
Greetings, this is
Shadow Arena.
Here are the updates made to Shadow Arena during the regularly scheduled maintenance on June 18 (Thu).
* Patch Size: 347.4 MB (Approx.)
Check out all the details below, and we will see you in the arena!
[h2]
■ Changes for Nicknames Displayed During Matches [/h2]
- Changed other player’s nicknames to no longer be visible during a match.
> Only the Hero name will be displayed instead of the player’s nickname until the player is defeated.
- Changed the Report function to only be usable during Spectate Mode.
Dev memo : As mentioned last week, we’ve hidden other players’ nicknames during a match.
This is part of our response to reduce intentional teaming or the ability to “snipe” a specific player to make them rank lower. However, you will still be able to see a player’s nickname once they are killed or you are dead, and hence, we’ve also changed the Report feature to let you report players in these types of situations.
[h2]
■ Gameplay Mode [/h2]
- Split the Create Room and Enter Room feature in Custom mode.
> Select Custom mode to view the list of created rooms; you can select a room from this list to enter it.
> In order to enter a room created in Custom mode, you need to either enter the room’s correct password or be directly invited by the room creator.
> You can now create Dueling Grounds or AI Match rooms in Custom mode.
- Improved Custom mode to display a message when you fail to invite a player.
- Added the ability to create a room with a Spectator (Observer) role in Custom mode.
▶ How to Use “Spectator Mode” in Custom Mode - After selecting a gameplay mode (Solo/Team/etc.), you can now select between Ranked and Normal matches.
Dev memo :We’ve began our process of improving Custom mode. You’ll now be able to see the list of matches created by other players and have more options to select when creating a new room.
In particular, we’ve added the ability to create a room with observer privileges for players to use when hosting tournaments or other purposes.
However, we hope you understand that there is a limit to the number of player created matches at one time. Nevertheless, we will continue to implement improvements for Custom matches.
(We also plan to add a variety of requested practice options.)
[h2]
■ Ancient Weapons [/h2]
- Improved the ease and functionality of the controls for the Ancient Weapons.
[h3]
[Laytenn] [/h3]
- Increased the “monster damage” of all attacks.
- Increased the forward jump distance by 1.2 times than before.
- Improved Forward Jump and Charge Attack to allow you to perform the next action faster than before.
- Increased the fixed damage of Basic Attacks and Jump Attacks as follows.
> Basic Attack: 1500 → 2000
> Jump Attack: 2500 → 3500
- Fixed an issue where turning the screen when firing the laser caused the laser to shoot out in two different directions.
[h3]
[Puturum] [/h3]
- Fixed the Blackstar to no longer attack Puturum.
- Lesser Laser (LMB): Increased the damage from 500 to 1000.
- Stronger Laser (RMB): Reduced the time it takes to charge.
- Reduced the minimum altitude you can fly at.
- Added the ability to move backwards with (S).
- Improved the ability to change directions while mid-flight.
Dev memo : Although the Ancient Weapons are very powerful, they weren’t easy to use due to their somewhat complicated controls. In addition, we implemented improvements for an issue where the Ancient Weapon’s actual attack would not match the visual effect and go in the wrong direction.
There’s one more thing, we also plan to add a way for you to practice the Ancient Weapons’ controls in an upcoming update.
[h2]
■ Red Dragon [/h2]
- Changed the Red Dragon to no longer damage the Hero who used the Red Dragon’s Offering to summon it.
- Improved the Red Dragon summoned by the Red Dragon’s Offering so its kills will be added to the kill score of the player that summoned it.
Dev memo : We wanted to raise the usage of the Red Dragon’s Offering, so we’ve made the Red Dragon no longer damage the Hero who summoned it and made its kills add to the kill score of its summoner. We hope to see more players trying out the Red Dragon’s Offering.
[h2]
■ Heroes [/h2]
- Added the “Stiffness Super Armor” effect when a Hero gets back up after being knocked down.
Dev memo :In Tuesday’s update, there were some rather drastic nerfs to certain Heroes. These drastic nerfs were our response to immediately block infinite combos that were reported just before the Tuesday update. Afterwards, we watched how the cooldown and CC duration changes impacted the game and came back to these nerfs for some additional changes.
In the future, we will make sure to fix any infinite or almost infinite-like combos whenever we discover them.

- Shield Charge (2): Changed the skill to allow you to more quickly perform other actions after the skill‘s additional strike.
Dev memo :While Shield Charge was a great skill to use with only the first strike, it was difficult to quickly follow up with a combo after the additional strikes, so we’ve changed this to let you follow up with an action faster than before.

- Fixed an issue where using Fallen Flower (RMB) while casting Clairvoyance (2) without any stamina caused Yeonhwa to not move.
Dev memo :As Yeonhwa is a Hero that could’ve been greatly impacted by last week’s change to Basic Attacks, we’ve been keeping an eye on her win/loss rates after the update. But since there hasn’t been a severe fall so far, we’ll continue to keep watching and just bugfix for this week.

- Adjusted the Knockdown time of the following skills to 0.7 seconds.
> Phantom Raven (RMB)
> Sun of Destruction (4)
- Phantom Raven (RMB): Fixed an issue where sharply turning direction while using skill caused the hit to not register.
Dev memo :We’ve returned her Knockdown time to a more normal state after the drastic adjustments we made last Tuesday to block infinite combos.

- Bestial Howl (4): Increased the cooldown time of all levels by 2 seconds.
> Level 1: 18 sec. → 20 sec.
> Level 2: 17 sec. → 19 sec.
> Level 3: 16 sec. → 18 sec.
> Level 4: 16 sec. → 18 sec.
Dev memo :While Shultz doesn’t quite have an infinite combo, he has a somewhat excessively long and powerful one, so we’ve increased the cooldown time of Bestial Howl (4) to fix this.

- Thunder Rip (3): Fixed an issue where the mark’s visual effect would linger even after triggering the mark with the skill.
Heart Stab (1): Fixed the skill description to show the mark’s duration. (6/16 (Tue) Update)
Dev memo : One of the changes was implemented in last Tuesday’s update, but wasn’t included due to our rush in preparing Tuesday update details.

- Reduced the movement distance of Jump Attacks while moving by 50%.
- Natural Marksman (RMB): Fixed an issue where moving while using the skill caused an abnormal message to appear.
Dev memo :We fixed the movement distance of Orwen’s forward jump attack as it went an abnormally far distance.

- Blood Flurry (4): Fixed an issue where the cooldown time would not go down at Level 3.
- Blood Flurry (4): Reduced the skill’s maximum damage as follows.
> First Spin’s Damage: 85% of Original Damage
> Second Spin’s Damage: 90% of Original Damage
> Third Spin’s Damage: 95% of Original Damage
> Forth Spin’s Damage: Same as Original Damage
- Corpse Cut (2): Fixed an issue where using the skill at level 2, 3, or 4 caused it to abnormally consume too much HP.
> Corpse Cut (2) at level 2, 3, or 4 consumes 1200 HP upon use.
Dev memo : As a result of the adjustment to the knockdown time in the June 5th update, the amount of time you can safely spin ontop of an enemy with Blood Flurry (4) was increased, which was effectively a buff to the skill; thus, we’ve nerfed the skill’s initial damage. Additionally, we fixed bugs with Corpse Cut (2) and Blood Flurry (4).

- Helix Cannon (1) [Enhanced by Golden Gate (4)]: Adjusted the knockdown time to 0.9 seconds.
Dev memo
We’ve reverted the enhanced Helix Cannon to a more normal state after the urgent adjustments we made last Tuesday to block infinite combos.

- Switch Stance (RMB): Fixed an issue where the stance switch would sometimes not occur.
- Radiant Pursuit – Courage Stance (2): Reduced the movement speed and dash distance by 20%.
- Radiant Pursuit – Courage Stance (2): Changed the skill to make switching to a different action slower after casting it at the Ultimate Level
Dev memo :We’ve made some adjustments as Venslar’s win rate and kills saw a major spike after the changes to Venslar last Tuesday. In particular, we’re nerfing Radiant Pursuit – Courage Stance (2) a bit as it was too fast and covered too much distance.

- Wing Breaker (2): Changed the skill allow you to change directions after grabbing a Hero.
- Fixed using Dash Attack immediately after crouching or laying down to consume 50 stamina. (Same as other Heroes)
- Fixed switching to other actions after using a Matchlock to be faster.
- Wing Breaker (2): Changed the skill to no longer consume stamina. (6/16 Update)
Dev memo : We’ve changed Wing Breaker (2) to make it possible for you to change your direction after grabbing a foe, so you can more easily corral them.
Also, we missed a change in Tuesday’s update details, so we’ve included it here.
[h2]
■ Items [/h2]
- Changed the Sandwich’s effect and cooldown as follow.
> Before: 6000 HP recovery over 30 sec. → 6000 HP recovery over 20 sec.
> Cooldown has been increased from 30 seconds to 1 minute.
> Adjusted the time needed to perform another action after using a Sandwich from 5 seconds to 2 seconds.
(Added)- Consumables obtained by combining items will now immediately be added to Quick Slot.
- Fixed an issue where the combine UI for the Ancient Weapon Fragments appeared even though it wasn’t possible to combine them.
[h2]
■ Monsters [/h2]
- Fixed an issue where the Shadow Lord – Margord has no collision with Heroes when it first appears.
[h2]
■ Jump Gate [/h2]
- Reduced the area where Specters are not summoned if a Hero is present when a Jump Gate is activated from 10M to 5M.
[h2]
■ Matchmaking Improvements [/h2]
- Fixed matchmaking to only match novice players with other novice players in Solo mode.
Dev Memo
Our matchmaking system works by prioritizing matching players with each other as quickly as possible based on the number of players online, but this sometimes resulted in novice players being matched with top ranked players. As this was too harsh for novice players, we’ve separated novice players altogether.
[h2]
■ Fixes and Improvements [/h2]
- Fixed an issue with skill cooldowns sporadically increasing by 2 seconds in the Waiting Room.
- Added a Chat that can be used while spectating in Solo match.
> This chat is only available if you are spectating or dead.
- Increased the selectable basic view distance when spectating a player by 3 times.
- Fixed an issue where a party member leaving during Hero selection screen of a Team match caused the back button not to be pressable.
- Improved the mailbox to show the item details when mousing over an item enclosed in a mail.
- Fixed an issue where the Aal’s Tear buff or effect from defeating a boss monster blocked the aim cursor UI.
- Improved the Lobby main screen’s “Start Game” button to activate the [Play] menu when pressed.
- Added a sound effect that is played when killed by an opponent.
- Fixed the cooldown UI to display the skill’s actual key shortcut.
- Expanded the tag area that is displayed for products sold in the Shop.
- Fixed an issue where Korean language text was displayed in the Key Guide when riding the Ancient Weapon Laytenn or Puturum.
- Expanded the Hero UI in the Hero Selection window to show up to 11 Heroes.
- Added the control difficulty level of each Hero to the Hero Selection screen.
Thank you.