2/20 Balance Adjustments and Charlotte Remake Preview [180]
Hello Heirs, this is Epic Seven.
We would like to thank our Heirs for the incredible support while you have continued on your adventures in Epic Seven.
With this post, we will be showing our players the Balance Adjustments that are scheduled to be applied with the update occurring on February 20th. Eleven Heroes and four Artifacts will be improved as well as a Charlotte remake that is scheduled for March.
1) 2/20 Balance Adjustments Preview
Through this balance adjustment, there will be improvements for Heroes and Artifacts that are difficult to utilize. Additionally, in this adjustment, no nerfs will be carried out. We hope our Heirs have fun building new strategies and tactics from the changes offered in this balance adjustment.
Please see below for the list of Heroes and Artifacts to be buffed via the February 20th Balance Adjustment.
■ Heroes
Category | Heroes |
Covenant / 5-Star | Melissa, Cecilia, Tenebria |
Covenant / 4-Star | Rose, Clarissa, Khawazu |
Moonlight / 5-Star | Specter Tenebria |
Moonlight / 4-Star | Fighter Maya, Celestial Mercedes |
Moonlight / 3-Star | Doris, Requiemroar |
■ Artifacts
Category | Artifacts |
Knight / 5 Star | Holy Sacrifice |
Soul Weaver / 5 Star | Shimadra Staff |
Warrior / 5 Star | Uberius's Tooth |
Mage / 5 Star | Dignus Orb |
※ The probability and number of turns are based on fully enhanced characters.
※ The values mentioned in this preview may differ from the actual update.
※ The skill descriptions mentioned in this preview may differ from the actual update.
1-1) Covenant / 5-Star
■ Melissa
Manifestation (Before) | Manifestation (After) |
Attacks by unleashing their inner rage, granting immortality to the caster for 1 turn. | Attacks by unleashing their inner rage, granting immortality to the caster for 1 turn. Skill cooldown is reset when the enemy is defeated. |
Blood Bloom (Before) | Blood Bloom (After) |
Attacks by releasing their pent-up aggression, cursing the enemy for 2 turns. This skill is unaffected by elemental disadvantage. Elite or Boss monster cannot be cursed. | Dispels all buffs from the enemy before attacking by releasing their pent-up aggression, cursing for 2 turns. This skill is unaffected by elemental disadvantage. Elite or Boss monsters cannot be cursed. |
Blood Bloom (Awakened) (Before) | Blood Bloom (Awakened) (After) |
Attacks by releasing their pent-up aggression, cursing the enemy for 2 turns, with a critical hit granting the caster an extra turn. This skill is unaffected by elemental disadvantage. Elite or Boss monster cannot be cursed. | Dispels all buffs from the enemy before attacking by releasing their pent-up aggression, cursing for 2 turns, with a critical hit granting the caster an extra turn. This skill is unaffected by elemental disadvantage. Elite or Boss monsters cannot be cursed. |
Melissa was originally designed as a Hero who can deal significant damage to two enemies at the same time through her Curse ability. However, this uniqueness turned out to be somewhat underwhelming when compared to other Heroes.
Through this balance adjustment, Melissa will have more opportunities to inflict her Curse debuff on enemies, and will consequently be able to compensate for her lack of survivability by being a more effective damage dealer.
After this Balance Adjustment, Melissa will dispel the enemy of all buff effects prior to dealing damage. In other words, she will be able to deal damage and inflict her Curse debuff on enemies that had the buffs Immortality and Skill Nullifier prior to her attack. She will be exceptionally effective against Heroes who do not have high effect resistance.
Furthermore, if Melissa defeats an enemy using Manifestation, the cooldown for Manifestation will be reset. Since Manifestation grants Immortality to herself as well as attacks the enemy, she can consistently remain immortal in the case she continuously defeats an enemy Hero every turn. This possibility to use Manifestation every turn if the conditions are met, despite the base four-turn cooldown, will increase Melissa’s utility.
Additionally, Melissa’s Blood Bloom will be more effective against enemies with buff effects during the early game. We hope our Heirs will utilize her damage-dealing capacity along with her unique ability to remain immortal!
■ Cecilia
Steel Cloudburst (Before) | Steel Cloudburst (After) |
Attacks all enemies with a magical spear, with a 35% (Max. 50%) chance to decrease Attack for 2 turns. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with a magical spear, with a 35% (Max. 50%) chance to decrease Attack for 2 turns. Effect chance increases by 50% when the caster's Health is less than 50%. Damage dealt increases proportional to the caster's max Health. |
Steel Cloudburst (Awakened) (Before) | Steel Cloudburst (Awakened) (After) |
Attacks all enemies with a magical spear, with a 35% (Max. 50%) chance to decrease Attack for 2 turns. The chance increases by 50% when the caster's Health is less than 50%. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with a magical spear, with an 85% (Max. 100%) chance to decrease Attack for 2 turns. Damage dealt increases proportional to the caster's max Health. |
Ruinous Retribution (Before) | Ruinous Retribution (After) |
Attacks all enemies with a spear infused with dark energy, 85% (Max. 100%) chance to provoke for 1 turn, granting a barrier to the caster for 2 turns. Damage dealt and barrier strength increases proportional to the caster's max Health. | Attacks all enemies with a spear infused with dark energy, with a 85% (Max. 100%) chance to provoke for 1 turn, before granting immunity to all allies for 2 turns and a barrier to the caster for 2 turns. Damage dealt and barrier strength increases proportional to the caster's max Health. |
Cecilia is a Hero with many buff and debuff effects, however, she was relatively difficult to utilize. With this balance adjustment, she will be improved so that our Heirs can find more content where they can use Cecilia. This will be enacted by adding an additional buff effect that can influence the battle.
Cecilia will gain the ability to grant Immunity to all allies for two turns when she uses Ruinous Retribution. Given Cecilia’s relatively high base Speed among Knight Class Heroes, our Heirs can better counter enemy Heroes who rely on inflicting debuffs.
Furthermore, when she uses Steel Cloudburst, the probability of inflicting decreased Attack will dramatically increase regardless of Cecilia’s remaining Health. Upon completion of her Skill Enhancement, the chance to inflict decreased Attack will go up to 100%, stabilizing her ability to inflict debuff to enemies.
We hope our Heirs can better use Cecilia, a unique Hero armed with many debuff and buff effects such as decreased Attack, decreased Defense, Provoke and Immunity, to better protect her allies and contain her enemies.
■ Tenebria
Dark Explosion (Before) | Dark Explosion (After) |
Attacks with an explosion of dark energy, with a 40% (Max. 50%) chance to put them to sleep for 1 turn. This skill does not trigger a Dual attack. | Attacks with an explosion of dark energy, with a 60% (Max. 70%) chance to put them to sleep for 1 turn. This skill does not trigger a Dual Attack. |
Dark Explosion (Awakened) (Before) | Dark Explosion (Awakened) (After) |
Attacks with an explosion of dark energy, with a 40% (Max 50%) chance to put them to sleep for 1 turn. When an enemy is put to sleep, the caster's Combat Readiness increases by 50%. This skill does not trigger a Dual attack. | Attacks with an explosion of dark energy, with a 60% (Max. 70%) chance to put them to sleep for 1 turn. When an enemy is put to sleep, the caster's Combat Readiness increases by 50%. This skill does not trigger a Dual Attack. |
Nightmare (Before) | Nightmare (After) |
| Drops Moon of Nightmare on all enemies, with a 70% (Max. 85%) chance each to decrease Defense for 2 turns and put them to sleep for 1 turn, before increasing Attack of the caster for 2 turns. |
Tenebria will be improved so that she can better utilize debuffs, and more actively utilize her increased Combat Readiness after she uses Dark Explosion.
First, the Sleep debuff will be added to her skill, Nightmare. She will have an 85% chance of inflicting this debuff, equivalent to the increased probability she will have for inflicting the decrease Defense debuff.
With the addition of the Sleep debuff, along with the high chance for it to be successfully inflicted, we hope Tenebria can become a more strategically effective choice for our Heirs.
Additionally, the probability for Tenebria to inflict sleep via Dark Explosion will also be increased to a maximum of 70%. The additional effect acquired through awakening, a 50% increase in Combat Readiness, will allow her to be more useful after this balance adjustment.
We hope our Heirs find Tenebria to be an effective choice to contain the enemy by restraining their actions and defensive abilities after this balance adjustment.
1-2) Moonlight / 5-Star
■ Specter Tenebria
Poison Blast (Before) | Poison Blast (After) |
Attacks with an explosion of poison energy, with a 50% (Max. 70%) chance to inflict poison for 2 turns. | Attacks with an explosion of poison energy, with a 50% (Max. 70%) chance to inflict poison for 2 turns. This skill cannot trigger a counterattack. Attacks two enemies when Endless Nightmare is on cooldown. |
Specter Tenebria gained a unique passive ability after her rework. However, it was still very difficult to use her, despite the great amount of interest our Heirs have shown in her.
With this balance adjustment, we improved the effectiveness of her Poison Blast so that she can become a more attractive choice for our Heirs.
After this Balance Adjustment, if Endless Nightmare is on cooldown, Specter Tenebria will attack two enemies with Poison Blast, and this skill cannot trigger a counterattack from her enemies. Furthermore, when the condition is met she will target two enemies at the same time, dealing the same amount of damage to two enemies as she did to a single enemy before. With this change, we expect her to become a more threatening choice. Last but not least, since she cannot be counterattacked after using Poison Blast, our Heirs will be able to effectively use her against enemy Heroes with counterattack capabilities.
Specter Tenebria, previously, was easily overpowered by Heroes with counterattack capabilities despite her passive skill, Nightmare Illusion. After this balance update, our Heirs will be able to more readily utilize her in cases where (1) the enemy does not have a hero with an AoE attack, (2) or there are sufficient mechanisms to prepare against those AoE attack skills in a team formation.
When the dynamics for enemy Hero combinations dynamics are comprehended, and Specter Tenebria is placed to successfully counter the dynamics, she will exhibit her greatest potential.
1-3) Covenant / 4-Star
■ Rose
Shield of Light (Before) | Shield of Light (After) |
Covers an ally with the Shield of Light, dispelling two debuffs and granting a barrier for 2 turns before increasing Combat Readiness by 10% (Max. 20%). Barrier strength is proportional to the caster's Defense. | Covers an ally with the Shield of Light, dispelling two debuffs and granting a barrier for 2 turns before increasing Combat Readiness by 10% (Max. 20%). Barrier strength is proportional to the caster's Defense. |
Goddess of Victory (Awakened) (Before) | Goddess of Victory (Awakened) (After) |
Gives blessing to all allies, increasing Attack for 2 turns, and Combat Readiness by 15% (Max. 25%) | Gives blessing to all allies, increasing Attack for 2 turns, and Combat Readiness by 15% (Max. 25%). Grants increased Defense to the caster for 2 turns |
Rose was originally designed to be a Hero who increases the Combat Readiness and defensive capabilities of allies. However, since there were many situations where her defensive abilities were not very effective, adjustments will be applied.
After this Balance Adjustment, Rose will be able to grant increased Defense buff to herself for two turns. We expect Rose to survive better until she uses Shield of Light.
Additionally, the barrier strength granted by Shield of Light will be increased to double the previous strength. Since this barrier strength increases in proportion to her Defense, as long as the increased Defense buff is still active when she uses Shield of Light, this additional Defense will increase the barrier strength. Our Heirs will feel the increased barrier strength once this adjustment is applied.
■ Clarissa
Additional effect from being enraged (Before) | Additional effect from being enraged (After) |
Increases Attack and Speed by 10%. | Increases Attack and Speed by 10%. Rage cannot be dispelled. |
Hysteric (Awakened) (Before) | Hysteric (Awakened) (After) |
Attacks all enemies by spinning, inflicting bleeding for 2 turns. When the caster is enraged damage dealt is increased and an additional bleeding effect can be stacked. | Attacks all enemies by spinning, inflicting two bleeding effects for 2 turns, with a 50% chance to decrease Defense for 2 turns. When the caster is enraged, damage dealt is increased |
Clarissa is another Hero that our Heirs have shown a great amount of interest in. Adjustments will be applied so that she can counteract her weakness and more effectively inflict debuffs.
Bleeding, which was originally inflicted only if she fulfilled the condition of being enraged, will be changed so that this condition is no longer necessary. Hysteric will now inflict two bleeding debuffs and will now have a 50% chance to inflict the debuff, decreased Defense, which will better help her contain her enemies.
Furthermore, her core status, Rage, can no longer be dispelled which will allow her to be more effective. We hope our Heirs can find Clarissa capable of dealing stable damage by continuously being enraged.
■ Khawazu
Emberstorm (before) | Emberstorm (after) |
Attacks with a fiery explosion, making the target unhealable for 1 turn. | Attacks with a fiery explosion, making the target unhealable and decreasing Defense for 1 turn. |
Emberstorm (awakened) (before) | Emberstorm (awakened) (after) |
Attacks with a fiery explosion, making the target unhealable for 2 turns. | Attacks with a fiery explosion, making the target unhealable and decreasing Defense for 2 turns. |
Khawazu’s Emberstorm will be improved so that he can be a suitable choice for contents such as Hunt.
When Khawazu uses Emberstorm, it will now inflict decrease Defense along with unhealable, similar to before. This change will make Khawazu more capable of strengthening allies’ offensive abilities. There will also be a 13% increase in the base damage dealt by this skill.
We hope our Heirs actively utilize Emberstorm, which has strong debuff with a short 3-turn cooldown. He will definitely perform well in content such as Golem Hunt.
1-4) Moonlight / 4-Star
■ Fighter Maya
Strike of Provocation (Before) | Strike of Provocation (After) |
Attacks with a blunt weapon, with a 50% chance to provoke for 1 turn. Damage increases proportional to the caster's Defense. | Attacks with a blunt weapon, with a 75% chance to provoke for 1 turn. Damage increases proportional to the caster's Defense. |
| Soulburn (10): Provoke chance increases to 100%. |
Finishing Attack (Before) | Finishing Attack (After) |
Attacks with a powerful smash. Damage dealt increases by 300% when the enemy's Health is less than 30%. Damage dealt increases proportional to the caster's Defense. | Attacks with a powerful smash. Damage dealt increases by 300% when the enemy's Health is less than 30%. Damage dealt increases proportional to the caster's Defense. Grants the caster an extra turn when the enemy is defeated. |
Soulburn (10): Increases damage dealt. |
|
Fighter Maya is a Hero who has great survivability and damage output once a certain condition is met. She will be improved so that her presence in battle can be maximized.
To this end, she will be given an additional turn when she successfully defeats an enemy Hero. In addition, the damage output for her skill, Finishing Attack, will be increased so that it matches the damage dealt when Soulburned, prior to this balance adjustment. In other words, the damage she can deal with Finishing Attack, after this balance adjustment, will be equal to the damage she deals now when Soulburned.
As the Soulburn effect for Finishing Attack will now become the base attack damage, a new Soulburn effect will be given to Strike of Provocation. If Fighter Maya Soulburns Strike of Provocation, she will have a 100% chance to inflict Provoke on the enemy, improving her ability to contain her enemies. Furthermore, the default probability of Provoking the enemy will also be increased by 25%.
We hope Fighter Maya will have a more significant presence in many battles.
■ Celestial Mercedes
Dimensional Rupture (Before) | Dimensional Rupture (After) |
Attacks all enemies with a massive light sphere, dealing damage proportional to the enemy's max Health. | Attacks all enemies with a massive light sphere, dealing damage proportional to the enemy's max Health. |
| Soulburn (20): All skill cooldowns decreased by 2 turns. |
Finale (Awakened) (Before) | Finale (Awakened) (After) |
Attacks all enemies by releasing spells of The Last Spellbook. Increases Attack of the caster for 2 turns and increases Combat Readiness by 20% according to the number of critical hits made. | Attacks all enemies by releasing spells of The Last Spellbook. Increases Attack of the caster for 2 turns and increases Combat Readiness by 20% according to the number of critical hits made. |
Soulburn (20): All skill cooldowns decreased by 2 turns. |
|
Celestial Mercedes will be improved so that her Soulburn effect will be applied to Dimensional Rupture rather than Finale.
Celestial Mercedes oftentimes uses Finale first in order to dramatically increase her Combat Readiness and then uses Dimensional Rupture on her following turn. However, in this case, there was an issue where the Soulburn effect used only decreases the cooldown for Finale, but not for Dimensional Rupture, making it difficult for her to smoothly execute skill combinations. In other words, she oftentimes faced situations where she could not use Dimensional Rupture when she uses Finale for the second time in a battle.
Once this balance adjustment is applied, Celestial Mercedes will be able to effectively use her FinaleàDimensional Rupture combo more than once.
1-5) Moonlight / 3-Star
■ Doris
Light Curtain (Before) | Light Curtain (After) |
Recovers an ally's Health and increases their Combat Readiness by 15% with light magic. When the ally is granted continuous healing, the amount of Health recovered is doubled. Healing is proportional to the ally's max Health. | Recovers an ally's Health and increases their Combat Readiness by 15% with light magic. Healing is proportional to the ally's max Health. |
Light Curtain (Awakened) (Before) | Light Curtain (Awakened) (After) |
Recovers an ally's Health and increases their Combat Readiness by 30% with light magic. When the ally is granted continuous healing, the amount of Health recovered is doubled. Healing is proportional to the ally's max Health. | Recovers an ally's Health and increases their Combat Readiness by 30% with light magic. Healing is proportional to the ally's max Health. |
Doris’s improvement will be focused on reducing the conditions required for Healing, as well as her ability to heal allies.
Having a continuous healing buff active was the condition for increasing the amount of health recovered when Doris uses Light Curtain. This condition will be deleted, and Doris will instead only heal the increased amount. Consequently, she will be able to heal 50% of an ally’s max health without any conditions. Since 50% of max Health is a notable amount to be healed among Soul Weavers, we Hope our Heirs can use Doris effectively in several situations.
■ Requiemroar
Blood Feast (before) | Blood Feast (After) |
All allies absorb 5% of the damage they each inflict as Health and recover 15% Health every time an enemy dies. Health recovery upon enemy death can only be activated once per turn. | All allies absorb 5% of the damage they each inflict as Health. Every time an enemy dies, all allies recover 20% Health and the caster's Combat Readiness increases by 10%. Effects upon enemy death can only be activated once per turn. |
Requiemroar will be improved so that she can be a more notable presence especially with her ability to heal when enemies are defeated.
Requiemroar’s passive skill, Blood Feast, will be improved so that it heals 20% of all allies’ health upon defeating an enemy, as well as increasing the Combat Readiness of Requiemroar. Following this balance adjustment, she will be able to act more often than before.
1-6) Artifact Balance Adjustment: Knight 5-Star
■ Holy Sacrifice
Before | After |
50% (max 100%) chance to be revived with 25% Health after dying. Can only be activated once per stage. | 50% (Max. 100%) chance to be revived with 25% Health and granted a barrier for 1 turn after dying. Barrier strength is proportional to the caster's max Health. Can only be activated once. |
Because Holy Sacrifice is an Artifact whose skill can only be activated once, its utility was not high, and therefore it was not an appealing choice for our Heirs. Therefore, we will make an improvement in order to increase the caster’s survivability until the caster’s turn.
Upon this adjustment, Knight Class heroes who are revived with Holy Sacrifice will be granted a strong barrier, proportional to the caster’s max Health. Since Knight Class Heroes often have high health, they are expected to be able to have a turn after this improvement.
Furthermore, an issue where the revival effect from Holy Sacrifice coincided with the buff revive will be fixed following the update when this balance adjustment is applied. It will be fixed so that the revive buff will apply first and then, the revival effect from the Artifact Holy Sacrifice will take place. We hope our Heirs can use Knight Class Heroes as a vanguard to victory with improved Holy Sacrifice.
1-7) Artifact Balance Adjustment: Soul Weaver 5-Star
■ Shimadra Staff
Before | After |
Increases the effect of all healing received by allies by 20% (Max. 40%). When more than one similar effect is granted, only the strongest effect is applied. | Increases Effect Resistance of all allies by 20% and the effect of all healing received by allies by 20% (Max. 40%). Increased Effect Resistance does not stack with other Shimadra Staffs. When more than one increased healing effect is granted, only the strongest effect is applied. |
Shimadra Staff will be improved so that the Artifact also increases the Effect Resistance of all allies in addition to the increased healing effect it currently has.
Upon equipping Shimadra Staff, all allies will gain an additional 20% Effect Resistance. Once this improvement is applied, we expect our Heirs to more effectively counter Hero combinations which rely on debuffs. Such utility can be maximized when the Artifact is used along with Heroes that increase Effect Resistance. We hope our Heirs can build stronger defense teams by taking advantage of this increase in Effect Resistance along with the healing effect granted.
1-8) Artifact Balance Adjustment: Warrior 5-Star
■ Uberius’s Tooth
Before | After |
50% (Max. 100%) chance to inflict additional damage when a critical hit is made on a Single Attack. Additional damage increases proportional to the caster's Attack. | 50% (Max. 100%) chance to inflict additional damage on a Single Attack. Additional damage increases proportional to the caster's Attack. |
Although additional damage granted by Uberius’s Tooth targets a single enemy, there are some issues such as
(1) it has a difficult condition to be met, and (2) the additional damage was not very effective. Thus, we will reduce the requirements for activation and increase damage by 50%.
After this Balance Adjustment, Uberius’s Tooth will deal additional damage regardless of whether a Critical Hit was applied. Furthermore, given the increase in additional damage, we expect our Heirs to find Uberius Tooth to be a more effective damage dealing Artifact.
1-9) Artifact Balance Adjustment: Mage 5-Star
■ Dignus Orb
Before | After |
Grants a barrier equivalent to 60% (Max. 120%) of Attack for 2 turns when the caster uses a non-attack skill. | Grants a barrier equivalent to 60% (Max. 120%) of Attack for 2 turns when the caster uses a non-attack skill and increases the damage of the next attack by 15% |
Dignus Orb will be improved so that the Artifact can supplement both offensive abilities as well as defensive abilities.
After this balance adjustment, the caster will also gain a 15% damage increase on the next attack. If this effect is used when a Hero is attacking with a high damage attack, the result can be devastating.
2) Charlotte Remake Preview
Charlotte was previously designed to be a bruiser Hero, one that should be effective in long-term battles that require many turns. Therefore, we designed the Focus mechanism so that Charlotte can deal a significant amount of damage through the use of her skill Vortex.
In practical situations where Charlotte is used, there were issues such as (1) Ground Slam, a skill where Charlotte can gain Combat Readiness and Focus, had too many variables to be taken into consideration and (2) constraints for stacking Focus being too difficult to be satisfied. These issues made her only viable in long term battles.
We found out that Charlotte has structural issues which cannot be solved via buffs. Therefore we plan to rework all three skills that Charlotte possesses. The details of her remake can be seen below.
※ The skill descriptions mentioned in this preview may differ from the actual update.
■ Focus à Fighting Spirit
The first change to be applied will make it so that Charlotte gains Fighting Spirit instead of Focus. The remade Charlotte will be able to receive attacks from the enemy and then turn the tide of battle by utilizing powerful skills. In this regard, we feel that the Fighting Spirit mechanism is a better fit for the new design rather than the Focus mechanism, hence the change.
■ Dual Swords
Dual Swords (Before) | Dual Sword (After) | ||
Attacks with two swords. Increases Attack of the caster for 2 turns when the enemy's Health is above 50%, or has a 50% chance to decrease Defense of the enemy for 2 turns when the enemy's Health is below 50%. | Attacks with dual swords, with 35% (max 50%) chance to decrease Attack for 1 turn. When the caster is buffed and activates this skill on their turn, the attack will target all enemies and increase the caster's Combat Readiness by 20%. This skill does not trigger a Dual Attack. | ||
Acquire 1 Focus | Acquire 20 Fighting Spirit | ||
Skill Enhancement Level | Skill Enhancement (Before) |
| Skill Enhancement (After) |
1 | +5% damage dealt | à | +5% damage dealt |
2 | +5% damage dealt | à | +5% effect chance |
3 | +5% damage dealt | à | +10% damage dealt |
4 | +5% damage dealt | à | +10% effect chance |
5 | +10% damage dealt | à | +15% damage dealt |
We will first inform our Heirs of the remake to be enacted in regards to the skill Dual Swords. Previously, Dual Swords was a basic skill that could grant the caster increased Attack or decrease the enemy’s Defense. Since the mechanics of this skill were too complicated to use in ordinary situations, the utility of this skill was quite ambiguous. In order to address this issue, we will remake this skill so that Dual Swords can be more effective while maintaining conditionality.
The remade Charlotte overall will be very sensitive to enemy attacks, so the debuff inflicted by Dual Swords will be changed from decrease Defense to decrease Attack. Furthermore, this skill will be changed to a conditional AoE attack so that her impact per turn will become more significant. As her basic attack becomes an AoE attack if a condition is met, the damage output for this skill will be decreased by 10% when compared to the previous version.
In addition to this, the increase Attack buff that was also conditionally granted to Charlotte will be improved so that it can be inflicted quicker via her passive skill Will of Swamp.
■ Will of Swamp (Passive)
Ground Slam (Before) | Will of Swamp (After) | ||
Before Awakening | When attacked, the caster is granted increased Attack and Defense and acquires 10 Fighting Spirit (Max. 20). When attacked during the caster’s turn, acquired Fighting Spirit is doubled. Increased Attack and Defense can only be triggered once per turn. | ||
Slams the ground to inflict damage on all enemies, with a 25% (Max. 35%) chance to stun for 1 turn. | |||
Awakened | |||
Slams the ground to inflict damage on all enemies, with a 25% (Max. 35%) chance to stun for 1 turn. The caster's Combat Readiness is increased by 30% each time an enemy is stunned | |||
Cooldown: 3 Turns Acquire 2 Focus |
| ||
Skill Enhancement Level | Skill Enhancement (Before) |
| Skill Enhancement (After) |
1 | +5% damage dealt | à | +1 Fighting Spirit acquired |
2 | +5% damage dealt | à | +2 Fighting Spirit acquired |
3 | +10% damage dealt | à | +2 Fighting Spirit acquired |
4 | +10% effect chance | à | +2 Fighting Spirit acquired |
5 | +15% damage dealt | à | +3 Fighting Spirit acquired |
Charlotte’s Skill 2, Ground Slam will be changed to a passive skill called, Will of Swamp. Although it is essential for Charlotte to use Ground Slam in order to maximize the damage output for Vortex, her relatively low base Speed which is an important stat, made it very difficult for our Heirs to use Charlotte in practical situations. Through this remake, we will change the conditions for acquiring resources to “being attacked,” and as well as allow Charlotte to temporarily grant herself increased Attack and increased Defense.
By utilizing the newly added increase Defense buff, she will be able to better deal with sequential attacks from the enemy. This, in turn, will accelerate the pace at which she will be able to use her skill Vortex, allowing her to deal a large amount of damage to the enemy. Furthermore, if she is attacked during her own turn, she will acquire more Fighting Spirit, which will allow her to
more effectively counteract enemy combinations which rely on counterattacks.
■ Vortex
Vortex (Before) | Vortex (After) | ||
Cuts all enemies while spinning. Damage dealt dramatically increases proportional to the number of stacked Focus. | Before Awakening | ||
Cuts all enemies while spinning, with 75% chance to make them unhealable for 2 turns | |||
Awakened | |||
Cuts all enemies while spinning, with 75% chance to make them unhealable for 2 turns. A successful attack always results in a critical hit. | |||
Cooldown : 4 turns (Min. 3 turns) | Consume 100 Fighting Spirit No Cooldown | ||
Soulburn | Soulburn | ||
Skill cooldown is decreased by 2 turns. (10 Souls used) | Acquires 100 Fighting Spirit after using this skill (Consume 10 Souls) | ||
Skill Enhancement Level | Skill Enhancement (Before) |
| Skill Enhancement (After) |
1 | +10% damage dealt | à | +5% damage dealt |
2 | +10% damage dealt | à | +5% damage dealt |
3 | -1 turn cooldown | à | +5% damage dealt |
4 | +15% damage dealt | à | +10% damage dealt |
5 | +15% damage dealt | à | +15% damage dealt |
The final part to be discussed is Charlotte’s core skill Vortex. Previously, Vortex had a high damage output if certain conditions were met; however, the condition itself was too difficult to be satisfied. Moreover, since this skill focused solely on dealing large amounts of damage and there were no additional effects given to this skill, our Heirs could not find an effective usage.
Upon the remake planned for March, the feature “A successful attack always result in a critical hit” will be applied to the skill Vortex, and the damage will be reduced by 34.4%. Through this remake, Charlotte’s reliance on the Critical Hit Chance stat will significantly decrease so that our Heirs will have more freedom to invest in stats other than Critical Hit Chance. Additionally, with the unhealable debuff given, she will become a more effective choice against enemies who rely on healing or lifesteal.
The Soulburn effect will also be changed so that Charlotte can gain 100 Fighting Spirit, maintaining her ability to use Vortex without any waiting period.
These are the contents that we have prepared for our Balance Adjustment Preview and Charlotte Remake. We hope we can get a lot of feedback from our Heirs. The feedback that our Heirs have sent to us via our communities continues to be the main source of motivation for us, the Epic Seven Team for every step we take towards improvement.
We will always try our best in order to entertain our Heirs by providing our players with chances to create new strategies with a diverse group of Heroes.
Thank you
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I sure as hell hope we get a recall for Charlotte, you've turned my raid team to shit.
As for input on her change;
- Although the shift from fighting spirit is understandable, I don't feel like it fits Charlotte's design in this way. This system looks too much like Ravi's;
- Completely getting rid of her ability to def break ***** very badly;
- The change to her S3 with the guaranteed crit is nice, until you consider that you do want her S1 to deal damage too. Before this wasn't as important since it could def break / atk up. Please consider dropping the guaranteed crit on her S3 and give her back her old damage or giving her a def break somewhere again.
Hello to who is behind that Charlotte rework.
I am very concerned, skill 1 buff is great no doubt aoe ark break without CD is insane, so good job there.
The passive is decent enough but feels wrong in her kit cause of the missing provoke.
The last skill is where the real problems are coming from, it took the old chat about 5 turns to gather 5 Fokus while the new one only needs 5 turns when not attacked, every attack takes 1 turn away(but bcs of the once per turn she would never be able to use s3 before her 3rd turn) so it's a small improvement.
But there are big drawbacks : the dmg numbers got reduced by over 30% and the fs RESETS. This means that after the first 5 turns the old chat is vastly superior to the new one considering her s3 is her whole identity. Cr up and heal block are nice but only minor factors, the Cr up is locked to s3 so if you want s1 to do dmg you still need to invest in Cr and heal block is the most common rebuff out there. Wannawritemorebutonly1000charsallowed
WHY THE HELL DID YOU BUFF HOLY SACRIFICE AND SHIMADRA STAFF?!
Other than that, I think Ml Maya and Ml Tenebria buffs were unnecessary but not too much at least. Clarissa's buff is bad. Celestial Mercedes and Melissa are ok. Cecilia and Rose got too OP in my opinion. And Khawazu's buff was great. No comments about the others.
Also, Charlotte was fine as she already was, don't know why you changed her skills (I think changing or buffing S2 was enough). That said, the new skills aren't bad, other than the unnecessarily high damage reduction in S3 and it's low synergy with the other two new skills.
Could be better, but could be worse too, SG. Good work. You're improving since the disaster from a few months ago. I hope that my favorite game will soon go back to being what it was, and that you'll also go back to hearing the players as much as you did back then (which you're improving with).
Thanks for giving us the chance to play this great game.
Could you also buff celestial Mercedes combat readiness boost from 20% per critical to 25% per critical.
hmm... i think F.Maya soulburn (sb) s1 should be improved further more. Base with 75% 1 turn provoke, and sb for just 25% more ?
It's kind of nonsense and unfair for F.Maya compare to the others.
Look at ML Crozet s1, base of 40% stun for 1 turn, and sb for 100%. Or normal Maya, with sb s2 (already 100% stun) but -2cd, that means she can use s2 again for next turn. It's definitely better.
Please cancel or change the nerfs to Charlotte. If you thought she was rarely used before, she will no longer be used by those that have been using her for Raids. She would be better off just gaining Focus when hit, increasing the damage of her S1/S2 and adding more chance to stun on S2. I don't like recalling units, but I will need to recall Charlotte after the upcoming nerfs.
After going back and thinking, I don't think this Charlotte rework is good at all. The forced AOE on S1 when she's buffed is going to do more to get her countered by Elbris Users, and worst of all, just be cannon fodder for Seaside Bellona. I'm not sure what you were going for, but I don't think she's going to be very good for what you want her to do at all, especially with no provoke to even try and get her passive up, or no help against debuffs from triggering these counters.
I think you need to go back to the drawing board on this one.
there is nothing different with rose 2nd skill. why did you include it if there wasn't any change at all?
Lave my "Flat Justice" Alone, you heard me!
I like her for being Raid / Lab Queen, i hope you guys don't mess it up this time.
Please buff Sage Baal and Sezan. I understand that we don’t see specter Tenebria in arena often, but the same thing goes for Sage Baal. How come Basar, a rgb 5star, is outperforming a ml5star? With all the FCeci, CArmin, Elena and etc..., stripping one buff is simply not enough by any means. Sage Baal’s S3 makes no sense whatsoever with his other abilities or awakenings, so I suggest you replace the current S3 with S2 and buffing it. Then place a passive ability for S2 or something that would make Sage Baal worth bringing instead of Basar. It’s as if Basar is prioritized over Sage Baal in any given situation atm, so please change that. (Or nerf Basar... but you can’t do that since the current marketing of his skin...)
Simple Question: taking notice SmileGate itself stated that MoonLight Light and Dark Unit are PvP focused characters not meant to be designed to be used on Player Vs Environment content.
Why the hell Specter Tenebria applies Poison with her Skill 1? is Poison an effect meant to PvP? and why such a low rate such 70% at max level? you guys should give Specter Tenebria's S1 one Burn Effect or 2 Bleed Effects at least. In order to make sense with the proposal you guys did about MoonLight Characters.
Gloomyrain tendrá que pensar en actualizarla ya que cuando le dan ciego y / o aturdir ya no sirve para nada, prioricen campeón que debe tener una buffeada
*Gloomyrain BUFF
Doris was honestly a debuff.
I also need ML Corzet and ML Tywin balance adjustment.
ML Rin next please.
Please I am begging you guys to buff Faithless Lidicia! Right now she is honestly useless, a five star special character that is absolutely horrible! Please fix her, I would love to be able to actually use her!
Buff MLTywin please, what’s is the point of immune 1 debuff when characters these day can give you 2 or more debuffs like dizzy?
Awesome work!
SG: We will buff all those useless heroes and make them less useless than before.
ML LEO: Am I a joke to you
Pease change ML Sage Baal and Sezan skill 3. It's useless, no synergy and low damage.
He's one of the worst ML 5 stars, let alone any 5 star...
in this adjustment, no nerfs will be carried out. We hope our Heirs have fun building new strategies and tactics from the changes offered in this balance adjustment.
New strategy with arbiter vildred hmm




WHERE'S ML LEO BUFF?
HE'S USELESS
Arb. Vildred Will still instakill all of them.
Absolutely disappointing. Besides the Melissa and Spec Tenebria buffs, the rest are pointless. They wont impact the game at all.Instead of balancing the current disgusting bruiser meta, u decided to buff fire Tenebria again... for the 4th time