☕Tomo’s Teatime(◡‿◡) #3
[p]
Tomo's Teatime - Shall We Talk?
Hello, Heroes of Bermesiah! This is Director Tomo.
This is the first teatime of 2026. It’s been a while.
This year, I hope to communicate more often with everyone.
Today, we’ll be talking about the recent updates.
Chapel of Eternity Dungeon Development
As we developed the Chapel of Eternity,
our vision of dungeons and content has also changed a little.
I’d like to discuss these changes first.
The Combat Experience
As you learn the mechanics through gameplay
we wanted to give a feeling of
“Oh, if I push a little, it’s pretty doable.”
In Chapel of Eternity,
we had certain mechanics that we set for players to overcome for each dungeon,
and made a step-by-step system that players could learn up to the boss.
We have made it so that the closer you get to the end, the more variations the mech has,
so that for certain patterns, players had to look at the motion to react and dodge in time.
And we have attempted to finesse this system to raise the difficulty.
We hoped that this structure would provide players with a new combat experience set apart from previous dungeons.
After the update, we checked different streams to see how players would react and perceive our work.
Many players who had high battle power said
“This is too easy” as they downed multiple monsters at once.
Our aim was to make the game enjoyable for many players,
which resulted in some players not satisfied with the difficulty.
Then a thought came to mind.
“Why not make a separate difficulty for those at higher battle power?”
Yes.
That was the start of Master Mode. XD
Dungeon Master Difficulty
The name Master Difficulty
came from the concept that if you clear this difficulty, you have mastered all the patterns and strategies of the dungeon.
As we developed this dungeon,
we believed that the process to learn the mechanics of the dungeon was well planned,
and wondered how the endgame players would perceive of this new system.
However, we didn’t think every player
enjoyed the challenging aspect where you have to go through repeated failures to learn the mechanics.
Only 15% of the players said they would like to see challenging contents in the last survey.
The dungeons of GrandChase
are structured around ‘The Experience of Growth through Success’.
We believed that Master Mode would be well received by some, but rejected by others.
Therefore, we had a different approach for the rewards of the content.
We didn’t provide better rewards even though the difficulty was higher.
If the reward gets better, those who do not want challenging content
will feel that the gameplay is forced upon them.
Therefore, we have set Master Mode to be 1 time clear reward.
And allowed party play so that players could play with other players of higher strata and receive help.
We plan to keep Master Mode and other related contents
to be an optional form of content.
We are also preparing Master mode for 「Hall of Harmony」 dungeon, a dungeon that will be released on January 14th.
Changes to Reward Experience
I believe some players may have felt that “Chapel of Eternity drops more cards and rewards”. Yes. We have purposely adjusted the acquisition rate of farmable items so that more items will drop compared to previous dungeons.
For dungeons in the past,
we had rewards set to lower drop rates
so that the gameplay is extended until the next content was ready to be released.
This caused 2 problems. One is that gameplay did not always lead to rewards, causing players to feel that their effort did not paid off. And the second is that players feel that the game feels like a chore rather than fun.
Therefore, we have decided to switch things around.
We have increased the acquisition rate of Card, Anklet, and Rune
so that players are not stressed in their journey to the final reward.
Players could now fill collection with low grade cards,
enhance skill runes to be on the path to grow stronger.
Also, we have added Shining Solene Box and Radiant Solene Box
to add new experience of joy at seeing item drops.
This direction will be applied to not just the new dungeons,
but also the existing dungeons over time.
Single Stat Change Scroll Improvement
Through the January 14th Update,
we will be improving the ‘Single Stat Change Scroll’.
The original intent of this system
was to allow players to change their stats
and have ways for players to improve their stats over time and reach the final stage over time.
However,
the RNG aspect of the system
has discouraged many players to reroll their stats again,
causing the system to fall off in terms of player expectations.
Therefore, we will improve these as follows.
We will integrate Single Stat Change Scroll with Single Stat Drop Protection Scroll
so that stats will no longer drop when they are rerolled.
Also, we will adjust the rates so that all stat values have an equal chance of appearing.
This will allow players to reach the end stat value with much more ease.
In terms of scroll acquisition,
we plan to adjust them after seeing the player reception of the changes.
Max Damage Display Limit Removed
We will also improve the max damage display of 999,999
when the damage exceeds a set amount.
*The damage is applied as intended beyond 999,999. Just that the display was set to 999,999 at max.
We believe that this limit
restricts the change in damage that the player feels as they grow stronger
and have removed the max damage display limit.
Shared Inventory Preparations
Last I’d like to bring up, Shared Inventory.
We are preparing a new feature so that players could
use items often used in growth without storing them in the warehouse.
We plan on applying these carefully to
card and major crafting materials.
I really personally am looking forward to not moving cards to the Warehouse every time...
However, since this could lead to all sorts of bugs from
dealing with existing items, items being duplicated, overload on system, and many others,
we believe that we need more testing and stabilization.
We will do our best to deliver this feature as soon as possible.
Thank you for reading the first teatime of 2026.
We still lack in many areas,
but we’ll make sure to make changes one by one throughout this year.
Please look forward to the 'Spot the Difference' Event and 'Hall of Harmony' Update next week!![]()
![]()
![]()
With the new year, we have prepared a small gift as well.
Happy New Year!
Coupon: HappyChaseYear
Coupon Period: Until Maintenance on January 14, 2026 (Wed) (UTC+0)
Coupon Item: \[Event] Advanced Seal Breaker Scroll x10
Reward Auto Delete: Maintenance on January 14, 2026 (Wed) (UTC+0)
- Sincerely, Tomo.
[/p]
Hello, Heroes of Bermesiah! This is Director Tomo.
This is the first teatime of 2026. It’s been a while.
This year, I hope to communicate more often with everyone.
Today, we’ll be talking about the recent updates.
Chapel of Eternity Dungeon Development
As we developed the Chapel of Eternity,
our vision of dungeons and content has also changed a little.
I’d like to discuss these changes first.
The Combat Experience
As you learn the mechanics through gameplay
we wanted to give a feeling of
“Oh, if I push a little, it’s pretty doable.”
In Chapel of Eternity,
we had certain mechanics that we set for players to overcome for each dungeon,
and made a step-by-step system that players could learn up to the boss.
We have made it so that the closer you get to the end, the more variations the mech has,
so that for certain patterns, players had to look at the motion to react and dodge in time.
And we have attempted to finesse this system to raise the difficulty.
We hoped that this structure would provide players with a new combat experience set apart from previous dungeons.
After the update, we checked different streams to see how players would react and perceive our work.
Many players who had high battle power said
“This is too easy” as they downed multiple monsters at once.
Our aim was to make the game enjoyable for many players,
which resulted in some players not satisfied with the difficulty.
Then a thought came to mind.
“Why not make a separate difficulty for those at higher battle power?”
Yes.
That was the start of Master Mode. XD
Dungeon Master Difficulty
The name Master Difficulty
came from the concept that if you clear this difficulty, you have mastered all the patterns and strategies of the dungeon.
As we developed this dungeon,
we believed that the process to learn the mechanics of the dungeon was well planned,
and wondered how the endgame players would perceive of this new system.
However, we didn’t think every player
enjoyed the challenging aspect where you have to go through repeated failures to learn the mechanics.
Only 15% of the players said they would like to see challenging contents in the last survey.
The dungeons of GrandChase
are structured around ‘The Experience of Growth through Success’.
We believed that Master Mode would be well received by some, but rejected by others.
Therefore, we had a different approach for the rewards of the content.
We didn’t provide better rewards even though the difficulty was higher.
If the reward gets better, those who do not want challenging content
will feel that the gameplay is forced upon them.
Therefore, we have set Master Mode to be 1 time clear reward.
And allowed party play so that players could play with other players of higher strata and receive help.
We plan to keep Master Mode and other related contents
to be an optional form of content.
We are also preparing Master mode for 「Hall of Harmony」 dungeon, a dungeon that will be released on January 14th.
Changes to Reward Experience
I believe some players may have felt that “Chapel of Eternity drops more cards and rewards”. Yes. We have purposely adjusted the acquisition rate of farmable items so that more items will drop compared to previous dungeons.
For dungeons in the past,
we had rewards set to lower drop rates
so that the gameplay is extended until the next content was ready to be released.
This caused 2 problems. One is that gameplay did not always lead to rewards, causing players to feel that their effort did not paid off. And the second is that players feel that the game feels like a chore rather than fun.
Therefore, we have decided to switch things around.
We have increased the acquisition rate of Card, Anklet, and Rune
so that players are not stressed in their journey to the final reward.
Players could now fill collection with low grade cards,
enhance skill runes to be on the path to grow stronger.
Also, we have added Shining Solene Box and Radiant Solene Box
to add new experience of joy at seeing item drops.
This direction will be applied to not just the new dungeons,
but also the existing dungeons over time.
Single Stat Change Scroll Improvement
Through the January 14th Update,
we will be improving the ‘Single Stat Change Scroll’.
The original intent of this system
was to allow players to change their stats
and have ways for players to improve their stats over time and reach the final stage over time.
However,
the RNG aspect of the system
has discouraged many players to reroll their stats again,
causing the system to fall off in terms of player expectations.
Therefore, we will improve these as follows.
We will integrate Single Stat Change Scroll with Single Stat Drop Protection Scroll
so that stats will no longer drop when they are rerolled.
Also, we will adjust the rates so that all stat values have an equal chance of appearing.
This will allow players to reach the end stat value with much more ease.
In terms of scroll acquisition,
we plan to adjust them after seeing the player reception of the changes.
Max Damage Display Limit Removed
We will also improve the max damage display of 999,999
when the damage exceeds a set amount.
*The damage is applied as intended beyond 999,999. Just that the display was set to 999,999 at max.
We believe that this limit
restricts the change in damage that the player feels as they grow stronger
and have removed the max damage display limit.
Shared Inventory Preparations
Last I’d like to bring up, Shared Inventory.
We are preparing a new feature so that players could
use items often used in growth without storing them in the warehouse.
We plan on applying these carefully to
card and major crafting materials.
I really personally am looking forward to not moving cards to the Warehouse every time...
However, since this could lead to all sorts of bugs from
dealing with existing items, items being duplicated, overload on system, and many others,
we believe that we need more testing and stabilization.
We will do our best to deliver this feature as soon as possible.
Thank you for reading the first teatime of 2026.
We still lack in many areas,
but we’ll make sure to make changes one by one throughout this year.
Please look forward to the 'Spot the Difference' Event and 'Hall of Harmony' Update next week!
With the new year, we have prepared a small gift as well.
Happy New Year!
Coupon: HappyChaseYear
Coupon Period: Until Maintenance on January 14, 2026 (Wed) (UTC+0)
Coupon Item: \[Event] Advanced Seal Breaker Scroll x10
Reward Auto Delete: Maintenance on January 14, 2026 (Wed) (UTC+0)
- Sincerely, Tomo.
[/p]