04/24 Update Details
10 April 2025
Hello, Adventurers. This is Lee Dong-shin, the director of Elsword.
Following the advance notice about updates in the first half of 2025, we will provide additional details for adventurers who are curious about major changes in this patch.
Raid Solo Mode
Solo Mode will be added to Varnimyr, Berthe and Abyss Raid. You can clear the dungeon as one player and receive the same rewards as when clearing it with a party.
The solo mode offers certain buffs to facilitate quicker clear times.
Abyss Raid (Normal Mode) can be entered through a party of 4 members rather than Raid Striker Party (2 parties of 4 members each).
In order to achieve 100% progress, one must clear Sunken Holy Ground once, followed by Blooming Mineral Field or Nightmare's Nest, and finally Birth of Origin.
"Start with current members" Buff
When entering a dungeon up to Tirnog, a buff equal to that of "Heroes' Assemble" when matching will be provided, based on the number of party members. This buff can be obtained even when retrying the dungeon.
Abandoned Icerite Plant and Capital-Bound Train will be improved to allow parties consisting of 1~4 members. Stage clear conditions will be adjusted depending on the amount of players in the current party.
Relaxed Title Conditions
Unlock conditions will be relaxed for the following titles:
Usurper of Twisted Time and Space
Blazing Figure
Dark Gaze
Natural Flow
Some title obtain requirements will be relaxed as follows:
General titles
Title Name | Before | After |
|---|---|---|
Is This Me? | Defeat the Specters in the Hall of El 300 times | Defeat the Specters in the Hall of El 100 times |
Rescuing the Boy | Clear Hall of El - Beginning (10x) Clear Hall of El - Trials (10x) Clear Hall of El - Choice (10x) | Clear Hall of El - Beginning (3x) Clear Hall of El - Trials (3x) Clear Hall of El - Choice (3x) |
Denif's Blessing | Clear Water Dragon Sanctum (50x) | Clear Water Dragon Sanctum (20x) |
El Tear Fragment Collector | Clear Water Dragon Sanctum 100 times | Clear Water Dragon Sanctum 30 times |
Debrian Researcher | Defeat Debrian Nasod Soldier [Normal] (300x) Defeat Debrian Nasod Cannon [Normal] (300x) Defeat Henir Infested Nasod Soldier [Normal] (300x) Defeat Henir Infested Nasod Cannon [Normal] (300x) | Defeat Debrian Nasod Soldier [Normal] (100x) Defeat Debrian Nasod Cannon [Normal] (100x) Defeat Henir Infested Nasod Soldier [Normal] (100x) Defeat Henir Infested Nasod Cannon [Normal] (100x) |
Henir Infestation! | Clear Debrian Laboratory [Normal] (100x) | Clear Debrian Laboratory [Normal] (10x) |
City Sheriff | Defeat 10000 monsters from Elrianode City | Defeat 1000 monsters from Elrianode City |
Pierce the Heavens | Defeat 500 Corrupted Durahan Defeat 500 Corrupted Ent Defeat 500 Freak Guardian | Defeat 100 Corrupted Durahan Defeat 100 Corrupted Ent Defeat 100 Freak Guardian |
Guardian of Elrianode | Clear El Tower Defense [Normal] (150x) | Clear El Tower Defense [Normal] (50x) |
Open Fire | Defeat 'Chaos Circle' (Labyrinth of Ruin) (700x) | Defeat 'Chaos Circle' (Labyrinth of Ruin) (100x) |
Critical Presence | Destroy Traps 1000 times (Dark Elves' Outpost) | Destroy Traps 100 times (Dark Elves' Outpost) |
Leviathan | Defeat 'Chaos Leviathan' and 'Leviathan' (Sea of Ruin) (150x) | Defeat 'Chaos Leviathan' and 'Leviathan' (Sea of Ruin) (15x) |
Extreme Alternative | Defeat 'A.M.P.S Type - Gerstalker' (Abandoned Deep-Sea Tunnel) (100x) | Defeat 'A.M.P.S Type - Gerstalker' (Abandoned Deep-Sea Tunnel) (50x) |
Come Hell and High Water | Defeat 'Trosh'(Trosh's Nest) (300x) | Defeat 'Trosh'(Trosh's Nest) (90x) |
Frozen Heat Stone | Destroy 'Heat Stone' (Abandoned Icerite Plant) (500x) | Destroy 'Heat Stone' (Abandoned Icerite Plant) (5x) |
Survival of the Cold | Defeat Abandoned Icerite Plant Monsters (5000x) | Defeat Abandoned Icerite Plant Monsters (100x) |
Freed Shadow | Destroy Severed Shadow Aren's Helmet (400x) Shadow Earl's Castle 400 times | Destroy Severed Shadow Aren's Helmet (50x) Shadow Earl's Castle 50 times |
Giant Boss titles
Title Name | Before | After |
|---|---|---|
Corrupted Dragon's Blood | Defeat 'Corrupted Drabaki' ('Twisted Time and Space - Fahrmann's Peak') (100x) | Defeat 'Corrupted Drabaki' ('Twisted Time and Space - Fahrmann's Peak') (5x) |
Exploit the Weakness | Clear Titan's Grotto 50 times | Clear Titan's Grotto 5 times |
The Setting Sun | Clear Titan's Grotto (300x) | Clear Titan's Grotto (20x) |
Sealer of Plegas | Clear Plegas's Labyrinth 700 times | Clear Plegas's Labyrinth 200 times |
Attack of Steel Machines | Clear the Great Steel Wall 700 times | Clear the Great Steel Wall 300 times |
Raid titles
Title Name | Before | After |
|---|---|---|
Blazing Figure | Clear Crimson Tower of Howling Flames 50 times (Story Mode Excluded) | Clear Crimson Tower of Howling Flames 3 times (Story Mode Excluded) |
Dark Gaze | Clear Never-Ending Darkness without resurrecting 10 times (Excludes Story Mode) | Clear Never-Ending Darkness without resurrecting 3 times (Excludes Story Mode) |
Versatility | Clear Savage White-Ghost's Castle 25 times (Story Mode Excluded) | Clear Savage White-Ghost's Castle 5 times (Story Mode Excluded) |
Night Parade of the White-Ghost | Clear Altar of Invocation 25 times (Story Mode Excluded) | Clear Altar of Invocation 5 times (Story Mode Excluded) |
Black and White | Clear Savage White-Ghost's Castle with at least 1 resurrection count 75 times. (Story Mode Excluded) | Clear Savage White-Ghost's Castle with at least 1 resurrection count 10 times. (Story Mode Excluded) |
Clear Altar of Invocation with at least 1 resurrection count 75 times (Story Mode Excluded) | Clear Altar of Invocation with at least 1 resurrection count 10 times (Story Mode Excluded) | |
Faint Silhouette | Clear Sunken Holy Ground 100 times (Excludes Story Mode) | Clear Sunken Holy Ground 30 times (Excludes Story Mode) |
Awakened Hatchling | Clear Blooming Mineral Field 100 times (Excludes Story Mode) | Clear Blooming Mineral Field 30 times (Excludes Story Mode) |
Stagnant Dreamer | Clear Nightmare's Crib 100 times (Excludes Story Mode) | Clear Nightmare's Crib 30 times (Excludes Story Mode) |
King of Abyss | Clear Birth of Origin 100 times (Excludes Story Mode) | Clear Birth of Origin 30 times (Excludes Story Mode) |
Natural Flow | Clear Sunken Holy Ground while still having 1 resurrection remaining 150 times (Excludes Story Mode) | Clear Sunken Holy Ground while still having 1 resurrection remaining 50 times (Excludes Story Mode) |
Clear Blooming Mineral Field or Nightmare's Crib while still having 1 resurrection remaining 150 times (Excludes Story Mode) | Clear Blooming Mineral Field or Nightmare's Crib while still having 1 resurrection remaining 50 times (Excludes Story Mode) | |
Clear Birth of Origin while still having 1 resurrection remaining 150 times (Excludes Story Mode) | Clear Birth of Origin while still having 1 resurrection remaining 50 times (Excludes Story Mode) | |
Overture | Clear Serpentium Tower at stage 3 difficulty or above 500 times | Clear Serpentium Tower at stage 3 difficulty or above 300 times |
Concerto | Clear Orchestra Hall at stage 3 difficulty or above 500 times | Clear Orchestra Hall at stage 3 difficulty or above 300 times |
Reforge Changes
When the reforging of Amethystine Prophecy or Tenebrous Equipment fails, the amount of gauge will be increased.
Amethystine Prophecy Equipment Reforge | |||
|---|---|---|---|
Before | After | ||
Reforge Stage | Gauge Increase on Fail | Reforge Stage | Gauge Increase on Fail |
0 -> 1 | 10 | 0 -> 1 | 50 |
1 -> 2 | 10 | 1 -> 2 | 50 |
2 -> 3 | 10 | 2 -> 3 | 50 |
3 -> 4 | 10 | 3 -> 4 | 50 |
4 -> 5 | 10 | 4 -> 5 | 50 |
5 -> 6 | 10 | 5 -> 6 | 50 |
6 -> 7 | 10 | 6 -> 7 | 50 |
7 -> 8 | 10 | 7 -> 8 | 50 |
8 -> 9 | 10 | 8 -> 9 | 50 |
9 -> 10 | 10 | 9 -> 10 | 50 |
10 -> 11 | 10 | 10 -> 11 | 50 |
11 -> 12 | 10 | 11 -> 12 | 50 |
12 -> 13 | 10 | 12 -> 13 | 50 |
13 -> 14 | 10 | 13 -> 14 | 50 |
14 -> 15 | 10 | 14 -> 15 | 50 |
15 -> 16 | 10 | 15 -> 16 | 20 |
16 -> 17 | 2 | 16 -> 17 | 14.286 |
17 -> 18 | 1 | 17 -> 18 | 11.111 |
18 -> 19 | 5 | 18 -> 19 | 9.091 |
19 -> 20 | 1.111 | 19 -> 20 | 7.692 |
20 -> 21 | 0.556 | 20 -> 21 | 4 |
Tenebrous Equipment Reforge | |||
|---|---|---|---|
Before | After | ||
Reforge Stage | Gauge Increase on Fail | Reforge Stage | Gauge Increase on Fail |
0 -> 1 | 20 | 0 -> 1 | 50 |
1 -> 2 | 10 | 1 -> 2 | 33.333 |
2 -> 3 | 6.667 | 2 -> 3 | 20 |
3 -> 4 | 20 | 3 -> 4 | 50 |
4 -> 5 | 10 | 4 -> 5 | 33.333 |
5 -> 6 | 6.667 | 5 -> 6 | 20 |
6 -> 7 | 20 | 6 -> 7 | 50 |
7 -> 8 | 6.667 | 7 -> 8 | 20 |
8 -> 9 | 5 | 8 -> 9 | 14.286 |
9 -> 10 | 10 | 9 -> 10 | 33.333 |
10 -> 11 | 6.667 | 10 -> 11 | 20 |
11 -> 12 | 5 | 11 -> 12 | 14.286 |
12 -> 13 | 5 | 12 -> 13 | 14.286 |
13 -> 14 | 3.333 | 13 -> 14 | 10 |
14 -> 15 | 2.5 | 14 -> 15 | 7.692 |
15 -> 16 | 2.5 | 15 -> 16 | 7.692 |
16 -> 17 | 1.25 | 16 -> 17 | 3.704 |
17 -> 18 | 0.625 | 17 -> 18 | 1.887 |
18 -> 19 | 2.5 | 18 -> 19 | 7.692 |
19 -> 20 | 0.833 | 19 -> 20 | 2.941 |
20 -> 21 | 0.417 | 20 -> 21 | 1.667 |
Also, some effects of Amethystine Prophecy, Tenebrous and Exascale Equipment will be changed as follows:
Amethystine Prophecy Equipment | ||
|---|---|---|
Reforge Stage | Reforge Effect (Before) | Reforge Effect (After) |
Reforge 6 | Specific Skill Damage Increase +5% |
|
Reforge 12 | Specific Skill Damage Increase +5% |
|
Tenebrous and Exascale Equipment | ||
|---|---|---|
Reforge Stage | Reforge Effect (Before) | Reforge Effect (After) |
Reforge 6 | Specific Skill Damage Increase +5% |
|
Reforge 12 | Specific Skill Damage Increase +5% |
|
Reforge 18 | Specific Skill Damage Increase +5% |
|
Considering the current state of gameplay in the Doom Aporia Raid, which many adventurers are currently playing, we believe that encouraging patterns that utilize a variety of skills—rather than relying heavily on a few main ones—will be more beneficial for Elsword’s long-term gameplay.
Therefore, when considering the improvement of the current enhancement effects, we decided to change them to “All Skill Damage Increase”, taking into account not only the cost of changes but also convenience and long-term play viability.
However, we are also reviewing concerns from adventurers regarding characters that lack main skills or rely heavily on a few key ones, which may be affected by this change.
After the April 24 (Thursday) update, we plan to carry out a balance patch to increase skill damage for characters showing low offensive capabilities based on gameplay data.
At the same time, referencing data from the Doom Aporia Raid, we are also considering decreasing the skill damage of characters showing excessive offensive power.
This balance patch is scheduled for May 22 (Thursday).
We ask for your continued interest in the 2025 first-half overhaul, and we will strive to ensure adventurers can enjoy Elsword even more through ongoing improvements and updates.
64 Comments
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Kog cooked. scared for my main (Twins Picaro) though cause they said they'll be watching to see what classes overperform in doom raid. im sure some +12 crack demon twins picaro user in KR will make her look like an anomaly as get her bonked with nerfs for the thousandth time.
Will the information about single mode be released as well? And I'm also curious about the changes to Solace's Fortress.
There:
So we will have to wait for NA.
As for solo mode itself, it's already accessible (has been for a while) through the normal dungeon. Just no stats yet.
04/24 Update is a good thing, if the VoS is +9 it's still a thing but good luck lol
I tried this on F2P Character (not account, since sometimes I use cash to buy IB or else) using weekly task because I've always had a doubt about "Nickname" in my account (like a cursed IGN). It sounds silly? Yes, but it almost happens every time I want some specific drop (mostly item) when farming with 4 or less letter IGN. Back then I legit got For Real? Yes, For Real without obtaining a single drop of Apo weap coz the RNG are like pain in the a_s (even after gauge system, drop rate increase and guaranteed drop got implemented).
I hope it's not my For Real? Yes, For Real 2.0 LOL. I have a lot of +11 though on other Characters (Paid Chars). This one just an enhancement experiment as F2P (without event/board/cash so just pure from weekly task):
all 3 +10 weps i have right now are the work of my lvl 10 blacksmiths. and two of them come from after the enhancement degrade. without using the enhancement events.
so i'd really rather have a +10 amulet rather than the weapon itself from phoru, just like with Void and Judgement. the weapon box is uh... gettable enough, but i'd also rather have the relative flexibility of using the amulet for the weapons i already have.
because, for various reasons, unless the weapon they give is fully mystic'd and socket'd and imprint'd and staged (or at least the first two or any 2 of those 4), then i'd... rather not have to redo some amount of that.
i'll redo them if i really have to. i just really would rather not. and i know even one of those 4 are fairly unlikely.
I don't understand. Does it increases all tiers like active/tenacity/strength/bravery or you choose only one? Because if all then there's no difference between this and all skill damage increase.
Active / Tenacity / Strength / Bravery Skill Damage Increase
This increases damage for ALL listed skill tiers at the same time.
There is a difference because it adds to a different, less diluted multiplier. Since an average endgame build has more All Skill Damage stat than Active, Tenacity, Strength, Bravery Damage stats, switching it to the former makes the damage increase actually higher. This is essentially the same as Specific Skill Damage that adds into the Skill Tier multipliers, but no longer "specific".
I don't understand the difference between ASD and All Skill Tier Dmg
Please refer to the comment above 🎉
Above only in certain sorting orders. I believe it defaults to "recently updated" (that's what mine is set to, and I don't remember changing it).
Ritsu is referring to AddKim's comment where they also ask about how ASTD.
neat.
i'll be waiting for hyperactive and/or command damage become increasable to a more relevant extent then.
heck, if they make a Ring of Hyperactivity or a Ring of Agility and they make them upgradable, then i'm putting the bravery ring into storage and i'll try to not think about it (and then i'll likely have to dig it out frequently, but still).
What I would like is for ASD to apply to Hyper Active/Master Skills as well. Right now it's way too easy to make other Skills stronger than Hyper Actives, making Hypers not worth using. And Master Skills, well... I don't see why they're excluded from ASD in the first place. They're basically just an additional Skill that can potentially go up to a 400MP cost.
they'll always be worth it for anyone who likes the really flashy stuff. or at least, are really stuck on the time sunk into getting them (more for the less flashy ones). at a time when the dullest kind of practicality is overtaking the visual spectacle.
m skills aren't just any skill. it's a skill we spammed master road for for how many times and it gets excluded from most skill tiers even when technically, because of their very nature and structure, they should be coverable by all skill boosts past flexibility, if not all at once for all stages or cumulatively for every successive stage then at least for every stage/mp-cost/skill-tier match-up.
gimmus that extreme warrior's skill ring dagnabbit
they’ll always be worth it for anyone who likes the really flashy stuff
True. I just meant that because of how Hypers have the additional cost of using an El's Essence and have an entire three minutes of cooldown, they're not worth using for damage because Bravery Skills can easily out-damage them without that additional cost/cooldown due to ASD applying to them and BST being more accessible than HSD. There might be some exceptions among Hypers, but with the available ASD and STD getting higher, they're becoming less and less worth using over non-Hypers.
because of their very nature and structure, they should be coverable by all skill boosts past flexibility
Hmm... I can see that for the first three stages, but no Bravery Skill innately has an MP cost beyond 300, so unless they make a brand new Skill Tier for that, I can't really see that happening.
i was thinking more that for anything the thing past bravery, that's where hypers and stage 4 masters are their own collective tier. hence the "extreme" part.
and yeah, i get hypers generally not meriting their cooldowns, even taking into account the sheer lack of support they get. 1 min or 45 sec really would be more sensible for them.
like how it was at some point in an older KoG game come to think of it.
Wait, so does this mean it increases all four skill tiers at once?
This... might actually be better than ASD increase.
"This increases damage for ALL listed skill tiers at the same time."
Better for classes without additional passives affecting each Skill Tier Damage like Immortal.
giving KR a free replicator is crazy work. literally fuck everyone else that isn’t in KR ig
Cope
What?
learning that a lot of people who "main" a given class are so unadaptive and inflexible that the idea of actually using the rest of their kit, regardless of how supposedly "unusable" or "less optimal" it is, offends them into a frenzy.
never take any "learn how to main [x] class" garbage from this community. practicing 1 kick 1000x will be nearly worthless if the leg gets run over. and that if is dang close to being a when. learn the whole kit, or even a lot of it, learn the other kick and both punches maybe 100x or 10x, and then writhe onward with it through any change.
sincerely, the guy who still wants the old dive kick bombing, the old tempest, and the old rising dance as mod options.
People want to play optimally. Nothing wrong with that. This is the class's design at fault.
No, it's the Raid Meta that's at fault. It forces classes to play monotonously instead of rewarding players for using their class as it should be played. Everyone was for better or for worse pleased with their main classes for the most part until raids became a thing, and then those optimal ways became meaningless compared to those who could access their damage immediately. So mains wanted something to fall back on to avoid falling behind or struggling and the devs saw that so they shifted most class into one damage type (Physical or magical), one skill tier (Bravery, Strength or Tenacity), or one role. A huge need for boss damage became large at the start of Rosso (but I believe Type Void gave rise). In the past I-frames were one of the things that can save you getting hit by bosses in pve, they were also pretty flashy with some animation being well done, the visual effects peaked during the Transcendence era of Elsword as you can see the skills shine the most. Every class had a make over especially the older ones, but now you couldn't afford to have longer I-frames due to multiple things in raid, that being boss attack ignore i-frames, lower damage per second, being vulnerable to one shot mechanics, and overall unstable environment to be stuck in animation on. Sharp Charge doesn't even look right anymore with the faster animation
Players are sacrificing style and flare for practicality and efficiency which kills the point of having fun playing. That's when everything became bland. Honestly, I don't like how every class pretty much plays nearly identical, either install skills or staying stationary to just deal damage, they don't move around as they once use to when performing their skills, no longer as flashy as they once were. It's boring and a far cry from what Elsword used to be. Outside of a few like ES, Bravery is pretty much prioritized by almost every class as in the past it was a mix of strength or bravery user. It's things like this which encourage this type of mentality. So they're not wrong
Very well said. Elword was more fun to play in the past.
Well of course, the primary culprit is the design of raids. Playable character design followed.
That's simply not true, not even once did Elsword have all of its characters balanced like that, even before raids. You must be a new player, or perhaps you don't remember it well, but there were multiple characters and jobs that were absolutely outclassed. Don't you remember how dominant CBS/Sariel was among Eve jobs...? Do you remember how bad CN/CU were? Or how unplayable IP/CC were outside of PVP...? Or basically any Raven job at PVE?
I think you didn’t fully read my post, likely because it was lengthy. The re:boot rework followed Laby’s release and the Rosso Raids due to class power discrepancies. This initiated changes leading to the era of Bravery meta, exacerbated by equipment that stacked skill tiers.
My focus is on class uniqueness rather than balance; I found CC manageable in PvE, even if his range was limited. I enjoyed using all his skills during the Elrianode era, struggling only with FB until I learned to utilize his bloody accel and giga effectively.
They just recently reduced Elsword and Elesis to their most fundamental form, with a complete loss of engagement and creativity, now being reduced to something a 2-year-old could even pick up and play.
After the 2015 changes, all classes received a renewal, and I refer to the earlier period as the Transcendence Era, a time when needed changes enhanced older classes with outdated visuals.
About Elboy and Elly, I'd actually argue that their simplification actually allows more freedom.
I'm kinda OCD, so I've always been keeping their WotS/Chiv gauges in their neutral states (5 of each color) as much as possible, which often meant that once I've used one Skill as Elboy/Elly, the next Skill I use almost always ends up being a Skill of the same tier but the opposite color as the one I just used, and it was precisely because those two systems replenished one resource equal to how much of the other you used. It wasn't about properly managing those resources to me, it was just about keeping them even.
Also, if I accidentally "overpaid" either of those resources, my brain wouldn't be satisfied unless I "overpaid" the other one by the exact same amount.
any 2 year old can handle old Els just fine, and they can certainly handle today's Els and your pretentious crap as well. at the very least, they can handle it better than you and any other old player who convinced the devs to send led us into this cp-scape. but i'd rather not put them through any playerbase Els has had, seeing as they're whinier than any adult, all of whom are more petulant than any child called such.
like anyone over 15, you're not better than them, get over yourself. and maybe learn what "negative" meanings are so you can stop being the person who calls things meaningless then wonders why people ain't seeing the problem.
i'd certainly regret babysitting 10 2 year olds much less than having read any of your crap even once.
As a player of early Els, I think this game has both improved in some areas and degraded in others. Overall I'd say it's actually way better, but I still can't deny that they've also messed up with some of their changes (especially lately).
Many classes play smoother today than they did way back in early Els. Additionally, the changes to how drops work (they used to be server-based and given to random party members regardless of who picked them up) and party making are both very welcome changes (though in the case of the former, it would've been better if the current drop system was how it always was, while for the latter, early Els' party system was good enough at the time but would never work now).
On a personal note, I personally like that they split the classes into physical and special, especially since it means that you aren't stuck trying to figure out which attack stat you should be focusing on. Though I wish they went all the way with it and converted command damage as well. Though I also want to see them make dedicated mixed damage classes (as in classes whose damage averages their physical and magical attacks, not just has physical attacks and magical attacks).
if there wasn't supposed to be anything wrong with it, then this community and these devs have proven that "nothing" is actually always something, and the community's whining about how things should pander to their obsessive min-maxing (which they already did plenty through enhancing crap which many of them paid for and yet they still go "effort and competence") combined with the devs questionable decisions and reliance on what is effectively second-hand data has resulted in the very "something wrong" that is the "gameplay" past master road (to be lenient) or elrianode (to be strict).
people want their stupidity to be called genius and to have their excessive near-worthless toil be the only thing catered to. there are many things wrong with that.
all of the classes in the game play fine. some are clunkier, but that's normal. being unable to work with what's there and being impatient for an animation because people want to barely see the game and rush to the biggest numbers are problems with the the players.
Can't be helped if the other things on their kits are so miles below that one skill. I just want to be done with the dungeon quickly. I also miss the old time when using your commands actually matter.
why exactly are people complaining about this, exactly? I'd rather have 5% ALL skill damage (which also increases my CP) than JUST 5% on ONE skill
They're complaining because the values went down. 5% + 5% + 5% Specific Skill -> 3% + 3% + 4% All Skill Damage. The calculation is also different because you normally have way more ASD than Skill Tier Damage (which Specific Skill Damage is part of), thus it's less effective. Some classes are particularly reliant on just one skill, rendering this change a fairly significant nerf to their damage output (around -10%).
So what's exactly stopping them from giving the option of all of the above?
Tenacity
Strength
Bravery
All Skill Damage Having the choice of all four should flow better for each reforge stage. the only thing i think they should do is figure out the value for each one.
Making this whole thing be a "this one or the other one" type of ultimatum is fking asinine.
Who are those characters that only use one skill anyway? I can only think of Innocent with Rain of Chaos since her other skills are trash for dpsing.
Played FP, live and die by Burning Punisher, Gehenna is not that good on Boss.
daybreaker
damn the single main skill classes rioting abt this change smh
Ok. So, many chars can gain more CP + no need to focus on one specific skill to dps since it increase all possible dps skill their dmg. Otherwise, the character who has only 1 dps skill been being unfortunately nerfed (60% > 40%). But, didn't Lee dong Shin said at the footnote of the announce that they are going to improve or change some char dps skills?
Just noticed this, but a Raid Party is 6 members max, not 4. Either you got the party type wrong, or you got the max members for the party type wrong.
this is whats wierd. you wouldn't call it a raid party unless its 6 players. 4 is a normal party, 8 is a striker party, and 6 is a raid pary
I assumed it was a raid party to keep displaying the % on the right side, but limited to 4 members upon entry. The max is still 6 for raid parties. They did say "normal party" though so that's just my interpretation. I'll change it to just say "4-member party" to avoid further confusion. I don't actually know if it's the normal raid party with a limit upon entrance.
they did actually say they intended to make the raid a 6 member party raid a while back so they could have saved the implementation for this point.
ASD is the right choice for Rigo (and probably Tene too) for sure since they are ones used by us lower players who need ASD (and CP) as much as air
Why is abyss raid still a 4 person party? This raid is gatekeeping players who play subpar support nor have the ability to Godlike DPS.
because like most things called "godlike" by every easily impressed and entitled gamer, it's really not that impressive and certainly not divine in any way when looked at closely, especially in this case when their damage mainly comes from supports (even the subpar ones) propping them up, and they'd likely flounder on their own unsupported behinds unless they're geared for things far beyond what they're going into.
and the "4 person" thing might be the regular "4 person max" party. maybe.
it was lowered to 2 4 party teams because its less lag than 1 8 party team ... the whole reason weve been avoiding 8 party teams for the past 5 years is performance
Abyss Raid (Normal Mode) can be entered through a party of 4 members rather than Raid Striker Party (2 parties of 4 members each).
This is what they're talking about.
This seems valid to me since they spent so long pushing characters towards a specific tier or single skill that shift from 60% damage in 1 skill to 40% in ASD would be a loss rather than a gain. I just didn't expect KOG to really care about it.
I personally prefer what they currently have with the ASD. I'm pretty sure it'll give a higher CP boost than 5% Skill Tier damage per "option".
AFAIK those skill damage options don't give CP. So yeah, maybe it will give CP once they turned into ASD.
No, I was talking about how they were saying that players were suggesting to make it Skill Tier Damage instead of All Skill Damage, which while it'll still be a CP increase since Skill Tier Damage does boost CP while Specific Skill damage doesn't (afaik), I'm pretty sure we'd still get more CP if they make it All Skill Damage like they currently plan to.
Another option is to make it All Skill Tier (not option skill tier) instead of ASD, it fundamentally works the same as ASD without much disruption on stats distribution (specificly for the chip)
I f***ing hate KR playes.
Hey wtf?
It looks like Grotto is still gonna require at least 3 players, unless there's more that what they're saying here. That's a shame.
i put the preview announcement image through an image-to-text thing then put the text through google tr some time ago. iirc, it did mention letting 3-player-min dungeons be doable be 1-player and adjusting them for that accordingly.
but that was the preview and i don't know if they'll follow up on that.
reforge bar raised to going up 7x to 5x to almost 3x. i think that actually is genuinely something (in a neat way). we'll see how this goes, but this does look very alright.
which many adventurers are currently playing
cap. (please define "many", especially in relation to overall player population)
a balance patch to increase skill damage for characters showing low offensive capabilities
decreasing the skill damage of characters showing excessive offensive power
oh. uh.
based on gameplay data
referencing data from
uh oh
... wait hol' up
that heat stone title
a reduction by a factor of 100. were people going out of their way to not hit them? i mean i do that sometimes (sometimes, when i'm in a rush to another section), but real? only 5 now/soon?
Elsword KR has a much different playerbase. There are many people at endgame.
oh ok, i stand corrected. my condolences to their livelihoods.
As a player who actively tries to break Heat Stones, it's more that you often have to go out of your way to break the Heat Stones rather than players trying to avoid them. Sure, they sometimes pop up in the areas monsters spawn in, but most of the time they appear on the sides of the map where players usually aren't, and players often don't care about them because they're not at all required to clear the dungeon.
oh ok. that does check out.
i've seen more than a few times the heat stones popping up almost literally in our faces at the spawn point, and i have seen players literally jump over them (... including me, i admit to it).
and having looked up that title... okay. i definitely get it. 100x reduction still seems nuts, but it's a very "for show" title. that isn't worth going out of one's way to break 500 stones, though i'd still say 10 or 12 would be okay (for two runs that fill up the 6-part circle gauge once per run).