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  3. Patch Notes 0.31.0 (2021.04.28) - Part 2

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.

  • Base Attack Power 31 → 28

  • Fire Escape(E) Cooldown 20/18.5/17/15.5/14s → 20/19/18/17/16s
Adela We're giving Adela some flexibility by giving her more time to set up her Sicilian defense or whatever it is I don't know chess terms.

  • Attack Power per Level 3 → 3.3

  • Promotion(Q) Stack Duration 5s → 6s
Aya People don't put points into Double Shot early, leaving it as a one-point wonder until late on most builds. This will take away a bit of that early 'free damage'.

  • Double Shot(Q) Second Shot Damage 40/90/140/190/240(+Attack Power 20%) → 35/90/145/200/255(+Attack Power 20%)
Barbara Barbara gets too pushy when fighting around objectives like Tree of Life or in restricted areas. We're lowering her damage on Sentry Gun and Free-Electron Laser and giving some love to R→Q to encourage a bit more dynamic playstyle.

  • 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)
Cathy A doctor always has to be precise. We're adjusting Amputation(W)'s damage again to reward skillful play and good spacing.

  • 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%)
Emma Emma is a force once she gets her Change☆ rolling. We're lowering some of the damage but making her hats a little easier to land.

  • 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
Fiora Fiora has been showing good stuff across the board. Just a simple adjustment for early game strength should help level her out.

  • Attack Power 31 → 28
Hyunwoo Hyunwoo really be stompin' out there now. Stomping Foot kind of falls to the wayside behind First Attack, but this should help him land some nice haymakers later.

  • Stomping Foot(Q) Cooldown 9/8/7/6/5s → 8.5/7.5/6.5/5.5/4.5s
Alex We've given him a couple weeks of gameplay, but he's still flying under the radar - and it's not because he's invisible.

  • 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
Isol With the introduction of EMP Drones, we're compensating Isol by buffing MOK Operational Mine(R)'s early power.

  • MOK Operational Mine(R) Slow when hit 10/20/30% → 20/25/30%
Jackie Jackie had a mechanical problem where the duration of her ult would be extended with each point in the skill, but with no way of deactivating it. We're giving her the agency to make her own choices now with it!

  • 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%)
Lenox Lenox has got the AOE prowess. We plan to adjust her team mode power level while also preserving her 1v1 combat power.

  • Recoil(Q) Damage Reduction when hitting 2 or more enemies 30% → 45%
Magnus 17 vs 1 is a little more powerful and rewarding for hitting enemies. He's a bit slower but he can't be stopped. Nobody really can stop that body's (reduced) speed!

  • 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)
Rozzi We made some general changes to healing reduction in earlier patches, and Rozzi's total heal reduction was showing to be too effective.

  • 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%
Silvia We're reducing Silvia's early power but rewarding skilled play through her winning the Lumia Grand Prix!

  • 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%
Sissela Sissela uses two powerful but hard to build weapons. (Petal Torrent for Shuriken, Ruthenium Marble for Throw) This makes her early game significantly weak, and makes it hard for us to adjust her despite her low average placements. Still - Sissela has shown low stats over all elo and all weapons, so we're buffing her survivability and skill QoL.

  • HP per Level 60 → 63

  • Go Get 'Em Wilson!(Q) Cast Time 0.07s → 0.04s
Xiukai Again, a little bit more of a reward for making the holy Fish and Chips.

  • 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)
Guitar

  • The Wall

    • Attack Power 75 → 72

  • Satisfaction

    • Life Steal 15% →20%

  • Teen Spirit

    • Attack Speed 35% → 40%

    • Extra Normal Attack Damage 22 → 25
Dagger

  • Mount Slicer

    • Attack Power 35 → 30

    • Extra Skill Damage 30 → 33
Axe

  • Berserk(D)

    • Duration 6/8s → 8/12s

    • Cooldown 50s → 35s

  • Parashu

    • Cooldown Reduction 10% → 12%
Assault Rifle

  • Overheat(D) Duration 5s → 6s

  • Type 95

    • Attack Power 75 → 77
Hammer

  • Fang Mace

    • Extra Skill Damage 33 → 35

  • Hammer of Thor

    • Attack Power 115 → 105
Dual Blade

  • Dioscuri

    • Attack Speed 50% → 40%

  • Starsteel Twin Swords

    • Attack Speed 40% → 35%
Nunchaku

  • Breath of the Dragon(D)

    • Stuns if charged more than 1s → Stuns if charged more than 0.8s

    • Stun Duration 1.25s → 1s
Shuriken

  • Death Rune

    • Charges 15 → 20

    • Recharge Time 30s → 24s

  • Flechette

    • Recharge Time 20s → 16s

  • Wind and Fire Wheels

    • Attack Power 53 → 55
Two-Handed Sword

  • Monohoshizao

    • Rarity: Epic → Legendary
Whip

  • Lightning Whip

    • Attack Speed 20% → 10%

  • Thunder Whip

    • Rarity : Rare → Epic

    • Recipe: Bullwhip + Gold → Lightning Whip + Gold

    • Attack Power 40 → 46

    • Attack Speed 10%
Throw

  • Incendiary Bomb

    • Attack Power 66 → 63

    • Cooldown Reduction 10% → 8%

  • Grenade of Antioch

    • Rarity: Epic → Legendary

    • Attack Power 77 → 80
Bow

  • [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!
Chest

  • 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%
Arm

  • Creed of the Knight

    • HP Regen 1.5 → 1.2

  • Cube Watch

    • Cooldown Reduction 8% → 10%
Leg

  • 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
Accessory

  • 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.
Hyper loop location change / New Area

  • (CHANGE) Avenue Fire Station bottom entrance → Avenue Police Station bottom entrance

  • (NEW) Factory control room bottom entrance
Area Item Frequency Adjustments Some places are getting a little more of everything.

  • 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.
Team Mode Damage Adjustments

  • 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