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Shadow Arena News

Say Hello to the New DevTalk Forum!




When will the Road Map be introduced? What will Solo Mode, contests and new Heroes will be like?

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Got questions about Shadow Arena?
Introducing the new DevTalk Forum, where you can instantly chat with developers!
Leave suggestions & comments and get a reward~🎁


What is the [DevTalk] Forum?

- A forum for Shadow Arena Adventurers and Developers to connect. Simply use the forum to share your thoughts with the developers and the service team!




■ Event Period
- July 29th, 2021 (Thursday) post maintenance ~ August 12th, 2021 (Thursday) post maintenance


■ How to Enter in the Event
① Login to the Official Homepage and go to [Community] - [DevTalk] to locate the Forum.
② Click the [Post] button and share your thoughts with developers.
⑱Make sure to provide your Server ID/Nickname on the/your post to get your participation reward.


■ Event Reward
Reward for Selected Event Participants (1 User)


Razer BlackWidow Keyboard
Reward for Selected Event Participants (10 Users)



Shadow Arena Mouse Pad
All Participants of the Event




Unknown Dye Box x5

*All Images shown above are for illustration purposes only. Actual product may vary.



※ Additional Notices
- You may be disqualified from receiving the rewards if you create large number of posts repeatedly, posts for advertising purposes, posts unrelated to the forum topic, or inappropriate posts.
- Posts that does not follow the Shadow Arena community etiquette or the website's terms of service will not be counted as event participation, and the post may be deleted, as well as chat restrictions imposed, among other actions.
- Winners will be announced on the official website two weeks after the event ends.
> If the winners are expected to receive prizes, a [Personal Information Collection and Use Agreement] will be sent to their in-game inbox.
- Number of winners is subject to change depending on the number of participants.
- If the nickname provided in the event cannot be verified, inappropriate, or is changed afterwards, your entry may be excluded from the event.
- Pearl Abyss reserves the right to change/cancel the event depending on mitigating circumstances. If changes are made, they can be found on this event page.
- Event prizes are subject to change without any prior notice to goods of equal and/or similar value.
- Your rewards may not be transferred to others, and your prize cannot be exchanged for money or other merchandise of the same value.
- If your account is restricted for violating the Terms of Service, you may be disqualified and have any prizes withdrawn even after becoming a winner.
- If you have any other questions or concerns related to the event, please contact us via [Support].
- Any matters not listed on this page will follow the [Shadow Arena Event Rules].

[Completed] July 29 (Thu) Game service and Website Maintenance




The maintenance is now finished and you can now access the game.

Thank you for your patience during the maintenance.

We have sent you compensation as a token of our apology for the inconvenience you may have experienced.
Maintenance Compensation Details

- Who is eligible: Accounts created before the maintenance

- Compensation: 1,000 silver

- Expiration Date: August 5, 2021 (Thu) 23:59 (UTC+9)


* Note

- Your compensation has been sent to your in-game mail. If you do not receive the compensation before the expiration date, it will expire and you will no longer be able to collect it.





We will be undergoing maintenance on July 29, 2021 (Thu). During the maintenance, you will be unable to access the game and the official site.





[h3]■ Game Maintenance [/h3]


- Game Maintenance Target: All server

- Game Maintenance Schedule:

> July 28, 2021 (Wed) 19:00 - 23:00 (PDT)

> July 29, 2021 (Thu) 04:00 - 08:00 (CEST)

> July 29, 2021 (Thu) 05:00 - 09:00 (MSK)

- Game Maintenance Impact : Unable to access the game
■ Main Update

- Add Solo mode to the Custom Match game modes.
- Add HP recovery and damage values in Sparring Grounds.
- Improve terrain on the Serendia Map to no longer block player perspective or hinder players.
- Adjust balance for certain heroes
> Improve Venslar's viability, improve Sura's type B skills, decrease HP recovery effects and increase damage for support heroes, etc.
- Add the DevChat section on the official website's forum.


[h3]■ Web Maintenance [/h3]


- Maintenance Target: Official Website

- Maintenance Schedule :

> July 28, 2021 (Wed) 19:00 - 21:00 (PDT)

> July 29, 2021 (Thu) 04:00 - 06:00 (CEST)

> July 29, 2021 (Thu) 05:00 - 07:00 (MSK)

- Website Maintenance Impact: Unable to access all services within the official website

※ Additional Notices

- The maintenance and website maintenance times are subject to change, extension, and/or early completion. Any changes will be provided as an update on this site.

- Once the maintenance begins, you will be automatically disconnected from the game, even if you are waiting in-queue or in a match.



Thank you.


[Complete] Pearl Abyss Website Stabilization




We have completed the stabilization measures for our Pearl Abyss website.
The following change was made during this time:


● Improved date format conventions for each language.
● Upon returning to the e-mail verification page after signing up, you will automatically be logged in.
● [STEAM] Improved to display the following message for users who have not completed e-mail verification whenthey click on some menus from the website.
> Additional information is required in order to use the official website. Please provide this informationand complete verification after logging in to the launcher.


We will continue to do our best to provide better services.
Thank you.



We would like to inform you that the Pearl Abyss Website will undergo a stabilization process on July 28 (Wed) from 17:00 to 18:30 (UTC+9).
Please understand that logging in through the launcher may not be seamless during this time.

We will do our best to provide you with a more stable service.

Thank you.


Discussing the Main Issues and Content of the Online QnA




Greetings, I’m Sungjun Choi, the Shadow Arena Development Team Lead.

Following on from the last two weeks, I would like to discuss with you some of the main issues that players often inform us of.


[h3]1. Matching System 2. Desync Issue 3. Absence of Competitions 4. Mastery Balance[/h3]


[h3]| Matching System[/h3]

The current matching system is designed to create lobbies depending on the number of players currently on the server. A matching system didn’t exist when early access was first available, and only began to be developed during early access. Over time, it was constantly modified and improved to become the matching system we have today.

The current system uses a player’s tier, number of kills, survival time, wins, and average ranking to evaluate their performance level. The system will then use this data to distribute players of a similar level to each lobby. The more concurrent users there are, the more accurate the matchmaking becomes.

However, this also means that with less people the matches often feel “one-sided” due in part to how the matchmaking system distributes players of different skills. If the system creates more lobbies despite there only being a few players online, the quality of the matches would improve, but it would take a very long time for their to be enough players to start.

The development team have had many discussions on how to resolve this dilemma. We started off by putting all players that were level 3 and lower in one lobby, added AIs in accordance to the players’ levels, and even created more detailed requirements for the matchmaking system. We also tried to implement a variety of other changes, but were unable to come up with a concrete solution to solve the issue concerning a lack of players.

Therefore, we decided to divert our focus to ways of bringing more users in, so the development team has been working hard to improve the tutorial and other content to attract and keep new users. We are also working to establish more competitions and events to find and attract skilled players.


[h3]| Desync Issue[/h3]

We’ve made huge improvements since the first days of early access, but still face difficulties trying to solve the core of the problem. We have had issues such as dash distance becoming shorter, creating short teleports, multi-hits being used to create short stuns, and players with bad ping desyncing constantly. We are always trying to find ways to solve these issues, but please understand that it takes a lot of time and data to eliminate these issues once and for all.

We are also planning to see if moving our physcial servers will help solve the desync issue. Although, we will be making small in-game changes to improve the desync issue, our main focus will still be the overall improvement of the game. We will put the majority of our focus on solving the desync issue once we complete our initial development plans.


[h3]| Absence of Competitions[/h3]

We are well aware of the fact that tournaments serve as powerful motivators that fuel the hype among our fervant Shadow Arena fans. However, we would like to point out that following the renewal of the game, we’ve spent a considerable amount of our resources trying to stabilize it, making it rather difficult to host tournaments. However, this of course is no excuse for not hosting any, so we apologize to all of our players and fans who have been waiting for an opportunity to show off their skills in our tournaments.

At this point, the team is now ready to begin preparing for tournaments. We're currently planning for our next tournament to be held in tandem with our replay feature update. We expect this to occur no later than August, and are currently trying our best not to keep fans waiting too much longer. We thank you for your patience.


[h3]| Mastery Balance[/h3]

The Mastery update was a bit rushed in terms of its development and testing. Please bear in mind that it typically takes at least 3 weeks to fully flesh out the nitty-gritty quality checks required before the release of a single hero. During this time, countless fixes on top of more fixes take place right up until the very last moment prior to the update.

Mastery involved the development of 21 different skills for all currently available heroes in just two weeks. Prior to the update, we tried our best to test skills and perform fixes where they were needed, but it turned out that those two weeks were simply not enough time to raise the quality of the game or tweak the game's balance to a satisfactory level. We apologize for not meeting the expectations of our fans and players.

Game balancing is an endless endeavor. Despite this, we promise all of our fans and players that we'll still continue to make an effort to balance the game's heroes to a level that's acceptable by everyone out there. Thank you for your continued support and interest in the game.



I would first like to aplogize since we wanted to inform you last week but ended up being a week late. No matter how much we’ve wanted to explain our situation, it just felt as if our sincerity could not be fully conveyed within the confines of a post. Instead, we wanted to have a small meeting with some of our players.

We weren’t able to inform all our players about this meeting, but we held an online Q&A session last Monday with three of our long-time players. For the whole 2.5 hours of the meeting, we were both gratfeul, but also saddened to hear of the issues our players were experiencing.

I would like to take this opportunity to say thank you to all our players for their valuable feedback.

The following covers the questions and answers that were relayed during that meeting.



[h3]| July 19, 2021 Online QnA Main Points [/h3]

- Pearl Abyss: SungJun Choi, Inyoung Do, Jieun Oh - Participants: 강쎈한(Kang Cho-Han), Hyejin Fiora, Reh

Q. It’s unfortunate to see the number of skills decreasing. Since the renewal, the ability to combo to other skills has disappeared, so it’s not as fun compared to the prior version of Shadow Arena. A. We agree that the decreased number of skills and combos is unfortunate. However, we thought new users would find the experience unenjoyable if they were constantly finding themselves helplessly being damaged by a never-ending flurry of devastating combos. We are working to achieve the right balance between the previous and current version of Shadow Arena in regards to improving both the accessibility and enjoyability of the game.


Q. In Trio Mode, it is really important to consider other players’ skills. Was this really in consideration for new users? A. When developing any content, we always consider both current and new users, and aim to provide accessible content that players can delve deeper into as they gain more experience. We are reviewing these aspects and once we agree on a direction, we will start the patch process. Since this may not be the right solution, we will continue receiving feedback through FGT surveys and review these aspects more closely.


Q. Is the same vision system in Trio Mode also going to be applied to Solo Mode? A. The opinions reagarding this aspect are divded evenly within the planning team, and we are reviewing this from all aspects. After the Solo Mode update, we will work towards improving the system in consideration of users’ feedback as well.


Q. There are both pros and cons to bringing back the old vision system, as well as keeping the current system with the restrictive aspects. It is concerning that skills that are used in ranged situations will almost always be required to use ‘Beacon of Light’ due to the restrictive aspects. A. Although there may be restrictions in vision, the current situation will not remain the same, and we are working towards providing a more strategic way of using this feature.


Q. We hope that you are considering a system where the vision changes depending on the object. For example, the game could be played much more strategically if the vision can be increased when the Shadow Lords do not appear but decreased when they do. A. That’s a great idea, and one we can try out.
  

Q. Trio’s far starting point is a little problematic. A. We are trying to set a different starting point for Solo Mode than the one for Trio. In Trio, this was necessary as players had to see what their team members were doing, but the starting point for Solo Mode will be set in consideration of its own environment.


Q. Improvements seem to be needed for difficulties such as the bush and fence features in the current Solo Mode. A. Issues were once spotted by watching streaming videos, and were then addressed the moment we saw them. Similar to what was mentioned above, we were not aware of this particular issue, but it is something we can improve right away.


Q. As mentioned in last week’s Dev Notes, what plans do you have for the 1:1 matches? A. When a skill is used, players can dash forward and create an area to trap their enemies. Although enemies will be able to escape this situation using evade, if a CC is applied at the right time, you will be able to keep them trapped. To avoid giving certain Heroes too much advantage, we are still in the process of reviewing this.


Q. Will all the new upcoming Heroes have a mastery system? A. They will, yes.


Q.  Kick/Dash attack/Dash jump attack seem to be needed in solo mode. A. We are not considering the kick feature at the moment. If kick is implemented, we worry that it may be too different from trio mode, and in the case of implementing the kick feature, it puts us in the danger of possibly changing the entire spec of the game. We are in consideration of dash attack and dash jump attack. The initial intentions were to add in a similar feature to ‘Rock Paper Scissors’ with an escaping enemy. Although this has been scratched off the list, we are working towards implementing something similar to this. However, for it to be perfected, it will require a long reviewing process.


Q. If solo and trio mode coexist, will the character balance be the same? A. Some aspects will be the same, while others could be changed. We are in the process of reviewing various aspects. The basic stats and various other balance changes may be applied only to the solo mode.


Q. How about re-applying the stiffness effect we had in the beginning? I think it is neccessary to add this feature in solo mode, as long as bugs related to it are fixed. A. Without the stiffness effect, basic attacks have become less impactful. As long as the stiffness effect doesn’t make the other player feel unpleasant and no other issues exist, it’s definitely worth considering. For now, we removed the effect due to the unpleasant feeling players received when inflicted by the effect.


Q. Can you add a damage display function? A. Our main focus is on the action, and we are currently thinking of ways to make the damage display work well with the action. We will apply it as quickly as we can to the Training Camp.


Q. I hope we’ll be able to adjust the placement of the HP bar or have it appear at the bottom of the screen. A.  We will give this improvement serious consideration.


Q. Are there any plans on making features to bring out the unique aspects of each region, if a new map is not going to be added? A. We are currently planning this, and are thinking of ways our players can experience the different aspect of each region by adding a feature where the circle can be moved slightly from the middle.


Q. The highest tiers and ranks are neither recognized nor rewarded for their accomplishments. Are there any plans to change this? A. We're planning to release an update to address this issue in early August, and are preparing rewards such as titles or outifts to give players the recognition they deserve.


Q. Trolls are ruining the Training Camp by interfering with players trying to better their skills. Is it possible to introduce an ignore skill function or an unlimited battle mode? A. We're aware of this issue and are currently working on a solution. 


Q. I would like to practice fighting bosses or practice using Aal's Eye. A. Those were some of the things we considered as we were tweaking the Training Camp system, and we plan to introduce features that will make something akin to sandbox play possible.


Q.  What is Enslar? A. Although we do have plans to introduce Enslar, we probably won't be doing so for some time since it's close to the end of our to do list. We thought that it would be most appropriate to introduce a god as a character after about 30 to 40 Hero releases. The game's lore tells of the fact that Enslar is a god. The story of Venslar (originally Bella) would be a case in point. Bella, who adores Enslar, takes after her favorite god and decides to change her name to Venslar. Unfortunately, we're still a way away from introducing Enslar in the game.


Q. Are in-game weather effects being developed?   A. Although we did plan to introduce weather effects in the future, we haven't made it a priority. We plan to have conditions like snow slow movement speeds, or rain decrease DP. This feature unfortunately requires considerable resources that we currently do not have.


Q. It would be great if more AI characters like Venslar were added. A. We intend to slowly add these one by one.


Q. Why isn’t the issue that occurs when sharing vision with your allies not being fixed quickly? A. We made some changes previously, but the issue where you cannot share vision with your allies is still being checked. We will try our best to fix it as soon as possible.


Q. When will the ghost in the Training Camp and jump gate issues be fixed? A.  We have actually already fixed the jump gate issue but will check this again. We have also been able to confirm that the ghost issue occurs when you log in/out, so we have fixed this by making a ghost re-appear when you log in/out.



Q. It’s so inconvenient to go in and out of the Training Camp when switching characters or to change my mastery. Can this be improved? A. This is definitely a system we should improve upon, and we do have plans to do so. However, we ask for your patience as it may take a while.


Q. Both Black Desert and Shadow Arena have chronic issues like skill acceleration. A. This is something we can definitely fix, but it will take a lot of time to do so. We are holding back on fixing this issue as we need to verify what follow-up issues might occur when we implement this improvement. Once we are done with what we have planned for development, we will look into it.


Q. I hope you take the time to check up on issues that affect play before the patch. I personally report many issues, but I hope you can fix them before we notice. A. We would like to apologize for that. We don’t have much time when we make patches, and as you’ve rightly pointed out, we have little time to perform these necessary checks. We will endeavor to improve this process so more thorough checks can be performed.


Q. I would like to see more items or weapon skins that change skill effects. For dyes, an item like Merv’s Palette in Black Desert would be nice. Having to randomly choose after obtaining a dye box is not a very pleasant experience. A. Currently, we have not attached as much importance to saleable items as we have other areas. As such, we have no plans of launching new items as of yet. Right now, we want to prioritize adapting content for new players and focus on polishing the game to perfection. We hope you understand. Rather than launching a new item, we would rather add a new skill effect to weapons which can then become an in-game objective.


Q. Why have you not continued marketing? A. Before we officially open, we intend to have a small FGT or QnA session to receive direct feedback from our players. When we believe that we have an environment set for new players to adapt well to, we will come up with a large-scale marketing plan.


Q. Can you do events like Black Desert’s Heidel Ball? I wish you would keep uploading QnA videos like before. A. It’s difficult to realistically hold a big event at the moment, but we will keep having small sessions like these and we also plan on answering questions based on advance surveys just like the QnA videos we used to upload.


Q. I’m not motivated to play the game because there are no competitions. Will there be any competitions in the future? A. We purposely decided not to hold competitions after our renewal, but we do intend to hold them again. For now, we can tell you that we are preparing an event-type competition in August and a different, larger-scale, competition in September.


Q. Shouldn’t there be more rewards for partner influencers? There’s currently little motivation to do so. A. We admit we haven’t focused a great deal on our Partner Influencer program recently. But we will have different seasons for the program, and have a whole new program introduced for the upcoming season in August. We will also keep providing rewards for events and competitions, in addition to providing objectives and adding exclusive titles or skins, or providing an opportunity to communicate with the developers. We are currently working on ways to provide new content for our influencers before it launches, but since it requires development, we are unsure whether we can apply this system next season.


Q. I hope you will consider ways for us to provide help by revising the wiki guides or creating content for the official YouTube page. A. We would like to express our gratitude for providing this help, but also apologize for the lack of ways to do so. We will work on these things one by one, and will try to let you know what we need to develop. We will also try to instantly apply improvements based on your feedback.



Q. Can’t you upload the patch notes a little faster? A. We have considered that, but realistically speaking, we are on a tight schedule for the confirmation of our Korean patch notes, and we also cannot overlook the time it takes to translate them into different languages. We wanted to upload patch notes for the Korean website only after they were translated into all the other languages, as it would be unfair otherwise for players in different countries. Even so, we are considering uploading the patch notes as soon as they are finished being translated. We will also work on providing translations more quickly if possible.


Q. Can you at least tell us a brief schedule of the things you said you were going to develop? Can you present a roadmap? A. We couldn’t give you a detailed schedule before our notices went out because we didn’t want to make promises to our players that we couldn’t keep. If you don’t mind us notifying you when changes occur, we will try to be more transparent. We will also try to provide a roadmap.



This online QnA session was extremely meaningful for us, and we hope in the future to continue organizing small-scale conversations such as these with our players. But for those who lack the time for such detailed conversations, we plan to open a bulletin board on the official website where developers can give direct answers to users’ questions. We also plan to have a roadmap prepared around the start of the next season.

In the next developer note, I'll try to go a little deeper into some of the topics discussed in the QnA. But for now, we would like to express our sincere gratitude to all the players who have shown us such continued love and support despite our shortcomings. Thank you.

July 22 (Thu) Update Details



Here are the updates made to Shadow Arena during the maintenance on July 22 (Thu).
* Patch Size: Approx. 275.02 MB

Check out the details below, and we will see you in the Arena!



[h3]■ Hero [/h3]

| All
- Changed the skill descriptions related to range to be displayed in meters (m).
- Changed the skill descriptions related to attack range to be displayed in meters (m).
- Added a sound effect to the guard effect that appears when Black Spirit ‘Kick’ skill is used.
- Improved the heroes’ skill descriptions to be more concise.

[Dev Note]
Skill descriptions for all Heroes have been reviewed and revised to remove any awkward phrasing, and range-related values have been changed into meters (m) for easier understanding. Although this update mainly consists of revisions made to skill descriptions, we are currently working to improve the skill description system itself to improve player experience


- Increased the basic attack damage by approximately 16%.

| Shield Charge A (Q)
- Changed the skill description to match the actual skill's effect.
> Max Hit: (Before) 2 → (Now) 1
> Charge Distance: (Before) 3 → (Now) 5m

| Shield Charge B (Q)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Before) 3 - 7 → (Now) 5 – 10m

| Formation Break A (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 350 → (Now) 3m
> Charge Distance: (Before) 7 → (Now) 10m

| Formation Break B (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 300 → (Now) 3 ~ 3.5m
- Improved the skill description to be more concise.
> Charge Distance: (Before) 9 → (Now) 18m
- Fixed an issue where the travel distance decreased which prevented the transition to the third strike when the skill was used in a ground with elevation difference.

[Dev Note]
We’ve increased the damage on Jordine’s basic attacks to aid his leveling and the lack of damage dealt during combat. We’ve also improved Formation Break B to allow combos even if there is a slight difference in elevation when using the skill.



| Fallen Flower (RMB)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Before) 2 → (Now) 7 - 30m
> Max Travel Distance: 20m (Removed)

| Bond Cut (RMB)
- Increased the cooldown by 4 sec
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 300 → (Now) 2.8 ~ 3.5m
> Travel Distance: (Before) 6 → (Now) 9m
- Improved the skill description to be more concise.

| Head Shot A(E)
- Increased the cooldown by 2 sec

| Red Moon B(R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 300 → (Now) 2.5m
> Knockdown: +1.4 sec
> Knockup: (Before) 1sec → (Now) 1.2 sec
> Charge Distance: (Added) 6m
[Dev Note]
Yeonhwa’s skills allow her to have the edge during skirmishes where dealing with “counterattack, ranged attack, instant invincibility and instant dash” may be difficult. Even after using all the skills, certain skills could be used almost continuously due to its short cooldown, making it difficult for opponents to take advantage of Yeonhwa's weakness. As a result, the cooldown of the skills ‘Bond Cut’ and ‘Head Shot A’ have been increased, so that players are more careful when it comes to using skills.


| Phantom Raven (RMB)
-Increased the cooldown by 1 sec.
> Max Travel Distance: (Before) 4 → (Now) 6m

| Resonating Shadow (RMB)
- Changed the skill to not apply stun effect if the skill is interrupted while its being used.
- Removed details related to attack range in the skill description.
> This skill targets and inflicts damage on enemies within its range.
- Fixed an issue where the final attack’s Range was shorter than the Range that was displayed.

| Shadow Explosion A (E)
-> Fixed an issue where the skill’s damage was not applied even when it appeared that the skill successfully hit the target.
> Adjusted the explosive effect to match the actual inflicted range.

- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 400 → (Now) 3m

| Sun of Destruction A (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: 750 → (Now) 2 ~ 7.5m

| Sun of Destruction B (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 300 → (Now) 2m
> Knockback: (Before) 1.2sec → (Now) 1.5sec
[Dev Note]
Unlike other heroes, Ahon has an additional evasive skill that grants invincibility which is similar to the ‘Roll’ skill. In addition, the short movement of the skills had only a few weaknesses, and Ahon's proficiency in both short-range and long-range skills gave Ahon an advantage in battles. As a result, we have increased the cooldown of Phantom Raven by 1 second, and slightly nerfed Resonating Shadow as well by preventing the stun effect from being applied if the skill was not used all the way.


| Sausan's Tremble (RMB)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Added) 11m

| Gate Breaker A (Q)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 200 → (Now) 1.5 - 2m
> Charge Distance: (Before) 18 → (Now) 38m

| Gate Breaker B(Q)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Before) 13 → (Now) 10 - 16m

| Rock Smash A (E)
- Guard Break description has been added to match the actual skill's effect.
- Changed the skill description to match the actual skill's effect.
> Attack Range : (Before) 120 → (Now) 1.5m

| Rock Smash B (E)
- Added the text ‘Destruction’ in the skill description to match the actual skill’s effect.
- Added Guard Break details to the skill description to match the actual skill’s effect.
> Maximum Hit: (Before) 3 → (Now) 4

| Bestial Howl B (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 250 ~ 350 → (Now) 2.5m
> Range: (Added) 14m



| Shadow Step (RMB)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Added) 6m

| Thunder Rip (RMB)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Before) 5 → (Now) 9m

| Heart Stab B (Q)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Before) 6 → (Now) 7m

| Mirage A (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 250 → (Now) 3m
> Max Travel Distance: (Before) 4 → (Now) 6m

| Mirage B (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 250 → (Now) 3m
> Charge Distance: (Before) 4 → (Now) 3m

Shadow StrikeA(R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 700 → (Now) 2m

| Shadow Strike B (R)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (added) 14m


| Seed of Ice A (Q)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 350 → (Now) 1m

| Thunder Viper A (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 200 ~ 250 → (Now) 2.5m

| Thunder Viper B (E)
- Changed the skill description to match the actual skill's effect.
> Range: (Before) 1850 → (Now) 18m
- Removed the skill description in relation to Attack Range.


- Removed the effect that increased Orwen’s movement speed when performing basic attacks while moving in one direction.

| Twin Fairy Arrow A (Q)
- Changed the skill description to match the actual skill's effect.

(Before) Borrowed the power of the twin fairies for a short time to fire an additional Twin Fairy Arrow that dealt fixed damage with a faster projectile speed.
→ (Now) Borrows the power of the twin fairies for a short time to fire an additional Twin Fairy Arrow that inflicts fixed damage.

| Twin Fairy Arrow B (Q)
- Changed the skill description to match the actual skill's effect.
> Additional Damage: AP x 40%

| Arrow Storm A (E)
- Changed the skill description to match the actual skill's effect.
> Max Travel Distance: (added) 8m

| Arrow Storm B (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 280 → (Now) 3.8m
> Max Travel Distance: (Before) 10 → (Now) 13m

| Shower of Arrows A (R)

- Changed the skill description to match the actual skill's effect.
> Range: (Before) 1000 → (Now) 10m


| Asura Tread (RMB)
- Fixed an issue where back attack was applied when using skills to attack enemies from the front while Golden Gate B is active.

- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 250 → (Now) 2m
> Charge Distance (Before) 6 → (Now) 5m

| Sleeve Tangler B (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 200 → (Now) 1.8m


| Iron Pulverizer (RMB)
- Changed the skill description to match the actual skill's effect.
> Charge Distance : (Before) 5 → (Now) 10m

| Gatekeeper (RMB)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 250 → (Now) 3m

| Corpse Cut A (Q)
- Changed the skill description to match the actual skill's effect.
> Charge Distance : (Before) 4 → (Now) 7m


| Corpse Cut B (Q)
- Changed the skill description to match the actual skill's effect.
> Range: (Before) 1300 → (Now) 16m

| Blood Flurry (R)
- Changed the skill description to match the actual skill's effect.
> Charge Distance: (Added) 23m



Courage Stance
- Radiant Pursuit A(Q)
- Changed the skill description to match the actual skill's effect.
> Charge Distance : (Before) 8 → (Now) 15m

| Courage Stance - Radiant Pursuit B (Q)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 300 → (Now) 2m
> Charge Distance : (Before) 5 → (Now) 8m

| Courage Stance - Blades of Retribution B (E)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 400 → (Now) 4.7m

Courage Stance – Heavenly Descent A (R)
- Changed the skill description to match the actual skill's effect.
> Range: (Before) 3000 → (Now) 20m
> Attack Range: (Before) 2000 → (Now) 4.5m
> Charge Distance : (Before) 10 → (Now) 20m

| Courage Stance - Heavenly Descent B (R)
- Changed the skill description to match the actual skill's effect.
> Range: (Before) 2500 → (Now) 24m


| Patience Stance - Light's Judgement A (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 3000 → (Now) 5m

| Patience Stance - Light's Judgement B (R)
- Changed the skill description to match the actual skill's effect.
> Attack Range: (Before) 2500 → (Now) 24m


- Increased Basic attack damage by 6%.
- Improved the camera effect while using basic attack.
- Increased basic attack speed by approximately 10%.
- Increased the attack range by 10% on the second hit.
- Increased the sprint jump attack speed by 20%.
- Increased the travel distance of the sprint jump attack by 50%.

| Scale Ripper (RMB)

- Changed the DP reduction level effect icon.
- Improved the camera effect when successfully targeting enemies.

| Skull Crusher A (Q)

- Increased the maximum damage by 36.1%.

| Skull Crusher B (Q)
- Increased the maximum damage of the skill by 21.4%.
- Increased the travel distance by 4m and adjusted the travel distance details to match the actual travel distance.
- Changed so the movement before applying the ‘Thrust’ skill is displayed.
- Adjusted so additional skills can be applied after using the ‘Thrust’ skill
- Improved the camera effect when successfully targeting enemies.

| Wing Breaker B(E)
- Adjusted skill description so the attack range details match the actual range.

| Heart Gouge A(R)
- Increased the maximum damage by 12.2%.
- Improved the awkward camera effect while applying ‘Spinning Slash’ skill.
- Changed the skill description to match the actual skill’s effect.


| Heart Gouge B(R)
- Increased the maximum damage by 16.03%.

[Dev Note]
Tahgal is a Brawler-type hero that has an outstanding array of interrupt skills.
Yet, even among other Brawler-type heroes, Tahgal lacks defensive skills and his damage is relatively on the low side, making him one of the more underutilized heroes. As a result, we've improved Taghal's damage and how he feels to control to make him more viable.


- Increased basic attack damage by 8.4%.
- Adjusted basic attack range to match the actual attack range.
- Decreased the jump attack travel distance by 4m.
- Increased the transition speed from jumping attack to follow up movements by approximately 0.2 sec.
- Increased the sprinting attack travel distance by 4m and the landing movement was improved.

| Winter Petal A(Q)
- Increased the maximum damage by 18.5%.

- Adjusted the attack range details to match the actual skill's range.
- Added Range details in skill description.


| Winter Petal B(Q)
- Decreased the maximum hits by 1 hit. (The actual amount of inflicted damage is the same)
> (Before) 3 Hits→ (Now) 2 Hits

- Adjusted the attack range details to match the actual skill's range.
- Added Range details in skill description.

| Nimbus Stride B(R)
- Increased the maximum damage by 12.6%.
- Improved the skill casting speed by approximately 20%.

[Dev Note]
Lahn’s attack skills were difficult to target, and the inflicted damage was low so there were many aspects that she lacked as an offensive hero. Therefore, the damage was increased on her basic attacks and on her partial skills so she can be utilized much more offensively.


- Increased the attack speed by 0.08 sec while using lateral attack skill.

- Adjusted the skill description to match the actual skill’s effect, and a color emphasis effect was added.
- Improved the basic attack movement and its effects.


| Rock Explosion (RMB)

- Increased the target Range by 2m.


| Rock Control A(Q)
- Adjusted the target Range to match the actual Range.


| Rock Control B(Q)
- Adjusted the target Range to match the actual Range.


| Rockwind A(E)
- Removed the fixed damage and adjusted to basic damage is applied.
- Added details on the increased DP effect in the skill description.
- Changed so that the fixed damage is increased by 50% when succesfully targeting a monster.

- Increased the attack range by 30%.
> (Before) 2.3m→ (Now) 3m


| Forbidden Alchemy B (R)
- Troll Army has been added to the skill description.
> But, the number of Troll Army monsters summoned is 5 to 7 with a fixed probability rate.
- Adjusted an issue where the alchemy tool image would appear on the screen when exiting and re-entering the lobby after using the skill.

- The probability of monsters and object appearing upon summoning the Alchemist have been changed to the following:


- HP of monsters summoned through alchemy have been decreased to the following:


We received feedback that Gorgath’s basic attack and projectile speeds were slow and frustrating to use. So after looking through his mastery skills and overall stats, we made changes to improve the effectiveness of some of his skills. Also the chance of summoning a higher tier monster or object when using Forbidden Alchemy has been lowered.


- The speed of the first basic attack to the right has been increased by 0.08 sec.
- Improved so that you can jump faster on the spot continuously.
- Corrected the description of her skills and added colors to the description to emphasize important points.


| Thunder Strike A (Q)
- Changed so that the basic attack doesn’t get activated when pushing LMB while charging.



- Decreased the charge distance by 1m for the first basic attack.
- The speed of the first basic attack to the left has been increased by 0.08 sec.
- Improved so that you can jump faster on the spot continuously.
- Jump attacks look more natural.


| Sixth Blade: Free-Form (RMB)
- Corrected the effect stats shown in the buff alert message when using Blizzard B.


| First Blade: Rushing Gale A (Q)
- Changed so that you can use Sixth Blade: Free-form faster after a successful hit.
- Changed so that the next attack or skill after a successful hit activates 0.08 sec faster.
- Changed so that the next attack or skill after a failed hit activates 0.16 sec slower.
- Changed so that when clicking LMB after using the skill, the second basic attack will be activated.


| First Blade: Rushing Gale B (Q)
- Changed so that you can use Sixth Blade: Free-form faster after a successful hit.
- Changed so that the next attack or skill after a successful hit activates 0.08 sec faster.
- Changed so that the next attack or skill after a failed hit activates 0.16 sec slower.

[Dev Note]

All of Sura’s skills have a skill disrupt effect and the short cooldown of his charge skills make him a powerful hero when confronting enemies at a certain distance.

Also, Rushing Gale didn’t have any downside when failing to hit while the advantage of having the cooldown reduced with a successful hit was great. Hence, we added a weakness, so that the next attack after a failed hit activates slower. However, we made it so that the next attack can connect faster if you do succeed.



- Changed the description from ‘Maximum Distance’ to 'Charge Distance’.

| Crow: Shoo! B (E)
- Increased the super armor effect time by 0.3 sec after a successful hit.
> (Before) Knockup 1.2sec → (Now) Knockup 1.5sec
- Improved the camera effect.


| Found You! (A)
- Decreased the HP Recovery by 500
> (Before) 2000 → (Now) 1500



| Contaminated Sacrifice B (E)
- Added a skill description about the projectiles.


| Kriegsmesser Parry (RMB)
- Adjusted an issue where the visual effect for ‘Protective Shield’ would not disappear, while casting the skill ‘Air Strike B’

| Air Strike A (Q)
- Adjusted the skill description to match the actual skill’s effect.
> Charge Distance: (Before) 5m → (Now) 8m

| Air Strike B (Q)
- Removed the defense effect when casting.
- Adjusted the skill description to match the actual skill’s effect.
> Charge Distance: (Before) 8m → (Now) 10m
- Blowback and Guard Break has been removed and Knockback for 0.7 sec has been added.

| Helix Slash B (Q)
- Added a description about the charge distance.

[Dev Note]
Airstrike B used to be a very strong skill with ‘Instantaneous Charge, Defense, Blowback and Guard Break. Also, the character’s action when using the skill was minimal, creating the effect that it is being used instantaneously and is being used from a very far distance, making it very hard to counter. So we removed the defense effect making it harder to use when close to the enemy, especially against heroes with shields.



| Don't Hurt Me! (RMB)
- Decreased the HP Recovery.
> (Before) 2400 → (Now) 1800
- Decreased the skill cooldown by 5 sec.
> (Before) 19 sec → (Now) 14 sec

[h3]■ Content [/h3]
- Added 9 locations where the Last Light of Ascension would appear.
> The Dark Fog and object locations will change in accordance with the Last Light of Ascension locations.
> Light of Ascension has been added to the following locations.


[Dev Note]

We know that our long-time players can get sick of seeing the same Serendia grasslands constantly, so we added more ‘Light of Ascension locations’ so that you can have your battles in more diverse areas. Especially, if the last zone ends up at Glish Village, you will be able to experience the ‘run to survive’ experience you felt in solo mode.

| Support Kit Shop
- Changed so that the player’s rank is displayed in the Support Kit Shop
- If silver is exposed in the Support Kit shop, it can now be obtained for free.

[h3]■ A function to check the name of the player that was in your team has been added [/h3]
- Added a function to be able to check the name of the players you were matched up with.
> You can check who you played with in the [Friend List] > [Recent Player] tab.
> The most recent 20 players will be shown in the list.
> You can click the name of the player to invite to the party or to the clan.
> However, the list will be reset if you exit the game.

[h3]■ Monster [/h3]

| Monster stat changes

[Dev Note]
We would like to first tell you why the monsters were strong and had high HP.
1) To increase the risk of jumping into a fray of monster by increasing the time needed to kill them
2) To increase team play by making it hard to farm solo
3) To keep you on your toes when fighting boss monsters and to be able to create chances to change the flow of battle.

Although we wanted cooperative play to be part of trio mode, it ended up just forcing our players to have to fight together and even became an obstacle for some players. With this in mind, we started to discuss whether the “Troll army” should also be as strong as the other monsters.

We came to the conclusion that the monsters should be categorized into the following two.

1) Large objective monsters: Stoneback crab, Shadow Lords
2) Monsters used for growth: All other monsters including the Troll army


The difficulty of monsters used for growth have been reduced significantly. They can be farmed solo, allowing every player to play freely and they will only have to team up for objective monsters.
- The number of normal monsters of the Troll army have been decreased to the following:
> Phase 1: (Before) 6 → (Now) 5
> Phase 2: (Before) 7 → (Now) 6
> Phase 3: (Before) 8 → (Now) 7

- The AP for normal monsters for each phase has been decreased to the following:

Before

Now

Phase 1 Melee: 360 / Ranged: 600
Phase 2 Melee: 750 / Ranged: 1200
Phase 3 Melee: 1050 / Ranged: 1680

Phase 1 Melee: 300 / Ranged: 450
Phase 2 Melee: 600 / Ranged: 900
Phase 2 Melee: 900 / Ranged: 1350


- The AP for trolls for each phase has been decreased to the following:


- AP for Shadow Lords have been decreased to the following:
> Varigord: (Before) 1147 → (Now) 1000
> Gigagord: (Before) 1260 → (Now) 1100
> Saigord: (Before) 1377 → (Now) 1200

- Decreased the damage of the ‘Flame’ effect summoned by Saigord by 20%.

- HP and AP for Steppe Stoneback Crab have been decreased to the following:
> HP: (Before) 62500 → (Now) 60000
> AP: (Before) 1500 → (Now) 1200

- HP and AP for Shadow Knight Captain have been decreased to the following:
> HP: (Before) 23000 → (Now) 20000
> AP: (Before) 1500 → (Now) 1000

- HP and AP for Shadow Shaman have been decreased to the following:
> HP: (Before) 20000 → (Now) 15000
> AP: (Before) 2000 → (Now) 1500

- Increased the HP of Shadow Knights (Elite Mercenary, Assassin):
> (Before) 6500 → (Now) 8000

| Monster Spawn & Tokens Earned

[Dev Note]
We reduced the number of monsters and tokens that can be earned to significantly lower the overall possible earning at specific times in the game. This was intended to decrease loses when teams felt like they needed to stop farming and take time to purchase gear, regroup, and move around the map.
- Decreased the probability of appearance on normal monsters by 50%.
> Normal monsters appear approximately 50% less compared to before for each phase.
- The number of tokens earned upon defeating a monster or destroying an object have been changed to the following:

- Changed the Bonus Tokens obtainable by killing Shadow Knight Captain and Shaman to the following:
> (Before) 30 Tokens x8 → (Now) 20 Tokens x8

| Stoneback Crab
- Added River Stoneback Crabs that patrol the Demi River.


Applied Timing

1 min after game starts

Effect upon Defeating

100 Tokens
All Teammates’ HP Recovery +3000 for 5 sec
“Stoneback Crab Leg” Effect Obtained
- Permanently Increase All Teammate Stamina +20
- Movement Speed +5%
※ This effect will disappear upon death.

[Dev Note]
The good ole’ River Stoneback Crab has returned! The River Stoneback Crabs will usually live in the fog so they will not be easy to kill.
However, they spawn 1 minute into the game and give increased movement speed. So, their effect will be meaningful till the end-game. We hope to see players use them strategically in their games.

| Monster Related Text
- Added a description for the effect of defeating a Shadow Troll.
> Effect when defeated: HP Recovery +1,000 (5 sec)
- Changed to display the effects of the “Shadow Lord's Soul” in text.

Shadow Lords

Shadow Lord's Soul

Varigord

[Varigord's Soul] Effects
> HP +500, HP Recovery +200

Gigagord

- [Gigagord’s Soul] Effects
> Movement Speed +7%, Stamina +30

Saigord

- [Saigord's Soul] Effects
> Attack Speed +5%, Ignore DP +15%


| Ancient Relic
- Reduced the duration of the effect “Increase Vision Range” when destroying the Aal's Eye from 3 min to 1 min.

| Items
- Reduced the cooldown of Beacon of Light and Sandwich from 1 min to 30 sec.
- All players will start the match with 1 Beacon of Light.
- Changed the effect of Beacon of Light.
(Before) Double vision range for 5 sec
→ (Now) Remove fog for 10 sec (All will be visible)

[Dev Note]
We buffed the effect of Beacon of Light so that fog vision can be used more strategically. Additionally, we are aware that the fog does not appear natural in the current environment. This issue will be resolved at a later date. We will announce details about this when it is ready.

| AI Players
- Fixed the issue where a Goyen AI Player would recover HP even though he failed to hit a target.
> Changed Goyen AI Player to not consume HP when using skills and not recover HP when he hits a target.

[Dev Note]
 Goyen AI Player should have the “on hit HP recovery” effect, however, we realized he was recovering HP even without meeting the set requirement. This issue is fairly complex and will take time to resolve. Therefore, to nerf the current Goyen AI Player, we have changed him to not consume HP when using skills and to not recover HP when he does hit targets. We would like to apologize for causing our players this inconvenience.

[h3]■ Tutorial [/h3]

- Fixed the issue where the heroes Goyen and Jordine Ducas would attack before the dialogue ended in the [1:1 Tutorial].

[h3]■ Fixes and Improvements to the Official Website [/h3]

- Changed to return you back to the first page you were on when you login using an SNS account then transfer to a Pearl Abyss account.
- Improved the design of the My Page > Purchase · Usage History page when viewed on a mobile environment.

- Improved the Pearl Abyss network loading bar on the top part of the official website.

| [Overview] > [Guide]
- Fixed the issue where text would go outside the set UI space.

[h3]■ Fixes and Improvements to the Pearl Abyss Website [/h3]
* These fixes were applied during the July 21 (Wed) Pearl Abyss Website maintenance.

- Added an email verification process to the OTP setting procedure.
- Changed when you login with an SNS account then transfer to a Pearl Abyss account to take you to the Download page.
- Improved the region selection drop down list in the Sign-up page.



▶ Check out Currently Known Issues

Click the link above to view the known issues that are currently being investigated by the developers.

We are currently working to resolve these issues, and we will inform players through the linked page when the issues are resolved.

Thank you.