Minor Patch 0.25.4 - (2021. 2. 10)
Hello friends. Aesop here with the weekly balance patch!
With regards to balance, one of the most important points that we look at is the average MMR variance across all ranks, especially in the upper rankings. The biggest goal of this patch was to calculate how much MMR a certain character was earning or losing in each game, and to adjust accordingly for those who earned too much or too little. I plan to expand on this more in the future and fully relay more data points and variables that we look at when balancing and analyzing the performance of each character.
We are also minimizing the use of mode damage/recovery adjustments without disrupting the balance of the game. This is being done due it being rather difficult and confusing to instinctively know the exact strength of a character without continuously reading the details and changes of every patch.
This update will go live from Tuesday, February 9th at 06:00 PM to 09:00 PM (PST). Servers will be down for approximately 3 hours.
[h2]Character[/h2]
[h3]Nadine[/h3]
Nadine’s early game was slacking a bit, so we buffed her base stats to help her have an easier time early.
[h3]Lenox[/h3]
Lenox’s weapon skill damage and AoE damage were still a bit oppressive in Duo and Squad modes. We rearranged the damage on Snakebite (W) to lower her damage when in close range, but rewarding ideal spacing.
[h3]Rozzi[/h3]
Rozzi has a high pick rate and shows above average results in a lot of queues, so we’re just toning down the damage of her Easy Shot (Q) to bring her in line with the rest of the cast.
[h3]Luke[/h3]
Luke is strong early, but falls off a bit in the mid and late game. We’re adjusting his “curve” a bit so that he doesn’t have such dramatic spikes and falls.
[h3]Li Dailin[/h3]
Silences from becoming inebriated were a bit too long. We’re reducing the duration so you aren’t as punished as hard.
[h3]Magnus[/h3]
Magnus hits a couple indicators for showing too much strength in Solo, and in Duo/Squad, his skill amp ultimate is just too much of a nuke. Turns out, nobody could stop that body’s speed. We’re toning that down a touch.
[h3]Xiukai[/h3]
Xiukai has been somewhat over performing in most of our data points. We’re putting him on a diet and adjusting his late game strength a bit to leave room for some of the others on the Island.
[h3]Shoichi[/h3]
Shoichi has a high pick rate and shows a slight overperformance across a lot of our data points. We’re reducing his damage and adjusting some of his skills a bit to be more punishing for misplays, but still keep him out of the red.
[h3]Sissela[/h3]
Sometimes Sissela would die from a Wickeline bleed right after using her ultimate. I don’t like that.
[h3]Silvia[/h3]
We have adjusted some of Silvia’s to bolster her weaknesses in the early, mid, and late game.
[h3]Aya[/h3]
Aya’s damage output for her Double Shot(Q) was too high on some weapons and weapon types. “Blam Blam” resulted in “ouch.. OUCH”
[h3]Isol[/h3]
Isol is showing slightly above average performance, namely in the early game due to his relatively easy ability to chase and escape. We’re adjusting his early game a bit for Isols to make decisions more carefully and put his strategy in place.
[h3]Emma[/h3]
Emma still needs a bit more magic to gain footing in the early game and not be TOO tricky late game.
[h3]Yuki[/h3]
Giving a bit of damage to Yuki’s that max E first.
[h3]Zahir[/h3]
Some of Zahir’s skills have been adjusted to give him a boost in the early, mid, and late game. (That’s the whole game!)
[h3]Jackie[/h3]
Jackies that use weapons with low attack power tend to struggle with picking up kills and getting her bloodfest going. We’re adjusting her skills to have less of an attack power ratio but a higher base damage.
[h3]Chiara[/h3]
We increased a bit of Chiara’s survivability in the early game and we lowered her strength when using Plague (R). Praise be to… Chiara.
[h3]Hart[/h3]
Hart had one of the lowest average MMR acquisition rates for the past 2 weeks among all characters. We’re giving some love to the rarely used Overdrive (W) and efficiency of the 1st stage of Evolution. This will promote rewards for investing evolution points in different ways! 🤘
[h3]Hyunwoo[/h3]
Hyunwoo is beefy with just the base numbers of his skills, so we’re going to try to promote a higher “sophistication” of play, instead of just beating the hell out of your opponents.
[h3]Hyejin[/h3]
[h2]Weapon[/h2]
[h3]Uncommon/Rare Weapon Power adjustment[/h3]
[h3]Pistol[/h3]
[h3]Glove[/h3]
[h3]Guitar[/h3]
[h3]Dagger[/h3]
[h3]Axe[/h3]
[h3]Assault Rifle[/h3]
[h3]Rapier[/h3]
[h3]Hammer[/h3]
[h3]Bat[/h3]
[h3]Crossbow[/h3]
[h3]Two-handed Sword[/h3]
[h3]Shuriken[/h3]
[h3]Sniper Rifle[/h3]
[h3]Spear[/h3]
[h3]Whip[/h3]
[h3]Bow[/h3]
[h2]Armor[/h2]
[h3]Chest[/h3]
[h3]Head[/h3]
[h3]Arm[/h3]
[h3]Leg[/h3]
[h3]Accessory[/h3]
[h2]Food[/h2]
[h2]Bug Fix and Improvements[/h2]
With regards to balance, one of the most important points that we look at is the average MMR variance across all ranks, especially in the upper rankings. The biggest goal of this patch was to calculate how much MMR a certain character was earning or losing in each game, and to adjust accordingly for those who earned too much or too little. I plan to expand on this more in the future and fully relay more data points and variables that we look at when balancing and analyzing the performance of each character.
We are also minimizing the use of mode damage/recovery adjustments without disrupting the balance of the game. This is being done due it being rather difficult and confusing to instinctively know the exact strength of a character without continuously reading the details and changes of every patch.
This update will go live from Tuesday, February 9th at 06:00 PM to 09:00 PM (PST). Servers will be down for approximately 3 hours.
[h2]Character[/h2]
[h3]Nadine[/h3]
Nadine’s early game was slacking a bit, so we buffed her base stats to help her have an easier time early.
- Base Defense 21 → 23
- Base HP 520 → 535
[h3]Lenox[/h3]
Lenox’s weapon skill damage and AoE damage were still a bit oppressive in Duo and Squad modes. We rearranged the damage on Snakebite (W) to lower her damage when in close range, but rewarding ideal spacing.
- Damage Dealt to Enemies Duo: 94% → 92%, Squad: 91% → 89%
- Snakebite(W)
- Initial Damage (Circle): 30/40/50/60/70(+Attack Power 30%) → 20/30/40/50/60(+Attack Power 30%)
- Followup (“Stab”) Damage: 40/75/110/145/180(+Attack Power 60%) → 50/85/120/155/190(+Attack Power 60%)
- Initial Damage (Circle): 30/40/50/60/70(+Attack Power 30%) → 20/30/40/50/60(+Attack Power 30%)
[h3]Rozzi[/h3]
Rozzi has a high pick rate and shows above average results in a lot of queues, so we’re just toning down the damage of her Easy Shot (Q) to bring her in line with the rest of the cast.
- Easy Shot(Q)
- Damage 40/80/120/160/200 (+Attack Power 30%) → 30/70/110/150/190(+Attack Power 35%)
[h3]Luke[/h3]
Luke is strong early, but falls off a bit in the mid and late game. We’re adjusting his “curve” a bit so that he doesn’t have such dramatic spikes and falls.
- You can now play Luke in Ranked mode.
- Base Attack Power 35 → 32
- Attack Power per level 2.1 → 2.5
- Clean Sweep(Q)
- Range 9m → 8m
- Reactivation Range 10m → 11m
- Reactivation delay removed (Improved “feel”)
- Range 9m → 8m
- Pressure Washer (R)
- Range 10m → 12m
- Bug fixes
- 2nd Activation of Clean Sweep (Q) correctly applies damage
- 2nd Activation of Clean Sweep (Q) correctly applies/removes vision
- Elbow Grease (W) Normal Attack/Skill Damage no longer overlap
- 2nd Activation of Clean Sweep (Q) correctly applies damage
[h3]Li Dailin[/h3]
Silences from becoming inebriated were a bit too long. We’re reducing the duration so you aren’t as punished as hard.
- Blood Alcohol Content (BAC)(P)
- Inebriated duration 7s → 5s
[h3]Magnus[/h3]
Magnus hits a couple indicators for showing too much strength in Solo, and in Duo/Squad, his skill amp ultimate is just too much of a nuke. Turns out, nobody could stop that body’s speed. We’re toning that down a touch.
- Bike From Hell(R)
- Damage 200/400/600 (+Attack Power 200%) → 200/375/550 (+Attack Power 200%)
- Cooldown 90/80/70 → 95/85/75s
- Damage 200/400/600 (+Attack Power 200%) → 200/375/550 (+Attack Power 200%)
[h3]Xiukai[/h3]
Xiukai has been somewhat over performing in most of our data points. We’re putting him on a diet and adjusting his late game strength a bit to leave room for some of the others on the Island.
- Juggernaut Chef(P) additional recovery from food/drink 30% → 20%
- Heavy Meal (W)
- Xiukai Max HP Damage 3 / 3.5 / 4 / 4.5 / 5% → 2 / 2.5 / 3 / 3.5 / 4%
- Wok It Off(E)
- Xiukai Max HP Damage 3.5% → 3%
- Damage to movement impaired enemies Max HP 7% → 6%
- Xiukai Max HP Damage 3.5% → 3%
- Burnt To A Crisp(R)
- Damage per Juggernaut Chef Stack 1.0 → 0.9
[h3]Shoichi[/h3]
Shoichi has a high pick rate and shows a slight overperformance across a lot of our data points. We’re reducing his damage and adjusting some of his skills a bit to be more punishing for misplays, but still keep him out of the red.
- Defense per level 2 → 1.7
- Phony Deal (P)
- Normal Damage 25/60/95 → 10/45/80
- Critical Strike chance per stack 3/6/9% → 5/7/9%
- Normal Damage 25/60/95 → 10/45/80
- Bottom Line(W)
- Cooldown 17/15/13/11/9 → 17/16/15/14/13s
- Risky Business(E)
- Damage 20/60/100/140/180(+Attack Power 30%) → 35/75/115/155/195(+Attack Power 30%)
[h3]Sissela[/h3]
Sometimes Sissela would die from a Wickeline bleed right after using her ultimate. I don’t like that.
- Free at Last (R) minimum HP 1 → 100
- (Bug fix) Footsteps will always trigger normally.
[h3]Silvia[/h3]
We have adjusted some of Silvia’s to bolster her weaknesses in the early, mid, and late game.
- Reduced recovery in each mode (Solo 110% → 100%, Duo/Squad 95% → 85%)
- Lumia Grand Prix(P) Fuel from reaching new areas 10/12/14 → 9/11/13
- HP Recovery Attack Power ratio 30% → 50%
- Shift Gears(R)
- Movement Speed on bike 0.2/0.25/0.3 → 0.15/0.25/0.35
- Damage after getting off bike 125/150/175% → 100/150/200%
- Movement Speed on bike 0.2/0.25/0.3 → 0.15/0.25/0.35
[h3]Aya[/h3]
Aya’s damage output for her Double Shot(Q) was too high on some weapons and weapon types. “Blam Blam” resulted in “ouch.. OUCH”
- Double Shot(Q)
- Damage Attack Power 100% + 20/60/100/140/180(+Attack Power 50%) → Attack Power 100% + 20/70/120/170/220(+Attack Power 20%)
[h3]Isol[/h3]
Isol is showing slightly above average performance, namely in the early game due to his relatively easy ability to chase and escape. We’re adjusting his early game a bit for Isols to make decisions more carefully and put his strategy in place.
- Normal Attack Power 32 → 30
- Growth Defense per level 1.6 → 1.2
[h3]Emma[/h3]
Emma still needs a bit more magic to gain footing in the early game and not be TOO tricky late game.
- CheerUP♡(P)
- Cooldown 16/13/10 → 15/13/11s
- Hat Trick (W)
- Cooldown 12/11/10/9/8 → 11/10.5/10/9.5/9s
[h3]Yuki[/h3]
Giving a bit of damage to Yuki’s that max E first.
- Dashing Gentleman (E)
- Damage 70/120/170/220/270(+0.4 Attack Power) -> 70/125/180/235/290(+0.4 Attack Power)
[h3]Zahir[/h3]
Some of Zahir’s skills have been adjusted to give him a boost in the early, mid, and late game. (That’s the whole game!)
- Eye of Azrael (P)
- Movement Speed increase per skill level 20/25/30 → 25%
- Indicator duration 6s → 5.5s
- Movement Speed increase per skill level 20/25/30 → 25%
- Narayanastra (Q)
- SP cost 80/90/100/110/120 → 70/85/100/115/130
[h3]Jackie[/h3]
Jackies that use weapons with low attack power tend to struggle with picking up kills and getting her bloodfest going. We’re adjusting her skills to have less of an attack power ratio but a higher base damage.
- Bloodfest (P)
- Duration 20/25/30s → 25/27.5/30s
- Hack & Slash (Q)
- First “Slash” damage 20/40/60/80/100(+0.45 Attack Power) → 45/80/115/150/195(+0.25 Attack Power)
- Hack & Slash (Q) delay 0.13 → 0.1s
- First “Slash” damage 20/40/60/80/100(+0.45 Attack Power) → 45/80/115/150/195(+0.25 Attack Power)
- Bug fix
- Leaping Strike (E) tooltip shows correct information.
- Leaping Strike (E) now shows the chainsaw when used while Chainsaw Murderer (R) is active
- Leaping Strike (E) tooltip shows correct information.
[h3]Chiara[/h3]
We increased a bit of Chiara’s survivability in the early game and we lowered her strength when using Plague (R). Praise be to… Chiara.
- Base Defense 24 → 27
- Hand of Corruption (Q)
- SP cost 50/60/70/80/90 → 50/55/60/65/70
- Plague (R)
- HP recovery proportional to damage dealt 30% → 20%
[h3]Hart[/h3]
Hart had one of the lowest average MMR acquisition rates for the past 2 weeks among all characters. We’re giving some love to the rarely used Overdrive (W) and efficiency of the 1st stage of Evolution. This will promote rewards for investing evolution points in different ways! 🤘
- Delay(Q)
- Evolution slow 30/50% → 35/50%
- Overdrive(W)
- Duration 5s → 7s
- Cooldown 22/19/16/13/10s → 22/20/18/16/14s
- Evolution defense shred 20/35% → 25/35%
- Evolution Skill Amplification 15/25% → 18/25%
- Evolution SP decrease 70/180 → 80/180
[h3]Hyunwoo[/h3]
Hyunwoo is beefy with just the base numbers of his skills, so we’re going to try to promote a higher “sophistication” of play, instead of just beating the hell out of your opponents.
- Base Attack Power 40 → 38
- Base Defense 26 → 23
- Bluff (W)
- Bonus Defense 4/18/32/46/60(+ 0.1 Defense) → 9/23/37/51/65(+ 0.1 Defense)
- First Attack (E)
- Damage from defense 100% → 80%
[h3]Hyejin[/h3]
- Damage received in solo mode (Bow) [Deleted] (97% → 100%)
[h2]Weapon[/h2]
- Balance direction
- We are toning down Uncommon/Rare weapons that show excessive power compared to the ease of crafting them early.
- Power adjustments have been made to weapon skills that are utilized too well or not well enough.
- We’re improving some Legendary weapons that aren’t used well in relation to their crafting difficulty / materials
- We are toning down Uncommon/Rare weapons that show excessive power compared to the ease of crafting them early.
[h3]Uncommon/Rare Weapon Power adjustment[/h3]
- (Glove) Brasil Gauntlet Attack Power 32 → 28
- (Tonfa) Police Baton
- Attack Power 35 → 31
- Defense 8 → 10
- Attack Power 35 → 31
- (Bat) Long Rod Attack Power 25 → 22
- (Bat) Goblin Bat Attack Power 30 → 27
- (Bat) Torch Attack Power 40 → 36
- (Spear) Pike Attack Power 60 → 57
- (Crossbow) Heavy Crossbow Attack Power 69 → 66
[h3]Pistol[/h3]
- Electron Blaster Attack Power 65 → 61
- Magnum-Boa
- Attack Power 90 → 95
- Movement speed 0.1 → 0.15
- Attack Power 90 → 95
- Moving Reload (D) Cooldown 50/25s → 50/30s
[h3]Glove[/h3]
- Buddha's Palm Cooldown Reduction 10% → 15%
- Brasil Gauntlet
- Attack Power 53 → 50
- Defense 13 → 10
- HP Regen 1.0 → 1.2
- SP regen 0.7 → 1.2
- Attack Speed 30 → 35%
- Attack Power 53 → 50
[h3]Guitar[/h3]
- Purple Haze Attack Power 85 → 89
[h3]Dagger[/h3]
- Mount Slicer Attack Power 38 → 35
- Cloak and Dagger (D) Cooldown 40/25s → 40/30s
[h3]Axe[/h3]
- Scythe Skill amplification 18% → 20%
- Santa Muerte HP 450 → 410
- Berserk (D) : Attack Power increase per stack (Passive) 2% → 1.5%
[h3]Assault Rifle[/h3]
- AK-12 Critical Strike Chance 20% → 17%
- XCR Attack Power 63 → 60
[h3]Rapier[/h3]
- Meteor Claymore
- Critical Strike Chance +15%
- Extra Critical Strike Damage 30 → 20%
- Critical Strike Chance +15%
- Joyeuse
- Movement Speed 0.2 → 0.3
- Attack Speed +12%
- Movement Speed 0.2 → 0.3
[h3]Hammer[/h3]
- Armor Piercing (D)
- Duration 3/5s → 5/7s
- Defense decrease 25/40 → 20/35%
- Duration 3/5s → 5/7s
[h3]Bat[/h3]
- Statue of Soteria
- Attack Power 90 → 82
- Life Steal 10% → 12%
- Attack Power 90 → 82
[h3]Crossbow[/h3]
- Ballista Skill amplification +8%
[h3]Two-handed Sword[/h3]
- Laevateinn
- Attack Power 75 → 78
- HP Regen 1.5 → 2.0
- SP regen 1.5 → 2.0
- Attack Power 75 → 78
[h3]Shuriken[/h3]
- Dart Critical Strike Damage 20 → 15%
- Plumbata
- Movement Speed 0.1 → 0.18
- Critical Strike Damage 20 → 15%
- Movement Speed 0.1 → 0.18
- Flechette
- Critical Strike Damage 40% → 15%
- Attack Range +0.5
- Critical Strike Damage 40% → 15%
- Sudarsana Attack Power 125 → 130
[h3]Sniper Rifle[/h3]
- Tac-50 Life Steal 20% → 30%
- Intervention Range +1 → +1.5
- Polaris Attack Power 125 → 120
[h3]Spear[/h3]
- Dragon Guandao Attack Power 115 → 118
- Lance of Poseidon Cooldown decrease +5%
[h3]Whip[/h3]
- Plasma Whip: Extra Normal Attack Damage +12
- Bloody Nine Tails Life Steal 20% → 25%
[h3]Bow[/h3]
- Attack Speed per Mastery Level 2.2% → 2.4%
- Rain of Arrows (D) Cooldown 15s → 20/15s
[h2]Armor[/h2]
[h3]Chest[/h3]
- Leather Armor Defense 22 → 15
- Battle Suit Max HP 140 → 170
- Amazoness Armor Max HP 120 → 140
- Blazing Dress Attack Power +10
[h3]Head[/h3]
- Safety Helmet Max HP 210 → 200
- Fire Helmet Max HP 280 → 250
- Tiara
- Defense 14 → 16
- Max SP 460 → 400
- Defense 14 → 16
- Crystal Tiara
- Defense 14 → 21
- Max SP 700 → 600
- Defense 14 → 21
[h3]Arm[/h3]
- Bracelet of Skadi
- HP Regen 2 → 1.5
- SP regen 2 → 1.5
- HP Regen 2 → 1.5
[h3]Leg[/h3]
- Bucephalus Defense 5 → 10
- Glacial Shoes
- HP Regen 2 → 1.5
- SP regen 2 → 1.5
- HP Regen 2 → 1.5
[h3]Accessory[/h3]
- Gilded Quill Fan Skill amplification 14 → 12
- Doll Life Steal 11% → 12%
- Quiver Attack speed 22 → 25%
[h2]Food[/h2]
- Bread HP Recovery 200 → 225
- Curry Powder HP Recovery 200 → 250
- Ice Coffee SP recovery 530 → 500
[h2]Bug Fix and Improvements[/h2]
- You can now find Tindalos Band with the Skill amplification filter option.
- You can now match normally for Ranked after changing servers.
- Penalties for repeatedly declining queues are now always properly applied.