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VioletHime

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Posts posted by VioletHime

  1. April 8th 2024 Update:
    With the expansion of Level 95 and Flame Wave gear, the only changes on these skill builds are the following:

    -Characters will have to increase the level of the skills which got a level cap increase. (mainly Special Agent/Crew/Resolver skills as well as Task Force/Black Hand skills)
    -Characters who use the Basic Attack Training passive should level it up now that an extra level has become available.
    -Characters who do not have Finishing Move 1 leveled to max will need to level it up +1 (5 SP), to account for the level loss that the trinket set bonuses used to give in the past.
    -The addition of the 3rd refined skill had already been taken into account in the making of this suggestion guide, so characters who wish to use the new refined skill should be able to do so right away.

    The SP of characters have been adjusted appropriately to account for all the changes.

  2. Project Director Introduction

    Spoiler

    Since the early days of Closers, I've been working in the game as a developer.
    I'm a little nervous because I'll be greeting you all as a Project Director starting this winter but I am also very excited.
    Since I've been with Closers for a long time, I'll do my best to create a better New Seoul.

    In the Future, through the "Closers Channel ON", we would like to not only introduce the updates prepared by the development team but also let you know without hesitation the direction that we want Closers to move towards as well as our concerns. 

    Our plan is for "Closers Channel ON" to be divided into two stages.
    The first will be 'New Seoul Milestone' which will analyze the existing situations for all different aspects of Closers and will explain how we're planning on improving and developing them in the future. Rather than talking about the immediate updates, this will be a place where we can honestly talk about the problems the development team is thinking about and what they are preparing to make Closers more fun.

    In some ways, we are cautious about telling you things that can't be presented right away,
    but we will do our best to provide you with all the details we can. 

    The next part will include as 'Development Notes' session in which
    we will explain in detail what our plans are for the updates this winter.

    Now, Lets start talking about the 'Milestones of New Seoul'.

    Milestones of New Seoul

    1. Combat

    Spoiler

    The essence of Closers Combat is 'High-Speed Action'.
    It is a game where you use your character to kill enemies with exciting actions while casting skills in a rhythmic manner.
    Simply put, it can be described as a 'sense of rhythm that keeps your hands busy'.

    In this way, you can either use skills that fit the situation or use the skills that can produce the highest DPS in the right order. However, I believe there are some clear obstacles to this fun at the moment.
    We have analyzed 6 major causes.
    - The first is the character's line delay, which breaks the sense of rhythm.
    - The second is forced landing without a way to return for characters linking skills in the air.
    - The third, combat dodge is largely useless in the air.
    - The fourth, monster production and cutscenes prevent you from doing anything.
    - The fifth, engaging in exciting actions linked to mobbing becomes impossible due to the respawn coordinates. 
    - The sixth, there are unskippable opening and ending cutscenes.

    We have determined that these six main factors are hindering the fun of the high-speed action. 
    I think that by removing these distractions, the gameplay will become more exciting.
    It would be good to reorganize all of these things right away, but it will likely take a
    considerable amount of time to review the direction of the reorganization
    for each of these elements and actually apply it.

    However, through this opportunity, I would like to tell you that
    the development team's determination to improve this aspect of combat is firm. 

    In the future, we plan to continue to eliminate elements that hinder fun so that we can take the 'high-speed action' to the next level.

    2. Convenience

    Spoiler

    The word convenience is defined as "avoid discomfort/inconvenience" rather than "to make something easier".
    I think the ultimate goal of improving convenience is to feel all the given world view and narratives of the characters and to minimize inconvenience while playing the game allowing players to fully immerse themselves.
    Therefore, future convenience improvements will be guided by the principle of
    "enabling full immersion in the game" rather than just "making the game easy". 

    Firstly, I will briefly explain the improvement in pet convenience.
    - Pets currently have fun features such as appearance, dialogue, and dancing but
    I think the inconvenient structure for using pets is hindering their benefits.
    Accordingly, we plan to increase the usability and convenience of pets and the ultimate goal is
    to ensure that Closers players will not experience any inconveniences after the improvements.

    The next thing i want to talk about is the lack of inventory, which is considered the most chronic problem of Closers.

    - Among all inventory tabs, it seems that the biggest inconvenience is in the consumables tab.
    You will most likely notice the phenomenon of an item taking up multiple slots due
    to tradability, time limit, etc.. and we're planning to systematically improve this.
    As mentioned in the response to the suggestion, this is an issue that can be updated immediately due to an overload issue.
    However, I know that many closers are complaining of inconvenience and, as a Closer, I also feel that it is a factor that hinders comfort. We will work hard to develop and present an optimal inventory.

    In addition, Closers experienced inconvenience as items acquired through events, etc..
    differed from the tooltip before the acquisition on properties like untradeable, etc..
    I think there are a lot of people who have experienced this.
    We believe that item tooltips also need an improvement and we are establishing improvement plans for this.
    First, we would like to implement a function that can clearly notify the status of the item
    'after acquisition' in all systems for acquiring items, such as crafting, upgrading, and events. 
    In addition to this, we are reviewing various other aspects of improving convenience.

    We apologize for the difficulty in explaining everything we're planning as the specifications may change to some extent during the development process. However, we will do our best to continuously strive for 'no inconvenience'.

    3. Farming Design

    Spoiler

    Currently, Closers provides a standardized farming design.
    When you play a dungeon and collect a certain amount of materials, you can craft and upgrade equipment.
    This farming design has the advantage that anyone can acquire the final farming equipment if they take the time
    but on the contrary it is possible to acquire the final farming equipment by just spending time.
    It also has the disadvantage of being difficult to have any expectations about. 

    There may be a method of dropping equipment based on chance, like the current Legendary equipment,
    but this has the disadvantage of not providing a good experience
    due to the feeling of loss when you do not acquire the equipment after playing for a long time.
    Accordingly, we felt that we need content that would create anticipation for each dungeon while maintaining the existing strengths. This will be partially applied starting with the winter update, which will be explained further later,
    and will be gradually expanded in the future as new farming is added. 

    Of course in this regard, I think that the fun felt by the Closers should be prioritized above all else.
    We will not forget this every time we add a new dungeon or area and will work hard on the development.

    4. Hybrid Characters

    Spoiler

    We are planning to reduce the difference between hybrid characters and physical/magical characters
    without causing damage to any of them. Among the structural problems of hybrid characters, there are two points that stand out. The first is that the hybrid character's overall combat power is higher when equipped with the equipment of the same level,
    and the second is that the actual skill coefficients are lower compared to the high overall combat power,
    so the damage is relatively low. This phenomenon is fundamentally caused by a complex of reasons, including differences in equipment, differences in skills and damage coefficients, and differences in the calculation formula
    for 'Total Combat Power' between Hybrids and other types. 

    In the current Closers, 'Total Combat Power' serves as a guide to dungeon difficulty and
    is also a factor in Closers' satisfaction and competition, so we plan to adjust it to make it a more realistic figure.
    We are making careful calculations to ensure that the 'Total Combat Power' does not decrease along with the adjustment
    and at the same time, we also want to adjust the areas where the hybrid character's actual damage
    is insufficient compared to the 'Total Combat Power' value.
    Ultimately, assuming that all characters are equipped with the same equipment, we will try to minimize the difference
    in 'Total Combat Power', and we plan to improve characters with similar 'Total Combat Power'
    so that they can produce similar damage as much as possible.

    Of course, this adjustment alone cannot completely resolve the difference between hybrid characters and physical/magical characters. We will not stop at just a one-time adjustment, but will continue to identify the problem and actively resolve it.

    5. Options and Choices

    Spoiler

    One of the fun elements of action RPGs is the [choice] part of training. However, Closers is somewhat lacking in fun in the area of 'choices'. Several updates related to having options have been made with the aim of adding fun to this.
    There were updates that provided choices for cores or modules and there were
    also updates that provided freedom of choice through the awakening PNA strain.
    We also know that the updates that were made were inconvenient in terms of system or content structure.
    In future updates, we plan to identify and improve existing problems related to 'choices'. 

    We plan to release an update starting this winter, and we want to create a Closers
    that can basically be enjoyed easily and lightly, but can also delve into various options so that you can find your own fun.
    Please look forward to the fun of Closers' unique 'choices' that will unfold in the future.

    So far, we have shared the development team's thoughts on the existing Closers problems and their future direction.
    Although it is not possible to update everything right away, I wanted to convey to the Closers the basics
    of our development plans while clearly identifying the shortcomings and improving the shortcomings while maintaining the advantages. The ultimate goal of all of these plans is to enable Closers to focus and immerse themselves in enjoying Closers. 
    All developers, including me, will do our best to ensure that everything is updated with certainty and quality.
    If you leave a variety of opinions regarding the 'New Seoul Milestones' mentioned so far, we will use them as a valuable reference in the future development of Closers. We ask for your interest and support.

    Now, lets take a look at the 'Development Notes' to inform you about the updates this winter.

     

    Development Notes

    1. Combat

    Spoiler

    Previously, I mentioned the factors that hinder 'high-action combat'.
    Regarding the first element mentioned about this, a character's line delay that breaks the sense of rhythm,
    we plan to improve the line delay related part of all characters by this winter, January 2024.
    We hope that by adjusting the line delay, you will be able to enjoy an improved high-speed action
    without losing the sense of rhythm in battle.
    We will think deeply about how to balance this and will inform you once again when other improvements
    can be made to the other factors that hinder combat.

    2. Town Features / Universal Town

    Spoiler

    You may have had the inconvenience of moving from town to town every time to play dungeons or receive buffs.
    In response to this, we attempted to alleviate this inconvenience by adding event areas for each appropriate season.
    This winter, we're adding a new town to permanently eliminate this inconvenience.
    The area is the new town [Noah's Museum]

    This new area is managed by the new NPC Noah, and is said to be a space created to store the memories of humanity.
    This is a place where only some people with phase abilities or those with keen senses can enter.
    In this area, you can enter most dungeons in Closers and use all functions/features.
    This is a space where many Closers will reside in the future and you will be able to visit [Noah's Museum] on December 14th.
    Please look forward to it.

    spacer.png

    3. New NPC, Katuri

    Spoiler

    Dear Closers, Vultures have finally developed a new store unit.
    One of the things that many people have suggested is the reorganization of the 'Shop NPC'.
    The new NPC 'Katuri' is Vultures' new support interface that is created in a 'human' form rather than the existing 'machine' form.
    It is an AI developed for supplying supplies and collecting debris, and it is said that it's also very interested
    in the operations of the Closers. 

    We hope it will be of great help in your future adventures.
    All vending machines in all areas and even those that appear when clearing a dungeon will be replaced with
    the new NPC, Katuri, so please welcome them. Katuri is scheduled to be released on December 28th.

    spacer.png

    4. NPC Remodels

    Spoiler

    Although revamping the models of playable characters is top priority, I think remodeling some of the old NPCs is also important.
    It may vary depending on the team of your character but since these are NPCs that are frequently encountered
    in the game, I believe that visual changes will be able to provide a more enjoyable experience for the Closers.

    This winter, the face modeling of the NPCs: Ms. Kim, Suyeon(?), Bitna, Carol, Bona, and Jungmi Woo will be improved.
    As these NPCs have been around for a long time, their modeling was also different from the recently introduced NPCs.
    This update will be released on December 28th, along with Katuri.

    Bw5dvEi.png6cY9aXS.pngxzuRdQ9.png

    5. Season 4 Story

    Spoiler

    With 'Fortress of White Night', part 1 of the Closers' story has come to an end.
    After going through the Command and Control Office of the New Seoul Branch, which was a prologue,
    <Season 4>, the second part of the Closers story, is finally revealed. In <Season 4>,
    beyond small-scale skirmishes with the Dimensionals, a much larger 'war' is waiting the Closers.
    It will be a really interesting development, so we hope you'll enjoy it. 


    <Season 4> is a story that unfolds at the 'Gate of World Peace' that was previously revealed.
    The 'Gate of World Peace' is a square created to commemorate the achievements of the
    Alpha Queen and the rest of the Wolfpack members who were active during the dimensional war,
    but a large crowd of people is gathered there due to 'an incident'.
    More details can be found at the 'Gate of World Peace' after the <Season 4> release on December 28th. 

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    6. Gate Wave Version 2

    Spoiler

    In the <Gate Wave> within the 'Gate of World Peace', the newly introduced <Gate Wave Ver.2> unveils new enemies awaiting Closers. It differs from the previous, older, Gate Wave in the following ways. 
    - Firstly, the contents of the Decisive Program position are incorporated into <Gate Wave>.
    Instead of organizing the Decisive Program, where you engage in battles with monsters in a new region,
    as a separate content, it is integrated into <Gate Wave> to provide a more streamlined farming route for simplified gameplay. 
    - Secondly, <Gate Wave Ver.2>, you will encounter more powerful and refined boss monsters compared to the older Gate Wave. These formidable boss monsters will be updated along with the 'Gate of World Peace',
    so be sure to check them out and enjoy the exciting gameplay. 

    The normal version of these powerful bosses will be released on December 28th and the hard version on February 8th, 2024.

    The original <Gate Wave Ver.1> will be discontinued, and the reward system will be changed.
    The existing Gate Wave is a dungeon designed for players to check rewards before
    entering and choose dungeons based on the rewards.
    Rewards are determined by random factors, with a significant difference between
    the minimum and maximum amounts, creating a content where players aimed for the 'jackpot'. 

    We attempted to increase accessibility to various items through content reward in <Gate Wave Ver.1>,
    but we confirmed that more credits and items were produced than intended, harming the game economy.
    Accordingly, we judged that if the compensation system of <Gate Wave Ver.1> was maintained,
    the game economy could become irreversible. Therefore, we will end <Gate Wave Ver.1> with the update of the new version.
    In addition, we plan to adjust the contents of the rewards to reduce the gap
    between the minimum and maximum values to minimize tedious refreshing aimed at hitting the jackpot.

    7. Memorial Quests

    Spoiler

    <Memorial Quest> is a content that was started to present to Closers the stories of NPCs that were not
    covered in the main story, and we have confirmed that many players enjoyed playing Gina's Memorial Quest.
    As such, a second <Memorial Quest> will be added.

    You may be curious about who the character featured will be, but please understand
    that we cannot reveal that information yet.
    Meanwhile, we received a lot of feedback after the update to Memorial Quests and it seems that many Closers
    players felt a lot of pressure from having to play the story-centered dungeon multiple times.
    Accordingly, in the new Memorial Quest, we want to reduce repetitive play and create an environment
    where Closers can focus on the story and world view.  

    We will do our best to provide as much fun as possible without it being burdensome. 
    The second <Memorial Quest> will be released in February.

    8. Break Challenge

    Spoiler

    The last update of winter is <Break Challenge>.
    <Break Challenge> is a new challenge content that reinterprets the battles against powerful
    enemies that took place in the past using the abilities of the new NPC Noah.

    <Break Challenge> will provide a new dungeon system that was not attempted in the precious Closers.
    It will be a system where Closers users can directly select the penalty to be applied to the dungeon,
    and the type or quantity of the rewards will increase accordingly.
    The more powerful characters you attack, the more rewards you will receive,
    so we're looking forward to many challenges by the Closers.

    9. New Trigger

    Spoiler

    When discussing the 'Play Goals' earlier, I mentioned that we wanted to follow a direction that
    creates anticipation for each dungeon played. 

    First, through the <Break Challenge>, a <New Trigger> that can be farmed will be added.
    The <New Trigger> is provided as equipment with new options and forms that did not exist in existing Closers equipment. 
    We will provide detailed information through notices or GM notes before proceeding with the update. 
    The purpose of <New Trigger> is to "give a goal for playing each dungeon",
    and as it's scheduled for an update, we'll appreciate your interest.

    To make Closers' gameplay more enjoyable,
    the <New Trigger> will be introduced along <Break Challenge> in mid-February.

    10. Jump Events

    Spoiler

    In the summer and winter seasons, we are holding Jump Events to help you grow your characters.
    However, it was disappointing that the jumping events so far could not be applied to previously created characters,
    so in order to expand the options even a little, we made it possible to provide jumping equipment to characters who wanted it. However, despite this, players still had to play sequentially according to the character's growth stage.
    For the Closers returning after a long time, it was challenging to enjoy the latest content with their beloved existing characters. 

    To address this, we plan to update the system to allow jumping for existing characters
    with the first area update of <Season4>, 'Gate of World Peace'. 

    Through this, you can immediately grow to level 92, grow to a state where you have acquired all the skills and points needed for the 4th promotion, and all quests up to 'New Seoul Branch Command and Control Office' will be in a cleared state, so you can immediately start to enjoy <Season 4>

    There will be a total of 2 Jumps available for this winter.
    First, there will be a Jump Event on December 14th, where you can create and Jump a new character
    similarly to previous Jump Events, and on December 28th, you will also be able to Jump existing characters.
    We plan to present this Jumping Event as mentioned but if there are any changes to schedule, we will keep you updated.
    Through these system improvements, we have prepared so that all Closers can enjoy <Season 4> content.

    11. Pet System Improvements

    Spoiler

    Among the 'convenience improvements' I mentioned earlier, I would like to talk about
    the Pet System Improvement that will be introduced first. 

    Currently, when using a pet, there's an inconvenience in having to re-register
    the active skill in the skill slot when replacing the pet.
    To improve this, we plan to add a system in which active skills are automatically changed when replacing a pet,
    therefore reducing the inconvenience of registering pet skills and improving the ability to focus solely on playing the game. 
    We expect that the hassle of changing pet skills every time you enter a dungeon will disappear.

    In addition to that, we plan to add a system to register 'Exclusive Pets for each Armor Type'.
    If you register a pet in that system, you can 'immediately' replace it with the exclusive pet set
    for that dungeon's armor type through the 'Quick Replace' button added to the dungeon entry machines.
    We will share more details with you as we get closer to release.
    We are also developing improvements such as allowing pets to be immediately acquired at the highest level.
    It will be applied sequentially as the development is completed. <Pet Convenience Improvement>
    is scheduled to be implemented in January.
    We hope that this will greatly improve the issues with using pets. 

    Please wait a little longer, and we will reveal the improvements with a high level of completion.


    Other

    ??. Character Paths

    Spoiler

    I have to share some disappointing news. We had previously mentioned about adding Paths to the characters in
    the form of <Another Closer> and that it would be a content where it would show what would have happened
    if certain Closers had made different choices, for example,
    "What would it have been like if they had awakened with a different phase force?". 

    We originally had a goal of releasing this in the first half of 2024, but for reasons I'll mention later,
    we had decided to discontinue development for this. 

    First, <Another Closer> was scheduled to be updated in a form commonly known as "Path Change".
    This is a project that started with the purpose of developing old characters and the purpose was to increase the fun of training by providing different options for one character and new forms. 

    We were preparing <Another Class> for Seulbi and through the job change quest,
    you would be able to choose between the current 'Seulbi' or the 'Another Seulbi'. Development was in progress.
    If the phase power concept of Seulbi is 'Telekinesis', we thought about 'Lightning' for Another Seulbi.
    I Would like to share some of the material we had developed so far through a video. 

    Development was in progress as shown in the video but was discontinued due to time and balance issues.
    First of all, in terms of 'time', we calculated that continuing with live updates and also developing this
    with all characters' promotions, would take at least 5 years.
    In addition, the investment to develop existing Closers other than 'Another' would have to be reduced,
    which was what the team originally intended but as an extended period of time passed, there was a big risk of deteriorating a character's fairness and balance and create a potential intention of "advancing from old characters" which isn't what we wanted.

    However, this situation is an issue arising from the realistic limitations of our current development team.
    For whatever reason, I have disappointed the Closers, who had high expectations,
    and I am so sorry that I have no words to express. I would like to take this opportunity to express my deepest apologies.

    The development team went back to the basics and reexamined the direction
    of development based on 'development of old characters'. 
    Through this, we would like to explain the direction in which Closers' character updates will move in the future. 

    First is "Skill Remake". Closers has already celebrated its 9th anniversary of service.
    Nine years is a period during which there are bound to be differences in the mechanics, motions, and
    effect quality of the characters introduced so far.
    As mentioned earlier, we will focus on 'development of old characters' and continuously update to overcome this gap.

    First of all we plan to adjust the mechanics so that the characters' play experience does not change significantly from the existing one, and our main goal will be to improve the quality of awkward or unsuitable motions and old skill effects. 

    Updates will be made on a team basis or in groups of 2-3 characters, and the first update is expected in the first half of 2024.
    This will also take a considerable amount of time to complete, but we considered it the best way
    to allow you to enjoy the characters you have great affection for. 
    In addition, future balance patches will focus on solving problems with many skills on a large scale,
    rather than fixing small things at short intervals. 

    Through this, we plan to make adjustments so that you can clearly feel improvement in the parts you feel
    are unfair or uncomfortable with the characters you're raising.
    The update period will be a little longer than before due to balance adjustments,
    but we will prepare and present content that will definitely satisfy you. 

    Once again, we would like to apologize to players who were looking forward to <Another Closer>.
    We will not stop worrying about the development of the characters and will do our best
    to protect New Seoul with the Closers by making the character that you have raised with love even better.

     

    Video Source:
    (for those interested)

     

    PS. There was a ton of text this time around and that's mainly because the video was a massive 27 minutes of mostly talking.
    It is fairly interesting to see the new PD talk about old games issues though. Hopefully they'll improve the issues in good ways.
    Also, it's unfortunate that the character paths were discontinued. 

    Lastly, one of the NPCs that are getting remodeled was translated to So-young and I wasn't sure which NPC that was.
    The one that made the most sense was Suyeon but I may be wrong on that one. If I'm wrong, let me know and I'll edit it. 

    PS2. There wasn't any good place for me to add this, so I'll just mention it here, but it seems that there was a small teaser about this year's winter costumes in the video as well.
    "In addition, this winter, we will introduce cute imp-themed winter costumes, along with 2 New Theme Songs , Season 4-related Audio Movies, and 'New Goods'. We ask for your keen interest and anticipation."

  3.  Disclaimer:
    These builds are mainly considering high damage output into account and don't take into account potential defensive builds or drop rate bonus builds.
    If you're interested in those refer to possible notes on each character's section or the suggestions of other players.

    All the build screenshots below don't include level increases you may be getting from trinket sets and so on.
    As such when you see something like Finishing Move 1 level 5, in reality, it'll be level 6 after accounting for trinket set bonuses.

    Lastly, they take into account the potential want of a player to play with all available Refined Skills.
    For some characters if you're not interested in playing with Refined Skills, levels of certain skills can be reduced.

    If you believe there is an overall better damage output build for any of the characters,
    feel free to DM me about it on discord (extradark) so we can discuss on it.

     

    spacer.png Seha

    Spoiler

    8vEOTMN.pnghV0BvRY.png

    kAIIgXs.pngGeeIn56.png
    ty6ykTa.pngbTrdXrD.png
    eCSvrji.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Phase Focus Blade". (only if you're using the awakened version)
    However, "Phase Focus Blade" awakening deals pretty decent damage so this option should ideally be avoided.

     

    spacer.png Seulbi

    Spoiler

    wIeEZqD.pngxI279Io.png

    32YyB7I.png0MFcSOy.png

    EqQyjZ4.pngKPBNMeF.png

    v4ylY6B.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Physic Satellite" or "Space Compression".
    Keep in mind that "Space Compression" becomes a Refined Skill in the future.

     

    spacer.png Yuri

    Spoiler

    IQ99N78.pngL9qhIOJ.png

    wO0ISoM.pngsNuKahX.png

    phHKz2i.pngkg5wLj2.png

    MKsU0Bq.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Superspeed Assault".
    Keep in mind that "Superspeed Assault" becomes a Refined Skill in the future.

    JoEa970.png J

    Spoiler

    qD37aDa.pngVkyWA4D.png

    V1tBjFp.pngh0QxQ2d.png

    xQXd7sh.pngy8Mnj0P.png

    oxEKp8T.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive.

    g5Aoivt.png Misteltein

    Spoiler

    uKGSAdZ.pngzB0BeoI.png

    zPvDvjh.png6bHiNm9.png

    n6cMoT5.png9b2exwa.png

    8mArdJ6.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Tempest".

    WPoES4r.png Nata

    Spoiler

    Y0WManC.pngsDosrRL.png

    5QZdWK9.pnguzFksW7.png

    xTXjYrB.png514Xu5h.png

    605Hhen.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Endless Pursuit".
    However, "Endless Pursuit" awakening deals pretty decent damage so this option should ideally be avoided.

    mO6foCH.png Levia

    Spoiler

    kma6WgA.pngdj4haRv.png

    NuTHMOz.pngWxdiCPk.png

    s3JX34w.pngNSWyGlL.png

    QAZfYq2.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Tail Whip" or "Mamushi Swamp" or "Finishing Move 2".
    Keep in mind that "Mamushi Swamp" becomes a Refined Skill in the future.

    ddPbH3T.png Harpy

    Spoiler

    FJ49wiJ.pngVyik4Hn.png

    VgwiuJS.pngyH9BbUN.png

    FlBS8He.png95RQZsh.png

    1gKBzU4.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or disable Refinement for "Air Drive" and down level that.

    XXh0eGN.png Tina

    Spoiler

    Fuma3AE.pnglHVhulK.png

    nAztwQT.pngNMSx3xl.png

    VfvyYOH.png3zABQbZ.png

    IBoEPz7.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Cool Your Head".

    LhCwgVR.png Violet

    Spoiler

    xP1n6Xh.pngUxM60mP.png

    pj7jxuT.pngUwhscM7.png

    YKCLu1n.png9Se9qte.png

    jkCssU7.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or disable Refinement for "Stinger" and down level that.
    An additional option is to down level "Ultimate: Queen's Judgement".

    whdEjrF.png Wolfgang

    Spoiler

    D8RIA0j.pngr3jUuHU.png

    tkX9jvq.pngdy44Qdf.png

    u6hVb7t.pngWglXYvN.png

    4mFpaT7.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive.

    2pl5IrL.png Luna

    Spoiler

    nZk9JvG.pngSnMrZaC.png

    X3GXR9P.pnghv8wYZG.png

    4l72nCD.pngFrQHSYe.png

    cMN6GVF.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive.

    gfJpSfj.png Soma

    Spoiler

    d10cx0X.pngZd8tH9L.png

    2s1N6TT.pngXjzzb5m.png

    jcWTtLF.pngJvN4Dop.png

    2xZmr4c.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive.

    k52A2Xj.png Bai

    Spoiler

    VV0HF8W.pngYVm7P3b.png

    j0LDgfp.pngBDtdAvw.png

    q3f2VeB.pngkbGayeT.png

    ctPR87w.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Wail, Sword".
    Keep in mind that "Wail, Sword" becomes a Refined Skill in the future.

    p11wKwn.png Seth

    Spoiler

    8G9jbWR.pngHUlPgam.png

    9lh3hha.pngxQzGYYb.png

    4kLBXNs.png9hG5eS0.png

    ibfkO32.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Bastet's Mercy" or "Medjed's Stare".
    Keep in mind that "Medjed's Stare" becomes a Refined Skill in the future.

    YlShbxN.png Chulsoo

    Spoiler

    E4YMF9X.png6ticrVJ.png

    AgmQKEY.pngc7SPNpc.png

    lpsmVM7.png46H0kzk.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive.

    ljkQkk9.png Mirae

    Spoiler

    INjebyC.pnglL6Z9MV.png

    FcqX792.pngQVG0YZo.png

    Gob05uD.pngiTTHCop.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Moonwalk" or "Stargaze".
    Keep in mind that "Moonwalk" becomes a Refined Skill in the future.
    Another option is to disable the Refinement of "Twilight Slash" and down level that one.

    KqyqZNo.png Eunha

    Spoiler

    f9gvuhL.pngw8eix2N.png

    nBD2tox.pngS6N5UU7.png

    WcylELv.png6MQlezt.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Protruding Teeth" down to level 1.
    Another option is to disable the Refinement of "Marked Scar" and down level that one.
     

    Djr09eD.png Lucy

    Spoiler

    Dlm7O7t.pngVXfmKyc.png

    G0HYZVE.pngIz1LpJy.png

    6rce2go.pngdcHgpWk.png

    Notes:

    After following this build, there should be 2 SP leftover. You can allocate those however you wish to and
    there isn't a best way to go about them. You could put the last skill level on a defense passive, drop rate passive and so on.

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Savior Ziusudra".

    07sdcdV.png Aeri

    Spoiler

    5BBenAo.pngvLWszPL.png

    UNx1HHo.pngaUKdt5x.png

    YzmdDK9.pngcZYITot.png

    Notes:

    If you're in need of more SP because you want to level defensive passives, a decent option to down level would be the
    "Phase Force Reinforcement Training" passive or "Basic Attack Training" passive. 

  4.  WCBOl1M.png.19341b9e63f73de6d495a3bf369dd118.png Seha

    Spoiler

    6/29

    HQ_ICON_SKILL_SI_STRIKER_CLASS_6_SKILL_2.PNG.c377482a2002188b4b954611b1bdd228.PNG Super Acceleration

    -The cooldown reduction conditions have been adjusted.
    Before:
        -When using Finishing Moves, the cooldown of [Super Acceleration] is reduced by 1 second.
    After:
        -When using Finishing Moves excluding [T. Rebellion Formation: B - Urgent], the cooldown of [Super Acceleration] is reduced by
        1.5 second
    .


    9/7

    image.png.ccb7b0b8eb385a846e16d844eefad056.png Explosive Bomb

    -The damage has been increased.

    aO6yy1r.png.8cef9f6163161a7a62646a63f46089d0.png Seulbi

    Spoiler

    4/6

    HQ_ICON_SKILL_SI_CASTER_STACK_CHANGE.PNG.ae4fd5acaf232e51655478e90b45b11c.PNG Innate Skill: Phase Ductility

    -Buff: Phase Ductility has been adjusted.
    Before:
        - 2% Magic Defense Penetration per Normal Bits consumed.
        - 5% Magic Critical Damage per Normal Bits consumed.
        (up to 5 Normal Bits can be consumed)
    After:
        
    -When cast, consumes 5 Normal Bits.
        The buff each player receives is dependent on their Promotion Rank.
    [Trainee ~ Special Agent]:
        - 1% Total Magic Power.
        - 10% Magic Critical Damage. (+1% per skill level)
        - Duration: 20 seconds. (+2 seconds per skill level)
    [Special Agent ~ Prime Agent]: (prior to unlocking passive)
        - 2% Total Magic Power.
        - 15% Magic Critical Damage. (+1.5% per skill level)
        - Duration: 20 seconds. (+2.5 seconds per skill level)
    [Prime Agent]: (after passive lv.1 or above)
        - 3% Total Magic Power.
        - 20% Magic Critical Damage. (+2% per skill level)
        - Duration: 20 seconds. (+3 seconds per skill level)


    4/20

    HQ_ICON_SKILL_SI_CASTER_KNIFE_SHIELD.PNG.ba5a7fb7bf630bb57b02380a12d49423.PNG Magnetic Infusion

    Buff: Psyche Ward has been adjusted.
    Before:
        -Enemies hit have their Magic Critical Resistance reduced by 10%.
        -Magic Critical Damage increased by 20%.
        -Recover 2% of phase force every second.
    After: 
        -Enemies hit have their Magic Critical Resistance reduced by 15%.
        -Magic Critical Damage increased by 30%.
        -Recover 2% of phase force every second.

    image.png.56207baa49ee6f976f1f64b3b9e592ba.png Railgun

    Buff: EML has been adjusted.
    Before:
        -Damage During Empowered State increased by 15%.
    After:
        -Back Critical Damage increased by 20%.
        -Magic Critical Damage increased by 20%.

    image.png.46000aae50bea677bd4955f5edf03149.png Finishing Move 2 Ion Cannon

    -The number of hits for [Finishing Flash] have been reduced from 10 -> 5. (Total damage is the same)
    -When consuming bits, an additional [Finishing Flash] attack activates. 

    image.png.8dd1760a5a7943c013e233a034d2a1a6.png EX Blades of Discipline

    -The casting speed of the skill has been adjusted.
    -Damage has been increased.

    image.png.f5edb03ca9c78b499ef7fd2bd6060658.png EX Gravity Field

    -The casting speed of the skill has been adjusted.
    -Damage has been increased.

    image.png.b91d6707b135deaf7efab64846df9e34.png Finishing Move 4 Subway Strike

    -A new attack [Subway Explosion] has been added.


    6/29

    HQ_ICON_SKILL_SI_CASTER_STACK_CHANGE.PNG.ae4fd5acaf232e51655478e90b45b11c.PNG Innate Skill: Phase Ductility

    When cast, the cooldown of [Queen of Hearts Formation: A - Urgent] is reduced by 5 seconds.


    7/13

    image.png.d10015ec4fda8b8e28aa88652ef47f34.png Electronic Chase

    -Changed so that the skill doesn't ground the player after using it in the air.

    image.png.f068d769e1aa83349884a4f3d25ff68c.png Electric Storm

    -The [Thunder] attack which is triggered by consuming bits, is treated as a Bit Consumption Skill.
    -Expert Cube has been adjusted.
    Before:
        Enhancement: Aerial Critical Damage +5%.
    After:
        Enhancement: Aerial Critical Damage +5%.
        -Damage to enemies with 60% HP or higher increases by 15%.
        -If there are 3 or more Normal Bits, [Thunder] attack is activated.
    -Master Cube has been adjusted.
    Before:
        -Damage to enemies with 60% HP or higher increases by 15%.
        -If there are 3 or more Normal Bits, [Thunder] attack is activated.
    After:
        -Confirm Condition: Chase.
        -If there are 6 or more Normal Bits, [Rain God: Thunder] attack is activated.
        -If there are 9 or more Normal Bits, [Thunder God: Bolt] attack is activated.

    image.png.8dd1760a5a7943c013e233a034d2a1a6.png EX Blades of Discipline

    The Specific Skills that reduce the cooldown of [EX Blades of Discipline] have been adjusted.
    Before:
        -[Telekinetic Explosion], [Gravity Field], [EX Gravity Field], [Railgun].
    After:
        -[Telekinetic Explosion], [Gravity Field], [EX Gravity Field], [Railgun], [Electric Storm(Thunder)].

    image.png.04911cd57f341a169656a548aa9ef03f.png EX Supercluster

    -Expert Cube has been adjusted.
    Before:
        [Electric Storm] is strengthened:
        -If there are 6 or more Normal Bits, [Rain God: Thunder] attack is activated.
        -If there are 9 or more Normal Bits, [Thunder God: Bolt] attack is activated.
    After:
        -While [Cluster Bomb] is casting, [Thunderclap] occurs. (Up to 5 times)
    -Master Cube has been adjusted.
    Before:
        -While [Cluster Bomb] is casting, [Thunderclap] occurs. (Up to 5 times)
    After:
        -When casting [EX Supercluster], consume 1 Normal Bits each time [Thunderclap] activates to enhance the attack.

    image.png.5d26942fe09b4e33e12acb483a8941ba.png Wormhole Buffer

    -Expert Cube has been adjusted.
    Before:
        -When [Wormhole Buffer] is cast while Normal Bits are present, consume 1 Normal Bits each time [Escape Wormhole] is
        activated to strengthen it.
    After:
        -When [Wormhole Buffer] is cast while Normal Bits are present, consume 1 Normal Bits each time [Escape Wormhole] is
        activated to strengthen it.
        -When [Wormhole Buffer] is cast, [Thunderclap] activates every time [Escape Wormhole] activates.

    image.png.40b06700c7bff11d027f0a43b5aa4832.png Amplified Bits (Passive)

    When using Bit Consumption Skills, the cooldown of all other Bit Consumption Skills is reduced by 0.3 seconds.
    Bit Consumption Skills[Telekinetic Explosion], [Gravity Field], [EX Gravity Field], [Railgun], [Electric Storm].

    image.png.8b1571f8cca7fd1766677cbd1860d7e7.png Finishing Move 1 Bus Bombing

    -The time the [Bus Attack] animation effect takes to appear has been improved.

    image.png.56207baa49ee6f976f1f64b3b9e592ba.png Railgun

    -For each additional hit, the damage of [Railgun] increases by 4.6%. (Max 4 hits)

    image.png.46000aae50bea677bd4955f5edf03149.png Finishing Move 2 Ion Cannon

    -Advanced Cube has been adjusted.
    Before:
        -Additional attack [Finishing Flash] is unlocked.
        -Consumes up to 7 Normal Bits to increase the number of hits [Finishing Flash] deals.
    After:
        -Additional attack [Finishing Flash] is unlocked.
        -Consumes up to 7 Normal Bits to increase the number of hits [Finishing Flash] deals.
        -When [Finishing Flash] activates, the cooldown of [Railgun] is reset.


    9/7

    image.png.7432b9763b5636cba62dc2c1ce7b6f4f.png Neutron Buster

    -The damage has been increased.

    image.png.d10015ec4fda8b8e28aa88652ef47f34.png Electronic Chase

    -The damage has been increased.

    EDbCPUX.png.98d4e62e457e4be4c4b5869d0ac2fada.png Yuri

    Spoiler

    9/7

    image.png.ea58f2fbfece1c620545b392273bdd82.png In All Directions

    -The damage has been increased.

    EgBm4r1.png.3355b0425a9811d50a9ca579e4fe7802.png J

    Spoiler

    6/29

    HQ_ICON_SKILL_SI_FIGHTER_CLASS_4_HYPER_HEYDAY.PNG.9402a16175322a9fe71371d684ba3060.PNG Finishing Move 4 Second Prime

    When [Veteranus Formation: A - Urgent] is cast, the cooldown of [Finishing Move 4 Second Prime] is reduced by 6 seconds.


    9/7

    image.png.a28b38fd190c84bad77a4e1a0891e56f.png Far-Infrared Heat

    -The damage has been increased.

    image.png.a369563177673fae87e88f576bbe7dd5.png Triple Blending Shot

    -The damage has been increased.

    YD6aD08.png.5ba60ec49e8600a59214e72fabd95128.png Misteltein

    Spoiler

    6/15

    image.png.1cd47d4a9e80d9a5d1b8863173981eca.png Flames of Muspelheim

    -Method of skill activation has been adjusted.
    Before:
        -When using the Neutral version of the skill, [Jumping Attack] activates.
        -When using the skill while Down Arrow key is held, [Concentrated Magic Flames] activates immediately. 
    After:
        -When using the Neutral version of the skill, [Concentrated Magic Flames] activates immediately. 
        -When using the skill while Down Arrow key is held, [Jumping Attack] activates.

    HQ_ICON_SKILL_SI_LANCER_CLASS_6_SKILL_2.PNG.46b911d2b2ef92833660490a2a8790a0.PNG Thorns of Jarnvidr

    -The shortcut activation key for the skill has been adjusted.
    Before:
        -When using the skill while a Directional Arrow key is held, [Diving] activates immediately.
    After:
        -When using the skill while Down Arrow key is held, [Diving] activates immediately.


    9/7

    HQ_ICON_SKILL_SI_LANCER_CLASS_6_SKILL_2.PNG.46b911d2b2ef92833660490a2a8790a0.PNG Thorns of Jarnvidr

    -The damage has been increased.

    image.png.1cd47d4a9e80d9a5d1b8863173981eca.png Flames of Muspelheim

    -The damage has been increased.

    image.png.61ac99a04b078f356786a14bbfdfc12e.png Ultimate: Ginnugagap

    -The damage has been increased.

    IHHAErn.png.7cccc8db0410f85c7b2233bbdee7840d.png Nata

    Spoiler

    6/29

    HQ_ICON_SKILL_SI_HUNTER_CLASS_0_CRAZY_EXPLOSION.PNG.03113ff1f6eaaa55170ae4ee86e8eaf0.PNG Lunatic Explosion - Ghost Call (Army Awakening)

    -The cooldown reduction for all Finishing Moves has been increased from 2 seconds -> 3 seconds.


    9/7

    image.png.157071ebe4a689ff8575039c3f60c5be.png Breaking the Leash

    -The damage has been increased.

    image.png.745a11de5c14e7d11db88c0c9c30433f.png Demon Executioner

    -The damage has been increased.

    image.png.f7827ae133d86b2b631c2f0d151da452.png Ultimate: Goblin Execution

    -The damage has been increased.

    4O7CZSZ.png.89d698ecf0968f5759d2ca530d86c480.png Levia

    Spoiler

    9/7

    image.png.59a415f251ca360063a59adb689a7c9a.png Screaming Matan

    -The damage has been increased.

    image.png.a1a5638fde698884a40d6cd5cb3a2018.png Possessed Spirit

    -The damage has been increased.

    image.png.fecc0bd081a6396dd036718c5739aae3.png Ultimate: Abraxas

    -The damage has been increased.

    yifzA8E.png.e7a84460153b1599471c2477dec4a430.png Harpy

    Spoiler

    4/6

    HQ_ICON_SKILL_SI_ROGUE_CLASS_4_DEFAULT.PNG.ae41f49373dfb8ed01d4c3d5cd15bd05.PNG Prom Queen Mask (Passive)

    Buff: Prom Queen Mask has been adjusted.
    Before:
        While Prom Queen Mask buff is active [Draw], [Air Drive], [Cyclone], [Harpy Strike], [Four Card] are strengthened for 15 seconds.
    After:
       
    While Prom Queen Mask buff is active, for 15 seconds:
        -
    [Draw], [Air Drive], [Cyclone], [Harpy Strike], [Four Card] are strengthened.
        -Acquire
    3% Total Physical Power, 14% Physical Critical Damage, 20% Aerial Damage, 20% Aerial Critical Damage.


    4/20

    image.png.ec6367fb4b8c7b2d7229bbedfc45b571.png Innate Skill: Draw

    -The damage dealt by the Heart, Spade, Joker cards will be changed to be the same.
    -The buffs of the different cards have been adjusted.
    Before:
        Heart:
        - Recovers 4% HP/MP. (+0.4% per skill level)
        - Recovers 4% of Phase Force.
        Spade:
        - Recovers 2% HP/MP. (+0.2% per skill level)
        - Recovers 10% of Phase Force.
        Joker:
        - Enemies hit have their Physical/Magical Critical Resistance reduced by 20%.
        - Recovers 20% of Phase Force.
    After:
        Heart:
        - Recovers 7% HP/MP. (+0.3% per skill level)
        - Recovers 10% of Phase Force.
        - Enemies hit have their Physical/Magical Critical Resistance reduced by 10%.
        Spade(Before Special Crew):
        - Same buffs as Heart.
        Spade(After Special Crew):
        -The cooldown of EX Skills is reduced by 2 seconds.
        Joker:
        - 10% Physical Critical Damage.
        - 10% Aerial Critical Damage.
        - 10% Chase Critical Damage.
        - Duration: 10 seconds.

    image.png.7b2cd7cc158af66f5540bbb384146f38.png Exciting Again!

    -The range of the skill has been slightly increased.
    -When using the skill, enemies hit receive a Card Mark.
    -When enemies are hit by Specific Skills the Card Mark is released.
        Specific Skills: [Ventus Impact], [Aer Spiral], [Finishing Move 2 Icarus Fall],  [Finishing Move 3 Bionic Rampage] (Default).

    image.png.3fddb189af43145c833092e38c6caf3a.png Finishing Move 2 Icarus Fall

    -When using the skill, a [Blade of Wind] stack is generated.
    (Requires [Finishing Move 2] Lv.2 or above, [Harpy Strike] Lv.10 or above)

    image.png.2a249da5a091b013e5cb28e304a8a1ce.png Harpy Strike

    -When using the skill while holding a [Blade of Wind] stack, [Blade of Wind] attack activates.
    (Requires [Finishing Move 2] Lv.2 or above, [Harpy Strike] Lv.10 or above)

    image.png.6809a70c97a6bb3cc09ce5eaf987f235.png Finishing Move 4 Fortuna Revelation

    Buff: Card of Destiny has been adjusted.
    Before:
        Destiny Card - Hearts:
        - Recovers 15% HP/MP.
        - Recovers 15% of Phase Force.
        - 5% Physical/Magic Critical Damage.
        Destiny Card - Spade:
        - 10% Physical/Magic Defense.
        - 5% Aerial/Chase Critical Damage.
        - Recovers 10% of Phase Force.
        Destiny Card - Joker:
        - 15% Physical/Magic Critical Damage.
        - 15% Aerial/Chase Critical Damage.
    After:
        Destiny Card - Hearts:
        - Recovers 15% HP/MP/Phase Force.
        - Enemies hit have their Physical/Magical Critical Resistance reduced by 20%.
        - Duration: 20 seconds.
        Destiny Card - Spade:
        -The cooldown of EX Skills is reduced by 2 seconds.
        Destiny Card - Joker:
        - 25% Physical Critical Damage.
        - 10% Aerial/Chase Critical Damage.
        - Duration: 20 seconds.
    -Expert Cube has been adjusted.
    Before:
        - When Card of Destiny - Joker is drawn, the cooldown of [Draw] and [Four Card] is reset.
        - When Card of Destiny - Hearts is drawn, the cooldown of [Draw] is reset.
        - When Card of Destiny - Spade is drawn, the cooldown of [Four Card] is reset.
    After:
        - When Card of Destiny - Joker is drawn, the cooldown of [Draw] and [Four Card] is reset.
        - When Card of Destiny - Hearts is drawn, recover 0.7% HP/MP, 1% Phase Force per second, for 20 seconds.
        - When Card of Destiny - Spade is drawn, the cooldown of Finishing Moves is reduced by 5 seconds.

    image.png.7af470adac9d097cc3d9819217b22b7b.png Mystic Tempest

    - The feeling of the skill has been improved.
    - Is now affected by Attack Speed.
    - The [Bluffing] attack has been removed and a portion of it's damage has been added to the [Card Rush] attack.
    - The maximum number of hits for the [Card Rush] attack is changed from 6->10.


    5/3

    image.png.7ceb6c4c0c273746db6d197e0b321dad.png EX Zephyr Combination

    -The attack range has been increased.
    -Advanced Cube enhancement has been adjusted.
    Before:
        -When using the skill while skill chain is 3 or higher, Physical Damage Dealt is increased by 20%.
    After:
        -When using the skill while skill chain is 3 or higher, Physical Damage Dealt is increased by 60%.
    -Expert Cube has been adjusted.
    Before:
        -When using the skill acquire [Prom Queen Mask] buff.
        -Damage to enemies with 60% HP or higher increases by 20%.
    After:
        -When using the skill acquire [Prom Queen Mask] buff.
        -Damage to enemies with 60% HP or higher increases by 60%.
    -Master Cube has been adjusted.
    Before:
        -When cast, the cooldown of [Air Drive], [Cyclone], [Harpy Strike] is reduced by 5 seconds.
    After:
        -When cast, the cooldown of Finishing Moves is reduced by 3 seconds.
        -When cast, acquire the Stack: Dance of Death buff. (Requires [Harpy Strike] Lv.10 or above)

    image.png.0e1a207e83c99714aa5d51251d1277ad.png EX Sonic Boom

    -The attack range of [Downward Kick] has been increased.
    -Advanced Cube enhancement has been adjusted.
    Before:
        -When using the skill while skill chain is 2 or higher, Physical Damage Dealt is increased by 15%.
    After:
        -When using the skill while skill chain is 2 or higher, Physical Damage Dealt is increased by 50%.
    -Expert cube has been adjusted.
    Before:
        -If no additional attacks are activated, the cooldown is reset.
        -Confirm Condition: Back / Chase.
    After:
        -When using the skill, a [Blade of Wind] stack is acquired. (Requires [Finishing Move 2 Icarus Fall] Lv.2 or above)
        -Confirm Condition: Back / Chase.

    image.png.3fddb189af43145c833092e38c6caf3a.png Finishing Move 2 Icarus Fall

    -The conditions for acquiring a stack of [Blade of Wind] have been adjusted.
    Before:
        -Requires [Finishing Move 2 Icarus Fall] Lv.2 or above and [Harpy Strike] Lv.10 or above.
    After:
        -Requires [Finishing Move 2 Icarus Fall] Lv.2 or above.

    image.png.0358ff0658467e29018cd61de45a9690.png EX Wing Sting

    -The attack range has been increased.
    -When casting the skill, if a stack of [Blade of Wind] is present, [Blade of Wind] attack activates.
    -Advanced Cube has been adjusted.
    Before:
        -Confirm Condition: Back.
    After:
        -Confirm Condition: Back/Chase.
    -Master Cube has been adjusted.
    Before:
        -Damage is increased by 100% when re-casting the skill within 7 seconds.
        -Confirm Condition: Back/Chase/Critical.
        -Enhancement: Aerial/Back Critical Damage increases by 20%.
    After:
        -Damage is increased by 100% when re-casting the skill within 7 seconds.
        -Confirm Condition: Critical.
        -Enhancement: Aerial/Back Critical Damage increases by 20%.

    image.png.2a249da5a091b013e5cb28e304a8a1ce.png Harpy Strike

    -The speed the character can move while casting the skill has been increased.
    -The damage of the [Blade of Wind] attack has been increased.
    -The maximum stacks of Stack: Dance of Death have been adjusted. (5->10)

    image.png.ec6367fb4b8c7b2d7229bbedfc45b571.png Innate Skill: Draw

    -The attack range has been increased.

    image.png.7b2cd7cc158af66f5540bbb384146f38.png Exciting Again!

    -The damage of Card Mark Release has been increased by 82%.

    HQ_ICON_SKILL_SI_ROGUE_CLASS_3_SQUALL.PNG.bf405c497fbcdc04639269f927a3349a.PNG Interlude Squall

    -The damage has been increased by 15%.

    HQ_ICON_SKILL_SI_ROGUE_CLASS_3_IMPACT.PNG.6bfa6bf670f78a90d99dd04bfd97b998.PNG Ventus Impact

    -The damage has been increased by 15%.

    HQ_ICON_SKILL_SI_ROGUE_CLASS_2_EDGE.PNG.894d38f3cd68163b5e5462639ff6aad3.PNG Cyclone

    -The damage has been increased by 15%.


    6/15

    image.png.ec6367fb4b8c7b2d7229bbedfc45b571.png Innate Skill: Draw

    -The duration of the Joker Card buff has been increased from 10 seconds -> 20 seconds.

    image.png.6809a70c97a6bb3cc09ce5eaf987f235.png Finishing Move 4 Fortuna Revelation

    -The duration of the Destiny Card - Joker buff has been increased from 20 seconds -> 40 seconds.


    9/7

    image.png.f336693e602c5dfff4fcb1760566c659.png Aer Spiral

    -The damage has been increased.

    image.png.9c7f0eb1d29f505b134ebc1525fe14c2.png Mystic Tempest

    -The damage has been increased.

    image.png.b2ec45035dd378e90c97dbd6a3ebc666.png Ultimate: Ouranos Destroyer

    -The damage has been increased.

    uIhkcsF.png.86c1d1487dcc8714aac5af480ca5082f.png Tina

    Spoiler

    4/20

    image.png.6701efdc0b3cec4cbc195c9e4808af02.png Rapid Fire

    Before:
        -If cast while 8 or more [Cryogen] stacks are present, damage is increased by 100%.
    After:
        -If cast while 6 or more [Overheat] stacks are present, damage is increased by 100%.

    image.png.f3ea0cf65a0f5a8abfe329dfa26de4ef.png Finishing Move 2 Battlefield

    -When 5 stacks of [Overheat] are consumed, the maximum number of hits for the [Rocket] attack are increased from 3->5.

    image.png.3db02a604dec69f5f42c20c4e1e0b819.png Trick Shot

    -The launch angle of the shots is reduced, and their range is increased.
    -The damage is increased.

    image.png.25b681a26bd1f4f5b9732764994da4ca.png Pot Shot

    -Sharp Wild Shot: Overheat attack is added to the skill.
    -Sharp Wild Shot: Overheat consumes 1 stack of [Overheat] each time the attack is activated.

    image.png.4e0c434116cc287b78a991c06859ac6c.png EX Sharp Shooting

    -The activation is improved so that it can be used without [Overheat] stacks.
    -[Overheat] stacks aren't consumed while using the skill.
    -The attack range is slightly increased.
    -Is now affected by Attack Speed. (up to 1.20)
    The damage increase conditions have been adjusted.
    Before:
        When cast, if 6 or more [Cryogen] stacks are present, damage is increased by 50%.
    After:
        When cast, if 6 or more [Overheat] stacks are present, damage is increased by 50%.

    image.png.3eed503bc4a27a7654e58ffd30e7d7b8.png Golden Bullet

    -When 3 Cryogen stacks are consumed, the cooldown of [Phantom Snipe] is reset.


    6/29

    HQ_ICON_SKILL_SI_ARMS_CLASS_0_CRYOGENIC.PNG.a1b04079851021887622d1a2bfe066ca.PNG Cool Your Head

    -Master Cube has been adjusted.
    Before:
        -When using the skill while skill chain is 2 or higher, the cooldown of [Cool Your Head] is reduced by 3 seconds.
    After:
       -Skill Cooldown is reduced by 3 seconds.

    HQ_ICON_SKILL_SI_ARMS_CLASS_2_HEATSHOT.PNG.d3f4859121fb7d27a041cbc66fc6aa06.PNG Heat Shot

    -The damage dealt by [Neutral], [Air Aimed] attacks will be changed to be the same.
    -The attack range of [Heat Shot] across all stages will be increased by 33%.
    -The [Mini Laser] attack will activate even when doing Neutral attacks.
    -Advanced Cube has been adjusted.
    Before:
        -Skill Damage is increased by 50%.
        -When [Air Aimed], the damage is increased further.
    After:
        -Skill Damage is increased by 75%.

    image.png.4e0c434116cc287b78a991c06859ac6c.png EX Sharp Shooting

    -The activation logic of additional attack triggered by 6 [Overheat] stacks has been adjusted.
    Before:
        -Checks the amount of [Overheat] stacks each time an attack is activated.
    After:
        -Checks the amount of [Overheat] stacks when the skill is cast.
    -The acquisition point for the [Overheat] stacks has been adjusted.
    Before:
        -Generates 15 [Overheat] stacks on the last attack.
    After:
        -Generates 15 [Overheat] stacks when casting the skill.


    9/7

    image.png.3eed503bc4a27a7654e58ffd30e7d7b8.png Golden Bullet

    -The damage has been increased.

    image.png.d68b82503490c3bc3819eb6b4aabeb9e.png Wild Shot

    -The damage has been increased.

    image.png.01d10f1b0ad08036d1c5c7de0dda44dc.png Ultimate: Imaginary Cannon

    -The damage has been increased.

    GNJ2TEu.png.dbf83e941b6c1150ea4e8592c28019c1.png Violet

    Spoiler

    4/20

    image.png.07c16d8f0618f47e1f9c9f81f48f37c5.png Extreme Basics (Passive)

    Stack: Supreme Swordsmanship <Vol. 1> has been adjusted.
    Before:
        -Physical/Magic Power +700. (+70 per stack, max 10)
    After:
        -Physical/Magic Power +1000. (+200 per stack, max 5)

    Stack: Supreme Swordmaster <Vol. 2> has been adjusted.
    Before:
        -Physical/Magic Critical Damage +20%. (+2% per stack, max 20)
    After:
        -Physical/Magic Critical Damage +7%. (+7% per stack, max 10)

    image.png.6aa5a9cc91d6d8eba4aa961b71058de1.png Lady's Elegance (Passive)

    -A new gimmick, [Semi Exceed Transcend] has been added to Violet. 
    -When Specific Skills are used, obtain 1 stack of [Semi Exceed Transcend].
    -When 4 stacks of [Semi Exceed Transcend] are obtained, acquire an Exceed instance.
        Specific Skills: Finishing Move 1 Noblesse, Finishing Move 2 Transcendence, Finishing Move 3 Fluttering Blade (Default/Awakening)

    image.png.9421ba77f8d2b4ae88aac208d261c937.png Finishing Move 2 Transcendence

    Stack: Mark of Transcendence has been adjusted.
    Before:
        -Aerial/Back/Chase Critical Damage +10%. (+2% per stack, max 7)
    After:
        -Aerial/Back/Chase Critical Damage +10%. (+5% per stack, max 5) 

    image.png.616f46e8b2508d2862fa3384764c0df8.png Exceed Strikes (Passive)

    -The damage of [Frenzied Fist] has been increased.

    image.png.c3091f8870fd0922405857a68ee64a1f.png Exceed Double (Passive)

    -The damage of Violet's Shadow Double for [Enhanced Dash Attack], [Enhanced Dash Jump Attack], [Frenzied Fist],
    [Super Frenzied Fist]
    has been increased. (50->65%)


    6/1

    image.png.6aa5a9cc91d6d8eba4aa961b71058de1.png Lady's Elegance (Passive)

    -The conditions of [Semi Exceed Transcend] have been adjusted.
    Before:
        -When Specific Skills are used, obtain 1 stack of [Semi Exceed Transcend].
        -When 4 stacks of [Semi Exceed Transcend] are obtained, acquire an Exceed instance.
        Specific Skills: Finishing Move 1 Noblesse, Finishing Move 2 Transcendence, Finishing Move 3 Fluttering Blade (Default/Awakening)
    After:
        -When Specific Skills are used, obtain 1 stack of [Semi Exceed Transcend].
        -When 3 stacks of [Semi Exceed Transcend] are obtained, acquire an Exceed instance.
        Specific Skills: Basic Attack Combo, [Empowered State: Violet], [Rose Cutter](Just), [EX Camellia Drop] (3 stacks of Tranquil Mind)
        [Finishing Move 1 Noblesse], [Finishing Move 2 Transcendence], [Finishing Move 3 Fluttering Blade] (Default/Awakening), and
        [Armor Breaker]

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_2_EXCEED.PNG.e92710f4891eb91e9319ac2ebee92f0e.PNG Exceed Artistry

    -When the skill is cast, become invincible.
    -The damage of [Enhanced Dash Attack] has been increased by 15%.
    -The attack range of [Enhanced Dash Attack] and [Enhanced Dash Jump Attack] has been increased by 17%.
    -The activation conditions of [Enhanced Dash Attack] and [Enhanced Dash Jump Attack] have been adjusted.
    Before:
        -Semi Exceed / Exceed buffs active.
        -Stack of the respective attack held.
    After:
        -Stack of the respective attack held.

    image.png.616f46e8b2508d2862fa3384764c0df8.png Exceed Strikes (Passive)

    -The damage of [Super Frenzied Fist] has been increased by 20%.
    -The attack range of [Frenzied Fist] and [Super Frenzied Fist] has been increased by 17%.
    -The activation conditions of [Frenzied Fist] and [Super Frenzied Fist] have been adjusted.
    Before:
        -Semi Exceed / Exceed buffs active.
        -Stack of the respective attack held.
    After:
        -Stack of the respective attack held.

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_3_BLADE.PNG.cbdca71169267c9f7b79fe0f40182351.PNG Rose Cutter

    -The damage has been increased by 15%
    -Master Cube has been adjusted.
    Before:
        -When additional input is held for 0.3-0.5s then released, [Downward Slash(Just)] activates and damage is increased by 100%.
        [Downward Slash(Just)]:
        -Confirm Condition: Back/Chase/Critical.
        -When activated, acquire Semi Exceed instance.
    After:
        -When additional input is held for 0.3-0.5s then released, [Downward Slash(Just)] activates and damage is increased.
        [Downward Slash(Just)]:
        -Confirm Condition: Aerial/Back/Chase/Critical.
        -When activated, acquire Semi Exceed instance.

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_4_CRESENT_EX.PNG.eb2b93f08c220b973f70a3f2dda3eb1e.PNG EX Camellia Drop

    -The damage of the Magic portion of the skill has been increased by 100%.
    -Advanced Cube enhancement has been adjusted.
    Before:
        -When using the skill while skill chain is 2 or higher, Physical Damage Dealt is increased by 15%.
    After:
        -When using the skill while skill chain is 2 or higher, Physical Damage Dealt is increased by 45%.

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_4_BURST_EX.PNG.76005c07b09ffcd14911c48023e4df14.PNG EX Burst Blade

    -The damage of the skill has been increased by 7%.
    -The damage of the Physical portion of the skill has been increased by 100%.
    -Advanced Cube enhancement has been adjusted.
    Before:
        -Back Damage is increased by 15%.
    After:
        -Back Damage is increased by 50%.

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_4_HYPER_CROSS.PNG.7ffa7cf7f7f08a69d74b5ff1b9e2712c.PNG Finishing Move 4 Grand Cross

    -The names of the attacks have been changed.
    Before:
        - First hit: [Grand], Second hit: [Cross], Third hit: [!].
    After:
        -First hit: [Horizontal Cut], Second hit: [Vertical Cut], Third hit: [Rose Explosion].
    -The damage of [Rose Explosion] has been increased by 23%.

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_1_EXCEED.PNG.969310928a0f3e46f9f6f42f332edb5a.PNG Exceed Pulse

    Buff: Exceed (additions) has been adjusted.
    Before:
        -Back Damage Increase +7%. (+1% per [Exceed] level)
    After:
        -Aerial/Back/Chase Damage Increase +7%. (+1% per [Exceed] level)

    image.png.c3091f8870fd0922405857a68ee64a1f.png Exceed Double (Passive)

    -The attack range of Shadow Doubles following [Enhanced Dash Attack], [Enhanced Dash Jump Attack], [Frenzied Fist]
    [Super Frenzied Fist] has been increased by 17%.
    -The damage of Shadow Double has been increased to match the changes on other skills. (Still deals 65% of original's damage)
        -[Enhanced Dash Attack] Shadow Double has been increased by 15%.
        -[Super Frenzied Fist] Shadow Double has been increased by 20%.


    9/7

    image.png.df5b289db0e6c3cc4a2d709e685b1cf5.png Armor Breaker

    -The damage has been increased.

    image.png.5bbf67713858be8c22259921fb1f58b2.png Flower Wind Blow

    -The damage has been increased.

    image.png.649c6c05461f9320896148d0ac67ee86.png Ultimate: Queen's Judgement

    -The damage has been increased.


    10/19

    HQ_ICON_SKILL_SI_VALKYRIE_CLASS_4_CRESENT_EX.PNG.eb2b93f08c220b973f70a3f2dda3eb1e.PNG EX Camellia Drop

    -Expert Cube has been adjusted.
    Before:
        -When [EX Camellia Drop] is cast, generate 1 stack of [Tranquil Mind].
        -When [Finishing Slash] activates while 3 stacks of [Tranquil Mind] are present, acquire Semi Exceed instance.
    After:
        -When [Finishing Slash] or [Wind Strike] (Master) are activated, generate 1 stack of [Tranquil Mind].
        -When 4 stacks of [Tranquil Mind] are obtained, acquire an Exceed instance.

    image.png.6aa5a9cc91d6d8eba4aa961b71058de1.png Lady's Elegance (Passive)

    -Adjustments to the Specific Skills generating [Semi Exceed Transcend] stacks have been made.
    Before:
        Specific Skills: Basic Attack Combo, [Empowered State: Violet], [Rose Cutter](Just), [EX Camellia Drop] (3 stacks of Tranquil Mind)
        [Finishing Move 1 Noblesse], [Finishing Move 2 Transcendence], [Finishing Move 3 Fluttering Blade] (Default/Awakening), and
        [Armor Breaker]
    After:
        Specific Skills: Basic Attack Combo, [Empowered State: Violet], [Rose Cutter](Just), [Armor Breaker], [Finishing Move 1 Noblesse],
        [Finishing Move 2 Transcendence], [Finishing Move 3 Fluttering Blade]. (Default/Awakening)
        

    lz9sRDp.png.f7e77f345d597936871d6f5e334985dc.png Wolfgang

    Spoiler

    9/7

    image.png.f95ecdb8a2b49cf10615b17c14608963.png Aggressive Shub

    -The damage has been increased.

    image.png.5555afcde9db737ced65e6672aa4cf9d.png Ultimate: Solomon's Judgement

    -The damage has been increased.

    XJ7rvsl.png.9be0f768837545c72dfff89dac2230f3.png Luna

    Spoiler

    9/7

    image.png.efa7a57bc0dae0d1a9b2fb0df885bca3.png Andromeda Shooting

    -The damage has been increased.

    image.png.8036cded85e9f63da66e0eb2864779b3.png Ultimate: Big Bang

    -The damage has been increased.

    wuKUA3w.png.37e689e75a2a1bd1b5f2ff16cc550f08.png Soma

    Spoiler

    9/7

    image.png.6348e3686acecf3e3be3e24f857e2bd7.png Garuda's Torch

    -The damage has been increased.

    image.png.d61df92b9f58663ccf7a2d2d9afca951.png Lightning God Burst

    -The damage has been increased.

    image.png.39ba89cb6dd8d2635afebc67c351a8c5.png Ultimate: Omnipotent Elixir - Blessing

    -The damage has been increased.

    S1wkk6o.png.29bac251aa620e6be2dea4b08707052a.png Bai

    Spoiler

    6/29

    image.png.9416dec8c73d76eb4a0860c46070a231.png Innate Skill: Freeze

    -[Innate Skill: Freeze] is changed to be affected by the skill levels of [Sword and Girls Formation: C - Urgent].

    image.png.5e63d245f9ccf2319aff6aae614b4a5f.png Draw and Slash (Default/Awakening)

    -[Cold Attack] and [Snowflake Release] attacks are changed to be affected by the skill levels of
    [Sword and Girls Formation: C - Urgent].

    image.png.3375d3f8881da14fa16ffa19504baf4d.png Freeze Even Tears (Default)

    -The cooldown reduction for Finishing Moves has been increased from 4 seconds -> 6 seconds.

    image.png.3375d3f8881da14fa16ffa19504baf4d.png Freeze Even Tears - Frozen Land Dragon (Army Awakening)

    -The cooldown reduction for Finishing Moves has been increased from 4 seconds -> 5 seconds.


    9/7

    image.png.f42de7a4078276996b10246e336ee2a3.png Cutting Off With Double Blades

    -The damage has been increased.

    image.png.4856f617d0f5c08641914b43d024b585.png Everlasting Flow

    -The damage has been increased.

    image.png.cf8ef34d7f4715ec13a80544c1ec714f.png Ultimate: Absence of Ego - Words to the Pole

    -The damage has been increased.

    phhgDrw.png.8cfb8974e19f13c5bf6040f173f6f011.png Seth

    Spoiler

    6/29

    image.png.255b23e3ef2b5cff141fe88660cefb33.png Innate Skill: Feral Release

    -When cast, the cooldown of [Queen of Hearts Formation: C - Urgent] is reduced by 3 seconds.


    9/7

    image.png.ddfd202d1078cd40a9094d776395d2a4.png Honor of Khepri

    -The damage has been increased.

    image.png.5fa250ede4a6741d40def06ac3696f34.png Ultimate: Sun of Ra

    -The damage has been increased.

    zf3Ly0L.png.a818c0fbf06c44b7355d8c8838c8a63e.png Chulsoo

    Spoiler

    9/7

    image.png.217697071ea06b0927d91308efeaef69.png [Mercy] - Dance Macabre

    -The damage has been increased.

    image.png.5dfe1902ed09df8bde4c78071416198a.png [Judgement] - Dirty Firework

    -The damage has been increased.

    image.png.67151ed78edb8a864b235d567d493cc3.png Ultimate: Climax

    -The damage has been increased.

    4bZCOxs.png.52413a454ac8eb70a91e9f5b69e972cc.png Mirae

    Spoiler

    9/7

    image.png.0413e95c57db8d5959ed4eb899ff1a71.png Dropping the Crescent Moon

    -The damage has been increased.

    image.png.5ae0d735e33b6dc305207a065b0c1aa6.png Dyeing Rose Color

    -The damage has been increased.

    image.png.3c42136b63ce93f5753290afb0b6e3b4.png Ultimate: Fly to the Dawn Sky

    -The damage has been increased.

    XsCjoer.png.639b8009b14192eec446a56454560701.png Eunha

    Spoiler

    9/7

    image.png.2566489f26e2c5589856a0678ec0c4f2.png Scattered Nails

    -The damage has been increased.

    image.png.2a32d1cfd87cc5d00986c3c65ebbb50f.png Crushed Spine

    -The damage has been increased.

    image.png.36e40342663a34ce9a9355eb4a9e5dee.png Ultimate: Meteoric Knives

    -The damage has been increased.

    fN8LJry.png.c671831f3ec78b6044e3d2a993720b8b.png Lucy

    Spoiler

    9/7

    image.png.90541e010e08f792a507d5cb0af86a1b.png Tranquil Ninishina

    -The damage has been increased.

    image.png.bfcbddc6df39490b02552e836974dded.png Piercing Pabilsag

    -The damage has been increased.

    image.png.601b5e0a5e95b2da342c37e9d5975970.png Ultimate: The Mountains of Irkalla

    -The damage has been increased.

    aeri.PNG.5cb1b228e37676f489b87deda1c451a3.PNG Aeri

    Spoiler

    5/3

    HQ_ICON_SKILL_SI_DEVILISH_CLASS_3_HYPER_SKILL_1.PNG.0f9554b1c1065c18c20385ad0eb043ca.PNG Finishing Move 3 Magic Bullet - Thunder Keeper

    -The casting time while holding the Down Arrow key has been increased.
    -Is now unaffected by Attack Speed.


    9/7

    image.png.7e922a3aba20913d0d98741a00be8a83.png Hell Front

    -The damage has been increased.

    image.png.7288ed211ebc99aff5b7c5c37b815498.png Ultimate: Purification of the Great Flood

    -The damage has been increased.

     

     

  5. 1. <Flames of the Elite>
    PD let us know that the update is releasing on September 21st. (Mostly Info that was already known) 

    Spoiler

    Following the <Flame of Tragedy> and <Flame of Comedy>, the final ending <Flames of the Elite> is scheduled to be released
    on the September 21st update.

    Prometheus and other characters who appeared in the Raid will be updated as challenging content with a recommended difficulty level for 4-player parties, much higher than the Raid.
    In order to give it meaning as challenging content, new rewards will also be updated.

    You will obtain a new Visual Frame, Nametag as well as a Standing Motion Emote dedicated to the finale of the flames.
    Lastly, you can acquire new accessories themed around Prometheus' concept, which have higher stats than existing accessories.spacer.pngspacer.png

    We look forward to many challenges from our Closers.

     

    2. Game Screen Filters
    A preset feature will be released on the September 21st patch.

    Spoiler

    Although Closers showed a lot of interest, many people had difficulty using it because they were unfamiliar with the color and other screen control functions.
    To help reduce this issue, we're introducing the ability to choose some preset options set up by the development team. Even while using a preset, you'll still be able to do custom modifications to the settings to get to the kind of filter you want so we hope you'll be able to enjoy the game with the filters you like.
    This preset feature will be released on the September 21st Update.

    spacer.pngspacer.png

     

    3. Black Market Updates
    We had previously mentioned that we'd have to delay the black market re-organization a bit.
    To give an update, we are accelerating the development with the goal of updating in October which isn't much different from the previously announced schedule. 

    Spoiler

    Along with aiming for fast and stable performance, the "Purchase Reservation" feature will be added, which allows you to request/book the purchase of desired items. This feature will enable you to request the items you want.
    The ability to check recent transaction prices on items will also be added as mentioned before.

    (It is also mentioned how Full Costume Boxes will now be able to trade in Black Market but that isn't relevant to CC)

     

    4. Conquest Program Expansion
     We're aiming to expand Conquest during October.

    Spoiler

    In addition to easing the farming of existing raid content, new equipment has been added through the Flame King raid further increasing the power of Closers.
    I think that it is time for content that can provide more sufficient challenge for the Closers whose power has increased.

    It will be expanded from the existing 30 floors to a maximum of 35 floors, and this time, we will prepare great rewards that can only be obtained by Closers who have conquered the Conquest Program and can become a symbol of conquering high floors,
    so please look forward to it.

     

    5. Refined Passives
    Part of the update is scheduled for November 2nd.

    Spoiler

    Since the release of Refined Passives, we've heard all of the community feedback and made a set of adjustments already based on the feedback.
    However I'm aware that there's more feedback that we couldn't take into account during those adjustments. We're still keeping a close eye on Refined Passives and are thinking of ways to improve the direction the revamped skills go towards. 

    In addition to that, the development team would like to further expand the scope of "Refined Passives". We regret that the limited choices of only two skills per character couldn't accommodate the diverse play patterns of players and as such we're planning on adding one more "Refined Passive", making it a total of 3 per character. This update is scheduled for November 2nd.

    Moreover, the team is constantly preparing balance-related updates.
    We have a lot of plans for balance updates, such as improving the perfomance of combat dodge, buffing the main abilities of each character or changing the ability to stay mid-air when using skills. We will carefully consider and prepare for your valuable opinions and feedback, and we will provide further details through announcements once they are finalized.

     

    6. Inventory UI Improvements
    Planned for October.

    Spoiler

    The most frequently used UI while playing the game is the inventory. Players are constantly looking for items and as such try to arrange them in locations where they are easier to find/remember. As updates have progressed, the effort to find items has increased and if the "sort" feature is accidentally clicked, it also becomes inconvenient having to re-arrange all the items again.

    We'd like to improve these issues by adding a text search function in the inventory as well as a lock function to the "sort" button. 
    We're aiming to push this update in October and will inform you of the details when the update is confirmed.

     

    7. Sound System Improvements
    Work in progress.

    Spoiler

    It can be said that the Closers' sound has been pretty flat so far. The sound of an effect that had already passed the game screen section and became invisible still played at the same volume, or there were difficulties in recognizing whether an enemy attack effect would come from the left or right side of the screen until you could see it with your eyes.

    To improve this,
    we're developing a sound feature that gives sounds a three-dimensional feel by having a sense of distance and direction
    centered around the player. 
    When this function is applied, the sound is played in the direction where the effect is created and the sound volume of the effect or object becomes louder or quieter depending on the distance.

    In addition, there were requests to alleviate the phenomenon of sudden increase in effect sound volume or to add more detailed volume adjustment options. We will continue to try to improve these areas along with improving sound functions in the future.
    We will keep you updated on the improvements as soon as the update schedule is finalized.

     

    8. UI Resolution / Scaling Improvements
    Work in progress.

    Spoiler

    As graphics card and monitor specifications increase, some people are using monitors with unusual ratios. Due to this, when setting a high resolution, the size of the UI or text is too small, so you have to lower the resolution, or when setting a low resolution, part of the UI is cut off and cannot be seen properly. When using a resolution with a unique ratio, the UI location is too far away, making it inconvenient to use. We have received a lot of complaints about this.

    We're attempting to implement a system that applies the size and position of the UI according to the resolution like many Closers have asked for. We expect many limitations due to the nature of the environment implemented by our own engine, such as problems related to the large amount of UI assets accumulated over the game's life and the fact that resolutions have become more diverse compared to when the game first launched but we will continue trying our best and are aiming on improving these issues.

     

    9. Season 4 // New Story
    <Season 4> is planned for a release at some point during December

    Spoiler

    <Season 4> begins at the <Gate of World Peace> square, which commemorates the heroes of the dimensional war 18 years ago, after the Lilim commotion in the 'New Seoul Branch Command and Control Room' has evolved to some extent.

    spacer.png

    After completing preparations to turn New Seoul into a sanctuary, the Church gathers its units in earnest and enters an all-out war against the Union. On the Church's side, units such as the execution unit led by 'Taoist Kangrim,' the judgment unit led by 'Inquisitor Gildal,' and a mercy unit commanded by a new character with the status of 'Prometheus' make their appearance.
    Meanwhile, on the Union's side, the enigmatic Vice-Chancellor 'Hildegard Beyrmann,' who had remained shrouded in mystery, emerges.

    Within the conflicts of both sides, there are unfortunate NPCs who become entangled in the turmoil.
    Some clues have already been provided through the revealed <Flames of Tragedy> and <Flames of Comedy>.
    Can the Closers prevent the tragedies that will unfold in the future in 'Season 4,' or will they have no choice but to witness the fulfillment of each prophecy made by the Flame's Daughter? 
    While the story so far revolves around the Closers' struggles in the present to change the future, 'Season 4' will also present stories from different timelines.

    What if, in the early days of becoming a Closer, a single choice could be changed? What if that choice led to different options and ultimately provided different powers and experiences? Would the Closer born from such a decision be the same as before, or an entirely different '<Another Closer>'? We are preparing an update to answer this question.

     

    Additionally, starting from <Season 4>, new support NPCs will be introduced. These characters will provide various services in safe towns and dangerous dungeons alike. They have intriguing backgrounds and appearances, so please look forward to their unveiling. Alongside this, ahead of the full update of <Season 4>, we are preparing a preliminary story that you can experience in November.

    In addition to this, <Season 4> is being prepared to offer a more accessible and cooperative environment for you, Closers, than any previous season updates. We will provide more detailed information when the time is right.
    We appreciate your anticipation and interest in <Season 4>.

     

    Video Source: (for those interested)



    PS. There weren't many images shown this time around unfortunately so it was mostly text for the majority of the post.
    Still, it's nice to see that they are working on a lot of system improvements to fix old issues.
    Season 4 story also looks pretty cool.

  6. 1. Summer Sets 2023
    The name of the set will be 'WaterBoom Festa' and will release on July 13th.

    Spoiler


    spacer.png
    spacer.png
    spacer.png
    spacer.pngspacer.pngspacer.png


    This summer costume set is inspired by Water Festivals and as such we're planning to include fun dances and emotes.

    spacer.pngspacer.png

    2. New Starter / Flame King
    It's a new dungeon content that replaces the current investigation squad systems.
    The update will be split in 3 parts, first of which will be coming on July 13th.
    The split patches will be <Flames of Tragedy>, <Flames of Comedy>, <Flames of the Elite>.

    Spoiler

    The First update, <Flames of Tragedy> will consist of the theme 'Bad Ending' which will include 3 solo dungeons. 
    A world that met it's end with the invasion of the Church and Gear(Machine?) Legion and Count D's unusual intervention to save humanity and the unfolding despair, the final battle of the closers will come out as the story.

    spacer.pngspacer.pngspacer.pngspacer.png


    Some enemy appearances will be the (Humanoid) 'Gildal', the heretic inquisitor inside the church and Fox Gildal
    spacer.pngspacer.png

    as well as Prometheus, the incarnation of the Flame King.
    spacer.png

    As dungeon rewards for the <Flame of Tragedy>, there'll be materials for the new core, modules as well as receiver. The dungeon is designed to allow entry for those who have farmed enough in Beast King Investigation Teams.
    As the Closers are driven into a desperate crisis, they, along with the 'Daughter of Flames,' will continue the story in the <Flames of Tragedy> and become the main focus of the scenario in the upcoming update, <Flames of Comedy>.



    The second update, <Flames of Comedy> which is themed around the 'Normal Ending' will consist of one 6-person dungeon and will release on July 27th.spacer.pngspacer.png

    In order to change the future of the world that has met its end, the Closers repeatedly challenge the Daughter of Flames and the Advent, even in the face of repeated defeats. However, the predetermined ending remains unchanged and, in fact, becomes even worse. Will the Closers be able to turn Tragedy into Comedy?

    spacer.pngspacer.png

     

    This dungeon is the 'Flame King's City', 'Secret Chapel of the Church', the 'Altar of Flame' in the basement which consists of two worlds. Players make two teams of 3 in the Secret Chapel with each team facing Human Gildal and Fox Gildal at the same time. They are then going to challenge the giant Prometheus together at the Altar of Flames as a group of 6.
    In this dungeon, the players' individual pattern execution abilities are important, but above all, cooperation and interaction are crucial. Both Human Gildal and Fox Gildal are designed with skills that can influence each other's battles. Prometheus, being a giant creature, occupies a significant portion of the map with its attacks and incorporates skill mechanics that target specific players.
    It is designed to require the entire team to cooperate and overcome these challenges together.
    Similarly to the 'Another Lucifer' battle, this dungeon will have dungeon specific skills.
    spacer.pngspacer.pngspacer.pngspacer.png

    As rewards for the <Flames of Comedy> dungeon, you can obtain materials for new equipment(possibly trinkets?), as well as legendary receivers(red). The difficulty will be about the same as Beast King's upper level dungeon before the nerfs.

    Lastly, the third update, <Flames of the Elite> is planned for september, at a point where farming the two previous updates has progressed to some extent. Although its a bit early to share, <Flames of the Elite> is a challenging content with enhanced difficulty, targeting high-level Closers. It will offer the opportunity to farm accessories with top-tier stats and visual rewards that showcase your achievements in overcoming the high difficulty.
    We will share more details in the future when things are more set in stone.

     

    3. Refined Passive Skills
    (This was pretty juicy so I included most of the discussion)
    This update will come out on August 10th and will account for all available characters.

    Spoiler

    It seems that active skills that have not been updated for a long time or are not targeted for updates such as Awakening Cubes have remained stagnant in terms of their enjoyment value.
    Now, I believe that a change is needed to bring about some transformation in these skills.

    While skill remake or increasing skill levels and adding higher-level masteries could be approaches to consider, they may not provide players with the opportunity for personal choice. As active skills are frequently used and each player's satisfaction with them can vary significantly, solely focusing on the strength and changes of the skills may not align with the intended purpose.
    In response to that, the development team intends to utilize "Refined Passive Skills" to enhance and bring changes to desired active skills, allowing players to enjoy the transformations.

    For example, let's say a passive skill is introduced to enhance "Long-Distance Barrage" for the character Seha. If players invest SP into the Long-Distance Barrage active skill, it would trigger a transformation or an enhanced form of the skill, allowing them to use it in a different or more powerful way.

    The application of refined passive skills will initially focus on EX skills and active skills other than Awakening Cube abilities.
    The plan is to gradually expand the scope of targeted skills in subsequent updates. Concerning the potential shortage of SP due to passive updates, the development team is actively considering ways to minimize this burden.
    Please rest assured and await further updates.

     

    4. Memorial Quests
    (August 24th)

    Spoiler

    One of the most enjoyable and captivating aspects of Closers is undoubtedly the story and the charming NPCs, just as much as the characters. I want to share with you intriguing stories about the characters, NPCs, and untold or curious anecdotes that occur after important moments.

    It'll be a content that shares existing side stories of events, characters, and NPCs. It'll give you a chance to enjoy their stories and obtain items that serve as symbols for the characters involved in the story.

    First target character for this system will be Gina and will revolve around "Gina's unspeakable secret".
    spacer.png

    5. Improved Costume Trading

    Spoiler

    There are plans to improve the trading system for unique costumes, unify common phase fibers and greater phase fibers, and allow trading of full set costume boxes. These improvements are currently scheduled to be implemented.

    -Unique costumes will no longer need Repackaging Permits and will simply need Quality Assurance Seals.
    It'll also have a seal limit of 99/99. (July 13th)
    There will be a renovation conversion for the existing Repackaging Permits to Quality Assurance Seals. (July 13th)
    -Phase Fiber and Greater Phase fiber will be fused.
    All sources that gave Phase fiber will give Greater Phase Fiber now. (July 13th) 
    -Costume Fullset boxes will become tradeable. (Sometime in the future)

     

    6. Game Screen Filters
    This will be added on August 10th as part of the graphical improvement updates.

     

    7. Black Market Update Delayed
    We sincerely apologize for any inconvenience caused.
    As we mentioned before, the system design required extensive work on data structures, search algorithms, and packet processing to ensure smooth performance of the Black Market.
    During this time, we have been actively working on "system data optimization" and "Costume Wardrobe revamp," which resulted in significant changes to the data structure. As a result, additional data tasks have emerged to implement these changes in the Black Market.
    We are working with a goal of release for October and we'll update you with more details as we go.




    Video Source: (for those interested)

     


    PS. I excluded a few things from the translations such as the Internet Cafe account/profile improvements and KR summer event as they are completely irrelevant for Code:Closers.
    The new raid as well as the refined passives are looking very interesting. I'm looking forward to them! 
    :leviahappy:

     

  7. Hello. There are currently no plans to implement +20 boosters even if it's just 1 per account.
    SS/SV accessories appearing on the Battlepass is also out of the question as they are still Best in slot for characters and the differences between unique accessories are just cosmetic ones for the most part.
    T4 chips haven't even come out and it's very unlikely for them to be given out as rewards early on.
    As for improvements on chip convenience and increasing the quantities that can be acquired, it is something we are considering and you'll hear more about this soon.

    Reaching the top in leaderboards and managing to beat the end game content is something that can be done while being completely F2P.
    There have been a lot of players in the top who are F2P and we try to release newer content in a way that it is more F2P-friendly compared to officials when needed.


  8. spacer.png


    "United we Stand, United we Conquer"

    Base of Operations: Ch.7 - Dream Theater <<Reverse>>
    Crew Teaser Trailer:  Not made currently



    spacer.png


    Welcome to the 𝕴𝖒𝖕𝖊𝖗𝖎𝖆𝖑 army

    We are a Level 10 crew, open for recruiting all types of players whether they are new, casual, active or returning. 
    Join us to achieve strength beyond your limits.

    We heavily rely on having AND delivering the best information and facilities possible so
    our members can make the most out of it and enhance their gameplay and experience in Closers to it's fullest! 

    This is a place where you can relax, find people who can relate to you, have fun and feel at home. :harpylove:

     

    spacer.png


    Now you may be thinking, Why join us?


    Organized Discord - Our discord is really organized with lots of amazing custom features, so you will have no trouble navigating around and accessing information.
    All Crew Buffs - Our crew has every crew buff unlocked with guaranteed 3+ years of uptime!
    Area Reputation - Almost every area's reputation is maxed out so you can make use of those juicy buffs.

    Giveaways! - We host giveaways of in-game items or more!
    Polls - We don't enforce our changes, we let our members decide whether they want them or not through voting.

     
    spacer.png


    If you are interested in joining us as a Member, feel free to join our discord server and apply there: https://discord.gg/jPSX9PCJj7
    Guests are also welcomed :violetread:


    We all may walk on different roads, but towards the same destination,
    towards victory and honor!

  9. Ideas 1 and 2 look very promising. Naddic can't bring themselves to make difficult/limit testing content so it's really nice that we're taking some steps towards that with custom content.
    As far as bosses go, some bosses I'd personally like to see are:
    -Team Challenge 4 bosses. I remember seeing a boss similar to team challenge Bai in an event a while back, so assuming we have the files for all the team challenge bosses, it'd be very exciting to fight them again. Team challenge Astaroth/Irina/Vitus were some of the most fun content/bosses I've played. Time limit in combination with the at time unique boss mechanics and player skill to adapt and optimize rotations was very fun. This is probably the boss group I'd love to see the most out of any potential boss.

    -Misook&Untouchable. They are possibly the most or some of the most iconic bosses in the game's time. Seeing them come back in a scaled-up version so that they don't instantly die would be great.

    -Wolfgang&Hoffman. The bosses had some internal issues in the past but purely from a mechanical perspective, they have quite interesting mechanics. Would be nice to see them make a comeback.

    -Yod Sea's Block 3 Yod. Similarly to Busan bosses, Yod sea was also a popular sector for players to test their characters strength and try to achieve better times so I think it'd be fitting to see that Yod as endgame difficulty again. 

    When it comes to making bosses more difficult aside from increasing their HP goes, an attempt like someone already said, could be increasing their AS/Casting Speed on mechanics. It'd make us need to react a bit faster and needing to adapt to the new speeds of each boss but I'm not sure how that would work out in a practical fighting scenario. Another way could be to take mechanics from one boss and potentially use them for another. Not sure whether devs can code that and some players might find it very annoying. I'm not sure what's the best way to go about this issue. 

    Lastly, for rewards... Relatively early stages that the majority of community can clear, should probably give items useful to progression. Even if someone is geared, they could give them to alts or save for future use. Later stages, even though better progression items would be nice, players will complain about not being able to clear said stages so it's probably better if it's something more cosmetic oriented. Custom enhancement glows , rare fonts or name tags could be very nice as rewards. ( Black&White enhancement glow when :pls: )


    That's all the feedback I have for now as far as this custom idea goes. 

    On this latter portion of my reply, I'd like to touch a bit on feedback other players have given

     

    On 1/13/2022 at 5:04 PM, raisha0882 said:

    I hope no. 2 didn't make all players looking for max TCP party to go in XD. 

    Seeing how it's supposed to be an extremely difficult dungeon to clear for end-game players, the rewards for it would probably be just some cosmetics. Weaker players wouldn't really be missing out by not clearing it. It'd be fine even if endgame players were only interested in making a squad with other endgame players. 

     

    On 1/13/2022 at 5:22 PM, thesauciestbanana said:

    First and foremost time limit is simply bad concept and encourages heavy p2w to overcome it in a dungeon. Players' ability to clear dungeons in this game relies not only on purely mechanical skill but also on gear itself. In fact gear is more important here than one's ability to pilot a character. You want challenging content instead of another  Wargames aka snoozefest DPS race against timer? Make bosses hit super hard with similarly deadly mechanics that require precise perfect dodging, but do not for the love of god make them damage sponges with a goddamn stopwatch. Pot/res limits are fine though.


    Time limit and p2w have nothing to do with each other in this case. Sure, someone can speed up the gearing process by paying but that goes for all MMORPGs. There's many f2p players that are very well endgame geared and would definitely be able to clear things like these. It's just a matter of people having time and not being lazy about grinding. If someone doesn't have time to grind, it isn't required by any means to clear the hardest stages of this custom content ( as long as the rewards don't end up being progression materials ). If someone is too lazy to progress then they don't have the right to complain in the first place. MMORPGs are known for being grindy and taking official servers as a comparison, we're living in heaven. 
    As far as the time limit concept goes, even though I already stated how it has nothing to do with p2w, I'll go over the concept itself. Currently in the game, there's not a single combat dodge that is difficult. It's just a matter of failing it 1-2 times then you're able to get it. Deadly mechanics mean nothing because they are extremely unbalanced. A character with 10 iframes will destroy a character with 2. The only deadly mechanic the game offers is low Ilvl and it's a good example that suffers from the issue I just mentioned. 
    Time limit exists to restrict the groups of people able to clear a sector. It's meant to serve as a talisman for people to not be possibly lazy and have a reason to progress more with the game's gear if they wish to clear the certain dungeon or let newer people know that they aren't ready for that specific sector yet. Without a time-limit, like in many sector a 4m player could go on a 30m dungeon and clear it with barely any damage. That's just silly from a progression perspective. Sitting on a sector with relatively easy mechanics for 1 hour barely doing any damage doesn't sound difficult or fun. It sounds difficult in the sense that you must not get bored. Of course the game will have to rely on the right gear to clear things. It's like saying you're in an MMORPG with classes and you want to be a DPS carry on a lvl 100 dungeon with a level 10 gear set. There's no reason why you should be able to do that. That's what time limit serves. Naddic's code and their current bosses aren't able to bring a challenge by any means when it comes purely to mechanical fights, therefore time limit is there to add a layer of difficulty. If you are expecting Code:Closers staff to code and make their completely own mechanics, I'd imagine that's expecting a bit much.
     

    On 1/13/2022 at 5:22 PM, thesauciestbanana said:

    In fact gear is more important here than one's ability to pilot a character.


    Lastly, this would be the case when you're overgeared. But when you're on the roughly actual recommended gear for something, that's not the case by any means. Player skill is super valuable compared to just gear. 
     

    On 1/13/2022 at 5:22 PM, thesauciestbanana said:

    #2 Just wait for MK raid

    Actual lastly, MK raid won't be nearly as insane and hard as people are expecting it to be. ( Assuming as always you're not extremely undergeared )





    Thanks to all the staff members who are taking part into making this custom content come to life. I'm looking forward to seeing the dungeons if you guys end up going through with these ideas :wgholiday: 

  10. Good job! Very informative guide

    Some things to point out about it are 

    On 4/1/2021 at 1:15 PM, Minos said:

    AIF9bdi.png

    Here's list of passives which are worst investing

    Accidentally misspelled worth as worst I think? Figured I should mention it just so no one gets confused. There's also a typo on BB triggers section but doubt anyone would get confused from that one

     

    On 4/1/2021 at 2:54 PM, Minos said:

    Skipping

    Future Skill 9 

    Shaping Dew can only skip animation with the first two steps.

    Shaping Dew can actually skip on the 3rd input but the timing is very tight. Most notably I use this for PG5 Morax since there's easier skips to use on most other bosses that are also on less important skills

     

    On 4/1/2021 at 2:54 PM, Minos said:

    Rzf--lGUkkh69rsEM91LsHI4QalInsFxa_BTV5OkRHwOwxUzjyTBnFC4RDk8Ypu4BEvquKP89pMCLuv33jaINjbRb5xoMpYxfL6HpBqF1IovwZafZxuLMYC63aEM8C4JBkuYdmt4

      Hide contents

    Core:

    - Skill tune (Nightmist Rip preferable; otherwise Dawning/FM2/FM BlackHand) or back attack damage,

    Module:
    - Skill tune (Nightmist Rip preferable; otherwise Dawning) or back attack damage,

     

    Shaping Dew is also a very good Skill tune choice alongside Dawning as long as it doesn't take more than like... 6-8s to be used after it comes on CD
    Also, you can't tune BlackHand FM/BH Skill on core

     

    On 4/1/2021 at 2:54 PM, Minos said:

    Utility Strain

      Hide contents

    Combination Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1

    (if you have already those two at 30-40%, use Damage bonus during Empowered State)

    Mutation Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1

    (if you have already those two at 30-40%, use Damage bonus during Empowered State)

    Lastly, Skill cost reduction really isn't useful at all in Mirae's case so for both genes, it should be Damage bonus during Empowered State x1, CDR x1
    ( until CDR reaches 30-40% as you said. Then use all slots for Empowered State Damage )
    Even at 10-15% with no pet, just using her skills and empowered state whenever she has it and at times a potion will provide more than enough MP to make Skill Cost reduction not worth


    Again, great work. Very nice guide overall :leviahappy:

  11. Nicely made guide. Good job! :leviahappy:

    Some corrections to point out are 

    2 hours ago, Clerescia said:

    BEGINNER GEARING
    Lv.70 : Tiamat
    Lv.80 Purification
    Lv.88 : Busan
    Lv.89 : Asmodeus

    -Tiamat gear doesn't exactly exist anymore, people keep PG related stuff up till Lv.75 and use Extreme gear then. 
    -The purification gear shown on the link is the gear you can only get after Lv.86 and not 80. Maybe link a guide for the Lv.80 ones or change it to say Lv.86
    -Busan gear is a gear-set that you can get after Lv.85 and not 88.
    -Similar case being with Asmodeus, it being a gear set you can acquire/use at Lv.87 and not 89.

     

    2 hours ago, Clerescia said:

                                              schedule.png

    This schedule is heavily outdated and not accurate anymore. A more updated version would be:
    Mon: Tiamat Heart 
    Tue: Tiamat Castle , BBv2
    Wed: Tiamat Castle[Nightmare], BBv1
    Thurs: BBv2,  Asmodeus v1
    Fri: Tiamat Heart[Nightmare], BBv1
    Sat: Tiamat Heart, Tiamat Castle[Nightmare], BBv1, BBv2, Asmodeus v1
    Sun: Tiamat Heart[Nightmare], Tiamat Castle, BBv1, BBv2, Asmodeus v1

    I did not include Sea of Pollution as it's a daily dungeon currently.


    Hopefully this helps a little. Good work overall:tinahappy:

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