4/13 (Thu) Balance Adjustment Preview
Epic Seven
  • Official Community
  • MOBILE
  • Turn-Based RPG
  • Smilegate Holdings

커뮤니티 게시판 글상세

Developer Notes

글상세

Developer Notes

4/13 (Thu) Balance Adjustment Preview [70]


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 4/13.

 

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

Last Rider Krau

5 Moonlight

Closer Charles

5 Covenant

Ken

5 Covenant

Lilias

5 Covenant

Ilynav

5 Covenant

Tywin

3 Covenant

Christy

 

Artifact

Grade

Name

5

Crown of Glory

5

Ancient Dragon's Legacy

 

※ 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

 

Last Rider Krau

Code Number 00 (Before)

Code Number 00 (After)

After suffering an attack that targets all allies, decreases the caster's skill cooldown by 1 turn and grants a barrier to all allies for 1 turn. Barrier strength increases proportional to the caster's max Health. Barrier effect can only be activated once per turn.

After being attacked, decreases skill cooldowns of the caster by 1 turn.

After suffering an attack that targets all allies, decreases skill cooldowns by an additional 1 turn, and grants a barrier to all allies for 1 turn. Barrier strength increases proportional to the caster's max Health. Barrier effect can only be activated once per turn.

 

Increased Barrier Strength

Mobile Weapon Ziegfried (Before)

Mobile Weapon Ziegfried (After)

Summons Ziegfried and attacks all enemies. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.

Summons Ziegfried and attacks all enemies. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

Cooldown: 6 turns

Cooldown: 7 turns

Mobile Weapon Ziegfried (Awakened) (Before)

Mobile Weapon Ziegfried (Awakened) (After)

Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health. Damage dealt increases every time this skill is used and can stack up to 3 times.

Summons Ziegfried and attacks all enemies, before granting immunity to all allies for 2 turns. Penetrates Defense, but cannot trigger a critical hit. Damage dealt increases proportional to the caster's max Health and Speed. Damage dealt increases every time this skill is used and can stack up to 3 times.

Cooldown: 6 turns

Cooldown: 7 turns

 

Last Rider Krau is a Knight Hero who can shift the tide of battle by protecting his allies from enemy AoE attacks while also dealing damage. However, his performance in battle was limited if the enemy rarely or never used AoE attacks, as his barrier could not be triggered, and the cooldown of Mobile Weapon Ziegfried did not decrease, resulting in minimal contribution. To address this issue, his cooldown will now decrease by 1 turn after being attacked, and by 2 turns when attacked by an AoE attack. This improves his overall effectiveness, although his base cooldown will increase by 1 turn to balance his skill cycle. Additionally, the damage dealt by his skill, Mobile Weapon Ziegfried, will increase proportional to his max Health and Speed, maximizing synergy with his other skill, Punishment, which increases his Speed.

 

Closer Charles

Descent (Before)

Descent (After)

Attacks all enemies after descending, increasing Attack of all allies for 2 turns before increasing Combat Readiness by 20%.

Attacks all enemies after descending, increasing Attack of all allies for 2 turns before increasing Combat Readiness by 20%. This skill cannot trigger a counterattack.

Descent (Awakened) (Before)

Descent (Awakened) (After)

Attacks all enemies after descending, increasing Attack of all allies for 2 turns before increasing Combat Readiness by 20%. Increases Evasion of the caster for 3 turns.

Attacks all enemies after descending, increasing Attack of all allies for 2 turns before increasing Combat Readiness by 20%. Increases Evasion of the caster for 3 turns. This skill cannot trigger a counterattack.

 

Closer Charles is a powerful Hero who excels at buffing allies and dealing finishing blows to enemies. However, he had a weakness in that using his skill, Descent, exposed his allies to counterattacks. To address this, Descent will no longer trigger counterattacks, allowing him to activate Evasion on himself more easily, improving his overall survivability and stability in battle.

 

 

1-1-2. Covenant / 5

Ken

Celestial Kick (Before)

Celestial Kick (After)

Kicks the enemy, decreasing Defense for 2 turns before granting the caster increased Speed for 2 turns. Gains 40 Fighting Spirit when an enemy is defeated.

When the caster is granted vigor, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health.

Kicks the enemy, decreasing Defense for 2 turns before granting the caster increased Speed for 2 turns. When the caster is granted vigor, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health.

 

Acquire 40 Fighting Spirit

Phoenix Flurry (Before)

Phoenix Flurry (After)

Delivers a powerful blow after a flurry of strikes, stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health.

Starts the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.

Delivers a powerful blow after a flurry of strikes, stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health.

Starts the first battle with 40 Fighting Spirit.

Phoenix Flurry (Awakened) (Before)

Phoenix Flurry (Awakened) (After)

Delivers a powerful blow after a flurry of strikes, decreasing Attack for 2 turns and stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health. Starts the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.

Delivers a powerful blow after a flurry of strikes, decreasing Attack for 2 turns and stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health. At the start of the first battle, gains 40 Fighting Spirit.

 

Despite being able to apply buffs on himself with Vigor and inflict various debuffs on enemies, such as decreasing Defense, decreasing Attack, Stun, and Burn, Ken's effectiveness in battle was hindered by his unstable Fighting Spirit mechanic. He could only acquire Fighting Spirit by being attacked or defeating an enemy with his skill, Celestial Kick. To address this issue, Ken will no longer gain Fighting Spirit when attacked, but instead will always gain it when using Celestial Kick, resulting in a more reliable and effective skill cycle.

 

 

Lilias

Follow Me! Charge! (Before)

Follow Me! Charge! (After)

Takes the lead and attacks, triggering a Dual Attack from a random ally. Damage dealt increases proportional to the caster's max Health.

Takes the lead and attacks, triggering a Dual Attack from a random ally. Increases Critical Hit Chance by 50% when attacking and damage dealt increases proportional to the caster's max Health.

 

Soulburn (20): Grants an extra turn.

Defensive Formation! (Before)

That's Far Enough! (After)

Deploys a divine weapon, granting a barrier to the caster for 2 turns, before a 100% chance to provoke the enemy for 2 turns. Barrier strength increases proportional to the caster's max Health.

After an enemy uses a non-attack skill, dispels one debuff from the caster, and activates Suppression against the enemy caster. Suppression can only be activated once every 2 turns.

Suppression: Provokes the target for 1 turn, and grants a barrier to the caster for 2 turns. Barrier strength increases proportional to the caster's max Health.

 

Barrier Strength Decreased

Soulburn (20): Ignores Effect Resistance.

 

Skill Enhancement

+1: +5% effect chance

+2: -1 turn cooldown

+3: +10% effect chance

Skill Enhancement

+1: +5% barrier strength

+2: +10% barrier strength

+3: +15% barrier strength

Ready, Load, Fire! (Before)

Ready, Load, Fire! (After)

Commands the Perland Army to fire on all enemies, decreasing Combat Readiness by 25%

and inflicting damage according to the Attack of the Hero with the highest Attack. Increases the caster's Combat Readiness by 50%.

Commands the Perland Army to fire on all enemies, decreasing Combat Readiness by 25%.

Increases Critical Hit Chance by 50% when attacking, inflicting damage according to the Attack of the Hero with the highest Attack.

 

Damage Dealt Increased

Ready, Load, Fire! (Awakened) (Before)

Ready, Load, Fire! (Awakened) (After)

Dispels all debuffs from all allies and commands the Perland Army to fire on all enemies, decreasing Combat Readiness by 25%

and inflicting damage according to the Attack of the Hero with the highest Attack. Increases the caster's Combat Readiness by 50%.

Dispels all debuffs from all allies and commands the Perland Army to fire on all enemies, decreasing Combat Readiness by 25%.

Increases Critical Hit Chance by 50% when attacking, inflicting damage according to the Attack of the Hero with the highest Attack.

 

Damage Dealt Increased


Lilias is a Knight Hero who is capable of protecting allies and contributing offensively depending on her Equipment. However, aside from her skill, Follow Me!  Charge!, her other skills were underutilized, resulting in underperformance in PvP content. 

To address this, her skill, Defensive Formation! will be changed into a passive skill called That's Far Enough!, triggered by certain conditions to make her more viable in PvP content. That's Far Enough! will specialize in suppressing enemies who use non-attack skills and grant Lilias a barrier to protect herself. Her skill enhancement will also change, with the existing Soulburn effect being transferred to Follow Me! Charge! with modified effects.

Additionally, her attacking skills will now increase Critical Hit Chance by 50%, and the overall skill damage of Ready, Load, Fire! will be increased to allow players to explore different roles for her.  As a result, the existing effect of increasing her Combat Readiness after using Ready, Load, Fire! will be removed as her overall skill efficiency is enhanced.

 

Ilynav

Rush (Before)

Rush (After)

Attacks the enemy with a spear. Damage dealt increases proportional to the caster's max Health. When this skill is used, if it was not triggered by a Dual Attack, has a 50% chance to use Punish instead of Rush. This skill does not trigger a Dual Attack.

Attacks the enemy with a spear. Damage dealt increases proportional to the caster's max Health. When this skill is used, if it was not triggered by a Dual Attack, has a 50% chance to use Punish instead of Rush. This skill does not trigger a Dual Attack.

 

Damage Dealt Increased

Punish (Before)

Punish (After)

Attacks and pierces the enemy, inflicting injuries. Increases Defense of the caster for 2 turns. Damage dealt increases proportional to the caster's max Health.

The severity of injuries increases proportional to damage dealt. Injuries decrease max Health of the target by up to 20% every time this skill is used.

Attacks and pierces the enemy, inflicting injuries. A successful attack deals additional damage equivalent to 50% of injuries inflicted on the target. Damage dealt increases proportional to the caster's max Health.

The severity of injuries increases proportional to damage dealt. Injuries decrease max Health of the target by up to 20% every time this skill is used.

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

Soulburn (10): Increases damage dealt.

Repel (Before)

Repel (After)

Attacks all enemies mercilessly and increases Critical Hit Damage of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health.

Attacks all enemies mercilessly, inflicting injuries.

Increases Critical Hit Damage of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health. The severity of injuries increases proportional to damage dealt. Injuries decrease max Health of the target by up to 20% every time this skill is used.

 

Damage Dealt Increased

Repel (Awakened) (Before)

Repel (Awakened) (After)

Attacks all enemies mercilessly and grants increased Critical Hit Damage to all allies for 2 turns and immunity to the caster for 2 turns. Damage dealt increases proportional to the caster's max Health.

Attacks all enemies mercilessly, inflicting injuries.

Grants increased Critical Hit Damage to all allies for 2 turns, and grants immunity to the caster for 2 turns. Damage dealt increases proportional to the caster's max Health. The severity of injuries increases proportional to damage dealt. Injuries decrease max Health of the target by up to 20% every time this skill is used.

 

Damage Dealt Increased


The role of Ilynav will be shifted to specialize in continuously attacking enemies, inflicting injuries, and accumulating damage. The damage dealt by her skills, Rush and Repel, will be increased, and Repel will be changed to inflict injuries on all enemies, making it easier to contain them. Punish will now inflict injuries and deal additional damage equivalent to the injuries inflicted. Additionally, the Soulburn effect will increase the damage dealt, which will synergize well with injuries and additional damage equivalent to injuries inflicted. However, as her skills are changed to focus more on offensive aspects, Punish will no longer increase her defense.

 

 

Tywin

Sword Storm (Before)

Sword Storm (After)

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

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

 

Soulburn (10): Increases effect chance to 100%.

Commanding Shout (Before)

Tactical Command (After)

Grants increased Attack and Critical Hit Chance to the caster and an ally for 2 turns.

Immune to debuffs which prevent movement.

When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Can be activated once every 2 turns.

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

Commanding Shout (Awakened) (Before)

Tactical Command (Awakened) (After)

Grants increased Attack and Critical Hit Chance to the caster and an ally for 2 turns, and increases Combat Readiness by 30%.

Immune to debuffs which prevent movement.

When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Can be activated once every 2 turns.

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

 
Debuffs which prevent movement: Stun, Sleep

Skill Enhancement

+1: +2 Soul acquired

+2: -1 turn cooldown

Skill Enhancement

+1: -1 turn cooldown

+2: -1 turn cooldown

All-Out Attack (Before)

All-Out Attack (After)

Attacks all enemies again after a swordstorm, with a 100% chance to decrease Defense for 2 turns, and increases Defense of the caster for 3 turns. Damage dealt increases proportional to the caster's max Health.

Attacks all enemies again after a swordstorm, with a 100% chance to decrease Defense for 2 turns, and increases Defense of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health.

Acquire 2 Soul

Acquire 3 Soul

Soulburn (20): Grants an extra turn.

 

 

Tywin will assume a new role as a protector of the ally in the back row against paralyzing effects such as stun and sleep. Commanding Shout will be modified to more effectively protect the ally from paralyzing effects by removing debuffs and granting immunity and a barrier. The skill will also be changed from a turn-based skill to a passive skill called Tactical Command, which is triggered when an ally in the back row is affected by paralyzing effects after being attacked, providing immediate protection. To align with this change, Tywin's skill enhancement effect for his 2nd skill will be modified, and the Soulburn effect on All-Out Attack will be transferred to Sword Storm with modified effects. Finally, the Soul acquired from All-Out Attack will be increased and it will now grant increased Defense buffs to all allies, greatly improving Tywin's supporting abilities, but the buff duration will be shortened from 3 turns to 2 turns.

 

In the line with these balance adjustments, his Exclusive Equipments - Options 2 and 3 will be changed as follows.

Exclusive Equipment – Option 2 (Before)

Exclusive Equipment – Option 2 (After)

Decreases cooldown of All-Out Attack by 1 turn when a buff is dispelled with Sword Storm.

Increases Combat Readiness of the ally in the back row by 10% when using Sword Storm.

Exclusive Equipment – Option 3 (Before)

Exclusive Equipment – Option 3 (After)

Increases Combat Readiness of the caster by an additional 20% when using Commanding Shout.

Increases Commanding Shout's barrier strength by 20%.

 

As there will be changes to his Exclusive Equipment - Options 2 and 3, 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. Covenant / 3

 

Christy

Oath Shield (Before)

Oath Shield (After)

Has a 15% chance to counterattack when attacked.

At the start of the first battle, increases Effect Resistance of the ally in the back row by 50% of the caster's Effect Resistance. The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. When the caster is in the back row, the effect is not activated.

After being attacked, when the caster does not have a debuff, increases Combat Readiness of the caster and the ally in the back row by 20%. Can only be activated once per turn.

At the start of the first battle, increases Effect Resistance of the ally in the back row by 50% of the caster's Effect Resistance. The rate of this effect does not change after it is activated, and this effect is dispelled only when the ally in the back row is defeated. When the caster is in the back row, the effect is not activated.

Skill Enhancement

+1: +1% counterattack chance
+2: +1% counterattack chance
+3: +1% counterattack chance
+4: +1% counterattack chance
 +5: +1% counterattack chance

Skill Enhancement

+1: +1% Combat Readiness

+2: +1% Combat Readiness
+3: +1% Combat Readiness
+4: +1% Combat Readiness
 +5: +1% Combat Readiness

 

Christy is a Hero who grants buffs such as increasing the Attack of allies and Defense for herself, while also provoking the enemy. She efficiently increases the Effect Resistance of the ally in the back row, reducing the chance of neutralization by the enemy's debuff. To improve her efficiency in this role, her skill, Oath Shield, will be changed to increase Combat Readiness of herself and the ally in the back row when she is not inflicted with any debuff after being attacked. This replaces the existing chance to counterattack when attacked. We expect this change to boost her overall effectiveness in battle.

 

 

1-2. Artifact Balance Adjustments

 

1-2-1. Artifact / 5

 

Crown of Glory

Effect(s) (Before)

Effect(s) (After)

Increases Defense by 8-16%.

Removes 5 Souls from the enemy when the caster suffers an attack that targets all allies.

When an ally suffers an attack that targets all allies, decreases damage suffered by 10-20%, and removes 5 Soul from the enemy. When more than one damage reduction effect is granted, only the strongest effect is applied, and Soul removal effect can only be activated once per skill.

 

Crown of Glory's effect will be changed from increasing the wearer's Defense to decreasing the damage suffered by allies when they are attacked with AoE attacks.  We expect this change to make the Artifact more versatile and useful for team-oriented battles. 

 

 

Ancient Dragon's Legacy

Effect(s) (Before)

Effect(s) (After)

Increases Critical Hit Chance by 15%.

After the caster uses a non-attack skill, has a 50-100% chance to increase Critical Hit Damage for 2 turns. Can be activated once every 2 turns.

After the caster uses a non-attack skill, decreases skill cooldowns of all allies by 1 turn, and has a 50-100% chance to increase Critical Hit Damage of the caster for 2 turns. Skill cooldown reduction effect can only be activated once.

 

Ancient Dragon's Legacy Artifact's effect will be altered to decrease the skill cooldowns of all allies by 1 turn after the wearer uses a non-attack skill, instead of increasing Critical Hit Chance. Equipping this Artifact on a Knight Hero who uses non-attack skills can reduce the skill cooldown of allies, and also increase their overall damage output by boosting their Critical Hit Damage.

 

These are the proposed balance adjustments and improvements that are scheduled for the update on April 13.

 

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.


Reply 70
Notification has been disabled.
BEST

This are fun buffs =D

BEST

Honest question here, (i'm not asking for one so calm down) doesn't Tywin change fulfil the conditions for a recall? His identity was overall changed. Does that normally not fall under a recall? 

BEST

Not bad. Good for LR Krau, but I don’t know if it’s enough. Ilynav seems good with DDR now. Ancient dragons legacy is pretty nice now. i think Lilias got the best buff, she can now shut down cleavers really well. Kristy is good too.

But, but Arunka exist

I mean Tywin was ONLY part of my auto Water Expedition and Wyvern 13 teams. I'm sure him losing the att buff and CR Push won't effect my fatigued heroes at all or my performance. Thanks a lot -_-

I am very pleased that Last Rider Krau and Tywin are finally getting buffs!

Honestly, Smilegate really misses more than they hit.

The Last Rider Krau, Closer Charles, Lilias and Christy buff are spot-on, but the rest is questionable.

Ken's simple. Just keep S3 Phoenix Flurry skill effect as-is, and make it, so that S3 has no cooldown, and is dependent only on fighting spirit. That combines with S2 change will make him a force to be reckoned with.


Ilynav should have be a modified version of Charles focused on self-buff. 

S1 Rush should have a standard effect, and as per its namesake, increase the Caster's Combat Readiness, then when used on the caster's turn, should have a 35% chance to launch Punishment as an extra attack. The chance is doubled when the caster is buffed. 

S2 Punishment should retain the existing increased defense because it helps with Ilynav's survivability, which she desperately needs. The new damage according to injuries should be an addition, not a substitution. 


Ancient Dragon's Legacy should have the new effect and the 15% critical chance.

Wow. Surprisingly good buffs. Just a few months ago i got ml krau, and now it got buffed! Krau, Lilias got good buffs. Ancient dragon arti got a HUGE buff, being able to counter lua now.

Not so fan of the ken nerf( doesn't get anymore spirit for being attacked ) and tywin is meh on paper.

generally speaking, when Smilegate says balance patch, they mean nerfing characters.

Damn, I was kinda hoping that Tywin's S3 never misses.

 

Pls dear Dev,buff Ruele next patch..make her can heal injuries and her revive are immune from extintion and cannot revive

Not a fan of those Ideas

This update leaves a bad taste in my mouth. You re-run lua's banner for the first time, getting your sales on a strong unit, before announcing a balance patch that will most likely make her absolutely useless. You know what you are doing. Shady practice 

Is blue tywin the better aras now?


Amazing patch! Actually want to try new heroes. Gj, SG!

Imagine u put ARas, Tywin and Cristy in a team to protect the guy in the back row, ur basically gonna make them unkillable and undebuffable 

Fire Ken use fighting spirit.

Why S3 need cooldown to use skill?

yeah fun buff and all butcan u stop with this "when ennemy use a non attack skill" sh*t ? Also seems fun being a bruiser gamer nowadays new toys almost every patch uh ?

Look guys I found a cleaver that can't do anything else.

profile image

epic7#xfzblii'm not even a cleaver just there is ONLY bruiser gameplay with cleanse/reduc damage everywhere like where is the diversity ?

actually a really good patch, their buff is really good for todays meta especially lilias. thank you for your hard work, looking forward for the changes and don't forget that we still need a new content asap.

Tywin, Ilynav and Lilias (those who built it not for damage) now need to completely change their equipment, while Ilynav left a buff on CDMG, but did not give anything to improve CRIT (because at least it should be with Elbris or Counter Set also took away the defense buff), due to which her survivability is reduced to zero, and the demands on stats remain high - in a word, this is an ambiguous buff for her ... (partly even a nerf). With Ancient Legacy, everything is also ambiguous, on the one hand, we needed such an artifact to fight Lua and CLilias, on the other hand, they removed the crit chance, but left CDMG, now building Mort is also difficult, because, he doesn't have normal HP and DEF scaling and needs CRIT.


For the rest, the buffs are normal, there is nothing outstanding, but a little benefit has been added.


This patch is much better than the previous one, but not without flaws.

you are too generous.

this patch is chock of flaws.

Illynav and Ken are arguably a nerf, and while the artifact can handle Lua, it is a one use only effect, so the original effect of increased critical hit chance should have been kept, and the new effect should have an addition.

When they remove something and add something new, there is called balancing. The problem is that these heroes / artifacts are underused and needed buffs, not balancing.

Reply has been hidden by administrator.

also. Tywin and Atywin is now bff

 


Steneb, Lililias with both of them would be funny..

Is it too much to ask for you guys reverse the order Bunny Dominiel gives her buffs on SK2? You completely change Lilias SK2 to make her a Lua counter, which is fine, but there is really no one on your balance team to think on how stupid is BDom interaction against Lua SK3? When she 100% should be a hero to counter her? 

Why would moon bunny be a hard counter to a hero that hadn't come out yet.


Lua was released after bdom. If Lua released with an actual hard counter already in the game day one do I really need to tell you what would have happened?


You *want* bdom to be a hard counter. There's a big difference there.

LRK buffs are interesting but he'll still suffer from the same problem he does currently: a lot of openers put unbuffable on the team (Peira, AOL, Politis, ML Iseria, Ftene and even those who still play Cerise or Basar). I'd rather his S2 have a cleanse before applying barrier. Or if it's too strong, maybe just make it go through unbuffable debuff.


A hero that snowballs value over time having one form of counterplay is not a bad thing.

profile image

epic7#xfzbliWithout buffs no one can survive enougth to make use of snoballs mechanics. His base speed is to slow to be an opener and his damage will be low too in a to cleave comp. His skill set are not functional... Even a warrior like mlcermia has a wonderfull s2 usefull everywhere that give... autocleanse, cr push plus refill her s3 and only need a dual attack... she is useful everywheree and is a warrior. Ml cermia just for been in ur team get a bonus of defense cause she is top priority (2 s3 can rip ur team) so u can built strategies around her like revive, sustain, control, etc. ML krau balance is a bad joke. A good balance could be: using s3 or s1  Ml Krau base speed and health increase by 1% up to 20% (counter and dual attacks count), forget all other worthless ideas, i mean just change this an ML krau will be a good pick and, not like ml cermia, balanced and fun.  

Decreasing skill cooldowns of all allies on artifact is cool! Looking forward to seeing some combos with that.


Bruiser Lilia's comeback? Also seems ok vs Cilias/amid, maybe immunity will become more common on those?


Blue Tywin finally not useless, nice.

yeah, but they also removed the 15% increased critical chance.

If this is a real buff, and since the reduce cooldown only happen once, the 15% increased critical chance should have been kept.

Developer Notes's post

List
작성 시간 05.25.2023
image
+1

6/8 (Thu) Balance Adjustment Preview [87]

05.25.2023
2023.05.25 09:00
작성 시간 04.12.2023
image
+1

4/13 (Thu) Balance Adjustment Preview [31]

04.12.2023
2023.04.12 10:30
작성 시간 03.31.2023
image
+1

4/13 (Thu) Balance Adjustment Preview [70]

03.31.2023
2023.03.31 09:00
작성 시간 03.01.2023
image
+7

World Arena Triumph Season Infographic [22]

03.01.2023
2023.03.01 10:30
작성 시간 02.03.2023
image
+1

2/16 (Thu) Balance Adjustment Preview [140]

02.03.2023
2023.02.03 09:00