Rebalance Changes v3 is on Test Server

7/29/2025 2:08:26 PM

We’re back with a new balance patch. For a long time now, we've been listening to feedback from players. Without exception, there have been "complaints" about every class — many players believe their own class is underpowered while others are too strong. We take this as a sign that we’re on the right track.

Instead of simple complaints, we prioritized and considered suggestions supported with reasoning, and based on that, we've prepared these changes.

These adjustments are now active on the test server. After both theoretical and practical evaluations, we’ll implement any necessary follow-up tweaks before bringing them to the live server.

We had a few more changes planned, but due to the update to the "Elemental Resistance Debuff" system, we've decided to hold off for now. This is a major change that will affect all classes, and once we see the results, further adjustments will likely be necessary — and we’ll be ready to make them.

Note: The changes have been patched to your clients so you can view them on the test server. As a result, you will also see the new stats on the live server — but they are purely visual. The old stats will remain active on the live server until we are confident that the planned changes are in a good place.

 

Share your thoughts and suggestions about the changes with us!

Aside from the balance changes, we’d also like to announce that in August, Ranked Arena will be Shuffle-only. There will be no end-of-season rewards for the classic 3v3 mode. We believe Shuffle Arena highlights individual player skill more effectively, and the results there will give us more accurate data for future balance adjustments.

And one final note: we kindly ask players who struggle to control their temper or have trouble staying respectful to take a moment to calm down before submitting feedback. Disrespectful responses and flaming will not be tolerated.



You can find previous changes in these links:

Patch v1
Patch v2


General Changes:

  • The system introduced in Rebalance Patch v2, where Physical Resistance debuffs lose effectiveness as they stack, has now been applied to Elemental Resistance debuffs as well.

  • Detect Scroll can no longer be spammed. It can be used when there are no invisible targets nearby and it will trigger its cooldown. (Patched 1 week ago)

 





Knight:

With the recent patches, we feel that our noble Knight has become a bit weaker. We want Sacrifice — a skill with stats dating back to older times — to receive a slight buff, allowing the Knight to achieve a meaningful power spike when used at the right moment.

 

Sacrifice:

  • Critical Damage has been increased from +50% to +100%
  • Attack Speed has been increased from +30% to +50%

 


 

Archer:

We’re removing the skill block cap to make the use of Rock Skin more meaningful, and we’re also adding a small increase to its effectiveness. 

Rock Skin:

Removed Skill Block cap.

Old scaling: 5/10/15/20/25/30/35/35/35...
New scaling: 5/10/15/20/25/30/35/36/37/38/39/40/41/42/43/44/45/46/47/48

 


 

Mage:

With the last rebalance patches, the popularity of this lovely mage has dropped more than we expected. We want to increase their defense a bit to help them stay alive longer.

 

Stunner:

Removed Skill Block cap. 

Old scaling: 10/15/20/25/30/35/40/40/40/40/40/40...
New scaling: 10/15/20/25/30/35/40/41/42/43/44/45/46/47/48/49/50/51/52/53

 

Antimagic:

We don't think it's healthy for the strongest skill in the game to be spammed outside of normal PvP conditions (we're specifically referring to situations where several non-main mages simply spam Antimagic on a single target and then step aside). A skill this powerful should be used wisely.

We're adding a 30-second immunity to Antimagic. This means that once a player is affected by Antimagic, they won’t be affected by it again for the next 30 seconds.

 

 


 

Berserker:

We're very happy to see the return of the nostalgic, man-eating "Crit Zerk." However, the power we've given it seems to have become somewhat unstoppable. We believe this power should be used more wisely rather than recklessly. For this reason, we'll be applying the same logic we used with the Knight's Sacrifice skill here as well.

Power Drain:

Will be working as "sacrifice" buff now.

  • Increases Attack Speed (has been transferred from Red Heat and Indomitable Soul)
    Scaling: 10/15/20/25/30/35/40/45/50/55/60/60/60/60/60...
  • Reduces Skill Block and Elemental Resistances
    Scaling: -10/15/20/20/20...

Red Heat:

No longer gives Attack Speed.

Indomitable Soul:

Attack Speed buff has been replaced by Physical Damage.

 


 

Sorcerer:

Given the amount of support capabilities in its kit and its high kill potential under the right conditions, its survivability feels a bit too high. The damage absorbed by the Skeleton companions should be slightly reduced.

 

Mana Pull:

This newfound tankiness should come with a drawback. In the past, Sorcerers used to struggle with the cast time that didn’t benefit from combi when using Mana Pull. However, thanks to the Ultimate HH skill, that disadvantage no longer exists. Therefore, a minus Cast Time debuff has been added to Mana Pull.

Minus Skill Cast Time has been added. 
-20% at all ranks.

 

Crown of Madness:

Amount of absorb has been reduced.

Old scaling: 18/21/24/27/30/40
New scaling: 12/14/16/18/20/30

 


 

Slayer:

Overall, we think it's in a good spot, but we'd like to see what it can do with a bit more power.

Break Armor:

Amount of Block debuff has been increased.

Old scaling: -6/8/10/12/14/16/18/20/22/24/26/28/30/32/34/36/38/40/42/44
New scaling: -15/17/19/21/23/25/27/29/31/33/35/37/39/41/43/45/47/49/51/53

 


 

Summoner:

Our beautiful dragon seems to have fallen out of favor lately. The stat caps on some of its skills are currently holding it back too much — we’re removing them to see its true power!

Besides that, the Larvas are currently useless. We’d like to make some changes to them and bring them into the game meaningfully.

We’re aware that the Summoner’s damage is high due to dual weapons, and we’ll be closely monitoring the Larva changes. Since, unlike Elementalist and Sorcerer, Summoner won’t have the means to keep the Larvas alive easily, we expect it to remain balanced.

 

Disturb:

Stat cap has been removed.

 

Lose Mind:

Stat cap has been removed.

Mighty Wing:

Amount of Elemental Resistance debuff has been increased.

Old scaling: -6/8/10/12/14/16/18/20/22/24/26/28/30/32/34/36/38/40/42/44
New scaling: -9/12/15/18/21/24/27/30/33/36/39/42/45/48/51/54/57/60/63/66

 

Sacred One: 

  • Larvas will have a chance to stun the target like Silver from Elementalist 
  • Larvas will have a chance to reduce target's Defense
    Scaling: 40/50/60/70/80/90/100/110/120/130/140/150/160/170/180/190/200/210/220/230



 

Orbiter:

All support-oriented classes have their own unique traits, but the Orbiter lacks one. This has led to the class being overlooked. With the changes we’ve made, we hope to shape it into a more complex and distinctive support class.

 

Disturb:

Stat cap has been removed.

Smart Sniper:

  • Its now effective on self + target
  • It now cleans Cast Time Reduction Debuffs

Elemental Rescue:

  • It now gives double amount of Skill Block and Heroic Defense
  • It now gives Melee Dodge

Toxic Hand:

  • Duration and Cooldown has been changed to mimic Halt
  • Issue with skill's success rate has been fixed. Its now depending on its own success rate only.