PATCH NOTES 0.41.0 – SEPTEMBER 15TH, 2021
[h3][Additional Patch Notes][/h3]
Hello gamers, Aesop here!
This patch notes. Change good. Good game.
Why waste time write long intro when few word do trick?
Servers will go down September 15th at 7pm PST to apply Update 0.41.0.

[h2]New Character - Jenny[/h2]

Lumia's Chimera Actress has arrived.
Jenny will cost 9,900 A-Coin for 2 weeks and she will be available in ranked matches starting from Monday, September 20th 11:00 PM (PT).
Play Dead (Passive)
Rehearsal: Basic attacks grant Jenny 5 Rehearsal and reduce the cooldown of Persona by 1s.
Jenny gains additional effects when she takes on a new role using Persona (E).
Red Wine: Increases her attack speed by 20% for 4 seconds.
Black Tea: Increases her movement speed by 8/10/12% for 3 seconds.
Play Dead: If Jenny has 50 or more Rehearsal when her HP drops to 0, she feigns death, slowing her, but making her invisible, invincible, and untargetable. Jenny then ends her act, healing for 100 + (10/25/40% of Max HP) based on Rehearsal, and deals 20/50/80 + (4% of enemy's missing HP) skill damage to enemies around her. Jenny loses 7 Rehearsal per second when out of combat.
Spotlight (Q)
Jenny shines a spotlight in the targeted location 3 times, dealing 20/30/40/50/60(+Attack Power 20%) damage.
Hitting an enemy grants Jenny 10 Rehearsal. When Jenny has 50 or more Rehearsal, she gains enhanced effects based on her active role when the spotlight shines on her.
Red Wine: Increases her attack speed by 12/14/16/18/20% for 4 seconds. (Max 3 Stacks)
Black Tea: Increases her movement speed by 2/3/4/5/6% for 3 seconds. (Max 3 Stacks)
Red Carpet (W)
Jenny rolls out the red carpet in the targeted direction, dealing 50/85/120/155/190 + (Attack Power 25%) damage and slowing enemies by 30% for 1 second.
Reactivate Red Carpet to deal 50/85/120/155/190(+Attack Power 25%) damage to all enemies on the carpet. The Red Carpet has additional effects based on her active role.
Red Wine: Pulls in enemies standing on the carpet.
Black Tea: Pushes away enemies standing on the carpet.
Persona (E)
Passive : Jenny deals 10/20/30/40/50 (+Skill Amplification * 1.5) extra skill damage every 4 basic attacks or after activating Persona.
Active : Jenny dashes in the targeted direction and takes on a new role.
Effects for existing Spotlights and Red Carpets are unaffected.
Acceptance Speech (R)
Jenny creates an award stage around her, slowing enemies by 40/50/60% and resetting the cooldown of Persona.
The stage implodes after 2 seconds, dealing 100/200/300(+Attack Power 20 25%) damage and charming enemies inside for 1 seconds.
[h2]New Skin & Emotes[/h2]
Operator Alex will be available for purchase!
"Mission complete. On to the next one."
Chief Mechanic Barbara will be available for purchase on September 21st. (KST)
"I can get more horsepower out of anything. Even a toaster."
Fiora emotes will be available for purchase!




[h2]System[/h2]
[h3]Voice Chat[/h3]
You can now chat with your teammates directly in-game! Pls no toxic...
[h3]Meta Improvements[/h3]
As we try to solve issues that arise in the early game (like with the Acceleration Influx Perimeter), other issues have popped up and the final restricted areas have been overpopulated on occasion.
We're going to focus a bit on the late-game experience, mainly looking at some characters and HP regen options - along with some other changes.
Larger meta changes like this tend to be more impactful and it's a little bit more challenging for us to correctly predict all the negative situations that might come up. We'll continue monitoring and improving changes and try to push out some improvements in the upcoming patches as well.
[h2]Acceleration Influx Perimeter Improvements[/h2]
All Acceleration Influx Perimeters will now be turned off at the start of Day 2. You'll now be able to more easily catch your enemies in the mid and late game. They can't find a lucky straggler AIP!

[h3]Combat Pings[/h3]
Combat pings are key for finding enemies, but it also makes it dangerous to fight and you risk getting unluckily third-partied.
Pings caused by fighting will be quieter to reduce the pressure of combat.
[h3]Mastery[/h3]
Crafting mastery overlaps with other effects so we'll tone that down. Defense mastery adjustments should also help late-game fights.
[h3]Wild Animals[/h3]
Experience granted from killing Wild Dogs, Wolves, and Bears in the late game has been decreased to tone down the overall strength of super safe farming strategies. Alpha & Omega also now grant some more experience to reward riskier plays.
[h3]Other Improvements[/h3]

Enemy Hyperloop Arrival

[h2]Character[/h2]
[h3]Character Price Reduction[/h3]
Some characters are now cheaper!
Nathapon
Nathapon shutters at the thought of trying to survive the early game.
Nicky
We're trying to get special items and things with effects for each character, but Nicky doesn't really have any yet. This should help make up for that a bit.
Daniel
Daniel's strength is still hiding in the shadows, even after players have started to figure him out. This should help him out.
Rozzi
Rozzi is strange. I guess that's why she's called the Enigma. She's pretty consistently outdueling other characters in situations where it should be more of a 50/50. This should help bring her back in line a bit.
Li Dailin
Despite the dedicated Dailin players, she's a little weak even in the hands of experts. This should help a touch.
Rio
Fleeting Soul has a bit more utility and can now be used more strategically. However, Rio was showing pretty strong in the data, so we're adjusting her main weapon, Ancient Bolt.

Bernice
Bernice was buffed 2 patches ago but following some changes in the last patch, he became even stronger. This should bring him back in line.
Xiukai
The Juggernaut Chef is just that in the late game - a juggernaut. This should help.
Adriana
Adriana with Extra Skill Damage items was a bit too hot to handle.
Adela
Promotion adjustments should allow Adela to better plan her next Queen.
Isol
We're nerfing Isol's mobility but giving him more map control with MOK Operational Mine (R).
Alex
Just allowing Alex to call in EMP Barrages a touch more often.
Jan
Jan's success has been shown to be matchup based, with him usually coming out on top in particular situations. We're adjusting him a bit to give his enemies some outplay potential.
William
No Hitter can now spawn balls in more preferable places.

Eleven
More of a reward for enhancing her skills!
Eva
Oof ouchie that laser hurts. This should stop Eva from totally spamming the VF Eruption.

Yuki
Yuki is landing pretty well in high elo due to his sustainability.
Jackie
Jackie's chase buff! Jackie's escape nerf!
Fiora
Spear Fiora has been pretty good recently. We're giving her a hit in her base stats that are somewhat high compared to others, but changing weapons that are seeing less play.
[h2]Weapon[/h2]
New Unique Passive : Streamlined

Glove
Pistol
Dagger
Assault Rifle
Rapier
Bat

Dual Swords
Shuriken
Two-Handed Sword
Sniper Rifle
Spear
Camera
Tonfa
Throw
Bow
[h2]Armor[/h2]
Bandage is moved, so some stats are being shifted along with the overall nerf to HP Regen stats.
Chest
[h2]Food & Drinks[/h2]
Getting rid of some stuff that isn't made. Sorry curry fans.
[h2]Other[/h2]
Material
[h2]Area[/h2]
Moving materials is tricky and always impacts existing plans and routes. However, Factory was getting a bit too crowded. We're keeping our eyes on the Hospital next.
Factory
[h2]Mode Balancing[/h2]
[h3]Team Mode Damage Adjustments[/h3]
Adriana still has a huge presence in team modes due to her initiation and area control. We're planning some improvements to Adriana to adjust some of this, but we plan to tone her down via team mode adjustments for now.
Views on balance differ hugely from tier to tier and region to region. An entire character would be rated totally different among tiers. This gap also presents itself in competitive levels, such as official duo tournaments that we hold.
From now on, we're going to take a deeper look at adjustments to team modes while also improving unique issues caused in team modes - starting with Adriana.
- Indicators are improved to properly be displayed when skills are used without quick cast
- Jenny - Acceptance Speech (R)
- 100/200/300(+Attack Power 20%) → 100/200/300(+Attack Power 25%)
Hello gamers, Aesop here!
This patch notes. Change good. Good game.
Why waste time write long intro when few word do trick?
Servers will go down September 15th at 7pm PST to apply Update 0.41.0.

[h2]New Character - Jenny[/h2]

Lumia's Chimera Actress has arrived.
Jenny will cost 9,900 A-Coin for 2 weeks and she will be available in ranked matches starting from Monday, September 20th 11:00 PM (PT).

Rehearsal: Basic attacks grant Jenny 5 Rehearsal and reduce the cooldown of Persona by 1s.
Jenny gains additional effects when she takes on a new role using Persona (E).
Red Wine: Increases her attack speed by 20% for 4 seconds.
Black Tea: Increases her movement speed by 8/10/12% for 3 seconds.
Play Dead: If Jenny has 50 or more Rehearsal when her HP drops to 0, she feigns death, slowing her, but making her invisible, invincible, and untargetable. Jenny then ends her act, healing for 100 + (10/25/40% of Max HP) based on Rehearsal, and deals 20/50/80 + (4% of enemy's missing HP) skill damage to enemies around her. Jenny loses 7 Rehearsal per second when out of combat.
Slow : 60%
Cooldown : 200/180/160s
Effect Radius : Circular Radius 2.5m


Jenny shines a spotlight in the targeted location 3 times, dealing 20/30/40/50/60(+Attack Power 20%) damage.
Hitting an enemy grants Jenny 10 Rehearsal. When Jenny has 50 or more Rehearsal, she gains enhanced effects based on her active role when the spotlight shines on her.
Red Wine: Increases her attack speed by 12/14/16/18/20% for 4 seconds. (Max 3 Stacks)
Black Tea: Increases her movement speed by 2/3/4/5/6% for 3 seconds. (Max 3 Stacks)
Cooldown : 11/10/9/8/7s
SP Cost : 80/85/90/95/100
Range : 6.5m
Effect Radius : Circular Radius 2m


Jenny rolls out the red carpet in the targeted direction, dealing 50/85/120/155/190 + (Attack Power 25%) damage and slowing enemies by 30% for 1 second.
Reactivate Red Carpet to deal 50/85/120/155/190(+Attack Power 25%) damage to all enemies on the carpet. The Red Carpet has additional effects based on her active role.
Red Wine: Pulls in enemies standing on the carpet.
Black Tea: Pushes away enemies standing on the carpet.
Cooldown : 16/15/14/13/12s
SP Cost : 100
Carpet Width : 1.8m
Carpet Length (Front) : 4.5m
Carpet Length (Back) : 0.5m // Spawns with Jenny standing on the carpet, Total 5m- 1.8m
Knock Back Length : 2.8m


Passive : Jenny deals 10/20/30/40/50 (+Skill Amplification * 1.5) extra skill damage every 4 basic attacks or after activating Persona.
Active : Jenny dashes in the targeted direction and takes on a new role.
Effects for existing Spotlights and Red Carpets are unaffected.
Cooldown : 18/16/14/12/10s
SP Cost : 30/35/40/45/50
Dash Range : 2.6m

Jenny creates an award stage around her, slowing enemies by 40/50/60% and resetting the cooldown of Persona.
The stage implodes after 2 seconds, dealing 100/200/300(+Attack Power 20 25%) damage and charming enemies inside for 1 seconds.
Cooldown : 100/80/60s
SP Cost : 100/125/150
Skill Radius : Circular Radius 3.75m
[h2]New Skin & Emotes[/h2]
Operator Alex will be available for purchase!
"Mission complete. On to the next one."

Chief Mechanic Barbara will be available for purchase on September 21st. (KST)
"I can get more horsepower out of anything. Even a toaster."

Fiora emotes will be available for purchase!




[h2]System[/h2]
[h3]Voice Chat[/h3]
You can now chat with your teammates directly in-game! Pls no toxic...
The default settings are set to OFF.
You can change settings in the Options>Sound Voice Chat ON/OFF option.
Seriously. No toxic.

[h3]Meta Improvements[/h3]
As we try to solve issues that arise in the early game (like with the Acceleration Influx Perimeter), other issues have popped up and the final restricted areas have been overpopulated on occasion.
We're going to focus a bit on the late-game experience, mainly looking at some characters and HP regen options - along with some other changes.
Larger meta changes like this tend to be more impactful and it's a little bit more challenging for us to correctly predict all the negative situations that might come up. We'll continue monitoring and improving changes and try to push out some improvements in the upcoming patches as well.
[h2]Acceleration Influx Perimeter Improvements[/h2]
All Acceleration Influx Perimeters will now be turned off at the start of Day 2. You'll now be able to more easily catch your enemies in the mid and late game. They can't find a lucky straggler AIP!

[h3]Combat Pings[/h3]
Combat pings are key for finding enemies, but it also makes it dangerous to fight and you risk getting unluckily third-partied.
Pings caused by fighting will be quieter to reduce the pressure of combat.
Pings caused by combat 40m → 35m
Pings caused by firearm-type weapons 80m → 70m
[h3]Mastery[/h3]
Crafting mastery overlaps with other effects so we'll tone that down. Defense mastery adjustments should also help late-game fights.
Crafting Mastery: Item bonus effects 0.7% → 0.5%
Defense Mastery: Defense from basic attacks 0.6% → 0.5%
[h3]Wild Animals[/h3]
Experience granted from killing Wild Dogs, Wolves, and Bears in the late game has been decreased to tone down the overall strength of super safe farming strategies. Alpha & Omega also now grant some more experience to reward riskier plays.
Wild Dog: 200 + 20 per level → 200 + 18 per level
Wolf: 200 + 20 per level → 200 + 18 per level
Bear: 250 + 25 per level → 250 + 20 per level
Alpha: 20 per level → 100 + 20 per level
Omega: 20 per level → 200 + 20 per level
Solo
Iron, Bronze Low Placement 12th place → 8th place
Silver Low Placement 13th → 11th
Duo
Iron, Bronze Low Placement 6th → 4th
Silver Low Placement 6th → 5th
Squad
Iron, Bronze Low Placement 4th → 3rd
[h3]Other Improvements[/h3]
Hyperloop arrivals will display differently for arriving enemies/friends.

Enemy Hyperloop Arrival

Hotkeys for the 2,3,4,5th slot of quick crafting can now be set. (Default X)

[h2]Character[/h2]
[h3]Character Price Reduction[/h3]
Some characters are now cheaper!

Daniel
A-coin Price has been reduced. (9,900 → 8,020)

Nadine:
NP Cost 1075 → 970
A-Coin Cost 8020 → 5290
Jenny, Hart, and Jackie's costs are set to be reduced on September 30th (KST).

Max HP 620 → 645
HP per Level 61 → 63

Attack Power per Level 2.4 → 2.7

Base Attack Speed 0.05 → 0.07
Dusk Shears (Q)
Cooldown 12s → 14/13/12/11/10s
Inspiration (W)
Damage Stored: 12/14/16/18/20% → 12/14.5/17/19.5/22%
Can now be Inspired by characters that are immune to debuffs. However, the mark explosion will not deal damage if the target is immune to debuffs or untargetable.
Masterpiece (R)
Cooldown 100/80/60s → 100/70/40s
There is now a short cooldown between the first & second hit. (For all the button mashers)

HP per Level 60 → 58
Defense per Level 1.9 → 1.6
Flutter (W)
Healing Reduction 45% → 30%
Gun Vault (E)
Cooldown 18/16/14/12/10s → 18/16.5/15/13.5/12s

Base Attack Speed 0.07 → 0.1
Striking Tiger (R)
Damage per Hit: 25/55/85(+Attack Power 15%) → 40/70/100(+Attack Power 20%)

Fleeting Soul (Hankyu R) will be split into two attacks. The first attack will fire multiple arrows. Reactivate to fire an arrow that knocks back enemies.


Base Movement Speed 3.25 → 3.2
Buckshot (Passive)
Reload Time: 1.8/1.3/0.8s → 1.8/1.4/1.0s
Falconry (E)
Movement Speed Increase 12/14/16/18/20% → 8/10/12/14/16%
Cooldown 14/12/10/8/6s → 18/16/14/12/10s

Wok It Off (E)
Cooldown 20/18/16/14/12s → 22/20/18/16/14s

Pyromaniac (Passive)
1 Hit every 0.5s → 1 Hit every 0.56s

Promotion (Q)'s Cooldown is changed to start before the casting time (0.23s).

Semtex Bomb (Q)
Bonus Damage per Stack: 8/12/16/20/24(+Attack Power 20%) → 8/12/16/20/24(+Attack Power 15%)
Camouflage (E)
Range 4m → 3m
MOK Operational Mine (R)
Max Installation Limit: 1 → 2
Damage: 150/225/300(+Attack Power 30%) → 125/175/225(+Attack Power 30%)

EMP Barrage (R)
Cooldown 140/130/120s → 130/120/110s

Unyielding (Passive)
Cooldown Reduction 10/25/40% → 10/20/30%
Knee Strike (Q)
Cooldown 13/12/11/10/9s → 12/11/10/9/8s
Leaping Knee (Q2)
Damage: 85/110/135/160/185(+Attack Power 45%) → 65/95/125/155/185(+Attack Power 45%)
Bob and Weave (E)
Range 2.5m → 3m
Cooldown 18/16/14/12/10s → 17/15/13/11/9s
The Tetragon (R)
Slow 70% → 60%

If there is an obstacle where a No Hitter (P) ball will spawn, the ball can now spawn beyond the obstacle. (In range of Sliding Catch (E))


Food For Thought (W)
Damage reduction when fully charged 15% → 25%

VF gain for VF Bead (P) will now only happen when out of combat.
Amethyst Flow (E)
Range 2.5m → 3m
Amethyst Flow (E) changed from a teleport to a dash, resulting in some differences when passing through obstacles.
To summarize, the range for jumping through obstacles is shorter while the range on passable terrain is longer.
Cooldown 8/7/6/5/4s → 9/8/7/6/5s


HP per Level 75 → 71
Defense per Level 2.3 → 1.9

Adrenaline Burst (W)
Extra Damage for bleeding enemy: Attack Power 10/13/16/19/22% → 12/16/20/24/28%
Initial Movement Speed Bonus 5/7/9/11/13% → 5/6/7/8/9%
Additional Movement Speed (Moving towards bleeding enemy) 3/4/5/6/7% → 3/5.5/8/10.5/13%
Leaping Strike (E)
Cooldown 20/18/16/14/12s → 21/19/17/15/13s
Slow on bleeding enemies 45% → 50%

Movement Speed 3.25 → 3.2
HP per Level 81 → 78
Garde (R) - Does not activate when attacking summons (Traps, cameras etc.)
[h2]Weapon[/h2]
New Unique Passive : Streamlined
Gain additional effects when hitting a single enemy 3 times with a basic attack or a single target skill (excludes weapon/item skills) within 4s.


Uppercut (D)
Cooldown 12/10s → 15/10s
Bloodwing Knuckles
Movement Speed 0.1 → 0.08
Brasil Gauntlet
Attack Power 55 → 57
Attack Speed 35% → 40%

Stampede
Double Tap
Skill Damage → Cellular Damage
No longer fully converts the basic attack into a skill but is now a basic attack + extra cellular damage type.
Damage: Attack Power + Skill Amplification*1 + 10 per Level → Skill Amplification*2 + 10 per Level + 6% of target's max HP
Devil's Marksman
Max Ammo 7 → 4
Last Word
Skill Damage → Cellular Damage
No longer fully converts the basic attack into a skill but is now a basic attack + extra cellular damage type.
Damage: Attack Power + Skill Amplification*2+ 150% Extra Skill Damage → Skill Amplification*3 + 200% Extra Skill Damage + 6% of target's max HP

Kitchen Knife
Movement Speed 0.05 (REMOVED)
Army Knife
Movement Speed 0.08 → 0.06
Carnwennan
Extra Basic Attack Damage 26 (REMOVED)
(NEW) Extra Basic Attack Damage per Level 2

(NEW) Jamadhar
Rarity : Uncommon
Recipe : Kitchen Knife + Brass Knuckles
Stats
Attack Power 15

(NEW) Carapace Katar
Rarity : Rare
Recipe : Jamadhar + Turtle Shell
Stats
Attack Power 20
Defense 12

(NEW) Maharaja
Rarity : Epic
Recipe : Carapace Katar + Aether Fringe
Attack Power 42
Defense 18
Streamlined : Rudra Embodied (New Unique Passive)
Hitting a single enemy 3 times with a basic attack or a single target skill (excludes weapon/item skills) within 4s provides the Rudra Embodied status for 2.5s. Basic attacks with multiple hits, or dot skills are counted as a 1 hit.
Cooldown 6s
Rudra Embodied
Attack Power Increase 33%
Movement Speed Increase 10%

Agni
Attack Speed 25% → 20%

Durendal Mk2
Life Steal 8% → 11%
Volticletto
Attack Power 47 → 50

Full Swing (D) no longer knocks enemies to an awkward angle when hit from a 90° angle.


Dual Sword Rampage (D)
2nd Cast Damage: Attack Power 125/180% → 125/225%
Improvements for the overall Dual Swords weapon type is planned for the next update.

Death Rune
Primordial Hex
Damage: 125 + 150% Skill Amplification → 125 + 175% Skill Amplification
Petal Torrent
Attack Power 73 → 78

Monohoshizao
Attack Power 50 → 53
Excalibur
Max HP 360 → 305
HP Regen 125% → 100%

Long Rifle
Attack Power 34 → 30
Springfield
Attack Power 50 → 40
Tac-50
Attack Power 98 → 94
Life Steal 18% → 14%
Blackfire Cannon
Lead Shell
Cellular Damage 35 → 115

Dragon Guandao
Max HP per Level 10 → 8
Cosmic Bident
Attack Power 130 → 135

Laser Designator
Attack Power 50 → 55
V.I.C.G
Attack Power 66 → 72

Quick Spin (D)
Damage Reflected: 50/70% → 40/65%
Windrunner
Movement Speed 0.2 → 0.1
Defense 20 → 8-
Streamlined : Zephyr (New Unique Passive)
Hitting a single enemy with a basic attack or single target skill 3 times within 4s grants you Zephyr for 2.5s. Basic attacks with multiple hits, or damage over time skills count as a 1 hit. (Weapon/Item skills excluded)
Cooldown 6s
Zephyr
Attack Speed 30%
Shield 225
Movement Speed 8%
Obsidian Jitte
Primordial Hex Damage: 125 + Skill Amplification의 150% → 125 + Skill Amplification의 175%

Fireball
Attack Power 18 → 22
Extra Skill Damage per Level 3 → 2.5

Artemis
Max HP 275 → 335
Ancient Bolt
Extra Basic Attack Damage 16 → 13
[h2]Armor[/h2]
Bandage is moved, so some stats are being shifted along with the overall nerf to HP Regen stats.
Chest
Sunset Armor
Defense 18 → 20
Sheet Metal Armor
Defense 38 → 30
Movement Speed -0.1 → -0.05
EOD Suit
Max HP 250 → 235
Defense from Basic Attacks 10 → 8
Cardinal Robes
HP Regen 1.5 → 0.9

(NEW) Barbed Blossom
Rarity : Rare
Recipe : Flower + Barbed Wire
Stats
Attack Power 10
Cooldown Reduction 7%

(NEW) Smart Band
Rarity : Epic
Recipe : Barbed Blossom + Blueprint
Stats
Attack Power 25
Cooldown Reduction 10%
Squad Leader Armband
HP Regen 1.2 → 0.6
Creed of the Knight
HP Regen 1.2 → 0.8
Tachyon Brace
Movement Speed 0.3 → 0.27
Red Shoes
Movement Speed 0.35 → 0.37
Life Steal 15% → 18%
Mask
Movement Speed 0.08 → 0.06
Vigilante
SP Regen 65% → 50%

(NEW) Aether Fringe
Rarity : Rare
Recipe : Feather + Flower of Fate
Stats
Critical Strike Chance 15%
Cooldown Reduction 8%
Movement Speed 0.06
Fan
Extra Skill Damage 9 → 6
Gilded Quill Fan
Extra Skill Damage 12 → 10
Grimoire
Primordial Hex
Damage: 75 + 125% Skill Amplification → 75 + 150% Skill Amplification
Veritas Lux Mea
Skill Amplification 10% → 13%
HP Regen 150% → 100%
Jolly Roger
Attack Power 12 → 16
Kundala
Biotic Infusion
Damage: 200(Melee)/150(Ranged)% Skill Amplification → 250(Melee)/200(Ranged)% Skill Amplification
[h2]Food & Drinks[/h2]
Getting rid of some stuff that isn't made. Sorry curry fans.
Easter Egg (REMOVED)
All Curry Powder related items(Curry Powder, Curry, Curry Croquette, Curry Bun, Tandoori Chicken) (REMOVED)
Whisky Bonbon (REMOVED)
Potato Bread (REMOVED)
Lemon Custard (REMOVED)
Highball
Amount Crafted : 2 → 3
[h2]Other[/h2]
Material

-
(NEW) Barbed Wire
Rarity : Uncommon
Recipe : Piano Wire + Hammer
Amount Crafted : 1
[h2]Area[/h2]
Moving materials is tricky and always impacts existing plans and routes. However, Factory was getting a bit too crowded. We're keeping our eyes on the Hospital next.
Factory
Bandage 9 (REMOVED)
Curry Powder 6 (REMOVED)
(NEW) Ramen 7
(NEW) Baseball 3
(NEW) Fedorova 5
Ramen 7 (REMOVED)
Baseball 3 (REMOVED)
(NEW) Bandage 9
Scissors 8 → 9
[h2]Mode Balancing[/h2]
[h3]Team Mode Damage Adjustments[/h3]
Adriana still has a huge presence in team modes due to her initiation and area control. We're planning some improvements to Adriana to adjust some of this, but we plan to tone her down via team mode adjustments for now.
Views on balance differ hugely from tier to tier and region to region. An entire character would be rated totally different among tiers. This gap also presents itself in competitive levels, such as official duo tournaments that we hold.
From now on, we're going to take a deeper look at adjustments to team modes while also improving unique issues caused in team modes - starting with Adriana.
-
Nadine (Bow)
Damage dealt in Duo 89% → 91%
-
Nadine (Crossbow)
Damage dealt in Duo 94% → 95%
Damage dealt in Squad 92% → 89%
-
Rio (Bow)
Damage dealt in Squad 85% → 82%
-
Magnus (Hammer)
Damage dealt in Duo 93% → 91%
Damage dealt in Squad 91% → 90%
-
Xiukai (Spear)
Damage dealt in Squad 86% → 83%
Damage taken in Squad 94% → 97%
-
Xiukai (Dagger)
Damage taken in Squad 94% → 97%
-
Shoichi (Dagger)
Damage dealt in Squad 100% → 102%
-
Sissela (Shuriken)
Damage taken in Squad 97% → 100%
-
Sissela (Throw)
Damage taken in Squad 97% → 100%
-
Silvia (Pistol)
Damage dealt in Duo 87% → 92%
Damage dealt in Squad 86% → 90%
-
Adriana (Throw)
Damage dealt in Duo 87% → 84%
Damage taken in Duo 100% → 102%
Damage dealt in Squad 82% → 79%
Damage taken in Squad 100% → 102%
-
Aya (Assault Rifle)
Damage dealt in Duo 87% → 90%
Damage dealt in Squad 89% → 92%
-
Isol (Assault Rifle)
Damage dealt in Duo 90% → 93%
Damage dealt in Squad 82% → 85%
-
Alex (All Weapons)
Damage dealt in Duo 87% → 89%
Damage dealt in Squad 84% → 86%
-
William (Throw)
Damage dealt in Duo 97% → 94%
Damage dealt in Squad 94% → 91%
-
Eva (Throw)
Damage dealt in Duo 88% → 86%
Damage dealt in Squad 84% → 82%
-
Jackie (Axe)
Damage dealt in Duo 100% → 98%
Damage dealt in Squad 98% → 96%
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Fiora (Rapier)
Damage dealt in Duo 95% → 94%
Damage dealt in Squad 94% → 95%
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Chiara (Rapier)
Damage taken in Squad 97% → 94%