Servers will be temporarily offline for an estimated time of 4 hours on August 17th from 2 AM to 6 AM (UTC) to update Patch 1.2.
New Character - Arda
Arda, a new Arcana-using test subject has appeared on Lumia Island.
Arda will cost 9,900 A-Coin in his first 2 weeks post-release. He will be available in Ranked matches starting on Tuesday, August 22nd.
“Let the research begin!“
Relic Quest (P)
Excavation Control: When Arda starts collecting Tree of Life and Meteorite, a zone is created that silences enemies around him. The created zone lasts for the duration of the collection.
Artifact Analysis: If Arda uses a relic that deals damage to an enemy, he gains Essence of Antiquity. When Essence of Antiquity stacks 5/4/3 times, the lantern releases a mystical force that recovers Arda and nearby allies' HP by 50/100/150(+20% Skill Amplification).
Shamash's Papyrus (Q)
Unfolds the Shamash's Papyrus in the targeted direction. Enemies hit by the Shamash's Papyrus take 50/90/130/170/210(+70% Skill Amplification) skill damage.
Effect Area: 7.5m * 1.4m
Projectile Speed: 12m/s
Cooldown: 7/6.5/6/5.5/5s
SP Consumption: 50/55/60/65/70
Babylon's Cube (W)
Summon the Babylon's Cube at the targeted location. Babylon's Cube deals 10/30/50/70/90(+20% Skill Amplification) skill damage and slows enemies in the area by 50% for 0.3 seconds.
After 1 second, the Babylon's Cube disappears, dealing 50/80/110/140/170(+60% Skill Amplification) skill damage and stunning enemies in the area for 1 second.
Range: 6m
Effect Area: Rectangular 4m * 4m
Cooldown: 14/13/12/11/10s
SP Consumption: 90/100/110/120/130
Nimrod's Tombstone (E)
Drop Nimrod's Tombstone at the targeted location, dealing 40/70/100/130/160(+30% Skill Amplification) skill damage to enemies within the area and knocking them back.
Range: 8m
Effect Area: Circular Radius 2m
Cooldown: 16/15/14/13/12s
SP Consumption: 80
Unleashed Power (R)
Arda deciphers the origin hidden in the relic and restores its original abilities. Boosts the next basic skill you use for 12 seconds.
Cooldown: 30/24/18
SP Consumption: 160/120/80
Shamash's Code (R-Q)
Unfolds the Shamash's Code in the targeted direction. Shamash's Code deals 50/90/130/170/210(+70% Skill Amplification) skill damage to enemies it collides with and leaves a spell area behind, dealing 160/240/320(+80% Skill Amplification) skill damage to enemies along its path after 0.5 seconds.
Gain 30% cooldown of Unleashed Power back.
Effect Area: 7.5m * 3.2m
Projectile Speed: 12m/s
Babylon's Dice (R-W)
Summon the Babylon's Dice at the targeted location, spreading a barrier across the border and rooting enemies it touches for 0.8/1/1.2 seconds.
The barriers are destroyed clockwise, dealing 100/140/180(+40% Skill Amplification) skill damage to enemies, 10/30/50/70/90(+20% Skill Amplification) skill damage to enemies within the dice area, and slowing them by 50% for 0.3 seconds.
When all barriers are destroyed, the Babylon's Dice disappears, dealing 50/80/110/140/170(+60% Skill Amplification) skill damage and stunning enemies within the area for 1 seconds.
Nimrod's Gate (R-E)
Your range is increased by 4/5/6m. Dropping a Nimrod's Tombstone at the targeted location and at your location deals 40/70/100/130/160(+30% Skill Amplification) skill damage to enemies within range and knocks them back.
The two tombstones are connected by a mystical power, creating a portal that allows allies to move 1 time for 8 seconds.
New Skins & Emotes
Riot Police Felix (Rare) will be available.
“Hey, you look suspicious! Let's do a quick inspection.”
Tazia emotes will be available.
Patch Change Thought Process and Direction
Changes regarding test subjects are mainly based on statistics. However, there are many changes from Early Access, so the overall statistics system is being readjusted.
TOP 1000 was the standard in Early Access, but with more variables in the mix, we want to increase the range of top stats beyond 1000 and extend the stats collection period as well. Hotfixes will have to rely on short-term stats but can be triggered at critical levels.
As the percentage of lower tiers in Ranked Matches has increased significantly, even if the lower tiers are too powerful, they will be reflected in the patch.
With the changes to the Ranked Scoring System, average Rank Points earned will directly reflect kills and rank with only a slight correction, making it one of the more relevant stats to look at, unlike before.
We need to consider test subject positions: for example, we found that nerfing a strong character in a particular position didn't change metrics well if there was no alternative to that position. However, since this is not a game where positions are assigned in advance, the mix of positions cannot be completely controlled statistically, and we aim for a mix of positions to coexist without becoming too extreme.
While win rates and rank point gains are relatively common criteria, detailed indicators such as average kills, damage dealt, and damage taken vary widely by position. These indicators focus on comparison within positions.
The statistical criteria system will be announced during the season.
The main goal of the first update after the start of Official Launch is to open up the stage for a large variety of characters.
After Official Launch, we want to increase the percentage of less popular test subjects that make it into the game in both high and low ranks.
While 29 test subjects received buffs in the last 1.1 Update, with some notable popularity increase in test subjects like Luke, Vanya, Haze, and Hyunwoo, there are still many others that are underutilized as gameplay becomes more sophisticated with the start of the Ranked Season.
In the 1.2 Update, more test subjects will be getting help, with some help being more significant than others.
The overall goal is to push down test subjects that are statistically powerful and push up the ones that are underutilized in the upper and lower ranks. Right now, we're seeing a lot of the latter.
We also want to compensate for underutilized weapons for multi-weapon test subjects, but if one weapon is being utilized well, there is a limit to solving other weapons only with mastery effects, so we want to consider a more incremental response, including skill improvements.
System
Store Changes
The ER Pass discount will be over! (Discounted price 1,190 NP → Regular price 1,550 NP).
Special bundles for Hyunwoo, Li Dailin, Rio, and Jackie are now available. (Store > Bundle)
Increased Dodging Penalties in Ranked - Preparation Phase
We’re increasing penalties for intentional dodging during the game preparation phase.
1st time: 3 points → 5 points
2nd: 5 points → 10 points
3rd time: 5 points → 20 points
Tactical Skills
False Oath
Duration 5s → 6s
HP Consumption 300 → 350
Blade of Truth
Level 3 Passive
Damage Increase Duration 3s → 2.5s
Blasting Bullet
Range 2.5m → 3m
Quake
Level 3 Passive
Travel distance for Activation 5m → 3.5m
Character
Nadine
With how often fights happen, getting time to gain stacks for Nadine has become more difficult. We are helping her by allowing her to get her stacks faster, as well as increasing her slow from Wolf Assault (R) so she can space enemies better.
Wild (P)
Stack Gain
Bat, Boar 2/3/4 → 3/4/5
Wild Dog, Wolf 2/3/3 → 2/3/4
Wolf Assault (R)
Wolf Damage 15/60/105(+Additional Attack Power 90%)(+Skill Amplification 55%)(+Wild Stack Damage) → 30/70/110(+Additional Attack Power 90%)(+Skill Amplification 60%)(+Wild Stack Damage)
Slow 15/20/25% → 20/25/30%
Nathapon
We are making his special Trail Cameras harder to detect for enemies, as well as increasing his damage in the late game.
Trail Camera Infiltration Detection Range for Enemies 3m → 2.5m
Slow Shutter (P)
Extra Basic Attack Damage 10/30/50(+0.2 Additional Attack Speed per 1%)(+Skill Amplification 50%) → 10/40/70(+0.2 Additional Attack Speed per 1%)(+Skill Amplification 55%)
Nicky
We are making her passive a bit stronger. We are looking to increase Nicky’s effectiveness, especially in damage over time, if she decides to go a more defensive setting for equipment.
Short Tempered (P)
Increase Attack Speed 20/30/40% → 30/40/50%
Extra Basic Attack Damage 20/40/60(+Skill Amplification 40%) → 20/60/100(+Skill Amplification 40%)
Tia
Tia’s combo has become harder to hit with the reduction of the slow in her Brush Stroke (Q). We are making her skillshots and effects more rewarding.
Color Mixing (P)
Magic Chipmunk (Blue + Yellow) Damage 40/70/100/130/160(Skill Amplification 60%) → 40/75/110/145/180(Skill Amplification70%)
Brush Stroke (Q)
Damage 40/70/100/130/160(Skill Amplification 40%) → 40/70/100/130/160(Skill Amplification 45%)
Laura
Laura’s damage as a sustained damage source is fairly high. However, Laura has lost the tool to bring enemies to her side with ease after losing her old Whip weapon skill. With the way Laura has to be played now, she requires more durability. We are increasing the effects from W, as well as the cast range, to help her combat her enemies.
Calling Card (W)
Slowed 20% → 30%
Enemy Defense Decrease Duration 4s → 6s
Laura Defense Increase Duration 4s → 6s
Range 6.5m → 7m
Leon
Leon continues to show good performance, especially Tonfa Leon, who is able to initiate fights well as well as protect his teammates. While on top of that, his damage is fairly solid. We are lowering his damage to contest a part of his strength, as well as increasing his cooldowns.
Human Torpedo (P)
Extra Basic Attack Damage 10/20/30(+Skill Amplification 18%) → 10/25/40(+Skill Amplification 18%)
Waterway (Q)
Cooldown 10/9/8/7/6s → 11/10/9/8/7s
Surf's Up (R)
Damage 100/150/200(+Skill Amplification 60%) → 50/100/150(+Skill Amplification 40%)
Cooldown 80/70/60s → 90/75/60s
Li Dailin
Nunchaku Li Dailin is still showing high performance in both win rate and pick rate. We are adjusting her Drink Up (W) cooldown and limiting how many times she can use the skill in a fight.
Basic Attack Amplification per Glove Mastery Level 2.3% → 2.5%
Drink Up (W)
Cooldown Reduction on Basic Attack 1s→ 0.5s
Cooldown 10/8.5/7/5.5/4s → 9/8/7/6/5s
Rio
Rio’s strength is in long-distance combat, but her damage is a bit lower than others in her position. We are increasing her Daikyu damage just a bit to give her some help.
Kyudo Instinct (Q)
Daikyu Basic Attack Damage 105% → 108%
Martina
We are giving Martina some help by increasing her damage when exploding her Marks in Broadcast form.
Play (P)
Broadcast
Mark Damage10/20/30(+Attack Power 40/55/70%) → 20/40/60(+Attack Power 50/65/80%)
Mai
Mai’s shield now lasts just a tad bit longer.
Catwalk (E)
Shield Duration 2s → 2.5s
Markus
We are increasing Markus' power in combat, so enemies can no longer ignore him in fights. We are also giving his Hammer counterpart some more help.
Per Hammer Mastery Level 3.2% → 3.5%
Basic Attack Amplification per Hammer Mastery Level 2% → 2.2%
Art of War (Q)
HP Recovery of 75% Additional Skill Damage → 90%
Havoc (W)
Damage 60/100/140/180/220(+Attack Power 60%)(+10% Additional HP) → 60/110/160/210/260(+Attack Power 60%)(+10% Additional HP)
Fearless Assault (E)
Damage 50/80/110/140/170(+Attack Power 70%) → 60/100/140/180/220(+Attack Power 70%)
Magnus
While Magnus is durable, his damage and ability to protect his teammates is lacking, especially in the late game. We are giving him some help through utility, such as the slow on his Broken Bullet (Q). We are also looking to increase his overall damage in skills.
Broken Bullet (Q)
Damage 70/110/150/190/230(+Additional Attack Power 100%)(+Skill Amplification 90%) → 70/110/150/190/230(+Additional Attack Power 115%)(+Skill Amplification 90%)
Slowed 30/36/42/48/54% → 40/45/50/55/60%
Cooldown13/12/11/10/9s → 12/11/10/9/8s
17 vs 1 (W)
Damage 22/34/46/58/70(+Additional Attack Power 30%)(+Skill Amplification Skill Amplification 20%)(+ Defense 15%) → 22/34/46/58/70(+Additional Attack Power 30%)(+Skill Amplification 22%)(+Defense 15%)
Heavy Strike (E)
Stunned Duration 0.7/0.8/0.9/1.0/1.1s → 0.7/0.85/1/1.15/1.3s
Barbara
Barbara’s stats are high but has one of the lowest pick rates, so we are very careful with adjustments to Barbara. With the recently adjusted turret durability, we are increasing the reward for recalling or resummoning the turret.
BT Sentry Gun Mk.II (Q)
Cooldown Reduction when moving away from Turret or Recalling Sentry 30% → 40%
Bernice
Bernice’s average damage and pick rate are both low. Bernice’s damage is especially low when building critical strikes due to the long animation delay. To compensate, we are increasing Bernice’s built-in attack speed as well as increasing the reward for good Trap (W) placement.
Base Attack Speed 0.16 → 0.2
Attack Speed per Sniper Rifle Weapon Mastery Level 2.2% → 2.7%
Foothold Trap(W)
Damage 20/40/60/80/100(+Attack Power 10%) → 30/60/90/120/150(+Attack Power 45%)
Celine
Celine’s damage is high overall. We are reducing the amount of damage from single Q-W and ultimate (the adjustment is to per number of fused bombs). However, we will be keeping the damage when Celine correctly connects multiple bombs with Q by reducing the damage penalty.
Plasma Bomb(Q)
Damage 30/60/90/120/150(+Skill Amplification 45%) → 30/55/80/105/130(+Skill Amplification 40%)
Damage reduction for multiple bombs hits 50% → 40%
Magnetic Compulsion (R)
Damage per Number of Fused Bombs 30/45/60/75/90(+Skill Amplification 42%) → 30/45/60/75/90(+Skill Amplification 40%)
Xiukai
While Xiukai’s damage is in the right spot, we will be giving him some help as he is having a rough time finding his spot in Lumia Island. We are reducing his cooldown on Lost in the Sauce (Q) so he can contest enemies a bit better while increasing the healing from Eat Up! (W).
Lost in the Sauce (Q)
Cooldown 8s → 7s
Eat Up! (W)
Recovery 25/50/75/100/125(+Max HP 4%)(+Number of Juggernaut Chef stacks) → 20/55/90/125/160(+Max HP 5%)(+Number of Juggernaut Chef stacks)
Cooldown 17/16/15/14/13s → 16/15/14/13/12s
Shoichi
We are increasing his combat ability, especially in team fights.
Phony Deal (P)
Dagger Sentry Recall Damage 20/40/60(+Skill Amplification 25%) → 10/40/70(+Skill Amplification 25%)
Bottom Line (W)
Damage 30/50/70/90/110(+Skill Amplification 55%) → 30/55/80/105/130(+Skill Amplification 60%)
Ruthless (R)
Damage 80/160/240(+Skill Amplification 55%) → 80/160/240(+Skill Amplification 65%)
Dagger Damage 20/40/60(+Skill Amplification 25%) → 10/40/70(+Skill Amplification 25%)
Sua
While Sua’s statistics have become a bit better post Patch 1.1, Sua is still lacking the much-needed sustain to stay in a fight. We are giving Hammer Sua some help, as well as giving Sua increased sustained damage through her passive.
Skill Amplification per Hammer Mastery Level 4.3% → 4.6%
Bookworm (P)
Damage 40/100/160(+Attack Power 40%)(+Skill Amplification 46%) → 40/100/160(+Attack Power 40%)(+Skill Amplification 50%)
Area Damage 20/50/80(+Attack Power 20%)(+Skill Amplification 23%) → 20/50/80(+Attack Power 20%)(+Skill Amplification 25%)
Sissela
Sissela seems to suffer in sudden fights. To solve the issue, we are increasing Sissela’s ultimate damage as well as lowering the HP cost and cooldown for her defensive skill, Girl in a Bubble (W). Using her passive well now will allow Sissela to have more of an impact in fights. We are also giving Throw Sissela more help.
Attack Speed per Thrown Weapon Mastery Level 1.2% → 2%
Agony (P)
Extra Basic Attack Damage 25(+Skill Amplification 10%)(+Character Level * 8) → 25(+Skill Amplification 25%)(+Character Level * 8)
Girl in a Bubble (W)
HP Consumption 100/110/120/130/140 → 60/70/80/90/100
Cooldown 22/20/18/16/14s → 20/18.5/17/15.5/14s
Free at Last (R)
Additional Damage per 1% of Sissela's Lost HP 1/1.5/2 → 2/2.5/3
Adina
Adina’s statistics in both damage and win rate are very high, so we will reduce her damage on her main ability.
Luminary (Q)
Damage 60/95/130/165/200(+Skill Amplification 65%) → 60/90/120/150/180(+Skill Amplification 55%)
Sun Conjunct Damage 140/200/260/320(+Skill Amplification 105%) → 120/180/240/300(+Skill Amplification 100%)
Aya
Assault Rifle Aya is showing strong performance in the late game, leading to good statistics. We are reducing the amount of shield she gets as a ranged basic attack damage dealer.
Skill amp build Aya scales much less into the late game, so we are increasing her late-game scalings. However, we are making Steady Shot (W) more reactable to open more spaces for counterplay.
Attack Power per Level 5.1 → 4.7
Aya's Justice (P)
Shield 100/130/160(+Attack Power 20%)(+Skill Amplification 10%) → 50/75/100(+Attack Power 20%)(+Skill Amplification 25%)
Double Shot(Q)
Second Bullet Damage 40/70/100/130/160(+Attack Power 30%)(+Skill Amplification 60%) → 40/70/100/130/160(+Attack Power 30%)(+Skill Amplification 70%)
Steady Shot(W)
Damage 20/35/50/65/80(+Attack Power 40/42.5/45/47.5/50%)(+Skill Amplification 20/25/30/35/40%) → 20/35/50/65/80(+Attack Power 50%)(+Skill Amplification 25/30/35/40/45%)
Total Casting Time 1.6s → 2s
Cooldown 13/12/11/10/9s → 12/11/10/9/8s
Isol
We are moving around some of Isol’s scalings around to spread damage better for each weapon type, as well as lowering his ultimate cooldown.
Semtex Bomb (Q)
Damage upon attachment 30/60/90/120/150(+Attack Power 30%)(+Skill Amplification 50%) → 30/60/90/120/150(+Attack Power 30%)(+Skill Amplification 60%)
Rebel Assault (W)
Damage 14/20/26/32/38(+Attack Power 20%)(+Skill Amplification 25%) → 10/15/20/25/30(+Attack Power 35%)(+Skill Amplification 25%)
MOK Operational Mine (R)
Cooldown 30/28/26s → 30/26/22s
Isaac
Isaac has the ability to break shields on a low cooldown. During tests, whenever Isaac’s pick rate would rise, all characters who rely on shields would become powerless. To combat this issue, we are considering moving his ability to break his shield through a different skill.
Isaac needs help at the moment, but due to the reason above, we will tread carefully before the skill rework. We are increasing his durability and damage.
Defense per Level 3 → 3.3
Exploit (P)
Damage 10/20/30(+Attack Power 50%) → 20/30/40(+Attack Power 55%)
Swoop (Q)
Damage 65/95/125/155/185(+Attack Power 50%) → 60/95/130/165/200(+Attack Power 55%)
The Heavy Hand of the Law (R)
Additional Damage per stack of Exploit Lost HP of the target 4/5/6%(+Attack Power 5%) → 4/6/8%(+Attack Power 5%)
Alex
We are contesting Alex’s ability to poke enemies from far with the additional attack range after hitting Recognition Signal (Ranged W), but increasing the time of the mark for Alex to proc use the bonus range.
Recognition Signal (W)
Increased Attack Range 1.5m → 0.5m
Range Increase and Vision Duration 2/2.2/2.4/2.6/2.8s → 2/2.5/3/3.5/4s
Jan
Jan’s pick rate is low, so we are giving him some help, especially Glove.
Basic Attack Amplification per Glove Mastery Level 1.5% → 1.8%
Leaping Knee (Q2)
Damage 65/95/125/155/185(+Additional Attack Power 90%)(+Skill Amplification 80%) → 65/95/125/155/185(+Additional Attack Power 105%)(+Skill Amplification 90%)
Bob and Weave (E)
Damage 20/35/50/65/80(+Additional Attack Power 50%)(+Skill Amplification 40%) → 20/35/50/65/80(+Additional Attack Power 70%)(+Skill Amplification 50%)
20/25/30/35/40~100% of HP Recovery Skill Damage → 30/35/40/45/50~100%
The Tetragon (R)
Damage 80/140/200(+Additional Attack Power100%)(+Skill Amplification 60%) → 100/180/260(+Additional Attack Power 100%)(+Skill Amplification 60%)
Estelle
Even after the recent changes to Estelle, making her take more damage than before, Estelle is holding a strong placement in high win rate and pick rate. We are contesting her ability to defend her teammates, which potentially has been making her teammates overly powerful.
Suppression (Q)
Cooldown 7s → 8s
Hazard Shield (E)
Reduced Damage Taken During Use 50% → 40%
Reduced Damage Taken by Allies 15/20/25/30/35% → 13/16/19/22/25%
Helitack Stat! (R)
Shield Duration on Self and Allies 3s → 2.5s
Aiden
Aiden is showing an overall low pick rate, and low average damage even when he goes a damage-focused build. We are increasing his combat ability, especially in team fights.
Dissipation (W)
Damage 25/35/45/55/65(+Attack Power 40%)~50/70/90/110/130(+Attack Power 80%) → 40/50/60/70/80(+Attack Power 50%)~80/100/120/140/160(+Attack Power 100%)
Sparkring Damage 30/75/120/165/210(+Attack Power 40%) → 50/90/130/170/210(+Attack Power 50%)
Minimum Time to Charge Before Rooting 1.0s → 0.8s
Electrostatic Surge (R)
Damage 40/70/100(+Attack Power 50%) → 60/80/100(+Attack Power 50%)
Inner Damage 80/140/200(+Attack Power 100%) → 120/160/200(+Attack Power 100%)
Slowed 30% → 40%
Slowed by Electrostatic Surge 30% → 40%
Echion
Deathaddar is rarely used. We will be keeping Echion the same while giving his Deathadder option some help.
Call of Cadmus (P)
Increased Attack Speed per stack of Deathadder War Master 4/6/8/10% → 6/8/10/12%
Elena
Elena has been showing a high pick rate and win rate, with her good mobility. We are reducing her mobility just a bit.
Spiral (E)
Max Movement Speed 7 → 6
Emma
Emma’s average damage is low. We are increasing her overall damage, as well as the slow on Bunnymorph (E) to alleviate her skill shot difficulty.
Dove Dealer (Q)
40/70/100/130/160(+Skill Amplification 70%) → 40/75/110/145/180(+Skill Amplification 75%)
Bunnymorph (E)
Slow 0.8 → 1.2
Change★ (R)
Dove
Damage 150/200/250(+Skill Amplification 60%) → 150/200/250(+Skill Amplification 80%)
Hat
Damage 200/260/320(+Skill Amplification 120%) → 200/280/360(+Skill Amplification 120%)
Rabbit
Slow 0.8 → 1.2
Johann
Johann’s main focus is to help his teammates, but his role in teamfights is very lackluster at the moment. We are increasing his damage just a tad bit, as well as lowering his cooldown and lowering the movement speed debuff to make his gameplay a bit smoother.
Radiant Brilliance (Q)
Damage 60/90/120/150/180(+Skill Amplification 55%) → 80/110/140/170/200(+Skill Amplification 65%)
Damage when Enhanced 90/135/180/225/270(+Skill Amplification 100%) → 120/165/210/255/300(+Skill Amplification 110%)
Transcendent Censer (W)
Cooldown 24/22.5/21/19.5/18s → 24/22/20/18/16s
Faith Unwavering (R)
Damage 160/220/280(+Skill Amplification 35%) → 160/220/280(+Skill Amplification 50%)
Slowed Johann when in use 40% → 20%
Yuki
We are giving some help to Dual Swords Yuki, which has seen little play.
Basic Attack Amplification per Dual Swords Mastery Level 2% → 2.2%
William
We are increasing William’s damage when he collects his baseballs.
No Hitter (P)
Extra Basic Attack Damage (Attack Power 105/115/125%) * (Basic Attack Amplification) → (Attack Power 108/118/128%) * (Basic Attack Amplification)
Irem
Irem has a low pick rate, but her damage is not. Instead of increasing the power of her main abilities, we will be increasing her durability and damage in other, less utilized skills to even out some of her damage sources.
Let's Be Friends! (Irem W)
Damage 40/70/100/130/160(+Skill Amplification 60%) → 40/75/110/145/180(+Skill Amplification 60%)
Hissy Fit (Cat W)
Damage 30/60/90/120/150(+Skill Amplification 65%) → 30/70/110/150/190(+Skill Amplification 65%)
Love Me! (Cat R)
Shield 40/70/100/130(+Skill Amplification 25%) → 40/70/100/130(+Skill Amplification 35%)
Ly Ahn
While Ly Anh is very strong after transforming, transforming has become harder now that the game is centered around team play. We are rewarding Ly Anh more for successfully transforming.
Ghastly Grip (Possessed Q)
Damage 40/70/100/130/160(+Attack Power 55%) → 40/75/110/145/180(+Attack Power 65%)
Phantom Ripper (Possessed W)
Damage 5/25/55/85/115(+Attack Power 50%) → 10/40/70/100/130(+Attack Power 60%)
Eleven
Eleven has a high pick rate. We are allowing for more counterplay by increasing her slow penalty while charging W.
Ground Beef (P)
Slowed while Charging Skill 15% → 20%
Zahir
We are giving Throw Zahir some help.
Skill Amplification per Throw Mastery Level 4.9% → 5.2%
Jackie
Jackie with builds that utilize armor pen and Axe has been performing well, but other weapons are struggling. By increasing damage on Q and sustain on W, we aim to increase her sustained damage. Especially for Dual Swords, she will gain an additional bonus while using her ultimate now. These adjustments should help Jackie builds that take longer fights than the more bursty options like Axe.
Hack & Slash (Q)
Damage 5/10/15/20/25(+Attack Power 60%)(+7% of target’s current HP) → 10/20/30/40/50(+Attack Power 60%)(+7%of target’s current HP)
Adrenaline Burst (W)
Min Recovery 10/17/24/31/38(+Attack Power15%) → 10/20/30/40/50(+Attack Power 20%)
Max Recovery 20/34/48/62/76(+Attack Power 30%) → 20/40/60/80/100(+Attack Power 40%)
Chainsaw Murderer (R)
Dual Swords
Base Attack Damage 140% → 160%
Jenny
Jenny has been performing well in win rate and average rank point gains.
Persona (E)
Damage 20/45/70/95/120(+Skill Amplification 85%) → 20/45/70/95/120(+Skill Amplification 70%)
Camilo
Camilo has a low pick rate while showing good average damage. We will be giving him some durability through base stats and skills.
Defense per Level 2.5 → 2.8
Olé! (P)
Shield 50/100/150(Attack Power 40%) → 50/100/150(Attack Power 50%)
Olé! (P) and Cierre(W)'s Cooldown Reduction 2s→ 3s
Karla
While Karla is also showing high average damage, her pick rate is low. After getting her knockback removed from her passive, Karla has been having a rough time keeping her distance. To compensate, we are increasing the slow on her passive.
Skill Amplification per Crossbow Mastery Level 1.7% → 2.2%
Sentry Recall (W)
Slowed 30% → 35%
Shackling Anchor(R)
Slowed 25/30/35% → 30/40/50%
Cathy
Dual Swords Cathy is showing good performance in every statistic possible. We are reducing her damage from the basic attack on Q while keeping her rewards from hitting skills the same. However, Cathy’s sustained damage should be weaker than before.
Double Bypass (Q)
Dual Swords
Basic Attack Damage 120% of Attack Power→ 110% of Attack Power
Chloe
Chloe has been performing well, especially in high-ranked play. We are lowering the true damage in her ultimate, which is utilized mainly in higher tier play.
Attack Power per Level 5.3 → 5
Soul Link (R)
True Damage per Second 60~150/90~225/120~300 → 42~105/72~180/102~255
Chiara
After the recent adjustments to Chiara, she is lacking both damage and the ability to soak damage. We are increasing her damage and HP recovery on Hand of Corruption (Q).
Hand of Corruption (Q)
Damage 50/80/110/140/170(+Skill Amplification 65%) → 60/90/120/150/180(+Skill Amplification 75%)
Recovery 10/13/16/19/22(+Skill Amplification 1%) → 10/13/16/19/22(+Skill Amplification 3%)
Tazia
We are lowering her base defense and lowering the slow duration on Pulizia (E) so Tazia has a shorter time of window to land her skills.
Base Defense 47 → 43
Pulizia(E)
Slow Duration 1.5s → 1s
Theodore
Theodore recently has shown a strong performance using the bonus attack speed and reduced charging time for Energy Cannon (Q) from his ultimate. We are reducing some of the bonuses Theodore gets from casting his ultimate.
Blast Energy Field (R)
Increased Attack Speed when Overcharged 50/100/150% → 40/90/140%
Energy Cannon Maximum Charging Time 0.5s → 0.6s
Felix
While Felix is showing a high win rate, his pick rate is low. Felix especially has a big difference in stats between high ranks and low ranks. We are increasing his base defense just a bit to make his play a bit easier.
Base Defense 40 → 43
Priya
Priya’s Harmony of Parvati (E) is not rewarding considering the difficulty of hitting the skill multiple times for the bonus effects. We are also increasing the healing in her ultimate.
Harmony of Parvati (E)
Damage 50/80/110/140/170(+Skill Amplification 40%) → 60/90/120/150/180(+Skill Amplification 50%)
Slowed on Second Hit 50% → 70%
Echoes of the Earth (R)
Fruit HP Recovery of Max HP 4/6/8% → 4/7/10%
Fiora
We are boosting Fiora’s combat ability overall. We plan to tweak her skills in the future to help her keep her distance and have an easier time connecting combos.
Skill Amplification per Spear Mastery Level 4.1% → 4.5%
Fente (Q)
Inner Damage 80/110/140/170/200(+Skill Amplification 50%) → 80/110/140/170/200(+Skill Amplification 60%)
Edge Damage 130/205/280/355/430(+Skill Amplification 80%) → 130/205/280/355/430(+Skill Amplification 90%)
Attaque Composée (W)
1st Hit Damage 30/60/90/120/150(+Skill Amplification 30%) → 40/70/100/130/160(+Skill Amplification 35%)
2nd Hit Damage 30/60/90/120/150(+Skill Amplification 30%) → 40/70/100/130/160(+Skill Amplification 35%)
Flèche (R)
Damage 70/110/150(+Skill Amplification 25/35/45%) → 70/110/150(+Skill Amplification 30/40/50%)
Piolo
Piolo is not performing well, we will be increasing his base damage overall so he can be stronger no matter what build he chooses.
Unmatched Discipline (P)
Extra Basic Attack Damage Skill Amplification after using The Punisher (R) 10/30/50% → Skill Amplification 20/40/60%
Figure Eight / Hammer Thrown (W)
Hammer Throw
Damage 70/115/160/205/250(+Skill Amplification 85%) → 90/135/180/225/270(+Skill Amplification 85%)
Stalled Throw / Skyward Pummel (E)
Skyward Pummel
Damage 20/40/60/80/100(+Skill Amplification 60%) → 50/70/90/110/130(+Skill Amplification 60%)
Hart
Hart has a high statistics in win rate, pick rate, and average damage. We are reducing her damage, slow, as well as the time window to use Flanger (E)'s multi-casts to open up more counterplay for her opponents.
Basic Attack 32 → 27
Feedback (P)
Extra Basic Attack Damage per Sound Wave when Evolved (Attack Power 7%) * (Basic Attack Amplification) → (Attack Power 5%) * (Basic Attack Amplification)
Delay (Q)
Slowed when Evolved 20/22.5/25/27.5/30% → 10/12.5/15/17.5/20%
Flanger (E)
Time Available for Consecutive Uses 4s → 2.5s
Hyunwoo
Recently, Hyunwoo’s statistics have gone up quite a bit. We are lowering some of the defense increase Hyunwoo gets from Bluff (W) while helping Tonfa Hyunwoo, which has been seeing low play by increasing damage on Haymaker (R).
Bluff (W)
Defense Increase 6/20/34/48/62(+Defense 10%) → 4/13/22/31/40(+Defense 10%)
Haymaker (R)
Min Damage 100/140/180(+Attack Power 35%)(+Skill Amplification 70%) → 100/140/180(+Attack Power 35%)(+Skill Amplification 75%)
Max Damage 300/420/540(+Attack Power 105%)(+Skill Amplification 210%) → 300/420/540(+Attack Power 105%)(+Skill Amplification 225%)
Hyejin
We are giving Bow Hyejin some help, as she is seeing little play.
Skill Amplification per Bow Mastery Level 4.1% → 4.3%
Weapon
Glove
Shatter Shell Gauntlet
Basic Attack Amplification 10%(REMOVED)
Throw
Grenade
Basic Attack Amplification per level 0.2%(REMOVED)
Armor
Chest
Butler's Suit
Unique Passive - Second Wind: Panic Button
Shield Duration 1.5s → 2.5s
Mythril
Armor Defense 34 → 30
Burgundy 47
Unique Passive - Second Wind: Panic Button
Shield Duration 1.5s → 2.5s
Phantom Jacket
Recipe: Rider Jacket + True Samadhi Fire → Leather Jacket + True Samadhi Fire
Head
Crystal Tiara
Critical Strike Damage 3% → 5%
Fallen Pegasus
Critical Strike Damage 7% → 10%
Arm
Sports Watch
Unique Passive - Vigor
Melee Damage 10(+18% Skill Amplification) → 10 (+20% Skill Amplification)
Tellurian Timepiece
Unique Passive - Vigor
Melee Damage 10(+20% Skill Amplification) → 10(+22% Skill Amplification)
Bloodripper
Adaptability 10 → 20
Areas
Pond
Branches and rocks have been added.
Cobalt Protocol
Cobalt System Improvements
You will no longer be attacked or targeted in the Control Room.
If you leave your seat near a Defense Turret, it will be considered the same as vacating your position in the Control Room.
The MMR link rate between Cobalt Protocol and Normal Matches has been reduced.
Cobalt Protocol Mode Balancing
Nadine
Wild (P) stacks no longer accumulate from Drones.
Li Dailin
Nunchaku
Damage Taken 97% → 95%
Magnus
Hammer
Damage Dealt 100% → 96%
Bat
Damage Dealt 103% → 100%
Damage Taken 94% → 96%
Vanya
Arcana
Damage Taken 97% → 100%
Sua
Bat
Damage Dealt 100% → 97%
Shields Given 100% → 85%
Hammer
Damage Dealt 100% → 98%
Sissela
Free at Last (R) now deals damage across the map.
Shuriken
Ultimate Skill Cooldown Reduction 10% → 0%
Throw
Ultimate Skill Cooldown Reduction 15% → 10%
Aya
Pistol
Damage Dealt 100% → 96%
Sniper Rifle
Damage Dealt 102% → 100%
Sniper Rifle
Ultimate Skill Cooldown Reduction 10% → 0%
Jan
Glove
Damage Dealt 103% → 98%
Tonfa
Damage Dealt 100% → 95%
Echion
VF Prosthetic
Damage Dealt 94% → 96%
Emma
Shuriken
Damage Taken 97% → 99%
Arcana
Damage Dealt 100% → 96%
Irem
Catitude (P) no longer activates caution.
Bonus stats received on caution for more than 15s are applied immediately.
Ly Anh
Dagger
Damage Taken 97% → 95%
Jackie
Two-handed Sword
Ultimate Skill Cooldown Reduction 15% → 5%
Chiara
Rapier
Damage Taken 97% → 95%
Tazia
Shuriken
Damage Dealt 100% → 102%
Damage Taken 97% → 95%
Fiora
Rapier
Damage Dealt 110% → 106%
Two-handed Sword
Damage Dealt 105% → 102%
Hart
Guitar
Damage Dealt 92% → 95%
Ultimate Skill Cooldown Reduction 0% → 5%
Hyunwoo
Glove
Damage Dealt 95% → 92%
Tonfa
Damage Dealt 100% → 97%
Bug Fixes & Improvements
Gameplay Improvements
A function to copy chat contents during the game to Clipboard has been added.
Players will no longer be interrupted and not teleport to Lumia Island from the Briefing Room.
Skill post-delay and Basic Attack will now interact as intended.
Teammates who are eliminated during Night 2 will no longer lose their items when they are revived through the Kiosk on Day 3.
Skills will no longer change direction when using Tactical Skill Protocol Violation (F).
Indicators by level and text recognition in Tactical Skill tooltips have been improved.
Tactical Skill Blasting Bullet (F) Level 3 Module Enhancement will no longer apply to non-test subjects.
Augments and item skill stacks will no longer increase by the number of hits when Tactical Skill Blasting Bullet (F) damage area is hit.
The Corrosion Gauge range around the Shuttle in the Battle Zone will now match the actual area of effect.
Battle Zone borders between Dock and Warehouse have been blocked off properly.
An additional target subject will no longer appear at the death location when reconnecting while down.
A teammate spectating after death will no longer hear sounds based on their corpse location.
The selected player's inventory will now be correctly displayed in the replay.
The test subject's shadow position will now be correctly displayed when using the Launch Pad.
Clicking on an adjacent box will open the second box properly.
Guidance on what happens when your inventory is full in the Tutorial has been improved.
Clicking on a teammate's icon on the left of the minimap will now allow changing the perspective to the teammate's.
SP Regen will no longer be displayed as “0” in Detailed Stats.
Campfires will now work properly even when there is another Campfire nearby.
Certain item boxes and test subjects will no longer overlap in Fire Station.
Item transition page will only be available if items have been registered in the Saved Plan.
No more than 5 items that can be quickly crafted will be displayed.
You’ll be able to install a camera normally even after having destroyed an item on the same place.
There will no longer be a delay in the initial distribution of Cobalt Protocol equipment.
Nadine will no longer gain Wild (P) stacks when slaying Drones in Cobalt Protocol.
A 5-second countdown will now be displayed when abandoning the game while waiting to respawn in Cobalt Protocol.
Cobalt Protocol Phase 1 background sound will now start on time.
Character & Weapon Improvements
Fixed an irregularity where some test subjects skills were dealing damage to untargetable enemies.
Skill effects will no longer be visible in the Battle Zone fog.
Basic attacks will no longer be possible during the auto-reload animation.
Basic attacks will no longer be possible during the auto-reload animation with Moving Reload (D)
The color of the enemy recognition effect will no longer be reversed when some test subjects use the Arcana weapon skill VF Dispersion (D).
Nadine’s Bullseye (Q) cooldown will now be correctly applied when not used after charging.
Nicky’s Fury Jab!! (Enhanced E) will now be available upon using Pure Rage Uppercut!! (R) after a successful Guard & Reverse (W).
Lenox Recoil (Q) tooltip will now display the maximum number of stacks.
Rozzi’s Easy Shot (Q) will no longer act as a move command when attacking without a hit.
The recording icon will now be displayed properly when re-recording Meteorite and Tree of Life with Martina’s Record (R).
Markus Warrior's Grit (P)'s Fatal Blow can now be properly used.
The movement speed increase stat will now be correctly displayed in the Markus Art of War (Q) level-up tooltip.
The movement command will now work properly when selecting an enemy test subject while using Xiukai's Burnt to a Crisp (R).
Alex Incursion (Melee Q) expansion tooltip will now match the number of attack power increases on hit with the actual increase value.
Estelle will now be able to perform a basic attack when using Suppression (Q) after Hazard Shield (E).
Estelle Hazard Shield (E) will now end properly when using the Axe weapon skill Maleficent Helix (D) after using Forcible Entry (E-E).
Aiden will now be able to perform ranged basic attacks while in Overcharge (P).
Elena’s Double Axel (W) and Spiral (E) Glacial Field will no longer be applied in locations where the Tactical Skill, Protocol Violation was used.
Johann’s Transcendent Censer (W) can now interact normally with objectives even when they overlap it.
Ly Anh’s Freedom (R) level-up tooltip will now display the amount of HP when the ghost state ends.
Karla’s Piercing Chain (Q) limit will now be correctly applied.
Wall collisions will no longer occur when using Cathy’s Suture (E) in a specific location between Police Station and the Alley area.
The attack command from Chloe to Nina will now work properly.
Lobby Improvements
All teammates part of a team should now successfully match together.
The Voice Chat icon will now be correctly displayed in team lobbies.
Chat history will no longer be deleted when starting a match in team lobbies.
Daily Missions can now be normally completed through AI match results.
Completing a Daily Mission a day earlier will no longer generate an additional mission.
All players will now be able to check the products they have in Profile > Profile Settings.
The Season Pack refund notice will now be displayed in the corresponding language.
The Saved Plan route selection will now be correclty applied.
You will now be able to reorder your shared Saved Plans.
The UI has been expanded so that you can see the Saved Plan’s full description when creating/editing Saved Plans.
Teammates in vs. AI will now be correctly displayed during Phase 2 of Map Selection.
The pop-up for adding disassembly items in Forging > Forging will now be blurred.
The silhouette and product name will no longer appear before the character and skin acquisition instructions are displayed after opening a box in Forging.
All characters can now be searched by name when searching the rewards list in Forging > Box.
UI will no longer overlap when closing and reopening the pop-up after searching for the reward list in Forging > Box.
The texts in Forging will now update immediately when changing the language.
The text for the button in Forging > Forging will now be displayed correctly according to the language.
The quantity will now be correctly displayed in the Vacance Token product name in Store > Miscellaneous > EP Token.
The highlight effect will now work when hovering the mouse over Store > DLC and Drops Icon.
The Switch All Items button in the Later Game item list will no longer have a small selection range.
Unowned products in Profile > Profile will no longer be displayed as active.
Product acquisition notifications will now appear when acquiring icons, borders, and backgrounds.
The UI will now be displayed normally when entering skin preview.
The scroll in the lobby chat window will no longer reset to the top.
The quantity selection gauge is no longer set to the minimum value when purchasing a Daily Box.
Tactical Skill icons will now be correctly displayed.