Patch Notes 0.26.1 - (2021. 02. 23)
Hello friends. Aesop here with another edition of the weekly patch notes. Today's notes don't feature anything crazy special like a skin or a character, but we're making a couple of adjustments for characters as usual.
This update will go live from 6 PM to 9 PM (PST). Servers will be down for approximately 3 hours.
[h2]Balance 'Framework'[/h2]
We'd like to give you guys a bit more insight into how we balance using all the data we have. This is a quick rough overview of what we determine to look at and how we look into it.
Average MMR gained
Kills are one of the most important elements of ERBS, and they especially affect the play experience directly.
[h3]Statistics[/h3]
Overall Ranked Interval
Low Tier MMR Interval
[h3]Other considerations[/h3]
Normal matches
Other indicators for specific weapons and armor
[h2]Character[/h2]
Nadine
Towards the end game, Nadine relies a bit too heavily on cheese by overlapping a ton of Squirrel Traps. We're working on a better solution in the next major patch.
His power curve is still a little bit weird. We're adjusting his early game / late game spikes.
The big boy is struggling a bit outside of the high tiers. We're adjusting his skills a bit to bring some of his strength out for the early game.
Play With Us! (E) is now a little more tactical to use on your real friends.
We're working on tuning down Silvia's excessive early strength and helping her keep up the pace late game. There will be more to come with her Change Gears (R) in the next patch.
Aya's Blank Cartridge (R) is causing a little too much damage too quickly, without much time for enemies to respond.
Cathy is now a little bit easier and smoother to play, so we're adjusting her balance accordingly.
You can now play Cathy in Ranked mode.
Fiora is a bit too much of an early game threat if she hits 6 quickly.
There is a large gap in results between veteran Hyejin players and people picking her up for the first time. We're trying to fix that a bit.
[h2]Weapon[/h2]
Pistol
[h2]Armor[/h2]
Chest
[h2]Traps & Surveillance Camera[/h2]
[h2]Wild Animals[/h2]
Boar
You get a little more of a reward for killing the piggies
[h2]Bug Fixes and Improvements[/h2]
This update will go live from 6 PM to 9 PM (PST). Servers will be down for approximately 3 hours.
[h2]Balance 'Framework'[/h2]
We'd like to give you guys a bit more insight into how we balance using all the data we have. This is a quick rough overview of what we determine to look at and how we look into it.
Average MMR gained
The MMR acquisition rate indicator is a very important method to determine the advantages a specific character has in climbing the ranks in the current meta.
We're still fully fleshing out the MMR indicator data points and how to extensively apply them to balance. The MMR acquisition efficiency over time and the MMR acquisition efficiency per game may not always match or there may be an unexpected disparity, so we are very closely examining.
The goal in Eternal Return is to be the last survivor. (Duh) We always keep an eye on the win rate of some characters so that they do not become outliers.
Kills are one of the most important elements of ERBS, and they especially affect the play experience directly.
Average rank is a good indicator to clearly show how good the survivability of a character is, while also giving good insight into how the character is played.
We will continuously monitor and investigate if we find characters that are not inline with all the other characters.
We use pick rate to determine if there are in-game or possible external barriers of entry - aside from character strength.
[h3]Statistics[/h3]
Overall Ranked Interval
We inspect the strength of the characters over all ranks together, and chopped up into individual ranked tiers.
Low Tier MMR Interval
We inspect the segments of lower tier MMRs, ensuring that characters aren't overly weak or oppressive to new players or lower skilled players.
To ensure that the highest tier players of a particular character, which show the character's maximum potential, aren't too out of control, we refer to a Top 1000 vs Top 100 section of the data. This helps us closer inspect a character after being mastered.
[h3]Other considerations[/h3]
Normal matches
When new characters are added, we carefully inspect their performance on normal matches to ensure the integrity of ranked matches when the new character is enabled.
Other indicators for specific weapons and armor
Weapons and armor that are shown either too strong, too weak, overused, or underused, are being adjusted as seen fit.
We are always listening to your feedback through all of our channels, especially right before and after the patch release. We will work harder to make your voices heard and test your feedback through thorough testing. We always want to determine why you guys feel the way you do and come up with improvements as much as possible.
[h2]Character[/h2]
Nadine
Towards the end game, Nadine relies a bit too heavily on cheese by overlapping a ton of Squirrel Traps. We're working on a better solution in the next major patch.
Squirrel Trap (W) Duration 70 → 60s
His power curve is still a little bit weird. We're adjusting his early game / late game spikes.
Neat 'n Tidy(P) - Stacks gained from killing Bat/Chicken1 → 2
Clean Sweep(Q)
Debuff/Reactivation time 3s → 4s
Throw damage (First part) 30/50/70/90/110 (+Attack Power 50%) → 15/40/65/90/115(+Attack Power 50%)
Dirty Work(E)
Skill 'queue' delay 0.23 → 0.13s
Delay after skill 0.23 → 0.13s
Recoil(Q) - Max buff stacks 2 → 1
The big boy is struggling a bit outside of the high tiers. We're adjusting his skills a bit to bring some of his strength out for the early game.
Wok It Off(E) Cooldown 21/18/15/12/9s → 18/16/14/12/10s
Play With Us! (E) is now a little more tactical to use on your real friends.
Play With Us! (E) Shield (allies) 60/110/160/210/260 (+Attack Power 50%) → 75/125/175/225/275(+ Attack Power 50%)
We're working on tuning down Silvia's excessive early strength and helping her keep up the pace late game. There will be more to come with her Change Gears (R) in the next patch.
Base Attack Power 28 → 25
Aya's Blank Cartridge (R) is causing a little too much damage too quickly, without much time for enemies to respond.
Damage taken in Solo mode (Sniper Rifle) 97% → 100%
Blank Cartridge(R) Damage 200/300/400(+Attack Power 70%)~400/600/800(+Attack Power 140%) → 200/300/400(+Attack Power 60%)~400/600/800(+Attack Power 120%)
Camouflage (E) Cooldown 23/20/17/14/11s → 22/19/16/13/10s
Damage taken in Duo mode (Two-handed sword) 100% → 102%
Attack Power per level 2.8 → 2.5
Hand of Corruption (Q) Cooldown 10/9.5/9/8.5/8s → 10/9/8/7/6s
Mania(E) Chain Duration 1.75 → 2s
Damage Dealt in Squad Mode (Rapier) 97% → 93%
Cathy is now a little bit easier and smoother to play, so we're adjusting her balance accordingly.
You can now play Cathy in Ranked mode.
Under the Knife(P) Severe Wounds
Debuff Duration 6 → 5s
Damage: Max HP 6%(+Attack Power 120%) → Max HP 5%(+Attack Power 100%)
Double Bypass (Q)
Damage 30/60/90/120/150(+Attack Power 70%) → 20/50/80/110/140(+Attack Power 60%)
Skill activation speed (Nearby enemies 0.2 → 0.13s, Dash 0.13 → 0.03s {Dash Time 0.1s})
Cooldown reduction when enemies are Severely Wounded 80% → 40/50/60/70/80%
Additional damage when in melee range: 50% → 30%
Amputation(W) Skill activation speed (0.33 → 0.26s)
Suture(E)
Projectile speed (20m/s → 27.78m/s)
Delay when using skill (Knockback delay 0.2 → 0.1s, Delay after 0.26 → 0.13s)
The initial projectile will no longer be blocked by walls
Damage upon second impact 30/40/50/60/70(+Attack Power 30%) → 10/20/30/40/50(+Attack Power 20%)
Emergency Surgery(R)
Damage 120/200/280(+Attack Power 60%)~300/500/700(+Attack Power 150%) → 120/200/280(+Attack Power 60%)~240/400/560(+Attack Power 120%)
Max health damage 25% → 30%
Recovery 120/200/280(+Attack Power 60%) → 180/300/420(+Attack Power 90%)→ 120/200/280(+Attack Power 40%) → 180/300/420(+Attack Power 60%)
Bonus recovery at HP amount 40% → 20%
Cooldown 150/120/90 → 120/110/100s
Dagger
Damage Dealt in Duo Mode 100% → 98%
Damage Dealt in Squad Mode 100% → 96%
Fiora is a bit too much of an early game threat if she hits 6 quickly.
Garde(R)
Damage 30/35/40(+Attack Power 6/18/30%) → 25/35/45(+Attack Power 6/18/30% )
SP Cost 50 → 30/40/50
There is a large gap in results between veteran Hyejin players and people picking her up for the first time. We're trying to fix that a bit.
Shuriken
Damage Dealt (Solo Mode) 112% → 108%
Damage Taken (Solo Mode) 90% → 94%
Three Calamities(P) time until can be feared again 8s → 9s
Five Omens(R)
Initial Damage 150/275/400(+Attack Power 70%) → 150/275/400(+Attack Power 85%)
Charm Damage 80/130/180(+Attack Power 50%) → 80/130/180(+Attack Power 40%)
[h2]Weapon[/h2]
Pistol
Attack speed increase per mastery level 3% → 3.3%
Magnum-Boa ammo 6 → 7
One Inch Punch Defense 25 → 21
Divine Fist reduced movement speed -0.05 → -0.07
Brasil Gauntlet reduced movement speed -0.05 → -0.07
Bloodwing Knuckles HP 250 → 210
White Claw Punch Critical Strike Chance 22% → 25%
Cloak and Dagger(D) movement speed increase while cloaked 30/40% → 25/40%
Carnwennan
Attack Power 44 → 41
Cooldown Reduction 12% → 10%
Vibroblade Attack Power 57 → 55
Berserk(D)
Cooldown 60s → 50s
Duration 5/7s → 6/8s
Extra Normal Attack Damage per mastery level 4% → 4.2%
Attack Speed per mastery level 2.7% → 2.9%
Mistilteinn Attack Power 30 → 33
Attack Speed per mastery level 1.8% → 2.0%
Caltrops (D)
Damage 110/180 → 80/160
Slow 30/40% → 20/40%
Petal Torrent Recharge 80s → 70s
Mystic Jade Charm Max Charges 10 → 12
Death Rune Max Charges 10 → 15
Skill Amplification per mastery level 2.3% → 2.0%
Sniper (D) Damage Attack Power 250/300% → 220/280%
Tactical Tonfa Defense 10 → 13
Mai Sok Defense 20 → 22
Plasma Tonfa Defense 18 → 21
Smokescreen(D) Cast time 0.29 → 0.15s
Incendiary Bomb Attack Speed 50 → 60%
Smoke Bomb Max Charges 20 → 24
Gentian Silver Gun Movement Speed 0.15 → 0.12
Spear of Longinus Attack Power 135 → 130
Blazing Lance Attack Power 110 → 115
Ancient Bolt Attack Power 55 → 58
[h2]Armor[/h2]
Chest
Hanbok Cooldown Reduction 8% → 10%
Rocker's Jacket Defense 11 → 14
Mithril Armor Flat Skill Damage Reduction 10 → 13
Bazuband Critical Damage Reduction +6%
Sword Stopper Defense 36 → 30
Buccaneer Doubloon Critical Strike Chance 8% → 12%
[h2]Traps & Surveillance Camera[/h2]
Telephoto Camera Max Stack 5 → 6
[h2]Wild Animals[/h2]
Boar
You get a little more of a reward for killing the piggies
Initial HP 792 / Defense 38.7 → HP 942 / Defense 16.7
Experience Granted 198 → 242
[h2]Bug Fixes and Improvements[/h2]
MMR penalties for pre-made teams in Duo and Squad have been lessened.
Recharge time for Throw and Shuriken weapons will now be shown in item info.
We have improved cases where characters did not appear or could not move after starting a game or reconnecting.
Cufflink and sound effects for Yuki no longer repeat on a corpse.
Effects are now displayed properly when you right-click an enemy while they are casting a skill.
Luke no longer has issues or freezes when reactivating Clean Sweep (Q).
Zahir's Eye of Azrael (P) now deals damage as intended.
Jackie's Chainsaw Murderer (R) is longer cancelled by queued up movement commands.
Cathy can no longer dash with Double Bypass (Q) while rooted.
Cathy's Suture(E) skill no longer permanently immobilizes herself or enemies.
Healing range is now properly applied when Cathy revives allies with Emergency Surgery (R).