. Artifact / 5★

     

    Cruel Mischief

    Effects (Before)

    Effects (After)

    Increases damage dealt in the Hall of Trials by 15-30%.

    Increases Attack in the Hall of Trials by 20-40%. This Artifact's skill effect can only apply to one Hero within a team.

     

    Cruel Mischief will have its effect in the Hall of Trials changed from increasing damage to significantly boosting Attack, making it more effective and versatile in the Hall of Trials.

     

    Pure White Trust

    Effects (Before)

    Effects (After)

    After using a non-attack skill, increases Speed of the caster for 2 turns and increases the Critical Hit Damage of the next attack by 15-30%.

    After using a non-attack skill, gains 10 Soul and has a 50-100% chance to increase Critical Hit Damage of the caster for 2 turns. Soul can only be acquired once.

     

    Pure White Trust now allows the caster to instantly gain Soul when using a non-attack skill, and it grants a boost to Critical Hit Damage. This change enables Warrior-type Heroes who use non-attack skills to be utilized more aggressively.

     

    Rhianna & Luciella

    Effects (Before)

    Effects (After)

    10-20% chance to be granted an extra turn at the end of the turn. Can only be activated once per turn.

    Increases Attack by 10%.

    10-20% chance to be granted an extra turn at the end of the turn. Can only be activated once per turn.

     

    Rhianna & Luciella are being improved to be more effectively utilized by Attack-based Heroes.

     

    Hostess of the Banquet

    Effects (Before)

    Effects (After)

    Increases Effect Resistance by 20-40%.

    When attacking, if the target's Health is 50% or more, increases damage dealt by 8-16%.

    Increases Effect Resistance by 20-40%.

    When attacking, increases damage dealt by 5-10%, and when the target's Health is 50% or more, increases damage dealt by an additional 4-8%.

     

    Hostess of the Banquet has undergone improvements to address the limitations in usability that arose from requiring the target's Health to be above a certain percentage. Now, damage will be increased without any Health difference conditions, and if the target's Health is above 50%, it will deal even greater damage, allowing for more versatile use in various situations.

     

    1-3. Battle System Adjustments


     Currently, the battle system in Epic Seven operates on a mechanism where if the additional turn effect occurs more than once in a single turn due to certain artifacts, all effects are stored and granted as stacked additional turns. While there are probability variables involved, this can sometimes lead to situations where the battle is excessively influenced, potentially causing frustration during battles. Therefore, we plan to revise the battle rules to prevent additional turns from being stacked.

     

    How the Effect Works (Before)

    How the Effect Works (After)

    If extra turns occur twice or more in a single turn, extra turns will continue to occur in subsequent turns.

    If extra turns occur twice or more in a single turn, only one extra turn will be applied, and no additional turns will occur in subsequent turns.

     

    However, we acknowledge that this system adjustment may decrease the usability of certain artifacts. As a result, a recall will be conducted for the 5★ Artifact, Rhianna & Luciella, and the 3★ Artifact, Butterfly Mandolin. We apologize for any inconvenience caused by these changes.

     

     

    5★ Rhianna & Luciella, 3★ Butterfly Mandolin Recall

     • Recall Schedule

    - 10/24 (Thu) after the maintenance – 11/7 (Thu) 02:59 UTC

     

    • Recall Target

    - The following Artifacts that have been acquired prior to the 10/24 (Thu) maintenance will be eligible for recall.

    Artifact / 5★ Rhianna & Luciella

    Artifact / 3★ Butterfly Mandolin

     

    • Recall Conditions

    - Artifacts eligible for recall that meet the minimum recall condition of 1,800 EXP for Artifact Charm can be recalled an unlimited number of times during the recall period. 

     

    * Artifacts that are Limit Broken at least once can be recalled regardless of the EXP.

    * The requirements for achieving a cumulative Artifact Enhance EXP of 1,800 are listed below.

    Artifact Grade

    [Artifact Enhancement]

    3★

    Exceeds +3

    4★

    Exceeds +2

    5★

    Exceeds +2

     

    • Recall Scope and Reimbursement

    - 5★ Rhianna & Luciella, 3★ Butterfly Mandolin

    ① All enhancements for this Artifact will reset when recalled.

    ② Lesser/Greater/Epic Artifact Charms will be reimbursed based on the EXP of the Artifact.

    ③ The reimbursed Gold will be calculated as the Gold that would be consumed by the reimbursed Artifact charms.

    ④ The number of Artifacts reimbursed will be based on the Limit Break.

     

     

    These are the scheduled balance adjustments and improvements for the update on 10/24.

     

    Each of the adventure stories of our Heirs echoes throughout Orbis, in the Seventh World. We are grateful to be with you on your Epic Seven journey. We will continue to try our best to improve the Heroes in our game so that every character can be utilized by our Heirs.

     

    Thank you.





    Reply 261
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    BEST

    Very good balance patch, it's necessary to increase the amount of heroes per patch with how many heroes are released now..


    The only improvement that could be made here would be a spirit's breath recall for those that powdered/potioned/pulled for dupes specifically for use on Auxiliary Lots in PVE since that interaction is being removed. 

    BEST

    Now THIS is a proper balance patch, this is what we always deserved and loved to see, good job SmileGate good job Super Creative this is a sight to behold, keep it up please don't go back to 2-3 characters pet balance patch anymore and your game will be truly one of a kind!

    Now I'm gonna just address the elephant in the room and ask, where is my poor girl Pirate Captain Flan boys... where is she in the list... please don't tell me you abandoned her entirely please don't...

    but still thank you guys thank you! I appreciate the effort and I'm sure everyone else also do appreciate your time and effort you put into this balance patch!

    BEST

    10/10 patch, mort is a bit uhhhhh op af but u guys cooked, these are the type of patches we want. remove 3p ban protect

    I don't see the adjustment here for 

    3★ Butterfly Mandolin, but it has a recall.

    Why does it need a recall?

    I really wanted initial 2nd preban if you guys going to keep 3rd slot ban protect 

    I am still shocked they have not announced a reversion on A.Lots nerf or Spirits Breath recall, either of those should be happening.

    SmileGate still has time, put the ''Ignore Effect Resistance'' of Mort's third skill to cost 20 Souls.

    Why change skill nullifier to barrier? If it was too much might as well keep it crit resist.

    Crazy that you nerf auxlots and not give recall for spirits breath


    Why would they tho?

    Meh, me genera mas frustracion el dual 3% que los turnos excesivos entre habilidad y artefacto.

    Morts major issue was landing def breaks which is now much better, damage improvement looks good, to help deal with the tanks in this meta, he still needs injury on S1. Up to 15% injury on S1 and he will work great. Barrier change proportional to hero lvl would be better to help allies survive incoming damage as Morts base hp is low for a knight Barrier Inversion exists to punish mort as well as many dispels. The 3 turn cooldown for it to activate is also well balanced. 

    As for Last Rider Krau, his issue was the barriers limit of once per turn. As an ML5 if his barriers activated without cooldown such as "activates every time an AoE attack is received" This would make his barriers unique for an ML5 and further improve his survivability as well as his allies. This would also  allow his S3 to be used more than once before being killed in battle. Overall good changes hope to see this quantity in future balance patches :D

    Why is Elena's changed EE not the first or the third EE? Her value will change quite a lot lol

    Hwayoung gonna stay dumpster tier forever 💀

    For TE Kayron to have a higher floor and Celing is interesting, I am however worried that the base damage of his S3 being nerfed will decrease the damage so much that I won’t be able to run him as pure damage and have to switch him to a long lasting damage dealer which may prove more difficult as of right now I can use him for my one shot teams on his first or second turn not even needing his extra damage to defeat the entire enemy team. I am worried that the nerf will cause his base damage to be reduced enough that I won’t be able to use him in such teams and resort to only being able to defeat an enemy when he has maxed fighting spirit which will kill him for me since I love him as he is right now and would only suggest that his S1 gets a debuff like decrease hit chance so he can run dodge artifacts, other than that I’ve used him in current rta even against ML Cermia and Harsetti and he had no issues winning me the matches

    10k hp

    4.8k attack

    41 er

    126 speed

    265 CD

    With moonlight dreamblade activated and the opponent having decreased defense he can deal 26k to an armin and more to dark units before the extra damage

    Pleaseee, just let Auxiliary Lots have is old kit. He's just one of a few good PvE unit and changing him into a PvP unit is a bis loss for us. You guys haven't release much PvE unit and most are only useable on PvP. Please just let him be

    Devs are still trying to nerf A.Lots :(

    Could have changed extra turn mechanic in 2019/2020 when Baiken constantly taking 7 turns in a row

    Yes yes yes! Love this patch! Can we give our non-ML 4-stars some love too? Dominiel needs her S2 to be an active skill once more, along with various other improvements to long forgotten 4-stars.

    2nded on this. Been waiting for her to get some love as she's basically been useless since they changed her kit and made her reflect RNG.

    Okay, imagine Mort uses his s3, fears the entire enemy team and they don't break out turn 1. Turn 2 they break out of fear and hit someone then suddenly they have to break skill nullifiers. That's 2 turns the enemy lost, 3 if they are really unlucky and don't break out of it on the first turn. That's insanely broken. None of you have any battle experience if you think his skill null was the only good buff on him. His fear debuff is strong, his passive that BLOCKS ALL COUNTERATTACKS is oppressive enough, and he has built in elbris. BUILT IN ELBRIS.... This would break the game if he had skill null. And he's an hp scaler so he's already harder to kill than typical dps units. 

    He has **** base hp as a Knight (he will not ignore a lot of high hp meta unit)... **** base spd.. The fear can be self cleansed by the likes of ATywin, Dilibet. It also doesnt go through immunity and can miss. Lets not forget it is rng.. Now the skill null is changed to barrier...


    I swear to God. Please give him a chance before talking shyt. People like you is the reason why PFLAN change is cancelled and it is NOT even funny now!!

    profile image

    epic7#7s2twvSo you're saying we might not have to instant Yield and he doesn't ignore every single mechanic in the game? That changes everything.

    Fear is the same as Stun until the target's turn and it has 100% inflict chance.

    It'd be irresponsible to "give him a chance" since once released a broken unit they're never nerfing it because of past backslash and recalls and that's what got us in this endless pit. What's reasonable is to buff him again later if he's not sufficiently strong in his niche.

    What got Pirate Flan cancelled wasn't people arguing that she was broken but all the screaming that it was a nerf and the threats of trucks and compensation, this is not the same at all.

    Another thing that doesn't make much sense is that a Covenant hero you can even get maxed for free today gets to be stronger than many Moonlight heroes and removes one of them from the game altogether by supplanting her and would neuter a handful of others, but since it's "the great Mortelix" there's a bandwagon behind it.

    profile image

    TheAdmireOh wow instant yield? Do you even play the game? He is slow and low base health as a knight..  He can still be provoked, silenced, reset, pushbacked.

    Do u want to play ER mort? Good luck with his low as* base hp.

    Do u want to play ER, HP boot mort? Good luck he is just gonna get one tapped or the opponent has immunity already. Oh lets not forget even if the fear landed, u can rng to dispell it LMAO.

    Maybe u should build Blue Tywin if you fear him and just starting the game.


    Same same. PLAN was cancelled because the likes of you dont like the changes (it is not even a nerf lmao), doesnt want to adapt or even test her.

    Idk man ,i think Lidica still Bad 

    Thanks for responsibly making further adjustments based on feedback. Here are some suggestions to further balance Mort:

    1. Ignore Effect Resistance on S3 is too strong: either remove it altogether or at least make it cost 20 souls (suggested by other players already).

    2. Fear on S3 is too strong, effectively being an AoE 2-turn stun: either rework Fear to check on someone's turn or an ally's turn (assuming the 40% dispel chance happens on the bearer's turn in its current form), or reduce the duration to 1 turn. Compare to Ambitious Tywin, his AoE stun has 80% chance of being applied, lasts 1 turn, and its Ignore Effect Resistance has a condition that can be countered in multiple ways, meanwhile Mort only needs to have higher Max HP.

    3. Turning off Counterattack on S2 is too strong: instead of a fully passive skill make it so that at the start of his turn it applies a buff that has the same effect and lasts 1 turn. This at least would add more counters to it than just the Seal debuff.

    You are literally want to delete his whole kit rofl..

    Meanwhile it's tank meta and he can't have more hp than tank or any other char with HP aura(Mort doesn't have HP aura). So every ml cancer like ml Senya or ml Landy for example will always have more hp than him. Hell, even Harsetti has more hp than him. And she is a mage. Before you suggest something, please think a little. It's a tank meta and he is already useless after they changed his buff to barrier.
    He is a niche nontank counter because of S2, or highly debatable pick against injury setup

    The funny thing is that your suggestions will make him insta bottom tier, considering the fact, that he is already niche, that can be insta killed, after they changed his buff anticrit/nulifier. That barrier not gonna save him against strong single target hits. Mort lost his identity after that change. I'm pretty sure that i can 1shot him through the barrier

    Follow up post with some of the rationale:

    We appreciate that you're working hard to bring heroes back to play in exciting ways but Mort's changes seem too overpowered and it's better to err on the side of caution than releasing an unbalanced unit that you're discouraged from "nerfing" because of concerns of backslash and recalls, you can always give him further adjustments if he really isn't strong enough.

    Making an unit so strong that begs picking every game only serves to reduce diversity and make the game less enjoyable for many, and you'd find that many agree that we don't really want more Death Dealer Ray and Blood Moon Haste situations either.

    Maybe if you focused on making Mort an anti-Counterattack hero (even though that was already Astromancer Elena's niche) instead of being an all-around juggernaut terror then he'd attain sufficient relevancy as a counter-pick against those enemy heroes in a healthy manner.

    Finally, thank you to those giving constructive feedback.

    I believe what Twisted Eidoleon Kayron needs is to either change his base damage to HP or to give him extra stats such as ER/CRIT or even indomitable buff at the start of battle that lasts for 3 turns similar to ML Ken vigor buff. As it stands what most players will use Twisted Eidoleon Kayron for is not for his counters but to just unleash S3 immediately since he needs too many stats to function in todays Meta. While this current balance patch improves his damage; his main issue is surviving the enemy strong attacks and having enough Effect Resistance to get stunned/slept or stripped. Indomitable buff at the start of battle would greatly help alleviate the current issues many heirs are expressing in towards Twisted Eidoleon Kayron.

    So Mort grants barriers instead? That's not bad. After all, since this based on health, they are still great. Just not as a bit too much as Skill null. This is fair.

    Yeah. Please let this be the final....

    Next edit: We decided to change the whole patch for a 3 leafs and 150k gold give away. Regards your SG. 👍

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