03/26 Patch Notes - Test Server Changes Implemented
25 March 2026
Maintenance
Date: March 26, 2026
Duration: 7:00 AM ~ 10:30 AM KST (3h30)
Character Balance Patch
The previously announced Balance Patch will be applied.
Combat Power Revamp
The stats included in Combat Power and their calculation method will be changed.
The Combat Power entry requirement for each dungeon will be changed. [DETAILS]
Guild Expedition HP will be changed.
Detailed Stats UI Revamp
Category Changes
Before: Combat, Defense, Support
After: Basic Stats, Attack, Skill, Support, Defense, Party Buff, Master Skill
Basic Stats
Attack
Skill
HP
MP
Physical Attack
Magical Attack
Physical Defense
Magical Defense
Adaptation
Hyper Adaptation
Critical
Critical Damage
Maximize
Polarize
Damage to Boss Monsters
Damage to Normal Monsters
Ignore Enemy Physical Defense
Ignore Enemy Magical Defense
Continuous Damage
Additional Damage
Double Attack
Damage Increase Based on HP Condition
Increase Command Attack Damage
Increase Active Skill Damage
Increase Tenacity Skill Damage
Increase Strength Skill Damage
Increase Bravery Skill Damage
Decrease Tenacity Skill Cooldown
Decrease Strength Skill Cooldown
Decrease Bravery Skill Cooldown
Increase All Skill Damage
Cooldown Reset Chance on Skill Use
Increase Hyper Active Skill Damage
Support
Defense
Party Buff
Increase EXP Gain
Increase ED Gain
Increase Item Drop Rate
Action Speed
Movement Speed
Jump Speed
Decrease MP Cost on Skill Use
Increase MP Recovery on Hit
Increase MP Recovery on Being Hit
Increase Awakening Charge Speed
Increase Awakening Duration
Burning Activation Chance
Freezing Activation Chance
Poisoning Activation Chance
Piercing Activation Chance
Petrifying Activation Chance
Plagued Activation Chance
Damage Reduction
Damage Taken from Boss Monsters Decrease
Increase Recovery Item Effect
Decrease Consumable Item Cooldown
Increase Nearby Party Members' Physical Attack
Increase Nearby Party Members' Magical Attack
Increase Nearby Party Members' Physical Defense
Increase Nearby Party Members' Magical Defense
Increase Nearby Party Members' Critical Chance
Increase Nearby Party Members' Maximize
Increase Nearby Party Members' Critical Damage
Increase Nearby Party Members' All Skill Damage
Increase Nearby Party Members' Additional Damage
Increase Nearby Party Members' Action Speed
Increase Nearby Party Members' Movement Speed
Increase Nearby Party Members' Damage Reduction
Master Skill
Stage 1 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 2 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 3 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 4 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Increase All Master Skill Damage
All Master Skills Ignore Enemy Defense
Favorites Feature
A 'View Favorites Only' feature will be added to the Detailed Stats UI.
You can register Favorites by clicking the star icon on the left side of each stat.
Tooltip Improvements
Tooltip descriptions displayed when hovering over stats will be improved and partially expanded.
If you posses a stat exceeding the maximum value, the excess will be displayed in the stat description via the Detailed Stats UI.
Monster Stat Adjustments
The HP of monsters appearing in Raid, Challenge Mode, and Giant Boss Dungeons will be reduced.
Monster Attack Power stats will be adjusted in the following dungeons:
Serpentium Tower (Stage 2 & 3)
Orchestra Hall (Stage 2)
Doom Aporia Raid
Damage from monster attacks will be greatly reduced in the following dungeons:
Nightmare: Reset Room
Queen's Throne Hall
Wilting Tower: Flight
Raid Improvements
Clones summoned by Annihilator in Berthe Challenge Mode will be considered as bosses.
In Orchestra Hall, when the boss is groggy, you will be able to deal damage beyond the HP threshold, except during the 'Encore' pattern.
Events
Diner Diary - 10-day daily attendance with a quest (cumulative login of 20 minutes & 5 dungeon clear). Can obtain various consumable items and [Luriel] I Love Diner Burger Hat (Accessory).
Cobo Special Exchange - complete quests within the event period to obtain Exchange Coins. You can obtain Dungeon EXP Boosters, Abyss Mystic Stones and Secret Dungeon tickets for exchanging the coins.
Daily: Clear dungeons after Pruinaum (5x)
Weekly: Henir's Time and Space - Devil of Chaos clear & Raid dungeon (5x) (Varnimyr ~ Doom Aporia, any mode)
Job Change Opportunity - two periods. Now comes with the new item "Additional Effect Physical/Magical Change Ticket (Weapon)".
Cash Shop Update
Sealed Relic Burner: Ballad of Hwarang

Accessories include Top Piece, Face (Middle), Arm and Necklace.
Misc
Additional Effect Physical/Magical Change Ticket (Weapon): allows you to swap the Additional Effect of your weapon. Sold permanently.
Fixes & Improvements
Evil Tracer 3 and Salvatore Gaia hair improved to be dyeable.
Anemos - fixed Tenacious Will resetting when replacing equipment and titles.
Twilight - fixed Memory of the Sword resetting when replacing equipment and titles.
Prophetess - fixed Literacy - Tenacious Courage applying differently from the tooltip in PvP.
Empire Sword - fixed The Knight-Captain buff not refreshing properly on party members when riding a mount.
Innocent - fixed Shadow debuff icon not showing up on enemies.
Ain - fixed Power Mode switch cooldown being applied abnormally.
Fixed an issue where Command Attack damage increased while the Transcendence Skill Slot buff was active in certain situations.
Changed so the PvP modifier for Active, Tenacity, Strength, Bravery Skill Cooldown Decrease is properly reflected in gameplay.
47 Comments
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I got a question, a few balances back i saw something about cooldown acceleration skills no longer stacking, but does this applies to equipments effects too?
No, only buffs from support characters.
There is currently an issue on the KR server page where monster stats are not being displayed.
(The NA server data is displayed correctly.)
Yes, I’m well aware of it. We don’t have any monster data from KR, so it’s just outdated. Still waiting for our source to provide them. There is a notice right above that warns about this.
Test server monster stats are intentionally disabled.
Cobo Special Exchange, nahh… this should be clear Henir's Time and Space - High Entropy 5x, that way they could gatekeep low cp players for obtaining rewards like they did with [Luriel] Luto’s Key. I’m amazed they manage to gate keep player for a mere accecories when new henir drop.
*Accessories mb
Something i kind of wish KOG did was remove maximize…. maybe is just me but this stat always felt like making a problem out of something that was working fine, like “we will nerf all your your weapons and youll need this new stat to get were you were before”, with the removal of maximize we could run a bit of mp gain or even attack speed or defense, (but im sure people would just get more boss damage on those sockets) , still it could give a bit more maneurability around the characters
Yeah, maximize stealing weapon stats was nasty but a higher total amount could be reached. Still, would’ve been nicer if maximize JUST increased stats.
Normalisation is a bigger issue tho, too many hidden stats and multipliers had to be added just so players could reach 100% again.
It’s even worse for crit chance and crit chance debuffs from raids, reaching up to 130% is not possible for every path, needs changing…
So, with the dungeon CP revamp…
Are we, like, can enter the previously 15m SD with no changes to our CP? I’ve not seen any links that documented how character CP has been changed.
Character CP will be decreased by about 7~8 times (or more/less depending on what your current CP is getting inflated by).
For example, a person with 45m CP will be at around 6~7m now. Again, it depends on where that CP came from.
The stats included in Combat Power and their calculation method will be changed.
This notice does explicitly mention changes to character CP by changing which stats affect it and how (KoG doesn’t want to share). Entry requirements are decreasing to accommodate for that change properly.
1k-3k% cp reduction
along with player cp recalcs and reductions
and with what looks to be insufficient overall difficulty lowering for everything else
the prior situation would have had raising the cp reqs be more honest and consistent with what the later game actually demands.
and this is what they do. did we regress back to item level? that’s how much they unlearned. hot fucsicles.
but i honestly don’t know how much our own cp falls, not that i think that helps much, but if this doesn’t get backtracked (like their good decisions and not their bad decisions), then i guess we’ll see how this goes.
did we regress back to item level?
Honestly, I kinda wouldn’t mind going back to the item level system (maybe with a few modifications, though nothing comes to mind atm as I don’t remember the fine details). Even with its flaws, it was at least a bit more honest than the CP system we currently have. Though at the same time, something tells me that a modern-day item level system would just be another disaster.
Kind of unrelated, but I also would kinda like it if they scrapped the Adaptation stat and replaced it with some kind of mechanic (not that I think the stat itself was a bad idea, I just personally think the idea could’ve been executed better). For example, perhaps, upon either unlocking Varn or achieving 3rd Job, they could add a gauge in the character menu that slowly fills up as you clear environmental debuff dungeons? Though maybe make it so that it doesn’t fill up past the debuff value of the dungeon, so that players don’t spam easy dungeons to max their adaptation. And heck, maybe instead of removing the Adaptation stat, it could be reworked to increase the gauge gain.
Adapt wouldn’t be so bad if they wouldn’t “dripfeed” us more of it and never implemented a limit, besides 100%, to begin with, same with Polarisation.
They want to dictate how quickly progress is made, treating Elsword not as a game but a progressbar with themselves in mind.
And that’s where it became awful. I started playing while normalisation nor item lvl was implemented and Elsword felt like an actual game.
It was more “fighty” as well, not constant domination required to survive a single room of enemies and I loved the fighting!
Now we have week limited progress, titles, accessories, equipment, improvement of equipment… it’s disgusting.
Despite them forcing multiplayer, they do little to encourage that. CP entry limits isn’t helping players understand, it just locks them out.
Neither are those “tutorials” helping and CP for sure isn’t a proper showcase of capability to deal dmg, there’s too many hidden stats.
I do hope they address at least THAT, with their CP calculation change but, if any past changes are considered,
we’re more likely going to see Fuck-Up-You, electric boogaloo, yet again.
Adapt wouldn’t be so bad if they wouldn’t “dripfeed” us more of it and never implemented a limit, besides 100%, to begin with, same with Polarisation.
Agreed. Granted, I don’t think anything could make me like Polarize, but that’s just personal and not anything with whether I think it’s good or not. I actually considered getting polarize (outside of what’s practically forced on you”) when KoG said there was no cap on ERP, but with it coming out that it only has data up to level 999, I went back on that.
And that’s where it became awful. I started playing while normalisation nor item lvl was implemented and Elsword felt like an actual game.
Same. Honestly don’t mind the normalization, but I also wouldn’t object to it being removed.
It was more “fighty” as well, not constant domination required to survive a single room of enemies and I loved the fighting!
I miss those days. Not everything about them (especially not those dice rolls to determine who got what item, regardless of who picked them up), but I’d be happy if the game could go back to being like that, minus the bad aspects from bad then. Commands were actually viable back then, especially as you strung different commands together. But something tells me that’s not even possible at this point.
Despite them forcing multiplayer, they do little to encourage that.
They ain’t doing so well encouraging single-player either, despite the several dungeons that force it. That includes an entire region now with Mirror Del.
CP entry limits isn’t helping players understand, it just locks them out.
This one I’m a little on both sides for. On one hand, I really just wanna get to the later dungeons already, while on the other, I do understand wanting to make sure only players who are prepared for the duns can access them. Though I honestly don’t know if KoG understands, or even tries to understand, their own CP system.
Neither are those “tutorials” helping and CP for sure isn’t a proper showcase of capability to deal dmg, there’s too many hidden stats.
Oh, abso-fucking-lutely! They call that three-substage bare-bones prologue, lackluster “training” room, and some “guidebook” tutorials? Not saying the game needs to hold your hand, but they should really do a better job showing you how the game works, and doing it in a way that feels natural. And with pre-Elri dungeons being piss-easy now, they practically do nothing to prepare you for what comes later aside from teaching you “skill go brrr”. Not to mention so many post-Elrianode dungeons having their own gimmicks and either not explaining jack shit about them, or relying on those “danger” pop-ups that aren’t exactly eye-catching if you’re not explicitly watching out for them (and sometimes they’re worded in a way that you can’t understand a damn thing even if you see them). Sure, we have the wiki, but what about players who don’t know the wiki exists? Or even what a wiki is? Guess they’ve got no choice but to figure it out themselves, unless they’re lucky enough to party with someone willing to explain it.
I just thought of an idea that might make commands viable again. What if they got stronger the higher your current MP is? And I don’t mean the percent compared to your max MP, I mean the actual value. That way they could have comparable DPS to skills, but without the i-frames.
Though an increase in their base damage might also be good.
Remove S from ASD and you’ve got scaling combo damage again but, combos won’t be viable in current spam meta.
Everything is tailored to be beaten with skillspam, enemies can stunlock easily if not killed quick enough, requiring mana break to survive.
High speed of the game makes combos neigh useless as well, some chung combos are still messed up and one was broken for years.
Thus, confirming yet again, KoG has no plan for consistency, they just expand on current bs and leave everything else in the dust. GAME DESIGN!
I would like to see iframes removed, entirely and replaced with Hyper Armor for special actives, too many attacks bypass iframes anyway.
Remove all SA from combos as well and give it to actives, that will make current spam meta more bearable, even in PvP.
Just… adjust some debuffs, mainly elemental attributes on weapons and Hyper Armor on special actives will be fine.
Remove S from ASD and you’ve got scaling combo damage again
That would be really good to have, too. Especially if that “all damage” increase applied to my “current MP command damage increase” idea.
Everything is tailored to be beaten with skillspam, enemies can stunlock easily if not killed quick enough, requiring mana break to survive.
Yeah, that’s really annoying. Even outright BS in some instances. Kinda wish the “dodge” skill had a shorter cooldown specifically because of this.
High speed of the game makes combos neigh useless as well, some chung combos are still messed up and one was broken for years.
Which is part of why I came up with my “current MP command damage increase” idea. Didn’t know that about the Chung combos, though.
Remove all SA from combos as well and give it to actives, that will make current spam meta more bearable, even in PvP.
That would essentially get rid of the “Powerful” Trait. Which would be great, actually. We’d get a better trait for the Skills that have it.
He’s right about the Chung Combos unfortunately. »^ZZZ for example for Chung was broken for years after the reboot, and was only fixed about two years ago. Even then, several other Chung combos are still messed up. »X for example, now that the cannon hit launches, people actually tend to fall out of it and you lose the catch. I’ve had this happen a good amount of times myself. You’d do the »X, but then the cannon blast will miss, and oops: they KD’ed. That’s just one command, there’s several like this for chung that just has not been updated to keep up with this speed and are still very much broken. Comet Crusader is the one I noticed the most with this since he’s the Chung I play the most.
It’s another example of KoGs lack of care for pre-existing content, only focusing on latest hot stuff, Lithia in particular.
Can’t stand to see more of her in scandalous outfits in loadingscreens, disgusting advertisement.
DA has combo issues too, he has too much attack speed, his passiv pushes his action speed above 130%, without speed buff even.
Can’t even do one of his multihit-cannonball combos to stack attributes without resorting to »^XYX which… has a nasty bug.
While in SA during »^XYX and getting hit with an attack pushing even SA, he can get stuck in animation and float to the top of the room.
He remains there until killed or hit again outside of SA, have had that happen to me in 1. Abyss raid, Koryos garden and Spirit Lord`s Temple.
Sidetracked: Spirit LORD`S Temple? Why is Magmna, a SHE, called a Lord? Don’t they know what a Lady is? Unless… o_o
Sidetracked: Spirit LORD`S Temple? Why is Magmna, a SHE, called a Lord? Don’t they know what a Lady is?
Apparently “lord” can be used for women as well, so there’s no issue here. Also, just a reminder, Elly’s Flame Lord class predates even Varnimyr, so it’s not like it’s even the first time they’ve used “lord” for a woman.
Also, the fact this is a Korean game might have something to do with it. Not sure on that, though.

Sounds like an excuse to make females sound more authoritarian, influencial and strong, appaling.
But the sex-war is apparently quite common in S-Korea, I do wonder if such mindset has impacts on KoGs balancing decisions.
Sounds like an excuse to make females sound more authoritarian, influencial and strong, appaling.
Personally, I think you’re reading too much into it.
Personally, I think you’re reading too much into it.
Not one bit, I just read the thing you posted, first sentence in particular mentions it.
It’s still wrong to do so, slandering the word Lord just so females could be considered more “authoritarian” sounds foolish.
But, we have “progressive” times, eh? Feels like everything’s moving backwards tho, must be on purpose :o
“authoritarian”
… I. Think. You. Are. Reading. Too. Much. Into. It.
And no, that is not a literal statement, I’m saying I think you’re seeing things (figuratively) that aren’t there.
Also, KoG isn’t the only company that does this: Lucina, from Fire Emblem (which is a Nintendo franchise), has the “Lord” Class in Awakening and the “Great Lord” Class in Fates. And I’m pretty sure a few other fictional works do this as well. And I personally highly doubt it has anything to do with “progressivism”.
Just… adjust some debuffs, mainly elemental attributes on weapons and Hyper Armor on special actives will be fine.
So I was actually about to say something about them changing the effects of water and poison, but I checked the wiki, and apparently, water and poison weren’t quite what I thought they used to be. For some reason I thought they both used to decrease all speeds, with poison having a lower reduction than water due to it also dealing damage over time, but apparently not. Apparently they actually swapped speeds, with poison also initially gaining jump speed when the swap occurred before it was later removed. I also didn’t know that water also causes a bit of defense piercing (or that fire was given an MP burn effect, but I’m not talking about fire right now).
Despite this, I still think they shouldn’t have swapped water and poison’s speed reductions. Even with the defense ignore, water doesn’t feel like something comparable to fire and poison now, especially if the inflicted enemy escapes, preventing you from making use of the defense piercing, while poison’s damage is guaranteed upon being inflicted even if they escape.
kinda unrelated, but I also kinda want them to increase the resistance cap to make complete immunity possible again. But maybe make anything above 500 be normalized to make it not so easy to get said immunity. If I had it my way, I’d make it so that, only considering El shards and El Res, only two complete immunities would be possible.
So, to play devil’s advocate for half a second here specifically regarding normalization and “dictating how quickly progress is made”- for an ongoing game like Elsword, moderating players’ ability to progress is crucial for maintaining the longevity of your game, if mostly so the pace players make doesn’t comically outstrip the pace you make content at, because if players run out of content long before you’re ready to put out more, they’re gonna leave.
Things like normalization and progression barriers are some of the levers one can pull to help manage this- normalization in particular mitigates the risks of players stacking huge amounts of stats and crushing everything by enforcing diminishing returns. These are, of course, far from the only levers one can pull to manage this issue, and there’s certainly an argument to be had that KOG isn’t pulling those other levers enough. (Endgame high-replayability content is an excellent way to manage this kind of thing, if executed correctly.)
I’m also not going to pretend that the way KOG uses the levers they do pull is any good, and this is in fact exactly where I stop playing devil’s advocate, because the way they use normalization for some stats is completely ridiculous. In particular, Critical and Maximize are difficult to justify having normalization, given their particular mix of having a necessary hard cap by virtue of what they do, and the consequently relatively limited scaling in the power they offer, and most of the other stats have caps (ESPECIALLY the speeds) that are so low that they don’t even get the chance to get into the kind of dangerous scaling that mechanics like normalization are supposed to mitigate in the first place.
Or they’re Awakening Charge, which even if it was uncapped I can’t see being that powerful anyway, because even without the stat, it’s basically the norm to be building Awakening fast enough to have a full 3 beads ready by the time your current one is up anyway. I feel like the only characters this stat could meaningfully effect are the ones with weird Awakening gimmicks like Add, Ain, and Laby.
Before normalisation, there was diminishing returns: Equipment below character level gave less % on their sockets, IB sets excluded.
Admittedly: players, saw no reason to improve their armor without that but, it’s rather nasty to have progress be dictated, AT ALL.
moderating players’ ability to progress is crucial for maintaining the longevity of your game
Funny that you mentioned longevity: As proven time and time again, KoG isn’t interested in that and rather creates problems to sell “solutions”.
Adapt is a more blatant example for it, as is normalisation and wisdom stones as well as crit chance debuffs in Raids. It’s their mantra for YEARS.
I feel like the only characters this stat could meaningfully effect are the ones with weird Awakening gimmicks like Add, Ain, and Laby.
Rena, Raven, Eve, Chung, Ara, Noah, 4. path Lithia and probably some more I forgot. Not to mention all the effects triggered by awakening.
Rena, Raven, Eve, Chung, Ara, Noah, 4. path Lithia and probably some more I forgot.
Off the top of my head, Genesis. He literally restores HP and MP depending on Awakening Stage AFTER (re-)Awakening, with a complete 100% recovery of both at Awakening Stage 3! That’s literally a free recovery for the price of a single Awakening Bead if you’re already Stage 2 or 3. Get Awakening Beads faster, get full HP/MP recovery faster (which is really only possible because they gave everyone that can use it re-awakening). And even ignoring that, there’s Tene’s barrier from Shadow Effects.
Rena, Raven, Eve, Chung, Ara, Noah, 4. path Lithia and probably some more I forgot. Not to mention all the effects triggered by awakening.
Okay, so I had a whole thing written up about this, but then I went “hold on let me check something”, and. Somehow I missed that all characters have been able to reawaken for 2 years. So, yeah, forget my entire point about Awakening Charge. I’ll take that L.
Funny that you mentioned longevity: As proven time and time again, KoG isn’t interested in that and rather creates problems to sell “solutions”.
Oh, at no point am I disputing that. I could go on an entire long-winded rant about how awful the equipment improvement systems in the game are. I think the only system they’ve added I’ve ever actually liked was the El Tear system, because that one’s randomness is a lot easier to work around. Go figure, it’s also the only system that HASN’T made a reappearance of any kind since, unless of course you count the arguable bastardized version of it that became Shadow Effects. Every new equipment system barring a couple has been basically just a glorified opportunity to sell more cash shop items to solve problems they created.
I never said KOG was doing a good job of managing player progression; objectively, they’ve been doing a pretty terrible job, considering the effort curve to advance through progression tends to look less like a curve and more like a sheer cliff. Definitely possible to climb, you can pay to get up it way easier, but it’s going to be miserable if you don’t. Some people are into that, of course, but for main progression this is pretty bad. There’s a reason most MMOs tend to keep the main progression fairly straightforward, so your nonwhale players and casual players can, like, actually engage with it, and leave the mountains to climb to dedicated high-difficulty content, something KOG is weirdly avoidant of. (Well, they’re not really, the problem is they make the high-difficulty content the main content. And also make the high-difficulty content break the rules. Yes, I’m still mad that like 99% of content since Master Road is covered in red text on the wiki, why do you ask?)
I think the only actual dedicated high-difficulty content Elsword has at this point is, like, Challenge Mode, which is at this point three years old and clearly isn’t getting updated further, and Henir, which, to be fair, has usually been the designated high-difficulty mode for over a decade, and did just get a huge update on this front. Technically older versions of the Secret Dungeons also qualified, but, well. Those are now dedicated ED farms apparently.
prefacing any claim with “devil’s advocate”
massive red flag for normalizing stupid using mental gymnastics
Or it could be to say “hey, let me explain what I think makes sense about this before I mention all the ways that I agree with you that it’s stupid as fuck”.
Which is what I think he was trying to do.
Opens a test server for feedback
Ignores all feedback
Proceeds to push the balance patch anyways
Classic KoG.
Was the testserver really meant for feedback? Low entry requirement, no instructions for testing just… anything goes.
All changes aren’t even made for balancing purpose, none of it is balanced, it’s unfair, riddled with favourtism.
Something’s very wrong at KoG or business as usual but neither is a pleasant thought.
near universal behavior of any adult buying into fairy tales of behavioral maturity.
as it has been in reality for the past 100k years.
If you have a better explanation for their lunacies, please tell me.
My best explanation is nepotism: Family member got brought onboard, looked at recent stuff and forced it on everyone.
In other words: they’re stupid. They’re not making sane business decisions and constantly bank on FOMO and gambling for a burst of income.
I’m appalled at local distributers allowing their lunacies but, I guess this is what you meant with your post, eh?
Too bad I’m not asking for saints, just some sanity.
Hi Ritsu. Does this site have the number of hits and damage calculation for a skill? I saw someone ss it and the format looks really close to this site. Thank you.
It does but not publicly available. The way skill effects are linked to their tooltips is awful, so most skills don’t work, and require manual linking.
The calculation is also very rough, so it’s only used as a tool for me and other editors to put the percentage on Elwiki.
Didn’t though about that until someone pointed it down but… what happens to skills and forces that scale with combat power? most of the effects that were once maxed out now will be lost…
They have been changed accordingly. For example, Get Greedy maxes out at 120k CP now. https://cobodex.eu/kr-en/diff/skill?page=5&v=OT.260226.1_27
You can check other things like support buffs in the Status Effects tab of the Patch Diff page.
Oh thanks, thats nice i suppose , with KOG being how they are at times, i was kind of expecting them doing those adjustments later on
Man the INT server economy is so fucked I can’t even buy the new Weapon Acc because they’re all hoarding it to sell at 10B+, which can’t even be put on the board or traded with the current ED limit.
Sorry I just had to rant. I can’t even defend this as f2p who usually said, “Just save/farm ED lol”. It’s not even possible.
Unfortunately, KoG only cares about KR.
real complacency is thinking and preaching that hard work and “tRy HaRdEr” gives sheer situational sewage any positive meaning while calling anyone who calls crap like that out “lazy” or “burnt-out”. but negative meaning isn’t undone by being unyielding in being a moron.
all that to say, all in-game currency is outweighed by Zimbabwe dollars at this point, because that’s what all their sacrosanct effort is worth.
Soooow… everything mentioned was just meant to inform everyone about it and changes may be considered after backlash.
What was the point of the testserver again?
The hardest Secret Dungeon went from 15M to just over 1M CP requirement is the funniest shit ever
Combat Power got adjusted, it’s not the 1M CP you know about..
So, did the overall player’s CP got decreased? I fear that I can’t claim the 20M CP reward from the new Henir anymore