Rebalance Changes v5 is on Live

15.09.2025 17:39:00

Hello everyone,

We’re back with a new patch—one that we believe brings us closer than ever to the ideal final balance.

With critical damage nerfed in recent updates, we’re also rolling back some of the defensive adjustments we previously made against crit.

 


 

Mage:

Black Staff Disease:

This skill was nerfed alongside Antimagic in patch v1. Having both nerfs hit at once significantly reduced the offensive impact of what is meant to be the deadliest class in the game. Because of that, the nerf on this skill has been reverted.

  • Cast time debuff values reverted to original:

    Old: -10 / -15 / -20 / -25 / -30%

    New: -10 / -14 / -22 / -34 / -50%

 


 

Berserker:

 

Axe Smash:

When combined with Wild Barrage, this debuff reduced block and dodge to levels unreachable by most classes, and players could achieve this by spending just 1 skill point. To add more strategy (requiring max rank to apply full debuff) and sacrifice (greater skill point investment), we’re changing the scaling.

  • Old: -8 / -10 / -12 / -14 / -16 / -20 / -20 ...

  • New: -1 / -2 / -3 / -4 / -5 / -6 / -7 / -8 / -9 ...

 


 

Hunter:

Cure:

This is a serious topic. We’ve worked hard to make Hunter an excellent support class, and we hate seeing it used as a DPS. Players who want to kill should play classes like Archer or Mage—not exploit Cure to turn Hunter into a damage dealer.

We’re reintroducing a change we previously tested: Cure now applies -All Elemental Damage (for now, this only applies in Arenas and Tournaments).

  • Effect: -25 All Elemental Damage on all ranks

 


 

 

Sorcerer:

Narcolepsy:

Fixed a bug where the skill’s radius was incorrectly scaling with range increases. Hawk Eye now properly increases the range of the skill but not its area of effect.

 

 


 

Orbiter:

Elemental Rescue:

Since crit classes have been nerfed, there’s no longer a need for this skill to provide Melee Dodge. That bonus has been removed.