Hecate Skill Effect Adjustments and Future Direction [41]
Hello, Heirs.
This is the Epic Seven Development Team.
We would like to thank our Heirs for the feedback provided through various channels following the showcase revealed on 12/03 (Wed). We have examined every single opinion you shared and held extensive internal discussions. Today, we would like to share our thoughts on these matters and our direction moving forward. First, we sincerely apologize for disappointing you, as the showcase did not address the battle meta, Hero performance inflation, or Warfare Rules, contrary to your expectations.
1. Hecate Skill Effect Adjustments
Skill Effect Revealed in Showcase on 12/3 (Wed) | Planned Skill Effect Adjustment |
Enemy Heroes cannot revive and cannot be granted immortality. | All Heroes cannot revive and cannot be granted immortality. |
We sympathized with the concerns our Heirs raised regarding the passive effect of Hecate's Skill 2, following the 12/03 (Wed) showcase, and conducted internal discussions on the matter. As a result, we have decided to adjust her skill effect as shown above. Our intention was to give Hecate a powerful passive effect to lower the difficulty of attacking Arena and Guild War Defense Teams in the current meta, where Lady of the Scales, Immortality, and Revive are heavily used. However, there was feedback from our Heirs that applying such a powerful suppression effect only to enemies was excessive. We also discussed this within the Development Team and agreed that this was a valid concern and decided to partially adjust the announced skill effect accordingly.
2. Regarding the Addition of New Sets
A core element of Epic Seven's fun is farming Equipment, obtaining pieces that surpass those that you previously had, and feeling the sense of accomplishment when your Heroes become stronger as a result. However, we are deeply aware that it has become increasingly difficult to experience this sense of accomplishment due to the high dominance of the Speed Set and the long farming periods required.
We believed it was important to provide you with new farming goals and opportunities to continuously enjoy acquiring high-performance Equipment. To this end, we determined that a structure providing periodic opportunities to farm new Equipment Sets must be maintained, which is the fundamental purpose behind the decision to add new sets.
However, we fully agree with the opinions you have shared regarding the burden of gameplay, Inventory issues, and concerns about increased farming volume that would arise from adding three sets at once. Therefore, we will adjust the update to release only two new sets, excluding the Acceleration Set from the originally planned three sets.
Future newly added sets will be operated with a focus not on broad, universally applicable sets, but on more specialized sets designed for specific Heroes, where only a small number need to be prepared. Through this approach, we aim to minimize your burden while preserving the fun of farming new Equipment Sets.
We are extremely cautious about undermining the value of your existing Equipment into which you have invested precious time and resources. As such, we promise to strictly manage the balance to ensure that new sets enhance build diversity rather than replacing the current mainstream sets.
Furthermore, we are aware of the burden caused by the consumption of a large amount of entry currencies required for farming new Equipment Sets. When new sets are added, we will prepare various events and methods to help you obtain more "Leif," providing more practical support for farming the new sets.
3. Regarding World Arena Warfare Rules
Warfare Rules were introduced in the recent Fall 2025 Season and are operated by randomly designating one of four rules in matches of Champion league or higher. These rules each have categories of Offense, Defense, Weakening, and Resistance, and were introduced to allow players to experience more diverse battle patterns even within a single season.
While some Heirs received these changes positively, we are well aware that many Heirs have also expressed concerns. Therefore, for the Spring 2026 Season starting on 12/13 (Sat), we plan to adjust the effects of the Warfare Rules based on the experience of the previous season. Specifically, rules that were either too powerful or too insignificant will be adjusted.
In particular, the Defense category rule "Increases Penetration Resistance by 30%" was a rule that strongly restricted core damage dealers in the meta, and it seems to have caused a greater burden than intended during gameplay. Therefore, this rule will be changed to a new rule that maintains strategic value without placing significant restrictions on utilizing core Heroes.
Detailed changes can be found in the separately announced "World Arena Fall 2025 Season Infographic." We believe that Warfare Rules are a system that needs to be discussed and built together with our Heirs to create a pleasant World Arena meta. We appreciate all your feedback and will continue our efforts to improve and refine areas where improvement is needed by actively referring to your feedback.
4. Regarding Hero Balance and Performance Inflation
Epic Seven has continued its live service for over 7 years and has now become a game with over 300 Heroes. In the collectible RPG genre, we believe the arrival of an attractive new Hero should be as exciting as the best content updates. We always strive to ensure Heirs feel the charm of newly released Heroes while maintaining the value of existing Heroes and Equipment.
However, in this process, there have been instances where Heroes were released with performance levels exceeding our original intentions, leading to situations where the meta became excessively centered around specific Heroes. In an effort to mitigate this, we responded by introducing new Heroes and adjusting the balance of existing ones, but this approach ultimately resulted in the unintended side effect of accelerating overall performance inflation. As a result, we have reached a point where inflation has intensified, leading to increasingly negative PvP experiences. We recognize the seriousness of the current situation and believe that meaningful change is necessary.
Going forward, we plan to adjust balance with several key directions in mind to ease performance inflation. First, we will reduce the influence of Heroes who perform multiple roles simultaneously with excessively high efficiency. As live service continues over a long period, it is natural for new Heroes' performance to gradually increase, but we acknowledge that we did not sufficiently control this trend. This was the result of misjudgments during the Hero design phase, and as the Development Team, we take full responsibility and reflect deeply on this.
At the same time, we ask for your understanding that adjusting the performance of Heroes who already have these capabilities must be approached with great caution, as doing so could lead to even greater disappointment for Heirs who have obtained these Heroes and invested their affection into them. Rather than reinforcing weaknesses, we aim to restructure the meta by making Heroes more intuitive and clearly defining each Hero's role and strengths, focusing on specialization instead of allowing a single Hero to fulfill multiple roles. DPS-oriented Heroes will be designed and adjusted to deliver decisive firepower at key moments, while protection-oriented Heroes will be able to safeguard allies more reliably.
Through these changes, we aim to restore a combat meta where the roles of each position are clearly distinguished.
Next, we will discuss our countermeasures for Heroes that restrict specific enemy mechanics or have uniquely specialized effects. While these Heroes are generally designed with corresponding weaknesses and counterplay in mind, the available Heroes that can counter them are often limited, difficult to obtain, or require specific Equipment or Artifact setups. This has resulted in an excessively high barrier to effective counterplay.
In particular, when such Heroes are paired with specific allies that compensate for their weaknesses, even designated counter Heroes may fail to function as intended. This creates a significant obstacle for new or returning Heirs who lack experience dealing with these mechanics, and it also places excessive emphasis on ban-pick strategies for veteran players enjoying content such as World Arena, making battles more difficult overall.
To address this, we plan to expand more universally applicable countermeasures. We will proceed by adjusting the balance of existing Heroes, Equipment, and Artifacts, while also introducing new Heroes who can reliably perform counter roles without possessing excessively high power ceilings. This is not an easy task, but we believe it is a necessary one. We ask for your continued attention as these changes unfold, and we will do our utmost to meet your expectations.
Epic Seven was able to celebrate its 7th anniversary this year thanks entirely to the interest and love shown by all of you, our Heirs. We value every piece of feedback—not only positive words but also constructive criticism—as expressions of your care for Epic Seven, and we will continue to listen with gratitude.
We ask for your continued support and generous feedback as we strive to present an even better Epic Seven in the future.
Thank you.

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I don't like this changes, and i don't think she needs it. I'm using meru,SEseline,amiki,Mchloe,Mlruele etc. But i don't think that she has to be nerfed just because she will be strong against them.
Put your warfare rules deep in the hole where you got them. 🖕😠🖕
Over 7 years, over 300 heroes, bla bla bla. You don't care to balance them. You don't even bother your lazy butt to design a costumes for them once per million years. You just stopped to do so. “DPS-oriented”?? What?? Hello??? You are publishing a TBS game you brain rot goofs! There is no such a thing like dps AT ALL! Go google what does this mean before to use it idiots. This is SG staff quality. As well as Super Creative judging by the balance updates which usually do nothing and serve to imitate the job or just ruins already existed balance.
It is a good time to nerf ML Heroes but I know SG doesn't like nerf, so instead, release new heroes with overloading kit to make many heroes useless.
I think it's a bad Change for Hecate,
I agree on the Revive part being both sides as Briseria, but with this "both sides Aoe anti Immortality Effect", it will deny many units kit, just by her existence. Making it rlly hard to play against and super restrictive to play with, specially for new players, making the Rta entrance even harder, forcing you to Pre-ban her in some way.
They should completely remove the Aoe anti Immortality and make her just for anti Revive, or change the "Aoe anti Immortality Effect" part to something like:
"Sigurd's Judgment: When she attacks an Enemy that has Immortality, she Dispels the Immortality from the Enemy and Grants Skill Nullifier to the Caster. Ignores Effect Resistance".
Addressing the Revive meta issue, but without making her too restrictive to use or strong and adding a bit more counterplay + taking out some frustrating things on her previous 2ble Rlly Strong Aoe Effects.
Hope it helps to make the unit useful but not too strong, Thanks for reading!
I couldn't add it bc of text limit on the previous page, but the new part of the passive text should be something like this:
"All Heroes cannot Revive.
When the Caster attacks an Enemy that has Immortality regardless of whether the attack hits, Dispels the Enemy's Immortality and grants Skill Nullifier to the Caster. Ignores Effect Resistance"
When attacking, penetrates the target's Defense by 100%, and cannot trigger a critical hit or a heavy blow"
So she would address the Revive meta + being strong/decent against other units but without denying completely many other units kit by just existing with 2 Aoe Passive Effects, while also not being too restrictive to play with, allowing more balance, strategy and counterplay I think.
Would like to read some thoughts about it!
How about a Christmas ticket for everyone, where you can get heroes, whether regular, limited edition, or special heroes like Frost or Light and Darkness heroes? And for those who spend money, more tickets would be available. Instead of just sky stones, that would be something nice and different.
"A core element of Epic Seven's fun is farming Equipment, obtaining pieces that surpass those that you previously had"
No it isnt fun when there are so many layers of rng just for a piece, especially right side gear. Set > Main stat > Sub stats > Subs roll > High/Low roll. Bad rng? Got nothing = Waste of resources = Waste of Time.
Collecting resources back needs sometime before i can farm again. Right now i have so many unbuilt units i want to play with but very limited gear pieces. The fun level keeps decreasing over time for me because of that.
it is genuinely not that hard to balance characters if you are a gamer yourself, there are rules in video games which also applies to real life as well and the one simplest that you broke over and over again and every single time you damaged your game with it is you should never ever disable an entire mechanic of your base design with any character.
there are rules in this game, DEF, HP, ATK., buffs and debuffs...
no single hero should entirely disable any single of them.
100% ignore DEF, ignore ER, disable resource gains entirely, disable revive entirely....
these were all always damaging functions in a hero's kit, each one acts like a crack on a windshield, to match the new crack you apply a new crack somewhere else, just like when you overflown the game with DEF pen heroes and then you released Ilynav to counter it and it broke the balance. and now Setsuka, can't wait for teamwide hit chance buff that kills the EVA entirely... seriously please don't...
In my opinion. Buff and nerfs need to be implemented. Lowering power on heroes would help but, there is a problem. The ones who scream when the hero gets nerfed demanding selector tickets.
Personally I say let them refund the resources they used to build the hero and leave it at that. No selector ticket.
since they are basically selling characters for real money SG would need to refund their money, because it would in some cases be an actual scam this way, which would provoke many and force many others to not trust the company and never spend money on the game which eventually kills the game entirely.
they need to make sure the character is balanced before release.
YES! I have been dreaming of this moment for so long... God, I want a nerf patch featuring like 80 characters- though I recognize such extremes will likely never occur. I'm so glad that they are finally putting a damper on this power-creep, the meta is the worst it's ever been at the current and without the will to take steps backwards against some of the problematic characters we can never move forwards. Characters like Lady of the Scales, Harsetti, and Boss Arunka make the game near unapproachable for a large majority of the roster. As a result of such characters, new characters are forced to be overwritten and overpowered for them to even have the *potential* to fit into the current format. I'm entirely for nerfs, even if each and EVERY SINGLE NERF hits units I adore and play. Because it betters the game, it makes the format approachable for new players, and it lets us break the mold. Thank you.
As a player with nearly five years of experience,
I just wonder why you try so hard to directly adjust heroes instead of indirectly balancing them through buff and debuff mechanics in PvP matches. If a hero has an excessively high pick rate, they could receive certain debuffs on themselves, and possibly on the entire team. Conversely, heroes that are picked less often could receive buffs on themselves or even across the whole team.
I think that Counter:Side does this very well through its cost mechanism.Adding new heroes should not be done just to counter other heroes.
I think that balancing heroes to give us new experiences makes sense, but it also directly affects our current playstyles. A clear example is Hwayoung —she was basically cooked after just one nerf.
Most excellent! Thank you for finally changing your perspective on how to balance the game. As a returning player from a 4 year hiatus, this is exciting news! Nerfs are a valuable tool that cannot be excluded from a company’s arsenal for health & longevity. It’s not only ok, but commendable, for a company to admit its errors and find a meaningful way forward. Equally important to directional change is timing; the community isn’t patient enough to wait years for the admission and reversal of poor design or lack of pre-release testing. Try to stay flexible, generous, and positive. Good luck with all of the balancing!
Good change to Hecate
No problem, no problem agora é uma sobrecarga no kit dos heróis. Temos tanques: DPS; suportes: tanques, curandeiro, debuff; ladrões; tanques, dps, debuff etc.
Simplesmente é impossível balancear, sempre tem que lançar um personagem mais forte para poder "cobrir" um mais forte lançado anteriormente. Certos bonecos nunca deveriam ter certas coisas nos kits, exemplo: boss arunka, simplesmente você pode pegá-la em qualquer momento, o personagem puxa todo o agro para ela, é rápido, super rank, da muito dano, da debuff, cara, na minha opinião ela devia ter no kit algo que nerfa ela em certas situações, como por exemplo pegar em um tempo muito rápido, ela tomaria um debuff caso você seja mais rápido que o oponente.
Outro exemplo é o mort, não preciso falar muito, todos já sabem do que ele faz.
Hecate quick, hide behind me.
Oh joy , now Hecate is just a Seline counter pick and cant be played with her ,which means seline is now a pick 4/5 unit.
Pls reconsider dear developer , the original passive wasn't particularly strong considering how low hecate 's impact on the fight outside of it
Balancing really isn't the thing here, and regardless of dedicated rolls it doesn't matter if a character turns others into makeshift tanks. The issue comes from the hundreds of characters, the complexity of kits, and the RNG. All they had to do was stick with rolls of the actual class but they decided to mix and match on so many units and introduce little skill mechanics that only 1 or 2 characters have, its become a convoluted mess. There's no going back b/c if they do it will make future units less desirable and they won't sell. If they "adjust" characters the masses will rise up and demand a recall or even money back. There are answers to characters and/or different techs to deal with them. This is a gacha so ban the issue unit or units. I get curb stomped 75% of the time when Barunka is my opponent even though I have the units it also comes down to quality gear. All gacha suffers from this issue and the only ones that can overcome power creep is usually non-pvp games.
Just do not even. You are just making the game worse with everything. Expectations from otherworldly hunts was to make it easier to get high end gear to ease the RNG but we got was stupidly dumb RNG ******** that can only be farmed by whales to show any effect and the more you whale the more you benefit from it. Clearly a great addition to lessen the burden. Taking inspiration from HSR and releasing new sets every patch for new units would not make your game better. It just adds to the burden of only farming new sets to barely get a build that can function close to the level of your other units is stupid. And NERFS?! How about you look at how many overtuned units you release on purpose over and over again? How about not making stupidly strong units? How about going back to check what is wrong with these units from release? Nerfs is just a crappy excuse to get away with releasing heavily overtuned units and letting them run rampant before bringing them down. Ridiculous cover.
No veo razon justa para nerfeearla, igual, en RTA iba a ser baneada de cualquier forma. Simplemente arruinaron el personaje no del todo, pero no lo veo tan util como antes, hay personajes con pasivas aun mas rotas....hmmm... jhmmm... scales.......que no nerfearon y la verdad es muy díficil para los jugadores nuevos pelear contra eso, almenos ella iba ser una alternativa para combatirla sin que afectase a su propio equipo, pero pues solo es mi opinon nada mas
pues déjame decirte que tu opinión es una basura
pq te pueden jugar hecate/maid/ruele y no cambias nada, hecate se volvería parte del problema que se supone fue hecha para contrarrestar
PeepoUltrasAmo cuando viene a criticar mis comentarios jajajaj, pues si, pero por mi parte creo que es mas facil pelear contra eso que contra un equipo que no eres capaz de hacerle casi daño a ningun personaje y mas que mi cuenta es medio culera. y es mas que todo eso por lo que me quejo aunque no es tanto una queja sino un punto de vista, y ademas, tenias que aclarar que era una basura mi opinión xd?, hay mil palabras para describirla y elijes la mas vulgar, eso puede decir mucho el tipo de persona que eres, solo queria dejar eso claro, que tenga buen dia, tarde o noche.
Please! Remove passive anti counter on Mort first. Because many counter-attack tactics are no longer as effective as before, E7 has lost much of its appeal. I prefer playing in the Candy meta to the current meta with so many unusable units because LOTS are always in defensive teams. And it all started with the Mort buff very anti fun.
My sugestion for a good pvp balance would be to every week we have a new rule for arena, just like we have on rta but for every week. In that way the defenses will change from time to time and the atk will be diferent ass well, making the game more versatile and for the content to not me stuck in the same from hero balance to hero balance or new hero release.




How are you all doing?
Feels good that we're getting news about the Hero Balance and Performance Inflation. I enjoy playing RTA sometimes (casually) and it's very disapointing how strong the new released heroes are. For the future, I would suggest to stop messing up with the basic fundamentals of the game, for example (with what we have nowadays): If every anti evasion unit (but Shalltear) has 70% hit chance incrase (due skills and/or artifact), just not release an unit that can completelly make them lose their purpose (Setsuka) by making them miss, or turn any unit to best tank of the game with a soulweaver (Lady of Scales) when we have dedicatted tanks, who also lose their purpose to be played.
With that being said, things are getting out of hand. It's hard to find a ballance between "threat" and "useless", but an overloaded kit is not what we need and what took us here. Counterpicks doesn't work when the enemy kit is too strong.
Also nerfing doesn't sound any bad.
Take care everyone.
The problem isn't that you release heroes who might stand out in one way or another, but that ever since Hwa Young came out, you've kept doing the same thing. You said you weren't going to release characters that could destabilize the meta, like what happened with Hwa Young, who was practically left for dead because you cut her legs. But then you started releasing characters like Lua, Luna, etc.
If you go to the arena what you'll find in almost 99% of the teams is Setsuna, light Mercedes, and Ras. You barely see any variations of other teams. So, you always do the same thing, and it happened when you released Harsetti or with the Mort balance change, which only became more prominent when you released the Senya banner.
The question is this: do you test your characters and think about what they can do in the long run? Because I want to remind you of what happened when you released Elvira, with matches lasting over 200 turns in rta because she was immortal.
Good Change to Hecate, W