6/5 (Thu) Balance Adjustment Preview
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Developer Notes

6/5 (Thu) Balance Adjustment Preview [147]



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 these balance adjustments, we plan to implement changes to 8 Heroes and 2 Artifacts. These changes are scheduled to take effect following the update on 6/5.

 

1. Balance Adjustment Target

 

With this balance adjustment, we have made some changes to certain Heroes and Artifacts that haven't been seeing very much use.

The details of the balance adjustment are as shown below.

 

Hero

Grade

Name

5 Moonlight

Desert Jewel Basar

5 Moonlight

Straze

5 Covenant

Holiday Yufine

5 Covenant

Tywin

5 Covenant

Charles

5 Covenant

 Fenris

4 Moonlight

General Purrgis

4 Moonlight

Assassin Cartuja

 

Artifact

Grade

Name

5

Indestructible Gaiters

5

Glo-Wings 21

 

* 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

 

Desert Jewel Basar

Desert Wind (Before)

Desert Wind (After)

Attacks the enemy with wind, with a 35% chance to stun for 1 turn, before recovering Health of all allies. Amount recovered increases proportional to the target's max Health and the caster's Attack.

Attacks the enemy with wind, with a 35% chance to inflict stun for 1 turn, before recovering Health of all allies proportional to the target's max Health.

Soulburn (20): Increases the amount recovered.

Soulburn (10): Increases the amount recovered.

Desert Storm (Before)

Desert Storm (After)

With a sandstorm, inflicts barrier inversion on all enemies and has a 85% chance to decrease Hit Chance for 2 turns. When the target is granted a barrier, grants an extra turn to the caster.

With a sandstorm, inflicts barrier inversion on all enemies before dispelling two buffs and a 100% chance to decrease Combat Readiness by 20%. When the target is granted a barrier, grants an extra turn.

Bastet Roar (Before)

Bastet Roar (After)

Bastet roars, dispelling all debuffs from all allies, before increasing Combat Readiness by 30%.

When this skill is not on cooldown, a critical hit will grant 30% damage reduction.

Bastet roars, dispelling all debuffs from all allies before increasing Combat Readiness by 30%.

When this skill is not on cooldown, if attacked, grants 30% damage reduction.

Bastet Roar (Awakened) (Before)

Bastet Roar (Awakened) (After)

Bastet roars, dispelling all debuffs from all allies and granting immunity for 2 turns, before increasing Combat Readiness by 30%.

When this skill is not on cooldown, a critical hit will grant 30% damage reduction.

Bastet roars, dispelling all debuffs from all allies and granting immunity for 2 turns before increasing Combat Readiness by 30%.

When this skill is not on cooldown, if attacked, grants 30% damage reduction.

Constellation (Before)

Constellation (After)

Sagittarius

Taurus

 

Desert Jewel Basar’s usability will be improved to allow for smoother skill usage.

First, Bastet Roar will now grant 30% damage reduction when attacked, even if the attack suffered is not a critical hit, as long as the skill is not on cooldown. Additionally, Desert Storm will be updated to dispel buffs and decrease Combat Readiness of all enemies, replacing its current effect of decreasing their Hit Chance.

The basic skill, Desert Wind, will be adjusted so that the amount of Health recovered is affected only by the target's max Health. This means Desert Jewel Basar will now recover a consistent amount of Health of allies even with low Attack. His Soulburn will remain the same in terms of amount of Health recovered but will require fewer Soul.

As his reliance on Attack has been lowered, Desert Jewel Basar's Constellation will be changed to Taurus, which provides higher Health and Speed, better supporting his updated functionality.

 

Straze

Destructive Gaze (Before)

Destructive Gaze (After)

Attacks all enemies with a wave of force and dispels two buffs. Ignores Effect Resistance of any targets with Attack lower than the caster's Attack. When there are three or fewer enemies, damage dealt increases with fewer enemies.

Attacks all enemies with a wave of force and dispels all buffs. Ignores Effect Resistance of any targets with Attack lower than the caster's Attack. When there are three or fewer enemies, damage dealt increases with fewer enemies.

Star Extinction (Before)

Star Extinction (After)

Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health by 30%. When the caster's Attack is greater than the penetration target's Attack, penetration rate increases proportional to the difference, up to a maximum of 100%.

This skill cannot trigger a counterattack.

Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health. This skill cannot trigger a counterattack.

Star Extinction (Awakened) (Before)

Star Extinction (Awakened) (After)

Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health by 30%. When the caster's Attack is greater than the penetration target's Attack, penetration rate increases proportional to the difference, up to a maximum of 100%.

Grants invincibility to the caster for 1 turn. This skill cannot trigger a counterattack.

Attacks all enemies with a sword, and grants invincibility to the caster for 1 turn. Penetrates Defense of the target with the highest max Health. This skill cannot trigger a counterattack.

 

Straze will be improved to make Star Extinction more versatile by relaxing its Defense Penetration condition.

From now on, Star Extinction will always penetrate Defense of the target by 100%, regardless of the difference between the Attack of the target with the highest max Health and Straze's Attack. This allows him to eliminate enemies with the highest max Health more reliably. Additionally, Destructive Gaze will now dispel all buffs instead of just two, making it significantly more effective against buff-heavy opponents.

 

1-1-2. Covenant / 5

 

Holiday Yufine

Just One Bite!  (Before)

Just One Bite!  (After)

Attacks the enemy by tearing up a food market, with a 75% chance to burn for 1 turn.

When used on the caster's turn, Just One Bite!  becomes an attack that targets all enemies. Changed attack is unaffected by elemental disadvantage and does not trigger a Dual Attack.

Attacks the enemy by tearing up a food market and has a 100% chance to inflict burn for 1 turn.

When used on the caster's turn, Just One Bite!  changes into an attack that targets all enemies. The changed attack is unaffected by elemental disadvantage and does not trigger a Dual Attack.

Let's Eat Together! (Before)

Let's Eat Together! (After)

Reduces the effect of Combat Readiness decreases inflicted on all allies by 50%.

Increases Evasion by 35%, and when the caster is at max Health, increases Evasion by an additional 35%.

Reduces the effect of Combat Readiness decreases inflicted on all allies by 50%.

Increases Evasion by 35%, and when Health is 50% or more, increases Evasion by an additional 35%.

Yufine's  Special (Awakened) (Before)

Yufine's  Special (Awakened) (After)

Dispels two debuffs from all allies and attacks all enemies in the middle of a night market. Increases Attack of all allies for 2 turns and Combat Readiness by 20%.

Dispels two debuffs from all allies and attacks all enemies in the middle of a night market. Grants increased Attack to all allies for 2 turns and increases Combat Readiness by 25%.

 

Holiday Yufine's Increase Evasion condition will be relaxed, improving her overall usability.

First, the additional Evasion increase effect of Let's Eat Together! will now activate when her Health is 50% or more, instead of only at max Health, making the effect more accessible in a wider range of situations.

Additionally, the Combat Readiness increase effect from Yufine's  Special will be enhanced, and the Burn chance of Just One Bite!  will be increased to up to 100%, allowing her to perform more effectively in battle.

 

Tywin

Sword Storm (Before)

Sword Storm (After)

Attacks with a swordstorm, with a 75% chance to dispel one buff. Damage dealt increases proportional to the caster's max Health.

Attacks the enemy by discharging a sword blast, with a 50% chance to inflict decreased Defense for 2 turns. Damage dealt increases proportional to the caster's max Health.

Tactical Command (Before)

Tactical Command (After)

Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target.

Commanding Shout: Dispels all debuffs from the ally and grants immunity for 2 turns.

Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target.

Commanding Shout: Dispels all debuffs from the ally and grants immunity for 2 turns.

Commanding Shout can be activated once every 2 turns.

Commanding Shout can be activated once every 1 turn.

Tactical Command (Awakened) (Before)

Tactical Command (Awakened) (After)

Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target.

Commanding Shout: Dispels all debuffs from the ally and grants immunity and a barrier for 2 turns. Barrier strength increases proportional to the caster's max Health.

Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target.

Commanding Shout: Dispels all debuffs from the ally and grants immunity and a barrier (proportional to the caster's max Health) for 2 turns.

Commanding Shout can be activated once every 2 turns.

Commanding Shout can be activated once every 1 turn.

 

Tywin will be improved to better protect the ally in the back row against enemies that inflict debuffs which prevent movement.

The cooldown for Commanding Shout, activated by Tactical Command, will now be reduced to once every 1 turn. This allows Tywin to continue protecting allies even when the ally in the back row is repeatedly inflicted with debuffs which prevent movement. Additionally, Sword Storm will now inflict decreased Defense instead of dispelling buffs, enabling Tywin to significantly weaken the enemy.

 

In line with this balance adjustment, Tywin's Exclusive Equipment effect will be adjusted as follows.

Exclusive Equipment – Effect 1 (Before)

Exclusive Equipment – Effect 1 (After)

Dispels one additional buff when using Sword Storm.

Increases Sword Storm's decrease Defense effect chance by 15%.

 

With the changes to Tywin'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.

 

Charles

Slash (Before)

Slash (After)

Attacks with a giant sword, with a 60% chance to decrease Attack for 1 turn.

After using this skill, has a 25% chance to activate Smash as an extra attack. Chance to activate Smash is doubled when the enemy is buffed.

Attacks the enemy with a giant sword and has a 75% chance to dispel one buff.

After attacking, has a 50% chance to activate Smash as an extra attack, and when the caster is granted three or more buffs, doubles effect chance.

Smash (Before)

Smash (After)

Attacks the enemy repeatedly with a giant sword, with a 100% chance to dispel all buffs. Damage dealt increases proportional to number of buffs granted to the caster.

Attacks the enemy repeatedly with a giant sword, absorbing some of the damage as Health, and increases Combat Readiness of all allies by 15%.

+10% damage dealt

+10% effect chance

+10% damage dealt

+10% effect chance

+10% damage dealt

+10% damage dealt

+2% Combat Readiness

+10% damage dealt

+3% Combat Readiness

+10% damage dealt

Faithful Strike (Before)

Faithful Strike (After)

Attacks all enemies with a swordstorm, increasing Attack of all allies for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer.

Attacks all enemies by discharging a sword blast, and grants increased Attack to all allies for 2 turns. Grants counterattack to the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer.

Faithful Strike (Awakened) (Before)

Faithful Strike (Awakened) (After)

Attacks all enemies with a swordstorm, increases Attack of all allies for 2 turns. Additionally increases Defense of the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer.

Attacks all enemies by discharging a sword blast, and grants increased Attack and increased Defense to all allies for 2 turns. Grants counterattack to the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer.

Soulburn (20): Extends duration of buffs granted by this skill by 1 turn.

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

 

Charles will be improved to make more strategic use of his buffs when using skills.

First, the Attack decrease effect of Slash will be changed to dispel a buff. The conditions and probability for activating Smash as an extra attack after using Slash will also be adjusted. Now, Smash will have a 50% chance to activate after Slash. If Charles is granted 3 or more buffs, Smash will activate with 100% chance, allowing him to perform even better when multiple buffs are granted.

Additionally, the effects of Smash that dispelled buffs and increased damage dealt proportional to the number of buffs granted to the caster will be removed. Instead, Smash will now absorb some of the damage as Health and increase Combat Readiness of all allies. These changes are expected to improve Charles's sustainability and provide stronger support for securing the next turn.

Moreover, the Defense increase effect of Faithful Strike will now apply to all allies. A new effect that grants counterattack to the caster will also be added, giving the skill greater strategic utility in battle.

 
In line with this balance adjustment, Charles's Exclusive Equipment effect will be adjusted as follows.

Exclusive Equipment – Effect 1 (Before)

Exclusive Equipment – Effect 1 (After)

Increases Slash's chance to activate Smash by 10%.

Increases buff dispel chance of Slash by 25%.

Exclusive Equipment – Effect 2 (Before)

Exclusive Equipment – Effect 2 (After)

Increases Slash's chance to decrease Attack by 15% and damage dealt by 10%.

Increases damage dealt by Smash by 10%.

 

With the changes to Charles'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.

 

Fenris

Magic Arrow (Before)

Magic Arrow (After)

Attacks the enemy with a magic arrow, and increases Speed for 1 turn.
When it is the caster's turn, gains 25 Fighting Spirit.

Attacks the enemy with a magic arrow, and grants increased Speed for 1 turn.

 

Gain 25 Fighting Spirit

Unwavering Will (Before)

Unwavering Will (After)

Starts the first battle with 50 Fighting Spirit.

After an ally suffers an extra attack, counterattack, or Dual Attack, gains 50 Fighting Spirit and uses Soaring Arrow.

Soaring Arrow: Attacks all enemies after leaping backward, before dispelling one debuff from all allies. Increases Combat Readiness of the caster by 30%.

Starts the first battle with 50 Fighting Spirit.

After an ally suffers an extra attack, counterattack, or Dual Attack, gains 50 Fighting Spirit and uses Soaring Arrow.

Soaring Arrow: Attacks all enemies after leaping backward, before dispelling two debuffs from all allies. Increases Combat Readiness of the caster by 30%.

Strike of Fate (Before)

Strike of Fate (After)

After granting increased Attack to the caster for 3 turns, attacks the enemy with an arrow of resolution. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportional to the difference, up to a maximum of 70%.

After granting increased Attack to the caster for 3 turns, attacks the enemy with an arrow of resolution, and increases Combat Readiness of all allies by 30%. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportionally, up to 70%.

Strike of Fate (Awakened) (Before)

Strike of Fate (Awakened) (After)

After granting increased Attack (Greater) to the caster for 3 turns, attacks the enemy with an arrow of resolution. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportional to the difference, up to a maximum of 70%.

After granting increased Attack (Greater) to the caster for 3 turns, attacks the enemy with an arrow of resolution, and increases Combat Readiness of all allies by 30%. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportionally, up to 70%.

 

Fenris will be improved to perform more effectively in situations where allies are frequently suffering an extra attack, counterattack, or Dual Attack. Soaring Arrow, activated by Unwavering Will, will now dispel up to 2 debuffs from all allies. Additionally, Strike of Fate will gain a new effect that greatly increases Combat Readiness of all allies, helping them to secure the next turn more easily. Lastly, the conditions for gaining Fighting Spirit with Magic Arrow will be eased, allowing Fenris to contribute more consistently across various battle scenarios.

 

1-1-3. Moonlight / 4

 

General Purrgis

Heroic Strike (Before)

Heroic Strike (After)

Mows down the enemy with a great sword, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Attacks the enemy with a massive blade, with a 100% chance to inflict provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Command to Charge (Before)

Command to Charge (After)

Gives the command to charge, dealing damage to all enemies, with a 100% chance to stun two random enemies for 1 turn. Damage dealt increases proportional to the caster's max Health.

Attacks all enemies by giving the order to charge, and has a 100% chance to inflict stun for 1 turn. Damage dealt increases proportional to the caster's max Health.

Command to Charge (Awakened) (Before)

Command to Charge (Awakened) (After)

Gives the command to charge, dealing damage to all enemies, with a 100% chance to stun two random enemies for 1 turn, before increasing Attack of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health.

Attacks all enemies by giving the order to charge, and has a 100% chance to inflict stun for 1 turn, before granting increased Attack to all allies for 2 turns. Damage dealt increases proportional to the caster's max Health.

 

General Purrgis's ability to weaken enemies will be enhanced.

First, the Stun effect of Command to Charge previously targeted two random enemies, relying on chance. With this adjustment, the skill will now inflict stun on all enemies, providing more reliable crowd control. In addition, the Provoke effect of Heroic Strike will now activate with up to a 100% chance, enhancing his ability to weaken enemies.

 
In line with this balance adjustment, General Purrgis's Exclusive Equipment effect will be adjusted as follows.

Exclusive Equipment – Effect 1 (Before)

Exclusive Equipment – Effect 1 (After)

With Spearhead's effect, at the moment the caster is attacked, has a 20% chance to increase Defense

of the caster for 2 turns.

Recovers Health of the caster proportional to max Health when using Heroic Strike.

 

With the changes to General Purrgis'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.

 

Assassin Cartuja

Shred (Before)

Shred (After)

Attacks with sharp claws, with a 75% chance to provoke for 1 turn.

Attacks the enemy with sharp claws, with a 100% chance to inflict provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Sudden Assault (Before)

Sudden Assault (After)

Dashes towards the enemy to attack, stunning for 1 turn.

Attacks the enemy by quickly dashing towards them, inflicting stun for 1 turn. Damage dealt increases proportional to the caster's max Health.

Sudden Assault (Awakened) (Before)

Sudden Assault (Awakened) (After)

Dashes towards the enemy to attack, decreasing Defense for 2 turns and stunning for 1 turn.

Attacks the enemy by quickly dashing towards them, inflicting decreased Defense for 2 turns and stun for 1 turn. Damage dealt increases proportional to the caster's max Health.

 

Assassin Cartuja will be improved to enhance his overall usability.

The chance to inflict Provoke with Shred will be increased to up to 100%, making it easier for him to inflict Provoke on enemies.

In addition, all of his attack skills will gain an effect that increases damage dealt proportional to the caster's max Health, allowing him to deal more damage as his max Health increases.

 

1-2. Artifact Balance Adjustments

 

1-2-1. Artifact / 5

 

Indestructible Gaiters

Effect(s) (Before)

Effect(s) (After)

Increases Attack by 10%.

If a non-critical hit is made when attacking with a Single Attack, has a 50-100% chance to burn for 1 turn. Can only be activated once per turn.

Increases Attack by 10%.

If a non-critical hit is made when attacking, has a 50-100% chance to inflict burn for 1 turn. Can only be activated once per turn.

 

The Burn activation condition of Indestructible Gaiters will be eased.

Previously, Burn could only be inflicted when a non-critical hit was made with a Single Attack. After the change, Burn can now be inflicted even with non-Single Attacks, as long as a non-critical hit is made. This change will allow the Artifact to be used in a wider range of situations.

 

Glo-Wings 21

Effect(s) (Before)

Effect(s) (After)

After using a non-attack skill, grants a barrier equivalent to 10-20% of the caster's max Health to all allies for 2 turns. This effect can only be activated once every 3 turns. This Artifact's skill effect can only apply to one Hero within a team.

After using a non-attack skill, grants a barrier equivalent to 30-60 per Level to all allies for 2 turns. This effect can only be activated once every 3 turns. This Artifact's skill effect can only apply to one Hero within a team.

 

The barrier activation condition of Glo-Wings 21 will be eased, and the barrier strength improved for more stability.

After using a non-attack skill, the barrier strength granted to all allies will now increase proportional to Level, not the caster's max Health, allowing the Artifact to be used effectively even by Heroes with lower max Health.


These are the scheduled balance adjustments and improvements for the update on 6/5.

 
We closely monitor all feedback from our players across various channels. We are grateful to be part of your Epic Seven journey. We will continue doing our best to improve our Heroes so that every character can find their place in your heart.

 

Thank you.






Reply 147
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BEST

Poor balance Patch.

Heroes:


- Desert Jewel Basar. Will be usefull against Fallen Cecilia comps again.

- Straze. Same hero as always. Maybe you can give him more speed but whatever.

- Holiday Yufine. Small improve with Evasion guaranteed. Maybe she could obtain full dispell on S3.

- Tywin. Small improve on S1, Defense Break feels better. But he's only good at Guild Wars.

- Charles. Good buff to use it in Harsetti's comp. If you use Charles with S3 Exclusive Equipment seems usefull unit.

- Fenris. Imagine listening Harsetti players. Now he's still dead.

- General Purgis. This should have been his original kit.

- Assasin Cartuja. I like playing this hero, but he will be doing the same. 100% taunt on S1 and Damage on HP%. OK.


Artifacts:


Indestructible Gaiters: Maybe you can use it on New Rift with Yufine ¿?

Glo-Wings 21: Small Improve. You can obtain a decent barrier without full HP on hero.


Overall: POOR Balance Patch. 2/10

E7WC is coming soon but take some risk. Other balance patchs were way better


BEST

So.... when is the next balance patch preview? i heard it dropped today.

BEST

?

You constantly back track on buffs, making us lose effective buff spots in this tiny patches. Is it so difficult to shake up the meta? Ideally you would want every hero to have a spot in the meta at least as a rogue pick or something, but 70% of the heroes in the game are in such a poor state that you simply can't use them.

Be bolder, no one will die because of some forgotten rgb or power crept ML getting a proper buff that makes it playable, Charles buff is an example of how NOT to do it, you just made a dead unit a niche unbuildable unit instead, I get some units are meant to be stat hungry, but this is insane.

I hope against my best judgment that you adjust this incoming changes instead of backtracking YET AGAIN and give proper buffs, because most of these buffed units will most likely see no play after the one week will test out and find out they still have the same core problems.

Holiday yufine changes are nice! 100% burn chance now, easier and more consistent evasion and a little more combat readiness is really nice. Plus all the nice changes on all. The older units that haven't gotten love in awhile is nice. This is what I think is good! Beefing up old units to a better standard rather than constantly buffing newer stuff. Curious to see how glo wings will compares from now to the change. Good work SG imo!

Why can't you give DJB the same s3 mechanic as hand guy? like, keep the CR push and the immunity, but give him the one turn debuff reduction while his s3 is available.

Nice to see some love for the very old units like  General Purrgis and Charles.

Also nice to see Fenris finally being even more usable, with better possibility to use different artifacts than just his signature.

Personally I will most likely re-gear all of these units, and I might even find a use for Glo-wings in a troll Siseria build, or something :P

The Fenris change was unnecessary!!! Straze buff doesn’t look any different? Nor good his problem is he’s stat hungry! And Tywin literally sucks! His passive doesn’t proc on non-attacks or if someone bombs making him a lesser option or just useless If he can proc on non-attacks he’d be so much better!!! 

I have been playing this game since Briar witch Iseria first released, and still having fun despite the ever shifting meta. My fastest unit is 240(Very slow indeed) , but still be able to have fun in RTA, and constantly reach the required rank to obtain epic skins. And with this current meta, i barely be able to play RTA at all. 


I haven't touched RTA this season because i was hoping for a solution for the current Meta with the balance patch, only to be utterly disappointed.

Yes, there is balance patch, yes, The developer probably won't even read this (or any of you players comments anyway). But please, before you release a balance patch, make sure it helps players to play the game and have fun.


Why do i even write this, they won't read anyway.

But i just want to vent out.


Now give Charles DMG at max HP. Scaling with attack is weak for him. He need be tanky 

You need to nerf Harsetti. You want to be cowards to avoid the expectations you set giving ML5 selectors. You can give a selector for heroes before ML Arunka, but if you are not willing to byte the bullet on your own mistake, because you'll have to pay the price you set, this game is going to decline fast. 


People are fed up with this balance cycle, you tried to compromise with smaller interim patches, and that's great, but the people making these patches are absolutely incompetent. You've reversed so many of the buffs over the last year, and when that happens we lose two slots for buffs. So, Fenris was on the in-between patch got canceled then added here presumably taking a spot someone else could have, but is still weak. 


You seem complacent with the time people have, waiting years is annoying as a kid, but as someone in their 30s i can't waste years hoping things improve. What is the balance team doing for 6 weeks? Either you overwork them or they are lazy. Please try harder.

Weak and lazy. 
Do better SG pls. 
There's a lot heroes that needs help there. 

Mejor nadota.

Parche todo feo.


balance patch no yum yum :(

Take Charles's advice with this patch, sg. "Try harder"

This is the reason no one likes how infrequent the balance patches are.

You can do better SG, Just try

This is garbage. Do better please. You know what needs to be fixed, this isn't it.

to all people crying about fenris EE before , u guys svck as ..

DJB: (overall fantastic change)

Straze: Strip all buffs (good)> Damage unchanged, works literally the same - don't be confused, it's just a text clean up.

Holiday Yufine: Small tweaks to her consistency (okay)

Tywin: S1 defense breaks now, arguably a nerf since the EE stripped two buffs instead. However, it is better than the one buff strip. S2 cleanse from 2 turn CD to 1 turn CD is fine, but it needs to proc when a hero is debuffed and not attacked when debuffed, because it's wasted otherwise

Charles: seems to be a jack of all trades but excels in nothing. It's going to be hard to build him effectively for everything. I feel like you have to pick and choose which mechanics to prioritize.

Fenris: Doesn't change his pick rate - offers some utility to the team, perhaps an aggro/cleave too, but other bridges can do his job WAY better.

Indestructible Gaiters: Completely useless change outside of maybe Rift.

Glo-Wings 21: Improvement to lower HP rangers. Nerf to high HP rangers.





DJB: > Should have ignored ER if there is a barrier present (missed the mark by SG IMO)




Charles: Should have added HP or DEF scale dmg, so all mechanics work instead of ignoring them.


So you guys found the time to decide this and that and buff blah blah blah but know Harsetti is a problem and do nothing to her is actually crazy

In theory this Fenris buff could solve the issue with the elephant in the room.. but to do so he must survive turn one. Well guess what, he's a skinny lil' dude even his s3 suggests so.

If you really want to make this work add turn 1 skill null in his passive (s2). To make it fair you can even make it so that he only gets it when facing dark units, but he has to survive.

Otherwise it's just like digging a hole in the water..

Hi I'm a  F2P player, I just returned playing 4 days before the Origin update. I got excited when I saw Fenris's introduction video on the official Youtube channel of Epic Seven, you see I'm a fan of Archer characters, Fenris became my favorite because his similar to Tighnari from Genshi Impact also my favorite. I got really excited that Fenris will get adjusted and it got canceled. So I've waited for this updated since that announcement but now my excitement and interest on the game is fading because this wasn't I was expecting. I guess I'll return playing my favorite archer Tighnari. In my opinion based on the comments of old players the management only thinks about the amount of sales and they don't appreciate the game as much as the players does.

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작성 시간 05.23.2025
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+1

6/5 (Thu) Balance Adjustment Preview [147]

05.23.2025
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작성 시간 04.30.2025
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+7

World Arena Spring 2025 Season Infographic [9]

04.30.2025
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작성 시간 04.25.2025
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+1

5/8 (Thu) Balance Adjustment Preview (Added on 5/8) [57]

04.25.2025
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+1

4/10 (Thu) Balance Adjustment Preview [162]

03.28.2025
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작성 시간 03.17.2025
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+3

Upcoming World Arena Improvements Notice [52]

03.17.2025
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