05/09 Patch Notes - Revision Balance Patch
08 May 2024
Maintenance
Date: May 9, 2024
Duration: 7:30 AM to 11 AM KST (3h30)
Developer Notes
We reviewed the play data of characters that were changed in the 4th balance patch.
Some character skill damage will be lowered if they showed too superior performance.
Additionally, the party synergy values of some characters will be adjusted.
Lacking effects of some characters will be improved, and excessive effects of other characters will be decreased.
There are also changes regarding the use of special resources and systems that cause inconvenience.
A long-awaited balance patch has finally been completed.
The satisfaction with the game has mainly increased due to the balance patch. However, we heard opinions that some parts are still unsatisfactory.
Therefore, we will continue monitoring the situation, and if there are areas for improvement, we'll think about ways to implement them.
We would also like to inform you about a future balance patch scheduled after this revision balance patch, which many adventurers are curious about.
As announced on April 18, a balance patch related to PvP will be released in July.
Apart from that, we plan to continue monitoring play data after this update.
If there are any special issues, we will proceed with individual balance patches.
Improved Game Window Settings
In [System Options] > [Graphic Settings], you can select windowed mode, full windowed mode and full screen.
You can set the windowed mode type in settings. All clients will be defaulted to type A after the May 9 update.
Type A: hides the title bar, and a new translucent title bar appears when you hover at the top of the screen.
Type B: the title bar is displayed the same way as before.
Full windowed mode is not available on monitors with a higher aspect ratio than 21:9 (2560 x 1080), and is disabled on such screens.
Character Revision Balance Patch
The last revision balance patch is released for the characters affected by the 4th balance patch.
There are also additional changes for other characters, so please review the content carefully.
As always, revision updates are added on top of the original balance patch, as they will come in the same patch on international servers.
Revision changes can be found by searching for "revision" with the Ctrl + F function in your browser.
Events
Special Gift on Buddha's Birthday! & Burning Event
Event Duration: May 15 (whole day)
Event Target: Character Lv. 10 or higher
Event Details: After 10 minutes of cumulative login, 1-day unlimited potions and unlimited Fighter Potion will be sent to your mailbox.
Additionally, a double EXP server buff is applied.
Cash Shop Update
Avatar: Eternal Promise
The bonus package contains an Eternal Promise wedding ring.

Custom Sit Motion: A surprise gift for you

Lithia Ice Burner - Dark Shadow, Nasod Battle Suit MK2, Glacial

Fixes & Improvements
Character
Common:
Flower Waltz set foot size adjusted on Elsword, Aisha, Rena, Eve and Chung.
Steam Fever set foot size adjusted on Elsword, Aisha, Rena and Eve.
The appearance of Flower Waltz, Steam Fever and Velder Circle hair will be improved.
An issue where critical values were abnormally applied to summons fixed.
Fixed an issue where the afterimage left by the character when using buffs that leave an afterimage did not disappear when wearing an accessory that covers the face.
Metamorphy - an issue where certain face accessories were exposed during the Magical Girl state is fixed.
Lord Azoth - fixed an issue where the passive 'Harmony' increased damage to poisoned enemies did not display in the attack support section of the dungeon end screen result window.
Code: Ultimate - fixed [Enhanced] effects of Sin Scissors applying even before reaching [Enhanced].
Centurion - fixed awkward camera focus when using Artillery Strike - Missile Shower in the Great Steel Wall.
Devi - Fixed 'Awakened Will: Yama Raja' not generating Rakshasa Spirit when using energy while under the effects of unlimited special resource buffs.
Shakti:
While under the effects of unlimited special resource buffs, fixed Specter Power Release not recovering mana when energy is consumed.
While under the effects of unlimited special resource buffs, fixed Awakened Will: Asura not recovering HP when energy is consumed.
Mad Paradox:
Fixed Maximum Strike not properly benefitting from the DMP effect.
An issue where cooldown reduction is not applied to Reverse Stigma when the enemy cannot be transferred or the teleportation fails.
Innocent - fixed the Killing Blow (1) trait also increasing the shadow's damage effect duration.
Minerva - fixed an issue of excessive screen shakes when using [Mod] Neil Sniping in the Great Steel Wall.
Twins Picaro - fixed Black Aura badge buffs not applying immediately when starting the game or when resurrecting.
Celestia - an issue where circulation (V key) was not immediately usable is fixed.
Dungeon
During the Hunter's Hideout dungeon, fixed an issue where progress was occasionally not possible due to a fuse that was created under certain circumstances.
Other
The character's combat power value will intermittently be fixed in the Powerful Punch, Party List pop-up window.
An issue where the message "Seed item not in inventory" appeared when trying to combine inventory slots of registered seeds in the guild farm while using more than 2 inventory slots with the same seed item will be fixed.
The description of the Shadow option in the Content Guide will be modified as follows:
Before) Tenebrous armor does not have a separate set effect but has a special effect Shadow option. You can appraise the option using a Shadow Option Appraisal Scroll.After) Tenebrous armor has a special effect Shadow option. You can appraise the option using a Shadow Option Appraisal Scroll.
An issue where clicking the 4th path preview on the character creation page was not possible on some resolutions will be fixed.
An issue where buffs of some skills remained after dungeon rechallenge will be fixed.
An issue where the text at the end of the party name was not displayed in the party search UI when the party name was long will be fixed.
Flower Waltz, Steam Fever, and Velde Circle Avatar Hair will be improved to allow dyeing.
17 Comments
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Wasn't a QnA supposed to happen on 05.16? Where can I see it?
It started on that day, but they're still collecting questions.
i like how KOG changed summon reaction time on NL from 2 sec to 0.5... it means they nerfed her so hard, that she become unplayable without that change, but they still didn't revert that shit anyway. is that so hard to admit thier mistakes?
What's funny to me is that this completely changed the balance outcome for her. She went from absolutely unplayable to insane now. So what was KOG thinking prior to the revision (and what are they thinking now?)?
"She went from absolutely unplayable to insane now" if she is, why i can't find a single video of her gameplay from KR after the patch? i hardly doubt they hiding so KOG not nerf her. because they will anyway, its KOG, leaving some char being unplayable for years is ok for them(remember HR and NL again in 2019-2020, 2+ years in trash can no big deal), leaving the same char, except thier favourites(like TP or DB, idk, CA), being OP for a week is not ok for them. so where are gameplay videos if she's insane now?
also, its still dumb. they could simply decrease summon reaction time from 2 sec to 1.5 and it would give her a good DPS boost. why did they change the mech? that passive was THE CORE of the class, now its useless. like sacrifice explosion range? who tf cares about it? absolute majority of NL skills are close range to mid range, all long range she has is mod Poke it, unmod Fantasy, mod Spinning thorns, Poco projectiles and master skill stage 3-4. and unmod Fantasy is the only one of that list that does decent dmg. so you will fight close-mid range as NL anyway. 25% CDR at 5 stack is also NOTHING, especially if we have Wooki taking away 3 sec of cooldowns every 0.5 sec. that passive now is a placeholder, its unlockable, but if you don't unlock it you don't loose much. now its on pare with with Not alone, specifically that half giving 6% mana gain attcking/attacked per growth stage, this shit is NOT WORKING because you never maintain 5 stacks for long. not to mention 30% managain is barely anything regardless doe to how much mana we get from potions and supports. those both passivives are now garbage. Zumyu is now garbage too, because NL will be heavily depend on Wooki, so Zumyu will be used only for the buff. which makes Wooki being the only summon NL will use for something outside of upon summon effect. and being heavily dependand of Wooki means any nerf for his cooldown mech will DESTROY NL dmg. and mark my word, we will get that nerf very soon.
I think you misunderstood the whole reason they made this change. KoG didn't like that you never maintain 5 stacks of Growth, so now you'll have to (for at least however long the Wooki buff that increases attack is). The passive is actually useful because it decreases the amount of skills having to be used in a cycle by 1. I can only agree with the fact that making other summons even more useless than they already were is out of character, and it's especially strange because they talk about concept every time balance is brought up. Anyway, she'll be fine in gameplay. The absence of gameplay videos only means that nobody uploaded anything. There's no point in seeking conspiracy in everything that happens.
the problem with that new passive is that you can mess it up or get unlucky with ceru and end up having all your skills on cooldown, old passive prevented it by simply reseting the cooldowns. also it doesn't change the fact its useless, i mean, how much time it can take out of the skill? if you use it one after another with 0.5 sec intervals(which is pretty mediocore speed for spammer class mains actually), and lets say the skills cooldown is 20 sec for simlicity, how much will it take away? so first you get 5% CDR for 0.5 sec, which is 0.5 sec, then 10% for next 0.5 its 1, 1.5 total, 15% for next 0.5 is 1.5 and 3 total, then 20% for 0.5 is 2 and 5 total, and 5 is 25% for 0.5 so 2.5, 7.5 total and it will have 25% CDR for the rest of the time. so in 2.5 sec it will take 7.5 sec off the cooldown, in the same 2 sec Wooki will take away 15 sec of that 20 sec cd skill. in next second Wooki will take away the rest of it, while the passive do just another 5 caping at 12.5. its not completely useless, but compared to Wooki with that rapid reaction it looks like a joke. and compared to old one it looks like even worse joke, because old one used skill max cooldwon, which means depending of your CDR stat it could reset at 4 and even at 3 stacks. not to mention using max cooldown instead of current means you could still reset even if you get cooldown increase debuff in some dungeons. and again, if they wanted player to build all 5 stacks, they could just decrease reaction cooldowns, it would both give her a decent DPS boost and make ppl build up stacks better.
keep yapping
I don't think they're just yapping. I'm pretty sure a proper response addresses what they're saying is needed here.
what needed here is a gameplay video from KR. there is still none, at least on youtube. even in streams of other chars there is no NL in thier parties. so we don't know how exactly those changes affect the class. but from what i saw in patch notes, its just straight nerf, not a buff. and if you guys think i have no idea what im talking about, surprise, i main NL from her release on NA in 2019, alsmost 5 years already. i've playing her since rosso raid was 8 ppl. so i know how this class works. i don't mind some balance changes. what im not ok with is that they changed her core gameplay, the thing that made her be so fun for me and made me stay for so long with this class. it was perfectly logical before. you can only summon one at a time, so you stick with the one you summoned during other summons cooldown. and her mech was made the way that you use that time to build up stacks, and when you finaly switch summons, those stacks transform into damage and cooldown reductins in that exact moment you sacrifice them. now, a simple question: what's the point of her only being able to summon one at the time now, when you have to stick with Wooki and the rest of them only needed for upon summon buffs? they didn't make her able to summon more than one like CE does, but they took away the reason to have any but Wooki alive.
well, i finaly got first gameplay video of NL, but... that's kinda bad video. its 16-2 video of a bad NL player as i can say. i mean 4 min solo 16-2 at 9m CP? that guy didn't do NL thing there, i mean rapid fire spam on boss, so its still hard to tell if NL is ok or they killed the class. but what it already shows is that you now stick to Wooki for days, exactly the thing i was talking about. they may be not made her weaker, can't surely say yet, but they difinitely made her worse, making her whole gameplay be concentrated around one summon.
When KOG gonna add option to "Hide Damage Number"? been 5 years waiting. I hate watching red dmg in my screen.
They can make a new option?
Can someone please tell KOG to add turn-off screen shake effect in that Korean site please.
Lit no one plays Herrscher and they nerfed him a second time now???
Is there a point to lowering Time of Enlightenment's CD from 5 to 3 if you only have Fierce Spear Dance and Kite to proc it now.
Ugh, they removed the Energy Consumption from Apsara's Braveries. That's gonna be annoying when I have to get Apo-Void with them (specifically with Berauk).
Though as I'm typing this, I realized this isn't as bad as I initially thought, as Apsara gains MP from excess Energy.