The Tongue of Elrios
Header

10/28 Balance Patch

October 21st, 2021 | Posted by 2nafishisgood in Korean Elsword Updates | Patch Notes

Revamping passives to increase average CP in an attempt to increase raid entry rate, 

1) Empire Sword

Some skill usage are changed to make up for lacking offensive capabilities. Protector of the Empire passive attack speed increased

Revamped Knight’s Destiny and Initiate passives revamped to be less situational.

[Saber Knight]

Skill Name

Before

After

Knight’s Destiny

Damage increase effect depending on party member HP condition removed.
Physical Damage Increase effect added.

level 4


[Dungeon]
Physical Damage Increase : 12%

[PvP]
Physical Damage Increase : 4.8%

 

[Grand Master]

Skill Name

Before

After

Initiate




Passive effect renewed
level 4

Strength skill damage increases and Bravery skill MP recovery increases

[Dungeon]
Strength Skill Damage Increase : 20%
Bravery skil MP gain Increase : 100%

[PvP]
Strength Skill Damage Increase : 8%
Bravery skil MP gain Increase : 10%

Divine Blade

 

Skill cast speed is affected by attack speed stat

Cross slash

 

Skill cast speed 60% faster

Giga Blast

[Dungeon]
Sword aura(Physical) : 387% Multi hit
Last hit(Physical) : 2896%
 – Duration : 8s

[PvP]
Sword aura(Physical) : 99% Multi hit
Last hit(Physical) : 738%
 – Duration : 8s

Skill start and finishing motions are affected by attack speed

[Dungeon]
Sword aura(Physical) : 604% Multi hit
Last hit(Physical) : 4041%
 – Duration : 10s

[PvP]
Sword aura(Physical) : 73% Multi hit
Last hit(Physical) : 484%
 – Duration : 10s

 

[Empire Sword]

Skill Name

Before

After

Protector of the Empire


[PvP]
Guardian Sword
– Fierce attack(Physical) : 524%
– Speed attack(Physical) : 501%

Guardian sword’s attack speed greatly increased

[PvP]
Guardian Sword
– Fierce attack(Physical) : 174%
– Speed attack(Physical) : 167%

[Mod] Giga Blast

[Dungeon]
Strong Strike(Physical) : 1703%
Deep Thrust(Physical) : 5108%
Spin(Physical) : 490% Multi hit

[PvP]
Strong Strike(Physical) : 342%
Deep Thrust(Physical) : 1026%
Spin(Physical) : 98% Multi hit

Sword aura size during Strong Strike, Deep Thrust attacks greatly increased

[Dungeon]
Strong Strike(Physical) : 1888%
Deep Thrust(Physical) : 6473%
Spin(Physical) : 636% Multi hit

[PvP]
Strong Strike(Physical) : 324%
Deep Thrust(Physical) : 1113%
Spin(Physical) : 108% Multi hit

 

2) Flame Lord

This character is showing DPS capabilities as intended

To make up for lacking CP, Magical Damage Increase effect is added and. Flame seed Magical Damage amount decreased.

[Pyro Knight]

Skill Name

Before

After

Body of Fire




Fire Command Damage Increase effect removed.
Magical Damage Increase effect added.

level 4
[Dungeon]
Magical Damage Increase : 10%

[PvP]
Magical Damage Increase : 4%

 

[Blazing Heart]

Skill Name

Before

After

Flame Seed

level 4

[Dungeon]
 – Magical Damage Increase : 20%
 

[PvP]
 – Magical Damage Increase : 8%

level 4

[Dungeon]
 – Magical Damage Increase : 14%


[PvP]
 – Magical Damage Increase : 5.6%

 

3) Bloody Queen

Addition of Physical Damage Increase and fixing Liberated Will passive’s HP condition to help with CP gain.

[Mod] Blood Falls usage changed to increase the character’s raid participation rate.

[Crimson Avenger]

Skill Name

Before

After

Condemnation

level 4

[Dungeon]
Maximization Increase : 20%

[PvP]
Maximization Increase : 10%

Physical Damage Increase effect added.

level 4


[Dungeon]
Physical Damage Increase : 10%
Iron Body Maximization Increase : 20%

[PvP]
Physical Damage Increase : 4%
Iron Body Maximization Increase : 10%

Liberated Will : Crimson Avenger

[Dungeon]
 – Activates when HP is below 65% when in Vitality.

[PvP]
Activates when HP is below 30% when in Vitality.

[Dungeon]
Activates when HP is below 85% when in Vitality.

[PvP]
Activates when HP is below 20% when in Vitality.

 

[Bloody Queen]

Skill Name

Before

After

[Mod] Blood Falls

 

Skill cast speed is affected by attack speed stat

Skill Name

Before

After

Neutron Bomb

 

Skill cast speed is affected by attack speed stat

 

4) Doombringer

Body of Transcendence passive and certain skill usages changed to help with CP gain and higher DPS.

Blood Boil effects can be continued longer

 

[Psychic Tracer]

Skill Name

Before

After

Stasis Field

 

Motions that creates the statis field is affected by Attack Speed

 

[Lunatic Psyker]

Skill Name

Before

After

Body of Transcendence

Nasod Armor command enhancing effects removed. (Powerful strike, DP point gain)
Magical Damage Increase effect added.

level 4

[Dungeon]
Magical Damage Increase : 12%
Skill cooldown time Decrease acceleration Duration : 10s

[PvP]
Magical Damage Increase : 4.8%
Skill cooldown time Decrease acceleration Duration : 5s

 

[Doombringer]

Skill Name

Before

After

Blood Boil

[Dungeon]
Duration : 10s


[PvP]
Duration : 5s

[Dungeon]
Duration : 20s

[PvP]
Duration : 6s

5) Catastrophy

Demonic Authority passive revamped

During Demonic Authority State, Apollyon’s Darkness demon appears 100%.

Phantom Blade’s aerial usage changed to make it easier to create maximum creeping terror stack

 

[Dreadlord]

Skill Name

Before

After

Demonic Authority

 

Passive effect renewed

During Demonic Authority State, Apollyon’s Darkness demon appears.

Phantom Blade

 

Can be used in the air

Skill cooldown time adjusted

 

Skill Name

Before

After

Sakrosankt Zertreten

 

Cooldown time Decreased
24s -> 20s

 

6) Richter

Continuous projection cooldown time Decrease Activation Chance increased to 100%

The Justiciar passive revamped to make the combat speedier

Some skill useage and Viert · Werfen Speer aerial use changed to increase efficiency during raid and giant boss

 

[Lofty: Executor]

Skill Name

Before

After

Continuous Projection

level 4

[Dungeon]
MP cost decrease rate : 10%

[Continuous Projection]
 – Cooldown time Decrease : 25%
 – Activation Chance : 20%

[PvP]
MP cost decrease rate : 10%

[Continuous Projection]
 – Cooldown time Decrease : 25%
 – Activation Chance : 20%

level 4

[Dungeon]
MP cost decrease rate : 14%

[Continuous Projection]
 – Cooldown time Decrease : 18%
 – Activation Chance : 100%

[PvP]
MP cost decrease rate : 9.8%

[Continuous Projection]
 – Cooldown time Decrease : 18%
 – Activation Chance : 50%

Viert · Werfen Speer

Skill can be used in the air
Forwards motion decreased when casting skill
Can move quicker after casting skill

 

[Arme Thaumaturgy]

Skill Name

Before

After

Zweit · Ritus

 

Cooldown time Decreased
7s -> 5s

Brennen Pantasma Boden

 

Cooldown time Decreased
20s -> 15s

Bewachsen Feste · Gott Waffe

 

Cooldown time Decreased
26s -> 22s

Can move quicker after casting skill

Dreimal · Schwerttanz

 

Cooldown time Decreased
17s -> 15s

 

[Richter]

Skill Name

Before

After

[Mod] Zweit · Ritus

 

Cooldown time Decreased
7s -> 5s

[Mod] Bewachsen Feste · Gott Waffe

 

Cooldown time Decreased
21s -> 17s

Can move quicker after casting skill

The Justiciar



Brennen Pantasma Boden enhancement
 – Attacks within region KD rate Decrease

[Dungeon]
[Brennen Pantasma Boden enhancement]
KD rate Decrease : 50%

[PvP]
[Brennen Pantasma Boden enhancement]
KD rate Decrease : 50%

Brennen Pantasma Boden enhancement effect changed to special active skill cooldown acceleration effect



Brennen Pantasma Boden enhancement
 – Self within region Special Active Skill cooldown time acceleration

[Dungeon]
[Brennen Pantasma Boden enhancement]
Special Active Skill cooldown time 1.5x acceleration

[PvP]
[Brennen Pantasma Boden enhancement]
Special Active Skill cooldown time 1.5x acceleration

7) Blue Hen

[Lofty: Anpassen]

Skill Name

Before

After

Angriff

 

Cooldown time Decreased
17s -> 14s

Echo Licht

 

Cooldown time Decreased
7s -> 5s

Diamant Regen

 

Cooldown time Decreased
9s -> 7s

 

[Erbluhen Emotion]

Skill Name

Before

After

Requiem

 

Cooldown time Decreased
24s -> 22s

Luft Versprengen

 

Cooldown time Decreased
10s -> 8s

Stom Stark

 

Cooldown time Decreased
17s -> 15s

Lind Scheinen

 

Cooldown time Decreased
19s -> 15s

Lind Scheinen

 

Cooldown time Decreased
19s -> 15s

Elfe

 

Cooldown time Decreased
10s -> 8s

Windhose

 

Cooldown time Decreased
17s -> 15s

 

[Blue Hen]

Skill Name

Before

After

[Mod] Angriff

 

Cooldown time Decreased
17s -> 14s

[Mod] Diamant Regen

 

Cooldown time Decreased
9s -> 7s

[Mod] Requiem

 

Cooldown time Decreased
24s -> 22s

[Mod] Stom Stark

 

Cooldown time Decreased
13s -> 11s

[Mod] Windhose

 

Cooldown time Decreased
17s -> 15s

 

8) Herrscher

Befreiung Feld, [Mod] Befreiung Feld’s effect becomes easier to stack. Making it quicker to reach maximum efficiency. 

Entfernen Damage rate has changed to perform better in raids and giant bosses

 

[Lofty:Wanderer]

Skill Name

Before

After

Alptraum

 

Cooldown time Decreased
15s -> 14s

Verzweiflung

 

Cooldown time Decreased
9s -> 7s

Reflexion

 

Cooldown time Decreased
17s -> 14s

Entfernen

[Dungeon]
Cast(Magical) : 66% Multi hit
Removal(Magical) : 358% Multi hit
Final Flame(Magical) : 1100%
Defense Ignore : 50%

[PvP]
Cast(Magical) : 22% Multi hit
Removal(Magical) : 122% Multi hit
Final Flame(Magical) : 377%
Defense Ignore : 15%

Cooldown time Decreased
24s -> 21s

[Dungeon]
Cast(Magical) : 72% Multi hit
Removal(Magical) : 487% Multi hit
Final Flame(Magical) : 468%
Defense Ignore : 65%

[PvP]
Cast(Magical) : 24% Multi hit
Removal(Magical) : 167% Multi hit
Final Flame(Magical) : 160%
Defense Ignore : 15%

 

[Apostasia]

Skill Name

Before

After

Chaos Feld

 

Cooldown time Decreased
17s -> 15s

Befreiung Feld

[Dungeon]

[Released Power]
 – Per 1 stack Damage 6% Increase (Maximum 5stack, When duration ends 1 stack decreases)
 – Duration : 15s

[PvP]

[Released Power]
 – Per 1 stack Damage 3% Increase (Maximum 5stack, When duration ends 1 stack decreases)
 – Duration : 15s

Cooldown time Decreased
25s -> 22s

[Dungeon]

[Released Power]
 – Per 1 stack Damage 10% Increase (Maximum 3stack, When duration ends 1 stack decreases)
 – Duration : 15s

[PvP]

[Released Power]
 – Per 1 stack Damage 5% Increase (Maximum 3stack, When duration ends 1 stack decreases)
 – Duration : 15s

Brechen

 

Projectile shard size greatly increased. Shards pierce through enemies.

 

[Herrscher]

Skill Name

Before

After

[Mod] Alptraum

 

Cooldown time Decreased
15s -> 14s

[Mod] Reflexion

 

Cooldown time Decreased
17s -> 14s

[Mod] Befreiung Feld

[Dungeon]

[Released Power]
 – Per 1 stack Damage 6% Increase (Maximum 5stack, When duration ends 1 stack decreases)
 – Duration : 15s

[PvP]

[Released Power]
 – Per 1 stack Damage 3% Increase (Maximum 5stack, When duration ends 1 stack decreases)
 – Duration : 15s

Cooldown time Decreased
25s -> 22s

Skill cast speed 50% faster
Can move quicker after casting skill

[Dungeon]

[Released Power]
 – Per 1 stack Damage 10% Increase (Maximum 3stack, When duration ends 1 stack decreases)
 – Duration : 15s

[PvP]

[Released Power]
 – Per 1 stack Damage 5% Increase (Maximum 3stack, When duration ends 1 stack decreases)
 – Duration : 15s

9) Eternity Winner

Is performing pooring compared to other classes with same roles.

Some skill’s usage are changed. [Mod] Kapow Punch renewed

Respect and Just a Club passives renewed to make skills usage more powerful and speedier.

Hoping these changes will increase individual performance in raids and giant bosses

[Sparky Child]

Skill Name

Before

After

Respect

level 4

[Dungeon]
Physical Damage Increase : 8%

[PvP]
Physical Damage Increase : 3.2%

level 4

[Dungeon]
Physical Damage Increase : 12%

[PvP]
Physical Damage Increase : 4.2%

Swirly Punch

When charging for longer than 3s damage 30% Increase.

Windup time reduced
Maximum Charge Duration reduced
When charging for longer than 2s danage 150% Increase. (PvP 30%)

Kapow Punch

[Dungeon]
Scary Aura(Physical) : 765%
Kapow explosion(Physical) : 814%

[PvP]
Scary Aura(Physical) : 275%
Kapow explosion(Physical) : 293%

Changed so Scary Aura generation timing matches Attack Speed
Scary Aura’s Multi hit rate Increased

[Dungeon]
Scary Aura(Physical) : 534%
Kapow explosion(Physical) : 535%

[PvP]
Scary Aura(Physical) : 158%
Kapow explosion(Physical) : 157%

 

[Rumble Pumn]

Skill Name

Before

After

Just a Club


When using command activation skills, have chance to reset command activation skills

[Dungeon]
When using Command activation skill Command activation skill Cooldown time reset Chance : 33%(5s cooldown)

[PvP]
When using Command activation skill Command activation skill Cooldown time reset chance : 16.5%(5s cooldown)

Cooldown time reset effect skill target changed

When using command activation skills, have chance to rest special Active skill

[Dungeon]
When using Command activation skill Special Active Skill cooldown time reset chance : 60%(5s cooldown)

[PvP]
When using Command activation skill Special Active Skill cooldown time reset chance : 24%(5s cooldown)

 

[Eternity Winner]

Skill Name

Before

After

I’m Okay Now



[I’m Okay Now!]
10s All speed and damge done to enemies Increased

[Dungeon]
All speed Increase : 5%
All Damage Increase : 20%

[PvP]
All speed Increase : 5%
All Damage Increase : 8%

I’m Okay Now effects changed

[I’m Okay Now!]
12s Physical Damage and damage done to enemies Increased

[Dungeon]
Physical Damage Increase : 15%
All Damage Increase : 20%

[PvP]
Physical Damage Increase : 4.5%
All Damage Increase : 8%

[Mod] Kapow Punch

 

Skill usage changed

 

10) Radiant Soul

[Twinkle Child]

Skill Name

 

Before

After

Milky Way

 

 

Skill cast speed is affected by attack speed stat

Rolly Rolly

 

 

Skill cast speed is affected by attack speed stat

 

[Shining Romantica]

Skill Name

Before

After

It’s Windy

 

Skill cast speed is affected by attack speed stat

Swirly

 

Hit effect remains near caster

Want Candy?

 

Fixed so candy generation timing matches with Attack Speed

Flashy

 

Fixed so flash timing matches with Attack Speed

Got You!

 

Skill cast speed is affected by attack speed stat

 

11) Radiant Soul

Revamps inconvenient skills

Can now cast skills quicker with higher attack speed

Skill Name

Before

After

[Mod] Milky Way

 

Skill cast speed is affected by attack speed stat

[Mod] Flashy

 

Fixed hit effect remaining after skill cast finishes

 

12) Nisha Labyrinth

Changing some skill’s usages, Bramble Grow’s damage distribution and Poke It?’s hitboxes to make up for lacking damage in raid and giant bosses, and also make regular dungeons easier to run.

[Rusty Child]

Skill Name

Before

After

Bramble, Grow!

[Dungeon]
Grooow(Physical) : 1091% Multi hit

[PvP]
Grooow(Physical) : 373% Multi hit

Skill hit effects changed


[Dungeon]
Grooow(Physical) : 396% Multi hit

[PvP]
Grooow(Physical) : 135% Multi hit

Poke it?

 

Bramble generation timing matches with Attack Speed
Bramble generation disatance greatly increased. Follows path

 

[Daydreamer]

Skill Name

Before

After

Mirror Shield


 – During 5s damage taken decrease
 – During 10s Physical Damage Increase



 – During 10s damage taken decrease
 – During 20s Physical Damage Increase


Spinning Thorns

 

Skill cast speed is affected by attack speed stat
Hit effect remains near caster

Flower Garden

 

Bramble generation timing matches with Attack Speed

This will sting

 

Scary spike generation timing matches with Attack Speed

Time to wake up

 

Stretch timing matches with Attack Speed

 

[Nisha Labyrinth]

Skill Name

Before

After

[Mod] Poke it?

 

Bramble size greatly increased

 

You can follow any responses to this entry through the RSS 2.0 You can leave a response, or trackback.

62 Responses

  • lolme says:

    rose and noah :pepesad:

  • dale says:

    Absolutely nothing for Rose. Fvck kog.

  • Dan Yami says:

    no Rune Master buff sadge

  • Raid says:

    I think a lot of Dominator Mains are crying rn
    Same goes for me as an Innocent Main

    • Akira says:

      Naw, Dom needed a few tweaks but he can at least provide buffs and chain freeze and his DPS is good if u can pilot well. Mad Paradox on the other hand has been a dead class day 1 of Berthe, and they didn’t do anything to help him. Tragic stuff lol

    • Nisha says:

      well, at least they didn’t get laughable buffs like NL got. at least you can’t clearly see they don’t give a shit about ppl playing your class. seriously, sometimes nothing is better…

  • uiui says:

    F rose. Disappointed with the kog.

  • Nisha says:

    i didn’t get the point with Bramble they decreased dmg rep tick, but did they increased tick amount or its just direct nerf instead of buff?

    • Ritsu says:

      They changed it to be based on target size even more by increasing the time gap between hits. Small target damage most likely won’t be changed or if yes, it will be better than before.

        • Nisha says:

          man, look, bramble is vertical skill, how much bosses with huge vertical hixbox you know? i bet the only boss big enough for that extra dmg will be last boss of 11-5. most of big bosses have circle-like or square-like hitboxes or horizontal hitboxes. at least berthe in p1 have horizontal hitbox, p2 he got 3 square-like hotboxes and p3 is small boss, so NL dmg in berthe will remain the same… the same shity.

          also they said ” to make up for lacking damage in raid and giant bosses”, so they understand she’s lacking or dmg in raid, but instead of giving her dmg buff like EtW got, they increased some of her skills range… so they want to buff her dmg or not?

  • Tủm says:

    Brechen is usable yayyyyyyyyyyyyyyy, but still no dmg give-bacc for Abgrund :c

  • FrostHydra97 says:

    Apparently Inno is too balance they’re not touched at all

  • Somedayillbe says:

    welp, guess you really do gotta be a favored character to get anything around here. Thanks KoG, get a new dev team plz

  • LevelSad says:

    Flame lord is ass. How could they not touch her up more??? Even FL mains with +12 VoS aren’t doing NEARLY enough damage. This is a scam.

  • Cielxyz says:

    Oh look, a decent Richter buff. RT haters where you at?

  • Xamy says:

    “Revamping passives to increase average CP in an attempt to increase raid entry rate”

    Just remove CP system, bring back the old system it was enough

  • Lily Anne says:

    Nisha Labyrinth and Innocent mains are crying.

    Still, the buffs that we got are pretty great overall. I really wish Radiant Soul and Bluhen got damage buffs and less scuffed scaling on their healing, but hey, Catastrophe finally got a reliable ignore defense. Looks like Mod Befreiung Feld will be the default for bossing now, due to its speed increase.

  • Asuha says:

    Nothing for Rose.
    Fck this damn game they can’t even fix a bug on a TB passive, nice. I have zero hope on balances now.

  • Ono says:

    Welp another disappointing round of balancing for Flame Lord. Just another QoL changes over improving a her abilities. Guess I’ll continue playing Celestia or Antithese where one skill does 3 times as much damage as any of Flame lord’s abilities.
    CP doesn’t help me get in raids, Support skills that buff the team or provide mana gets me in raids. They make all of her other paths and even NI great in raids then give FL nothing.

  • Furerum says:

    Guess INs are still useless or not too useful for raids eh…

  • fal says:

    think fast! you can only save one!
    the money making character who is performing poorly and not being able to get in raid compared to others?
    or the unpopular niche character who is mainly played by poor people?

    maybe i should change my descrip…
    oh they already made their desition like a good company balancing their economy.

    • Nisha says:

      well, i saw several ppl who like NL for example and they would main her, but they alting her at best, because KOG don’t give a shit. same was with PO before buff in my case, i liked her gameplay, but she was weak as hell.

      the thing i trying to say is that there are lots of ppl who can’t play chars they like because of nonexistent balance. some chars also less popular because they killed by balance. for example EtW vs. NL nearly every Laby player i asked saying they like NL more than EtW. still EtW getting buffs after buffs, while NL stay the same, since most of her buffs are good on paper and change nothing in fact.

      • fal says:

        thats the problem i also ooved to play that characters, i had fun while i was leveling them and playing them for a while until varny raid/rigomor , then they become useless and abandoned or becoming a rosso slave at best, while the always needed classes become berthe/farm investiments.
        its interesting to see some people with those fun but inefficient characters fully/over geared, some of them have perfect stats and +12 and yet they still weak compared to “other classes with same roles” which have +10/11.

        another problem besides of the balance is which they dont give dungeons where a particular class can shine, surely we can find some but those usually have a low reward compared to the usual releases where the same classes shine over and over again.

        roles are not defined in many characters, are they sup? dps? tank? semi sup/dps? , do you have debuffs, maybe you are sup, or are you a weird unfunctional dps?, i particulary dont like this role divison but the game have become this way with the release of rosso, and yet sometimes balances put your class in a uncomfortable spot where you dont shine anywhere and you dont know your role.

        we just need to see the raid party list to see which classes are always requested and who are dps/carry them.

        • Nisha says:

          “are they sup? dps? tank?” there is not tanks in els, because there is no agro system, if you can’t make the boss attack some certain player tank role have no point.

          • CielXYZ says:

            Excuse me? Tank role does not exist in els? I feel bad for those CC who’s being a tanky role in red hadron because of this illogical perspective

        • Nisha says:

          speaking of
          “or the unpopular niche character who is mainly played by poor people?”

          actually poor ppl mostly play strong chars, because weak chars take more money to make them viable. for example, in rosso shakti, LB, BQ, DB can be DPS at 2m CP, while NL or FL need to be at very least 2.5m, more live eve 3m+ to do some real dmg.

          • fal says:

            there used to be “tank” role in early-pre nerf 2 berthe, per example to survive long enough in 15 5 phase 1 red spirit in order to not increase defense, later on to become a meat shield taking up the mines/drones in phase 3. then that role only were useful until 15 6 phase 3 to take the dark orb and not die in a bad rng pattern with lasers/orbs.
            after nerfs people become strong enough to not care about this old “strategies”/role.

            yes most poor people play strong chars thats the point most people are not whales and most whales doesnt care about weak chars. we both agree in the same things in a different focus.

            on a side note my favorite laby is nisha, but because of the balance i just convert my other 3 labys into ras, leaving my nisha without any use until they gave her some party buffs and even after the supports nerf she lacks of proper power/sup abilities.

            i wonder what they are going to come with in the next patches would they see what player see/complain(the way they said would be) or close their eyes with the raw data doubtfully taken because we dont know the source/numbers.

  • Adrenaline says:

    *Op characters exist*
    Kog: *random buff their attack for higher cp*

    *Forgotten classes exist*
    Kog: No, they don’t exist :)

  • G4 says:

    And they didn’t touch the skills that got gutted with the combat power scalling… do koreans think a 300 skill that heals 9% hp is fine? (while there are some there that can do all hp for less or even no cost at all)

  • Blooming says:

    Those buffs for RaS are sooo meme LMAO, they dont even care if she is dealing dmg and being useful or not, i hate kog balance team

  • zara says:

    how can they buff EW’s dmg while not buffing dmg for classes like FL and CaT? It makes no sense to me

    • DudeLove says:

      Because EtW is a bosser who isn’t on tier with other bosser classes. FL is a mob clearer class and CaT is a bosser with minor support capabilities. If you think that FL and CaT should get the damage buff EtW got, then EtW should likewise get the clearing potential of blaze wing and or the minor support capabilities of Oriax or Seal.

      • Art says:

        DudeLove please do some research before stating why a class should not get a buff.

        EtW literally does have a skill like blaze wing. Ping Pong does more than twice or triple the damage of blaze wing. But you probably dont use it because you dont need among the other great skill she has.

        While i’m happy for EtW buffs because i play her, FL definitely needs improvements. There are a lot of classes that excel in both mobbing, support and bossing simultaneously so no class should be restricted to one.

        • DudeLove says:

          None of you read my comment fully and instead created a strawman argument. Going, “ermahgod yOu tHink etw Has baD cleAriNg” when I literally never said that LOL. The only person who came somewhat close to having a concise response (but still did a strawman) was Art.

          Art. I never said EtW doesn’t have a skill similar to blaze wing, I said she should be given a skill with the “clearing potential” of blaze wing. On paper, mechanically ping pong is very similar, and has “3x the damage of blaze wing”, but in practice, it’s not as strong, especially in pvp. We all know damage calc on elwiki doesn’t match actual gameplay damage. That’s why ON PAPER devastating strike and icicle spear does around the same damage, devastating strike still can 0HKO while icicle spear usually tickles. I’m not sure, but I think it has to do with a character ignoring defenses but again, I don’t know why this is the case.

          Personally, I don’t mind ANY class getting a pve buff. Buff FL, buff CaT, I don’t care. What I do mind, is when ppl go, “why buff etw’s damage? it makes no sense”. I feel like people look at EtW and think she’s the strongest character when in reality, just like others, compared to the newer, better bossers, mobbers buffers etc, she’s outclassed, and needed this buff.

          • Nisha says:

            “compared to the newer, better bossers, mobbers buffers etc, she’s outclassed, and needed this buff.” ok, but question is: does she need that buff MORE THAN NL OF FL? i don’t think so…

      • Katja Eclair says:

        EtW has bad clearing? Are you okay in the head?

      • Nisha says:

        EtW don’t have clear or support capabilities? man, did you ever play her? i main NL and think her clear is ok, but i also have EtW alt and her clear is much better for me. look, super laby bomb, ping pont, mont blank, capow punch, all of those are good for clear. about support capabilities, she got debuf clearing, which is usefull enough except berthe where you can’t remove boss debuffs. if you compare EtW to NL, EtW can’t remove berthe debuffs so she got no support skills in there, but NL can’t buff because of ban mechanic(because 20 sec long buffs upon summonin is a good idea, right KOG? may be you should increase those buff duration instead of mirror shield?) till p3, so in 15-6 they both have no support capabilities, but know what? EtW do much more dmg then NL.

  • VCJ says:

    Useless change to CaT phantom blade, would have fixed the debuff in hyper armor.

  • Laby says:

    Welp nisha only has 1 skilldmg buff

    • Nisha says:

      i wouldn’t call that a buff tho, if elwiki is right its only 18k% max dmg, but bramble is a vertical skill that goes in a hight of screen and quarter, that how big boss hitbox should be, most bosses in the game don’t have hitbox like that… id say its just another “buff on paper”.

  • Laby says:

    RIP RaS mains that thought they was gettting a buff

  • Katja Eclair says:

    Not much for NL, huh.

    Hilariously sad for TB not getting any skills made usable in midair like DaB, RH, or RT just got.

  • UnlimitedBalanceMemes says:

    thanks for the balance patch, raven/ara mains…..
    Seriously though, they went from giving every skills a +1% in dmg to making every skill get affected by action speed. Did they force the new employees to balance the game? lmao

  • FerozNocturn says:

    I can use wefer Shotgun in air now? Rip pvp air classes. Now there not safe from my point blank shots.. hahaha. And good rt buff, feels like they doing this cuz his 4th path is just more busted DPS dmg since i know he’s going to be creator mode passive base class just like RT.
    Good stuff for RT

  • Balance?MoreLikeINCITINGARIOT says:

    Wtf? Do you even call that FL a buff? Like seriously? They added +10% mgcl atk to a passive that previously had none , and reduce the +mgcl% atk to flame seed by -6%? Thats like a total of just 4% mgcl atk buff and you even removed the extra damage buff on the command atk so she’d lose more damage especially when you need to break those stupid spikes on raids,and of course pvp FL will hit for less(but its FL so she’ll still do fine). WTF, the other classes too had some questionable buff and nerfs,idk what the devs are trying at this point gdi!

  • Ashka says:

    *rose exist*

    Kog: fck rose



Leave a Reply to dale Cancel reply