09/12 Balance Patch
05 September 2024
Developer Notes
This balance patch is based on data from adventurers playing Abyss and the newly released Serpentium raids.
We are adjusting party synergy according to each class's damage output, synergy share ratio depending on attack type, etc.
Pure supports have become a more than essential role in party composition.
Their buffs/debuffs will be changed to affect both physical and magical attack types.
Additionally, we have compiled the necessary data and opinions.
We will make improvements to classes that require changes, as well as character-specific systems that cause inconvenience regardless of the balance data.
Balance Patch Content
Details can be checked [HERE]. Please note that changes are paginated, and there are 4 pages in total.
33 Comments
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To the webmaster, where do you source your data from? Is it datamined from the client?
To clarify, I'm referring to mob HP, defense, resistances, freeze counts, etc.
King Le Pix (both regular and force) has been further updated to be Dicex0.8%
Thanks! I wouldn't have noticed that.
Can you add information on 15-X?
Updated! 🎉
What's next? Removing Physical/Magical categorizing? Bringing back Dodge and Specialization? New Secret Dungeons?
Everyone would probably love removing the physical/magical separation. This game has way too small community to split it into two halves.
Personally, I don't think it's necessary, nor do I see it being likely. There are still a much of effects that only boost one or the other, and there's even an Ice Burner set that has two of the same accessory for each attack type.
I don't think you've ever experienced forming raid parties. Especially the ones where just taking random people does not suffice, they gotta provide something or deal damage.
How would combining the damage types help with that, though? Character Skills always use the damage type of their class because of conversion Passives, so at most it would only boost the damage of command attacks and maybe pet/mount Skills. Characters who are already lacking in damage wouldn't get a huge damage increase from it.
And this is coming from someone who wants command attacks to be converted in addition to character Skills.
How would combining the damage types help with that, though?
I don't know, maybe you'd stop looking for physical classes just because you're physical?
It would be nice if command attacks were also converted because I've got some magic-based characters who feel like they do more damage with their physical commands than some of their magic ones.
A stat merge I would be in favor of would be combining Movement and Jump Speed. I've never quite understood why the two were separate in the first place, and it's just adding to the bloated RNG of stat socketing/identifying.
Also would not cry if Adaptation were to get deleted. That's an effect that just makes things aggressively not fun when there's only so much your gear can do (my strongest character has a power level over 1100000 and can barely do anything in Pruinaum - Glacial Land is fine, can clear Old Village Site but fighting Meson blows, and after that just gets really rough). Not a fan of Polarize either, but at least it's an interesting stat.
That's exactly why I want converted commands.
Combining movement and jump speeds didn't even cross my mind, but it makes a lot of sense. Maybe it'll happen if enough people send suggestion tickets to them?
As for Adaptation, yeah, it is an annoying stat to try to build up. I would at least like it to be reworked, if it's not removed outright. Perhaps they could turn it into a pseudo-level that you can increase by EXP farming in dungeons with the debuff, with the Adaptation stat turned into Adaptation EXP Gain? I feel that would make a lot more sense than just having it be something given by effects.
That would be an interesting thing to do, building up a natural Adaptation buff. Either that or boost the amount of Adaptation you get from all those other resources (I think the max you can get from Resonance is 7%, and all the various titles, armor, etc. that grant it generally are 1-2% apiece)
I just realized I forgot to take into account the characters that have had access to Varnymir and later regions for a long time now. I guess that, assuming they do the Adaptation level thing, they could have it do that characters who had Adaptation before the change start off with a certain Adaptation level based on how much they had? It's not a perfect solution, but it's the only thing I could think of.
You can't compare EU/NA with KR. They've enough players for everything. Loginpackets was logged and posted on reddit. They'Ve way more than 50k active players beside 7-10k on EU/NA.
KR have enough player base compared to NA/INT . NA/INT is mainly the weebs that spend all day in Valorant/ELS. As well, im sure removing the separation is again gate keeping under certain classes , isntead of under certain buffs, cleanse or healing.
How is removing the separation gatekeeping? It's exactly the opposite?
Ya? In INT is very hard to create party to play raid. If one of my friends play with certain class we cant play together. This is a fucking RPG, not a MOBA. Split the community in Physical/Magical class is very stupid. If we have more utillity in DPS class, or just erase support role and make everyone sinergy with everyone, this game can be more fun and ppl just play with they like, but that's a begin.
we did get dodge back in some way though.
but hey if they bring back old dodge for players in a way that lets players evade i-frame bypassing, then that'd be nifty. i don't count on it, but it'd like it.
Old dodge? Wdym by that?
the random chance that a hit just plain didn't register and "miss" would show up instead of the damage numbers you would have taken. i think?
probably had another name but it's been a long time since it was a thing.
The accuracy and evasion stats And I think that they should stay gone. They don't suit Elsword's gameplay style.
yes those. i don't miss them either, partly why i specified the players as being the only ones who can have a chance to ignore i-frame bypassing (so they can still get hit if they don't i-frame) , which i think has festered a little too much recently because the escalation of the devs trying to calibrate difficulty for whales is getting out of hand.
as for things not fitting the gameplay style... ain't stopped the devs before.
Thank GOD TP was nerfed
it doesn't seem like that much was ne- wait how much defense ignore was that large-area giant-hitting strength skill doing?
oh. ok. 30% seems more reasonable, yes.
where's the Abyss changes bruh
I still miss the hybrid playstyle of some classes... good times
Code Ultimate "so strong" and "favourite class" that KOG nerfed her only buff skill for teammates (beside aura).
"What a surprise ..."
- Joe Swanson.
Big win for Radiant Soul, Nyx Pieta, etc.
Their buffs/debuffs will be changed to affect both physical and magical attack types.
goodness gracious they're so consistent in this matter and totally not walking back statements that are on record right somewhere in this site