We are moving forward to the next stage of UX and balance improvements.
[p]Hello, Explorers![/p][p]Since the Early Access release, we've dealt with critical issues with a few patches. However, we know that you are still eager for improvements to the game's "feel" and frustrated by "unreasonable difficulty."[/p][p]The upcoming update, scheduled for Dec. 19, goes beyond simple bug fixes or numerical adjustments. We've focused on raising the game's realistic quality one step further based on your valuable feedback.[/p][p]In particular, we've put a lot of effort into resolving frustrating controls and reducing the stress of repetitive gameplay.[/p][p]Here are the main changes coming in the next patch:[/p][p][/p][hr][/hr][p][/p][h3]🛠️ Major Upcoming Improvements[/h3][p]1. Improved "Feel" of Action & More Responsive Feedback[/p][p]We’ll tune the action mechanism so your character reacts more swiftly, as you intend. [/p][p]- Dash Cancel: You’ll now be able to cancel attacks into a dash, avoiding hits during attack delay. (This includes improved visual and sound effects.)[/p][p][/p][p]2. Removing Unnecessary Stress[/p][p]We’re trimming down those "Do I really have to do all this?" moments.[/p][p]- Freedom to Progress: You’ll no longer be tied to a specific Stone of Immortality to adjust your build. Through Carox, you’ll be able to manage your skill tree and engravings anytime, anywhere.[/p][p]- Less Restrictive Travel: The Stone Warp feature is being improved. As long as a Dimension Link is connected, you’ll be able to warp freely to other Stones of Immortality or Vanrion’s Gates in any region.[/p][p]- Frustration Relief: For those who are tired of getting shredded by traps, we’re adding a \[Trap Damage Immunity] difficulty option.[/p][p][/p][p]3. Reasonable Combat Balance[/p][p]We’re not just lowering enemy HP. The goal is to give you clearer room to react and respond.[/p][p]- Boss Pattern Adjustments: The pre-motions of Ortrinde's thrusts and slashes will be lengthened, allowing you to see and dodge more reliably. The tricky Jayma’s Spear pattern from Phase 1 will be removed.[/p][p]- Eradicator / Irbes: Their overly simple patterns are being improved, and visual clarity is being boosted to make fights feel more logical and fair.[/p][p]- Normal Monsters: Enemy HP and attack cooldowns are being adjusted in Ashen Valley (e.g., Infected Assassin, Bacanta) and Elord Castle (e.g., Royal Spearman) to reduce combat fatigue.[/p][p]- Map Structure Improvements: Monster and trap placements that felt "unfair" are being reworked. We'll also move Stones of Immortality and Vanrion’s Gates to more visible and efficient locations, making them easier to find and use.[/p][p][/p][p]4. Better Onboarding & System Overhaul[/p][p]We’re lowering the early-game barrier and tidying up some systems to be more intuitive.[/p][p]- Silver Claw Buffs: Base Photoenergy slots will increase by 2. Boost Dash (trap pass-through) and Silver Protection (invincibility after Blink) will now be provided by default.[/p][p]- Skill Tree Rework: New utility skills are being added to make Silver Claw more versatile, such as adding Photoenergy recovery when defeating enemies with Blink.[/p][p]- Economy Balance Adjustments: Prices for core items like Markers and Automata-related items are being reduced. We'll also lower Shop requirements so these essentials become available much earlier.[/p][p]- Clearer Explanations: We're improving item and skill descriptions, especially for things like Snaga’s Lightning Chain, to better explain what they actually do.[/p][p][/p][hr][/hr][p][/p][p]The patch notes detailing numerical values and items will be released on the day of the update.[/p][p]We hope that this patch will be an opportunity to take one step closer to the "ideal Fatal Claw" many of you have been envisioning.[/p][p]Please feel free to explore the changes after the update. If there are still parts that are lacking or need more refinement, please tell us without hesitation.[/p][p]Your voice is always our most important compass.[/p][p]Thank you.[/p]