New Hero Update + Etc.
Demon Thief - Find out all about this new update here! (August Update)
Balance Renewal
> Rare Gears
- Cooldown times on Legend/Rare gears have been adjusted (adjustment differs from gear to gear)
- Adv. Darkness Hat: Gauge refill reduced for hero’s helm skill - ‘Dark Pact’
> System Balance
- Balance effects from following factors slightly reduced: player count difference / contribution / score
- Skill gauges will NOT be charged when a player begins a round or re-spawns
- Killing enemies will no longer benefit gauge recovery
- Skill gauges will no longer be restored when knocking out an opponent (was apparent in some modes)
- Damage taken from falling reduced
> Dungeon Balance
- Difficulty variations are down to – ‘Easy’ and ‘Master’
- Rewards quantity for clearing each round have been adjusted
- All entries for PvE dungeons with ‘Master’ difficulty will require 5 x Monster Coins
> Rewards
- Required EXP. reduced for hero’s level intervals
- Rewards in overall increased for combat / tournament / daily modes
- Streak bonus removed; mode bonus only applies to daily mode
> Balance changes – heroes in general
- Moving speed has been increased
- Max. hero stat has been adjusted to 300
- Skills cooldown time has been adjusted (cooltime variances are gear & level-dependent)
- Skill gauge / attack damage / moving speed / damage from a fall – rate at which these increase by leveling up slightly reduced
- Command gauge added for certain heroes including, but not limited to, Shiranui Mai and Iori Yagami
- Gauge will reduce and automatically recharge upon using the command feature
- Command gauge will reset upon each hero swap
Hero-specific balance changes:
1) Iron Knight
- Basic attack’s advance distance has been adjusted
- Additional attack is now available (D key) after performing a dash attack
- Added: Dash-Hold D attack
- Direction changes now possible during jump attacks
- Added: Jump-Hold D attack
- Special attack (Hold down D) -> activation time & attack speed have been adjusted
- (SD) Special skill:
Effect of skill has been adjusted
Directional changes now possible
2) Ice Mage
- Jump Attack: Attack range has been adjusted
- (SD) / Blizzard Skill:
Max. attack range has been adjusted
Skill range and # of hits are adjusted
Added: Now freezes opponents with slow effect
- (ASD) Skill:
Knock-back distance has been adjusted
Attack now effective on those who are down on a ground
3) Wild Boxer
- Weapons’ attack range has been adjusted
- Knockback distance caused by last hit of basic attack has been adjusted
- Added: additional attack (D Key) after a dash attack
- Direction changes now possible during jump attacks
- Added: Dash-Hold D attack
- Skill (SD):
Attack now effective on those who are down on a ground
- Skill (ASD):
Attack now effective on those who are down on a ground
Directional change now possible while skill is used in mid-air
4) Space Soldier
- Basic attack ->moving distance and knockback distance have been adjusted
- Jump attack -> Beam speed has been adjusted
- Delay after landing from a jump has been adjusted
- Jump attack -> Targeting time has been adjusted
- Special Hold-D attack -> beam speed has been adjusted
-> Aim & fire speed has been adjusted
- Required gauge for firing attack has been adjusted
- (SD) Skill -> Beam speed and knockback distance have been adjusted
- (ASD) Skill -> Damage & stun time has been adjusted
- (AD) Skill -> Skill’s range and activation speed have been adjusted
5) Musketeer
- Dash-roll -> speed has been adjusted
- (Hold D) aim now comes with penetration effect
- Fire shot skill -> distance required to make a shot has been adjusted
-> Time required for aiming has been adjusted
- Added: roll while reloading
- Reloading time has been adjusted
- (SD) / headshot Skill -> Distance required for using skill has been adjusted
6) Grim Reaper
- Basic attack -> Distance for both knockback and forward movement have been adjusted
-> attack speed on last hit has been adjusted
- Added: additional attack possible after a dash attack
- Jump attack -> attack range has been adjusted
- Special attack (Hold D) -> activation speed has been adjusted
-> attack speed has been adjusted
- (SD) Skill -> Now effective on downed opponents
- (ASD) Skill -> Stun time has been adjusted
- (AD) Skill -> Skill can be used while being under attack
- (AS) -> Stun time has been adjusted
7) Sol bad Guy
- Weapon’s attack range has been adjusted
- Basic attack -> Jump status change has been added
-> Distance for both knockback and forward movement have been adjusted
- Dash attack -> Attack speed has been adjusted
- Dash attack 2-hit combo -> opponents will undergo a knockback when hit in mid-air
-> strong stun effect has been added
- Special attack (Hold D) -> activation speed and forward movement have been adjusted
- Added: counter-attack
- (SD) Skill -> Skill now effective on downed opponents, and enables directional change while in use
8) Chieftain
- Basic attack -> Stun duration has been adjusted
-> attack range has been adjusted
- Dash attack -> attack speed and range have been adjusted
- Jump attack -> knockback distance and landing delay have been adjusted
- Special attack (Hold D) -> duration has been adjusted
-> added: directional change
- (SD) Skill -> Attack speed and knockback speed have been adjusted
9) Staff Master
- Basic attack -> default damage has been adjusted
- Jump attack -> attack speed and its range have been adjusted
- Jump special attack (Hold D) -> damage has been adjusted
- The other self -> HP has been adjusted
-> gauge time has been adjusted
10) Destroyer
- Jump attack -> damage has been adjusted
- Special move (Hold D) -> required gauge for defense (S) has been adjusted
- Gauge recovery & usage have been adjusted
- (SD) Skill -> Skill’s damage and max. firing count have been adjusted
11) Iori Yagami
- Following combo attack’s effect has been changed from ‘stun’ to -> ‘down’ when used in mid-air
à →↓←→
12) V-mechanic
- Basic 4 hits -> damage differences among hits are reduced
- Jumping distance has been adjusted to make aiming opponents in mid-air easier
- Accuracy has been adjusted for both basic and special attacks
- Booster (Hold D)-> Gauge recovery has been adjusted
-> Special gauge usage has been adjusted – more usage as character reaches higher
-> Damage has been adjusted
- (SD) Skill -> Accuracy has been improved
- (ASD) Skill -> Now effective on downed opponents
13) Lucifer
- Basic attack -> damage has been adjusted
-> knockback distance of last hit of consecutive attack has been adjusted
-> Bouncing distance and height of last hit of consecutive attack have been adjusted
- Counter-attack damage has been adjusted
- Consecutive Dash attack -> damage has been adjusted
- Dash special (Hold D) attack -> time required to activate skill has been adjusted
- Dash attack -> damage and its moving distance have been adjusted
- (midair / hold D) , (Jump-D) -> attack efficiency rate has been adjusted
- (SD) Skill -> Increased accuracy, along with adjusted damage
14) Kage Ninja
- Attack range has been increased
- Basic Dash attack -> Jump is enabled while skill is in use
- Basic consecutive attack -> stun effect has been added
- Dash 2-hit combo -> Stun effect has been strengthened
- Jump height has been increased, along with increased speed
- Kick (Hold D) -> knockback distance and activation speed have been adjusted
- (SD) Skill -> Now effective on downed opponents
- (ASD) Skill -> can now be used while on ground, along with distance adjustment
-> swords can be thrown in mid-air, in a direction pointed by desired direction key
- (AD) Skill -> Can now be used while being under ‘down’ state
- (AS) Skill -> Now causes some damage
-> is now quicker, with a longer duration, resulting in better accuracy
15) Robin Hood
- Attack range has been increased
- Basic consecutive hits -> 3rd hit will cause a stun effect
- Dash -> speed increased.
- Counterattack -> Knockback distance has been adjusted
- Hold D Skill -> speed and knockback distance have been adjusted
- (SD) Skill -> activation speed and distance have been adjusted
-> Spear’s speed, damage and knockback distance have been adjusted
-> total # of spears fired at a time has been increased from 5 à 7
- (AD) Skill -> can now be used while being under ‘down’ state
-> kick height has been adjusted
- (AS) Skill -> Now can be used in mid-air
16) Saladin
- Attack range has been increased
- Jump after basic attack is made quicker
- Knockback distance in mid-air following the basic 4 hit combo, has been adjusted
- Dash attack -> Forward movement distance has been adjusted
- Jumping is now enabled while dashing
- Directional attack is now possible while in mid-air
- Attack speed has been adjusted for 2-combo jump attacks
- Stun effect caused by jump attack has been reduced. Stun effect following 2 consecutive jump attacks is now more effective
- Jump height has been increased with quicker movements
- (Hold D) Skill -> attack speed has been adjusted
- (SD) Skill -> Can now be used while under attack
-> is more accurate on opponent falling from mid-air
- (ASD) Skill -> attack distance has been adjusted
-> can now be used while under attack
- (AD) Skill -> cannot be used while under ‘downed’ state. Can be used while under ‘stunned’ state
- (AS) Skill -> activation rate and movement speed have been adjusted
17) Rachel Alucard
- Attack range for basic combo attacks has been adjusted
- (D+D) attack -> height at which your opponent is lifted upon a successful attack has been increased
- Dash attack range has been adjusted
- Attack range of downward blow following 2 consecutive jumps has been adjusted
- gauge recovery rate for (Dash/jump/double jump/S while dashing) has been adjusted
- (AS) Skill -> can now be used while in mid-air
18) Graffiti Artist
- Basic combo attack range has been adjusted
- Dash attack’s reach & range have been adjusted
- Dash attacks’ stun effect duration has been adjusted
- Jump attack’s range and distance have been adjusted
- Jump attack’s forward movement distance has been adjusted
- Jump combo attack now causes a longer stun effect on your opponent
- Jump attack’s overall damage has been adjusted (including that of Graffiti )
- (Hold D) Skill -> damage and its activation time have been adjusted
- (SD) Skill -> damage has been adjusted
19) Taekwon Master
- All skills’ ranges and damages have been adjusted
- Forward movement distance of basic combo attack and dash has been adjusted
- 2nd hit of dash combo attack has been made slightly quicker
- Directional attacks are now possible while in mid-air
- (SD) Skill -> activation time has been adjusted
-> directional change is now possible while in mid-air
-> skill’s effect has been changed from stun à knockback when used in mid-air
- (ASD) Skill -> activation time has been adjusted
-> directional change is now possible while in mid-air
-> last hit of the combo attack has an effect even on downed opponent, when used in mid-air
20) Jin Kisaragi
- basic combo attack’s range has been adjusted
- basic attack’s damage has been adjusted
- dash attack’s speed has been increased
- Jump dash attack’s speed has been adjusted
- bounce effect has been added
- (Hold D) Skill -> activation time and speed of ice have been adjusted
-> attack range and distance have been adjusted. Your opponent will be downed upon casting the skill
- (SD) Skill -> moving distance has been adjusted
- (ASD) Skill -> activation time has been adjusted
- (AD) Skill -> activation time has been adjusted
21) Western Gunman
- rolling is now possible while reloading
- Rolling/Dash will not collide with an opponent in a way
- counterattack has been added (for non-offensive movements only)
- Basic combo attack, aim, attacks to down opponents, 3 combo hit -> knockback distance has been adjusted
- (ASD), (AD) Skills -> can now be used in mid-air
22) Joker
- Hammer’s attack range has been slightly adjusted
- Height at which an opponent is lifted by basic 3 hit combo has been adjusted
- Added: Basic 3 hit combo à bounding upon 3rd hit
- Jump is possible while performing (Hold D), following the basic 2 hit combo
- (Hold D) Skill -> knockback effect has been added to downed opponents
- (SD) Skill -> activation time has been adjusted
23) Samurai
- Basic attack’s forward movement distance has been adjusted
- Basic 3-hit combo / jump – 2-hit combo à knockback distance has been adjusted
- (Hold D) Skill -> activation time has been slightly adjusted
-> Throwing height caused by 4 hit combo has been adjusted
- Directional attacks are now possible while in mid-air
24) Death Knight
- Forward movement distance for 1st hit of basic combo hit has been adjusted
- Bounding effect has been added when an opponent in mid-air is hit with basic 3 hit combo
- (Hold D) Skill -> power-charging duration has been adjusted
- Directional attacks are now possible while in mid-air
- (SD) Skill -> accuracy has been improved
- (AD) Skill -> A slight bounding effect has been added
- (AS) Skill -> can now be used while under ‘downed’ state
25) Viking
- Basic jump attack accuracy has been improved
- Damage has been adjusted for -> last hit of basic combo hit, dash attack, jump attack, and hold D attack
- (Hold D) Skill -> Added
- (SD) Skill -> upon successfully hitting an opponent in mid-air with the skill on the first hit, that opponent will be stunned and will take the 2nd hit as well
- (ASD) Skill -> Knockback distance has been adjusted
- (AD) Skill -> skill’s damage, forward movement distance, and knockback distance have been adjusted
- Backguard skill’s (passive) bouncing distance has been adjusted
26) Desperado
- basic attack, Jump, dash attack -> accuracy has been improved on intended targets
- basic attacks damage and range have been adjusted
- basic attack -> forward movement distance upon 1st hit has been slightly adjusted
-> distance pushed away from 4th hit has been adjusted
- Knockback distance of 2-hit combo dash attack has been adjusted
- (Hold D + consecutive D) Skill -> Damage and reload speed have been adjusted
-> Distance and knockback distance have been adjusted
-> distance moved while using the skill has been adjusted
- (SD) Skill -> target distance has been adjusted
-> duration of invincibility has been adjusted
- (ASD) Skill -> damage has been adjusted
- (AD) Skill -> fire count, magic square’s distance, and speed have been adjusted
27) Cyborg
- Basic attack -> forward movement distance and knockback distance have been adjusted
- Dash attack -> forward movement distance upon 1st hit has been adjusted
-> stun duration caused by 3rd hit has been adjusted
- (Dash - Hold D) Skill -> activation time and damage have been adjusted
- (Hold D) Skill -> gauge required has been adjusted
- (Hold D + D / machine gun) Skill -> distance has been adjusted
- (Hold D +D / launcher) Skill -> knockback distance and range have been adjusted
-> gauge required has been adjusted
- (Hold D + D / bazooka) Skill -> explosion range has been adjusted
-> gauge required has been adjusted
Events:
[7/30/14]
Eggscellent! - Log in once to receive a free Pet Egg! Only once per account.
The Guardians - Defeat each guardian from the 3 PvE dungeons (master mode) to receive 100 Dimensional Shards upon defeating all 3. Repeatable once per day.
War Supplies - Connect to the game for (1) hour each day to choose between TWO rewards. Repeatable once per day. Different rewards unlock as you repeat the quest.
Good vs. Evil - Log in once per event period to choose between two chests. Each chest will contain a different set of items. You can only get one of the chests.
Missing From Patch Notes:
-Gear enchanters have been replaced with the new dimension reinforcer tool. Players who already had gear enchanters prior to the change should still be able to use them.
-Pets make their Lost Saga debut.
-Several unreleased maps are now available when playing daily mode.
-Daily mode pits you against random players as you battle it out for star coin. Trade in the star coins you earn for a variety of prizes.
-Champion mode is now playable solo against the CPU.
-Price of permanent gear that you want to sell is now determined by the plus. The higher the plus the more GP you get in return.
-Awaken your mercenaries by granting them additional stats for a set period of time.
-Crafting: Catalyst are now called,"dimensional shard". Everything else should be left unchanged.
-A few mercenaries listed as reformed were not implemented correctly such as: Joker, Robin, Death Knight, and Kage Ninja. Keep an eye out on hot fixes for these errors. On a side note, several other mercenaries like Justice Defender were unlisted but were reformed.