10/23 Balance Patch Notes

16 October 2025

Developer Notes

After raid difficulty was lowered with the summer update, the overall clear rate for Wilting Tower: Fall [Stage 3] is currently around 83.5%, with an average clear time of 15 minutes.
After improvements on July 3rd, the clear rate increased by 40%, and the average clear time decreased by 50%.
With the new accessories, it is expected that the clear rate will increase and the clear times will decrease further.
We will continue to monitor the raid situation to ensure a smooth gameplay experience.

This patch aims to improve characters in general dungeons.
The main focus are the El Resonance farming dungeons, along with endgame raids as secondary priority, and our judgement is based on Magma Breath dungeon clear data.
This time, we examined each character's position, average clear time and play rate, and tried to target underplayed characters or those who fall behind.

When this patch is updated, class/armor-related change tickets will be provided through an event.

Patch contents can be viewed [HERE].

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Lonewolf Prime
Lonewolf Prime10/16/2025 16:43

I’m sorry, but how is making CC unable to Guard mid combo helping his PVE? Doesn’t that actually hurt his PVP? Why do a change like that and not help his or Fatal Phantom’s PVE? This just makes him a bit less unique in PVP, and more harder to use neutral wise imo. Was it a good mechanic? No, however the least you could have done was compensate him with a super armor command or two.

Skrem
Skrem10/16/2025 17:26

That was a PvP nerf, was funny how ppl cant adapt of things, and instead cry about it.

Lonewolf Prime
Lonewolf Prime10/16/2025 19:08

Yeah I know, and it hurts badly lol.

Cloud
Cloud10/17/2025 06:25

It was a stupid mechanics, just like old KE and Apsara counter, they removed it from them so I appreciate this change, It was too unfair and frustrating fight CC with mele attacks where catch him resulted in being caught, what kind of mechanics was that?

Lonewolf Prime
Lonewolf Prime10/18/2025 11:13

That’s fair enough, I get the frustration of having that happen. However, they did absolutely nothing to compensate him on losing such a big part of his kit. Maybe he’s not shelfed, but this is definitely something that’ll be noticeable in the future for him. Why not compensate this change with something to make his neutral less frustrating and hard for the CC player? Like a super armor command or two? Giving Sudden Burster super armor? We’re talking about a skill that while bad mechanically, could just be dealt with by just hitting him from behind. Also aren’t you KE? KE has a great matchup against CC.

Qij
Qij10/17/2025 04:21

CC would still have as much differentiating him from other Chungs as they do from each other, namely: both of wonder wall’s variants (being two different utilities), the nerfed guard is still more than what the other Chungs have, an altered basic zzzz combo that really isn’t hard to loop at zzz, land demolisher (which works really well with that zzzz combo), and a passive that punishes others for landing hits on him. are the actual utilities of any of these always in question? sure, but that’s just like anything else in the game.

getting worked up over nerfs is always understandable, but claims like that are like claims of a class being unplayable: more than hyperbolic to the point of being entirely bogus. if a single skill being clipped like that can make a class oh-so junk and generic to their players, then they never actually learned that class and they never actually bothered to know what else they have going on and make do with that with everything else. that’s still true even with classes that i know from personal experience are a slog to even try to pvp with.

crap like this is why i compare pvp regulars to raid regulars and why i claim the later is a pve-mutant of the former: y’all can’t play your dang classes without shoehorning yourselves into the most narrow-minded and droning monotony, and any change of any size to even a single thing throws y’all into whiniest fits (and i say that knowing whiny fits is my default mode of speech towards most changes) and disrupts y’alls basic ability to function in-game when other options are still available even if tweaks and getting used-to-stuff are needed.

… also, uniqueness leveling is already a long and ongoing process since modern raids were a thing, so it’s a little late to be bringing that up for any one class specifically (especially since the amount of last-stage classes went up by about 33% in the last few years). but even then there’s still more than a few things that differentiate classes at even the most basic levels beyond dps/healer/buffer/debuffer/hybrid.

Qij
Qij10/17/2025 04:27

… i’d have recommended going for the base-class character-wide dodge skill that everyone has if mid-attack protection was such an issue, but even i look at that coodlown and it’s post-use utility and think it’s far from being a good option for almost anyone. the devs really did nail basic dodge mechanics so much better in late first-run Grand Chase.

and to clarify, i also don’t like this change and that i agree on the view that it’s not great for the class in general. and i’ll also confess i don’t know pvp culture enough to know how cc was/is regarded there.

Lonewolf Prime
Lonewolf Prime10/18/2025 11:54

CC is decent at 2s, but is very hard to play in 1s. He’s about a top B tier character, mid tier. Slightly A tier if you can master breaking your fingers via X sweeping. The other Chungs in PVP(Minus DA if it’s 1s, if it’s 2s though…) have way more options than he does in PVP. The opponent can simply just play passively and there’s nothing the CC can really do about it. This is kinda why I was so worked up about the changes. This makes playing him that much more harder, and removes the timing it took for me to press Guard to get out of a combo(Once again I don’t think this is healthy, and even said numerous times they should just give him a super armor move or buff one of his other tenacities).

If you don’t know how CC is in PVP: why reply to my comment? I’m not saying this to be mean: but if you don’t know him in PVP: why say things like “He has other options” if you don’t know those options in PVP? I know CC is unique in PVE, however, in PVP, the one thing that made him different doesn’t work as good as it does in PVE. FP has more super armor, more trading options, and can even use Dual Buster as a gap closer if he wants to. Cent is able to play passively with his pokeballs/gravity siege shield, and DA has a super armor command that, while not crazy good, is still an option that CC doesn’t have. CC relies on Heavystance the most out of the chungs, and since heavystance hasn’t been updated for years: this makes him more vulnerable to getting caught way easier compared to the others. It’s just too much super armor/mobility/hitcounts that instantly breaks Heavystance. This leads to most CC’s playing via platform camp, and X sweeping just to actually play the game.

Lonewolf Prime
Lonewolf Prime10/18/2025 11:42

That wasn’t my point: My point is they claimed this was a PVE patch note to help others catch up, but instead dedicated it to further crippling CC’s PVP. Who the heck is using Land Demolisher in PVP? And when has that weapon break passive actually done any good for him since his release? Yeah it was broken as heck, but now? that thing ain’t noticeable man, least not in PVP. Sure in PVE, I GUESS it is noticeable. How in the heck is the nerfed Guard more than what other Chungs have in PVP??? Fatal Phantom can chain up to 4 super armor actives, one of which costs him no MP, and Cent has great coverage with his pokeballs, commanders mark lets him win every trade, and gravity siege. Also why would you loop ZZZ? That leads to fast KD. If what you’re referring to is ZZZX: every Chung has that. If anything, you just proved to me that CC is in need of a rework: and heavystance in general needs to be changed up.

I have spent years playing S1 to present day: SS ranked in each season(I know this doesn’t matter nowadays, but back then this was huge), and only stopped around reboot. I know what I’m doing clearly. I overreacted in that it would shelf him in PVP, but come on dude: this isn’t like old els PVP. We have tons more super armor: tons more mobility/broken hitboxes, and a lot more ignore defense. So I’m sorry if I’m a bit worked up, the thing I have practiced for years into muscle memory was just suddenly taken from me. Comet Crusader’s neutral in 1s is quite hard to do without MP recently due to his loss of brutal swing, active Artillery Nova, etc, this effectively makes using CC that much harder. A lot more moves is able to completely destroy go through heavystance or trade with it respectively. This effectively makes using CC a lot more harder than he was back then: This isn’t me defending Guard mid hitstun as being a good mechanic: it wasn’t. However, now that it’s gone, it makes playing him a lot more harder than it already is, and for people that practice the timing of Guard for years like myself, feel like it was wasted effort. What I would have done is removed this ability, and gave some of CC’s commands Super armor. Like his »ZZ and his derp dive. That would effectively let him have a better neutral without having to be forced to learn insane things just to keep up with all of the recent Super armor spam: Wonder Wall helps sure, but it isn’t enough at this point imo…at least not at low MP. It’s just frustrating overall dude.

PVP regulars? You assume that only base off of my reaction from the nerf. I don’t just rely on Guard: I know CC has other options, but Guard is still one of the most important things to Comet Crusader: you can’t deny that. This is a massive change, and while I do think I did overreact a bit: this is something that will really hurt his neutral game a lot more than you think. What other options dude? Comet Crusader’s commands are all severally outdated, to the point where most CC’s rely more on base Chung’s movements with »^X platform camping or just high precision X sweeps to actually play the game, while people like your class(I assume) just use super armor commands non-stop. How is that fair to us? You say CC has other options: which is true and you’re right, but these options aren’t as effective as other close ranged classes. Unless you’re gonna tell me Crack Crasher is on the same level as Shoulder Bash? CC does have wonder wall, mod land smash, mod rage of guardian, mod burst wolf(Although 1 second of silence makes this thing require super precise timing) pande, etc. However, his tenacities except wonder wall and scare chase, are complete garbage. Why do you think when you fight CC’s they always seem to be spamming it? and its the UNMODDED version, cuz his new mod version doesn’t have the same coverage as the other Chung’s scare chase mods. Once again I ask you: how is this fair? I don’t think you understand: I’ve been adapting to every single nerf to CC fine: even the latest reboot to his PVP making him so frustrating to use. This isn’t me not being able to adapt: It’s me getting frustrated of having to constantly adapt to the nerfs, just for people to whine more when I beat them with CC. So I ask you this: what other options do I have to make playing CC’s neutral less frustrating? And by the gods don’t even pretend that Leap is a valid option.

In what way huh? What does CC have that’s unique to him? Wonder Wall? A former Tactical Trooper skill? I’m not talking about his DPS synergy position in PVE: I’m talking about his uniqueness for PVP. In PVE, he’s…decent. I don’t know why you’re bringing PVE into this when I specifically made this comment because this change has nothing to do with what they said in the balance patch.

Tauri
Tauri10/17/2025 13:29

I’m not surprised when they quote-on-quote look at every character (even the ones who aren’t good or fell off hard) to balance yet don’t when reality it’s just basic meta nonsense data examining on who plays who etcetc, without regard of looking or at least testing characters which… a lot of them have fundamental issues that need to be fixed, either through multiple skill fixes, reworks, passives, also not to mention the dreaded character cooldown or cooldown reduction/acceleration problem. Tbh people should not need a new verity of gear (exascale) to try to fix one 1-2 internal issues with a character when there are still 4-5 problems still existing, all that’s doing is creating a band-aid fix that masks the main problems with these balance patches. like screw fixing one skill or two, actually listen to the players who can give true unbiased feedback to actually fix main problems with character performances. honestly I have a whole list of problems but I’m not going to waste my time listing it if its just going to land on closed doors, or some random person who lacks common sense or cannot read tries to pointlessly debate when we maybe trying to seeking the same solution.

Qij
Qij10/18/2025 08:13

people buying into bogus fairy tales that do not function or exist in reality like common sense and thinking anything’s pointless is a large part of why things get into and stay stuck in their sub-par situations. the same bogus fairy tales that leave people so dang traumatized over number changes when any and all classes are still basically playable even when they fluctuate in how op they are (and i do acknowledge the gap exists, DoM and PO are in different leagues despite seemingly similar functions).

Qij
Qij10/17/2025 03:44

skill renewals

nnggggg i’ll-see-where-this-goesssssss but animation nerfs are likely dagnabbit.
also, cast animations for most of these are already fast (and thus barely visible fffffff) enough, please and thanks and hell no.
but c’mon, Mod [R]enewal/[L]egacy is always an option, especially since this stuff’s going to stay somewhere bloating in the code anyways.

but aside yet related from that, gotta point out a couple of things: camera angles for a lot of newer (and renewed) skills still aren’t being consistently applied or even there at all which is starting to make the camera-angles-off option almost redundant for whole classes, and pace the effects distributions and intensities better, please, some of these classes (and not the rarely played ones) and some stages still tax machines even on medium and low, and a bunch of really necessary things (like targeting reticles and attack warnings) from bosses and raids are not there at all on low, which people resort to because medium can still be lag-inducing on a lot of machines that are gpu-but-not-cpu stonked.

Ritsu
Ritsu10/17/2025 06:50

Honestly, the skills getting changed have one of the clunkiest animations ever, or they simply don't look that good. Renewals are necessary to make said skills usable again. If the loss of “style” is a concern, then this is already doomed, as they don’t even care to properly line up the SFX of skills once they get sped up.

Qij
Qij10/18/2025 07:49

a visible and actually animated skill is still more visible and more animated even if the sound syncing can always be better/tweaked. but a skill that barely moves the character is garbage in looks and most likely spams more effects-bloat on the cpu. also, about half the time, they’re fairly bland in the means by which they do damage and they don’t really function significantly better than before. every alright change like violent attack, demonic canon, and mod emp storm comes with generic downgrades like rising dance, burning punisher, and mod dive kick bombing.

i say all this knowing that more than a few of the original animations are (in part or whole) recycled movements and that many mod skills used to be barely-changed copies of their regular versions (actually a thing that worked out in burning punisher’s case).

clunky style with iffy function is still more substance and less of a brain-draining slog to work with than no style and bland functions, so no, it’s not “doomed” or whatever pseudo-oracle phrase you want to use.

Flare Kyn
Flare Kyn10/17/2025 14:53

but c’mon, Mod [R]enewal/[L]egacy is always an option

I didn’t even consider this, but that would be dope! I wonder what else could be used. I’m kinda thinking [B]eta for old versions of Skills, but that’s the only thing I can think of.

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10/23 Balance Patch Notes | CoboDex Babel