#04/22/2026 Update Pre-Announcement
1 messages · Page 2 of 1
they all get speed
yeah
everyone has speed
they standarised a lot of things between healers
i mean as in what dem received
but some gives extra
the thing is dem still has dmg block but I run greaselord build that makes me the equivalent of two healers
dem on her own sux tho
if u cant build her a certain way ur cook
did they change freeze times
not that i saw
don't think that matters that much
Welp im a old player hard stuck at Elrianode - Varmyir for the last decade. The main criticism I can give for pve goes like this. The monsters we face in dungeons have too much super armor, and the game focuses too much on special skill spamming. I love playing around with the numerous combo extensions of my characters, but it seems that most command attacks 'Z,X' are considered useless in pve content now. I rather the dungeons go back to monsters before the Elrianode update, where you can juggle them for your combo strings, and build your mp. Some of my older characters feel outdated even at Varmyir dungeons, where they can't effectively get their skills or mp back to fend against the super armor mobs without lots of potion drinking.
freezer bias
Unfreezable bosses
Decade?
gawdam
I thought ace got new account
should've also given all healers built in sot too

I think it does if you run into content where u can freeze
I was like ace? varnymir? what?
i tend to get overwhelmed with the new combat requirements
21-1 up 21-3 are freezable bosses
21-4 has a specific frame where you can freeze and skip 315
nah nah I mean we have another ace
cberthe you have freezes
but elsword's combo systems brings me back.
ah
I don't think the content has shifted to a point where freeze is useless
spar main , easy fix brother
more or less I think ppl just forget bosses r freezable
🗣️
my next bit of critisim deals with sparing/ pvp lol
all the -res accessories/title + the skil -150 should be enough
woah woah woah pvp?
element shred isnt the problem
the freeze skills r
because healers had different freeze durations
they also take different amounts of time to cast
im looking at this w a lens of c.ran since this patch reminds me of the one we got before abyss but
iunno if we're changing heals I'd argue freezing shouldve been added too
DA SU might be top healers in terms of overall but SU still stays at top because she has a better freeze
If they're all gonna not stack then they should all be the same character with the same thjng
Tuff
Tuff
Besides comboing monsters in pve, I love the pvp combat system of Elsword the game. So when i was fighting monsters, i was battling others in sparing matches. I don't know what has changed for the sparing lobbies to be practically empty last i looked, but i fear it has to do with the state of pvp balance as a whole. Last i checked, the balance is heavily in newer characters favor. This has been a running trend, but now it seems to completely overshadow older characters that can not compete against the newer ones. For one, i tend to use Elsword the character. As the game states, he almost a basic swordsman. How can basic Elsword fight and win against someone like Laby? She is literally flying across the map with basic button inputs, juggling Els high into the sky with no consequences. And that's all without mentioning the potential massive gear armor difference. I would hope the pvp balance goes back to make every character have fairer options to fight against each other.
Also pola increase is cool but man does it hurt not having a pola roll on udw
Where on earth am I going to manifest 20% more polarize
better get to min maxing your atma IDs and artifact ids

Kog gotta be tired of the 60 layers of rng by now
rngsword watchu mean
what's da problem
🗣️
Rng is supposed to be unpredictable
If I can guess the next thing they add is going to be rng then it's not unpredictable!!!
Rng fail!!!!
roll the dice harder
its how you make money on a game
Also im not sure on the general opinion on the simplification of Elsword's way of the sword system. Just pressing the "v" -key. I liked it better when you had a gauge to manage from.
general opinion was that it was a good change
Elsword doesn't even have his cool little way of the sword gauge bars anymore
dont speak it into reality 
having to micromanage the skills you use to change gauge isnt ideal in pvp scene
its already a reality
only diff is miniscule things
gamba harder
freeze duration, HA/MC cda, SoT
i will turn you into a pie
animations and hitboxes?
1% crit cuz im gamba maxing
and dmg
you can correct me if im wrong but im pretty sure healers already had a casting speed change to their skills to make their skills faster
the hitbox argument ill agree with tho
SU RaS freezing from miles away
Naur I hate gamba!
there is a gamba between you and I
not many ppl can properly freeze though
if u dont get it it means u didnt click it enough times yet
ngl the only thing i felt when i played ras and da compared to dem was ras taking forever for it's windy and da being thanos
meanwhile dem has 0 bossing outside of soul infest
ras generally has been slower as a supp
altho this does depend on if u run mod or unmod
I've ran all healers as a fun test (all have shred ib, gexa, etc.) and the two healers that always got cleared last for me was AV RaS
Iunno about a reset every 40s being all that relevant but generally I do agree that some healers are still better than others
i can't say much cause i can't afford to gear them all to the same level
it definitely doesn't feel like it's only a small diff though
RaS is just slower in general on top of providing essentially 3% action speed at best to ppl who had 120%+ since her action speed is normalized
only thing ras rlly provides is a long freeze no?
The closer to cap you are the less she gives you and the less you feel it
and ig reset
Reset got less value than green fr
Reset = 3 skills green = 5
In same time frame
well devil advocate but her reset is all skills versus green which is just trans slot
Reason: Bad word usage
ok I forgot I gotta keep it pg 13
True but u got it in trans slot cuz u use it the most
at least they changed her action speed to multi according to elwiki
its still pretty bad if the class can rotate their skills properly
True, RaS finally becomes a character
Wasn't as bad but it was fundamentally the same as hers
it's just more effort than
pressing the button once and be done with it
Just a better version
I'll see how I feel once patch comes out but I'm looking forward to RaS 50% dmg increase in HE
oops
But only in HE sob
@fleet hare That's not funny.
me when I hit my keyboard grabbing a drink
it happens on accedent
match some lilmarc
💪
he has more strength than me to just sit there and cope for 2-3hours
Nah I'm good not tryna run with +12 soa and tene armor it's already hard enough with udw and exa
It'd be nice if they adjusted the support buff for each support cuz they're obviously not all made equal in damage

I forgot if anyone said it but the reduction of support identity is horrible
AV can lowk get away too
I kinda agree, I would have preferred similar numbers but still having stuff that makes each stand out
he was made with the goal of being tight and hard to play, yet if you can control him you have 100% uptime
Nah they don’t need to adjust healers. Population is small enough that people can’t pick and choose and they have to take what’s available 😆
true
Except population is large enough for ppl to just run 3 healer 3 dps
So what happens to those other 2 healers now
yea but usually the average chart is like 1-2 supports putting in work
but now with 60 second shining presence your rotation is reduced to healing and debuffing between the 60 seconds
Homeless now fr
the other ones r kind just there to heal
which for bluhen is pianoing
Only reason it seems like that is better exactly buff
Exa
It inflates support quite a bit
a lot of people played bluhen for the difficulty and now it's taken away
pretty sure i saw a kr player test her action speed buff and its multi now
Yeah I mean pre-patch
id argue this for any support that isnt SU DA
the problem was that 5dps 1supp wasn't runnable until post patch
now your forced on 5dps 1supp
yea so she gets improved action speed now
im gonna argue just because ive gotten forced into solo healer comps and gaunts for pre-nerf serp and doom but it was runnable its just
not ideal,,,
if the support isnt giga geared
yeah
so rlly this just rewards supports that invest
and punishes ppl who use supports to cheese their way into content ig
that would be the case if supports were 100% balanced
but due to how tight the margin is now
yea no I see that point as well
KOG fell into the trap of thinking mostly the same= balance
u also just have classes that r wall hoarders too
wall and pressing gexa are the biggest factors into atk supp
certain classes proc wall easier than others
won't be an issue with solo healer comp in the future
ig the buff change makes u just
buff > wall proc > oh boy my buff ran out > buff
rinse repeat
yeah
heal every 5s
ig bluhen still needs to rotate for heals
from lighterdark
Reason: Mass emoji
banished
mass emoji my beloved
oh my god
6 emojis is max
split it into two messages
ive tested that
LOL
wait are all classes 100% uptime now
oh ok
iirc theyre all 60 sec buff
I mean
are all healers heals 100%
no
it isnt in SOME
ok
unless you can cast a heal every 5s
those healers are cooked
bluhen has a skill ceiling tho imo
#cope
DA has more heals than the other healers
cuz kog doesn’t know how their own classes work
not after the 60s buffs he doesn't
and all being on windhose now
you basically colors > windhose > pick your nose for 60s now (and heal)
o I mean pre change
In case anyone is curious what differentiates healers post patch. Anything NOT listed is shared among ALL healers:

- Additional heal when casting skills
- 40% MP Recovery
- Super Armor
- 20% Resource Recovery

- max HP increase
- Super Armor
- 20% Resource Recovery

- either 20% MPR, 20% HP, 60 MP for 1 ally OR 1.2x HA/MC CDA
- Instant 100% Resource Recovery
- Lower enemy's Physical/Magical Attack
- WiFi heal

- 70% Damage Reduction
- max HP increase
- SoT on MC

- 40% MP Recovery
- 5% on some stats (Add damage, Movement/Jump Speed, MP gain, Awakening charge)
- 20% Resource Recovery
- Access to 3 freezes

- reset every 40s
- 50% MP Recovery
- Lower enemy's Physical/Magical Attack

- 1.5x HA/MC CDA
- 20% Defense
- 3 Beads + 100% Resource Recovery every 30s
- 2x Awakening Charge Speed
- if sweaty can apply 10% shred via moon managing
- SoT on MC

- WiFi buffs
- 20% Special Active MP Cost decrease
- 60 MP for vow, 20% Physical/Magical Defense for non-vow
- Super Armor for vow
- Awakening Charge Speed for vow
- Movement/Jump Speed for vow
- SoT on MC
I didn’t read any of that but OM looks like he has a lot of stuff, I think he needs a nerf
KoG doesn’t read their own character’s kits, so why should I 😠
real spill
🤡 dem also has mpr on scatter
just gamba max secret to el
just read lilbro
wait did OM's HA/mcda get nerfed
1% crit build
we like everything in one button
100 buttons to 1 button
pretty sure om's ha/mc cda is for 1 person
ez
after patch
no but I swear og change was to 2x
then nerfed to 1.5x
wait nvm i can't read
gonna be winning with my add dmg support 🗣️
I swear I saw it get changed to a higher value on the first round of test server
ok im hallucinating OM winning something for once
nah, you can still miss his heal and it takes 2 business days to cast (while not scaling with action speed)
where are the nyx mains
psy tells me about this 🥀
if they made it scale with action speed it wouldnt be so bad but thats a wait till someone cares moment
or increase the pop radius to be unmissable
theyre changing NP's HA/MC cda but is it still 5 sec cuz then thats terrible compared to OM
the HA is whatever, i mean the MC one
oh
25s duration but has to be stage 4

Why was this necessary
if u dont pull your weight
just because ouob
like the first minute or whatever the duration is, fire, after that im coping
aura farm
Genuine question is there anybody that’s happy with this balance patch?
id imagine OP players are happy
so:
Catastrophe does alot more damage but this patch wont solve the major issues the class has (cast times)
Innocent becomes basically unplayable due to one healer, the class struggles with mana even with 2 healers pre-change
Diangelion does way more damage but they only addressed some of the issues the class has (buff times), class still has severe hitbox issues, cast time problems, and general QoL due to the transformations essentially being mounts (no double jump, no force skills, no HA/MC)
lol RIP Demersio
Oh wait indom BQ players winning cuz only one healer means can’t be overhealed
CALL ME A DEVIL'S ADVOCATE
cp hp heal boost tho
if i see your bq im doing everything in my power to get force skill reset tene lines and blooming
? I don’t play elesis
if you dont build dem a certain way she loses in this patch
I’m a Chung main
dem has to build damage now imo
tbh might jc my Inno to Dem dps just bc theyre at least playable 🥀
Dem DPS is fine
well ok depends
Going dem dps when single healer patch is coming out 
her dps is fine up until u small boss
?
literally all luciels except Cata:
NA population is too small for people to be picky and only party with DA and SU
If ur green is built and ur a healer ur getting taken
cata will literally win one patch and eat 5 nerfs after because that win was too much
cata has literally only had buffs for the past year
KR still doesnt play em so theyll be fine
yeah but this patch will push for more ppl to make their hobo SU DA alts
inno's sorta playable
Honestly I’d rather party with a dem than a kubumen DA
you lose a ton of dmg cause you can't upkeep the 7 brv rotation every 5 seconds nor do the rotation ignoring si for 8 seconds with DA
thats tru too
yeah
that's why I wanan swap to Dem dps for a bit
class is not playable with only 1 healer
I wish u luck
inno can upkeep 6 brv/5 seconds with 1 healer by swapping and using lu to cast 
DA solo heal is enough according to my +12 innocent friend
killing myself by jumping
is this innocent friend snowiy
No
hyper-carries tend to be untouched or buffed, though that's more being happy you didn't get shot
mo got buffed, tp got buffed, HR was untouched
Inno can survive off one healer if theyre capped MPR with alot of Max MP
but that's so much ERP that most players simply dont have
can we mention how MN still gets away with murder because she's unplayed
start playing MN then
exactly
oh eyah one other complaint
the point of the aspd scaling is to get 7 brvs every 5 seconds
I already have 8 chars funded my broke uni wallet cant handle another one
Why change Aura of Punishments Crit Dmg application... BUT NOT THE CRIT CHANCE
yeah that one's funny
not the whales
buffed from 10% cdmg to 12% but you can't even 100% crit
none of the dps luciels can hit 100% crit chance under 30% crit resist because of this
wait I will still die on this hill
Demersio CAN however, so.... DPS Dem wins 🗣️
DeM's AoP shouldve stayed party buff
all inno got was uhh 5% more dmg increase
i wouldnt say unplayed if theres a rumor going around how the MNs on the test server purposefully played worse to not get nerfs
they deserve it tbh
this has always been a strat
for most balance patches
if your willing to go that far
inno got more than that
from the patch?
aura, shadow bolt debuff increased, def ignore on roc
the def ignore is only on the falling
still a noticeable dmg boost
actually how much damage is 40% def on mo's mod e
which misses like 70% of its dmg once they're not center
they're all eating good but all i ask is mult crit on aura
nowhere near dia's former glory
cant believe dia went from a crazy dps to a crazy shredder to just
idk
i mean old dia's cast times was blegh
dia went from dps -> shredder -> paperweight -> top dps
the shred was always there
shred was always there but ppl eventually started taking dia for her shred more than dps
ya bc dia does no damage 🗣️
I forgot the nerf that changed it
also power creep
wait speaking of def ignore
I rmmbr
cata
coping w her def ignore constantly changing
went from 100% but rng to 95% or smth but guaranteed
yea
ye
but you still won't use it during green cause 5 year cast time
also 2 hits on a class that can't guarantee crit
This is one of hte funniest changes in this patch btw
buffing a skill that's useful in exactly one situation 🗣️
and useless in every other context
i havent played dia in such a long time
all I rmmbr was mod bloodlust just making u the next bq
mod was awful
but without the hp recovery
mod bloodlust is bad and always has been
and still is
yea I expected as much
a fight has to continuously go for ~8 minutes for the damage to match btw
also just untransform for a full reset
8 minutes not accoutn for resets, green, mechs, etc 
it's so garbo
it's almost useless for farming after patch cause dark plasma's gonna be on 3.7s cd
90 second buff duration???
NERF DIA
Cant tell if i should be happy with these Avarice changes or be upset
With such a big change to support, will there be a class change event soon? I class changed from FP to DA so I could get in more parties. Now I'm undergeared for solo supp meta.. rip finding parties now
yes, with this balance patch
thank goodness
no traits also 
oh ye 
setting the support/healer-related gripes aside, personally i am happy that they finally gave opferung everything he needed to be an actual dps class (cdr pretty much fixed), though i feel like he's one of the few syn dps that actually got his cd issues addressed. and high entropy will be better with longer buff durations on bl
polarize/adapt cap changes are appreciated for better overall damage, however i don't like having to rely on getting the right expensive rng (rolling udw stats) to optimize my setup. there's too much dependent on whether or not you have a polarize udw line like running coh/ecs vs polarize bot, 5/5 ib sets can be different. getting locked out of other ib combo sets simply because you will severely overcap polarize is annoying. i feel like some qol/improvements to udw stat rerolls (like locking stat lines, ala transmutes) are necessary at this point because going from no polarize to yes polarize lines means suddenly you have to change all your artifact color lines, system chips, transmutes etc etc etc etc
I mean Soul Infest is FINE on Cata, makes their small bossing better 
should just make the altar of evil traits apply to the skills
no, only to the debuff
ive been told multiple times that it doesnt 😭 i dont play dia so idk
im just going off what dia players tell me
the traits only apply to the "Crit Dmg Taken" debuff
actually doomed
which is getting removed 
wym, Dia is one of the biggest winners of this patch
wym Im one of the top 5 dias on NA there's only 5
mood
Unifying all buffs to be phys mag is good but why are we removing synergy from classes and why are we making healers not stack
Is the point of an mmo not to just have different classes do different things
And the fact that certain s tier classes like po cet and mc got buffed while low tier chars like cs got nerfed really shows that the balance team has got no clue what theyre doing
dia's been so cope since mod e
well before that 🥀
With magic and physical character being able to play together now is there still a need for damage to be saperated to magic/physical
No lmao but theyre gonna keep it so they can keep getting their money from weap phys mag change tickets and more tns scrolls for re ids
Removing damage type would probably be a good change
So.... just read over the changes, and haven't had time to read all of the replies. My big 2 questions are this 1.) is it JUST straight healers like Aravice who have their healing not overlap, or is all characters (if it's just the straight healers, that's a reason to start taking more off-healers, like Anemos to keep the mana or HP flowing, if it's everyone.... Who the heck thought this was a good idea?). Same question for the buffs, is it that only the highest attack buff applies? And 2.) If it is that only the highest applies WHY are the numbers not all the same 0.o If the idea is to allow for more and different team builds, what you've really done by having different numbers for the same effect is saying "we don't love this character anymore... I guess they just won't get parties"
just the 8 main healers
Other chars had their heals removed
hmmmm I'm less familiar with party wide HP effects anymore, but I see Anemos and Cent still give MP at least.
OH, I'm silly, every Rena is an off-healer for HP. Un-modded perfect storm
generally speaking neither is topping up the chuggers
so... is that going to be the new meta? hahahahaha
and pop twisters
- cope w guild mp gain skill until kog sells more things to the problem they created 👍
i mean if you're innocent mp gain's actually good
but im pretty sure other mp chuggers don't just recover 50 mp per skill like that
30% of nothing's still nothing
Yo i cant wait for a new force active that gets you +50 mp per sec for 5s with a 60s cd and requires 10 weeks of running a 100m cp entry dng
This has probably already been stated before but it's disappointing to see that one of the objectives of the patch was to make classes more self-sufficient in terms of CDs (apparently MP was never considered) and then the patch just didn't give classes enough self-CDA/CDR anyway while removing the vast majority of CDA across the board.
Would also like to point out that CDA scales disproportionally across the cast. Before this patch we'd be able to have enough CDA for things to actually make a difference for certain classes but now we only have 1.2x party-wide maximum, which does basically nothing for some classes (ie 1.2x CDA is not enough to change skill rotations) while being extremely useful (read: it's their life support) on other classes.
This may be a hot take and I understand why it has been reduced over the years due to balancing purposes/bugs/glitches/things not working, but personally high CDA and high attack speed is fun and funny and I'll miss the days when I can cast at super fast speeds and see my CDs tick down super fast. The attack speed I'll especially miss as a class who's cast speed has been the main weakness for the class's entire existence (NI).
since I dont have too much to add to party comp thing that hasnt been addressed already I will just give feedback for Surya.
1st job secret art
besides Surya, the other 3 ara paths dont use it anymore.
-
Apsara is too slow and the dmg is bad
-
Devi's mod E shadoweave now also gives the cdmg buff
-
Shakti's mod E falling dragon is the new 1st job secret art and even before mod E, doing the full art was a dps loss so they usually just do exorcism stance 2 and 3 to spam shadoweave
Surya's downpour is one of her main dps skill and I just hate doing zz/>>zz, it feels bad and if I miss, I die a little on the inside. So I was hoping that this balance patch would fix it by either giving myo myo/summit cascade/or even reworked a passive that gives a buff that lets me ignore doing the command.
Support - Vitality Tag on skills
give those tags to the mod version of suppression and fox shadow since those two give support buffs and it'll help in getting max stacks for accord easily.
Right now with the change you are missing 1 more skill to reliably get to the max 3 stacks without committing to using either convert (which is useless now) or turtle stance which is slow.
Skills that consume Energy
why are all of the skills that uses energy to increase damage given to support skills, they even gave master class 3 and 4 Special Resource Recovery so you could reliably gain energy, so I ask why. Please give those to her dps skills.
Aps got no improvements to CDR in her kit. Also why is her Raging Wave debuff still lasting only 5 seconds, while every healer gets to have buffs in their durations? 🥀 Removing the heavy hitstun on her character when tiger art hits an enemy is a step in the right direction but it's still slow to cast in general and needing to upkeep the debuff every 5 seconds is cumbersome. And also you already waste 1-2 of those seconds in skill animation casting that skill meaning you get left with a 3-4 second window to deal any damage while the debuff is applied.
Buff the cast speed of tiger arts and the debuff duration. It doesn't have to be 60 seconds like every healer, just make it 10 seconds or something. Also make it so that the debuff applies on every hit, instead of a set chance which would be nice.
ngl i thought about turning my aps into a healer for funsies
speaking as a support main
- Unstackable support
1a. all supps are inherently different even after this patch goes live, so:
- different skill hitboxes
with raid comps strictly locked to 1 supp, in dg such as 21-4 p1 healing/buffs will be out of reach for dps who play at the corners/top even if u stay mid - different ability to proc command/active
this wasn't an issue with multiple supps cuz for example if i play RaS i can rely on other supp to proc wall while i use other title like blazing figure to help consistently proc BM. After the patch that's not possible as solo supp cuz i'd need to handle both wall and BM myself, but it's unfun for me and my keyboard to switch between wall and blazing figure every 5s. Rolling around like a tumbleweed 24/7 to cope BM proc isn't fun either. You rly did us dirty releasing this patch less than 3months after BM rerun.
1b. red exa build won't work cuz bringing a second supp (although built as dps) gives almost no stacking buffs so you better off bring another dps with gutted yet still stackable syn instead. It's just not viable unless there's green exa dps among the 5 dps but who's going to build like that unless you have fixed pt? I don't see dmg supp working cuz the only supp will be locked to wall and i'm willing to bet switch dogma and wall every 5s is just as unfun for nyx and his keyboard and his essence
- CP scaling heal:
why bring this back? on its own 0.075% scaling isn't a big deal, ofc til someone on dev team decided that unstackable healing was a good idea.
This also encourages supp to inflate cp which is counterproductive to new solo contents. Some dedicated supps has chips with -polar. MEL and BM/DrA also have considerably lower cp compared to new dps ibs, same for buff aspd vs dtb shoes.
i just want having two healers be viable again
So now u r punishing supp players for not building properly with Point1 while also punishing them for building proper supp with Point2? what is kog trying to achieve here?
the cp healing is HP recovery and not MP recovery btw 🥀
also remember they nerfed cp by ~10x so you only have 1/10th of your old cp... so no one can realistically get much more than 3% hp healing
it ticks every 0.5s tho
so around 30% of fixed
still big when u consider it cant stack between healers
assuming you have 50mil cp now and you're about 5mil cp afterwards, you can get additional 3.75% per half second (i didn't realize it was per half second lmao so nice catch), so 7.5% per second for hp healing
note it doesn't include mp healing ..
for perspective, my green isn't that well built, but it gives me 42mil cp on dogma and 34mil cp on wall so like...... losing out on the scaling hp because i'm using my support title
if it doesnt include mp whats the point
assuming the base value is similar to what we have now
this was also funny to see
them giving classes what is effectively the worst value of cda by and large because of how varying cda works amongst classes when the best form of cdr is the actual cuts (that some of the best dps classes in the game have) to the cd itself
su also has -6% mp cost 🙃
Hello everyone.
I've just read the pre-announcement notes and by first impression I generally welcome most changes.
- I like the fact that buffers can now cast buff skills for everyone regardless of damage type.
- I am anticipating how the combat power will be calculated now.
However I read and got the notion that among support synergy changes Avarice gets significantly nerfed, having most of her utilities removed.
Since I was building Avarice to make her my main healer before the patch, I feel uncomfortable now.
It seems I can just make her a DPS and start building another healer.
avarice's party support increased
theres more fun than just doing damage. if i wanted to do damage in raid, i would have mained a dps class.
the fun part of playing healers, specifically BL, is managing his short buff uptimes. its satisfying to have everything up. this patch both kills that satisfaction and kills his unique playstyle mechanic. it was cool his skills had different versions of the same skill. it was satisfying getting lucky resets to use mut blume, rein blume, and wille blume all at once in a row. that was a major fun part of his kit and its taken away. if i want to just press buttons without thinking, i would go play a different class.
its also ridiculous to expect healers to do damage while theyre wearing green exa (-boss damage shoe, cant really use serp earring), green artifacts, black mass/ascending dragon/MEL, wall title, sot synergy (if youre not a lucky mc sot class) etc. i dont want to compete for dps when i am not on an equal playing field at all. what fun is there in competing against someone with many times my damage potential? and maybe some people just dont like the dps playstyle. i do not enjoy swapping gear pants/ibs. thats why i chose not to play a dps class. it was nice there was multiple gameplay options available that are still helpful towards the party and fun.
this patch also makes some supports glaringly better than others. any of the special resource characters are immediately better than those without. that is a direct dps increase to some dps classes (lib, MC, SH, etc). i guess my class bluhen wins in that aspect, being one of the lucky receivers.
also why does blume wille get a suck effect? who asked for that? where is that supposed to be useful? in normal dungeons everything will be dead before you can actually use it and it doesnt matter on bosses
i will have to test and see when its released. but im not a fan of verschmelzen being the active you must take now because it is the resistance shred. mod ruhig was much more comfortable because of its long range. verschmelzen you have to be so close to the boss. that can conflict with windhose. windhose has no range behind you, so if youre hugging the boss to hit versch, and you have party members spacing away from the boss, you have to keep turning around to cast windhose towards them. then turn back around for edel lied/other buffs. ruhig lets you space back behind the entire party so windhose is always getting everyone
i guess it matters less with things being 60 sec but idk its still a strange choice to me 😔 its like every year recently they decide to make some major change to bluhens mechanics
110% seconded. BL is by far the most affected by the dumbing down of healers in general but the same can be applied to the other healers too. I'm sure there's a much better middle ground than whatever this is in terms of allowing healers to not be bogged down by their own buffing and debuffing process while also allowing them to still be fun and complex gameplay-wise when played as a pure support.
for su i feel like they slapped everything onto the most useless skill which is mod fox shadow lmao
literally almost everything is on it now
😭
wow one skill very cool
i cant teleport people anymore!!!
fwiw, mod windhose gets its hitbox shifted back a bit so you don't have to move (too much) to give other players buffs, and also now it's 60s so it's not too bad even if you do (can see the changes here a bit: https://x.com/shiiho_b/status/2026944353474896319?s=20)
For shake who th like this update
There is 7 ppl who don't even care about what things happen
😂
i do feel like the healer standardization was too heavy-handed; even on bluhen, i never thought buffs needed to be 60s long. 30s would've been a nice middle ground that had some level of difficulty/engagement while not being so short that they reduced you into a buff bot. bluhen's tight support timing is a pretty fun challenge to master, but it makes it so there's no room to dps in raids without dropping 1-2 buffs out of necessity. you supported or you dps'd, you could never do both at the same time. at the very least the buff compression + extensions made it so we had room to dps. kind of. if we weren't the solo healer in the party that needed to green/heal/wall/do mechs
i feel like they had mostly an eye on high entropy, and to a lesser extent mirror del, other solo content. the time you spend buffing detracts from time spent actually dpsing, and when you're interrupted by a boss that continuously teleports around (medovine) or spawns mechanics (21-2-1 was a personal nightmare), you have no window to dps at all. this is mostly a problem in solo content vs party content, so it appears that the balance patch has arrived to fix the problems that kog has caused when adding all this solo content. reducing the number/frequency of buff presses was necessary to helping the healers that struggle to dps. kind of. anyway. (at some point surely kog will realize not all healers are created with equal dps capacity. but personally, i think bl dps benefits from the buff compression)
that's just my opinion as dps ain main that enjoys dpsing on bl too. on one hand, i'm looking forward to dpsing better on bl (even if it's only in solo content) because for such a long time, he was hamstrung by his busy buff kit. on the other, i wish they took more care to maintain the uniqueness of each healer instead of hitting them all with a sledgehammer and calling it a day
The trend I've seen from people who don't have strong opinions about the patch is that they are either too early in the game to know about the impacts of the patch on a bigger scale or not knowledgeable enough on other classes to realise the full scope of the effects of the patch (eg "my main got buffed therefore good patch"). Not saying that their opinions aren't valid because naturally they're speaking from their own experiences but it is concerning when the vast majority of the veteran community have negative views on the bad parts of the patch (which unfortunately are large enough that they overshadow the good). It is a huge patch that shakes things up enough that I can completely understand if people quit over it.
Thank you for your insight. I must have overlooked it so I will go read the notes again later.
am i able to send links ? my friend compiled the differences in the healers https://docs.google.com/spreadsheets/d/1OqsEIb4K8iSIGDkZbmW2Q-60r3rMo9KBHBODgV3H7cM/edit?gid=0#gid=0
but i completely agree they were way too heavy handed and strange in their decisions of where to consolidate buffs on skills. and i really dont get why they say this is to make classes even, and then give clear better buffs to certain classes.
oh nice list! probably need to include DA's hp/mp extra heal tick every 2 skills passive (i forgot what it's called) but i don't see it on there i think
ohh ill let her know
and did kudos (AV's shield) disappear? doesn't look listed either...
looks like they did remove the shield yeahhh
bluhen stole it
wahoo! shield time!!!
lmao updated to add this DA passive, this is the kinda good proofreading needed, the details easier to know if you play the class. and she says "I love and hate you for making me do a bigger table"
Reason: Bad word usage
right no swearing
This patch is so dumbfounded because it finally made AV viable for dps chart mains but at the cost of the entire support economy in complete shambles
IMO making all the healers not stack and make them do the same stuff ruins class identity
Or well consolidating the healers is a better way to phrase it
Why would I play one healer when other healers do the exact same thing and nothing stacks anymore
I’ll expand on my thoughts later as it is way past my bed time 
why play every other healer when DA heals better than the rest of them and gives party SA 🙄
Another thing i dont like about 1 healer comp is that the party is more likely gonna to have to wipe if the healer wipes.
we already see this in a hyper carry party, if that hyper carry for whatever reason wipes then it's usually faster for the party to restart than slog thru the rest of the dungeon.
with a 2 healer comp the team can afford to take a newbie player with them cuz even if the newbie ends up wiping, the party can still clear most of the time.
with 1 healer comp, the newbie healer highkey needs 5yr work experience for a entry level position.
They just tell us to bring deadweight newbie to doom lmao
Unironically makes the support life competitive like the job market because it'll depend on what class you are and how good your exa is, if you have tene then you won't even be brought along (IN ENDGAME)
you have to kidnap me, torture and then brainwash me to admit that Modlust will ever be good in any scenario
funniest change in how tonedeaf they are to Dia
Also hi lobotomy sheet combiner (link in reply), if I missed anything let me know but I beg of you to check yourself first cough Kudos cough
'In order to progress you must already be progressed' ahh patch
just like job applications!
they want you to have experience but how are you meant to get experience if they dont want you to not have experience
Entry level position:
requirements: 5 years of experience 😂
for real
^ Seconded
While I can see having only one healer is meta and optimal, it is still ok to take a second healer.
In terms of party forming, now that the second healer is more dead weight than ever, people can potentially take a lesser geared anything, because dead weight is still dead weight. Essentially freeing up more spots for lesser progressed players to join. Let's be honest, how many times have we taken a healer over a syn dps just because, and the healer ended up bringing zero sup anyway. Maybe in the future (new armor?) they will get rid of the healer roles all together. All the classes can be self sufficient. Everyone can be dead weight or you know actually pull your own weight. Tbh I liked the idea of having syn dps/buffer more than healers.
i don't mind 0 dmg support but healerless healer is misery
For starters, getting rid of the „healer“ role in an MMO is already weird enough as is. Also, they tried to make party forming more flexible (no phy mag split), but now the healers don‘t stack? Wow congrats, you can run 5 DPS, but if you have established statics or 2 friends play healer classes they can‘t play the game with each other anymore, great design! Also if they want to implement such a change then at least implement it in a good way (I love starving for mana).
Like either change it so that you can run 2 healer at least, or implement diminishing returns on their buffs (the more healer the less value their buffs provide) or create a system where healers can DPS while still giving SOME form of synergy, not flat out 0 lmao
Increase the duration of wall title. That will greatly relieve some of this misery
i can name a couple of mmos without healer role though its not a weird thing for mmos not to have healers and well i get that the non stacking buffs make issues with bringing extra supports but rn theres no party content that cant be cleared with 1 dead weight and even without syn a supp can dps, i have friends who DPS with DA and NP doing half of a DPS dmg, which is already crazy as it is, yeah, theyre not on the level of most dpses, but they are capable of damage dealing
(and i would dare to say we've already seen some do, like those AV and RaS players somehow doing top dps in 21-5)
Just because there is no content right now that can‘t be cleared with deadweights doesn‘t mean that‘s a good change. If Doom released today and I had to take a deadweight with me because of the change then lmao. Also if supports at least had remotely the same damage as DPS it would be „ok“ to take two and have one DPS, however the majority don‘t have that luxury. At that point taking ANY DPS is always a bigger benefit (cause they will also provide more synergy than the 2nd healer).
most of the time when I see/hear about that it ends up being a support that outgears the DPS by a good bit
. Have not seen any same geared healer do that much damage except for maybe AV and NP depending on the boss (and pre nerf OM).
Didn't I say it's not optimal and didn't I say you can still run 2? I don't think you get my point. My whole point is simply "it's ok to run sub-optimal comps". The majority of the player base aren't running a party of hyper carry and decked out healers. What you are saying is the 2 healer mains God forbid play together anymore. Like bro it's just a game... Have some fun.
Mana starving is kog just sucking at balancing
me when me 
forced to jc 'cause im now 0 synergy class
Our DPS NP era says bye 😔
doom release was a kog mistake since they have told us they intend to keep clear times below 30min per run due to gate of darkness buff duration (ignoring HE because we take 40ish mins but KR takes 20 min so thats why they didnt nerf that one), thats why aporia got nerfed prematurely plus heal is still 5s so 2 supps will make the heal output more consistent regardless since some of the supports are sometimes unable to recast heal in time (it still doesnt make it optimal but it does help at times), the only thing i think is an issue is that to bring 2 supps in a team 1 must outright have a 2nd gear for dps either dps tene or red exa along with green exa
buff green exa dmg output i guess 
that would be enough i'd say, cause along with the balance it comes the CP rework which would mean that supps with actually high CP should also be good dmg wise, supps who just inflated to the moon will go 📉
Just buff healer class dmg % easy.
btw since support buffs are now 60s per buff it should become norm for good supports or at least should be able to use the extra mana/hp gain sources we have in the game, like sunshower syn, wall awakening regen, fever, and crimson bloom does not rot, im pretty sure almost no one used those 
i guess you could also use light orb, 4% per tick is lowkey bad but i guess its not that bad
Probably because sunshower synergy is pretty bad
Cant speak for the others though
People do use fever and awk but I haven't personally seen crimson bloom
(bluhen) i use bloom when it gets too dire
I think it's cuz not a lot of ppl do challenge
And if they do they just get wsy and finish
i just bought bloom from the board
bluhen is currently not ideal to soloheal on, especially with no other characters providing damage reduction buffs. it's always better to have another healer around
a bit more than that i think, idk why
it's a permanent upgrade so i think it's worth the cost and helps to be more self-sufficient with healing (i like having it on dps during 21-3-1 for example 180 mech)
but anyway after the balance patch, bluhen's heal is buffed to be the same as other healers so he shouldn't be having this issue anymore
9%/s over 10s is not enough healing ever
yeah I play dem so I didn't have that problem :worrypat:
wall sunshower synergy fever bloom... if you have another healer pressing their heal, bloom is skippable but sometimes my cohealer wants to dps instead
then it's tragic -sot debuffed and there's nothing i can do about it
if you stack everything on top its like a 200% regen burst because iirc its 20x5 from heal, tbh idk how many ticks bloom does so idk, 4x5% from light orb and 4x5%ish from sunshower syn
ye its bad but it does help survivability
isn't heal every half second
ill ruin u
mod SI is useful in exactly one scenario and that's CBerthe when Tenacity gets banned 
yeah but the tenacity duration also gets buffed and ure kinda stupid if you don’t refresh that before the bans 
still a use 
Can't wait to have to coordinate Crimson Rot cycling to cope with solo healer being forced to be optimal in order for people, including me as a Nisha player, to be able to play classes with high mana usage. What a worthless waste of development time this is.
Until they inevitably introduce new pty content that requires players to run good comps to even clear
Might i remind you that the early 18-4 clears were roughly 40min-1h
And early 15-6 was also 40min+
The problem isnt that i always want the optimal comp but its moreso that theres many players with healer chars that im just not gonna be able to run in the same pty cuz take too many healers and the entire pty suffers from much longer clear times
Pre patch i could take 5 healers and run if necessary
Post patch thats simply not an option
Thats before even mentioning the issue where most ptys will only have 1 healer
So you most often will not get taken as one unless your green exa is built to a certain point
Healer alts are mostly just fully unplayable atp
And then theres the problem with mp hungry classes where they simply will not get enough mp to function in 1 healer comps
This patch singlehandedly introduces these 3 problems for no reason and no solution
There were already diminishing returns to some extent tho
Theres a reason why 1 dps 5 healer comps are on average slower than 3-3 or 4-2
I meant more like. Let's say you have 1 healer and they have 100% buff value, then the 2nd one only gets 80% buff value, the 3rd maybe only 50% etc. 
Not necessary imo
i bought bloom off the board as well, and planning to socket MP recovery imprints 🥀
They should lower the cooldown of crimson bloom 😔
They should do that or rebalance some of the extreme mana consuming classes
prolly rather rebalance but crimson bloom would at least be a band aid fix
again doing that to crimson bloom is just a solution to a problem they created 😔
their solution is to sell mana necklace
but we get that in 6 months
kr got it in like 1?
in my opinion instead of reducing party synergy, i think the game should have adopted a more casual design with its content (i.e. no res limit, no insta wipe mechs) to alleviate the demand of specific characters when forming parties (talking about raid dungeons in particular). (for the hardcore players, could've made it so highest diff of a dungeon has res limits but also give them MOOORE rewards for their troubles, and maybe even add a new cool phase for the bosses exclusive for that difficulty?) the main idea is just to accommodate both hardcore and casual players somehow
i think stacking action speed back before action speed cap was implemented, was fun. game breaking, but it was fun, so personally it's a bit sad that some niche interactions between characters like that example are being axed in here.
i've never agreed with the direction party forming was heading starting from pruinaum raid due to its high damage output/mech skipping reqs at the time to not make it as exhausting to run and i'm not sure if this patch was best way to alleviate that long-standing issue. but i hope that in the future elsword is able to balance unique character kits that affect each other and a healthy party making environment
Also kinda hate the idea of crimson bloom being mandatory right now. I forgot how many weeks or progress u need to get it (including the additional week u don't progress because of how challenge is), but ur definitely not gonna have it in time. Yeah you could buy it off the board (if it was on there), but the prices are probably gonna be jacked up by the time it hits.

The rest of the new/returning players from punch probably gonna quit with this ngl
- Too many healers won't be able to run together. This change made it so non-healers can NOW have a chance at playing the game. Class change tickets are also handed out for free to alleviate people who has healer alts that are geared to the same level as dps but with the pre-patch heavy needs/bias towards healer remained or made as healer in the first place. Parties are now more flexible without the need of a 2nd healer freeing up a spot for non-healer. Post-patch taking 5 healers would be significantly worse than taking 4 other equally geared dps i don't see how that's a problem. Whenever people recommend this game to others, don't we all tell them play healer if you actually want to progress in the game. Now this is no longer a concern but now becomes a problem for people that have built healers? Pros and cons (6767) I think this change might bring more fresh blood to the game idk
- Overall synergy nerf will amplify the significance of support gear BUT its not hard to get to 8%+ green exa even in NA's economy. Sub-optimal? YES. Playable? YES. Can get taken to party? YES. Can get taken by Yumi? NOOOOO. Not like you are going to run with randoms anyway and so are most end gamer exclusive parties. So I don't see how that's a problem that requires a solution.
- Mp hungry class will need to be fine tuned as now all healers not only heal mp but also gives mp recovery. Not quite BL level of mp recovery but classes that are very mana hungry like CC will most likely be given a similar self buff like CC's 200% mp recovery. Though, I can't say CC is not mp hungry no more BUT there are solutions. This will have to be wait until kog's further balancing. There are plenty of tools as others have mention healers can bring that I won't mention again. Dps' self mp help has been significantly improved in the past year. Grove's 150 mp on 15 sec cd, fragment of mirror world, eternal dimension of extra 50 max mp + tiny flat mp recovery etc. BUT BUT bro those are end gamers only privileges. Well... I don't think mid gamers should be very concerned playing sub-optimally on mp hungry classes cuz their dps impacts are... I don't see that's a problem that requires an immediate solution.
Now I am heavily being devils advocate here because there are two sides to the same coin and god forbid i play this game to give realistic feedbacks because I work too much. So everything I say are just my opinions and can very well not reflect the game. I'm also not part of the cool kids club anyway, cuz Yumi never invites me to anything. I'll play better I promise
This feels extremely passive aggressive but ill make my points anyway i guess
sorry
I can already sense the thread being locked form here
Idk why they keep forcing people to play a certain way
Some guy in the videos chat posted a 6 support raid but guess they can't do that anymore because kog doesn't want you to play like thst
Just went from one extreme to the other
- You couldve already taken non healers to ptys. You werent really 'forced' to run 2 healers and it was playable in 1 healer ptys if really needed altho not ideal. All this patch does is kinda force players to do so. It also puts a lot more strain on the 1 healer to perform their role because you need to wind more optimally with less people to help you with that, you need to apply wall yourself all the time, you need to do more mechs and more accurately, and if you die then... Yeah good luck to the party. All i see this really doing is introduce more elitism when it comes to party forming
- The gear problem is still an issue as well because if you arent tanky enough to live attacks and die then where is the pty going to get their healing from? And then if you dont have enough dmg then you wont be able to do 21-3 cages
- I really do not trust kog to balance the mp management thing in a good way either tbh. This patch requires certain classes to have 550+ erp and HE mp passive + MD ring which just isnt accessible to players who arent already at endgame. And im sure kog is going to be inclined to balance around players having these to get people to 'play their game'
- Agreed. Having 2 healers post patch does seem less optimal than having 1 healer pre-patch. Weaker dps can wind orb just like how they can HA for groggy. Elitism is by choice. If the game is easier overall, as Kog promised. Most non-frontier gamers should not be stressed having slightly unoptimized party. IB price cough cough pull rates... kog promised...
- In cases of gear end gamer, higher stress for 1 healer to perform, completely agree. Non-end gamers can have 2 healers in the party to alleviate that stress.
- Agreed again. False QoL is kog's expertise. Make something hard to obtain on release with rng. only later to hand them out as QoL. Don't really have any thing to add besides we play to cope and we cope to play. Alt+F4 els, opens champion.
why devs force people to play a certain way? well i guess, its their game and they have to have some form of control over the game and move it in the direction they need. A company without order and direction won't last long, same with an online game with constant updates. False order and wrong direction however will kill a game faster than we can even voice our opinions. I'm not praising kog by all means because there are in fact many problems, even this coming patch, there are more problems than the fixes it bring. I will be honest, I am pretty close to quitting. Lots more rewarding things in life than playing els.
You can have control over your game without nuking a group of characters
Youre also hurting people who want to play support as dps, those people are investing just as hard as anyone else
I'm definitely not one of those people, but these decisions were so rash. They had a week to review and all they did was double down 🤦♂️
yea... im surprised they made the changes that they did. test server didn't change what they gonna do anyway?
For point 3 here, it just proves to me they don't care. If they did, said mp hungry classes wouldn't be down so bad
it's concerning that they went ahead with the changes despite holding a 'test' server
Now they gotta wait an indeterminate amount of time and pray that they didn't get forgotten
'''''''test''''''' server
Idek what the purpose of that was, u let ppl walk in with super busted gear, so all the data is skewed.
Now when reality hits and people don't have those perfect teams, they realize runs are slower
speculations. for all we know is GB wants 3 healers. but ive ran with good GB that really didnt do significant more dmg on 3 than 2 healers. 1 healer might require them to actually use the self mp help items. more work for them yea. no options? no quite
Well that's one example
How about a class with bad cooldowns who is forced to go flow, but also has mp issues?
mirror my beloved....
3 pots already down to proc flow
yea idk. its all speculations. cooldown buff should help alot of classes so I can't say for sure until we get to experience ourselves
this second point doesnt really make sense, most endgamers took 2 healers more for the buffs. taking 2 now is a waste of a slot
buffs do not overlap, gear doesnt overlap, the second healer slot is effectively a dead slot
this is true. they probably looked at overgeared people with a lot of endgame resources at their disposal that made mp not seem like a huge issue.
hell
well not being able to break cages means others die or they aren't tanky enough and themselves die. Having a more geared or more experience healer as a backup or main. second healer is pretty dead like second green exa but not fully dead.
regardless this doesnt really make party forming "easier" it just makes people even more picky about who they choose to take as a healer. before you could afford to have one healer mess up and still have a second to pad time until they res'd now if the healer (however unlikely in the hands of a good player) dies, the party is effectively doomed to restart bc nobody is clearing with a healer dead forever. you had a failsafe in case of emergency and now it does not exist
on top of the fact many syn dpses legitimately got half of their buffs/debuffs halved and no damage boost to show for it, their overall party synergy then ends up worse anyway
That part was the most confusing to me.
why cant we take a second healer when we are already taking dead weights? for well built meta parties, shouldn't we expect them to not mess up?
The goal was to make the gap between synergy DPS and pure DPS closer so you don't just have everyone stacking synergy DPS only and then...
You can
i mean the point is you shouldnt have to have a dead slot if you worry about dying
I just dont understand why we're trying to force 1 healer
before this patch you could afford to take dead weight bc 2 healers worked fine
now you cant even take a second healer because their buffs dont stack and rhe slot is dead
yes apsara in fact got the short end of the stick. and I dont know why test server didn't help
even in a hypercarry with deadweight you still had people who could do something, now you have a healer who cant do anything
buffs taken away, party synergy effectively gutted for half the cast, and no damage increases to show for it
now you have one healer slot
Pure speculation but I feel like test server was probably placebo
a 'deadweight' could still provide some synergy, but a 2nd healer after the patch is 100% a deadweight now
and if they make a new raid (which we're gonna be due for soon anyway lmao) and its a 6man, its gonna take longer and be even more punishing to mess up in due to not having a healer to fall back on in case of emergency
in challenge mode you'd have 1 healer per party
They were gonna go down with this no matter what
now challenge mode has 1 healer period
and cm berthe also forces you to split and then regroup
well i've taken syn dps that have overall less contribution than a healer that just exist. and i have taken healers that literally didnt exist. dead weight is dead weight. i dont think we need to justify which dead weight is less dead
one party ends up on the side with no healer
what youre not understanding is dead weight were people who did no damage
and no syn
all classes even as "dead weight" could do something
there is currently no class in the game that doesnt have syn
all classes have had syn for at least a year or more
agree but people also may or may not be pressing buttons
thats again not a situation im even referring to
because most people dont take people who wont be pressing buttons lmao
playing with randoms is hard
if you have syn in any capacity you are expected to use it
I'm just imagining all the dead on arrival d2 prog parties
Also with this balance patch I think lowering %s on every buff ever in exchange for making atk % buffs universal is kind of just unnecessary
deadweight could offer something. now you have a slot that offers literally nothing. at all lmao
there is a difference between dead weight that can still do something and dead weight that gives the entire party nothing whatsoever
completely agree. i was in a party that ran as 4 in serp raid because having more dead weight literally slows the raid down
cm berthe is the perfect example of how this is a mistake because now one side CANT have a healer if you want consistency
youve gutted the buffs and debuffs of a majority of the cast and have given them nothing in exchange
well 2 healers in that case doesnt hurt as much as not having one on one side no?
AC got what more damage on... phenomenal swim
You could make the same argument of 'just jc to a more useful class'
the sides merge
you end up in a 8 man with a slot that offers nothing to anybody
and this is after they made buffs spread to the other party as well
if they were gonna do this they were better off just keeping everything separate
yea but people choose to play the game because they either chase meta or they play something they like
agree. counter intuitive change. maybe they will revert that idk
Yea but how is that any different than saying theres a jc ready for those healer players
if u play something you like and u end up as a healer and a party already has one youre screwed
vice versa is also true
it makes party making more restrictive, not less
unless they cut down on all raid sizes to be 4 man so having 1 healer actually makes any sense
yea past game history has shape the player base to be a certain way. drastic change is almost not good for the player base or the health of the game. Agreed!
Elsword feedback channel world record for highest amount of downvotes
vice versa is true meaning they are both true? either more restrictive or not. I don't know. maybe it is. We will know when the patch comes to NA. KR community are way more elists than NA or so it seems. It might not be as bad here?
The last time they attempted smth like this was back in berthe era with the atk power cap and that got reverted back in like a day or so because of how much everyone hated it
NA has less players than KR
we are by and large forced to be more elitist by virtue of playerbase size
I dont know that for sure. I would think so
Na definitely has a smaller playerbase, els is huge over there
you can tell just by looking at kr
yea if game is really that catastrophic. im sure kog will do something about it. reverting it if needs be
kr's boards and sparring rooms are always full and ppl r always doing something
NA youre lucky to see a full page of sparring rooms at any given moment and the board is iffy on its best day
Ppl were complaining about waiting hours on end for a doom party post patch when that's the norm over here
even if we ignore sparring rooms just general population in villages in kr is also higher
you can almost reliably random pt and find someone in kr
i had the exact same argument not too long ago, taking you side, with a korean and they don't seem to believe thats the case. I'm on your side
i mean in perspective kr has forums that get active on the daily with a variety of issues i just think the kr person was speaking from a lens of not actually knowing the na base lmao
this is true 💀 KR players like to use queue button for tricky house dailies when i would watch some streams and rarely everyone stays for F8

Regarding balancing (for the Noahs at least)
: was pretty disappointed they didn‘t give him any meaningful buffs besides 5% dmg and cdr on a passive. Though apparently he‘s now in the middle of the pack cause other syn DPS got nerfed without proper compensation so I‘ll have to check next patch how bad he still is.
: just by looking at the values Celestia should be fine/good post patch. Though I know KR Celestia mains are complaining because his synergy upkeep is still a headache. Damage wise they finally buffed his small bossing. Not dealing any damage against bosses that aren’t massive is just annoying. Synergy wise his current state is ok imo. Some people say he still has too much yet they forget that
has at best like 65% uptime unless you are a very sweaty player. Then you can MAYBE push it to 75% (at most).
: all healers offer the same general buffs so the only way to distinguish them is the rest of the utility they provide. In Nyx‘s case that‘s SoT on MC, 1.5x HA/MC CDA and some useless stuff like full resources and beads every 30s or awakening charge speed (ig EtW can make use of this at least…). Really wish they gave super armor to all healers.
: he‘s the Noah I play the least so I won‘t go too much into him. Looking at his buffs though he should be alright(?).
As an Ara player regarding the current patch I have to say:
I like her changes and I can’t wait to test her dps to see if she’s on pair with devi and shakti
Finally she is free from spamming the secret art to reduce skills cdr. Can’t wait to test her new cdr system
why the need to reduce her mp gain???? At lest make her spell skills cdr buff to last even if you cast another skill
I like everything about her balance patch.
I’ll come back with feedback after the patch drop
Aps definitely needs more buffs than that to make her anywhere on par with Devi or SH 💀
Me when
has less damage and same/lower synergy than 
me when
gets spoiled like kog's first born
meanwhile
being better than
too 
champ she gives max HP
which makes more heals
also MPr
which makes her heal more effective
better frz too
DA is just 🤏 behind her
and
has a 2nd heal + mp recovery buffs for party so 
I use Imprint HP MP recovery since thats party wide but you don't see that being discussed like the biggest thing in the world
even the koreans say SU is better
xd
If they give her skills more damage she would be on pair.
I would increase the damage and add defense ignore on orchid fall and rework the skill to cast faster and orchids to fall slower when hitting an enemy.
i agree
Sad since Aps is the most fun to play ara
🥲
Aps could use a buff on energy gain from Fierce Tiger Strike too to be self-sufficient in solo content. A single cast of that skill isn't enough to fully refill her orbs for a Suppression cast 🥀
Speaking of defence ignore, why put defence ignore on Mod SB for NI? Why not Rain of Fire? Why do other classes get to have defence ignore on their main skills but NI doesn't? Other classes are in the same boat and it contributes noticeably to Henir HE performance since it's solo. I don't want to feel like I need to Wall swap in Henir HE to have a chance at competing against other top classes.
Considering what some other magical DPS classes have such as FP, HR and MC, it's hard to imagine that putting defence ignore on RoF would suddenly make NI break the game.
(This is assuming the defence ignore is not higher than 40%)
I agree with that...those classes get to have defence ignore on more than one damage skill. Aps only gets it through heavy-crit dual traiting on her main skill and plus they nerfed her shred on suppression to be only 15% now 😔. There's 34% shred on her Raging Wave skill but that only lasts like 5 seconds which is pretty much no different to swapping to wall title.
There are some classes that got bot heavy and crit traits on their main dmg skill like FP, MPX and are doing tons of damage right now. FP is getting nerfed tho. But still…either make all skills have all possible traits and choose only one trait to apply or two with the master artifact effect.
Make it so that you can choose more than one skill for double-traiting...maybe like 3 skills or something
That way Aps can do heavy-crit on spiritual dragon and orchid fall
I was disappointed to discover that you could only select one skill tbh
They should just make heavy-crit trait possible on all damage skills. I hear complaints that some classes don't have any useful skills to double trait because their main skill is Heavy-Light
Literally every NI Bravery skill is Heavy-Light (except for IF my bad, which is Heavy KB1) and I'm sure there's a number of other classes in the same situation.
Its p similar for those who only get a 'good double trait' on like a filler skill
CS be like 
Pretty sure the def ignore on mod sb is to help with small bossing. Cuz I heard rain of fire is ni's hardest hitting skill even on small boss pre patch. That is kinda funny.
This is true yes (about Rain being his best small bossing skill) but that is a good point you bring up.
def ignore should've never been a thing
cause KR actually liked the patch
thats why they went with it
three skills to double trait would do nothing for classes with 0 good double traits lmao. i love to save mp going heavy light waffe
i have a slight believe that the reactions to the balance are overreactions cause wdym KR, the guys who complain about anything, liked the patch and everyone else treats it as EoS patch 
but, im unsure, we'll just have to see how it plays once it arrives cause im damn sure we cant abolish this change

only the KR playerbase can action any meaningful impact on KOG's direction, so unless they protest, it's GG for us 🥀
well since the beginning the change was tailored for KR since they have a higher playerbase and they have a 80:20 dps:supp ratio and everyone is built towards dpsing i can see why they dont dislike the patch
yeah that discrepancy between KR and NA/INT is unfortunate
i'd honestly say that the direction they took as a whole aint that bad, its just that some overlooks that arent present on KR but are here cause most of the problems
only thing i heard about was issues with pf times and mp tbh
or char specific balance
on kr side
if mp issues were brought up, surely they would've made classes more self-sufficient in that department
but that did not happen unfortunately
afaik thats why they released the new ib with mp recovery on stat 
bandaid fixes WOOOOOOO
can't wait for 15b necklace on NA 🥰
what a good decision it is to lock something that should be for granted inside a paid item
lmao
honestly the fact that they have mp issues with like 500 erp and 625 max mp
is crazy
that can't be a normal expectation to dps
we would need to see imo, we are talking about the same people who used to build MPx bravery and called it the worst class in the game
like 2 years ago

same with BQ, put as one of the worst classes then they suddenly learned how to play her and went all the way to top 1
Just goes to show they shouldn't be copy pasting balances from there to here. They waited a week for that item, we gotta wait 6 months
Not that it should be locked behind ibs to begin with
tbh idk why we even have delayed ibs this long
it's like 2 ibs?
a 1 ib delay sounds about right
devi having heavy and gigantic for falling dragon
now imagine guys they start to sell mp regen ibs after releasing this patch. It d be ridicolous right?
Fl has heavy light on eternal EVEN THOUGH gigantic was right there
My double trait is on a strength as a brv stacker cuz the rest just suck
surely they're not that greedy and want to treat their players as players instead of money pigs, right? 
giving a more detailed analysis on the classes i play for just a moment
I think kog just doesn't know what to do with this class; nerfing his synergy and giving him the tiniest buffs ever while he's already well on the lower end of dps is a little cope. I'm pretty sure he's nerfed overall meanwhile they let the usual broken dps classes stay essentially the exact same
also nerfing mirage as if people actually used it is kinda wild, that skill is still far too inconvenient to use like 9.5/10 times
General healer note as well but I kinda don't like just how much they dumbed down healer gameplay, nyx being no exception to this. Skyress mentioned something similar with BL before, but in the case of nyx not having to stack his heal at all feels kinda boring. It's quite literally just... press 3 buttons and essentially afk for 60s outside of wall and heal. Numbers wise, looks fine, kinda middling as pure support as usual but not that bad
Looks to be pretty good, imho definitely the strongest Noah post patch(not saying much when the bar is on the floor with nyx and lib though), the extra cdr/cda buffs should definitely help since he took a pretty big hit losing party cda
For a patch that's supposed to shake up the meta/change things, I feel as though all the patch did was make things more miserable for healers and synergy dps while simultaneously doing absolutely nothing to the state of meta dps
For a bit more on the last part, I find it kinda funny how despite there being such a big patch, ur still gonna see the same absurdly broken classes top charting as if nothing happened. The only thing that changed is the classes that give synergy just feel or are miserable
there are some exceptions which is kinda weird, some synergy dps feel really good meanwhile others just feel astronomically worse lol
they did exactly that with Ballad of Hwarang
Ngl I feel like changing LB‘s crit passive to unnormalized would already make him way better. Playing a 92% crit rate DPS just naturally lowers your damage by a good margin. On top of that his own amp is crit dmg taken which does nothing when you don‘t crit
.
^ this. the balance patch only really shakes up the healers and synergy dps, with very little changes for pure dps. if you were a good self-sufficient pure dps class before patch, you're good or even better after the patch. if you were reliant on the party for anything like shred, cda, or heals, you're screwed
meanwhile, compensation for lost synergy is uneven. i'm lucky as an opferung player he came out of this patch looking good, but that's because his kit design has always leaned more toward damage rather than synergy. he had a solid damage kit, he just needed party cda to unlock his potential, so buffing his cdr/cda was all he needed to feel like a main dps. (the cast speed increases and def ignore are really nice bonuses.) other synergy dps classes have issues with their personal damage; classes like aps and ces were oriented more toward buffing the party. the patch barely touched on increasing skill damage-- only adding cda, increasing def ignore, and increasing crit damage passive to make up for the amount of synergy lost. for some classes, that's not enough
when they added the second test patch, i kept waiting for one more patch that would address real damage buffs or nerfs to skills. but there wasn't one. are we going to have to wait yet another three months for them to actually get like actual improvements to classes or what
i think that'd help a lot yeah since he can only cap crit like whatever % of the time regular encouragement is iirc 
I agree...Aps CE and RV got the really short end of the stick unfortunately 💔
RV is actually fine
i've seen some charts where rv's matching opf + high entropy time is actually comparable to fb's now
i didn't read what actually changed for him, but judging by the fact a lot of raven mains are jc'ing to rv, i feel like he'll be fine
was about to say, looking at
he got quite a lot of good buffs (including his V key going from 50% to 100% uptime)
CDA, self buffs, 100% uptime on Path of the Dead, longer debuff duration on his active 
Oh waow 😮
Hi! Finally I came back home and I can study the notes closely. Thank you so much for sharing the google doc! Time to check this as well. I love its title 😄
Im genuinely curious. I won't say its good or bad. I'm just waiting for the results.
The mag and phys barrier removal is great, should have happened years ago.
For classes individualization it's a dangerous move so I'll just wait and see.
As for heal not stackable? Not sure that's good at all, suddenly everyone will be MP hungry. I guess that's what kog wants with the mp stats on accesories and ib? Sounds like the creation of a problem to later sell the solution lmao
But SU dmg is ahh
And MPR is only 6%
I suffer in HE 😭
source?
?
?
they were the first to say they DIDNT like the change 😭
Reason: Bad word usage
the same player that were saying this patch is awful
me when I lie ig
🤡
els official is the funniest server ever
They LOVE taking deadweights
actually peak content takes
go away i dont want you
LOLl

lol
the only thing kr people "liked" about the patch was the phys/mag combine
most people hated every other part of the patch
they also "agreed" on the idea of decreasing the overall synergy from classes, but they also hated how kog implemented it
Game keeps heading into a worse and worse direction completely ruining on what the game was for the past 5+ years, went from party focused content like raids etc to solo content, and single healer and not letting them stack is also going against the whole idea of supports and also just… why are we changing things that work just fine for so long ever since like rosso. It also messes up challenge as well since you usually need 2 healers. Completely messes with the way people form parties since we’ve been doing it like how we have been for so long
Literally this
you're only saying that bc you cant clear HE in 30 mins
🔥
nexon forums are full of hate when it comes to pre announcements and balances tho
? Who cares about time lol that’s cringe
if you are only looking at nexon forums for the community opinion you are at the wrong place buddy
wdym? the key is very important!!!
Let’s not bring that in
LMAOOO
wheres my key?
How can we be taken seriously

Yeah because it’s valid criticism most of the time though
The implementation is bad
Even when we saw it a month ago we all also hated it
?
all ima say is i think we should revert the patch but nerf chars with def ignore and trim synergy down a bit but keep the unity of phy mag
ezpz
ok but saying kr liked the patch is just blatantly spreading false info
literal majority of the server said the patch was dog water
Also kr is mostly ppl playing alts too, kinda hard to form stuff now to clear people when you can only have 1 healer a run for somewhat decent time
from naver kakaotalk and a few disc communities i can say there was lesser complaint compared to noisemakers but its a mistake from my part to say KR as a whole since the opinions are mixed
it feels like a lot of unnecessary pressure is put on the single healer honestly
doesnt help that since the pol cap is being increased people are gonna take more dmg while now only having one dmg red source
Derailment ngl, just get back on topic for raiden locks this one up too
round 3 of me saying kog is forcing me off my class peter pls save me 
I am on topic, and its not even opinions are mixed, literally said earlier majority comments are negative torwards the patch
to add to the defense ignore part: specifically the interaction between defense ignore on the critical trait and defense ignore from passives stacking together additively rather than multiplicatively means weird interactions where we get close to 90% def ignore on certain main dps skills
this feels kind of like a bug and feels like it shouldn't be right, but kog is only nerfing the raw skill damage values for these classes instead (FP, IM both have these passives and got 10% shaved off the top). this affects content where def ignore isn't as impactful, so imo, better to just adjust how these interact rather than % nerf
have no idea how consistent the 100% defense ignore on etw is either, but that's kind an outlier for a different reason than the passive stack
definitely feels like kog doesn't play some of these classes
the 100% defense ignore on
is 100% uptime
they just have to press their STR mod E
etw is broken rn lol.
Current discussion (related to KR reception) is fine. It was more towards the HE comments and just focusing on unrelated topics.
For the most part I'm not planning on locking this one until at least after the update goes live. If people are being disruptive and problematic, I will just lock them out of the discussion entirely. There has been some mud slinging here but its definitely tamer than the previous thread I had to lock where clearly a weekend was too much.
yea... that's what i thought and yea that's where i mean kog doesn't play their own classes. cuz i'm playing with etw and all i hear is kapow punchie
the buff lasts 12s and has 18s CD (if you take heavy trait), so with 35% CDR you have it up permanently
Aight cool, just didn't wanna see this go down so early
it's extremely obvious they dont when it comes to Luciel 
like surely they are wondering why
is clearing SO MUCH FASTER than the rest, right 
i feel like all ignore def should cap at 60-70%
unfortunately its obvious they dont when it comes to a lot of classes 
i think skills with innate ignore having crit trait is already kinda problematic as mentioned before
oh they fixed that +80% damage bug on etw that's surely entirely the reason right
surely!!!!
also adding on to the fact as long as etw can make the boss stuck in the wall
you do like 10x more damage
I wonder if anyone actually abused that
Haven't decided if I should give this a like cuz this buffed fl good but the healer stuff really annoys mw
😔
cause who knew that interaction existed
also i see some arguments that this patch makes party forming more diverse and thats just completely false as well LOL. why would I take anything like an ac when I can just grab world ender bq player since they give similar synergies anyways
gives no reason for anyone to play any other class of their char except for the best performing one either
no one abused that bug because no etw uses that synergy
no cuz if it was then chars like
who's lobstar rolls against the wall would stay there instead of going past it
etw is just privileged
idk if it is a feature or not but definitely majority of the bosses in HE can be pushed to the wall for etw to abuse it
Holy true
the class is literally just overtuned and has been for years lol
they need to change kapow punch to not get stuck on walls
saw a jp player abusing it to get top rankings at least. that's how i found out about it; they were posting on dcinsider about an etw abusing the ha synergy bug
but no one in kr cares about etw
It just makes taking meta classes easier
so they dont touch her much
but increase the %
No one in NA new the bug existed until it was patched 😂
etw population is small in kr
they really dont
No they need to remove kapow 100% ignore lol
its an 80k skill
but etw also has really good times in kr as well
yo mtm has 100% ignore on energy spurt
6k% skill 🔥
kapow PUNCHIE KAPOW PUNCHIEEE said in various intonations
buff devi
100 ignore is the most unreal thing im amazed its still in the game
remember when it used to be super common bur because of debuffs etc they took a lot of ignore away
and yet.
i think 2 healer was the best setup. as a new healer, how are you supposed to learn green or freeze timings? dps aren’t expected to know those, another healer would know it. if you’re with an experienced healer, you let them do everything and watch and learn. now a new healer can’t play with or learn from an experienced one as easily
Reminder once again that they're also forced to solo more mechs
It really puts a lot more strain on the healer
Hey what do you know
The stuff we said would happen... Happened
Shocker
Its wild to me that despite the patch being pretty widely agreed upon as bad
It was still pushed onto live server
What was even the point of the test server
Oh my fault i forgot that purposely trolling on test server so your class gets buffed was smth that people act did 💀
It's not like NA started a whole suggestion thread before patches announced here to provide opinions and correctly predict how bad things were going to turn out without actually playing the content
Something something bus analogy
Well I am including a large amount of feedback related to this so there will be a lot of discussion and reading to be done.
on the topic of skills passing through walls, can innocent's shadow get stuck on walls again 🙏
Can we make no skills stack on walls instead tbh
🥀
would mog but im jcing FB ,
season fn







