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9/30 Character Balance Patch No.1

September 25th, 2021 | Posted by 2nafishisgood in Korean Elsword Updates | Patch Notes
  1. Based on Pruinaum raid clear result and character pick rate data
  2. Based on Pruinaum raid character performance data
  3. Based on some normal dungeon data like Pruinaum Outskirts

1) Rune Master

Rune field effect adjusted to have more powerful synergy with magical attack parties

[Rune Slayer]

Skill Name

Before

After

Rune Field





[Dungeon]
Cast(Magical) : 3702%
Magical Damage Increase : 15%
Field Duration : 10s

[PvP]
Cast(Magical) : 1488%
Magical Damage Increase : 7.5%
Field Duration : 10s

Magical damage increase to all allies within rune.룬의 Field 내의 All 아군에게 Magical Damage Increase 효과가 추가됩니다.





[Dungeon]
Cast(Magical) : 3702%
Magical Damage Increase : 10%
Magical Damage Increase : 10%
Field Duration : 10s

[PvP]
Cast(Magical) : 1488%
Magical Damage Increase : 4%
Magical Damage Increase : 5%
Field Duration : 10s

 

2) Immortal

Sword Fall, Blade Circle, [Mod] Blade Circle changed to have more attack power, effective area attack in dungeons.

[Mod] Infinity Chaser effects all allies to increase dps on small area to help with more speedy gameplay.

[Sheath Knight]

Skill Name

Before

After

Sword Fall

 

Sword fall amount Increase, sword generation time shorter.
Sword fall generation distance increased.

 

[Infinity Sword]

Skill Name

Before

After

Blade Circle

 

Skill hit range and the blade’s multi hit increased
blade storm doesn’t launch enemies

 

[Immortal]

Skill Name

Before

After

[Mod] Blade Circle

 

Blade storm generation location adjusted.
Blade storm’s y axis hit range and multi hits increased.
Blade storm’s movement speed and range increased. Follows path.

[Mod] Infinity Chaser

 

Buff effect affects allies.

3) Aether Sage

DPS is lacking in raids according to raid data. Will focus of individual performance through adjusting damage of meteor shower and icicle spear.

[High Magician]

Skill Name

Before

After

Meteor Shower

[Dungeon]
Meteor(Magical) : 387% Multi hit
Explosion(Magical) : 486% Multi hit

[PvP]
Meteor(Magical) : 70% Multi hit
Explosion(Magical) : 87% Multi hit

[Dungeon]
Meteor(Magical) : 441% Multi hit
Explosion(Magical) : 598% Multi hit

[PvP]
Meteor(Magical) : 79% Multi hit
Explosion(Magical) : 107% Multi hit

 

[Elemental Master]

Skill Name

Before

After

Icicle Spear

[Dungeon]
Icicle spear launch(Magical) : 2470%
Icicle spear Explosion(Magical) : 4334%

[PvP]
Icicle spear launch(Magical) : 797%
Icicle spear Explosion(Magical) : 1399%

[Dungeon]
Icicle spear launch(Magical) : 1829%
Icicle spear Explosion(Magical) : 7796%

[PvP]
Icicle spear launch(Magical) : 590%
Icicle spear Explosion(Magical) : 2019%

4) Anemos

Airelinna effect adjusted in an attempt to increase pick rate for raids and giant bosses.

Airelinna can support all allies.

Nature’s Affinity skill adjusted to make it easier to beneifit from effects, thus increasing invidivual damage performance.

[Wind Sneaker]

Skill Name

Before

After

Airelinna


[Dungeon]
HP Recovery Increase : Per second 0.3%
Physical Damage Increase : 20%
all speed increase : 20%
Duration 30s

[PvP]
HP Recovery Increase : Per second 0.3%
Physical Damage Increase : 10%
all speed increase : 10%
Duration 15s

Magical Damage Increase effect added to the buff.



[Dungeon]
HP Recovery Increase : Per second 10%
Physical/Magical Damage Increase : 15%
all speed increase : 15%
Duration 30s

[PvP]
HP Recovery Increase : Per second 0.3%
Physical/Magical Damage Increase : 10%
all speed increase : 10%
Duration 15s

 

[Anemos]

Skill Name

Before

After

Nature’s Affinity

[Dungeon]
Critical Chance Increase : 15%
Maximization Chance Increase : 15%
Defense 20%Increase

Duration
– 1Awakening : 15s
– 2Awakening : 30s
– 3Awakening : 45s

[PvP]
Critical Chance Increase : 15%
Maximization Chance Increase : 15%
Defense 20%Increase

Duration
– 1Awakening : 15s
– 2Awakening : 30s
– 3Awakening : 45s

Defense Increase 효과에서 All Damage Increase 효과로 변경됩니다.

[Dungeon]
Critical Chance Increase : 15%
Maximization Chance Increase : 15%
All Damage 15%Increase

Duration
– 1Awakening : 30s
– 2Awakening : 60s
– 3Awakening : 90s

[PvP]
Critical Chance Increase : 15%
Maximization Chance Increase : 15%
All Damage 4.8%Increase

Duration
– 1Awakening : 15s
– 2Awakening : 30s
– 3Awakening : 45s

 

5) Daybreaker

Arrow Mastery’s arrow damage Increased and Ace In The Hole ease of use and hitboxes adjusted to make it easier to do continuous dps.

Remaining Stigma’s internal cooldown adjusted to make it easier to retain debuff.

[Grand Archer]

Skill Name

Before

After

Ace In The Hole

 

Focused arrow’s hit range increased.

Foxued arrow’s range greatly increased. Skill can be used in the air.


Arrow Mastery

lvl 4

[Dungeon]
Arrow Damage Increase : 10%
Enemy defense Ignore Chance : 15%

[PvP]
Arrow Damage Increase : 10%
Enemy defense Ignore Chance : 6%

lvl 4

[Dungeon]
Arrow Damage Increase : 20%
Enemy defense Ignore Chance : 15%

[PvP]
Arrow Damage Increase : 10%
Enemy defense Ignore Chance : 6%

 

[Daybreaker]

Skill Name

Before

After

Remaining Stigma

[Dungeon]
[Evolved Stigma]
Additional damage : 20%
Critical Damage Increase : 15%
Movement Speed Decrease : 20%
Duration : 10s
Additional duration : 10s

(Does not stack with stigma arrow)
(15s cooldown)

[PvP]
[Evolved Stigma]
Additional damage : 20%
Critical Damage Increase : 15%
Movement Speed Decrease : 20%
Duration : 10s
Additional duration : 10s

(Does not stack with stigma arrow)
(15s cooldown)

[Dungeon]
[Evolved Stigma]
Additional damage : 20%
Critical Damage Increase : 15%
Movement Speed Decrease : 20%
Duration : 10s
Additional duration : 10s

(Does not stack with stigma arrow)
(3s cooldown)

[PvP]
[Evolved Stigma]
Additional damage : 20%
Critical Damage Increase : 15%
Movement Speed Decrease : 20%
Duration : 10s
Additional duration : 10s

(Does not stack with stigma arrow)
(3s cooldown)

6) Furious blade

Hypersonic Stab skill revamped

Hypersonic Stab can be used in the air. Maximized usablity in raids and giant bosses

[Mod] Hypersonic Stab has adjusted range and enemy count requirement to do more damage to multiple enemies.

Sharp Charge range increased to cover for lack of area of effect attacks.

[Sword Taker]

Skill Name

Before

After

Hypersonic Stab

 

Skill use changed.

Can be used in the air.

 

[Blade Master]

Skill Name

Before

After

Sharp Charge

 

Hit range increased( X axis range greatly increased)

 

[Furious blade]

Skill Name

Before

After

[Mod] Hypersonic Stab



Hyper attack
 – 2x damage when attacking 3+ targets
 – 3x damage when attacking 5+ targets

Hit range increased

Hyper attack
 – 2x damage when attacking 2+ targets
 – 3x damage when attacking 3+ targets

 

7) Rage Hearts

Awakened Will : Reckless Fist and [Mod] Nuclear’s Debuff adjusted to increase damage

Devastating Strike’s overall hit changed

Can attack Berserk Berthe’s head easier

In Relentless Power, Devastating Strike added to aerial skill enhancement,

Cooldown time adjusted and reactivation cooldown reduced to help with speedy gameplay.

[Mod] Guardian Strike’s effect renewed, making it easier to take down enemies over wide range.

[Reckless Fist]

Skill Name

Before

After

Liberated Will : Reckless Fist

[Dungeon]
Additional Awakening Magical Damage/All Defense Increase : 6%(Maximum 3stack)
Awakening charge during awakening increase : 20%
Core generation/Growth speed : 2x
Core spawn duration : 10s

[PvP]
Additional Awakening Magical Damage/All Defense Increase : 3%(Maximum 3stack)
Awakening charge during awakening increase : 20%
Core generation/Growth speed : 2x
Core spawn duration : 10s

[Dungeon]
Additional Awakening Magical Damage/All Defense Increase : 12%(Maximum 2stack)
Awakening charge during awakening increase : 20%
Core generation/Growth speed : 2x
Core spawn duration : 10s

[PvP]
Additional Awakening Magical Damage/All Defense Increase : 5%(Maximum 2stack)
Awakening charge during awakening increase : 20%
Core generation/Growth speed : 2x
Core spawn duration : 10s

Devastating Strike

 

Skill cast speed 90% faster
Strong Strike’s hit range increased
Can be used in the air
Hitstun time Decreased, casting delay removed.


 

[Rage Hearts]

Skill Name

Before

After

Relentless Power



Relentless Power
Aerial Enhancement
 – Target skill :

[Dungeon]
Reactivation cooldown : 10s

 ‘Devastating Strike’ added to aerial skill enhancements
Cooldown time Decrease effect adjusted
(Current Cooldown time -> Overall Cooldown time)



Relentless Power
Aerial Enhancement
 – Target skill : +Devastating Strike


[Dungeon]
Reactivation cooldown : 3s

[Mod] Guardian Strike

 

Skill effect and attack type changed

[Mod] Nuclear

[Dungeon]
Increases chance of targets within range to recieve critical damage: 20%

[PvP]
Increases chance of targets within range to recieve critical damage: 20%

Effect within range changed

[Dungeon]
Received critical damage increased for targets within range: 14%

[PvP]
Received critical damage increased for targets within range: 14%

 

8) Nova Imperator

Mercenary’s Survival Strategy’s HP condition improved

Buff applies to all allies, and effect adjusted to be helpful to both attack types.

Rain of Fire range Increased to be more useful and giant boss and raids.

[Veteran Commander]

Skill Name

Before

After

Mercenary Survival Strategy

lvl 4

[Dungeon]
Buff if HP is below 50%.
 – PhysicalDefense Increase : 15%
 – MagicalDefense Increase : 15%
 – AttributeDefense Increase : 100

[PvP]
Buff if HP is below 20%.
 – PhysicalDefense Increase : 7.5%
 – MagicalDefense Increase : 7.5%
 – AttributeDefense Increase : 100


Buff adjusted and affects all allies.

lvl 4

If HP falls below certain amount, gives buff to allies.

[Dungeon]
Buff if HP is below 75%
 – Physical/Magical Damage Increase : 12%
 – Physical/Magical Defense Increase : 12%

[PvP]
Buff if HP is below 20%
 – Physical/Magical Damage Increase : 4.8%
 – Physical/Magical Defense Increase : 4.8%

Rain of Fire

 

Flame target range increased

 

9) Code : Escencia

Range and damage increased for Heaven’s Fist – Pressure to make up for lacking area attacking skills.

Skill cast speed for Heavn’s Fist type skills adjusted to help with speedier gameplay.

[Code : Architecture]

Skill Name

Before

After

Heaven’s Fist – Pressure

[Dungeon]
Fist Strike(Physical) : 3996%
AOE lift(Physical) : 886%

[PvP]
Fist Strike(Physical) : 1294%
AOE lift(Physical) : 286%

Skill cooldown time adjusted
20s -> 14s

Skill cast speed 67% faster
AOE lift attack changd into area shock.
Area shock doesn’t lift enemies anymore.
Area shock range increased

[Dungeon]
Fist Strike(Physical) : 4995%
AOE shock(Physical) : 4428%

[PvP]
Fist Strike(Physical) : 1618%
AOE shock(Physical) : 1430%

[Enhanced] Heaven’s Fist – Pressure


 – Cooldown time 33% Decrease


 – Damage 1.2x Increase

Heaven’s Fist – Sweeper

[Dungeon]
Fist Strike(Physical) : 1364%
Sweep(Physical) : 4648%

[PvP]
Fist Strike(Physical) : 492%
Sweep(Physical) : 1677%

Skill cast speed 250% increase

[Dungeon]
Fist Strike(Physical) : 1364%
Sweep(Physical) : 6293%

[PvP]
Fist Strike(Physical) : 492%
Sweep(Physical) : 2271%

 

[Code : Escencia]

Skill Name

Before

After

[Mod] Heaven’s Fist – Sweeper

[Dungeon]
Fist Strike(Physical) : 1096%
Sweep(Physical) : 4980%
Gather(Physical) : 2490%

[PvP]
Fist Strike(Physical) : 355%
Sweep(Physical) : 1608%
Gather(Physical) : 804%

Skill cast speed 250% increase

[Dungeon]
Fist Strike(Physical) : 1170%
Sweep(Physical) : 8105%
Gather(Physical) : 1170%

[PvP]
Fist Strike(Physical) : 377%
Sweep(Physical) : 2617%
Gather(Physical) : 377%

 

10) Code : Sariel

Photon tracker’s hitbox adjusted. [Mod] Electronic fall’s Multi hit Increases

Attempt to increase lacking dps in giant boss and raids.

[Code : Battle Seraph]

Skill Name

Before

After

Photon Tracker

[Dungeon]
Energy expel(Magical) : 4920%
Current explosion(Magical) : 218% Multi hit

[PvP]
Electric field(Magical) : 1874%
Current explosion(Magical) : 83% Multi hit

Energy expel range increased, changed to Multi hit
Current explosion range increased

[Dungeon]
Energy expel(Magical) : 984% Multi hit
Current explosion(Magical) : 362% Multi hit

[PvP]
Energy expel(Magical) : 374% Multi hit
Current explosion(Magical) : 137% Multi hit

 

[Code : Sariel]

Skill Name

Before

After

[Mod] Electronic Fall

 

Energy field’s multi-hit amount increased

 

11) Code : Antithese

Balance adjusted as dps is higher than intended.

[Code : Unknown]

Skill Name

Before

After

Snow Ball Code

lvl 4

[Dungeon]
Physical Damage Increase : 15%
Moby access skill Damage Increase : 24%

[PvP]
Physical Damage Increase : 7.5%
Moby access skill Damage Increase : 12%

lvl 4

[Dungeon]
Physical Damage Increase : 13%
Moby access skill Damage Increase : 15%

[PvP]
Physical Damage Increase : 13%
Moby access skill Damage Increase : 7.5%

 

[Code : Failess]

Skill Name

Before

After

Friday

[Dungeon]
Friday(Physical) : 141% Multi hit
[Friday Code]
all speed increase : 15%
All Skill cooldown time Acceleration : 2x
Duration : 40s

[Hologram wave]
All Damage 30% Increase/Received damage 20% Increase
Duration : 15s

[PvP]
Friday(Physical) : 44% Multi hit
[Friday Code]
all speed increase : 15%
All Skill cooldown time Acceleration : 2x
Duration : 20s

[Hologram wave]
All Damage 20% Increase/Received damage 10% Increase
Duration : 15s

[Dungeon]
Friday(Physical) : 100% Multi hit
[Friday Code]
all speed increase : 15%
All Skill cooldown time Acceleration : 2x
Duration : 40s

[Hologram wave]
All Damage 30% Increase/Received damage 20% Increase
Duration : 15s

[PvP]
Friday(Physical) : 32% Multi hit
[Friday Code]
all speed increase : 15%
All Skill cooldown time Acceleration : 2x
Duration : 20s

[Hologram wave]
All Damage 20% Increase/Received damage 10% Increase
Duration : 15s

Unleashed

[Dungeon]
Unleashed(Physical) : 882% Multi hit
Per 1 negative code Damage Increase : 10%

[PvP]
Unleashed(Physical) : 318% Multi hit
Per 1 negative code Damage Increase : 5%

Fixed Per 1 negative code Damage Increase effect not being applied in pvp

[Dungeon]
Unleashed(Physical) : 794% Multi hit
Per 1 negative code Damage Increase : 10%

[PvP]
Unleashed(Physical) : 286% Multi hit
Per 1 negative code Damage Increase : 5%

Masquerade

 

Fixed Per 1 negative code Damage Increase effect not being applied in pvp

 

12) Centurion

Tactical field buffs allies to give stronger synergy to Magical attack party

[Tactical Trooper]

Skill Name

Before

After

Tactical Field

[Dungeon]
Cast(Magical) : 3433%
field gives super armor to only self
Damage Decrease : 10%
Physical/Magical Damage Increase : 10%
MPRecovery : Per second 6
Duration : 20s

[PvP]
Cast(Magical) : 1239%
field gives super armor to only self
Damage Decrease : 5%
Physical/Magical Damage Increase : 5%
MPRecovery : Per second 3
Duration : 10s

Field’s buff effect applies to allies.

[Dungeon]
Cast(Magical) : 3433%
Allies within field recieves super armor as well.
Damage Decrease : 10%
Physical/Magical Damage Increase : 10%
MPRecovery : Per second 6
Duration : 20s

[PvP]
Cast(Magical) : 1239%
Allies within field recieves super armor as well.
Damage Decrease : 5%
Physical/Magical Damage Increase : 5%
MPRecovery : Per second 3
Duration : 10s

 

13) Devi

Ignition spear damage increased.

Rakshasa Inferno’s ki bullet range incrased to help with dps in giant boss and raids.

[Yama Raja]

Skill Name

Before

After

Ignition Spear

[Dungeon]
Ignition Spear(Magical) : 1580% Multi hit
Defense Ignore : 100%

[PvP]
Ignition Spear(Magical) : 456% Multi hit
Defense Ignore : 20%

[Dungeon]
Ignition Spear(Magical) : 2246% Multi hit
Defense Ignore : 100%

[PvP]
Ignition Spear(Magical) : 406% Multi hit
Defense Ignore : 20%

Rakshasa Inferno

 

Ki bullet target range greatly increased

.

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57 Responses

  • G4 says:

    they went back with Tactical field, but i dont like they didn’t go back with the other skills… or atleast do the same to other characters… but yeah they are not gonna nerf shakti

    • G4 says:

      Edit: i mean the those that scale with combat power

    • Ritsu says:

      Excuse me, what do you even want to nerf in Shakti anymore?

      • G4 says:

        I dont know what is this about shakti being weak people talk about, i have one and doesn’t have anything great, despite that she does way too much damage and never runs out of MP or HP. , about nerfs, dunno , for what i can remenber she hasn’t got any nerf on a very long time, only buffs. But what makes me angry is looking at characters getting away from this absurd nerf i mean, out there, there is characters healing all of their HP with a 40 mp skill, but a 200~300 MP skill at much heals 9%

        • Katja Eclair says:

          iirc, she’s not that great in Berthe raid because she can’t freely use Exorcism Stance without wiping the party. Still decent, but not “omegalul OP”.

        • Ritsu says:

          Really, this is the criteria? Nerf Oz Sorcerer then as well, because she doesn’t run out of MP. Don’t forget about Diangelion, Nova Imperator, and whoever else has a MP recovery passive. Besides, spamming Exorcism art isn’t the best technique to DPS. You really will run out of MP if you try to DPS optimally. I can agree her 13-4 clearing is broken, but so is many other characters’. You ever played 15-6 with her? It’s pain. You can’t use Fox Fire, because it will unfreeze the boss. You move around a lot, falling from platforms and missing all your skills. Devi is the only Ara that actually works, not Shakti. No one cares about newbie content anymore – she’s a broken starter, but wonky later on.

          >Hasn’t received any nerf in a long time
          ?????????????????????
          I wonder, do I even want to get started on this? She literally got a handful of nerfs:
          – Necromancy and [Mod] Necromancy were nerfed from 20% to 15%
          – Mana Release Cooldown Speed got nerfed from 3x to 2x (detrimental change)
          – Repose of Souls Orb Super Armor got removed (right after Reboot) and their MP recovery got lowered
          – Mana Release Increased Damage debuff got nerfed from 20% to 10%
          Not sure if this is everything.
          There were no positive changes at all for skills that would still need it, just because the community blindly repeats the “Shakti is broken” mantra. The only buff she received after Reboot is the recent one – homing Repose of Souls Orb.

          • Jin says:

            I even consider Repose of souls a nerf, since it ruins her farming and its useless in raids

          • G4 says:

            I’ll be sincere, i was a bit heated when i writted that.

            The thing is, i was playing with my old shakti up to varnymir she was just clearing everything way to easily while other characters i used recently where sufering with even better equipment, her damage is way too high even if she was nerfs i dont really feel it up to that point,

            I dont think using Berthe Raid is a good standar like: (if your character can’t remove 10 bars on one skill then it’s bad), im not sure but i feel like not a lot of people can enter that dungeon even now. even less F2P players like myself and up to that point previous dungeons would be pretty easy…

            I dont have problem with characters getting tons of MP, actually i like that, “i hate the potion meta”, HP on the other hand… i just feel is not right that a character with a 200~300 mp skiill can only heal 9% hp at most, but a 0 mp, skill like metamorphy’s energy drain can get you fully healed and even revive you, or Ara awk healing + shaktis healing pasive making for almost instahealing all of the time, there is other examples i suppose but this are the ones i can think out now…

            btw that the hell with a party buff that gives 3% physical dmg,

          • chiizu says:

            i don’t even know why you’re ranting like that lol… shakti was super broken and these nerfs which don’t even hit her skills directly are fine, she’s still within the top 5 dps classes and if it’s different in berthe then it’s the dungeon which has to be adjusted. people made the biggest fuss about the cooldown from 3x to 2x yet i barely feel any difference except a skill being 3 seconds off at most.

        • Jin says:

          Shakti was nerfed last patch

        • Elder says:

          I was thinking exactly the same…I mean antitheses or what ever her name has a reim blatt blume with her V comand… But bluhen can’t be a support unless u build him as a DPS xD plain stupid, same goes with support chars…. Anemos can buff better than Aisha xD wth!

  • EdlessCU says:

    i’m not sure if i should be happy or sad that CU is ever even touched during this balance patches. I just wish they would do something about atomic ‘cus is feels really useless, at least increaseidt’s duration in pve or something idk

    • fal says:

      just remember my cn/vp phrase: not receiving a nerf is a good buff.

      for atomic shield it needs to work similary to tactical field, giving super armor or lasting more like 15 seconds(it have 20 sec cd) or just geving it per example a -99% damage per 3-5 seconds and reducing cd to 15, giving it back the utility of destroying projectiles, increase party members inside their current hp (not healing), or just give party members inside an atomic buff like 5% dmg/spd and thats it.
      i mean tactical field its a 200 mp, but it have a way more utilility(with just -15% multiplicative dmg red) lasts 20 sec and have 12 sec cd :/

      based in character pick data, then they should realize that every party always looks for the same characters then fill with whatever they find high dps or fresh with buffs.
      superarmor chung> noah heal/buff> heal bot (bluhen, ras)> etc only buffs givers> fresh
      dps go anywhere.

      its nice to see a healer/buff rena at least and because it doesnt scale with cp unlike aishas or heal bots it would be picked more it even feels op for 10% sec, but no mana so i guess its balanced.
      intersting party buffs of other characters they gave before and in the current patch they should make that with most characters like they are doing now instead of overkilling the dedicated sups behind a cp wall because they have now a hard choice of picking crimson rigomor for cp and boosting their skills or go for utility with sage/cerulean rigomor receiving less cp and so less skill scaling potential.

      a common suggestion per example is to give furious blade a party buff of increase active skill damage, currently there is no character giving it(besides elcollection). attacking with zx attacks is requiered in many places now but because almost every character have issues in this part most parties just try to skip that parts or kill the boss before it becomes a problem.

  • Seibum says:

    What’s the difficulty in make a more balanced game, with potions less overpowered, passives with mp regen,hp regen with more utility, a game where the ‘META’ dont is 12345 skill skill, i just dont understand what KOG have in her head…. They think, o this character can use 5 skills in five seconds with no interval OUOu, i need put that in all chars, make a show business of lights and no use for basical atks, just strange… More strange the people who like this 123… system.
    Balance patch, more speed, regen hp with %, the thing is, KOG dont want pick her time in this, so just overpower all characters to create the ‘balance’
    Every day, characters-jobs with less identitify, all because this horrible balancing.

    • Zygal says:

      for the first part well quite hard(tho KoG its specialy bad in noticing some obious, or ignoring cos popular chr)there are 14 chrs x3 of skills in the game soon to be x4 all round, and well a lot of stuff its base on KR community which well using opinion rather than just data sure can help but its bound to be bias, and for the whole pot spam skill spam game it has become, well more flashing more big boom more fun for most + runs are quicker in a game thats already grindy as it so rolling back its well likely to not be welcome well to say the least.
      And overpower, well there is a reason a lot more normal dungeons ignore iframes now, just to nerf skill spam and to make people actually reposition and all that or mechanics to make you use commands, that they should be teached about or thrown around in the early game so people don’t just spam and hit till it dies everything only for the game to shove them bosses with so specific strategy to fight(totaly not annoyed at all the randos that still don’t know how to fight Dark agate), once again pacing being a thing kog its bad at.
      well at least we don’t need to spam skills wastefully to keep stacks up. and i don’t miss having take a 1 min CD pot or a good deal of spaming the same most efficien comand loop to cast a skill only to just miss cos people launched the mobs up, or knocked them down and dealt less dmg cos of bad party cordination/people only caring for their dmg/people just being noobies. and thats not even getting into the fact of either having to deal with stoic effects on mobs(the old KD stoic not just superarmor) or the current all mobs have supperarmor when they do attacks and you not playing one of the supperarmor classes(no thanks a still remember the stoic hell that was hamel SD when CBS back in the day)
      that sure some chrs are spam just one skill and thats it(looking at you Innocent, Centurion and Richter)but even then thats just a few, and comboing party debuffing then all doing the big dmg skills to me and well a lot more its more satisfying that way, sure a 123 skill spam meta but at least fun(for most, me included) and less stuff to be annoyed at.

    • StopIdiosFromPosting says:

      Ah, the good old “skills are bad, commands are good” type of comment. Kog would have to go back on YEARS of development and balancing if they were to do so. Besides, nobody forces you to use skills, if you want to be the special berry, go on and use commands.

      P.S. Classes get their character from skills, not commands. How are you going to make CC a tank without relying on skills? How do you intend to show the difference between Ara’s paths without skills? List goes on and on. Stop being a dumb shit, if you want to play the garbage version of the game, go play on private servers

      • Seibum says:

        Maybe you have something strange in your head like KOG

        The main problem here is, all characters have the same thing, if your character/job have skills with low dps, is just wrong, all because of this super regen system…

        I know there are people who like this, but is just a system what brings the unbalance, they need overpower skills speed, damage, area, etc, just because this. Maybe is cultural in korean/china games, like cultivation system in your culture…

        MP dont necessary need to come from commands, if they balance the game correctly, various mmorpgs have support system, each character with your own maner to bring your mp. But anyway, just have fun, that is.
        I feel that the game is balanced against mistakes, recently, characters with skills that ignored defense were the “meta”, so they just put this in everyone…

        • Seibum says:

          And more, the lack from each character/class, is gigantic in this game, this can’t even speak in unbalance, is a crime kk (not is 5% of difference, is more like 20-40%, some class is just useless compared to others, the people use just for love, or masochism maybe)
          Just wait balance your character, and more unbalance to others come.

        • Katja Eclair says:

          Counterpoint, some classes have high to very high mana regen but middling actual damage against player-sized targets (Oz Sorcerer as an example). Luckily she’s still an excellent clearer and decent party support, but she’s still going to lose in damage to many classes that have mediocre to really freaking poor mana regen.

          • fal says:

            yeah oz is fun to use once you ignore the damage factor, i would just like some minor tweaks and mod skills for the old and now useless/slow skills.

            as you said most high mana gain characters lacks of damage and the funny thing is that sometimes you actually have TOO much mana, wasting it because of your slow skills and the requeriment of a particular size/shape/position of an enemy, making their damage even more situarional, wasting time to search the moment/place and so the high mana you have.

    • Chow says:

      am i the only one who actually likes spamming werfen speer?

  • Earlygame says:

    C:A still needs some more nerfs (specially in pvp) but I appreciate the changes. Can’t wait for the second part though, I really really hope they rollback stuff they nerfed from Bluhen. Celestia is way too good, needs more tuning, Nyx Pieta is horrible in clearing, he should be slightly faster maybe.

    Inb4 Innocent gets party buffs

  • lolme says:

    elsword balance patch : Based

  • Luc says:

    they increase ace range, are they trying to make DAB as long range class again?
    i was hoping 4th job rena is like DAB before KOG messed up this class from long range cleaner class to short range gatling gun.

  • Nisha says:

    “Based on Pruinaum raid clear result and character pick rate data” meanwhile NL left untouched regardless she/s hardly get picked outside of friend/guild parties…

    • sylveon35 says:

      Laby will be in the next patch, this is only the first half, hopefully RaS and NL will get the buffs they need

      • Nisha says:

        that should be some really huge buff if they want NL ever be played. because after this rewamp even pure dmg chars like NI gonna buff the party. i don’t think i need to remind you how much NI dmg is higher than NL dmg. why would ppl ever consider to take NL if they can take NI who do several times more dmg and give nearly the same buff now? if she left untouched like CU in this patch, she’ll be totaly forgotten like pre buff Rose

    • JustFreezer says:

      Nisha will come in the next part of the patch, Elboi~Ara is just the first half. Elesis~Noah will be in 1 or 2 weeks I believe

    • lolme says:

      imagine they finally nerf laby command and buff the skill

  • KoG based says:

    When i see the comment about nerf this job and that job blabla… Bruh this is pruinaum Raid data from KR, KoG don’t give a shit about your opinion outside there server. That data is from KR player.

  • Mmey Lover says:

    But 90℅ player cant get cp 3.000.000 🤣

  • Adrenaline says:

    Elsword balances: buff Raven because his dmg is never enough X)

    • Majestrix says:

      Remember? Raven got Physical Attack Increase 2,000 from passive. They’re still stupid.

      • Anon says:

        What passive was that again?

      • NickOffline says:

        it was 4,000 and it was changed shortly after it was implemented, besieds, 4,000 wasn’t even such a big deal. All Ravens were on a pretty meh spot, not the best DPS classes nor the worst but with utility 0. Now they finally adressed the real problem of FB (bad hitbox and no big boss skill) and RH (lack of CD) Giving NI utility is a nice thing, the speed limit patch really hurted him. We still don’t know how the new HSS works, I have high hopes for it.
        Nevertheless, you’d have to see how poor the Raven performance was before any buffs to get an idea of how bad he was as a pure dealer with no party utility. I guess it makes sense for a DPS class to actually deal more dmg than synergy dealers

        • SadPepe says:

          Finaly a person speaking wisdom

        • Majestrix says:

          Because I send mail to blame them for silly action, they changed to +10% damage.
          Thinking in pvp, if Raven got +11 weapon damage will be +12.
          Should add damage to all characters not just 2. Later give to all by Awakened Will.

          Today I still got questions.
          Why Ara and Lu some skills not use mana, should just reduce usage.
          Why Herrscher’s Henir Release skill mp usage decrease 20%, can reduce 300 to 180 mp.
          What is privilege?

          • Flare Kyn says:

            Ara. One bead of Energy is equivalent to 30 MP. LuCiel. You need to completely fill up Combination, which takes either a lot of switch combos or using switch skills, the latter of which uses MP. Neither Ara’s Energy nor LuCiel’s Combination take the MP Cost Reduction stat into account. Herrscher… that would only reduce it to 240MP (216MP with Power: Cycle Magic). If you’re only consuming 180MP, then you have some MP Cost Reduction on your gear or title or something.

          • Majestrix says:

            To Flare Kyn

            I’m asked why Ara and Lu skill’s not use mana and Herrscher use less mana but others not.
            Not ask how to do that, OK?

  • Raven Vet says:

    Outta the way Nova Inperator is the true Support wave.

  • Rshower says:

    btw patch pt.2 will be released next month lol. and Code: Antithesis’s nerf is a joke since the problem is Chandelier’s 100% defense ignore dmg and Friday’s ridiculous cooldown speed increse that lasts for 40 seconds…

  • ew says:

    so why ds on air?

  • Flamez says:

    Flame Lord raid buffs please or better, a rework.
    So many characters have similar skills and do the job better.

  • Nickgerella says:

    I hate how they release the 4th path of eve without releasing a jumping event. I mean come on it’s barely enough for me to stay awake playing the game even though I’m too hyped for the changes. They should’ve release Jumping event -> 4th path -> Cobo Class change cube just like the previous one on elsword.

  • SadPepe says:

    Man those buffs on Raven rly are something especily on RH

    • Soren says:

      FB came out as the No.1 winner from this first part of the patch imo, just Sharp Change’s improvement alone is miles above the passive buffs that RH and NI got, then with max-trosh-damage mod HSS and giant super splash unmod HSS, its just amazing what just changing some skills can do

  • Majestrix says:

    Super cheat Hypersonic Stab is 7,529.76% damage.
    Can’t break, can’t evade skill, can’t Elrian Clock before 2/3 skill duration.

    10 years passed but KOG still stupid.

  • KOG: Removes Tactical Field buffing party with super armor

    Literal next balance patch: Brings back Tactical Field buffing party members with super armor.

    This is just proof of KOG’s big brain moments ladies and gents. If you’re gonna remove things then the very next patch, add them back in, then don’t touch them at all, its that simple.

    Also that Sharp Charge range needs to be toned down in PVP, that joint reaches far too long x-x.



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