Captains of the Midgard, HELLO!
Currently, many people are presenting opinions about the balance of Blustone's characters, and the development team is paying close attention to them. Balance, however, takes some time to apply because it needs to consider the overall impact, not just one's numbers.
We would like to share with you about the balances that the development team is currently considering. Each detail may be scheduled at different times, and actual values of the numbers could be slightly changed.
- Small Increase in ★1 Hunter's Basic Ability
Ex) Tyltyl ★3 HP/AP/DP = 409/276/276 → 435/293/293
Ex) Tyltyl ★5 HP/AP/DP = 1155/526/526 → 1227/559/559
- Small Increase in ★2 Hunter's Basic Ability
Ex) Acerola ★3 HP/AP/DP = 454/307/307 → 466/314/314
Ex) Acerola ★5 HP/AP/DP = 1283/584/584 → 1314/598/598
(HP: Health Power(Life) - AP: Attacking Power - DP: Defense Power)
- Decrease in Chances and Damage of Bomber's Fatal Blow
Originally, Bombers had the same level of damage as Supporters. This was back in the day when hunters could not use skills in Fight Club. It was then edited to the same level of damage to Offense hunters to put value in Bombers. However, currently, the use of skills is available in Fight Club, and the value of Bombers have been fully increased. Due to this fact, restoration of Bombers to their original state is necessary because of the overbalance when the bombers fight in front. Demonstrated by offense teams which are formed around Bombers.
- Bonus Healing Effect with the Same Element
We are reviewing the effect of 10% increase in recovery when the healer and the subject who receives healing share the same element. Also, when a Supporter uses the skill the same amount of healing is also applied to the healer him/herself (as it is like they received healing from the same element) so their health-restoring also increases that much.
- Addition of 5★ Fate Stories
To open the 5★ fate stories, the hunters who are included in the story must be up to level 5★. Because advancing to five-stars costs more materials, it will provide the double amount of the normal fate bonus of 2%.
- 'Decrease Enemy Defense' Balance Adjustments
It has been analyzed that the current 'Decrease Enemy Defense' works much stronger than intended. So, there may be adjustments to the overall skill level with other ability buffs and debuffs for balance.
<Individual Hunter Edits>
Reviewing Captain's 5th skill Armor Penetration (Crying Sword) as 7.5 → 10
Small increase in Gullveig's 1st skill Damage
Reviewing Gullveig's 5th skill Team's Attacking Speed Effect (Trainer) as 7.5 → 9
Small increase in Bear's 3rd skill Healing (Mother Nature's Gift)
<Fight Club Related Edits>
- Changed the rage from 0 to 1 at the beginning of a match in Fight Club
- The rage gauge in FC starts at 0 and the fighters can only exchange tapping-attacks until the rage adds up to 3 or above.
So, a quick-attacker offense hunter can have an advantage at the start of the basic fight. It has been analyzed that when time passes, instead of the user's strategy, the attack power tends to matter more, so we are going to fix this issue.
- Reducing Maxed Attacking Speed Motion in Fight Club
Unlike the usual battle situation, in FC can tap-attack, use skills, and switch in a very short amount of time.
As a result, there is a problem where the display gets confusing and the situation is difficult to understand, due to a large amount of damage or effects display. To mitigate this, we want to slightly reduce the tap-attack speed.
Given the reduction in damage per time and the reduction in rage, in FC battles, there may be a slight increase in all hunters' damage amount and rage increase per tap.
We are working to maintain the same playing tempo as possible while minimizing confusion on the screen.