DUNGEON SLASHER · published
First, we apologize for causing confusion to our Heroes regarding the recent balance patch information.
We provided a Notice regarding the balance patch around 8 PM yesterday, but during the process of re-verifying the content, we confirmed that some information was missing and the overall Description was written too briefly.
Accordingly, we provided further guidance regarding the confirmed details and some Changes through an emergency additional Notice around 10 PM.
However, as that Notice was also written in haste, we determined that we failed to sufficiently convey the criteria and direction upon which this balance patch was conducted, as well as the reasons why each Change was implemented.
As a result, we are sorry for adding to the confusion by failing to fully communicate the overall direction and intention of the balance patch, despite providing information through two separate Notices.
In this additional Notice, we intend to supplement the information provided yesterday by introducing the internal metrics we refer to during the balance patch process, the main direction of changes for this patch, and our future balance adjustment plans.
Based on recent play data, we are preparing the next balance adjustment by synthesizing the pick rate per Character/a weapon, the Clear rate for Challenge Stage 5 and above, the concentration of Selected Ability, and actual gameplay feedback.
Character rankings were aggregated based on 20 types, excluding collaboration characters and the New Berserker, for whom valid samples have not yet been reflected in the current integrated metrics. Pick rate is based on total play, and Clear rate is based on play at Challenge Stage 5 or higher.
Since the weapons that can be selected and the conditions to be Retained differ for each Character, we did not compare all weapons in a single ranking; instead, we focused on the performance and selection concentration among weapons used by the same Character.
The provided metrics are just one of several criteria used to determine adjustment targets. We do not decide on buffs or nerfs based solely on a single metric like pick rate or Clear rate; we also review Proficiency per Character, weapon/Trait combinations, and actual combat patterns.
The following content reflects the direction currently under development and testing, and detailed effects and values may Change depending on test results.
Due to the timing of its release, the New Berserker does not yet have enough valid samples reflected in the current integrated metrics, so it has been excluded from ranking comparisons using the same criteria as other Characters.
However, in recent play data checked separately since its release, some Trait combinations are showing performance that exceeds the intended range.
We understand you may be disappointed by the news of adjustments immediately after release. This adjustment is not intended to significantly lower the overall performance and play experience of the Berserker, but rather to adjust certain Traits where performance is excessively concentrated and to improve options that were not being used.
- Adjustment of values for Skill Reactivate and Skill Damage Increase Traits showing excessively high performance
- Buffing the performance of Basic Skill related Traits that had low selection rates and utility
- Mitigating the gap between options to reduce the phenomenon where only specific Traits are selected as the "correct" answer
We will adjust it so that various Trait combinations can be competitive while maintaining the core playstyle and strengths of the Berserker.
Soul Eater ranks 4th in pick rate and 4th in Challenge Stage 5 or higher Clear rate among the 20 types, placing it in the top tier for both metrics. In particular, it was confirmed that the efficiency of certain Traits is so high that selection tends to become fixed during the Growth process.
In this reorganization, while maintaining the current final build direction for the Soul Eater, we will improve it so that players can experience more diverse choices and changes until the build is completed.
- Addition of Hidden Ascension providing a different composition and playstyle from existing Ascension
- Adjustment of ATK SPD related Traits per Level that show excessively high efficiency
- Buffing values of Ascension options and Recovery related Traits that had low utility, and changing them to functions related to Hidden Ascension
- Mitigating the gap between Traits so that various Traits can become practical choices during the Growth process
Among the 20 types, the Vampire ranks 2nd in pick rate and 5th in Challenge Stage 5+ Clear Rate, with both indicators positioned in the top tier. In particular, certain Trait combinations allow for excessively high survivability.
In this reorganization, we will limit certain combinations that could almost ignore danger through repetitive Recovery, while also improving accessibility so that the Vampire's basic survivability can be utilized even without selecting specific Traits.
- Incorporate the adjusted Recovery Effect into Level 30 basic stats to improve basic survivability accessibility and adjust Recovery Effect
- Decrease Vampiric Gauge acquisition amount
- Support core Traits that had difficulty receiving benefits from existing survivability
- Increase values and performance of Traits with low utility
The goal of this adjustment is to mitigate the excessive survivability of certain builds while improving usability in stages where Growth and Trait selection are insufficient.
Among the 20 types, the Ronin ranks 13th in pick rate and 19th in Challenge Stage 5+ Clear Rate, showing low clear performance relative to its selection rate and positioned in the lower tier overall.
In this reorganization, we will supplement the performance of existing core builds while expanding options to allow for new playstyles centered around drawing the sword and Dash Attacks.
- Increase performance of core Traits that support existing builds
- Strengthen the drawing sword concept to continue combat while maintaining the drawn state
- Support a new Dash concept that utilizes Dash Attack as a core gimmick
- Improve structure and functions so that Traits with low utility can be connected to new concepts
Among the 20 types, the High Roller ranks 8th in pick rate and 12th in Challenge Stage 5+ Clear Rate, with overall performance close to the middle tier. However, the selection rate for some Traits is excessively low, limiting practical build options.
In this adjustment, we will first improve unused Traits, and structural issues will be supplemented in subsequent reorganizations after sufficient verification.
- Improve values and functions of Move Shooting related Traits with low selection rates
- Increase performance of Traits with low utility
- Plan to supplement Growth structure and build completeness through subsequent reorganizations
Rather than applying unfinished structural changes all at once, we will first reduce the gap between current options and then improve necessary parts step-by-step.
Among the 20 types, the Doppelganger ranks 5th in pick rate and 3rd in Challenge Stage 5+ Clear Rate, with both indicators positioned in the top tier. However, the efficiency of some Traits is excessively high, while other options have relatively low utility.
In this reorganization, rather than a blanket nerf to the entire Doppelganger, we will change the structure of Traits where performance is concentrated and improve Traits with low utility.
- Increase values and improve functions of existing Bleed and Toxin Traits with low utility
- Improve core Trait and Chain structure to leverage the strengths of existing playstyles
- Decrease values of Curse Killing Traits that showed excessively high performance and reorganize them into a new form
- Strengthen connectivity between Traits so that changed Traits and new Traits connect naturally
While maintaining the core gameplay experience of existing builds, we will improve it so that various builds can be composed by combining newly added Traits.
Among the 20 types, the Dragonian ranks 9th in pick rate and 14th in Clear rate for Challenge Stage 5 or higher, meaning its clear performance is somewhat low compared to its selection rate. In particular, it shows a lack of survival means to maintain stable combat in high difficulty.
In this reorganization, we will move the core effects of Chaos and Order to basic abilities and improve it so that survival and combat continuation can be secured in different ways depending on the direction of the Selected Ability.
- Incorporate the core effects of Chaos and Order into basic abilities
- Remove the Dragon Communion Cost previously required for said effects
- Support direct survival directions that increase Max Health depending on core traits
- Support combat continuation directions by enhancing Mana Recovery to use Dragon Communion more frequently
- Improve the growth structure where characters became weaker than Level 29 if a trait was not selected immediately after reaching Level 30
- Supplement the performance of Mana Recovery and Flame Orb related builds
We plan to improve it so that while increasing basic stability, it can draw out higher performance than before after Growth.
Among the 20 types, the Gunner ranks 14th in pick rate and 20th in Clear rate for Challenge Stage 5 or higher, meaning actual play results are not good compared to its selection rate, and its clear performance remains at the bottom.
In this reorganization, rather than removing existing builds or completely changing the playstyle, we plan to more clearly emphasize the Gunner's unique strengths of Firepower and rapid fire.
- Strengthen the rapid fire concept that concentrates Firepower through two Modify drones
- Add a new combat method that dominates wide areas using Sentry and Mortar
- Change functions so that traits related to Missile Drones and Modify drones can be used in various builds
Impulse Blade shows higher clear performance than other Knight weapons in high difficulty sections, and the efficiency of the auxiliary effects provided along with strong Attack performance is also high.
This adjustment is not to nerf all Knights due to the high pick rate of Knights, but an adjustment to mitigate the phenomenon where performance and selection are concentrated on one specific weapon.
- Increase CoolTime
- Adjust Growth curve and Move related performance
While maintaining the strong Attack performance and core playstyle of the Impulse Blade, we will adjust it so that the process of creating Attack opportunities and managing risk is appropriately required.
Among Knight weapons, Ignis has low clear performance, and it was difficult to land Attacks in actual combat due to the long charge time and narrow Attack Range.
- Decrease charge time
- Increase Attack Range
We will improve it so that the weapon's Firepower can be used more stably than before by reducing the attack preparation time and widening the detection range.
Soul Eater had an issue where the combat flow was frequently interrupted due to the repetitive Controls required in the process of utilizing Unique Runes.
- Add an auto-cast function when using a Unique Rune
Improvements are being made to reduce the inconvenience caused by the burden of Controls rather than the performance of a weapon, allowing core effects to be used naturally.
Diablo is currently less competitive than other options due to a lack of both Attack frequency and Firepower.
- Damage Increase
- Cooldown Reduction
We are improving it to increase Attack opportunities and supplement Firepower, allowing the core effects of the weapon to be used more actively.
Flash Spellbook was able to recover excessively more mana than other spellbooks when attacking multiple enemies at once.
- Change so that mana is recovered only once even if multiple enemies are hit with a single attack
We are adjusting mana supply capabilities and unifying the mana recovery rules that were applied differently between Mage weapons.
Because the time taken for Gem of Darkness to spawn a Gate and fire a Dark Sphere was long, combat situations often ended before the core gimmick could unfold.
- Increase Dark Gate spawn SPD
- Increase Dark Sphere firing SPD
We are improving it so that the core gimmick operates more quickly, supplementing the combat tempo and usability.
Sphere of Blood makes it difficult to reliably utilize Bleed in early-game combat centered on basic attacks, and even after Growth, the burden of mana management remains high.
- Increase Bleed application Chance
- Improve mana efficiency
We are improving it to increase stability in early combat while ensuring that the weapon's strengths can be maintained through mana management after Growth.
Poison Wine Cask Bacchus lacked sufficient Rewards compared to the conditions required to utilize the Hangover and Intoxicated states.
- Enhancement of performance during Hangover and Intoxicated states
We are improving it so that a clear difference in performance can be felt when actively utilizing the weapon's Unique state-change gimmick.
The purpose of this adjustment is not to uniformly lower strong options, but to reduce the phenomenon where choices are fixed to specific Characters, weapons, or Traits, and to substantially improve options that were not being utilized.
The information provided is currently under development and testing. Detailed values and the application schedule will be announced through patch notes as soon as they are confirmed.