BALANCE UPDATE
In this update, we focused on adjusting key aspects of class balance across all archetypes. The changes target some of the most effective defensive mechanics, improve the competitiveness of specific specializations, and provide players with greater freedom when choosing their playstyle and character progression. We will continue to closely monitor game statistics and community feedback and make additional adjustments whenever necessary.
Physical Skill Critical Rate Cap: 90% → 100%.
This change is aimed at improving the PvE performance of physical classes. Raising the cap to 100% will allow physical classes, similarly to magic classes, to consistently realize their damage potential and reduce the impact of randomness on overall effectiveness.
✧ HEALERS ✧
These changes are intended to address two major issues within the archetype. At later stages of progression, Healers demonstrated extremely high healing output, making them exceptionally difficult to counter in PvP and large-scale group battles.
This issue was further amplified by the limited maximum HP pool available to characters, which significantly increased the effectiveness of healing and allowed Healers to sustain allies far beyond intended levels.
At the same time, the class noticeably lagged behind other archetypes in PvE damage output, Olympiad performance, and one-on-one combat scenarios. These adjustments are intended to reduce excessive survivability while simultaneously improving the offensive potential of Healers.
Light Conviction
Magic Skill Power & Magic Critical Damage
- (1) 5% → 15%
- (2) 5% → 15%
- (3) 10% → 20%
- (4) 15% → 25%
- (5) 20% → 30%
Panic Heal
Reuse Time
- 1 sec. → 2 sec.
Radiant Heal
Skill Removed
Brilliant Heal
Reuse Time
- 5 sec. → 10 sec.
Progressive Heal
Reuse Time
- 5 sec. → 10 sec.
✧ TANKS ✧
In the current meta, Tanks occupy leading positions in PvE content and possess exceptionally high Magic Defense.
Some of the changes are also intended to provide a slight boost to Eva's Templar, which has been underperforming compared to other tank specializations.
Additionally, Death Knights possess some of the highest Physical Damage Resistance values in the game while dealing comparatively modest damage.
We hope these adjustments will create a more balanced and engaging gameplay experience across all tank specializations.
Shield Charge
Cast Range
- 400 → 500
Superior Sword / Blunt Weapon Mastery
PvE Damage
- 40% → Removed
Grand Othellot's Wave
P. Atk.
- (1) +4%
- (2) +6%
- (3) +8%
- (4) +10%
- (5) +12%
Mass Lightning Strike
Effect
- Paralysis → Slow
Valakas' Sturdiness
Critical Damage ReceivedP. Def.
- (1) -50% → -20%
- (2) -55% → -25%
- +200% → +180%
Valakas' Fury
P. Atk.
- +15% → +30%
Paladin's Frenzy
M. Def.
- (1-5) +100% → +40%
- (6) +110% → +50%
Avenger's Frenzy
M. Def.
- (1-5) +100% → +40%
- (6) +110% → +50%
Guardian's Frenzy
M. Def.
- (1-5) +100% → +50%
- (6) +110% → +60%
Templar's Frenzy
M. Def.
- (1-5) +100% → +50%
- (6) +110% → +60%
✧ WARRIORS ✧
Titans and Doombringer possessed extremely high defensive capabilities and, in certain situations, became nearly invulnerable to their opponents.
As part of these changes, a portion of their defensive potential has been reduced, while their offensive power has been slightly increased.
Our goal is to preserve the strengths of Warrior classes while making them more dependent on proper timing when using their defensive abilities.
Guts
Removed defense bonuses based on equipped armor type.
Frenzy
P. Atk.
- (1) +10% → +20%
- (2) +15% → +25%
- (3) +20% → +30%
- (4) +25% → +35%
- (5) +30% → +40%
Winged Spear
Damage TakenP. Atk.
- (1) -10% → -20%
- (2) -15% → -25%
- (3) -20% → -30%
- (4) -25% → -35%
- (1) +30% → +40%
- (2) +35% → +45%
- (3) +40% → +50%
Doom Edge
P. Atk.
- +30% → +40%
Sword Shield
P. Def.
- (1) +200% -> +220%
- (2) +250% -> +230%
- (3) +300% -> +250%
- (4) +350% -> +270%
- (5) +360% -> +280%
Soul Barrier
M. Def.
- (1) +200% -> +220%
- (2) +250% -> +230%
- (3) +300% -> +250%
- (4) +350% -> +270%
- (5) +360% -> +280%
Duelist's Fury
Damage
- (1) +20% → +35%
- (2) +25% → +40%
- (3) +30% → +45%
✧ ARCHERS ✧
Archers possessed a high level of survivability while under the effect of Final Ultimate Escape, making them exceptionally durable in many situations. In addition, some players intentionally avoided learning stronger skill versions due to the lack of available enhancement paths.
The addition of new enchant routes is intended to make skill progression more logical and attractive while expanding character customization options.
Final Ultimate Escape
P. Def. / M. Def.
- (1) +70% → +40%
- (2) +80% → +50%
- (3) +90% → +60%
- (4) +100% → +70%
Survival Instinct
Atk. Spd.P. Def. / M. Def.
- +15% → Removed
- +20% → +50%
Added Skill Enchant Routes
- Sagittarius' Shooting Star
- Sagittarius' Falling Star
- Arrow Rain of Abyss
- Multiple Moonlit Arrows
- Moon Shot
- Expert Rapid Shot
Available Routes:
- Power
- Focus
✧ MAGES ✧
With a full set of endgame equipment and enhancement items, Mages demonstrated a very high level of survivability, especially in Olympiad battles and one-on-one encounters.
These changes are intended to limit the effectiveness of Mana Shield by reducing its ability to negate incoming damage. As compensation, Mages receive additional offensive power to maintain their competitiveness in both PvP and PvE.
Superior Burst Casting
Magic Skill Power
- (2) +40% → +50%
Embody Mana Armor
Damage Reduction
- 90% → 85%
✧ ENCHANTERS ✧
In their current state, Enchanters provide excessive group survivability through a combination of powerful support and healing effects. Furthermore, their healing capabilities significantly exceed the expected performance of a support archetype.
Special attention has been given to Doomcryers, whose effectiveness noticeably surpasses that of other Enchanter specializations.
These changes are intended to balance the strength of different Enchanter classes and reduce excessive group survivability.
Skills:
Melody of Thief
Song of Thief
Thief's Chorus
Chant of Thief
Dance of Thief
Sage's Dance
Song of Archery
Skill TypeDuration
- Party Buff → Self Buff
- 55 sec. → 10 min.
Recovery Melody
Restores the target’s CP by 35% of their maximum CP.
Healing Melody
Skill removed.
Freezing Flame
Reuse Time
- 5 sec. → 8 sec.
✧ OTHER CHANGES ✧
Sayha's Grace
Skill Removed.
Sayha's Wrath
PvP DamagePvP Defense
- (1) 8% → 8%
- (2) 8% → 8%
- (3) 12% → 9%
- (4) 15% → 10%
- (1) 0% → 8%
- (2) 0% → 8%
- (3) 0% → 9%
- (4) 0% → 10%
Stamina
P. Def.
- (1) 10% → 5%
- (2) 15% → 7%