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‘4/21 Balance Patch’ Public Test Server information

April 12th, 2016 | Posted by 2nafishisgood in Elsword News | Korean Elsword Updates | Patch Notes

http://elsword.nexon.com/events2016/0411/opentest.aspx

[Connect]

[Client Download]

Test Server opens on 2016 04.14 & 4.15, from 4PM~8PM

Client Download available starting from 4/14, 3PM

  1. Account on test server is same as live account’s before 4/07 Maintenance
  2. Times might change depending on circumstances
  3. No activities from the test server are carried over to the live server
  4. Tooniland, Naver accounts excluded
  5. Friends feature(chat) cannot be used

——————

I would personally really appreciate it if those of you that get bad sync issues in KR pvp refrained from playing in Arena. Give Koreans some room to test out the new balance changes in a lag free environment. Thank you *bow (-_-) (_  _)(-_-)

If you have bad sync, you can always still test stuff out in Sparring with your friends. (Unless you don’t have friends….. But don’t worry, you’re not alone there. I don’t have many friends either ㅠㅠ. )Anyways, even if you don’t have friends, it’s not hard to find English speaking KR Elsword community that you can test things out together. Try googling around.

 

After you try out the test server, leave your opinions about it in the comments on this post. I’ll try to translate them and post them in the Test server feedback section for you. (Unless you know how to write Korean. Then you can just go do it yourself.) Try to keep your opinions compact as possible though. I physically and mentally can’t translate essays per comment.

—————–

You can see the balance patch changes here

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112 Responses

  • SOURUXRIP says:

    2na you can add me if you want ; – ;

    IGN: SOURUXRIP

  • Endgame says:

    Woah woah woah woah woah woah woah…..

    KOG….. is running public test servers….. to test balance patches before unleashing the buggy pieces of shit upon the playerbase and fixing the bugs a week later?

    As in, normal MMO practices?

    AND they’re nerfing Elesis?!

    WHAT THE FUCK IS GOING ON?!

    • grooanistor says:

      quit being a lil bitch mate, they changed directors so you can chill out now about elesis now

      • Endgame says:

        The new director’s first balance patch contained braindead Aisha nerfs when she was already at the bottom, and no Elesis nerfs whatsoever. Not even minor ones.

        …..Yeah, no. Until I see this new guy do something drastic to change the status quo, I’m treating the new boss just the same as the old boss.

        • grooanistor says:

          EM was bottom?

          Mate, get your head out of your ass.

          • Endgame says:

            EM is her only semi-viable class.

            VP and especially DW on the other hand…..

          • UNub says:

            I main DW these days a only lose to +12 users or people who RoF me at start and kill my momentum. I can easily RoF back and kill their momentum as well, so I’m not seeing where your logic is. VP is the only one suffering badly because Shadow Body and Teleport nerfs made the mainstay of her playstyle based on awakening and gertting bursty amounts of MP. She is quite literally held up by RoF like DC is right now, which isn’t a bad thing as long as it’s rewarding.

          • MagicSpice says:

            people forget VP’s darkballs are a thing huh?

            or is 1 hit of those for 10k damage not registering?

          • juggleFFX says:

            Endgame are you Mabel???

    • Supreme Armor Mob says:

      Chara balance revamp is! It’s from the KR responses to the latest 4/21st planned chara revamp release.
      This test is to get hands on feedback from players and tweak some more stuff.

      Simpler explanation: KOG started seeing a therapist to quit their meth addiction

      • Endgame says:

        Meth? Their actions strike me more of someone on crack.

        Also, they post plenty of pictures of themselves on their blog. (blog.naver.com/kogblog) They don’t have the telltale teeth rot meth addicts usually have.

    • The Laughing Man says:

      So the meth high is over and time to be normal. Well cycles come and go . Let us see what it be like.

    • MagicSpice says:

      and yet people still hate Aisha for these reasons:

      EM: still dos decent skill damage and has meditate
      VP: has darkballs, super armor, and OP skill traits
      DW: has OP combo damage with her staff, runs fast as hell at the start, has super armor

      like someone else said, get your head out your ass… you’re not currently playing Aisha like I am.

      mained DW for 4 years non-stop dude. you can’t lie to someone like me

      • LuckyDucky says:

        There are only three Aishas in the top 100 right now. All of them are Elemental Masters.

        If Dimension Witch is as good as you say she is, then where are they? I take it you’re the only one who unlocked the secret and my two friends who main Dimension Witch suck at the game? :/

        Everyone needs to get over their Endgame hate boners and start taking a better look at this retard’s posts.

        • UNub says:

          Remember that top 100 is about who no-life’s pvp the hardest, specifically in 3v3s. The tools that a DW has are completely negated with an IP or VC involved, as they’re all stuns. VP herself can destroy people, but her lack of MP sustain in a mode that demands mana as fast as possible is what defeats her most cases. And for the record, there was a DW in the top 100 during free season. Hatre boners are directed blindly, ones with actual explanations are not blind assumptions.

        • ThisIsIt says:

          Dude thank you ive been hearing nothing but complaining from endgame and everyone else atleast someone is doing something about the balances unlike the old boss did i mean dayum give him some credit T_T endgame btw i dont like Elesis but no matter how many times you nerf her she still is op

        • MagicSpice says:

          except that retard doesn’t play elsword anymore…

          and why toss the top 100 like it’s the deciding factor? if that’s the case, the top 100 henir clears are the best PvE classes… do people forget you can +12 and RoF your way to the fucking top and the fact that the more popular classes are more likely to flood the board?

          and it’s not about unlocking the secret, it’s about finding ways to tailor her to your advantage. and if all else fails, she still has two ways to go into super armor, one of which lasting almost twice as long as elboy’s and elgirl’s

          while I do agree with some stuff endgame says, majority of it is just illogical and seems brainless… he sounds more like a bandwagoner lately

          I’m still seeing Aisha garner a lot of hate cause all the GOOD players continue to use her now. in fact, my matches are pathetically easy usually cause people pretty much go “oh Aisha, better not take this seriously” or “she can’t run no more, let me Leroy Jenkins her”

          but I guess 170 wins in about 4 hours of PvP don’t mean crap huh? and I only use magic necklace and the “nerfed” sand blast set (although I’ve won matches with a totally untouched spar set)

          learn Aisha’s zoning and what’s she’s capable of… DW doesn’t have much range but you still gotta find ways to get in close

          also helps with low attack speed, cause KOG is dumb as fuck to give her more hitstun with slower atk spd

          • Kazeashi says:

            Fireball speed should increase imo. The small range is horrible enough, plus the higher MP cost. (3 compared to Ciel’s gunshots which costs 2MP)

          • UNub says:

            Endgame since when has gear never dominated in any MMO rankings? There’s no fallacy in mentioning that the rankings are only as much worth as the players themselves. They’re the ones that worked to star rank and probably could’ve gotten it with any class if they so pleased. That’s exactly why 3v3 is where most of the points come from and why no lifing it gets you star rank. There is not a single star rank that is not carrying a +10 or higher. Not a single one.

            Seeing which classes actually DOMINATE the board shows how easy it is for some classes, with overpowered people obviously rising to the top. Diabolic Esper without effort reached over 50% of the board’s top 100 during free season after renewal. That’s a testament that we shouldn’t forget about the top 100, but it doesn’t signify any specific item outside of that. Like winrates in League, it’s all not going to explicitly say if there’s a balancing problem or not.

            Go ahead and try to explain how x class got to the actual top 100 if you want to even bring it up. Most people will call a class OP without evidence, and referencing the board is another way of dodging explanations. “Oh this class is in the top 100! Why wouldn’t they be OP!” Seriously, there’s a reason why people completely ignore opinions that use top 100 or similar stances. Mentioning data doesn’t prove a single point if there’s no decent explanation.

          • MagicSpice says:

            @Kazeashi yeah, range/speed on those is kinda meh (worse on DW but people run into those anyway with timing)

            but 3 MP cost is fine given that UNLIKE ciel, Aisha can charge 10 MP a second anyway (plus all 3 have other methods of quick MP gain)

            @UNub people also have Ring of Fury, where it’s an easy catch when used right… now combine the RoF with that OP +10 or higher, and your matches can potential end in 1 combo, and some classes even have ways to make sure you don’t get the chance to MB

            rankings a really shit way to compare classes… cause the heaviest cashers will be up there, and they usually pick the classes at the top of the “balance tier” which are usually nothing more than the popular ones (add and luciel are actually broken as fuck tho, anyone denying that is usually the ones trying to be trolls)

        • Endgame says:

          Yeah….. don’t bring the top 100 rankings into this.

          The top 100 rankings only mean anything when they support their stance. When they don’t support their stance, they just argue that it says more about who’s dumb enough to still waste their time on Elsword’s clusterfuck of a PVP mode. Even if they previously brought up the top 100 to support their stance. Trust me. I’ve seen the wretched fucks flip flop like this back in the days where LK was considered an “OP” class. (He was at the bottom. But the gap between him and VP, the at the time best, sure wasn’t as big as the gap between DW and GM is now…..)

          • MagicSpice says:

            except rankings are still flooded with cashwhores who pay their way to the top…

            that takes no skill and can easily be done on any class. PERIOD.

            would you try to say DW is the best if 90 of them bought a +12 and RoF and made it to star rank too? get real

      • some1 is more annoying than Endgame says:

        I want to emphasize again that KR is not equal to NA and vice versa.
        The balance is intended for KR, not NA.

        • The Laughing Man says:

          Eventually it will come this way or not who knows after all we got some things sooner and some things much later here in NA and of course elsewhere. I am hoping it comes this way because PvE will be fun again. Yeah I am no PvP lord. I couldn’t tell you how this and how that works when versing others I cna only tell you things from a PvE perspective.

          • some1 is more annoying than Endgame says:

            My point is only ppl who do play or test KR should say with confidence when discussing KR update/contents. NA’s opinions are still welcomed but please don’t treat it like a fact that everyone must yield to you just because you are veterans in NA.

        • MagicSpice says:

          still doesn’t change the fact that 95% of KR content hits NA anyway

          I take what I see on KR updates and brace myself for the changes

          • some1 is more annoying than Endgame says:

            To be exact, it will hit NA, but not yet.
            Remember, understanding the current KR’s state is the keyword.

          • The Laughing Man says:

            @Some1

            Exactly, I would love to see what this will do in the PvE scene, they removed the stupid stipulations of this attack goes far its get weaker which logically that would make sense ,but this is a game where you wanna be able to get your best damage in situations. I understand people were annoyed with the shock waves specifically cutter because after we have comic that pretty much makes fun of that am I surprised there was no comic for Blaze Wing?

  • Fenrir says:

    That’s a something really nice for you to do, 2na, at least more non-KR players will be able to participate…

    … I told my FB group about this, so you can expect this comment section to become big on the next days…

  • Anonymous says:

    it’s ok; i already have feedback.

    Lower the Evil Attribute on Magnum Shot for Tactical Trooper

  • Ingo says:

    erm i think players should be able to change job path on the test server….

  • MagicSpice says:

    test server huh…

    doesn’t sound like KOG is testing stuff themselves, but this is a good compromise at least…

    does this mean they ACTUALLY listen to feedback too?

  • lApollo says:

    I found very interesting the buff for the other characters, Aisha and Rena really needed a buff, I can not tell Eve because I did not notice in balancing it before and do not know much about it, but I think they should not diminish the damage of skills of the Add and not change his DP system, as with the past balancing it was already much more balanced with the other characters have changed the anger DP system leave it much weaker than the other characters making it disadvantageous for him compared to other characters that have been buffed. Also should not separate the status Luciel as this would destroy the character completely leaving it worse than before the redesign. Each character has his “ace” in the sleeve and the basis for their strategy game, and basically this balance will buff all chars and break Add Luciel and this will be a huge disadvantage as the hero mode requires considerable damage.

    • Kazeashi says:

      I hope that the players who are evaluating the revamps aren’t biased (like that would happen). VP for instance horribly needs buffs but then some players screamed and yelled out how VP needs a nerf for being too OP, even though she has terrible catching moves and terrible movement.

  • iversonks123 says:

    i dont played in the test server, but i have some sugestions, you can send for me?

    code nemesis
    1.combos

    [general]
    – reduction in execution delay in base zzzz comand, cancel added in zz [z] comand

    [xxzz]
    -increase execution speed of xx[z] comand
    -o xxz[z~z] now seeks the opponent , slightly changing its horizontal position (closer or farther)

    [zzx~x]
    -no longer hit behind eve

    2.passive

    Queen destruction ]
    -renewal effects in
    new effects
    eve has 8 % chance to cause a cutting slash in their basic attacks ( can not be activated along with enchance nasod’s weapon ) , when actived, eve gain an stack of “destruction” , which is consumed in its special actives . maximum 10 stacks
    cutting plasma : 60 % of physical + magic damage (ignores defenses)
    skill damage bonus : 5 % (per stack )
    gain MP : 6 ( per stack )
    reduction in CD 1 ( per stack )
    It does not reduce the ability CD that activated buffs

    3.special actives

    [Queen’s throne]
    – Added bonus movement speed , attack and jump
    bonus movement / jump speed: 20%
    bonus attack speed: 10%
    ( Does not suffer normalization )

    [ Impact explosion ]
    – after use delay removed
    – knock down removed, hitstun isntead
    .
    [ Transcendent hornet sting – swift charge]
    – Now ignore defenses

    i have a bad english, sorry for any gramatical error
    thanks

    • Kazeashi says:

      I personally don’t think Queen’s Throne should be buffed other than increasing it’s duration for a few seconds. Considering that it is now only a 200MP skill.

  • Yamino says:

    LuCiel: Everything is ok, we can live with this nerfs. Except for separate status/sockets.

    Ok, it was really broken with 2 avatar/accessory. But separate is horrible, u spend a full set to works only in 50% time. The same for sockets, u spend a full set with sages to work only in one character.

    Their Avatar/Acessory should have half status, at least this way it works 24/7. Or u should choose 1 character to have status and the other one’s itens are only visual, This way u spend the same as the others for the same status, and only if u want buy another set only visual.

    • MagicSpice says:

      this is how it was when they were released… I don’t see the problem…

      they should either do it this way or cut the values you get in half

      • Yamino says:

        Yeah, it’s the same as when were released. And it was horrible. This is why they joined both status.

        Double Status é wrong, but this way separate is wrong too.

        • EternalDream says:

          Just as a heads up, the only thing that is no longer shared is costume [b]SOCKETS[/b] and accessory stats.

          Any set effect is still shared (IE, wearing 3/3 Ignia accessories on Lu gives only Lu the stats of the accessories, but both Lu and Ciel gain the 3-set bonus).

    • Kazeashi says:

      I agree actually. Some people actually worked hard (by grinding ED) or paid a lot to get full IB sets and rare accessories for them. The only thing that should be done to them is reducing the skill % dmg and also make the skills a bit harder to use, such as sigil’s homing range reduced in PvP.

  • Fenrir says:

    I also wanna send somethings:

    Code: Empress

    [Surface Cutting]
    – Oberon’s AI revamped
    – Oberon’s damage increased

    [Electronic Field]
    – Ophelia’s AI revamped
    – Ophelia’s damage improved
    – Range or size of all of Ophelia’s attacks increased

    [Queen’s Authority]
    – Natural MP recovery increasement per summons on the field increased

    [Genocide Ripper]
    – Damage Increased
    – Shockwaves now push targets so that other shockwaves can hit targets

    [Assault Spear – Buster]
    -Damage slightly increased

  • Fenrir says:

    Eve

    [El Crystal Spectrum]
    – Added effect of increasement on critical rate of all projectiles affected by the ‘Amplify’ (red) type spectrum

    Code Battle Seraph

    [Spectrum Dynamics]
    – Added affect of increasement on MP recovery of projectiles affected by the ‘Spectrum’ (blue) type spectrum

    [Giga Stream]
    – ‘Useful’ trait removed, ‘Regenerating (1)’ trait added

    [Energetic Heart]
    – MP cost increased
    – Duration increased

    [High-power Electronic Circuit]
    – Added effect of increasement on all speeds

    [zzx~x], [zzzx~x]
    – New combos where Eve will shoot several small electron triangles in front of her (can be affected by spectrums)

    • Kazeashi says:

      I agree with increasing the duration of energetic heart but only marginally.

      Amplify also needs to do more imho.
      The new combo sounds horrible since that combo + EH would mean disaster.

  • ZeroBRS says:

    PLS tell them to actually buff Add defense a bit.

    I don’t ask like make him tank like old WS, but as a main Add, I find him die so fast ( I can’t even count how many time I get 1 combo/skill to death (from like 80% hp > 0)

    Here where to buff:
    DE:
    Buff ESP reduced damage chance, 5/6/7 % >> 10/13/16 %
    But nerf the actually number 50/60/70 % >> 45% at all level

    MM:
    MP gain amount for gaining MuP should be the same (+15mp)
    His overall damage already got nerf, 15mp per MuP should stay the same for his defense option because he can’t actually use DP like DE or LP

    LP:
    Nothing, I think he is fine the way he is.

    I don’t think the point I made is broken in any sense.

  • Andre says:

    Void Princess

    Skills:
    Aging – Increase Damage or Reduce MP Cost
    Phantom Breath – Increase Damage

    Combos:
    Increase damage of Dark Plasma Balls and reduce hit count
    Dark Plasma Balls Burns MP

  • DrakathZx says:

    [Changes to the MM class]

    1. Combos

    – The combos nasod armor begin to not push the enemy so far
    – Increase the speed of nasod armor combos
    – A reformulation of the combo XX Down X ~ XXX, to become more useful and usable
    – Increase in hitstun the new combo ZZXX because the enemy can easily escape the same

    2.Passive Effects

    – MP maximum increase (400 minimum), because MM is a class with a mechanical that requires a high consumption of MP
    – Increase the natural MP gain
    – Reduce the changeover time between dynamos installations
    – [New Passive] Create a percentage to obtain an additional MuP, because MM much utilizes this system

    3. Active Skills

    – REVIVE THE ABILITY PHANTOM SEEKER, removing his penalty damage as time and changing the properties. Example: increased mp return to hit enemies, or increase the duration of the ability. Bonus: in absolute mode, add a drone in skill.

    I hope my suggestions can help balance this, remembering that this is my opnion, wanting only to correct possible failures of the class, thank you.

    • Kazeashi says:

      Increasing max MP sounds great but increasing natural MP recovery sounds terrible. The MP gained from dynamo point should suffice, especially since most skills now can use DMP in DP mode. Plus the shorter install CD will definitely be a better idea and it also speeds up gaining MP.

  • Aslan says:

    remove piercing the pvp, it is unfair that a char ja attacks by far combo power more than one player at the same time. and progeteis give a huge advantage in pvp. sorry for possible errors (google translator).

  • Memoriam says:

    Give Mega Electron Ball back to all Eves and remove EL crystal spectrum except for Battle Seraph.

  • Aoi says:

    Is Oberon and Ophila duration 60 seconds now since the PVP modifier was reduced? And how’s the AI revamp? that can maybe help some..

  • AnonCiel says:

    When I was trying out the nerf to Luciel, I initially thought the stat separation wasn’t so bad–until I saw my Lu’s attack speed and Ciel’s horrible critical compared to Lu’s.
    While I do agree that the sockets needed a nerf, making the two characters separate again, like they were when they first came out, is too much.
    For example, if someone with far more gear than myself had geared their Lu for Add damage and Attack speed, but had used their Ciel for critical and maximize, then NEITHER character would be optimized and they would have to completely re-roll their sockets which just seems like a disgusting and cruel money grab by KoG when Luciel is ALREADY a money eating character since you’re buying costumes, customizations, and accessories for TWO people.

    At the very least, they should make the costumes and accessories only give half of the normal values–that way people can still build like they have two characters, but rather than struggle to create two ENTIRELY DIFFERENT CHARACTERS, they can enjoy rewards regardless of which character they put what on.

    Also, while Korea has magic wardrobe, NA does not. While it’s a small thing as compared to the overall stat deficiency that would occur, it would also mean that any items being used for stats by one character (but look terrible) would have to be used by the other character as well–meaning that BOTH characters would potentially have to wear bulky or unsightly accessories.

    And on that note, how will the SD accessories work? I cannot confirm whether they still count as part of the set even when they aren’t on the active character as my Luciel is too low a level, but if the accessory for, say, the Hamel set is on Lu, but not on Ciel, does that mean the effects will only proc while on Lu? And for that matter, accessories that give a % chance to proc an attack like, say, Starlight strike–will that effect only take effect on the character wearing that set or will it proc on both of them?

    Needless to say, rather than simply feeling like a nerf, separating the stats and sockets again feels more like a punishment for playing the character rather than a needed nerf. Luciel is easy once learned, yes, but regardless, the class should be fun and people who play it for fun shouldn’t be punished for it or forced to pay a considerable amount of money or ED just to re-roll their stats to be even half of what they are now ON BOTH CHARACTERS. The damage to Luciel’s PVE aspect is too hard to ignore here, especially when the dual sockets were given to them FOR A REASON IN THE FIRST PLACE. (Many early streamers often commented on how weak Luciel felt before their sockets became the same.)

    50% of the normal socket values would be more than a welcome compromise, though, since the tweaks needed would only be minor ones at best.

    That’s my two cents, and it’s likely an unpopular opinion, but forcing people to completely re-socket their gear, especially when people have spent a considerable amount of money and possibly sage stones and other such valuable items on their accessories and costumes is just too much. If we had never gotten the shared sockets in the first place, I would have no problem right now, but as it is, this is a punishment to Luciel players–not a nerf.

    • 1영혼 says:

      『How will SD accessories work?』
      They work separately. You can only activate the effect on the active character. But the effect can go the other character if you switch before it ends.

      『if the accessory for, say, the Hamel set is on Lu, but not on Ciel, does that mean the effects will only proc while on Lu?』
      Correct. That is how it works.

      『And for that matter, accessories that give a % chance to proc an attack like, say, Starlight strike–will that effect only take effect on the character wearing that set or will it proc on both of them?』
      It is separate. It will only proc on the character wearing the set effect.

      The revert is literally making them two separate characters. If you can’t do it with two separate characters on your account then it won’t work for Lu/Ciel. The only exception is the actual armor and weapon. The gear not avatar.

    • ZESHREKONING says:

      Thank you for understanding, and this is exactly my thoughts.

  • N Double U says:

    We could use some Trapping Arrow – Fungus buffs. 19s cooldown at 200MP cost and not very god damage makes it a pretty bad skill. Maybe a damage buff, a cooldown reduction, a MP reduction, or even just new attributes would be great. Maybe an Awakened attribute to bring back Trapping Arrow Buster? I would love to see one or more of those changes to Fungus.

  • FaceDesk says:

    i dont see why they needed to raise the HP gain on CrA in gale

    • Kazeashi says:

      Because a lot of her skills depletes her HP atm.

      • JokerCard says:

        Which is a exagerration when Shadow Edge and Gale heals so dam much at fast rate.

        • MagicSpice says:

          they never did find a balance for that HP gain really.. it’s fine to heal OP amounts in PvE, but not in PvP

          they just need to make the heal OP, but heavily mod it in PvP, but KOG never does take the simple route…

          • FaceDesk says:

            for me its a problem having so much healing in pve, it just feels too easy now. they could have put those blood hit and overflowing blood changes in and she would still be healing more than dying

          • Croire says:

            I feel the same witH FaceDesk, it’s so easy now to heal in PvE with all the dam skillls having some sort of healing power…Burning Phantom was fine being gale and using up your hp to use extra blood hits…. dead skill.

          • MagicSpice says:

            quite frankly, I’m fine with OP healing. when it comes to stuff like raids, henir, and sometimes SDs (and eventually hero mode), you’ll find that huge heal to be really worthwhile

            I’m actually glad they upped the HP drain on energy absorb a long time ago. it’s roughly 100k or more heal per drain for my DW at this point. 2 of those is enough to fill her HP up and it only takes 20 secs tops (less if MEL chronicle or time buff is in the party somewhere)

  • Fenrir says:

    Wind Sneaker

    [Nature’s Force]
    – Remove penalty of MP gain decreasement and add effect of increasement on MP gain to all kick commands

    [Sharp Fall]
    – Add effect of increasement on the range/size of the shockwave the higher Rena activates the skill

    [Swift Kicks]
    – Add effect of increasement on attack speed

    [Violent Attack]
    – Make Rena rise more with the launch and somersault kicks and increase it’s ranges so they can hit more targets more easily
    – Add black hole effect on the descending drill

    [Flexible Movement]
    – Add effect of increasement on movement and jump speed

    [Spinning Kick]
    – Increase it’s MP cost, but making it dash through the targets with a black hole effect.

    [Nature’s Affinity]
    – Add effect of kicks in commands, when hit, having a chance to create a wind wave that will hit many foes in front of Rena and having elevated MP gain.

    [Reflective Kick], [Back Kick], [Low Kick], [Assault Impact]
    – Damage increase on PvE.

    • Croire says:

      That’s nice and all and I agree for most part, but I think what WS needs is complete revamp so that her combos and current skills are all changed to something better and more efficient in dungeon. she also needs a better catched cause >>^XZ kick does not match arrow angle…
      I think crescent kick, VA, and DKB should be revamped especially. They could make Dive Kick Bombing an ACTUAL BOMBING like Kamen Rider Ryuuki’s Final Vent Exploding Kick…

      • Dreamslayer says:

        I agree with sharp fall change, flexible movement change, and I like the idea of getting an AoE from Nature’s Affinity.

        , Swift Kicks already boosts MP recovery rate, so removing that from NF might be a bit much. As for attack speed, Flexible movement is already granting a 10% bonus at max. It’d be nice to have it higher so we don’t ever have to socket those things, but we’re getting into hazy territory at that point and it might be too OP from an objective standpoint.

        Violent I disagree with rising more; instead of rising, she should do several horizontal, ground level spin kicks followed by a strong vertically rising kick (Think Blazblue’s Hazama’s “Serpent’s Infernal Rapture” distortion drive, but with her flying up into the air with the opponent and not nearly as high a launch) followed by the drill we love. In other words, change the order of kicks; instead of vertical kick, several horizontals in midair, then drill, do the horizontals first, then the vertical, then the drill.

        Disagree with spinning kick change. It doesn’t go very far to begin with, and the blackhole could be more annoying when in parties, especially if the target is small and you end up passing through faster than the pull effect can continue to drag them into your hitbox.

        As for the pve damage increases, I’m all for that. My sense of damage is distorted due to having exceptionally powerful gear, but I think it would be nice overall. It’s not needed, but would be nice. One additional change: Assault Impact costs too much for defense piercing augment; that increased MP cost should be reduced. Bit late since the test server’s over and the changes are already live but I just wanted to reply to you…

  • Arjela says:

    Ok. What I am asking for is just to implement a speed increase feature in CEm’s Electron Ball Srudy skill. Eve is funny to play because it is fast and can create lots of mind games with it, but CEm is just too slow and awkward. Please kog, I’m not asking for more mp, more damage, more anything, I just need some speed to really enjoy my character like I did before the renewal. Thanks and good job with the patch that you made – I do really like it.

  • Koujirou says:

    English Version

    Balance Patch 21/04 – Suggestions

    All Characters:
    – Cooldown reduction on the Hyper Actives in dungeon.
    – Separate button to use Wedding Skill.
    – Wedding skill have it’s cooldown reduced.

    ELSWORD

    Way of the Sword
    – The amount of necessary hits to remove the Aura of Destruction in Elsword will be reduced in pvp.
    – The obtainment of the Aura of Vitality will me reduced in combos and actives to all classes of the character in pvp.
    [The same will be applied to Elesis system.]

    Knight

    Mega Slash
    – Charge time decreased.
    – “Maximized” attribute changed to “Regenerating (1)”.

    Assault Slash
    – Doesn’t drop the targets.
    – “Maximized” attribute changed to “Light”.

    Unlimited Blade
    – Damage increased.
    – “Maximized” attribute changed to “Heavy”.
    – “Absorbing” attribute changed to “Light”.
    – Old skill note effects applied:
    Description: Cooldown of Unlimited Blade becomes 0 when used in Vitality Mode.
    – Improved ability. Attracts the close enemies to the furious Elsword attacks and throws them after the ability’s end with a explosion, leaving the character in fatigue state for 2 seconds.

    Sword Knight/Lord Knight
    >>XXX – Removal or modification of combo.
    XXXX – The last hit is modified to launch the target.

    Spiral Blast
    – “Maximized” attribute changed to “Critical”.

    Armor Break
    – Modification in the skill’s execution, changing the animation so that the sword stock the enemy, drilling him with a blade and bringing him back, applying the effect of physical defense reduction.

    Double Slash
    – Cast Speed increased.

    Armaggedon Blade
    – “Evil” attribute changed to “Haste”.
    – Improved effects (when the ability is used again, the blade will grant additional effects):
    • Increased duration.
    • Additional damage.
    • Critical Damage’s rate increased.

    Rolling Smash
    – “Maximized” attribute changed to “Persistent”.

    Sonic Blade
    – “Regenerating” attribute changed to “Gigantic”.

    Gigantic Slash
    – Damage increased.

    Magic Knight/Rune Slayer

    Fire Fist
    – Number of hits increased.

    Fire Rune
    – “Maximized” attribute changed to “Transcendent” .
    Transcedent: Ice Rune.
    • Carve a large stationary ice rune that freezes.
    – “Absorbing” attribute changed to “Persistent”.

    Magic Chain
    – Duration increased in dungeons.
    – Chance increased in dungeons.

    Lunar Blade
    – MP burn decreased in pvp.
    – The effect of MP burn will be changed to absortion in dungeons.

    Rune Mastery
    – New effect added. The Runes will have their KD a little reduced.

    Sheath Knight/Infinity Sword

    New suggested combo: After the onrush of the character using the command >>X, he will turn around his body to the opposite side, then, shooting multiple Cornwells against the opponents. The last combo [X] will allow the combo cancel, allowing the character to move freely after this. (The Cornwells will cross the opponents and will consume MP, being a Destruction combo. Maximum of 8 hits.)

    Sword Fall
    – “Maximized” attribute changed to “Regenerating (1)”.

    Mirage Sting
    – Able to active the passive Lightning Surge.
    – Hitbox improved so that the character won’t go so much further, making it possible to hit all the hits with more precision.
    – “Absorbing” attribute improved.

    Fatal Slap
    – Hitbox improved.

    Sudden Strike
    – Duration increased. (about 5 seconds)

    Phantom Sword
    – Old skill note effects applied after the second activation (like Brutal Cutter of Dark Knight/Crimson Avenger).
    – Changed icon after the second activation (the yellow sword icon turns dark too).
    • Phantom Sword turns darker, and begins to ignore opponent’s defense states, with it’s critical damage improved with 10%.
    – Pvp modifier added.
    – The sword duration penalty is applied only in pvp.
    – “Light” attribute changed to “Regenerating (1)”.

    Harsh Chaser
    – Skill note effects applied.
    Description: Range increased by 250. 50% chance of inflicting Leg Wound.

    Harsh Slayer
    – To fix: The cooldown reduction effect isn’t being applied correcty in abilities like passive says, everytime the character burns opponent’s MP.

    Sword Blasting
    – “Absorbing” attribute changed to “Ruthless”.

    Lightning Surge
    – It’s possible to active in commands that execute running/dash.

    • MagicSpice says:

      I think we have a winner. this should keep elboy’s PvE pretty decent while keeping him under control (but not crap) for PvP

      • Koujirou says:

        Thank you very much for supporting my ideas. I spent three days studying what could be improved, fixed and I suggested new things to make Elboy more charming to the players. But not forgeting about balancing him in what could be possible, with skill attribute changes, aura control and etc, improving the PvE of the three class of them too. I’m happy that my ideas pleased you. :)

        • MagicSpice says:

          well, we can also see the time and effort you put into these ideas too. cause it’s not just combos, MP gain, and damage but most tend to forget about skill traits too.

          some skills (like Marbas w/ def ignore) would be totally different if they had traits changed or removed. plus adding in character systems and the specialization sockets could cause characters to just break the game

          and the biggest thing (which KOG kinda fails at) is balancing between all modes. they honestly need to toss more specific mods to PvP moves on all characters, cause it’s clear that they can with stuff like meditate, teleport, and projectile damage

          it honestly comes down to taking time to test each aspect on a skill move or character in general and finding what makes each part of them strong or weak. that’s real balance when it’s done right, and this definitely would make Elboy not only more manageable to play against, but also makes him playable to a point that isn’t horrendously OP

          • Koujirou says:

            I would like KOG made a balance between modes. For example, taking projectile damage that you talked about. DC’s shootings damage is strong, while projectiles like EM’s fireballs are good, VP’s shadowballs are so so, while in DW I don’t feel like the gravity balls have so much damage, unless she’s using Magical Make Up…

            But I’m really happy that my ideas pleased the players, and I hope that KOG uses them to balance Elboy, making him much funnier to play! Thank you for your support. ~ :3

  • HyperRenaStep says:

    Wind Sneaker
    Balance Patch Suggestions

    -Change ZZ>ZZZ back to prerenewal version, for better control and looping.
    -Change ^^ZZ tornado animation to different or preivous animation, because it is misleading when the animation continues when jumping after doing the combo.
    -Increase Slide Double Kick damage and range
    -Increase Airelinna HP heal % rate
    -Revamp Dive Kick Bombing to something that can clear fields, like Sharp fall (ex: https://www.youtube.com/watch?v=Prcnfw5RWOU

    -Change >>^XXZ dive kick to match the arrow angle, for better catching.
    -Give WS a ‘blackhole’ type move, just like GA and NW’s Wind Wall and Humming Wind.
    -Add combo to be able to drop down and do ^^ZZ’s Tornado Kick when doing >>ZZZ.

  • Croire says:

    Crimson Avenger
    Injeciton Stigma Damage Increase
    Brutal Cutter length increase
    Shade Illusion MP Cost Decrease and/or Duration increase
    Make Burning Phantom back into prerenewal Burning Phantom (Gale, 300mp, stronger blackhole effect and range, higher damage)
    -Give Crimson Avenger Rushing Sword active back.
    Reimplement Overflowing Madness passive
    Decrease HP healing effect of passives (only)
    >>ZXX combo, add MP burning effect
    >>^ZX combo, reduce hangtime delay.
    >>XZ combo, add extended combo, superarmor, and faster charge speed.
    >>ZZZ combo damage increase+hit count increase

    • FaceDesk says:

      agree with all expect brutal cutter (if they gave it more length they’d have to increase the cost), rushing sword and overflowing madness (loved this passive but with overflowing blood now might be too op)

  • Shiro Namikaze says:

    Please translate Koujirou’s idea and give to KOG!
    Especially the Black Phantom Sword again, Lightning Surge active in dash and running commands, it’s very perfect!

  • Matt says:

    I think reverting Luciel back to 2 seperate characters is a horrible idea, yes, their combined stat is way too OP, but seperating them kind of forces people to restat their whole equipments, I know I’ll be one of them.
    Instead, they should’ve compromised and made their sockets to reach up to 60% of normal values as to not discourage people from maining Luciel. 60% instead of 50% because Luciel costs 2x more to gear up than other characters, to compensate, they should get a tiny stat boost.

    • Croire says:

      I think it’s a good idea. It closes the opportunity to easily be OP with sockets and combined stats, but opens the door to having two seperate charas at once.
      You could use high crit and add damage on one, and onthe other high crit and maximize.
      Of course it’s not as OP as before, but it’s still good. Now you actually have to work your sockets to perfection just like every other character in the game. This was one of the better balances.

  • Aoi says:

    Code Empress
    Revamp normals in generals cause wtf
    Mana Conversion should be 5% instead of 7% because 7 is too much.
    Damage Increase
    More HP for summonings

  • Youka says:

    plz translate the Koujirou’s idea i like this.btw
    give the phantom sword old skill note to Infinity Sword again, and Lightning Step/surge able to active in dash (like >>ZZ) command and others.

    and give pls fix the CD bug for Harsh Slayer passive.

  • Fenrir says:

    Elemental Master

    [Magic Missile]
    – Increase damage for PvE.
    – Increase the missile’s speed. (Adjust for PvP)

    [Fireball Mastery]
    – Reduce the damage increasement on fireballs, but add effect of having a chance to launch an enhanced fireball, which has higher damage and MP recovery and can pierce though more targets (up to 4 targets when maximized). (With adjustment on the chance for pvp)
    – Add effect of increasement on fireball’s size
    – Add effect of increasement on MP recovery of fireballs from the skills [Chain Fireball] and [Chain Burst]

    [Meditation]
    – Add effect increasement on the MP gained by the skill when attacking (+5 MP in PvE, PvP +3 MP)
    – Reduction in CD (50 seconds in PvE, 60 or even now in PvP)

    [Electric current]
    – Reduce MP cost to 100 MP
    – Increase it’s damage slightly in PvE

    [Blazing Step]
    – Increase the damage of the continuous flame to 120%
    – Increased duration to 6 seconds
    – Remove the damage penalty in the continuous flame
    – Adjust the damage for PvP

    [Endless Mana]
    – Increase the effect of max MP increasement to 500 MP

    [Cyclone]
    – Uptade visual.
    – Add effect of size increasement the further the cyclone gets
    – Increase the travelling speed and distance of the cyclone
    – Add black hole effect (small or medium strengh).

    [Lightning Shower]
    – Uptade visual
    – Increas max number of lighting bolts to 26.
    – Increase the stun duration to 3 seconds.
    – Make the lightning bolts pierce platforms
    – Replace skill trait ‘Absorbing’ for skill trait ‘Killing Blow (1)’ (resetting the skill trait choice)

    [Chain Burst]
    – Increase it’s MP cost to 150 MP
    – Increase the fireball’s travelling distance
    – Increase the skill’s damage and number of fireballs casted to 8 fireballs.
    – Make the last fireball knock targets down, but increase it’s size, damage and make it inflict ‘incineration’ debuff on targets hit by it.

    [XX> X ~ X]
    – Uptade visual of the ice globe
    – Change the combo to make it keep the ice globe attack longer by holding down the key
    – Increase the size of the ice globe

    [ZZ^ZZ]
    – Change the combo to [ZZ^ZX~X]. An icy road is thrown, followed by an arctic breath that can be maintained longer by holding the key.

    [XXvXX] and [>> Zxxx]
    – Increase the size/range of the sorrounding flames and flame blast.

  • MagicSpice says:

    I’m only suggesting a Range increase (slight speed increase too) on DW’s starballs

    everything else is fine cause it’s either a decent tradeoff, or good damage

    (yes, her starball damage is fine cause they get a huge damage spike under makeup anyway, becoming 2.2 times stronger)

    • Croire says:

      I agree, but I want them to fix the Overlfowing mana passive too.
      Also, to give her a XX>X combo of her own, and to give DW more aerial oriented combos, because >>^ZX and >>XZ ground her to the ground…unlike VP and EM.

      • MagicSpice says:

        yeah, I don’t get why the hell she has 2 derp dives either…

        they do gain a lot of MP (I think they feed quite a bit too), but air to ground seems meh for her…

        besides, her promo (and while transformed) gives her wings… feed her some damn red bull and give her an air combo or two

  • Someone says:

    The only thing I truly want is KOG to fix VP’s >>ZXX command, making the dark ball appear farther from Aisha and closer to her target so it can actually HIT enemies. Her old teleport mechanic on >>ZX commands for all jobs was much better too, it would be nice if they could revert it back to what is was before the revamp. And make it never change the direction Aisha is facing too, it’s confusing when it happens… (same goes to >>^ZX, it took away some nice tricks from floating + combo making it terribly clunky and weird feeling)
    Also please buff Shadow Body’s duration or decrease it’s cooldown or MP cost. Right now it’s too expensive for it’s effects and duration…

    And like everyone else said: please bring back the dark ball on her XX>X. It was such an unnecessary nerf and made VP so clunky, an extreme downgrade from her older balance-revamp patch that made her incredibly fluid and fun to play.

    • Plat says:

      Captured my feelings perfectly. Thank you. What was the thinking behind removing xx>x even? The alternative would be >>zxx, but.. You can’t do that either, because it spawns at the incorrect place so mobs aren’t even hit by it.
      I think they should increase the duration instead of reduce the MP cost, seeing as it has the same amount of mana cost as the other Aisha “body” skills.

    • MagicSpice says:

      it’s a lot of these reasons why my VP collects a lot of dust…

      it pretty much reduced her to skill and ^X or >>^X spam, with an occasional ZZ>Z

    • UNub says:

      Actually Aisha’s >>ZXX command in general needs fixing, it’s too distanced from the opponent to actually function right now. Not a lot of people use the combo but it’s outright worthless compared to last season (lost super armor frames and can’t actually hit anything due to the Dash Z pushing things too far).

      • MagicSpice says:

        it’s kinda tricky to even land the first X of >>ZX now

        I’ve actually stopped using it unless I’m in range of it’s auto target (cause you can still catch players off guard like some in the foreground/background in the bethma and one of the ruben PvP stages)

  • hitnruns says:

    Wind Sneaker

    passives:
    swift kicks additional effect
    -gains momentum buff while running similar to IS’s lightning surge
    -lasts 3 seconds once idled
    -increases kick active damage&range by 5/10/15% also applies to spinning kick and slide double kick

    nature affinity additional effect
    -can be activated through combos at 1/2/3% chance, increase cooldown by 5 seconds

    power shooting additional effect
    -5/10/15% chance of arrows dealing double damage shown as GA’s ‘strong shot’
    -knockback force and knock down counter also doubles

    flexible movement
    -z/x wakeup no longer knocks down

    Specials/active:

    cresent kick
    -increase range by 10%
    -regenerating trait changed to transcendent
    -awakened: apply old skill note(crescent storm kick)
    -awakened alt.: reduce damage by 20% apply one stack of bleeding debuff per hit(crescent scythe kick),
    -trait position swapped

    low kick
    -applies bleed when enhanced
    -killing blow trait changed transcendent
    -skill change to mid kick

    sharpfall
    -enhanced(?) damage&range increase by 10% when used after double jump

    violent attack
    -initial kick launches, black hole effect while rising

    crescent/low/mid/back/refective kick
    -hitbox changes to fan shaped end point reaches one platform above and below

  • ClaviFae says:

    Ara:

    General: Remove orbs/mana gain upon Awakening

    Energy Absorption: Absolute effect changed to damage 1,2 instead of +1 orb / base damage reduced to 725% from 924%

    Steel Body: 1 second stun duration but changed back to PowerStun

    YR

    General: Energy Bullet: damage increased to 230% from 131%

    Infernal Circle: Spinning Sphere damage increased to 415% from 355% – Cost changed to 170mp need 4 orbs gain 4 orbs if cancel

    Energy Wave: Reduce a bit damage penalty based on skill distance

    WolfStance 4 Wolf Fang: Absolute effect chance increased to 30% from 15%

    Rakshasa Stance 1 Soul Reapping: Add invulnerability – no delay only invulnerability to prevent Rakshasa being canceled if u take an attack during this skill

    Supression Energy: Skill trait Reversed changed to Lighter

    Mana Swap: MP cost reduced to 10 from 30

    Ressurection: keep the all skills CD nerf but change minimum orb usage to 3 from 5

  • Rydreeck says:

    BH – Fire Wall:
    Changed to gale skill
    Changed so it won’t detect opponents anymore and will always be summoned in front of Elesis.
    Will trigger Red Lotus Sword’s buff upon cast, similar to Sword Fire.

    General: power stun’s duration won’t be reduced or removed by any means.

  • Person A says:

    Add debuffs seem warranted and good for pvp. I wonder about his pve a bit, though. Running dungeons on an Esper was not exactly ‘fun’.

    The Infinity Sword suggestions above were fantastic.

    A bit concerned about the Luciel stat separation, though. While it’s broken, they’re a combo character, not two completely separate characters. You can’t play them effectively like that, so why separate the stats? Just make it 50% or something like that other person said, or else Luciel players will be in re-socket hell. (As if the changes to the overall stats weren’t bad enough, this would just compound the issue, wouldn’t it?) Not to mention, each character has their own quirks, right? Raven and Eve’s core, Chung’s bullet system and “Chungdam” mode, Ara’s Eun mode, etc… A character that depends on being a duo with another shouldn’t be forced to be two different characters when they aren’t.

    I haven’t gotten around to testing the other classes yet, but I’ll try to form more coherent thoughts regarding the balances later.

  • Aoi says:

    Glad LuCiel gets stat separation, now maybe won’t be as braindead



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