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[DEV] Character PVP Balancing


Ephemer

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Ephemer    85

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Greetings Chasers, it is with great pleasure that we announce the PVP Balance,
it took months of planning, defining the evaluation criteria for each character, making tests and retests.
We are focused on making the battlefield as balanced as possible.

We would like to clarify that the balance notes below may change (if necessary); changes will be subject to continuous monitoring by team members in addition to, of course, your feedback. 

Changes from the release date of this topic will be updated right here. Also remember that this topic is only about PVP Balancing

Note: Classes that do not appear in the topic have not changed.

Below, you can check the balances already inserted in the game¹, have fun:

 

1ST PVP BALANCING

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  • Sword damage changes applied only to PVP.
  • First and second hit of the basic combo now no longer take down a falling enemy;
  • First and second hit of the Skill Tree basic combo now no longer take down a falling enemy;
  • Windmill Slash: Damage has been increased and doesn't knockdown an enemy with no FATAL state;
  • Evasive Slice: Rolling animation speed increased, Change the attack animation and damage amount;
  • Dash Attack: Last hit doesn't knockdown an enemy;
  • Dash Attack Lv. 3: Available to extend the combo by pressing Z multiple at the correct times;
  • Adjusted on dealing damages for any combos;
  • Adjusted on dealing damages for Air Combo;
  • Bounce attack now drops falling enemies on the first hit, instead of leaving them standing;
  • Circle Blade: Adjusted on skill damages and grants an enchant buff for 10 seconds, and cooldown buff for 7 seconds;
  • Storm Blade: Additional burning debuff that applies from last hit;
  • Winding Flash Lv. 1 & Lv. 2: Adjusted on skill damages and first hit doesn't knockdown an enemy;
  • Circle Blade & Sword Fire/ Sonic Wave: Adjusted on skill damages;
  • Round Stream Lv. 2: Removed delay from second cast and adjusted on skill damages;
  • Meteor Slash Lv. 1 & Lv. 2: Additional burning debuff that applies to enemy;
  • [NEW] Evasive Slash available to use JF (Just Frame) command for extra attack.
  • [NEW] Circle Blade (CASH) has been modified in terms of damage, in addition to its particles having improved a little. The skill is now faster and raises enemies after hitting them with the last blow;
  • [NEW] Winding Flash Lv. 1 has undergone a rework - the animation of the skill, particles, damage properties and values have been modified. Now Elesis hits the enemy twice with the sword as he advances and jumps in a spin while delivering energy beams at the enemy, ending with a falling attack that throws him up. At the end of the skill, the character receives a small damage buff characterized by an aura of pink energy around his sword;
  • [NEW] Winding Flash Lv. 2, has also undergone a rework. In this version, which works as a faster and more aggressive alternative than Lv. 1, the character jumps and spins multiple times, making several blows in mid-air with his spin and ends the enemy with a falling attack that throws him up;
  • [NEW] Cruel Cleave (Rough Divide) Lv. 1 has undergone a rework - the animation of the skill, particles, damage properties and values have been modified. Now makes it possible for the user to choose which direction to go with the skill (left or right) through the directional ones. In addition, the character receives a super armor buff that lasts 2 seconds after the skill ends to prevent it from being easily punished;
  • [NEW] Cruel Cleave (Rough Divide) Lv. 2 has undergone a rework - the animation of the skill, particles, damage properties and values have been modified. Now Elesis advances quickly against the enemy, not causing damage, but paralyzing it, only then to strike it with a bow of fire that hurls it behind it. If you press up at any time during the skill, the race will be stopped and the character will use the arc of flame immediately;
  • [NEW] Round Stream Lv. 1 has undergone a Rework. Its animation, particles, damage properties, effects and values have all been reworked. Now Elesis jumps, charges his sword with energy and drops it in an explosive arc, incinerating the ground at the place of his landing temporarily.
  • [NEW] Round Stream Lv. 2 has been adjusted. The ability now causes Elesis to "mark" the enemy she hit during her run at the beginning of the skill, teleporting over it with the skill's explosive arc.
  • [NEW] Sword Fire Lv. 1 had a damage adjustment and visual effects.

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  • Subtle increase in the overall damage of the combo, readjustment in the property of the last blow, which now knocks down the enemy;
  • Correction of the bug in the swing movement of the spear in the middle of the combo, where Elesis remained stuck in the execution of the movement for a few seconds if the enemy was at a certain distance;
  • Subtle increase in damage from the Side Strike ability;
  • Subtle increase in damage from the Spinning Spear, change in damage property allowing to knock down the opponent in his last hit and addition of tracks in the character;
  • Dragon Slash: Additional burning debuff that applies to enemy;
  • Leap Attack: Adjusted damage and trails, Elesis enchants a buff that stays in 10 seconds, and cooldown buff 7 seconds.
  • [NEW] Dragon Slash: Additional fire effect and new appearance;
  • Addition of trails and median damage increase in Leap Attack skill, which now also charms the Elesis spear with fire for 10 seconds with a Waiting Time of 7 seconds for reuse after the end of the buff;
  • [NEW] Combo hitlag decreased by 25% on first hits and 40% during spear spin, combo hitstun increased by 25% overall;
  • [NEW]] Hitlag's attack damage decreased by 10%;
  • [NEW] Tornado Spin now leaves enemies upright during the first two spins of the spear and has received a reasonable increase in damage, in addition to a 55% reduction in its hitlag;
  • [NEW] Dragon Slash has more hits per frame and a bigger hitstun from now on;

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  • Improved flow from the combos;
  • Improved hitboxes from the combos;
  • Adjusted on dealing damages from the combos;
  • Adjusted on received damages from the combos;
  • Adjusted on received damages from dash attacks; 
  • Adjusted on visual, sound and lifting effect from Jump Attack (Down) - ↓Z during Jump; 
  • Adjusted on attack speed from Jump Attack (Up) - ↑Z during Jump; 
  • Additional small bounce effect after being lifted by Critical attack on basic combos; 
  • Additional bounce effect in the middle of multiple hits from final attack of basic combo; 
  • Additional subtle lifting from Jump Attack (Up) - ↑Z during Jump; 
  • Additional lifting effect from Shadow Attack - ↑ during basic combo; 
  • Additional invulnerability effect from Shadow Attack; 
  • Removed the delay animation from Dragon Dive (3rd MP); 
  • Additional burning debuff applied to enemy from Blade Beam (2nd MP); 
  • Additional burning debuff applied to enemy from Dragon Dive (3rd MP); 
  • Additional blocking magic projectiles effect from first attack of basic combo and jump attack;
  • [NEW] The hitstun of the first two hits in the combo has been increased by 20%, but his hitlag has also increased by an equal proportion;
  • [NEW] The third hit of the combo had its hitlag reduced;
  • [NEW] Double Combo movement now has no collision check (meaning it will spin through enemies) and knock down enemies, in addition to receiving a small increase in damage;
  • [NEW] Jump Attack (Down) received a small adjustment of hitbox and had its particles adjusted for a visual improvement, in addition to a sound renovation;
  • [NEW] Jump Attack (Up) now causes Elesis to have invulnerability during the movement, in addition to causing the heroine to turn back to her end, as the animation dictates;
  • [NEW] Blade Beam has received a sound effect enhancement and the addition of some particles for visual improvement, in addition to now leaving a trail of short-lived flames where the flaming wave spreads. 
  • [NEW] Their interaction with targets has also changed, making them better manipulate the enemy's position while he is being hit by the blow;
  • [NEW] Dragon Dive has received a sound and visual enhancement. In addition, only the second part of the skill has a delay now, at a time when Elesis remains in midair, enveloping its Amount in powerful flames. Finally, it lands on the ground, unleashing an explosive blow, filled with flames and flames that take over the collision site and spread around the area, causing a soft DPS on its enemies;

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  • Improved attack speed of combos; 
  • Adjusted damage dealing from combos;  
  • Change in the damage property of the combo as a whole; 
  • Added a small bounce effect on Critical attack from basic combos, as well as accelerating the execution of the upward spin, which now allows Elesis to cancel the animation quickly; 
  • Double adjustment, which in addition to now reaching the enemy, had improved fluency, received new damage property - throws the enemy into the air after use - has a medium bounce effect during execution; 
  • Fake Step is now grants immunity during the execution, as long as it was extended in a few frames; 
  • Strike after Fake Step has improved execution speed as much as it now has new damage property; 
  • Jump Attack Up (↑Z during Jump) had adjustment in its fluency, damage, damage property (now throws the enemy hit smoothly into the air) and also raises Elesis moderately in its execution; 
  • Round Crash (1st MP) had a simple adjustment to the damage property of the first hit, which now allows the enemy to sometimes be hit by the second even if the first one drops it;  
  • Removed the first delay on Chaos Savior (3rd MP) and adjusted fluency of skill; 
  • Additional blocking magic projectiles effect from aerial attacks; 
  • Additional burning debuff applied to enemy from last hit of Fated Circle (2nd MP);
  • [NEW] Now the hits of Savior combo have 30% less hitlag, with the intention of living up to the concept of speed present in the class. In addition, the way each hit interacts with the target has changed, making it so that, in the first two hits, Elesis pulls it towards itself;
  • [NEW] It is now possible to use Critical combo more fluidly during the combo thanks to a small smoothing in the way the game receives commands. The movement also has 30% less hitlag now, which guarantees quick execution, and Elesis now rises a little more in the air during the movement;
  • [NEW] It became possible to execute the "Fake Step" movement at any time during the execution of the basic combo, in addition to this movement now extending for a few frames more than before in all its uses;
  • [NEW] The hitlag of the attack in the race was reduced by 30% and the hitstun increased by 10%;
  • [NEW] The hitlag of the jump attack has been reduced by 30% for the first hit and 10% for the second;
  • [NEW] Jump Attack (Up) hitlag was reduced by 30% on the first hit and 10% for the second;
  • [NEW] Jump Attack (Down) hitlag has been reduced by 30%;
  • [NEW] It has become possible to switch between the common jump attack to the upward jump attack or the dive. Just jump, use the attack in the common jump and then use the attack command in the upward jump or the one with the dive.
  • [NEW] It is also possible to alternate between the attack in the upward jump and the attack with diving, just by performing the command of the attack in the diving jump after performing the command of the upward attack;
  • [NEW] Now it is possible to cancel any attack on the jump, except for the attack with diving, performing the command of a dash in its initial frames. This will give the character greater mobility and make his mistakes more difficult to punish;
  • [NEW]  Round Crash had a damage reduction on its first hit, which was transferred to the second. In addition, the first hit now leaves enemies who are in a state of jumping and / or falling standing;
  • [NEW]  Fated Circle had a visual readjustment and now leaves a trail of flames that accompanies the pitch of the fire circle. The flames cause a slight DPS in those who walk on them;
  • [NEW]  Chaos Savior now causes Elesis to throw flames around him during the flaming spin before the meteor's throw. The flames cause a slight DPS in those affected by them;

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  • [NEW] Shared skill "Dash" had its duration extended to 20s;
  • [NEW] Shared skill "Super Jump" had its cooldown reduced to 7s;
  • Combo damage readjusted;
  • Last hit from 3rd combo of Skill Tree and Aerial Attack Lv. 2 now bounce off the target on the ground;
  • [NEW] Thunder Slash now apply the "electrify" effect to the target;
  • [NEW] Reduction of hitlag caused by blows of level 1 combo by 60%, increase of hitstun by 10%;
  • [NEW] Decrease in hitlag caused by blows from level 2 combo by 30%. Now the first hit of the level 2 combo does two damage to the target, in addition to leaving him standing. In addition, the combo's damage has been slightly decreased;
  • [NEW] The damage of the level 3 combo has been increased and its hitlag decreased by 20%, as well as its hitstun increased by 15%;
  • [NEW] Basic Attack Lv. 1 had a 60% decrease in his hitlag and a 10% increase in hitstun. In addition, your damage has been increased;
  • [NEW] Basic Attack Lv. 2 now leaves enemies standing on the first hit and knocks them down during the second. In addition, your damage has been increased;
  • [NEW] Basic Attack Lv. 3 now leaves enemies standing on the first hit and raises them during the second. His damage was readjusted;
  • [NEW] The complement of Dash Attack Lv. 3 (→→, z, z ↑) now has 30% less hitlag, and the kunais that hit the enemy no longer bring it down;
  • [NEW] Cannon Trap and Spike Trap now do a little more damage;
  • [NEW] Paralyzing Kunai had its time reduced to 8s;
  • [NEW] Impact Slash (Thunder Slash) received a median increase in damage and now causes the enemy to be thrown up when hit by waves of energy. The same modification applies to the other levels;
  • [NEW] Spinning Slash Lv. 1 no longer knocks down a hit enemy, in addition to receiving increased damage;
  • [NEW] Spinning Slash Lv. 1 had its damage increased and its hitstun increased by 20%;
  • [NEW] Aust Hammer had its damage increased;
  • [NEW] Kagemusha had its duration reduced to 7s;
  • [NEW] Shadow Stranger has increased its damage;
  • [NEW] Shadow Stranger has increased its damage;
  • [NEW] Weaponry Disarm had its delay removed and now causes more damage, in addition to its hitstun increased by 35%;
  • [NEW] Hornet's Sting had its hitstun increased by 30%, its damage increased moderately and now it has become possible to aim it during the initial delay of the ability (only left or right);
  • [NEW] Final Strike had its damage moderately increased and it became possible to aim it until the middle of the skill's execution (only up or down). Each angle adjustment will influence the positioning of the energy wave to be launched in a subsequent manner;
  • [NEW] Venom Slice readjusted the distribution of its damage and now slows enemies hit by the bomb explosion;
  • [NEW] Thunder Slash received increased damage, in addition to electrifying the enemies affected;
  • [NEW] Raven Walker received increased damage;

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  • Combos damage has been adjusted in PvP;
  • Decrease in the frame interval of the attack in the ground race;
  • Increased lifting of the Double Attack command to the enemy;
  • Frenzy Sword: removing the delay and raising the last hit of the skill;
  • Splash Explosion: last hit now stops knocking the enemy down in PvP, stunning them;
  • Deadly Sharp: increased ability damage from 78 to 100; during the skill Lass propels himself forward and stops knocking the target down when hitting it, keeping it stunned;
  • [NEW] Hitlag of the jump attack reduced by 60% with the purpose of making it a more agile and less punitive movement;
  • [NEW] It is now possible to cancel attacks on the jump with a dash movement, thus expanding the movement possibilities of the class;

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  • Readjust damage while the Invisibility buff is active in PvP - 25% decrease in buff;
  • Hyper Sonic Step now has an additional hit if the Invisibility buff is active;
  • Unlimited Blade now stun the enemy they hit and have an additional hit if the Invisibility buff is active;
  • Added afterimage effect on skills to increase the feeling of speed;

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  • Additional lifting effect from Dash Attack, available to deal continuous attack from Double Dash Attack; 
  • Subtle survey application after Phantom Blade and Blade Spirit that will facilitate the character's team interaction and the prolongation of some combos with the enemy in the fatal; 
  • Change in attack speed and effect on Double Dash Attack; 
  • Adjusted Critical and Double Attack and new damage property has been applied; 
  • Increase the subtle of damage dealing from Aerial Attack; 
  • Adjusted Critical and Double Attack, which cause enemy lifting; 
  • Adjusted Stun duration when getting hit by first and second hit of Blade Spirit (3rd MP);

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  • Adjusted damage dealing from Combo Attack Lv.2 in PvP; 
  • Additional Shock debuff effect from Thunder Pull (2nd MP) in PvE & PvP; 
  • Adjusted damage dealing from Combo Attack Lv.1 in PvP and hits in PvE & PvP;
  • During Wolf Transformation, heals immediately 10% maximum HP in PvE and no longer lose HP when used in PvP;
  • Leeching Slime (Poison Spore) healing has been reduced properly;
  • [NEW] Jump Attack's hitstun has been reduced;

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  • [NEW] Hitlag from Jump Attack (Down) has been decreased in PvE & PvP;
  • [NEW] Hitlag from Air Dash Attack has been decreased in PvE & PvP;
  • [NEW] Adjust the delay of Backspin Slash
  • [NEW] Soul Impact has been redesigned which now able to crowd control enemy and bounce them against wall after being thrown;
  • [NEW] Adjusted damage of Air Dash Attack second attack;
  • Removed delay on Backspin Slash and adjusted damage from first two-strikes, in addition received an visual effect;
  • Jump Attack now cause a damage that paralyze enemy for a few more frames;
  • Fifth hit from basic combo now paralyze enemy for a few more frames, thus prevent enemy to escape during combo;

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  • Attack on rising had its damage adjusted (PvP); 
  • Additional lifting effect from Jump Attack Up (↑Z during Jump) to the Ryan's position; 
  • Additional attack from Jump Attack Up 2 (↑Z, Z during Jump), dropping Ryan to the ground and bounce off the enemy; 
  • Additional bounce effect applies to enemy from Extended Combo (Z↓); 
  • Change the damage property from Paralyzing to Slow from getting hit by Nature Tamer; 
  • [NEW] Lifting ability from Jump Attack (Up) has been removed;
  • [NEW] Remove the second delay from Wild Justice, makes the skill more offensive.
  • [NEW] Increased the slowness by 15% that cause by Nature Tamer;
     

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  • Adjusted combo and damage dealing during Magnus Transformation;
  • Adjusted the hit consistency from Flash Impact (2nd MP, Storm Blade Mode); 
  • Adjusted the hit consistency from Furious Boomerang (2nd MP, Storm Pike Mode);
  • [NEW] Mach Blow movement now reflects projectiles;
  • [NEW] Available to switch mode during combo and attack;

    Storm Pike Mode
  • [NEW] Three-hit attack from Genocide Lancer has been removed;
  • [NEW] Reduced dealing damage from combo;
  • [NEW] Added ability to lift enemy from Fatal Drive last hit;
  • [NEW] Adjusted damage for Genocide Lancer;
  • [NEW] Storm Pike Mode now allows to run down after jumping and air dash.

    Storm Blade Mode
  • [NEW] It is now possible to perform Grab during dash immediately at the first stroke of the run, thus increasing the movements dynamics;
  • [NEW] Grab Dash height has been slightly reduced;
  • [NEW] Dash Attack makes enemy stand;
  • [NEW] Dash Attack (Up) will raise Ryan little and lifting higher than before;
  • [NEW] Step during Dash Attack now performs jump higher than before;
  • [NEW] Removed first delay from Power Strike and added "Shock" debuff from thunder falls;

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2nd PVP BALANCING

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  • Damage has been increased and able to pierce through affected enemies for Classic Force (1MP), making it possible to reach other enemies that within range and Silence them for a few seconds;
  • Damage has been increased for Ice Force (1MP);
  • Damage has been increased and able to pierce through affected enemies within range for Fire Force (1MP) and "Burn" damage has been increased;
  • Removed delay for Triple Bash (1MP);
  • Final delay has been removed for Gran X (2MP);
  • Damage has been reduced, as well as its delay for Bleeding Gash (3MP);
  • Damage has been increased alongside with stun duration for [Technique] Rude Pressure;
  • Damage has been increased for [Technique] Loss;
  • Absorption has been increased for [Technique] Loss AP Absorption & HP Absorption;

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  • Damage has been slightly increased for Bite Off (1MP);
  • Total damage has been slightly increased for Breakthrough (2MP) alongside for the skill delay has been decreased and strongly increase hitstun at the end of skill;
  • Damage has been increased for Abyss (3MP);
  • Skill "Zero Domination (4MP)" has been adjusted, now possible to use other skill during execution;
  • Damage has been increased for [Technique] Whirlwind;

    [Technique] Increase
  • Reduced amount of MP extracted from enemy for S.S Enhancement;
  • HP Regeneration has been increased during D.S Stance;
  • Critical Chance has been increased during O.S Stance;

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  • Damage has been greatly increased alongside with burst wave causing slow when enemies within the range for Mega Slash (2MP);
  • Damage has been increased for Two Hand Smash (3MP);
  • Damage has been greatly increased and additional blocking cause a great hitsun within the range for [Technique] Unique;

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  • Damage has been slightly increased for Huge Impact (1MP);
  • Damage has been slightly increased for Stark (1MP);
  • Damage has been greatly increased for Slash Chaser (2MP);
  • Damage has been greatly increased for Shining Gran (2MP);
  • Damage has been increased for Zero Domination (3MP);
  • Damage has been slightly increased for Dimensional Fissure (3MP);
  • Increase damage in normal stance and slightly decrease damage in Grandark stance for [Technique] Viper;
  • Increase damage in all stances for [Technique] Bone Crusher;
  • Reduce the damage from Jump Attack;
  • [Passive] Roll has been adjusted;
  • Damage has been increased for Upgraded Dash Attack;
  • Damage has been reduced for Basic Attack;
  • Unable to use Grandark stance when HP goes FATAL status;
  • Super Armor benefit from O.S Stance has been disabled;

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  • Jump Attack now slow down enemies;
  • Replace hyper armor benefit with super armor for Spin Attack, alongside all movement related bugs have been fixed;
  • Increase the effectiveness of all passives for [Technique] Aura: Attack;
  • Increase the effectiveness of all liabilities for [Technique] Aura: Defense;
  • [Technique] Aggressive deals damage to enemies in PvP as addition if "Enhance Damage" passive acquired by user, everyone within range will take damage passively with no chance to counter;
  • Healing has been adjusted for Glory (2MP);

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  • [Technique] Self-Attack Aura has no longer hyper armor when character reach FATAL status, and reduced the throw distance;
  • Damage has been reduced for Oracle (1MP);
  • Duration for [Technique] Self-Defense Aura has been increased effectively;
  • Blocking on [Technique] Self-Defense Aura will cause hitstun greater that before;

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  • Now it has Skill Tree system with several modifications for PvP, more information on the link in the description below:
  • Replace all blood attacks from special skills with JF (Just Frame) mechanics with specific visual effect.
  • Damage has been moderately decreased and added delay for Soul Rend (1MP Cash);
  • Damage has been slightly decreased and added delay for Flash of Scale (2MP Cash);
  • Reduced all blood combos damage by 55%;
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