Patch Notes 0.31.0 (2021.04.28) - Part 2
[h2]Character[/h2]
Adriana Adriana has actually been burning up lower elo by harnessing the early game strength of Incendiary Bomb.
[h2]Weapons[/h2]
We're changing the rarity and recipes for items based on crafting difficulty and weapon statistics. Glove
[h2]Armor[/h2]
[h2]Food[/h2]
Some foods were rarely cooked, mostly due to the inefficiency of the ingredients used when combined. Those are better now! Stop ignoring choccy milk!
[h2]Traps & Other Special Items[/h2]
[h2]Mastery[/h2]
[h2]Area[/h2]
Area Item Frequency Adjustments
Some places are getting a little more of everything.
KEY:
Yellow: Regular Box
Blue: Box change/adjustment/addition
Purple: Spawn Point
Alley

Factory

Avenue

Archery Range

Hotel

[h2]Mode Balancing[/h2]
[h2]Features on watch[/h2]
Adriana Adriana has actually been burning up lower elo by harnessing the early game strength of Incendiary Bomb.
Base Attack Power 31 → 28
Fire Escape(E) Cooldown 20/18.5/17/15.5/14s → 20/19/18/17/16s
Attack Power per Level 3 → 3.3
Promotion(Q) Stack Duration 5s → 6s
Double Shot(Q) Second Shot Damage 40/90/140/190/240(+Attack Power 20%) → 35/90/145/200/255(+Attack Power 20%)
HP per Level 71 → 74
BT Sentry Gun Mk.II HP 150(+Barbara's maximum HP 21/24/27/30/33%) → 150(+Barbara's maximum HP 12/16/20/24/28%)
Free-Electron Laser(W)
Damage 20/60/100/140/180(+Attack Power 25%) → 30/60/90/120/150(+Attack Power 25%)
Sentry Gun Laser Damage 40/80/120/160/200(+Sentry Gun's Attack Power 50%) → 40/80/120/160/200(+Sentry Gun's Attack Power 40%)
Overclock(R) - When using Overclock(R) on Short Circuit(Q): Cooldown Reduction 20% (NEW)
Amputation(W)
Damage 35/70/105/140/175(+Attack Power 30%) → 35/70/105/140/175(+Attack Power 20%)
Outer Edge Additional Damage 45(+Attack power 20%) → 45(+Attack Power 35%)
Base Attack Power 40 → 37
Hat Trick(W) Damage 100/150/200/250/300(+Attack Power 75%) → 60/120/180/240/300(+Attack Power 75%)
Change☆(R)
Cooldown 18s → 24/21/18s
Explosion time when used on hat 0.5s → 0.3s
Attack Power 31 → 28
Stomping Foot(Q) Cooldown 9/8/7/6/5s → 8.5/7.5/6.5/5.5/4.5s
Base HP 490 → 520
Base SP 420 → 450
Incursion/Gauss Pistol (Q) Buff Duration 12s → 15s
Gauss Pistol (Q) Damage 40/80/120/160/200(+Attack Power 30%) → 50/90/130/170/210(+Attack Power 30%)
Recognition Signal (Ranged W)
Damage 40/60/80/100/120(+Attack Power 30%) → 40/60/80/100/120(Attack Power40%)
Vision and Normal attack range increase Duration 2/2.1/2.2/2.3/2.4s → 2/2.2/2.4/2.6/2.8s
Double Agent (Melee E)
Critical Strike Chance Increase(Passive) 3/6/9/12/15% → 6/9/12/15/18%
Cooldown 18s → 16s
Blowback (Ranged E)
Attack Speed Increase(Passive) 3/6/9/12/15% → 6/9/12/15/18%
Damage 60/90/120/150/180(+Attack Power 30%) → 60/90/120/150/180(+Attack Power 40%)
Cooldown 22/21/20/19/18s → 22/20/18/16/14s
EMP Barrage (R) First Hit
Movement Speed Decrease 40% → 50%
Movement Speed Decrease Duration 0.4s → 0.6s
MOK Operational Mine(R) Slow when hit 10/20/30% → 20/25/30%
Chainsaw Murderer(R)
Duration 10/15/20s → 15s
(NEW) Can now toggle skill for deactivation after 7s
(NEW) The later it's triggered, the more the damage
Damage after deactivation: 300/500/700(+Attack Power 100%) → 150/300/450(+Attack Power 70%) ~ 300/450/600(+Attack Power 100%)
Recoil(Q) Damage Reduction when hitting 2 or more enemies 30% → 45%
17 vs 1(W)
Cooldown 8s → 16s
Movement Speed Reduction 15% → 20%
Cooldown Reduction when hitting enemies: 1s per tick (NEW)
Gains Unstoppable during duration (NEW)
Flutter(W) Defense reduction and 100% Healing negation for 2.5s → Defense Reduction and Healing Reduction for 40% for 3s
Semtex Bomb Mk II(R)
Movement Speed Reduction when attached 20/25/30% → 15/20/25%
(NEW) Movement Speed Reduction when blown up immediately 20/25/30%
Base Attack Power 25 → 22
Lumia Grand Prix(P) Attack Speed and Skill Amplification 0.6/0.8/1% → 0.6/0.9/1.2%
HP per Level 60 → 63
Go Get 'Em Wilson!(Q) Cast Time 0.07s → 0.04s
Juggernaut Chef(P) Stack Acquisition per Rarity (Uncommon/Rare/Epic)
Level 1: 1/1/2 → 1/1/3
Level 2: 2/2/3 → 2/2/4
Level 3: 3/3/4 → 3/3/5
[h2]Weapons[/h2]
We're changing the rarity and recipes for items based on crafting difficulty and weapon statistics. Glove
Per Mastery Level
Skill Amplification 1.8% → 1.5%
Normal Attack Amplification 2.5% → 2.7%
Buddha's Palm
Attack Power 43 → 40
White Claw Punch
Critical Strike Damage +7% (NEW)
The Wall
Attack Power 75 → 72
Satisfaction
Life Steal 15% →20%
Teen Spirit
Attack Speed 35% → 40%
Extra Normal Attack Damage 22 → 25
Mount Slicer
Attack Power 35 → 30
Extra Skill Damage 30 → 33
Berserk(D)
Duration 6/8s → 8/12s
Cooldown 50s → 35s
Parashu
Cooldown Reduction 10% → 12%
Overheat(D) Duration 5s → 6s
Type 95
Attack Power 75 → 77
Fang Mace
Extra Skill Damage 33 → 35
Hammer of Thor
Attack Power 115 → 105
Dioscuri
Attack Speed 50% → 40%
Starsteel Twin Swords
Attack Speed 40% → 35%
Breath of the Dragon(D)
Stuns if charged more than 1s → Stuns if charged more than 0.8s
Stun Duration 1.25s → 1s
Death Rune
Charges 15 → 20
Recharge Time 30s → 24s
Flechette
Recharge Time 20s → 16s
Wind and Fire Wheels
Attack Power 53 → 55
Monohoshizao
Rarity: Epic → Legendary
Lightning Whip
Attack Speed 20% → 10%
Thunder Whip
Rarity : Rare → Epic
Recipe: Bullwhip + Gold → Lightning Whip + Gold
Attack Power 40 → 46
Attack Speed 10%
Incendiary Bomb
Attack Power 66 → 63
Cooldown Reduction 10% → 8%
Grenade of Antioch
Rarity: Epic → Legendary
Attack Power 77 → 80
[NEW] Argyrotoxus
Rarity: Legendary
Recipe : Longbow + Force Core
Stats
Attack Power 120
Skill Amplification 25%
Failnaught
Life Steal 15% → 20%
[h2]Armor[/h2]
We're changing rarity and recipes for items based on crafting difficulty and statistics.
The Archery Range/School/Alley route to build Rocker's Jacket/Revenge of Goujian/White Rhinos was too strong for how easy it was.
Maverick Runner's power level was adjusted previously by changing its out of combat movement speed option, but some characters still slammed it in their early builds. To keep the original intended design of the item, which was its mobility, we're adjusting its combat stats.
We're adding an option for increasing the cooldown reduction cap!
Sunset Armor
Defense 20 → 18
Covert Agent Uniform
HP Regen 2.5 → 2
Defense 23 → 26
Rocker's Jacket
Attack Power 30 → 28
Defense from Normal Attacks 15 → 13
Queen of Hearts
HP Regen 2.5 → 2
[NEW] Cooldown reduction cap when worn increased to 50%
Creed of the Knight
HP Regen 1.5 → 1.2
Cube Watch
Cooldown Reduction 8% → 10%
Maverick Runner
(REMOVED) Attack Speed Increase + 10%
Attack Power -8 (NEW)
Movement Speed Increase 0.3 → 0.35
Out of Combat Movement Speed 0.25 → 0.3
Straitjacket Sneakers
Rarity: Rare → Epic
Extra Skill Damage 12 → 14
Revenge of Goujian
Attack Power 18 → 15
Lunar Embrace
Defense 11 → 15
SP Regen 160% → 180%
[h2]Food[/h2]
Some foods were rarely cooked, mostly due to the inefficiency of the ingredients used when combined. Those are better now! Stop ignoring choccy milk!
Scrambled Egg
HP Recovery 550 → 600
Disinfectant
HP Recovery 600 → 700
Cocktail
SP Recovery 300 → 350
Lemonade
SP Recovery 300 → 450
Amount Crafted 4 → 3
Chocolate Milk
SP Recovery 400 → 450
[h2]Traps & Other Special Items[/h2]
With the introduction of the Recon Drone and the EMP Drone, we're providing players with ways to respond proactively to enemies who may have already claimed a certain area.
We're readjusting traps that were changed previously due to some expected 'Trap Camping' in new temporary restricted areas.
Max amount of Traps 4 → 5
Damage Adjustments
Fire Trap Damage 265 → 280
Mithril String Damage 285 → 300
Hidden Maiden Movement Speed Decrease 30% → 40%
C-4 Activation Time 1.5s → 1.2s
Double Guillotine Damage 260 → 280
Claymore Damage 240 → 260
(NEW) Recon Drone
Rarity: Rare
Recipe: Surveillance Camera + Dead Battery
Amount Crafted: 2
Range of installation: 10m
Active Effect
Vision Range: Ratio 5m
Duration: 7s
Effect
While this effect lasts, the drone provides vision from above. (Doesn't reveal invisible players)
(NEW) EMP Drone
Rarity: Rare
Recipe: Recon Drone + Gunpowder
Amount Crafted: 2
Range of installation: 10m
Active Effect
Vision and effect range: 5m
Duration: 7s
Effect
While this effect lasts, the drone provides vision from above. (Doesn't reveal invisible players)
Creates an EMP field that disables all traps/turrets in the effect range while the effect lasts.
[h2]Mastery[/h2]
To decrease differences in weapon recipes, we're adjusting the weapon mastery gain from crafting weapons. Higher rarity was giving a bit too much exp.
Weapon mastery exp gain based on crafted weapon rarity 100/200/350/600/900 → 100/200/350/550/800
[h2]Area[/h2]
We're improving starting points and box positions for the 5 areas with most imbalance in box distribution.
Chapel, being in the center of the map AND having a Hyperloop, saw an overly high percentage of fights. We're adding a new Hyperloop to Factory to spread things out a bit.
We made it easier to find key items in some high density areas.
We plan to improve starting points, Hyperloops, box locations etc. across the map to decrease imbalance in looting.
(CHANGE) Avenue Fire Station bottom entrance → Avenue Police Station bottom entrance
(NEW) Factory control room bottom entrance




Alley
Steel Chain 8 → 9
Wetsuit 7 → 8
Lighter 10 → 11
Garlic 7 → 8
Honey 7 → 8
Ramen 6 → 7
Cross 7 → 8
Binoculars 7 → 8
Running Shoes 9 → 10
Avenue
Battery 9 → 11
Temple
Kitchen Knife 6 → 5
Oriental Herb 6 → 5
Gunpowder 7 → 9
Hotel
Ice 8 → 9
Lemon 6 → 7
Whiskey 5 → 6
Carbonated Water 6 → 8
Scrap Metal 9 → 11
Cloth 8 → 9
Piano Wire 7 → 8
Iron Ore 7 → 8
Kitchen Knife 4 → 5
Factory
Battery 10 → 12
Walther PPK 4 → 5
Fedorova 3 → 4
Iron Ball 7 → 8
Oil 8 → 9
Scrap Metal 10 → 11
Archery Range
Cloth 6 → 7
Oil 6 → 7
Gunpowder 6 → 8
Running Shoes 7 → 8
Forest
Short Crossbow 4 → 3
Feather 8 → 9
KEY:
Yellow: Regular Box
Blue: Box change/adjustment/addition
Purple: Spawn Point
Alley


Factory


Avenue


Archery Range


Hotel


[h2]Mode Balancing[/h2]
To make up for the short TTK in Squad mode, we provided all characters with a -3% decrease in damage taken in Squad
Barbara & Lenox have been rather efficient in Squad, but we'll keep an eye on them for another week.
Wickeline Team Mode Adjustments
Duo / Squad Defense +20% → +30%
Nadine (Crossbow)
Damage dealt in Duo 91% → 89%
Damage taken in Squad 97% → 100%
Silvia (Pistol)
Damage dealt in Duo 88% → 86%
Damage dealt in Squad 85% → 83%
Yuki (Two-Handed Sword)
Duo Mode
Damage dealt 92% → 88%
Damage taken 104 → 102%
Damage dealt in Squad 88% → 86%
Chiara (Rapier)
Damage dealt in Squad 88% → 86%
Hyunwoo (Tonfa)
Damage taken in Duo 102% → 100%
Damage taken in Squad 105% → 103%
Fiora (Two-handed Sword)
Damage dealt in Squad 97% → 100%
Sissela (Shuriken)
Damage dealt in Duo 85% → 87%
Damage dealt in Squad 82% → 84%
Xiukai (Spear)
Damage dealt in Duo 92% → 95%
Squad Mode Damage taken for all characters -3%
[h2]Features on watch[/h2]
Weapon Skills - Axe, Hammer etc.
We're preparing improvements or remakes for weapon skills with low usage.
Weapons with highest base attack power (Axe, Spear, Sniper Rifle, Hammer etc.)
Concerning weapons with high base attack power, we usually try to stop them from dominating the early game which forces somewhat stale play styles and low player agency or skill expression.
We're planning to implement new attributes to items and revamping weapon skills for improvements as well.
Extra Skill Damage items
New attributes are scheduled to be added to compensate for the decreased power level of Extra Skill Damage items after the change in the damage formula.
Uptown starting areas
We plan to revamp the playground starting point soon.
Archery Range Starting Area Selection Percentage
Temporary Restricted Area Combat