2/16 (Thu) Balance Adjustment Preview [140]
Hello Heirs. This is Epic Seven.
We sincerely appreciate the interest and support of all of our Heirs who have continued their adventures with us in Epic Seven.
With these balance adjustments, we plan to implement changes to 7 Heroes and 2 Artifacts. These changes are scheduled to take effect following the update on 2/16.
1. Balance Adjustment Targets
With this balance adjustment, certain Heroes and Artifacts 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 | Ambitious Tywin |
5★ Covenant | Melissa |
5★ Covenant | Kise |
5★ Covenant | Fairytale Tenebria |
5★ Covenant | Mui |
3★ Moonlight | Church of Ilryos Axe |
3★ Moonlight | Chaos Sect Axe |
Artifact
Grade | Name |
5★ | Guide to a Decision |
5★ | Wall of Order |
※ 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★
Ambitious Tywin
Icy Sword Storm (Before) | Icy Sword Storm (After) |
Attacks with a sword, with a 75% chance to provoke for 1 turn. Removes 4 Souls from the opponent. Damage dealt increases proportional to the caster's max Health. | Attacks with a sword, with a 75% chance to provoke for 1 turn. Removes 4 Souls from the opponent. When the caster is enraged, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health. |
Battle Command (Before) | Battle Command (After) |
Has a 100% chance to dispel one debuff from all allies when an ally is debuffed after the caster is attacked. Can only activate once per turn. | Has a 100% chance to dispel one debuff from all allies when an ally is debuffed after the caster is attacked and enrages the caster for 1 turn. Can only activate once per turn. |
Flash (Before) | Flash (After) |
Attacks all enemies with an instant swordstorm, with an 80% chance to stun for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with an instant swordstorm, with an 80% chance to stun for 1 turn. When the caster is enraged, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health. |
Flash (Awakened) (Before) | Flash (Awakened) (After) |
Attacks all enemies with an instant swordstorm, with an 80% chance each to stun for 1 turn and decrease Speed for 2 turns. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with an instant swordstorm, with an 80% chance each to stun for 1 turn and decrease Defense for 2 turns. When the caster is enraged, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health. |
Ambitious Tywin is a highly versatile hero who possesses the ability to continuously dispel debuffs from allies while inflicting debuffs such as provoke and stun on enemies, removing their Soul, and dealing AoE damage. However, leveraging his full potential was a challenge as he required simultaneous enhancement of several stats.
With these adjustments, his skill, Battle Command, will remain effective in dispelling debuffs, while reducing the Effectiveness required to inflict debuffs on his next attack. Additionally, his skill, Flash (Awakened) will now decrease the enemy's Defense instead of Speed, enabling him to overpower enemies more swiftly.
1-1-2. Covenant / 5★
Melissa
Manifestation (Before) | Manifestation (After) |
Attacks the enemy by unleashing their inner rage, before granting immortality and immunity to the caster for 1 turn. This skill's cooldown is reset when the enemy is defeated. | Attacks the enemy by unleashing their inner rage, before granting immortality and immunity to the caster for 1 turn. This skill's cooldown is reset when the enemy is defeated. Damage dealt increases proportional to the caster's lost Health. |
Blood Bloom (Before) | Blood Bloom (After) |
Dispels all buffs from the enemy before attacking by releasing their pent-up aggression, cursing for 2 turns regardless of whether the attack hits. This skill is unaffected by elemental disadvantage. Elite or Boss monsters cannot be cursed. | Dispels all buffs from the enemy before attacking by releasing their pent-up aggression, cursing for 2 turns regardless of whether the attack hits. This skill is unaffected by elemental disadvantage. Elite or Boss monsters cannot be cursed. |
Acquire 2 Soul | Acquire 3 Soul |
Blood Bloom (Awakened) (Before) | Blood Bloom (Awakened) (After) |
Dispels all buffs from the enemy before attacking by releasing their pent-up aggression. This skill is unaffected by elemental disadvantage and grants an extra turn to the caster. Curses the enemy for 2 turns regardless of whether the attack hits. Elite or Boss monsters cannot be cursed. Curse: A portion of the damage inflicted on allies by Single Attacks will also be suffered by the target as additional damage at the end of the turn. | Dispels all buffs from the enemy before attacking by releasing their pent-up aggression. This skill is unaffected by elemental disadvantage and grants an extra turn to the caster. Curses the enemy for 2 turns regardless of whether the attack hits. Elite or Boss monsters cannot be cursed. Curse: A portion of the damage inflicted on allies except for the target by Single Attacks will also be suffered by the target as additional damage at the end of the turn. |
Acquire 2 Soul | Acquire 3 Soul |
| Curse Damage Increased |
Melissa's skill, Manifestation will be adjusted to inflict damage proportional to her lost Health, thereby maximizing the utility of the Immortal effect it possesses. Moreover, her skill, Blood Bloom, will acquire more Soul and the curse effect triggered by the skill will be modified. The damage inflicted on the target under the curse effect will be significantly increased, making it easier for her to suppress enemies. However, the curse effect will no longer cause the target to take additional damage when receiving direct damage.
Kise
Dark Scar (Before) | Dark Scar (After) |
Attacks all enemies with a scythe. Penetrates the enemy's Defense by 30%, and by an additional 30% when the caster is stealthed. | Attacks all enemies with a scythe. Penetrates the enemy's Defense by 30%, and by an additional 30% when the caster is stealthed. |
| Damage Dealt Increased |
Nocturne (Before) | Nocturne (After) |
Leaps towards the enemy to attack. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health ratio. | Leaps towards the enemy to attack. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health ratio. |
| Barrier Strength Increased |
Nocturne (Awakened) (Before) | Nocturne (Awakened) (After) |
Leaps towards the enemy to attack, increasing skill cooldowns by 1 turn twice. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health ratio. | Leaps towards the enemy to attack, increasing skill cooldowns by 1 turn twice. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health ratio. |
| Barrier Strength Increased |
Kise is a versatile Hero who can increase the cooldown of enemies through her high Speed, granting herself stealth and a barrier for enhanced survivability, and unleashing an AoE attack in a chain that penetrates enemy Defense. However, there were instances where maintaining stealth before using Dark Scar proved to be difficult and the damage dealt by Dark Scar was relatively low.
With these adjustments, the barrier provided by Nocturne will be strengthened, enabling Kise to maintain stealth more easily. In addition, the damage inflicted by Dark Scar will be increased, improving its usefulness in battle.
Fairytale Tenebria
One Pair (Before) | One Pair (After) |
Attacks the enemy with a mystical power, with a 45% chance each to inflict two poison effects for 1 turn. | Attacks the enemy with a mystical power, with a 75% chance to inflict redirected provoke for 1 turn. |
Wild Card (Before) | Wild Card (After) |
When an ally is attacked by an enemy inflicted with provoke or redirected provoke, activates Shuffle. Shuffle can only be activated once per turn. Shuffle: Attacks all enemies and inflicts a random debuff for 1 turn. A successful attack against a target inflicted with provoke or redirected provoke inflicts additional damage. Additional damage increases proportional to the target's max Health. | When an ally is attacked by an enemy inflicted with provoke or redirected provoke, activates Shuffle. Shuffle can only be activated once per turn. Shuffle: Attacks all enemies and inflicts a random debuff for 1 turn. A successful attack against a target inflicted with provoke or redirected provoke inflicts additional damage. Additional damage increases proportional to the target's max Health.
Random Debuff: Silence, Decrease Defense, Decrease Speed |
| Additional Damage Amount Increased |
Fairytale Tenebria is a Hero with the ability to overpower enemies using her skills, Tea Party and Shuffle, yet her in-battle effectiveness was limited when she was unable to use Tea Party. To address this weakness, improvements are being made to her skills.
First, One Pair's effect will be changed from inflicting poison to redirected provoke, thereby increasing its synergy with Shuffle. Furthermore, the additional damage of Shuffle will be increased and one of the random debuff effects, Unhealable, will be replaced with a decrease in Speed, improving her ability to effectively contain enemies in prolonged battles.
Mui
Lash (Before) | Lash (After) |
Attacks with a whip, with a 75% chance to inflict a random debuff for 1 turn. | Attacks with a whip, with a 75% chance to target for 2 turns. |
Soulburn (10): Increases effect chance to 100% and inflicts a random debuff for 2 turns. |
|
Punishment (Before) | Punishment (After) |
Calls upon a tamed monster to attack all enemies, with a 50% chance each to inflict two bleeding effects for 2 turns, and an 80% chance to stun for 1 turn. | Calls upon a tamed monster to attack all enemies, with a 50% chance each to inflict two bleeding effects for 2 turns, and an 80% chance to stun for 1 turn. |
| Damage Dealt Decreased |
| Soulburn (20): All skill cooldowns decreased by 2 turns. |
Grand Finale (Before) | Grand Finale (After) |
Drives monsters forward to attack all enemies, dispelling two buffs. | Drives monsters forward to attack all enemies, dispelling two buffs. Increases Combat Readiness of the caster by 25% per critical hit. |
Cooldown: 4 Turns | Cooldown: 5 Turns |
Acquire 3 Soul | Acquire 2 Soul |
Grand Finale (Awakened) (Before) | Grand Finale (Awakened) (After) |
Drives monsters forward to attack all enemies, dispelling two buffs. Grants increased Attack to all allies for 3 turns. | Drives monsters forward to attack all enemies, dispelling two buffs. Grants increased Attack to all allies for 3 turns, and increases Combat Readiness of the caster by 25% per critical hit. |
Cooldown: 4 Turns | Cooldown: 5 Turns |
Acquire 3 Soul | Acquire 2 Soul |
Imprint Concentration (Before) | Imprint Concentration (After) |
Dual Attack Chance 2%~6% | Effectiveness 9%~27% |
Mui is a Hero with the ability to dispel enemy buffs and inflict debuffs, but her reliance on chaining skills based on chance limits her effectiveness in battle.
With these adjustments, her skill Grand Finale will now be guaranteed to greatly increase her Combat Readiness with each critical hit made, enhancing its synergy with Punishment. However, to accommodate for its improved reliability, the cooldown for Grand Finale will be increased by 1 turn, the acquired Soul will be reduced, and overall damage dealt by Punishment will be slightly decreased.
Lash, which previously had limited usability due to its probabilistic nature, will now target an enemy and its Soulburn effect will be transferred to Punishment. Additionally, the Imprint Concentration effect will be changed from increasing Dual Attack Chance to increasing Effectiveness, providing an increased chance to Dual Attack through her changed Exclusive Equipment. With these changes, we anticipate seeing Mui in a wider range of battles and situations.
In line with this balance adjustment, Mui's Exclusive Equipment Option 2 will be adjusted as follows.
Exclusive Equipment – Option 2 (Before) | Exclusive Equipment – Option 2 (After) |
Has a 35% chance to grant the caster an extra turn after using Grand Finale. | Grants enhanced Dual Attack to the ally with the highest Attack after using Grand Finale. |
As there will be a change to her 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 made to their options and was obtained prior to the adjustment is eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged. Option changes cannot be reversed.
1-1-3. Moonlight / 3★
Church of Ilryos Axe
Disconnect (Before) | Disconnect (After) |
Attacks with an axe, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks with an axe, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Attack Chain (Before) | Attack Chain (After) |
Attacks all enemies with a shockwave, before granting immunity to the caster for 1 turn. | Attacks all enemies with a shockwave, with a 60% chance to provoke for 1 turn, before granting immunity to the caster for 1 turn. |
Acquire 2 Soul | Acquire 1 Soul |
Attack Chain (Awakened) (Before) | Attack Chain (Awakened) (After) |
Attacks all enemies with a shockwave, before granting immunity to the caster for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with a shockwave, with a 60% chance to provoke for 1 turn, before granting immunity to the caster for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Acquire 2 Soul | Acquire 1 Soul |
Plagued Strike (Before) | Plagued Strike (After) |
Smacks the enemy, with a 100% chance to decrease Defense for 2 turns. Damage dealt increases proportional to the caster's max Health. | Smacks the enemy, with a 100% chance to decrease Defense for 2 turns. Damage dealt increases proportional to the caster's max Health. |
Acquire 1 Soul | Acquire 2 Soul |
Imprint Concentration (Before) | Imprint Concentration (After) |
Attack 36~144 | Critical Hit Chance 2.8%~11.2% |
Chaos Sect Axe
Disconnect (Before) | Disconnect (After) |
Attacks with an axe, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks with an axe, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Attack Chain (Before) | Attack Chain (After) |
Attacks all enemies with a shockwave, before granting immunity to the caster for 1 turn. | Attacks all enemies with a shockwave, with a 60% chance to provoke for 1 turn, before granting immunity to the caster for 1 turn. |
Acquire 2 Soul | Acquire 1 Soul |
Attack Chain (Awakened) (Before) | Attack Chain (Awakened) (After) |
Attacks all enemies with a shockwave, before granting immunity to the caster for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies with a shockwave, with a 60% chance to provoke for 1 turn, before granting immunity to the caster for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Acquire 2 Soul | Acquire 1 Soul |
Vigorous Strike (Before) | Vigorous Strike (After) |
Smacks the enemy, with a 100% chance to decrease Defense for 2 turns, before recovering 20% of the caster's max Health. When the enemy is defeated, grants an extra turn to the caster. Damage dealt increases proportional to the caster's max Health. | Smacks the enemy, with a 100% chance to decrease Defense for 2 turns, before recovering 20% of the caster's max Health. When the enemy is defeated, grants an extra turn to the caster. Damage dealt increases proportional to the caster's max Health. |
Acquire 1 Soul | Acquire 2 Soul |
Wedge Rune (Before) | Wedge Rune (After) |
Increases Critical Hit Chance by 5%. | After being attacked by a Light elemental target, has a 100% chance to increase Effectiveness of the caster for 1 turn. Can only be activated once per turn. |
Obscurity Rune (Before) | Obscurity Rune (After) |
After using Attack Chain, has a 50% chance to extend the duration of any immunity buffs granted to the caster by 1 turn. | Increases damage dealt by Attack Chain by 10%. |
Courage Rune (Before) | Courage Rune (After) |
After being attacked, increases Attack of the caster by 6%. Effect can stack up to 5 times. | When an ally is attacked by a Light elemental enemy, has a 15% chance to counterattack with Attack Chain. |
Imprint Concentration (Before) | Imprint Concentration (After) |
Attack 36~144 | Critical Hit Chance 2.8%~11.2% |
Chaos Axe Sect is a Hero who relies on skills that increase damage based on his maximum Health, but his low damage output made it difficult to use him effectively in battles.
To address this, the scaling of increased damage based on maximum Health will be increased, providing him with increased survivability. However, his Attack scaling will be decreased to balance out the increased Health scaling.
His Attack Chain skill will also be improved with the addition of a provoke effect. Additionally, his Rune effects will be altered to increase the damage dealt by Attack Chain and grant a chance to counterattack with Attack Chain when an ally is attacked by a Light elemental enemy. As Attack Chain can now be used more frequently, the amount of Soul acquired will be decreased, but his ability to contain Light elemental enemies will be increased.
1-2. Artifact Balance Adjustments
1-2-1. Artifact / 5★
Guide to a Decision
Effect(s) (Before) | Effect(s) (After) |
At the start of battle, has a 50-100% chance to grant a barrier equivalent to 10-20% of the caster's max Health for 2 turns. When the caster is at max Health after being attacked, increases Combat Readiness by 8-16%. Can only be activated once per turn. This Artifact's skill effect can only apply to one Hero within a team. | At the start of battle, has a 50-100% chance to grant a barrier equivalent to 15-30% of the caster's max Health for 2 turns. When the caster is at max Health after being attacked, increases Combat Readiness by 8-16%. Can only be activated once per turn. This Artifact's skill effect can only apply to one Hero within a team. |
Guide to a Decision will now provide increased barrier strength at the start of battle,
allowing its wearer to maintain maximum health after taking a hit, thereby providing a more stable increase in Combat Readiness.
Wall of Order
Effect(s) (Before) | Effect(s) (After) |
At the start of the turn, for each buff granted to an enemy, has a 4-8% chance to grant the caster increased Attack (Greater) for 1 turn. After using an attack that targets all enemies, increases Combat Readiness of the caster by 10%. This effect is not activated by a counterattack, Dual Attack, or extra attack. | At the start of the turn, for each buff granted to an enemy, has a 5-10% chance to grant increased Attack (Greater) for 1 turn. At the end of the turn, grants a barrier equivalent to 25-50% of the caster's Attack for 1 turn. |
Wall of Order will now have an increased chance to grant the increased Attack (Greater) buff, improving its damage-dealing capabilities. Instead of requiring the wearer to land an AoE attack to activate its effect, it will now have a survivability-boosting effect, allowing the wearer to benefit from certain aspects of the Artifact even if the Greater Attack buff is not activated.
These are the proposed balance adjustments and improvements that are scheduled for the update on February 16.
Each of the adventure stories of our Heirs echoes throughout Orbis, in the Seventh World. We are grateful to be with you on your Epic Seven journey. We will continue to try our best to improve the Heroes in our game so that every character can be utilized by our Heirs.
Thank you.
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why do you keep removing unhealable of units with aoe extra attacks? you nerfed silverblade aramintha before aswell. roana is getting stronger and stronger with every balance patch
no, this is all wrong! the game must be developed around the handful of heroes I favor.
Uninstall and rating bomb is the only righteous path!
They still have their head in the sand on this buff update. They are 100% ignoring the fact this may be one of the most disliked buff patches of all time. All in the name of their not so secret waifu crushes, melissa and kise.
That Kise change is about as lazy as that prior Vildred damage buff. These changes where literally all you did was change multiplier numbers on damage, healing, or mitigation should not be counting towards the overall number of heroes "changed". This is especially true when you guys take 2 months just to balance such a small number of heroes.
Keep prioritizing releasing new units over your overall game balance and lets how long this game actually lasts.
Devs, melissa is still useless. She is still a mage with huge atk stat, which is worthless, cause scales are low. The only thing i'm actually happy about is Mui. Finally, she can do smth. But yet, without elemental advantage s3 she is pretty weak. Not even mentioning that openers will definetly outspeed.
Hoping for more old hero reworks, such as ml ken, tywin, ml aramintha, etc.
Please fix this it is not too late plzzzz
Bad Balance Patch. Basically skipped Heroes like Mort, Ilynav, and Arunka. Hell, it even skipped Blue Tywin and he is now Just an inferior form of Flan.
Please dont implement this patch its make 0 reason for tywin ignore er AND have defense break or kise having more dmg yes ur data may see underuse of this heroes but because of curent meta and artifacts like book or gl that allow ignore single target or just ignore whole stat with soulburn.But ngl artifact and mui buff was good step they deserve some love .There is an unit that are borderline unsable even if you want please focus on those .Thank you
You nerfed melissa. She will never cycle for the lower life damage to matter. What idiots are balancing this game. On one hand you make more fast characters stripping buffs and the do this to melissa. It is contradicted right in the patch notes. Problem with game is speed has no cap and a fast opener debuffing is too strong.
Just here to be a reasonable adult human unlike a lot of your customers on here. These buffs will change things up- and I’ll get to use mui and Melissa more- which is amazing. Yeah sure there’s other units id like to see buffed but I’m a fan of incremental changes so as not to completely upset the games meta (not that I play meta heroes) keep it up guys, much love! If you’re reading this, just smile- you live in a world where you can argue about video games- and that’s pretty lucky
just as an aside the only times I was upset at proposed changes was ervalen (thank goodness you guys didn’t butcher him) and rikoris (I miss the stun)
The problem is you likely won't get to play mui, I have one 6* for ages and she is too slow and no way to avoid zio or other units faster than her w/o stealth. If she wanted some viability she needed to be conqueror's speed at bare minimum. However, that simply compounds the current issue with the game.
Melissa's curse changed and that's it. She will used pretty much the same way as before, so "play Melissa more" is not accurate she will see the same amount of play because she mechanically will be nearly the same. If you need to strip use one of the many non attack strippers like lua/aol. If you want to potentially kill and reset use kawerik (he carries book). If you are worried about evasion bring Zahhak. Is she your favorite unit? Probably. However, I want different units to become viable, even if they aren't my favorite. Seeing the same unit changed over and over is just not a good look or a good system. Maybe they took a page from kia/hyundai's gas engine design.
"These are the proposed balance adjustments and improvements that are scheduled for the update on February 16."
The community counters this proposal and says, "Go back remove Melissa/Kise, make Mui have some viability (too slow and can't crit red), and choose new units to buff.
To be upfront SG, no one likes you buffing the same unit 3-4 times. When you screw up the balance on a unit they should NEVER take a slot up in a future balance patch, they should be excluded from your 6 unit quota as you are fixing a mistake.
When you go to a restaurant and they mess up your order, they take it back and bring out another mistake, you aren't expecting to pay for it. This is you charging us each and every time for your mistake.
This is why everyone laughs at you when you want to be an E-Sports game. Don't bother playing RTA because if they decide to do a "make up buff" it will be mid season and screw up the whole meta.
Please don't remove the unhealable debuff from Fairytale Tenebria . And could you add something which will help her survive long battles .
This is ridiculus... how often do you plan to miss the mark? Maybe you should hire people who actually play the game and undestands the characters and balance between them!
oh my,
great job sg you always know the very best ways to damage the game even when it seems things couldn't get any worse. it's gotten to be that anticipating your next round of mistakes every few weeks is actually more fun than playing septic 7.
you should nerf stella harpa it's really oppressive to debuffs. and don't even think about nerfing book or guiding light!
Is this really balance patch? Because to me it's more like " Who Asked " patch lol.
Can't even use my ftene if she's not 300+ spd at least with 150+ eff unless you give her spd ee and there's no arunka buff. I'm pretty sure I didn't even need to mention, arunka was used in your content creator tournament and she wasn't able to grab that one win which was definitely possible if she had the op sig treat since she's situational against barrier. Guess what none yet, so I guess ee then? Please just put some survey for every balance patch then maybe you ll see real difference which units needs the buff.
I suggest this because of how you buffed ml aither for whatever reason since ppl voted for him regarding buff so if you do the same with other units, ppl will use those units but ofc it will still depend what buffs you give, at least if nothing it's in right direction.
Seriously hopium for arunka buff and I know I'm not the only one.
The last time they did a survey like that they showed us the results. That way we were able to see them ignoring it. No, a survey wouldn't accomplish anything. SG hates e7 and anyone willing to play it.
How kise needed a buff ? do you play at your own game ?
Kise and Melissa always was easy-to-build and good in GW. Some of top guilds even use Kise in their defences and its actually work great. Melissa is just a more situative hero, but great in various situations.
Well, you and I are familiar with this vile scheme for obtaining money, which is used by the SG. You don’t have to go far, just remember Aravi and everyone who somehow prevented SG making a profit from her. Im afraid we're at the beginning or middle of some new dirty story.
When Ilynav buff? MAKen? Fire Ken? And some other characters we haven't seen for a long time.
It seems epic seven is at it again. Not listening to players and be an absolute disapointment. Atywin Kise? How do these units need a buff but not Ken, Ilynav, Mort, Charles, and so many more. It seems my 1 star rating is gonna stick for a while longer
Buffing Kise again when Judge Kise needs a rework and units like Ken/Ilynav need buffs for so long.
where is the dislike button?
How does your balance team manage to miss the mark so often. Melissa buffed for the 50th time already. Buff Ilynav
ARUNKA BUFF ? ILYNAV ? FREAKING MELISSA FOR THE FORTH TIME ?