#04/22/2026 Character Balance Patch Feedback

1082 messages · Page 2 of 2 (latest)

stone shard
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I did also make another feedback thread specifically asking for another force passive slot to help with letting people run more stuff and buff master skills and whatnot

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but that kinda change at least really panders to me since I sacrifice QOL for Damage but they should really make master skills actually not a waste of time....

graceful cape
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That applies to a decent amount of classes too ngl

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CA CL also deal with a similar issue

stone shard
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that and theres a few force passives that could be neat to use but basically will never be used due to the priority of the obvious best in slot options of SC WSY and EE

graceful cape
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I'd like Mc skills/hypers to get buffs all across the board but thats also because im big lore enjoyer and the class' supposed strongest attacks being basically cosmetic in most cases feels cope

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But thats kinda off topic from the thread as well peepodepressed

stone shard
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true

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i'll leave it....

graceful cape
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I absolutely agree tho WorryPray

steep lion
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i think it'd be neat to let players "build" their character in diversified ways CLd_Hmmge

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rather than "this force and that are BiS for every single case scenario and character possib;e"

halcyon scaffold
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after dropping ring and testing it, it helps zilch for inno at 480 erp so there's that, i have to swap chars every 4 braveries before i chug another pot, 625 max mp with 15% mpr, 130mp/s (5 from god and 125 from healer) + 40 on inactive char and still went through 5 pots in 21-4-1. And thats the place where casting soul infest on lu is the most likely to kill a teammate

halcyon scaffold
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i can't imagine mp hungry classes are very enjoyable until after months of erp farming

snow gulch
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They should just buff default mp sustain without specialized skills or pots ngl

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Like

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Passive mp Regen ... Max mp ... And mp gain when you hit things with skills

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Maybe a bit of extra cheap mpr

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Heck maybe they just airdrop fruits in the middle of arenas xD

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Altho the wrong person is totally gonna pick them all up

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Also why is it that only ara gets to have an MP cost nerf for using a secondary resource

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Id imagine a char like BQ or NI who burn away their life could get one too and have it make sense

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Luciel used to have that but then they removed it for some reason (cough cough free braveries since CP)

halcyon scaffold
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cause of demersio

snow gulch
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sadge

halcyon scaffold
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no real point to it being a "dryad" skill anymore though since all you get is 6% mpr and 10% max hp

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and mod invite is still coping on 20% ignore

snow gulch
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Lol

wraith trellis
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its simple mp problems can be solved if you just do high entropy for the new forces

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||(this is a joke)||

stone shard
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not enough force slots

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only 3 slots and im running IDW

vapid frost
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if MP problem there is

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did u know recent KR IB has MP recovery attacking 14% on neck

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that wont help at all 💀

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thats why i typed a feedback weeks ago about cent

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but also there are so many passives in the game that need a better change

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some passives only work for pvp

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and i dont think thats good for character desing at all

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just being useful in 1 place isnt good

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even at 600+ max MP and 35% MPR (and some other sources that goes above limit)

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the mana crisis is real

snow gulch
sharp totem
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feeling demotivated and discouraged over dps bluhen in raids. i mentioned before in this thread that his personal damage has improved significantly after the changes, but that's only in solo content.

so far, here are my opinions:
mirror del ⬆️
high entropy ⬆️
spirit temple ⬆️ (on the condition there's either another healer, or at least a dps on green/wall duty; solo healer and dpsing is hard)
doom raid ⏬

  1. even if there's a dps on wall/green or a second healer, there's an awareness that a 2+ healer comp is non-ideal. even if your party says it's okay, it's difficult to enjoy or feel proud of the damage you do when you know that by choosing to dps you are actively dragging down the party

  2. even if there's another healer acting as the main support, a solo healer is often not enough for the party's mp and survival. and as the second healer (even when focusing on dps), i personally would feel obligated to assist

illustrating an example that's less impactful to my personal damage: i run out of mp when dpsing because heal is not part of my dps rotation, so i switch colors every so often just to heal myself and my party members-- this is fine for me because i do this already in solo content.

a different example that does impact my dps: i position myself at one side of 21-4-1 to dps and the other healer (ideally) positions on the other side. i heal myself on yellow but have to swap to red to dps. but the damage we take is pretty high so i start to swap to yellow more often to heal. between all the mechanics, moving up and down which means i have to reapply my satz aurora field, i spend significantly more time buffing and rebuffing and healing than i do actually dpsing. eventually i lose interest in dpsing because there is no real window to actually do damage and start feeling like i'm just a healbot for only myself and one other guy so why am i even in this party anymore if i'm not even dpsing

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(nevermind the fact that healer dps is already much lower than dps classes to begin with)

  1. there are still some unique aspects for each healer and i feel like i should still use my class's unique support effects, especially since i'm already making the party lose damage by taking me as a second healer. bluhen specifically has a shield that can be useful. even when i'm dpsing i know that the shield would really help us tank double slash better. so i start reapplying my shield between slashes. however that's far too often, every 5s if i do it on cooldown. using my shield costs me a dps skill, but i will use it if it ensures that we can stay alive. then of course, i do it more often because i realize we actually need that shield to survive, i start losing dps time to healing the party, i start feeling like dps healer is pointless, why am i in this party... etc. etc.

the same goes for special resources that not all healers have. bluhen doesn't need special resources for himself, but i start checking if the party needs it and if the other healer can't provide it for them, then i'll start casting it to be nice and to somewhat earn my place in the party. then i have to start hypering because i'm the lowest damage dps and then ... i just don't get to dps...

i fortunately have a lot of friends who knows that i enjoy dps bluhen and will let me dps in their raids even if ultimately i come out of those parties feeling like i never want to do that again. dps bluhen in solo content is fun. dps bluhen in raid content is not fun. and of course, i've already said that support bluhen is also not very fun either, but for more generic healer reasons. if support bluhen isn't fun and dps bluhen in raid isn't fun, then i don't know if i want to raid on my bluhen anymore.

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dps healer used to be fun because there was the challenge of being able to upkeep your support and also deal some damage for a class that's not designed to dps. even if my bluhen's damage was still relatively bad and my attack support was similar to a pure dps's, i still felt proud of what i could accomplish because it was difficult, because i was doing what i wanted to do, i was doing it well, and i still felt useful. dps healer in raids after the patch isn't the same. damage is still bad but now you're also taking a slot away from a dps that can actually deal damage and give 20% synergy value instead of 0% value. attack support is bad and there's no way to improve it because you overlap that support with other healers. but at the same time, your other healer can't always keep everyone alive on their own, so as the second healer you can make things easier and provide some support coverage and be useful that way. but providing support comes at the cost of dpsing => a healer is more useful when they are supporting and not dpsing. and that's the reason why dps healer is no longer fun. because we're not dpsing anymore.

i spent two hours typing this up instead of exp farming during a 3x event, so that should tell you how sad i am that raid dps healer as a role is just gone. my bluhen is geared to be able to dps or support, but i am simply not good enough at support to say confidently that i can solo heal and not grief the party. but it feels like a waste if i don't raid at all, because my bluhen is just as geared as my other three ains-- that's weekly rewards totally wasted, months and months of work building my bluhen to endgame, the abyss mystics, the dps/support accessories, the invested green-- just to sit around and do nothing.

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"so then jobchange?" yea, if anyone else was in this situation, that would be their only option: jc'ing their dps healer into a real dps class. but i already have the other three ains and have no interest in jobchanging any of them. i don't need 2 herrschers or 2 richters or 2 opferungs. i want bluhen. so i guess i will just drag my bluhen through doom as a support and try not to lose my mind trying to clear him every week

graceful cape
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Can confirm ur entire essay is exactly what I expected to happen to me if I stayed Nyx and is why I went MO

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Also I can unfortunately say

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Ive seen quite a few people still trying dps healer and

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Idk every result I see just looks grim

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Which sucks 'cause it was rly fun to play

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And now the entire concept is dead

sharp totem
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it's pretty interesting to me that the solohealer is intended to be capable of solohealing the entire party by themselves, but in practice, runs always feel more comfortable with another person (whether a deadweight dps or a dps healer) handling mechs too? kind of defeats the idea of a solo heal. if the solohealer is able to fully upkeep mp and hp and defense reduction and freeze and handle mechanics like Fan and colored meteors and groggy with 3 hypers all on their own, then we shouldn't need another party member helping them out with it, right? if a solohealer was truly able to solo heal then another healer should be able to dps without worrying about running out of mp/hp/handling mechs and the dps healer can focus on actually dpsing but that's really not what happens in practice

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if healers could truly solo heal, then on paper, it should have been as simple as offloading the green exa/green artifact/wall/mechanics duty to a weaker dps and the healer can use full dps gear and do damage, while uptiming their healer buffs and upkeeping their heal (which is the only thing that dps can't do that is 100% required). then the dps healer would still be the single healer in the party and not feel bad about wasting a 20% synergy spot and their buffs won't overlap with another healer and there would still be some interesting difficulty in uptiming heals to the party and also make dpsing worth it because we'd be able to do damage on full dps gear

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but no, a solo healer cannot in fact heal and support the party all on their own. if someone else always has to take a hit to their personal damage in order to handle mechs or help support for them, then there's something wrong with the current implementation of the solo healer

fossil yoke
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Heal skill should last longer than 5 sec. Raid content mech should allow everyone to do without loss of dps. Either make it so the mech can be handled by one person or the boss becomes invulnerable like 21-2-2 times mech. All HA cast time should be reduced to 3 sec or less. Wall title should either last longer or be applicable with special actives. Healers essentially taking over syn dps position in the party, meaning they can choose to dps or not and still be useful in the party.

random rose
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I'm not sure if this belongs here, but for general consensus does the game feel more dead than before the patch?

halcyon scaffold
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doesn't but it's 99% cause it's after punch and people hate the patch so some people quit

sharp totem
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counterpoint: it's also the anniversary week with a bunch of free stuff + free costume event. usually this time of year would be booming

halcyon scaffold
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didnt everyone just log on day 1/2 and just leave again

barren atlas
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We've had a lot of applications to our guild this week from new/returning players, so probably endgame players have quit and more players returned to the game for anniversary

halcyon scaffold
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yeah i've also seen a lot more <200 erp people lately

summer pilot
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DA:
Really just needed shred added.
Moving cda is fine since it makes reapplying it easier.
The cdr passive nerf however hurts so much. he went from no cd problems to potentially having cd problems if not built.

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RAS:
I don't notice the power buff that she supposedly is suppose be having. so many number changes just for ras to end up at the same place as before. that solo asd buff for healers is doing a lot of heavy lifting for any time reduction seen.
However I'm glad that her cleanse is finally not lacking.

While I get that resistance down and def shred being on the same skill is suppose to make the healer's life easier, but milky way lost some clearing power with that change. It shouldn't be ok that my str skill is doing more damage to a random mob than my brav skill that has 20%+ more tier boosting behind it.
plus now it's a lot harder to swap rolly and gurumi w each other as needed. before swapping those two was such an obvious choice cuz kog made freezing windows so suboptimal that it didnt matter if u brought rolly in certain situations.

I'm interested in seeing if kog will ever rework Everybody Punch now that we have so much content where freezing doesn't really matter.

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AV:
While having half of ur skill layout change sure is strange, the girlie did have a ton to begin with. Despite all that golden vow will remain her least pressed skill on her bar, kog truly had the opportunity to change that but instead av lost the goat of a skill - kudos.

also why didnt Miracle get the gem skill tag when it lost the sandstorm will tag? Miracle doesnt have a big range w/o the storm tag, so it just makes sense to lessen that range nerf by giving some of that range back with the gem skill tag. She shouldn't be running out gems between having charging gem and generosity on her bar.

Also can kog pls address the elephant in the room that is av's mpr being non-existent in dungeons that have nothing for u to defeat until the dungeons is over or in p2?

summer pilot
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Yea having this patch for a while now, I'm still of the opinion that messing w the healers so much is ever gonna be a positive for party forming.

We still have situations where u see another person/group that can fill ur party's remaining slots, but cuz there's now another healer in that other party u cant merge and stop spending time recruiting ppl for the content u are doing.

It's so annoying that having a 2nd healer in the party is basically competing w having a deadweight dps on the party.

And don't get me started on how higher average exa % pieces a healer needs to get close to tene's % while a dps' exa can get away with have lower %s.
Not to mention that having to take party aspd on ur shoes is such a dmg lose when u don't need the extra aspd boost.

This update could have been so good if kog didn't fumble the bag so bad.

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I hope we get some decent answers in the KR Q&A session if ppl ask about this patch. Non-answers are not acceptable for this patch.

halcyon scaffold
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i don't think kog wants supports to dps

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literally

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it's just weird

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kog changes the characters and make it seem like they can dps if they want

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but nothing's lining up with what they are to do when actually playing

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fr

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my dem does md faster than my dia cause of the 60% asd but outside of that where's my dmg

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and dem has a single dps skill i can use every 5 seconds

opal niche
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“As a DA main” 🙏

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W complain as a DA main