Hello everyone! GM Aesop here with what’s headed your way for patch 0.19.0.
We got Shoichi coming, along with some other stuff, so let’s check it out!
New character – Shoichi
Shoichi is clocking in Lumia Island as the 17th character of Eternal Return.
Phony Deal (P)
Shoichi earns a stack of Phony Deal each time he hits an enemy with a skill, increasing his critical strike chance by 3/4/5% for 6 seconds.
Upon reaching 5 stacks, his normal attack damage is increased by 10/15/20%.
If Shoichi picks a dagger up off the ground, he throws it at the nearest enemy within 5m, dealing 50/75/100(+AP 30%) damage.
Good Faith/Bad Faith (Q)
Shoichi lunges his blade in the targeted direction, dealing 30/65/100/135/170(+AP 45%) damage.
Hitting an enemy reduces the cooldown by 2 seconds and enables him to use Bad Faith within 8 seconds. Bad Faith: increased range and Shoichi will leave a dagger on the ground.
- Cooldown 6s
- SP Cost 50/60/70/80/90
- Range 3m, width 1.5m / Bad Faith range 3.5m, 100-degree cone
Bottom Line (W)
Shoichi dashes to a targeted enemy or dagger, dealing 10/60/110/160/210(+AP 30%) damage to all enemies in his path. If he picks up a dagger, the cooldown of Bottom Line is reset.
- Cooldown 17/15/13/11/9s
- SP Cost 80
- Range 6m
Risky Business (E)
Shoichi takes a step back and throws a dagger forward, dealing 40/75/110/145/180(+AP 30%) damage to the first enemy hit and reducing their movement speed by 10/20/30/40/50% for 1 second.nUpon hitting an enemy, a dagger will fall behind the enemy.
- Cooldown 15/14/13/12/11s
- SP Cost 90
- Dagger range 5m, distance stepped back 2m
Ruthless (R)
Shoichi swings his deadly briefcase, dealing 150/200/250(+AP 30%) damage to enemies around him, rooting them for 1 second and tossing 4 daggers to the ground in a square.
Daggers pierce enemies, dealing 50/75/100(+AP 30%) damage.
- Cooldown 100/85/70s
- SP Cost 150
- Rooted range 2.5m, landing dagger range 3.5m
System improvements
Air Supply adjustements
Air supplies are often ignored, especially in the early game. We’re gonna make them a little bit more lucrative.
- Higher rarity air supplies are going to appear earlier in game.
- Air supply drop rate
- Day 1- night: 15 → 8 / Uncommon 100% → Uncommon 50%, Rare 50%
- Day 2 – day: 13 → 7 / Uncommon 50%, Rare 50% → Uncommon 26%, Rare 60%, Epic 14%
- Day 2 – night: 11 → 6 / Rare 100% → Rare 67%, Epic 33%
- Day 3 – day: 9 → 5 / Rare 80%, Epic 20% → Rare 40%, Epic 50%, Legendary 10%
- Day 3 – night: 7 → 4 / Rare 50%, Epic 50% → Epic 85%, Legendary 15%
- Day 4 – day: 5 → 3 / Rare 20%, Epic 80% → Epic 80%, Legendary 20%
- Day 4 – night: 3 → 2 / Epic 75%, Legendary 25% → Epic 70%, Legendary 30%
- Day 5 – day: 1 [not changed] / Epic 50%, Legendary 50% → Epic 40%, Legendary 60%
- Just as in previous patches, in the case of restricted area acceleration, certain days may be skipped.
UI improvements
- Your route is now displayed on the Hyperloop map.
- Areas you haven’t visited yet will now be indicated with a white font. Areas have will be indicated with a gray font.
- You can now apply modes to Saved Plans (Solo/Duo/Squad) when sharing the Plan.
- Can filter Shared Saved Plans per mode.
- When sharing Saved Plans, it now displays the version it was shared on.
Spawn point improvements
Some starting points that were considered relatively “unfair” have been modified.
- 2 locations around Temple and Pond, 1 location in Factory (near the Hospital), 2 locations around the Tree of Life in Hotel, 2 locations in Avenue (near the entrance to the Alley), 2 locations near the fire station (left), 1 location in front of the lighthouse in Docks.
Mission levels
- Missions are separated into 4 classes according to their difficulty after reaching account level 21
Tutorial improvements
- Added an announcement if inventory is full in the 1st tutorial.
- Increased the restricted area timer of bots in the 5th tutorial to 120 seconds.
Matchmaking improvements
- Increased the time before matchmaking segmentation is widened. Queue time may increase slightly, but matchmaking will be a bit more accurate.
- Slightly decreased the dodge penalty for pre-made teams in Duo and Squad.
Spectator Mode
- Increased number of spectators in Custom Games from 3 to 5.
- It is now possible to join as spectator even when all 18 participants have joined a match.
Optimization
- We are currently optimizing in-game character resources (mesh, texture, model, animation).
- This will be tested with Isol for this update, and will be expanded gradually in the future.
Character
Adriana
- Attack Power 28 —> 31
- Defense 25 —> 27
Aya
- Attack Power 31 —> 28
- Attack Power per level 2.3 —> 2.6
- Moving Turn (E)
- Cooldown 20/17/14/11/8s —> 22/19/16/13/10s
Chiara
- Stigma (P)
- Defense reduction per stack 4/6/8% —> 2/4/6%
Fiora
- Attack Power per level 2.2 —> 2.5
- Fente(Q)
- Base Damage 75/150/225/300/375 —> 40/75/110/145/180
- [NEW] + Attack Power ratio 0.2
- Vision duration 0.49s —> 0.4s
Hart
- Damage dealt in Duo mode 95% —> 97%
- Damage dealt in Squad mode 92% —> 94%
- Damage received in Squad mode 102% —> 100%
- Defense 18 —> 20
Hyejin
Currently, only data about characters and weapons can be observed and modified. For Hyejin’s shuriken, it’s tricky for us to know aspect needs a change. We are modifying our system so that we can modify characters and weapons in pairs for balance, and will modify Hyejin’s shuriken when we implement it.
Hyunwoo
- Damage received in Duo mode 100% —> 102%
Isol
- Isol-Pistol Attack Speed 0.625 —> 0.645
- Isol-Assault Rifle Attack Speed 0.67 —> 0.69
- Defense per level 1.4 —> 1.6
Jackie
- Adrenaline Burst (W)
- Movement Speed increase 10/12/14/16/18% —> 6/9/12/15/18%
- Dual Swords-Jackie’s base Attack Speed 0.6 → 0.58
Li Dailin
- Spirited Kick (Q)
- Cooldown 10s → 12/11.5/11/10.5/10s
- Movement range when Tipsy 2.75m —> 2.5m (Note: movement range when NOT Tipsy is 2.25m)
Nadine
- Attack Power per level 2 —> 2.2
Sissela
- Base Attack Power 25 —> 23
Xiukai
- Attack Power per level 1.5 —> 1.8
Zahir
- Damage dealt in Duo mode 92% —> 90%
- Damage dealt in Squad mode 90% —> 85%
- Defense per level 1.5 —> 1.8
Magnus
- His ult’s explosion animation has been fixed.
Weapon
Throw
- Smokescreen(D)
- Cooldown 35s —> 20/15s
- Ruthenium Marble
- Attack Power 70 —> 80
- David’s Sling
- Attack Power 50 —> 60
- Incendiary Bomb
- Attack Power 60 —> 70
Bow
- Elemental Bow
- Skill Amplification 48 —> 45
- Golden-Ratio Bow
- Attack Power 60 —> 64
Crossbow
- Expulsion Shot(D)
- Attack Power damage 130/200% —> 60/100%
- Cast time 0.5s —> 0.55s
- Sniper Crossbow
- Attack Power 90 —> 85
- The Golden Ghost
- Extra Normal Attack Damage 40 —> 37
Pistol
- Elegance
- Movement Speed 0.25 —> 0.2
Shuriken
- Caltrops(D)
- Damage taken when stepping on consecutive caltrops: 40% -> 30% damage
- Petal Torrent
- Skill Amplification 30 —> 25
Two-handed Sword
- Attack Speed per mastery level 3.6% —> 3.3%
Rapier
- Meteor Claymore
- Attack Power 70 —> 75
Bat
- Statue of Soteria
- Attack Power 95 —> 90
Hammer
- Armor Piercing(D)
- Defense reduction duration 5s/7s —> 3s/5s
Trap and Armor
Trap
- Trap installation time 0.5s —> 0.7s (Isol not changed: 0.4/0.3/0.2s)
- Stingburst
- Quantity 2 → 1
- Attack Power 310 → 350
Armor
- Optical Camouflage Suit
- Skill Damage Reduction 15% —> 10%
- [NEW] Attack Power 10
- Squad Leader Armband
- Critical Strike Damage Increase 20% → 15%
- Repaired Slippers
- SP Regen +55% —> +30%
- Straitjacket Sneakers
- SP Regen +80% —> +50%
- SP Regen +1 —> +0.7
- Uchiwa
- SP Regen +150% —> +100%
- Schrodinger’s Box
- Skill Amplification 5 —> 7
Bug fixes and improvements
- Added a chat notification in the game
- Fixed bug not applying the remaining time of Charmed effect if being Stunned and although the Stunned duration is over.
- Alerts in translated languages now display correctly.
- All skill icons are now displayed correctly (I.e, Chiara’s Plague – Last Judgement, etc.)