July 9th 2020 Additional Balance Change
Hello Chasers!
Thank you everyone for sending in your valuable feedback about the Combat Revamp.
We realized that the changes that were made to the game on July 8th Patch strengthened the run and gun and poke meta in KurtzPel.
We wanted to apply some additional changes in order to balance out certain Karmas in the new revamped combat system.
We will continue to monitor and reflect your feedback during the Pre-Season so please give us as much feedback as possible.
[h3]Long-Range Karma's Break Damage Decrease[/h3]
In order to make it easier for melee Karmas to have an easier time approaching long-range Karmas, we decreased the break damage of long-range Karma skills.
When you are using a melee Karma, you will be broken less by long-range Karma attacks.
• Balance Target Longbow: RMB Charge Attack, Siege Mode
Staff: Ice Wall, Fireball
Elemental Burster: RMB Attack, Full Burst, Slug Shot
Orb: Spirit Rain, Star Tempest Launch Attack, Heart Stopper
[h3]Melee Karma's Skill Cooldown Decrease (30 sec. to 25 sec.)[/h3]
We are making it easier for melee Karmas to use skills to approach long-range Karmas and recover faster. The changed cooldown may change again depending on the balance outcome after the weekends.
• Balance Target
Great Sword, Dual Sword, Gauntlet, Giant Hammer, Scythe
[h3]Combo Limit Duration Increased (10%)[/h3]
Our goal for the combo limit system was to keep the fun of combos while limiting overly dragged out combos. However, due to the Combo Limit system, Breakers were having a lot of limitations on their combo and we wanted to resolve this issue while bringing the fun of combos back. We applied a quick fix of increasing the duration of combo limit and we will think of additional ways to improve this system.
[h3]Longbow & Staff's Emergency Dodge Distance Increased[/h3]
Old Karmas like Dance of Wind and Diabolic Witch's dodge distance is shorter than newer Karmas, which made it harder for them to be out of reach of certain Karmas. In order to make it safer for these two Karmas to avoid damage, we increased the distance of their Emergency Dodge. Their normal evade distance will remain the same.
[h3]Elemental Burster's RMB Combo Limitation[/h3]
After increasing the maximum ammo capacity of Elemental Burster, it made it easier to repetitively continue their aerial LMB & RMB aerial combo. We made the change so that once RMB is used in the air, LMB won't be usable.
Thank you everyone for sending in your valuable feedback about the Combat Revamp.
We realized that the changes that were made to the game on July 8th Patch strengthened the run and gun and poke meta in KurtzPel.
We wanted to apply some additional changes in order to balance out certain Karmas in the new revamped combat system.
We will continue to monitor and reflect your feedback during the Pre-Season so please give us as much feedback as possible.
[h3]Long-Range Karma's Break Damage Decrease[/h3]
In order to make it easier for melee Karmas to have an easier time approaching long-range Karmas, we decreased the break damage of long-range Karma skills.
When you are using a melee Karma, you will be broken less by long-range Karma attacks.
• Balance Target Longbow: RMB Charge Attack, Siege Mode
Staff: Ice Wall, Fireball
Elemental Burster: RMB Attack, Full Burst, Slug Shot
Orb: Spirit Rain, Star Tempest Launch Attack, Heart Stopper
[h3]Melee Karma's Skill Cooldown Decrease (30 sec. to 25 sec.)[/h3]
We are making it easier for melee Karmas to use skills to approach long-range Karmas and recover faster. The changed cooldown may change again depending on the balance outcome after the weekends.
• Balance Target
Great Sword, Dual Sword, Gauntlet, Giant Hammer, Scythe
[h3]Combo Limit Duration Increased (10%)[/h3]
Our goal for the combo limit system was to keep the fun of combos while limiting overly dragged out combos. However, due to the Combo Limit system, Breakers were having a lot of limitations on their combo and we wanted to resolve this issue while bringing the fun of combos back. We applied a quick fix of increasing the duration of combo limit and we will think of additional ways to improve this system.
[h3]Longbow & Staff's Emergency Dodge Distance Increased[/h3]
Old Karmas like Dance of Wind and Diabolic Witch's dodge distance is shorter than newer Karmas, which made it harder for them to be out of reach of certain Karmas. In order to make it safer for these two Karmas to avoid damage, we increased the distance of their Emergency Dodge. Their normal evade distance will remain the same.
[h3]Elemental Burster's RMB Combo Limitation[/h3]
After increasing the maximum ammo capacity of Elemental Burster, it made it easier to repetitively continue their aerial LMB & RMB aerial combo. We made the change so that once RMB is used in the air, LMB won't be usable.