Hello everyone,
We’re back with a new balance patch.
Yes — we hear your complaints.
But frankly, we can't understand why some players are having full-blown meltdowns. At the start of the previous balance patch, we clearly stated that things may change, and that we want to listen to you.
But to listen, we need to be able to have a normal conversation.
Now, let’s get back to the topic.
Resistance is a delicate matter — it’s one of the most impactful stats when it comes to damage calculations. In our last change, we tried to address the issue of massive fights turning into "one-shot fests" due to stacked debuffs.
However, we noticed that those changes had a negative impact on 1v1 scenarios for these classes.
That’s why instead of nerfing individual skills, we’re trying a new system-based approach:
When multiple Resistance Debuffs are applied to a target, their effectiveness will gradually decrease as they stack:
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1st Resistance Debuff = 100% Efficiency
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2nd Resistance Debuff = 75% Efficiency
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3rd Resistance Debuff = 50% Efficiency
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4th Resistance Debuff = 25% Efficiency
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5th Resistance Debuff = 25% Efficiency (min. amound is 25%)
This change will also add a bit of a mind-game element to coordinated team play — you’ll now need to think carefully about who should apply their debuff first to get the most value.
If this system proves successful, we may apply same logic to other stats like Skill Block or Elemental Resistance as well.
Remember — both the system and the values are subject to change depending on test results.
After confirming everything is functional on the test server, and all changes looks good for live server test, we will apply changes on live server by tomorrow, close ranked arena for a few days and test these on real game environment. Let’s see how it plays out together.
NEW CHANGES:
Hunter:
Hunter has always been a difficult class to balance — mostly due to the fact that it possesses arguably one of the strongest buffs in the entire game. Even a slight increase in its damage potential can turn it into an "unkillable DPS" machine thanks to Cure.
However, with the release of the latest episode, we feel that Hunter has started to fall slightly behind.
In addition to that, we also want to address a long-standing issue: Hunter's lack of synergy with crit-based classes.
Explosive Bodkin:
With the introduction of new uniques, everyone’s Elemental Resistance is higher than ever.
And considering Hunters rarely use this skill at max rank...
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Rank cap removed.
Debuff as hard as you can.
Cohesion
To boost synergy with Crit classes:
- Attack Speed buff added
Scaling: 5% → 15% (at max rank)
Dark Arcane Charge:
More synergy...
- Now reduces Critical Hit Resistance
Up to a max of 10% debuff
POSSIBLE CHANGES IN THE NEXT PATCH:
Scion Classes:
- We’re not happy with the fact that all 3 Scion classes share only one common party buff.
So, we’re planning to give each class an additional unique party buff. (Purgatory + Another) -
After raising the skill rank cap to 20, we’re keeping a close eye on Summoner.
Some skills look very powerful on paper.👁️ We’ll wait to see real in-game results before making adjustments.
- Adding All Elemental Resistances / Skill Block debuffs to the new system