Public Test Server 2 Announcement

06 March 2026

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Coruscatio
Coruscatio03/11/2026 02:31

Shifting von buff meta to debuff meta while there’s hyper armor seems like a punch in the face to players.

On top of that: With their excuse of solo play, they increase the CP requirement to be useful for teams tremendously.

Just look at the change to healing skills, DAs, for istance: 20%/s baseline with an seemingly infinite CP scaling.

Those aren’t changes for soloplay, otherwise nerfs to skills like armor break wouldn’t have happen.

Seems like another patch to force multiplayer by nerfing the good solo paths and slapping effects affecting both dmg types on everything.

Suuuuurely that will work wonders for paths only dealing a single type of damage, AMIRIGHT?!

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Sariel755
Sariel75503/09/2026 00:32

I wish they atleast returned the homming orbs to Eternity Winner or atleast give her a pasive that does something worth while

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PR-enjoyer
PR-enjoyer03/08/2026 10:00

Wow now PR can compete with toodlers, finally! Thanks for 5%+ all skill dmg, best adjustment after seeing her performance in the first test! In fact, its so great im learning dab now.

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Qij
Qij03/08/2026 07:31

when i said the devs are unlearning things, i hadn’t though it was to the point of hemorrhaging whatever managed to get trough their heads and undoing any positives they’ve done in about a year. and now they’re applying that un-learning to the test servers because they can’t competently learn better and fall back on recently discarded ideas. was there a mass layoff and staff revolution/replacement? because this seems oddly shortsighted even for these devs.

well, at least they’re keeping things in a quarantined area for now. but if this is the stupid pull in a hypothetical area, then it’s not looking so great for what they eventually whip out in the live game.

i think it’d be neat to have a public event where the devs livestream themselves playing every class in a few varied circumstances using relatively free to play gear with only almost-good rng sockets. juuust to see what they think is reasonable or not in this game. then they can show us why we should trust their blind logic and reason for their long-disproven and baseless number sorcery.

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Victory
Victory03/08/2026 00:02

The insanity of nerfing Eternity Winner, even if it’s only numbers adjustment because they’ve buffed Adapt, Polarize and generally increased damage is baffling to me. She’s already a character who struggles with many difficulties in order to play her optimally. For example, the amount of setup (self-buff and debuffing) you need to do on your rotations, the spamming, how she struggles to fully utilize her ally’s Green Exa proc, her extreme reliance on HA, STR skills, her absolutely pointless and useless instant cast bar, etc.

So why is she being nerfed? Simple. The devs do not play the character, and so they go off of data and numbers to see, “Eternity Winner is doing too much with Kapow Punch, so let’s lower those numbers” . It’s such an insult, but what else is new when it comes to KOG’s balancing? They do not play these characters, because if you played EtW for but a few hours, you’d understand all the hurdles you should remove first, before adjusting her numbers. And if their track record is anything to go off of, expect more underrated characters to randomly get nerfed or worsened. Disappointing, but then again, we get no say in any of these changes, we’re just here to swallow the slop they feed us.

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Qij
Qij03/08/2026 07:04

the insta-cast versions of her command activated skills are there for the existing-enough number of people who complain about it, because they exist and have an opinion the devs might see regardless of any other EtW’s player’s thoughts on that matter. personally, i wish that the passive it’s on came with some other offensive or defensive benefit, considering that that switch replaced a minor support item that i really didn’t mind being there (though i’m ok with the shock bubbles being gone, since i’d rather have as few non-summons auto-damage stuff going on for a non-summon class). i only use it for when there are crowds of super-armor-spamming mobs and i’m not bothering with any super armor pots, and that’s less use than i’d like for a 3rd job passive.

everything has a point and use regardless of how willfully ignorant you are or how unpleasant or of negative merit that point and use is. that’s the kind of thing whiny idiots claim when things don’t go their way and refuse to think of why a problem exists and how to possibly resolve it, and its the kind of thing that gets poorly thought out opinions into the conversion that the devs see and will likely go by instead of hands on experience with their errors.

also, if you’re struggling with EtW so dang much, learn to play her play her better. she’s viable without her hyper (which it’s current version was a partial return to her release era insanity). otherwise, please join the “buff combos and junk the skill-spam and non-action-gameplay meta that’s been festering for like…. 5+ years so that we can actually play the characters and classes and not just go brain-drain-barely-animated-effect-spam-with-some-buffing/debuffing-effects-somewhere” boat/train/[transportation-of-choice].

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Victory
Victory03/08/2026 13:14

That’s your freedom of expression. It’s completely normal to see someone complain about something and have the reflex to want to discredit everything they say because you think all they’re doing is whining. The instant cast bar lessens the skill ceiling of the character, nerfs her damage and will never be used by any player for high difficulty content because it severely guts your damage output. You find a use for it, good, and I’m willing to concede that if you want to completely ignore her command mechanics (the entire point of her class), then it’s the alternative. An alternative meant for high CP-difference content, which at that point, you can clear regardless of how you play. These thoughts are also echoed by @hedgehog_boom who is an Eternity Winner with a ton of experience on the character. Again, you’re allowed to express your thoughts and I’m not saying they’re not valid, but it sort of boils down to “git gud”.

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Thorns T
Thorns T03/09/2026 17:45

I have played every Laby extensively, being an end-game EtW for almost a year now. I would suggest you revision your comment based on the changes that have happened to ALL classes and its implications on team synergy. Armor break has been nerfed heavily, cooldown synergy has been not just nerfed, but completely nuked. Both of these changes barely - if at all - affect EtW.

If anything, this change is not even close to something adequate of a loss when comparing the test server to the production server’s gameplay outcome for all classes.

All of the things you have mentioned here that actually affect her gameplay (setup time, spamming, challenge to fully utilize green exa) are either a no-issue or something that she shares with many other classes. Look no closer than NL, which IMO has a much worse experience self buffing and up keeping especially during burst windows, or an even worse example being AC…

I do believe that her gameplay style at least merits a higher potential reward outcome in damage, but as we know and KoG has officially stated too that they do not balance around this aspect. But your comment does not really sound reflective to other classes and may at best hint that you have overlooked the greater picture. Be happy that it is only a ~5% damage nerf…

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Victory
Victory03/10/2026 08:02

I’m glad that it’s a no-issue for you, but these are valid challenges to her character that are must be played around. Kapow Punch sending enemies flying up is another issue that has to be played around and we have been doing so, and they clearly have no intent of changing it. Hell, how about the fact that they removed the knockback from Kapow Punch (mod) but kept the tiny knockback for Kapow Punch (regular) skill, doesn’t that tell you they sort of overlook things here? But sure, we can call it another no-issue. Everything we’ve been trained to accept like masochists is a no-issue. Alchemy job needing to manually click the items one by one and taking half an hour to fill up? No-issue.

If you want to talk about overlooking the greater image, know Eternity Winner must spam her skills as often as possible. When you have HA, you get 4 casts of Kapow Punch. Your ~5% damage nerf on the raw skill means you’re losing ~20% damage on your previous usage of your Kapow Punch press (since you cast it 4 times). I also don’t understand that you have to be happy they didn’t nerf her any harder? It sounds depressing if that’s how we have to think about these changes. If other characters struggle with those issues, then advocate for them to be improved and given quality of life changes. I’m NOT opposed to that and I think every character should be made playable in a smooth manner that isn’t frustrating. Elsword doesn’t have to be a competition over who is suffering the most! Personally my opinion is that no matter what we Solace/INT players do or say, it ultimately has 0 (ZERO with a huge Z) impact on the korean balance team’s decisions and the game we play.

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Thorns T
Thorns T03/10/2026 11:28

I’m sorry about your desperate yet hopeless view on an alignment between your balance ideology and the actual game’s balance (on a testing server, too, I may add…), but this response screams tunnel vision, insecurity and ignorance towards others or an unawareness of what your class excels at in comparison to others.

Besides the inclusion of red herrings to try to rationalize the topic at hand - and you apparently not understanding proportions - I fail to see your argument about the previous comment chain. All that you have taught me now is that you are emotionally charged, about a version of the game that in the grand scheme of things still heavily favors your character in comparison to others. Meaning that the anger you seem to express doesn’t actually come from the balance itself, but from something else.

I refrain from talking about any of the other topics you have brought up, besides a hint that I, too, believe that everybody needs to be having a smooth gameplay loop, and be as self reliant as EtW is. I believe that is partially what is also achieved with this test server, of course in the most KoG way possible…

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Victory
Victory03/11/2026 02:18

“Desperate, hopeless, tunnel vision, insecurity, ignorance, unawareness, emotionally charged, anger.”

Wow, all that? I shared my frustration with Eternity Winner getting nerfed because I believe her recent changes are misguided and I got a psych evaluation instead. Well, thanks for taking the time to illuminate me. I worry that if I try to plead my case any more you’ll end up figuring out my Social Security Number and home address. I’ll add this last part for others who might read your replies and think that Eternity Winner has no issues beyond anyone who dares raise their voice being labeled as crazy. Apologies for the long post, but obviously I care a lot about this super cute character.

EtW changes I wish for:

-A rework of her passive system for people who enjoy her command mechanics (possibly upgrading a skill into a special buffed version by inputting a more complex command once every 30 seconds or something else. Not what we have right now, it’s pointless for high difficulty content. )

-Kapow Punch to not push Laby back since they removed it from Mod version and that’s a nice change so you don’t get displaced

-Kapow Punch not to throw enemies in the air (This was mentioned countless times by KR players too and isn’t being done, so I assume this is their way of not making the skill too busted. Meh. I can live with it.)

-I wish Laby’s Thunder was more reliable to use since it’s such a fun skill, but being locked in place and forced to move around can really screw you over, it would be awesome if Laby’s Thunder cast an “afterimage” of Laby who dealt damage in place (or moved like it is right now) without locking you down. Still, I really like that skill, but I can’t use it reliable in high difficulty content.

-I wish Crunch and Munch could lock the enemies mob monsters down for more than 1 second. It’s fun how EtW gets to utilize strength skills, and it always felt disappointing to me that you literally cannot do ANYTHING with that 1 second immobilizing window on enemies especially given the cast time. Buffing it to… 3 seconds might at least make it useful in some cases with mobile enemies. That would be neat.

-Mont Blanc (Mod) has an awkward delay that’s not present in the normal version when you strike at the ground. It’d be nice if that lag was made consistent with the unmodded’s cast speed.

-The instant cast system was, in my opinion, given to players who complained, on a whim. Like a “you asked for it? Fine. Take it and shut up.” When instant casting Mixsys on the ground, most of the skill hitbox ends up going through the floor (like 70%). When instant casting Splish Splash mod on the ground, half of the skill gets swallowed up by the ground. You literally get screwed over for using the system they gave you. I suppose it can be useful in some niche cases where you’re on a higher platform.

-The double trait activation on Kapow Punch isn’t really worth getting, imo. I assume some lucky classes got a really nice boost to their main dps skill, but oh well. Just another EtW thing. You’ll have to use it on other skills.

-When using HA, it would be nice if there was a difference between light and heavy attacks since some of the enemies in the game need to take a certain amount of hits (Mirror Del bell lady for example) and when you’re in HA, both your attacks become that big, long slow beam. You can alternate hits by jumping and inputting an attack in the air and another one as soon as you touch the ground for faster speed, but meh. Just a nice touch if light attack could be spammed faster.

-This is a big one for me that I only placed at the end. Hyperactive cooldown needs to reset when you start a dungeon. Non-negotiable. Imagine playing as optimally as you can, clearing a dungeon in under 2 minutes because of your good play (or longer if you use it more than once) and then you can either sit and wait or start the dungeon with half your damage unavailable for like… 20-30 seconds. Why? I think it’s obviously they want you to have the option to always be in HA (since the cooldown is 120 seconds with Concentrated El), so if that’s the case, please reset the HA cooldown when starting a dungeon. I really like EtW’s HA in general, but that part is lame.

Everything else, I can live with, even if the timing on Inner Aurora, Nisha is pocket, awakening, mod supleen, Super Laby Bomb (ideally before your dps rotation) is pretty tight and sometimes you need to sacrifice the debuff reapplication just to squeeze as many reset dps skills as you can, but that’s one of the (fun) challenges of the character.

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Flare Kyn
Flare Kyn03/11/2026 03:41

-A rework of her passive system for people who enjoy her command mechanics (possibly upgrading a skill into a special buffed version by inputting a more complex command once every 30 seconds or something else. Not what we have right now, it’s pointless for high difficulty content. )

You know what this makes me think of?

Smash Ultimate's "Shakunetsu Hadoken" and the other special activation attacks Ryu and Ken have in that game.

MAKE IT HAPPEN!

-I wish Laby’s Thunder was more reliable to use since it’s such a fun skill, but being locked in place and forced to move around can really screw you over, it would be awesome if Laby’s Thunder cast an “afterimage” of Laby who dealt damage in place (or moved like it is right now) without locking you down. Still, I really like that skill, but I can’t use it reliable in high difficulty content.

Maybe something like how Phantom Dance summons an apparition to perform the Skill in your stead while Phantom Sword is active.

-The instant cast system was, in my opinion, given to players who complained, on a whim. Like a “you asked for it? Fine. Take it and shut up.” When instant casting Mixsys on the ground, most of the skill hitbox ends up going through the floor (like 70%). When instant casting Splish Splash mod on the ground, half of the skill gets swallowed up by the ground. You literally get screwed over for using the system they gave you. I suppose it can be useful in some niche cases where you’re on a higher platform.

Yeah, the instant cast thing feels a lot like something they only put in because some people got butthurt about the command activation stuff. If they at least gave it some objective advantage over the command activation method, then I wouldn't mind it, but as it is, it feels like it's something to only be used by those who aren't good enough to use the command activation method (which isn't even that difficult imo).

-When using HA, it would be nice if there was a difference between light and heavy attacks since some of the enemies in the game need to take a certain amount of hits (Mirror Del bell lady for example) and when you’re in HA, both your attacks become that big, long slow beam. You can alternate hits by jumping and inputting an attack in the air and another one as soon as you touch the ground for faster speed, but meh. Just a nice touch if light attack could be spammed faster.

That didn't cross my mind since I personally practically never use Hypers on anyone, but yeah, they should add some diversity to Great Birth's commands.

-This is a big one for me that I only placed at the end. Hyperactive cooldown needs to reset when you start a dungeon. Non-negotiable. Imagine playing as optimally as you can, clearing a dungeon in under 2 minutes because of your good play (or longer if you use it more than once) and then you can either sit and wait or start the dungeon with half your damage unavailable for like… 20-30 seconds. Why? I think it’s obviously they want you to have the option to always be in HA (since the cooldown is 120 seconds with Concentrated El), so if that’s the case, please reset the HA cooldown when starting a dungeon. I really like EtW’s HA in general, but that part is lame.

Not just Hypers, ALL Skills need to reset when starting a dungeon. And maybe refresh HP, MP, and special resources as well.

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Qij
Qij03/11/2026 19:12

i’d… rather actually rather not have another case too similar to phantom dance. at least, not if the copy isn’t also wearing the player’s costume and we aren’t doing any thing more alongside the copy besides installing them there as a short-term damage turret. at least a short animation of the player starting the skill with a damage-dealing motion instead of having it just pop in would be okay.

that said, as far as EtW line is concerned, Galaxy does give precedent for something involving damage-dealing after-images.

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Flare Kyn
Flare Kyn03/11/2026 22:04

I personally think the Phantom Dance apparition was fine (though in Laby’s case she’d probably use the Galaxy afterimage instead). Though keep in mind that I don’t play PvP, so I don’t have a grasp on how the apparition affects PvP.

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Qij
Qij03/11/2026 18:53

anyone calling anything hopeless is does not have a rational view of what should and shouldn’t reasonable in any circumstance. let alone for a video game. none of yours or their petty wants are hope.

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Qij
Qij03/11/2026 19:27

… and just because those things never will be any kind of hope doesn’t mean it isn’t there in some way.

i miss the edit feature, but i understand that reinstating that for idiots who can’t hash out their words right (like me) isn’t the best use of site management.

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Ritsu
Ritsu03/13/2026 21:56

Users who are logged in can edit their comments. The edit button is not shown to anonymous users because there is no reliable way to confirm that they are the same person who originally posted the comment. This feature existed in version 1, but it was considered insecure, so it was not included in version 2.

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Thorns T
Thorns T03/13/2026 18:20

As mentioned I will refrain from responding to the initial person as they have proven once again in their following response that they have missed my point; to which I apologize for I have perhaps not made it clear for them. (I will leave it as is, I don’t feel the need to explain it at current time once again.) I however fail to understand what your interpretation of my accusation of hopelessness refers to? It was my perception of them as a result of their visible frustration with the perceived deaf-earedness of the development team due to the balance going into the opposite direction of what the person apparently wants the game to be going.

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Lonewolf Prime
Lonewolf Prime03/07/2026 13:28

→ Nerfs ETW, but TP is still left untouched.

→ Healing is based on CP yet again.

→ Fatal Phantom, Immortal, mod Tactical Field is being nerfed before the likes of classes that are considered way stronger/broken for years are still free to do their BS, or even buffed up in some cases?

→ Still no damage compensation increase scaling on Iron Howling or other skills such as Pain of Caladbolg to make up for Rapid Guardian not applying to party members anymore. The quality of life is nice, but it too could have had a tad more. Like for example: Metabolic Boost passive. Change that MP recovery pot increase effect to MP reduction. Why has that thing been like that for four years?

→ ES barely got anything from the gutting she got from the previous test server.

Just…wow.

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Flare Kyn
Flare Kyn03/07/2026 10:29

As mentioned in the previous Developer Notes, with synergy values currently standardized to a certain level, we first reviewed whether characters with high Party Synergy values lacked offensive capability.
As a result, we confirmed that some characters with a high proportion of Attack Support showed overall lower offensive capability. Therefore, attack capability balancing has been applied to compensate for this.

Hope this means chars like Aisha can actually do some actual damage!

Current party balance is being adjusted with the goal of restricting parties to 1 Support character

I’m sorry, what?! What do you mean “restricting parties to 1 Support character”?!

Due to the nature of a solo play dungeon, we confirmed that clear time gaps between character positions were significant.
**To address this, the All Rounder buff effects have been increased.

Um… I mean, I guess, but that won’t affect those chars’ performance outside of those dungeons, like party play and PvP.

Additionally, after reviewing feedback regarding the usability of the Dogma title, it has been improved so that the Hyper Adaptation effect can also apply in solo play.

Had to look this title up… dafuq you mean you can’t give yourself Twisted Prophecy?! I really don’t like titles like this where there are effects that are given to allies but not the actual title holder. Also, seriously, just make the adaptation cap 100%!

Previously, it was inconvenient to check stat values that exceeded the maximum limit because players had to swap equipment individually. To improve this, a function has been added so that excess stat values are directly displayed in the stat detailed description.

Furthermore, the following stats have been added to the Detailed Stat UI so they can be checked directly:

  • Double Attack

  • Element Activation Chance (Burning, Freezing, Piercing, Poisoning, Petrifying, Plagued)

Why were these not a thing from the start?!

The Active/Tenacity/Strength/Bravery Skill Cooldown Reduction stats were intended to only partially apply in PvP. However, due to a missing correction, the values were applied without adjustment. In the 2nd Public Test Server, this correction has been properly applied. If this change is determined to have a significant negative impact on PvP gameplay, we may consider not fixing the correction issue for the Live Update and instead adjusting the stat window values to match the current behavior.

Even as someone who doesn't PvP, I say keep it! I don’t really get the need to have reduced that in PvP anyway.

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Qij
Qij03/08/2026 07:19

we confirmed that clear time gaps between character positions were significant.

and they only cOnFiRmEd that now. they are far more out of touch in party play matters than what most would want to think they are. the… party play matters that they’ve been focusing on for a long-ass time what with having two raids back-to-back before the big lotus lady and then then alt-timeline-what-if land.

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Kaidatsu
Kaidatsu03/07/2026 10:20

A lot of DPS changes honestly ain’t that bad. On paper it looks like they got gutted but they just realistically moved things around. Am also ok with the solo healer thing but they should def have the MP recovery scale with the CP as well. Other then that, max MP is really gonna matter now for classes that spam pots like no tomorrow.

Personally the idea of being able to play any character you want and not have a meta is exciting to me. Supports all have the same effects now, yes. But they still apply them in their own way. So if your a support main and you like X class. You can just play that support and not have to stress about getting picked up over another support for class reasons.

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Qij
Qij03/08/2026 07:22

letting people play who they want means the meta-analysts who’ve been wagging their fingers about how other should join their cult will be less relevant to the game’s progression, and they will whine over that even if their views are almost entirely trash.

but i am also for it, just as i am also for lowering or even removing reliance on mp chugging and actually having people not be mindless drones for gameplay.

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cabbage3
cabbage303/10/2026 18:49

“as i am also for lowering or even removing reliance on mp chugging”

Didn’t you insult me as hell in literally the previous post just because i was lamenting the fact they removed Shakti’s MP gain and that i feared that they are going to do the same with the other characters???

Are you mentally challenged or you just needed to vomit your repressed anger on me that day??????

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Flare Kyn
Flare Kyn03/10/2026 21:48

Sometimes Qij has takes I understand and agree with, other times he has takes that I can’t make sense of.

And this is one time where he’s just being a hypocrite. Okay, after seeing Qij’s reply to you, maybe he’s not being as hypocritical as it first seemed.

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Qij
Qij03/11/2026 19:00

the vomiting anger thing actually. i was mainly pissed at the self-harm language. i do agree that gutting any class’s mp gain in the state the game’s in is a bad decision.

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Flare Kyn
Flare Kyn03/08/2026 11:24

but they should def have the MP recovery scale with the CP as well

Personally, I disagree. I think they should scrap all “scales with CP” nonsense, I want the full effect right away.

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Kaidatsu
Kaidatsu03/08/2026 14:41

You have the full effect right away. It’s BONUS healing my friend.

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Flare Kyn
Flare Kyn03/08/2026 16:17

The “scales with CP” part is still part of the effect. So no, it’s not the full effect.

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Kaidatsu
Kaidatsu03/08/2026 20:51

Think of it like over health in other games. You heal 100% but if you have X thing, you get over healed. That’s basically what they are doin now. You always get the full effect of the skill itself. But you have the ability to bump it up with CP. (Example: Wonder Wall. You always get the same base damage absorb value, but if you increase your health. You can make it’s durability stronger) Albeit it’s very small increase (Which is as far as I’m aware why it doesn’t have a cap). It’s still a increase for HP from 20% per tic. Where prior to get the full effect you needed to have CP cause base healing tics were depending on the amount of CP you had. Lower CP at the time meant 0.4% healing per tic or somethin’ like that. Even then, CP really isn’t much of an issue right now in the live servers. I’m unsure how CP will look like though with these changes sense we don’t have access to the test servers.

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observer
observer03/09/2026 09:38

Don’t try to reason with this guy lmao.

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Flare Kyn
Flare Kyn03/09/2026 10:49

You’re assuming I can’t be reasoned with.

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Flare Kyn
Flare Kyn03/09/2026 10:46

Pretty sure overhealing is a temporary increase of max HP, not increasing the amount you get healed by (which the latter is what’s happening here). And even then, it’s the fact that it’s locked off from you unless you have X thing that I have issues with.

Keep in mind that they’ve tried this shit before. It didn’t work, so they got rid of it, but now they’re trying it again without understanding why it didn’t work the first time.

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observer
observer03/09/2026 10:53

Pretty sure it didn’t work because of low base scaling, which is not a thing this time…

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cabbage3
cabbage303/10/2026 18:50

THIS, CP scaling should never exist EVER

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Roku
Roku03/07/2026 09:37

Etw getting nerfed but TP completely untouched…okay kog.

And once again healing based on cp???? They seriously havent learned the lesson at all.

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Flare Kyn
Flare Kyn03/07/2026 10:31

And once again healing based on cp???? They seriously havent learned the lesson at all.

THE FUCK?! That shit better not make its way to the Live Server!

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bowlegza
bowlegza03/07/2026 15:56

i dont think this is correct it has a base line of 20% the CP thing is addition to the base line which it didn’t have before.

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cownchikin
cownchikin03/07/2026 08:31

well atleast you can say play whatever you want again and not play support or pound sand

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qhasek
qhasek03/07/2026 01:03

ready for a LF: dius era?

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Gamer101
Gamer10103/06/2026 23:32

Thank goodness I quit that game a long time ago. Every time I come looking for news to see if (by some miracle) something has changed for the better, I come across things like this. That's why there are fewer and fewer people in this game. A game tailor-made for hardcore, lifeless, masochistic Korean gamers.

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Ritsu
Ritsu03/07/2026 05:30

The HP was increased slightly after being decreased way too much. Nothing masochistic about it, and a completely normal thing on a test server.

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Qij
Qij03/08/2026 07:27

there will not and there never will be too much hp decreasing for raids and giants in the slog that is the current gameplay with it’s absurd farming demands that no amount of normalizing (even compared to other mmos) will ever justify.

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Flare Kyn
Flare Kyn03/08/2026 11:25

after being decreased way too much

No.

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Nox
Nox03/06/2026 21:53

excess stat values are directly displayed in the stat detailed description.

Whoa, finally a good change? lol

This doesn’t seem too drastic. The “1 Support per party” is kind of… alright? I guess.

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Sol
Sol03/06/2026 20:35

I guess it’s the era for Sub-DPS with good support capabilities now? Since they’re going for the “1 Support per party” way.

I get it but please make the Aura skills party wide again if that's the way they want to go

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