1/27(Mon) Balance Update Notes

- In this update, we improved the control experience of certain Legends that were difficult to choose due to clunky controls and underwhelming performance. Additionally, we increased the risk of certain Skills that deal excessive damage to make the gameplay less frustrating from the standpoint of opponents.
[Legend Changes]
[Buffs]
[Adjust]
[Mode Changes]
[Buffs]
[Parfait]

- Parfait has long been underperforming. We are reducing her Skill cooldown and alleviating the strain after using Ultimate to allow for more agile gameplay.
Skill

[Ice Spike]
- Cooldown: 5.5 s → 5 s
Ultimate

[Avalanche]
- Recovery after using a charged Ultimate decreased.
[Nerf]
[Ali]

- Ali’s Ultimate deals enough damage to instantly take down Assassin and Marksman Legends when it hits fully. With the introduction of Spells, these situations have become easier to achieve, so its power has been adjusted accordingly.
Ultimate

[Open! Sesame!]
- The damage dealt by daggers decreased.
- Based on range, 300 / 350 / 400 → 250 / 300 / 350
[Proc]

- Proc’s Ultimate allows free movement during use and has the potential to instantly turn the tide of battle by forcibly pulling in enemies even with the slightest contact. To maintain the thrill while balancing its impact, the frequency of Ultimate usage has been reduced.
Ultimate
[Ferocious Vortex]
- Ultimate Gauge increased by 12.5%.
[Kurenai]

- Kurenai’s Skill is versatile, allowing for quick entry from a safe position to gain the initiative, and offers an easy escape even if the attempt fails. To encourage this crybaby ninja to participate in battles more cautiously, the cooldown has been increased.
Skill
[Art of Wind]
- Cooldown: 4 s → 5 s
[YongYong]

- Even after the last update, YongYong continues to showcase great strength on both the offensive and defensive fronts. In particular, YongYong’s Skill can easily accumulate damage on opponents with minimal risk, so the damage has been slightly reduced for balance.
Skill
[Dragon’s Majesty]
- Damage: 500 → 400
[Adjust]
[Victor]

- Victor’s Basic Attack had flashy effects but lacked a satisfying feel and was somewhat underwhelming in performance. We increased the number of hits for his Basic Attack to improve the sense of impact and allow him to interact with various enhancements. Additionally, we adjusted the interaction rules so that Frankontainer detonates more naturally.
Basic Attack

[Shock Therapy]
- Basic Attack’s Number of Hits: 2 → 6
- Damage per Hit: 50 → 35
Skill
[Frankontainer Transmission]
- Frankontainer Transmission HP: 800 → 600
- Frankontainer Transmission detonates regardless of the damage after being hit with Victor’s Basic Attack / Ultimate. Victor can no longer damage the Frankontainer Transmission with his Basic Attack / Ultimate.
[Mode Changes]
[Item Changes]
- In the last update, various modes made their return. With the introduction of enhancements like Legend Levels, Enchantments, and Runes, item synergy has improved significantly, making items easier to obtain than before. However, this has led to situations where players who were fortunate enough to acquire many items became difficult to counter, resulting in one-sided defeats. To ensure the gameplay remains enjoyable while reducing frustration and emphasizing skill and strategy, we plan to adjust the effects of certain items.
Item

[Donut & Candy]
- The enhancement values will be adjusted to match the overall balance changes.
- The damage and HP increase from picking up Donut reduced. (21% → 15%)
- The damage and HP increase from picking up Candy reduced. (7% → 5%)

[Candy Bag]
- To give Legends with high Ultimate dependency more opportunities to shine, Large Ultimate Potions can now be obtained from Candy Bags.
- HP increased. (2000 → 3000)
- Destroying Candy Bags has a low chance of dropping a Large Ultimate Potion.

[Fortune Cookie]
- Now that new players can access the Magic Fortune Cookie mode, the effects have be adjusted to prevent confusion in extreme situations.
- Frog (Transform) Effect
- Chance of gaining the effect increased. (15% → 20%)
- Duration decreased. (5 s → 3 s)
- Legend Size Change Effect
- Duration decreased. (9 s → 7 s)
- Damage and HP increase effect during the duration removed.
- Movement Speed Increase Effect
- Chance of obtaining the effect decreased. (20% → 15%)
- This effect is also applied mid-air.
[Revival Rules Improvements]
- Dominion and Duel modes have been loved for a long time, with their rules refined over time. However, the returning modes still retain some of their old clunkiness. The revival time is adjusted to be similar to other modes to enhance the sense of speed and mitigate helplessness.
[Duo Touchdown and Team Touchdown]


- Revival time increases more slowly.
- Before: Revival time increases by 1 s every 20 s of match time.
- After: Revival time increases by 1 s every 30 s of match time.
- (New) Revival time increases by 1 s each time you are eliminated, up to a maximum of 5 s.
[Duo Deathmatch, Team Deathmatch, All or Nothing, and Crown Guard]




- Revival time decreased. (5 s → 3 s)