Concerns regarding the "Specific Skill Damage Increase" effect change
11 April 2025
Hello. This is Lee Dong-shin, the director of Elsword.
Through the previous and additional pre-revamp announcements, we informed you that the Reforge effect related to Specific Skill Damage Increase would be changed to an effect that increases All Skill Damage, along with numerical adjustments.
After the announcement, many adventurers shared their thoughts regarding the change. We carefully reviewed all feedback about the benefits and concerns of this revamp and continued internal discussions.
While it is meaningful in the long run to proceed as previously announced in line with the overall direction of the revamp, we fully understand the concerns of adventurers when considering the current gameplay patterns and gear setup environment.
We also reviewed other alternatives suggested by adventurers, such as changing the effect to Active/Tenacity/Strength/Bravery Skill Damage Increase or keeping the current effects and removing the cost.
However, further internal review is still required, and we believe presenting a different plan at this point could cause unnecessary confusion. We apologize for not being able to provide a finalized decision right now.
Since the patch has not yet been applied, we will re-examine the long-term direction, the current situation of our adventurers, and the feedback you’ve provided as quickly as possible, so we can offer a solution that will be more helpful to you.
28 Comments
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learning that a lot of people who "main" a given class are so unadaptive and inflexible that the idea of actually using the rest of their kit, regardless of how supposedly "unusable" or "less optimal" it is, offends them into a frenzy.
never take any "learn how to main [x] class" garbage from this community. practicing 1 kick 1000x will be nearly worthless if the leg gets run over. and that if is dang close to being a when. learn the whole kit, or even a lot of it, learn the other kick and both punches maybe 100x or 10x, and then writhe onward with it through any change.
sincerely, the guy who still wants the old dive kick bombing, the old tempest, and the old rising dance as mod options.
People want to play optimally. Nothing wrong with that. This is the class's design at fault.
No, it's the Raid Meta that's at fault. It forces classes to play monotonously instead of rewarding players for using their class as it should be played. Everyone was for better or for worse pleased with their main classes for the most part until raids became a thing, and then those optimal ways became meaningless compared to those who could access their damage immediately. So mains wanted something to fall back on to avoid falling behind or struggling and the devs saw that so they shifted most class into one damage type (Physical or magical), one skill tier (Bravery, Strength or Tenacity), or one role. A huge need for boss damage became large at the start of Rosso (but I believe Type Void gave rise). In the past I-frames were one of the things that can save you getting hit by bosses in pve, they were also pretty flashy with some animation being well done, the visual effects peaked during the Transcendence era of Elsword as you can see the skills shine the most. Every class had a make over especially the older ones, but now you couldn't afford to have longer I-frames due to multiple things in raid, that being boss attack ignore i-frames, lower damage per second, being vulnerable to one shot mechanics, and overall unstable environment to be stuck in animation on. Sharp Charge doesn't even look right anymore with the faster animation
Players are sacrificing style and flare for practicality and efficiency which kills the point of having fun playing. That's when everything became bland. Honestly, I don't like how every class pretty much plays nearly identical, either install skills or staying stationary to just deal damage, they don't move around as they once use to when performing their skills, no longer as flashy as they once were. It's boring and a far cry from what Elsword used to be. Outside of a few like ES, Bravery is pretty much prioritized by almost every class as in the past it was a mix of strength or bravery user. It's things like this which encourage this type of mentality. So they're not wrong
Very well said. Elword was more fun to play in the past.
Well of course, the primary culprit is the design of raids. Playable character design followed.
That's simply not true, not even once did Elsword have all of its characters balanced like that, even before raids. You must be a new player, or perhaps you don't remember it well, but there were multiple characters and jobs that were absolutely outclassed. Don't you remember how dominant CBS/Sariel was among Eve jobs...? Do you remember how bad CN/CU were? Or how unplayable IP/CC were outside of PVP...? Or basically any Raven job at PVE?
I think you didn’t fully read my post, likely because it was lengthy. The re:boot rework followed Laby’s release and the Rosso Raids due to class power discrepancies. This initiated changes leading to the era of Bravery meta, exacerbated by equipment that stacked skill tiers.
My focus is on class uniqueness rather than balance; I found CC manageable in PvE, even if his range was limited. I enjoyed using all his skills during the Elrianode era, struggling only with FB until I learned to utilize his bloody accel and giga effectively.
They just recently reduced Elsword and Elesis to their most fundamental form, with a complete loss of engagement and creativity, now being reduced to something a 2-year-old could even pick up and play.
After the 2015 changes, all classes received a renewal, and I refer to the earlier period as the Transcendence Era, a time when needed changes enhanced older classes with outdated visuals.
About Elboy and Elly, I'd actually argue that their simplification actually allows more freedom.
I'm kinda OCD, so I've always been keeping their WotS/Chiv gauges in their neutral states (5 of each color) as much as possible, which often meant that once I've used one Skill as Elboy/Elly, the next Skill I use almost always ends up being a Skill of the same tier but the opposite color as the one I just used, and it was precisely because those two systems replenished one resource equal to how much of the other you used. It wasn't about properly managing those resources to me, it was just about keeping them even.
Also, if I accidentally "overpaid" either of those resources, my brain wouldn't be satisfied unless I "overpaid" the other one by the exact same amount.
any 2 year old can handle old Els just fine, and they can certainly handle today's Els and your pretentious crap as well. at the very least, they can handle it better than you and any other old player who convinced the devs to send led us into this cp-scape. but i'd rather not put them through any playerbase Els has had, seeing as they're whinier than any adult, all of whom are more petulant than any child called such.
like anyone over 15, you're not better than them, get over yourself. and maybe learn what "negative" meanings are so you can stop being the person who calls things meaningless then wonders why people ain't seeing the problem.
i'd certainly regret babysitting 10 2 year olds much less than having read any of your crap even once.
As a player of early Els, I think this game has both improved in some areas and degraded in others. Overall I'd say it's actually way better, but I still can't deny that they've also messed up with some of their changes (especially lately).
Many classes play smoother today than they did way back in early Els. Additionally, the changes to how drops work (they used to be server-based and given to random party members regardless of who picked them up) and party making are both very welcome changes (though in the case of the former, it would've been better if the current drop system was how it always was, while for the latter, early Els' party system was good enough at the time but would never work now).
On a personal note, I personally like that they split the classes into physical and special, especially since it means that you aren't stuck trying to figure out which attack stat you should be focusing on. Though I wish they went all the way with it and converted command damage as well. Though I also want to see them make dedicated mixed damage classes (as in classes whose damage averages their physical and magical attacks, not just has physical attacks and magical attacks).
if there wasn't supposed to be anything wrong with it, then this community and these devs have proven that "nothing" is actually always something, and the community's whining about how things should pander to their obsessive min-maxing (which they already did plenty through enhancing crap which many of them paid for and yet they still go "effort and competence") combined with the devs questionable decisions and reliance on what is effectively second-hand data has resulted in the very "something wrong" that is the "gameplay" past master road (to be lenient) or elrianode (to be strict).
people want their stupidity to be called genius and to have their excessive near-worthless toil be the only thing catered to. there are many things wrong with that.
all of the classes in the game play fine. some are clunkier, but that's normal. being unable to work with what's there and being impatient for an animation because people want to barely see the game and rush to the biggest numbers are problems with the the players.
Can't be helped if the other things on their kits are so miles below that one skill. I just want to be done with the dungeon quickly. I also miss the old time when using your commands actually matter.
Who are those characters that only use one skill anyway? I can only think of Innocent with Rain of Chaos since her other skills are trash for dpsing.
Played FP, live and die by Burning Punisher, Gehenna is not that good on Boss.
daybreaker
why exactly are people complaining about this, exactly? I'd rather have 5% ALL skill damage (which also increases my CP) than JUST 5% on ONE skill
They're complaining because the values went down. 5% + 5% + 5% Specific Skill -> 3% + 3% + 4% All Skill Damage. The calculation is also different because you normally have way more ASD than Skill Tier Damage (which Specific Skill Damage is part of), thus it's less effective. Some classes are particularly reliant on just one skill, rendering this change a fairly significant nerf to their damage output (around -10%).
So what's exactly stopping them from giving the option of all of the above?
Tenacity Strength Bravery All Skill Damage Having the choice of all four should flow better for each reforge stage. the only thing i think they should do is figure out the value for each one.
Making this whole thing be a "this one or the other one" type of ultimatum is fking asinine.
I personally prefer what they currently have with the ASD. I'm pretty sure it'll give a higher CP boost than 5% Skill Tier damage per "option".
AFAIK those skill damage options don't give CP. So yeah, maybe it will give CP once they turned into ASD.
No, I was talking about how they were saying that players were suggesting to make it Skill Tier Damage instead of All Skill Damage, which while it'll still be a CP increase since Skill Tier Damage does boost CP while Specific Skill damage doesn't (afaik), I'm pretty sure we'd still get more CP if they make it All Skill Damage like they currently plan to.
Another option is to make it All Skill Tier (not option skill tier) instead of ASD, it fundamentally works the same as ASD without much disruption on stats distribution (specificly for the chip)
damn the single main skill classes rioting abt this change smh
Ok. So, many chars can gain more CP + no need to focus on one specific skill to dps since it increase all possible dps skill their dmg. Otherwise, the character who has only 1 dps skill been being unfortunately nerfed (60% > 40%). But, didn't Lee dong Shin said at the footnote of the announce that they are going to improve or change some char dps skills?
ASD is the right choice for Rigo (and probably Tene too) for sure since they are ones used by us lower players who need ASD (and CP) as much as air
This seems valid to me since they spent so long pushing characters towards a specific tier or single skill that shift from 60% damage in 1 skill to 40% in ASD would be a loss rather than a gain. I just didn't expect KOG to really care about it.
I f***ing hate KR playes.
Hey wtf?