Epic Seven

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Developer Notes

4/14 (Thu) Balance Adjustment Preview (Edited 4/4) [152]

  • OFFICIAL Dominiel
  • 2022.04.01 09:15 (UTC+0)
  • 조회수 109356

Hello, Heirs! 

This is Epic Seven.

 

**(Edited) We have found a mistranslation with Guider Aither's "Spirit's Protection" skill text and it has now been fixed. We apologize for any inconvenience this may have caused.

**(Edited 4/4) We have found an issue with Coli's "Baptism of Fire" skill text where the duration of the blood/bomb debuffs was missing. We apologize for any inconvenience this may have caused.


The cold winds are fading away with the warm Spring! 

With the coming of the new season, we hope that our Heirs are doing their best as always.   

 

With this balance adjustment, we plan to implement changes to nine Heroes.

These changes are scheduled to take effect following the update on 4/14.

 


1. Balance Adjustment Targets

 

With this balance adjustment, certain Heroes that have been absent in the current meta will be adjusted.

The details of the balance adjustment for the selected Heroes and Artifacts can be seen below.

 

Hero

Grade

Name

5 Moonlight

Silver Blade Aramintha

5 Moonlight

Dark Corvus

5 Covenant

Diene

5 Covenant

Aramintha

5 Covenant

Ludwig

5 Covenant

Destina

4 Moonlight

Guider Aither

4 Covenant

Coli

4 Covenant

Armin

 

 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

                                                                      

 

Silver Blade Aramintha

Flame Friction (Before)

Flame Friction (After)

Attacks an enemy with an explosion of flames, with a 75% chance to burn for 1 turn.

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


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

Flame Release (Before)

Flame of Savara (After)

Activates Flame Release when the enemy is burned after using Flame Friction.


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

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

Skill Enhancement

+1: +5% damage dealt

+2: +5% damage dealt

+3: +5% damage dealt 

+4: +5% damage dealt

+5: +10% damage dealt

Skill Enhancement

+1: +0.5% Combat Readiness

+2: +0.5% Combat Readiness

+3: +1% Combat Readiness

+4: +1% Combat Readiness

+5: +2% Combat Readiness

Meteor Fall (Before)

Meteor Fall (After)

Drops a giant meteor to attack all enemies, making them unhealable for 2 turns, before a 50% chance each to inflict two burn effects for 2 turns.

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

Meteor Fall (Awakened) (Before)

Meteor Fall (Awakened) (After)

Drops a giant meteor to attack all enemies, making them unhealable for 2 turns and stunning for 1 turn, before a 50% chance each to inflict two burn effects for 2 turns.

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

 

 Silver Blade Aramintha was designed to contain the enemy by taking advantage of burn and stun effects. However, the Hero was not able to show their performance without Flame Release being used. The effects of Flame Release will be shifted to Flame Friction, and a new passive skill, Flame of Savara will be added. With the introduction of Flame of Savara, we expect Silver Blade Aramintha to deliver follow-up attacks after ally attacks that target all enemies. Meteor Fall will no longer make enemies unable to be healed but will have a higher chance to burn the enemies and decrease  Combat Readiness of the enemy with the highest Combat Readiness.

 With these adjustments, we expect Silver Blade Aramintha to have more strategic value in battles among Heroes.

 



Dark Corvus

Shield Bash (Before)

Shield Bash (After)

Attacks with a shield and absorbs some of the damage as Health with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Attacks with a shield, with a 75% chance to provoke for 1 turn, and recovers the caster's Health. Damage dealt and amount recovered increase proportional to the caster's max Health.

Devil's Descent (Before)

Devil's Descent (After)

Attacks with a lethal hit. Damage dealt is only affected by the caster's Health and does not trigger critical hit. Begins the battle with a full skill cooldown count.

Attacks with a lethal hit. When the enemy is defeated, inflicts extinction. Damage dealt increases proportional to the caster's max Health and penetrates the target's Defense. This attack cannot trigger a critical hit. Begins the battle with a full skill cooldown count.

 

Damage Dealt Increased

Devil's Descent (Awakened) (Before)

Devil's Descent (Awakened) (After)

Attacks with a lethal hit, recovering Health proportional to damage dealt. Damage dealt is only affected by the caster's Health and does not trigger critical hit. Begins the battle with a full skill cooldown count.

Attacks with a lethal hit, and absorbs some of the damage as Health. When the enemy is defeated, inflicts extinction. Damage dealt increases proportional to the caster's max Health and penetrates the target's Defense. This attack cannot trigger a critical hit. Begins the battle with a full skill cooldown count.

 

Damage Dealt Increased

Soulburn (Before)

Soulburn (After)

 

Damage Dealt Increased

 The Hero Dark Corvus bears enemy attacks and inflicts lethal damage on the enemies every time Devil's Descent becomes available. However, the amount of Health absorbed as damage for Shield Bash is not high enough to keep the Hero up when taking enemy attacks. Also, enemies' reviving Heroes always mounts the pressure on the team.

 After these adjustments, Shield Bash will recover more Health proportional to the Hero's max Health, and the Hero will be able keep the dead enemies out of the battlefield by inflicting extinction with Devil's Descent. Additionally, Devil's Descent will deal more damage both with and without consuming Soulburn, allowing players to easily take out enemies with high Health.



1-1-2. Covenant / 5

 

Diene

Blessings of the Goddess (Before)

Blessings of the Goddess (After)

With the Blessings of the Goddess, covers all allies with a barrier for 2 turns before dispelling one debuff. Barrier strength increases proportional to the target's max Health.

With the Blessings of the Goddess, dispels two debuffs from all allies and grants a barrier for 2 turns. Barrier strength increases proportional to the target's max Health.

 Diene's abilities to increase Attack and Critical Hit Resistance of all allies for 3 turns make her a great team Hero.

 This Soul Weaver is capable of boosting the team's offensive and defensive abilities. But she is not so effective when it comes to cleansing debuffs. With these adjustments, Blessings of the Goddess will be able to dispel two debuffs before granting a barrier to the allies. These changes will ensure the Hero dispels more debuffs providing better protection.

 

Aramintha

Ignite (Before)

Ignite (After)

Attacks the enemy with an explosion of flames, with a 50% chance to burn for 2 turns. Ignores Effect Resistance.

Attacks the enemy with an explosion of flames, with a 50% chance to burn for 2 turns.

Ignite (Awakened) (Before)

Ignite (Awakened) (After)

Attacks the enemy with an explosion of flames, with a 50% chance to burn for 2 turns. Decreases cooldown of Fire Pillar by 1 turn. Ignores Effect Resistance.

Attacks the enemy with an explosion of flames, with a 50% chance to burn for 2 turns. At the end of the turn, detonates burn effects inflicted on the target.

Skill Enhancement

+1: +10% damage dealt

+2: +5% effect chance

+3: +10% effect chance

+4: +15% damage dealt

Skill Enhancement

+1: +10% damage dealt

+2: +5% effect chance

+3: +10% effect chance

+4: +15% damage dealt

Catalyst (Before)

Catalyst (After)

Attacks all enemies with a catalytic explosion, making them unhealable for 2 turns before increasing Attack of all allies for 2 turns.

Attacks all enemies with a catalytic explosion, dispelling two buffs and making them unhealable for 2 turns, before increasing Attack of all allies for 2 turns. For each unhealable inflicted, increases Combat Readiness of the caster by 25%.

Cooldown: 3 Turns

Cooldown: 4 Turns

Fire Pillar (Before)

Fire Pillar (After)

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

Attacks all enemies with a massive fire pillar, with a 100% chance each to inflict two burn effects for 2 turns and a 50% chance to stun for 1 turn. Grants a barrier to the caster for 2 turns. Barrier strength increases proportional to the caster's Attack.

 


 These adjustments will make Aramintha able to inflict burn effects more often and even detonate them on enemies. Fire Pillar will now provide better offensive and defensive abilities by inflicting two burn effects and granting a barrier to the caster for 2 turns. Plus, the current Combat Readiness increase effect will be shifted to the skill, Catalyst, and this will help the player take advantage of both Attack and Combat Readiness increase.Catalyst will have a 1-turn longer skill cooldown but dispel buffs before all, enabling itself to make the enemy unhealable, with the additional effect that increases the caster's Combat Readiness based on the number of unhealable inflicted.

 For Ignite, ignoring Effect Resistance and decreasing cooldown of Fire Pillar by 1 turn will be replaced with detonating burn effects inflicted on the target at the end of the turn.

 With these adjustments, we expect Aramintha to have enhanced overall performance and survivability.

 

Ludwig

Moonlight Blow (Before)

Moonlight Blow (After)

Attacks with light, with a 50% chance to stun for 1 turn before granting the caster invincibility for 1 turn.

Attacks with light, decreasing buff duration by 1 turn before a 100% chance to stun for 1 turn. Grants the caster invincibility for 1 turn. After the attack, when the target is stunned, increases Combat Readiness of the caster by 50%.

 

Soulburn (20): Ignores Effect Resistance.

Call of the Full Moon (Before)

Call of the Full Moon (After)

Attacks all enemies with Nocturne magic, penetrating Defense by 20%. When the caster is invincible, penetrates Defense by an additional 10%A critical hit will grant the caster a barrier for 2 turns, with strength increasing proportional to the caster's Attack.

Attacks all enemies with Nocturne magic, and when an enemy is defeated, extends the caster's buff duration by 1 turn. Penetrates the target's Defense by 30%. When the caster is invincible, penetrates the target's Defense by an additional 15%

 

Damage Dealt Increased

Call of the Full Moon (Awakened) (Before)

Call of the Full Moon (Awakened) (After)

Attacks all enemies with Nocturne magic, penetrating Defense by 20%. When the caster is invincible, penetrates Defense by an additional 30%A critical hit will grant the caster a barrier for 2 turns, with strength increasing proportional to the caster's Attack.

Attacks all enemies with Nocturne magic, and when an enemy is defeated, extends the caster's buff duration by 1 turn. Penetrates the target's Defense by 30%. When the caster is invincible, penetrates the target's Defense by an additional 30%.

 

Damage Dealt Increased

Soulburn (10): Increases damage dealt.

 

 Ludwig's core skill, Call of the Full Moon, will have increased damage and penetration values. To allow the Hero to take advantage of invincibility granted by Moonlight Blow, Call of the Full Moon will extend the buff duration by 1 turn when defeating an enemy instead of granting a barrier when meeting the critical hit condition. In addition, Moonlight Blow will now decrease the enemy buff duration by 1 turn, stun them at a 100% chance, and even increase Combat Readiness of the caster when the enemy is stunned after the attack. Call of the Full Moon will have an increased damage value and its Soulburn will be moved to Moonlight Blow with a new effect that ignores Effect Resistance.


 Ludwig's Exclusive Equipment, Option 1 will be adjusted as follows.

 

Exclusive Equipment – Option 1 (Before)

Exclusive Equipment – Option 1 (After)

Increases the effect chance by 50% when using Moonlight Blow.

Damage dealt is increased by 10% when using Moonlight Blow.

 

As there will be a change to his Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained prior to the adjustment are eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

 

Destina

Key to an Oath (Before)

Key to an Oath (After)

Attacks the enemy with a staff and heals the ally with the lowest Health. Healing increases proportional to the target's max Health.

Attacks the enemy with a staff and heals the ally with the lowest Health. Healing increases proportional to the caster's max Health.

Regen (Before)

Regen (After)

Blesses an ally, recovering their Health and increasing their Combat Readiness by 50%. Healing increases proportional to the caster's max Health.

Blesses an ally, dispelling two debuffs and recovering Health before increasing Combat Readiness by 30%. Healing increases proportional to the caster's max Health.

 

Healing Decreased

Acquires 2 Soul

Acquires 1 Soul

Cooldown: 3 Turns

Cooldown: 2 Turns

Destina's Grace (Before)

Destina's Grace (After)

Grants all allies the blessing of a Spirit Lord, dispelling all debuffs before recovering Health. When an ally is debuffed, their Combat Readiness will also be increased by 15%. Healing increases proportional to the caster's max Health.

Grants all allies the blessing of a Spirit Lord, dispelling all debuffs before recovering Health. Amount recovered increases proportional to the caster's max Health. At the start of the first battle, grants Spirit's Blessing to the caster for 2 turns. Spirit's Blessing: Increases Effect Resistance by 60%. Spirit's Blessing cannot be dispelled.

 

Healing Decreased

Destina's Grace (Awakened) (Before)

Destina's Grace (Awakened) (After)

Grants all allies the blessing of a Spirit Lord, dispelling all debuffs before recovering Health. When an ally is debuffed, their Combat Readiness will also be increased by 15% per debuff. This effect can only be applied up to 4 times. Amount recovered increases proportional to the caster's max Health.

Grants all allies the blessing of a Spirit Lord, reviving all dead allies to 20% Health. For allies that are not dead, dispels all debuffs before recovering Health. Amount recovered increases proportional to the caster's max Health. At the start of the first battle, grants Spirit's Blessing to the caster for 2 turns. Spirit's Blessing: Increases Effect Resistance by 60%. Spirit's Blessing cannot be dispelled.

 

Healing Decreased

   

 Destina is an excellent Soul Weaver that dispels debuffs from allies and recovers their Health. However, these abilities have been poorly used due to their long cooldown and limited efficiency.

 The cooldown of Regen will decrease by 1 turn, and an effect dispelling debuffs will be added. As the cooldown is adjusted to 2 turns, the increase in Combat Readiness, amount recovered, Soul gain will slightly decrease. However, using exclusive Equipment with Option 3 will make up for this, enabling the player to increase Combat Readiness by 50% with a short cooldown. Destina's Grace will have the current effect of increasing Combat Readiness based on the number of debuffs replaced with an effect to revive all dead allies. In addition, the skill will grant a unique buff that increases Effect Resistance of the caster at the start of the battle, which helps the caster to be more controlling on the PvP battlefield. 

 However, as it will have a reviving effect, the amount of Health it recovers will be slightly reduced. On the other hand, Key to an Oath will recover Health more steadily as it is now based on the caster's max Health instead of the target's max Health.

 With these adjustments, we expect Destina to have improved abilities to respond to debuff attacks, protect allies, and be used more often in various modes.


In addition, Destina's Exclusive Equipment – Option 3 will be adjusted as follows.

 

Exclusive Equipment – Option 3 (Before)

Exclusive Equipment – Option 3 (After)

Decreases skill cooldown of Destina's Grace by 1 turn.

Increases Combat Readiness of the target by an additional 20% when using Regen.

 As there will be a change to his Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained prior to the adjustment are eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

 

 

1-1-3. Moonlight / 4

 

Guider Aither

Spirit's Protection (Before)

Spirit's Protection (After)

Attacks with spirit power, and grants caster a barrier for 2 turns. Barrier strength is proportional to the caster's Attack.

(Edited) Attacks with spirit power, before recovering Health of all allies and granting a barrier for 2 turns. Amount recovered and barrier strength increases proportional to the caster's Attack.

 

Barrier Strength Increased

Wave of Force (Before)

Wave of Force (After)

Attacks with spirit power, and heals all allies. Amount recovered increases proportional to the damage dealt.

Delivers a blow to the enemy with spirit power and dispels all buffs, before increasing Attack of the ally with the highest Attack for 2 turns.

Wave of Force (Awakened) (Before)

Wave of Force (Awakened) (After)

Delivers a blow to the enemy with spirit power, and heals all allies before granting continuous healing for 2 turns. Amount recovered increases proportional to the damage dealt.

Delivers a blow to the enemy with spirit power and dispels all buffs, before increasing Attack of the ally with the highest Attack for 2 turns and increasing Combat Readiness by 50%.

 

Damage Dealt Increased

Skill Enhancement

+1: +10% damage dealt

+2: +20% healing

+3: -1 turn cooldown 

+4: +10% damage dealt

+5: +15% damage dealt

Skill Enhancement

+1: +5% damage dealt

+2: +5% damage dealt

+3: -1 turn cooldown

+4: +10% damage dealt

+5: +10% damage dealt

Soulburn (10): Increases damage dealt.

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

 Guider Aither is a unique Mage capable of recovering and protecting allies, but overall, it was not enough for the Hero to contribute to the team fight. With these adjustments, Wave of Force will have effects of dispelling enemy buffs and increasing Attack of allies so that the skill reliably boosts allies' attacks.

 In addition, Spirit's Protection will be adjusted to recover ally Health and grant a barrier at the same time for better team protection. The barrier strength will be slightly weakened but will be granted to all allies.

 Guider Aither's Exclusive Equipment – Option 1 will be adjusted as follows.

 

Exclusive Equipment – Option 1 (Before)

Exclusive Equipment – Option 1 (After)

Grants a barrier to all allies when using Spirit's Protection. Barrier strength increases proportional to the caster's Attack.

Increases amount recovered by 20% when using Spirit's Protection.

   As there will be a change to his Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained prior to the adjustment are eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

 We expect Guider Aither to be better assistant on the battlefield dispelling enemy buffs or boosting ally attacks.

 

1-1-4. Covenant / 4

 

Coli

Ambush (Before)

Ambush (After)

Ambushes the enemy, activating Ambush again when stealthed. Damage dealt increases proportional to the caster's Speed.

Ambushes the enemy, with a 75% chance to steal one buff.

 

Soulburn (10): Increases effect chance to 100% and steals two buffs.

Accurate Strike (Before)

Accurate Strike (After)

Attacks the enemy with an unseen blade, decreasing Combat Readiness by 30%, before granting stealth and a barrier to the caster for 1 turn.
 Barrier strength increases proportional to the caster's Attack, and damage dealt increases proportional to the caster's Speed.

Attacks the enemy with an unseen blade and grants stealth to the caster for 2 turns. At the end of the turn, detonates any bleeding effects and bombs inflicted on the target.

 

Damage Dealt Decreased

Baptism of Fire (Before)

Baptism of Fire (After)

Attacks the enemy with a dagger and bomb, decreasing Combat Readiness by 25% three times, before granting the caster stealth for 1 turn. Damage dealt increases proportional to the caster's Speed.

(Edited 4/4) Attacks the enemy with a dagger and bomb, inflicting bleeding and planting a bomb for 2 turns, before increasing Combat Readiness of the caster by 50%. When the target is a Fire elemental Hero, ignores Effect Resistance and increases Combat Readiness of the caster by an additional 50%.

 

Damage Dealt Decreased

Baptism of Fire (Awakened) (Before)

Baptism of Fire (Awakened) (After)

Attacks the enemy with a dagger and bomb, decreasing Combat Readiness by 25% three times, before stunning the target for 1 turn and granting the caster stealth for 1 turn. Damage dealt increases proportional to the caster's Speed.

(Edited 4/4) Attacks the enemy with a dagger and bomb, decreasing buff duration by 1 turn, inflicting bleeding and planting a bomb for 2 turns, before increasing Combat Readiness of the caster by 50%. When the target is a Fire elemental Hero, ignores Effect Resistance and increases Combat Readiness of the caster by an additional 50%.

 

Damage Dealt Decreased

Soulburn (20): Ignores Effect Resistance.

 

Imprint Concentration (Before)

Imprint Concentration (After)

+1.4%~4.9% Dual Attack Chance

+4%~14% Attack

 Coli was designed to be a Thief who attacks enemies with stealth. However, it required a high level of Equipment setup to have this Hero effective in battle. With these adjustments, while keeping the stealth ability, this Hero will be able to inflict bleeding, plant bombs, and detonate those effects on enemies, dealing a good amount of damage. In particular, when the target is a Fire Elemental Hero, the player can inflict bleeding and bombs on enemies ignoring their Effect Resistance, and take the next turn early. Plus, Imprint Concentration will now increase Attack instead of Dual Attack Chance, and Soulburn effects will be transferred to Ambush, increasing effect chance to 100% and stealing two buffs from the target.


Armin

Takedown (Before)

Takedown (After)

Attacks with a large shield, with a 35% chance of stunning for 1 turn. When the enemy is debuffed, the chance will increase. Damage dealt increases proportional to the caster's Defense.

Attacks with a shield, with a 35% chance to stun for 1 turn. Damage dealt increases proportional to the caster's Defense. When it is not the caster's turn, this attack changes into an attack that targets all enemies.

Flash of Light (Before)

Protect (After)

Releases a bright light to attack all enemies, with a 100% chance each to decrease Hit Chance for 2 turns.

When attacked, has a 15% chance to counterattack. When an ally except for the caster is attacked by a Single Attack, decreases damage suffered by 20%. When more than one damage reduction effect is granted, only the strongest effect is applied.

Skill Enhancement

+1: +5% damage dealt

+2: +10% damage dealt

+3: +10% damage dealt

+4: +5% effect chance

+5: +10% effect chance

+6: +15% damage dealt

Skill Enhancement

+1: +0.5% counterattack chance

+2: +0.5% counterattack chance

+3: +1% counterattack chance

+4: +1% counterattack chance

+5: +1% counterattack chance

+6: +1% counterattack chance

Flash of Light (Awakened) (Before)

Protect (Awakened) (After)

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

When attacked, has a 25% chance to counterattack. When an ally except for the caster is attacked by a Single Attack, decreases damage suffered by 20%. When more than one damage reduction effect is granted, only the strongest effect is applied.

Skill Enhancement

+1: +5% damage dealt

+2: +10% damage dealt

+3: +10% damage dealt

+4: +5% effect chance

+5: +10% effect chance

+6: +15% damage dealt

Skill Enhancement

+1: +0.5% counterattack chance

+2: +0.5% counterattack chance

+3: +1% counterattack chance

+4: +1% counterattack chance

+5: +1% counterattack chance

+6: +1% counterattack chance

Shield Wall (Before)

Shield Wall (After)

Covers all allies with the Shield of Light and grants a barrier for 3 turns before recovering Health. Barrier strength increases proportional to the caster's Defense, and amount recovered increases proportional to the target's max Health. Decreases damage suffered by allies by 10% when this skill is unavailable due to cooldown count. When more than one damage reduction effect is granted, only the strongest effect is applied.

Uses the Shield of Light to dispel one debuff from all allies and grants increased Defense to the caster for 2 turns and a barrier to all allies for 2 turns. Barrier strength increases proportional to the caster's Defense.

 

Barrier Strength Increased

Cooldown: 4 Turns

Cooldown: 3 Turns

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

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

 

Armin was supposed to be a Knight who excels at protecting allies, but she has had issues with some skills being ineffective. Takedown will now change into an attack that targets all enemies when used as a part of Dual Attack or counterattack. The skill Flash of Light will be replaced with a passive skill, Protect. Protect will decrease damage suffered when an ally is attacked by a Single Attack and have a chance to counterattack with a chance when the caster is attacked. An effect to dispel debuffs from allies will be added to Shield Wall, and the skill's cooldown will decrease by 1 turn. The barrier duration and strength will decrease as well. The Soulburn that decreased skill cooldown will be changed to increase buff duration. Armin's Exclusive Equipment – Option 1 will be adjusted as follows.


Exclusive Equipment – Option 1 (Before)

Exclusive Equipment – Option 1 (After)

Takedown's chance of stunning is increased by 25%.

Increases Protect's counterattack chance by 5%.


As there will be a change to his Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained prior to the adjustment are eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

Armin's Exclusive Equipment – Option 3 description will change as follows. There will be no functional changes.



Exclusive Equipment – Option 3 (Before)

Exclusive Equipment – Option 3 (After)

Dispels one debuff from all allies when using Shield Wall.

Dispels one additional debuff from all allies when using Shield Wall.

 

 

These are the proposed balance adjustments and improvements that are scheduled for the update on April 14. 

We will continue to try our best to improve the Heroes in our game so that each and every character can be utilized by our Heirs. 


Thank you.


댓글 152

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    2022.04.01 10:02 (UTC+0)

    BESTemilia has atk buff on s2 and has 14 more base speed than destina so i wouldnt straight out calling destina a better emilia. and since when does a limited unit have to be better than everything else. also what sort of buffs do you even want for dark corvus ffs he is a 30k+ monster that nukes 99% of all characters and now those units cant get revived.

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    2022.04.01 09:39 (UTC+0)

    BESTTHANk YOU SG FOR GREAT PATCH LOVE YOU THAT WHAT WE WAS WAITING FOR

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    2022.04.01 09:37 (UTC+0)

    BESTDC buff might not good enough

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    2022.04.01 09:33 (UTC+0)

    Finally a better Aramintha buff /\........... Then I learned that she no longer gains CR at all and doesn't get turn cooldowns. I take it back

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      2022.04.03 07:59 (UTC+0)

      Jozehyeah i guess in some niche comp the Soulburn could still be useful, but imo they could've also just moved the Soulburn to her S2 since she really doesn't wanna get 15%ed on her unhealables.


      Also regarding her S1 i wonder if they made a typo regarding the burn effect chance, the %s are exactly the same as the old S1 but they're green now, so maybe they plan on increasing her burn chance to make up for the loss of ER ignore but just messed up in the patch notes :copium:

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      2022.04.07 23:54 (UTC+0)

      bendosExactly!

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    2022.04.01 09:37 (UTC+0)

    DC buff might not good enough

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      2022.04.06 15:06 (UTC+0)

      NineaurasHis dmg isn't even that great. People don't take into consideration things like

      -Armin getting a rework to be a counter to single target nukers.

      -Carmin who got buff to her s2 so it now decreases dmg of non-crit abilities as well

      -Peira who has 30% dmg redirection.


      It looks like they're buffing his dmg but will it be enough against 20k+ bruiser like Ravi with Peira? 


      Buffs are the issue because his kit is outdated and bi enough buffs could fix that. Then again, if he deals big enough dm after buff to justify not being able to use it for first 8 turns then he may be usable again.

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      2022.04.06 15:10 (UTC+0)

      Nineauras"Counter picks are cool "

      No, they're garbage. They're designed to deal with one very specific mechanic/unit and then they become nearly obsolete once the meta shifts.


      Counter units are niche. Balanced units aren't good anymore and they don't change the meta. Meta is changed by another inevitable cancer(most likely limited) and then we get another bunch of niche counters to 'fix' the meta. No offense buddy, but you're being very naive on how things work. I've been talking about this since 2019 and I don't feel like going into more details. You'll learn jut like people learned almost 3 years later that nerfs are necessary for healthy balance.

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    2022.04.01 09:38 (UTC+0)

    Why is Destina just a better Emilia and Maid now? Yeah it gives f2p more options for cleansers, but what's the point of pulling for ML 5s and limited units if they can't even compare to this. The dark corvus buff didn't even change anything they just gave extinction and more damage. It honestly feels like smilegate doesn't give a **** at this point and are just throwing whatever they can together.

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      2022.04.02 07:16 (UTC+0)

      Dude, the hell you're talking about.


      Destinais going to be a subpar reviver. The fact that you even think she's going to be equal/better to Maid shows you don't know the kits and stats.

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      2022.04.08 12:57 (UTC+0)

      First i was hyped about destinas buffs... but After i put some thoughts into it... she just isnt good. With losing this cr push... she just is a supbar reviver.

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    2022.04.01 09:38 (UTC+0)

    Cartuja be dodging buff again.


    I mean, GM Cartuja did say he was very good at dodge ball as a kid.

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      2022.04.01 09:59 (UTC+0)

      Dang you still remembering that

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    2022.04.01 09:38 (UTC+0)

    Finally we got the first tanky unit with extinction!

    Many problems in the game come from the fact that all units with extinction are all squishy, while all cancerous units we got every years are hard to kill with barrier, defense buff, stealth, evasion, covid-19 and self speed push protecting them.
    So you could spend 2-3 turns to kill those cancer units but 40,000hp Ruele or ML Ravi would just revive them later while your extinction units are long gone.

    Now Dark Corvus is our first step to get extinction unit who could do the job without dying in 3 seconds.

    Coli and Destina's buff seem great but not sure about Diene when fast opener heroes are too strong lately. Still need more bomb units for my ML Flan though XD


    I love the new trend of first turn buff that Destina got because many unit need it like ML Achates. With Rimuru and Hwayoung who can delete a unit for free in their first turn I think ML Achates could start with first turn immortality buff that cant be dispelled for 1 turn.

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      2022.04.04 20:54 (UTC+0)

      i've seen legend rueles with 28k Hp and a 31K a ravi but i don't think a 40k ruele is possible unless she has negative speed 

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      2022.04.05 02:21 (UTC+0)

      AltLastriperThose 40k hp thingy was just my exaggeration so ppl could recall the time they face extremely tanky units easily, guess next time I'll go with 100k hp so no one think about it too much.

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    2022.04.01 09:39 (UTC+0)

    THANk YOU SG FOR GREAT PATCH LOVE YOU THAT WHAT WE WAS WAITING FOR

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    2022.04.01 09:42 (UTC+0)

    These buffs to obsolete units are exactly what we needed. Thanks sg!

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    2022.04.01 09:46 (UTC+0)

    more like this pls, these 4 star heroes look like 5 star now lol, really good

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    2022.04.01 09:47 (UTC+0)

    Ah yes, Coli and Armin is more useless than Cartuja and Dingo or even Sez

    Comfirm by SG 

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      2022.04.01 14:53 (UTC+0)

      SorryushanNope not at all, in fact most people forgot they even exist outside of Armin but you know. Look at the hero selection that person mentions. 

      Its clearly one of the husbando "there not enough male units in the game reee" worshipper types.

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      2022.04.02 12:04 (UTC+0)

      SorryushanHe is talking about Coli and Armin so why do you bring 5* heroes like Destina and Ara here? Btw I use Coli sometimes but how about Cartuja and Dingo ? No one cares about them

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    2022.04.01 09:49 (UTC+0)

    I dont know what to say about Destina.

    like, the reason she was annoying was because of her full cleanse and massive CR push in skill3. now she just like another tanky idolcheer Maid with a defensive skill 2 of Emillia. I mean yes, she still can be annoying somehow in whatever set up but it tooks away her uniqueness



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      2022.04.01 13:08 (UTC+0)

      She still full cleanses on s3, just trading the CR with reviving all of your dead units. Not a bad tradeoff. S2 deals with debuffs when s3 is on its stupid long cd bc one of her core weaknesses is she cant keep up with debuffs outside s3. I see this as a general win

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      2022.04.02 14:03 (UTC+0)

      RayvennExcept Destina is supposed to be the counter to debuffs and CR push removal makes her worse at the role. At the same time they give her, out of nowhere, revive. What for? There are better revivers. Instead of making her great in one thing they made her decent in both.

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    2022.04.01 09:57 (UTC+0)

    Haste = Hate
    Sez = Sazde

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    2022.04.01 09:59 (UTC+0)

    holy s*** destina and armin, noice buffs...keep it up!

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    2022.04.01 10:00 (UTC+0)

    Where is the DJ Basar buff??? What is this smilegate 

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    2022.04.01 10:03 (UTC+0)

    Alot of these units went sideways instead of up, effects that made them unique were removed eg Destina's mass CR on cleanse.



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    2022.04.01 10:04 (UTC+0)

    nice buff SG

    anyways

    DOM BUFF WER D:

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    2022.04.01 10:07 (UTC+0)

    What?


    Please tell me diene buff is an April fools joke because in no way this can be called a "buff" please tell me you're going to give her a better buff later because this is seriously shite, you give other heroes essays worth buffs and then you make one small change to diene and called it a day


     atleast add something to her S1 like some healing 


    Or give her soul burn on her S2 for extra turn so she can remove debuffs and then buff allies main reason why she isn't used is because of so many buff removers and she's strong not gonna be used because of that

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      2022.04.01 13:24 (UTC+0)

      shes an okay unit. the only problem she had was she lacks cleansing capabilities. now she cleanse more.

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      2022.04.02 14:01 (UTC+0)

      Diene has been one of the better soul weavers in  the game for a long time. She's fallen off a bit due to her poor cleansing so they're fixing it. She doesn't need anyhing bigger than that.



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