3/11(Tue) Balance Update Notes

[Legend Changes]

[Nerf]

[Adjust]

[Buffs]

[Aoi]

  • Aoi is powerful, but her long recovery times make her vulnerable. Against opponents who recognize her weaknesses, she often struggles to perform at her best. This issue becomes even more apparent in high-level matches, where agile Legends are favored.
  • To address this, we have increased the damage of her rocks, to make her deliver a stronger impact when she successfully lands a hit. Additionally, adjustments have been made to give her more opportunities even if her attack fails.

Basic Attack

[Collapsed Forest] 

  • [All]
    • Damage of rocks launched by Aoi’s attack increased. 700 → 800
  • [Ground]
    • Second attack’s knockback slightly increased, launching hit targets at a higher angle.

Skill

[Shattering Earth] 

  • Skill’s cooldown decreased. 5 → 4.5 s

[Kurenai]

  • Since the previous changes may have seemed unfair, we are slightly increasing Kurenai’s power.
  • Kurenai previously had to rely on Enchantments and Spells to effectively take down opponents. To address this, we are increasing his base power when his Skill hits, enabling more diverse Spell-based playstyles.
  • Additionally, we have adjusted the “Ninjutsu: Wind” Ability so that Kurenai receives a more reliable cooldown reduction effect upon successfully landing a combo after using Skill.

Skill

[Art of Wind]

  • [Ground]
    • Damage increased. 800 → 900
  • [Aerial]
    • Damage increased. 600 → 700

Ability

[Ninjutsu : Wind]

  • [Before]
    • Skill cooldown is decreased by [0.6 / 0.7 / 0.8 / 0.9 / 1] s
  • [After]
    • Decreases Skill cooldown by [0.2 / 0.25 / 0.3 / 0.35 / 0.4] s for every successful Basic Attack against an opponent.

[Zeppetta]

  • Zeppetta’s Aerial Skill frequently caused opponents to escape after the first hit connected, which was unintended.
  • To address this issue, we have increased the chance that opponents hit by the first Aerial Skill will also be struck by the second hit, reducing unintended escapes.

Skill

[Eliminate Failures] 

  • [Aerial]
    • Aerial Skill’s second hit range slightly increased.

[Nerf]

[Cindy]

  • Cindy has lower HP compared to other Tanks, but her diverse Abilities and exceptional mobility make up for it. As a result, she has consistently maintained a high win rate despite a lower pick rate for a long time.
  • This trend is especially prominent in high-level matches, where players effectively utilize her strengths. We intend to adjust her strategic impact in high-level matches while keeping her core gameplay fun and unique.
  • As a result, we are reducing Cindy’s Ultimate usage frequency and nerfing her Ability that provides sustainability.

Ultimate

[Cinderella Dive] 

  • Increases gauge charge required for Ultimate by 10%.

Ability

[Reconery Strike] 

  • [Before]
    • Hitting an opponent with the Ultimate’s final attack heals [8 / 9 / 10 / 11 / 12]% HP.
  • [After]
    • Hitting an opponent with the Ultimate’s final attack heals [4 / 5 / 6 / 7 / 8]% HP.

[Proc]

  • Proc charges fearlessly into the Dominion Point, knocking opponents away with a powerful vortex, no matter how many stand in his way. When he strategically uses his Ultimate near the end of a match, opponents often find themselves in a helpless situation.
  • Accordingly, we are adjusting the power of his Ultimate, which often decided the outcome of matches, to allow knocked away opponents a chance to return to the Dominion Point depending on their position and remaining HP.

Ultimate

[Ferocious Vortex] 

  • Damage of last hit of Ultimate decreased. 600 → 500
  • Stun duration of opponents hit by last hit of Ultimate decreased.
  • The angle at which opponents are knocked away when hit by the last hit of Ultimate slightly increased.

[Adjust]

[Woochi]

  • Since release, we have kept a close eye on Woochi’s [Reserved Power] Ability.
  • This Ability was designed to make Woochi more accessible in low-level matches. Its synergy with the [Augmentation] Ability, which adds Skill stacks, was somewhat intentional. However, the effect became too strong, leading to ongoing adjustments to the damage of [Reserved Power].
  • Ultimately, this led to a predictable playstyle where simply charging forward and pressing buttons provided an advantage. This issue conflicted with our core vision for Woochi, who was originally meant to actively incorporate follow-up attacks in various situations and adapt her strategy based on carefully planned Ability selection.
  • As a result, we are reworking the [Reserved Power] Ability, allowing it to grant a different effect when using Aerial Skill.

Ability

[Reserved Power] 

  • [Before]
    • Gains super armor while dashing with Aerial Skill. Decreases Aerial Skill damage by [38 / 36 / 34 / 32 / 30]%.
  • [After]
    • Decreases Skill cooldown by [60 / 70 / 80 / 90 / 100]% when hitting an opponent with the last hit of Aerial Skill.