07/04 PvP Balance Patch
27 June 2024
Developer Notes
On Thursday, July 4th, a balance patch will be implemented, focusing on PvP gameplay along with a rework of the PvP system and the addition of PvP-specific weapons.
First, we will provide information about the PvP rework and the PvP-specific weapons.
As party play win rates in the official 2:2 mode have been slightly high, rating adjustments will be applied to party play results. When winning with a party, the rating increase will be smaller, and when losing, the rating decrease will be larger.
To equalize the gameplay experience due to the increased equipment specs of adventurers, the HP stat adjustments and the differing stat adjustments between ranks and modes will be unified.
PvP-specific weapons, like PvP-specific armor, cannot be used in dungeon content but can only be improved through PvP gameplay.
The 3:3 mode, which has the lowest play rate among adventurers, will be removed from official PvP, and balance patches will be based on adventurers' play data from official PvP.
Adjustments will be made to certain characters that match the highest performance criteria, based on average ratings per character, win rates per rank, and win rates per mode.
Necessary adjustments will be made based on data validation for character abilities, weapon attributes, the El Search Party Collection Synergy, command control, and dodge usability deemed unreasonable in PvP as discussed in the balance forum and community.
After the updates such as the stat adjustments and PvP-specific weapons, we will monitor changes and implement additional PvP balance patches as needed.
Balance Patch Content
Name | Before | After |
---|---|---|
[El Search Party Synergy] | - | The following synergy set requirements will be reduced from 3 to 2 characters. - Blessing of Spirit - Instinctual Movement |
To character-specific information [LINK]
13 Comments
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Seems debatable, the top 3 star-ranking characters: Revenant, CA and KE were barely touched in this patch
RV and CA isn't even top 3 star ranking in kr. it's CC, AS and GS.
RV deserves serious nerfs either way, commands with screen-wide range and super armour combined are just stupid.
Patch held on July 4th in KR Can you please reflect the change in the hp, defense figures of some dungeon enemies in ? (Vanimyr, Rigomor, Pruinaum)
Hi there! The Korean version should be updated now!
All they have to do is remove super armour from commands & actives and that already fixes 70% of the issues
"PvP-specific weapons, like PvP-specific armor, cannot be used in dungeon content but can only be improved through PvP gameplay." Vague writing. This company knows the only way to fix pvp is to make pvp gear that is required to play pvp in the first place and with this writing, it doesn't seem like they will do it.
Exactly. They are just pretending to fix the problems without actually doing what is needed
At this point in time i feel like they should already just change Iron Paladin's Guard for something else... a skill with a 127%/49%(pvp) damage for 50mp doesn't feel right... like just look at electron ball another skill with almost inmediate cast and same cost, it has a damage of 342%/137%(pvp) plus a explosion of 1067%/426%(pvp)
Bro, we're not living in 2013 anymore. Why bother charging MEB if you can just EH xx>x loop or tank for 1-shot corner Photon Tracker? Besides CA and CS with awk laser and reactive mode for catching, MEB is barely used anymore. Guard is nerfed because it's the essential tool for CC, especially for mid-air to ground hit-confirm and hit trade.
Im sure they wont touch the broken matching system, where an "A rank" player match against a "SSS try harder" or those who play using sparring/foj against a SOA +12 player. Besides, like cabbage3 mentions, there are some classes who are so unfair with COMMANDS that resets Knock down, one thing is using actives that decrease knockdown (Im sure its awolled and shows how you use your skills) but there are some classes that spamming XXX or launching command can start an infinite loop. Its pretty funny how they nerf mana burning builds (characters like Rena pretty much can ignore mp burn), but not KD reset spam.
STILL no changes on knock down????? There are some characters like TW and CEs that are literally unplayable in PvP because of the absurd knockdown rate on their commands and then you have Elsword, Raven, Elesis, Chung that have on ALL their classes a super easy way to do literally infinite combo Also i don't know what they mean with "To equalize the gameplay experience due to the increased equipment specs of adventurers, the HP stat adjustments and the differing stat adjustments between ranks and modes will be unified." but i'm quite sure they don't mean that they finally solved the problem of going against people with +11 SoA with Sparring gear and +10 Void or Rosso
I kinda like that Instinctual Movement has its required characters reduced, but I still think that the double jump for those characters should instead be a permanent unlockable.
Or at the very least, make it so that all Elboys, Ravens, and Ellys count toward that Synergy and not just the 1st Path. At least that way you can use the Path Synergies with it without sacrificing other Synergy slots on non-1st Path characters.