Rebalance Patch is on Test Server

7/4/2025 13:27:00

The first stage of this balance patch is now active on the test server.
After we complete our internal checks and basic testing, the changes will go live on the main server.

In the meantime, we ask all players to thoroughly test the changes and submit their feedback via the #tickets channel.

Please avoid engaging in public balance debates in general chat. As we all know from experience, these discussions often spiral into toxicity and unproductive arguments.

Instead, we’ll be forming a dedicated feedback group made up of players who take the time to submit well-structured feedback via ticket. With these players, we will open focused discussions to explore each issue more deeply.


With the introduction of the HH Part 3 update, the journey toward what we consider final gear and core systems is now largely complete (atleast for a long time hopefully). From this point forward, we will only be making a few more balance adjustments to refine the gameplay experience.

We understand that balance changes can be frustrating — especially when they affect classes you've invested a lot of time and effort into. However, we kindly ask for your patience and cooperation during this phase.

These changes are not set in stone. We will continue to monitor in-game performance closely, and your well-thought-out feedback and proper testing can and will shape future adjustments.

That said, we want to address an ongoing issue:📌 Excessively emotional or disrespectful messages, and reactionary outrage without constructive input, will not be tolerated.
Such behavior not only undermines productive discussion, but also negatively impacts the perception and enjoyment of other players. Going forward, we will be taking disciplinary action against toxic behavior in all official communication channels.

This is a shared world — your feedback matters, and how you deliver it matters even more.

Let’s work together to make the game better — not just for yourself, but for everyone.

 


 

Knight:


Sprint:

We believe Knight is faster than intended, considering the "Movement Speed Debuff Immunity" provided by Energy Barrier — a property the skill originally didn’t have — and the fact that it also removes already-applied Movement Speed debuffs. Therefore:

  • Movement Speed reduced by 10% at every rank.


  Divine Protection:

There doesn’t seem to be an issue outside the arena, but considering the HP a Knight can reach with the latest gear, it appears too strong for arena scenarios. Therefore:

  • Absorb effect inside the arena is reduced by half.

 

Brilliant Spirit:

In the previous rebalance patch and HH planning, we considered adding damage to this skill due to the lack of extra stats on HH weapons and new Ashtals. However, this is no longer necessary. Therefore:

  • No longer increases damage.

 

 


 

Archer:

Free Will:

We need to revisit the changes we made at the start of the Archonia journey in the Episode 5 format. Therefore:

  • Cooldown cap increased from 60% to 65%.

  • +10% Movement Speed added.

Divine Enhancement:

Due to Archer's increasing need for defense against Critters — both personally and for general balance — we felt a buff was necessary. Also, we want to make Archer’s party buffs more useful. Therefore:

  • Dodge and Block added, starting at 1% at Rank 1 and increasing by +1% per rank.

Mana Gain:

We thought the HP amount should be slightly higher. Therefore:

  • HP starts at 10% at Rank 1 and increases by +2% per rank.

 

 


 

Mage:

The once-dim star before HH is now shining, especially after Part 3. In a PvP balance system where outcomes depend on split-second decisions, Mage’s abundance of “unblockable” debuffs is overwhelming. Some slowdown is needed.

Antimagic:

Being able to use the game's most unique and unblockable debuff every 18 seconds is too much. Therefore:

  • Cooldown updated to a static 30 seconds.

Black Staff Disease:

A heavy unblockable cast speed debuff along with another powerful unblockable debuffs after Antimagic? That’s too much — opponents shouldn’t be this helpless. Therefore:

  • Cast time debuff values updated:
    Old: -10%/-14%/-22%/-34%/-50%
    New: -10%/-15%/-20%/-25%/-30%

Iron Staff:

Mage, meant to be a glass cannon, is a bit too tanky. Therefore:

  • No longer increases Dimensional Resistance.

 

 


 

Berserker:

Despite declining popularity, Berserker’s cast form is still powerful under the right conditions. To avoid being easily taken down, it needed a boost. The crit form required more noticeable buffs — we hope these changes improve usability.

Vital Charge:

“Charge” should mean something! Therefore:

  • 30% Movement Speed Tenacity added.
    (Tenacity: Reduces upcoming Movement Speed debuffs by 30%.)

Power Axe:

Not enough "Power Up". Therefore:

  • Attack Speed added — up to +30% at max rank.

  • Splash Damage increased to 40%, matching other classes.

Axe Smash:

Berserker is having trouble with hit rate using axes. Therefore:

  • Dodge/Block Debuff added — up to -20% at max rank.

Martyr's Mark:

Berserker’s current HP pool can't absorb high crit damage effectively. Therefore:

  • Berserker will now lose 50% of damage that should’ve been absorbed.

 

 


 

Sorcerer:

Sorcerer needs better survivability and mobility, especially outside the arena, to fulfill its support role. We also want to make Skeletons more useful and reduce the penalty of choosing Mana Pull over Compound Potion.

Crown of Madness:

  • Absorb type changed from Heroic Damage to Physical Damage (similar to Berserker’s absorb).

  • Absorb amount changed from 2/4/6/8/10% → 10/12/14/16/18%.

  • No longer reduces healing received by Skeletons

Legion of the Dead:

  • Skeleton HP increased to be similar to Elementalist summons.

  • Skeleton Movement Speed increased to be similar to Elementalist summons.

  • Default spawn mode is now “Shadow.” Hopefully they won’t rush enemies alone and die easily anymore.

Death Pact:

  • Increased defensive stats granted to Skeletons.

Optimum:

  • Now grants extra +10% Movement Speed per rank.

 Mana Pull:

The Mana Pull/Compound Potion choice determines Sorcerer’s survival based on the opponent. However, we don’t want this choice to completely remove mobility and support capability. Therefore:

  • +15% Movement Speed added at max rank.

 


 

Swashbuckler:

Swashbuckler’s skill block mechanics are powerful but complex. It could use more mobility, and we’re trying to improve the viability of the crit form too. We’re aware of its high potential, so we’re proceeding with small changes.

Advent Legend:

Like Berserker, we don’t want them to be shut down completely by Movement Speed debuffs. Therefore:

  • 30% Movement Speed Tenacity added. (Tenacity: Reduces upcoming Movement Speed debuffs by 30%.)

Two Weapon Mastery:

Crit form gear choices require faster casting and better hit rate. Therefore:

  • Skill Cast Time Reduction added — up to +10% at max rank.

  • Attack Success Rate increased.

 

Elementalist:

This sweet little class feels underwhelming. Players are unsatisfied, and teams don’t want them. Let’s change that!

Frost Armor:

Has become weaker against increasingly stronger critters in each new episode. Therefore:

  • Attack Speed Debuff increased:
    Up to -50% at highest rank.

Wind Shear: 

Dimensional damage is tricky — most classes have low Dimensional Resistance. Still, as the princess of Dimensions, Elementalist needs to break some Dimensional resistance:

  • All Dimensional Resistance Debuff starts at -1% at Rank 1 and increases by -1% per rank.

Temper Armour:

This underwhelming party buff needed an upgrade. Instead of boosting Defense, let’s try increasing Dimensional Resistance:

  • Now grants +10% All Dimensional Resistance at max rank.

Absolute Territory:

Since reaching the final rank of this skill is hard, we’ve moved part of the Movement Speed buff to an earlier skill:

  • Movement Speed per rank reduced by 5%.

  • DoT damage increased by +200 per rank.

Blessing Elemental:

  • Movement Speed bonus increased by +10% per rank.