April 2022 Balance Update - Details & Release Notes [UPDATED 14 Apr]

Welcome to the April 2022 Balance Update!

We know that some of our players don’t really read through the entirety of our “regular” release notes — which is cool! Surprises are fun. But sometimes version updates include balance changes, and we know you wouldn’t want to be out of the loop on those.

Just in case you’ve missed the list of balance adjustments contained in our Version 47 Release Notes, we’re copy-pasting them here. As you will see, we’ve made some tweaks to certain event stages and Heroes. Please note that these following changes are already live:

  • Added a mana regeneration penalty to Absolute Resolve (Stage Property)
    • Absolute Resolve is applied in Tower events from Impossible Floor 30 onwards
    • This change prevents certain Xnolphod setups from unfairly auto-clearing Floors
  • Adjustment to Magic Hero Passives
    • OLD: 50% chance to activate on a fully charged (x2) Special Skill
    • NEW: 50% chance to activate on x1 Mana Charge, 100% chance on x2
  • Ninja Heroes now resist more Curses in the Ninja Tower
    • Ninja Heroes will now withstand up to four Curses before falling to the fifth, like how Heroes belonging to “magical” Classes resist more Curses in the Tower of Magic
  • Slayers Heroes’ mana speed is now “Slayer”, which is slightly faster than Slow
    • Slayers receive a +% mana generation Stack each time their Family Bonus activates
    • A small info button has been added next to the mana speed description text
  • Tower of Magic bosses’ healing from Passives is now capped at 10% (previously 30%)

In addition to the above, we’re modifying one more thing this week: fully Ascended and leveled Challenge Event Hero Costumes will now grant a Costume Bonus equal to that of Classic Hero Costumes (+5% Attack, +5% Defense, +10% Health, +5% Mana). This change is set to go live on 2022-04-12T11:00:00Z.

Please note that this adjustment will not affect the difficulty level of any Challenge Event stage, as Costume Bonuses are not applied to boss enemies.

Best of luck in the battles, everyone!

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UPDATE 2022-04-14T12:25:00Z:

We’re fine-tuning the change to Magic Hero Passives that was made in Version 47.

This is the change we made initially:

  • Adjustment to Magic Hero Passives
    • OLD: 50% chance to activate on a fully charged (x2) Special Skill
    • NEW: 50% chance to activate on x1 Mana Charge, 100% chance on x2

And this is what we are amending it to:

  • Adjustment to all Magic Hero Passives
    • OLD: 50% chance to activate on a fully charged (x2) Special Skill
    • NEW: 50% chance to activate on x1 Mana Charge, 100% chance on x2
  • Adjustment to the “give mana” Magic Passive (Milena)
    • OLD: Give 25% mana to all allies
    • NEW: Give 10% mana to all allies
  • Adjustment to the “recover health” Magic Passive (Anton, Motega, Nadezhda)
    • OLD: Recover 30% health for all allies
    • NEW: Recover 15% health for all allies

For a long time, we’ve felt that Magic Heroes were getting way too little mileage out of their Passives as it was rare for them to reach x2 Mana Charge then also win a coin toss. By giving a boost to the likelihood of their Passives activating, we hoped to make them more fun to use. We believe that this goal has been achieved with the latest update.

Our data indicates that a few Magic Heroes may have benefitted a bit too much from these changes, however; Milena in particular quickly became by far the best Hero in the game, and was on the verge of destroying Hero diversity at the top level of play.

We have decided that it would be best to trim the power of certain Magic Heroes to slightly more reasonable levels. This amendment should still function as an overall improvement for the four Heroes affected, due to the boost in their consistency.

The amendments above are now live.

We will continue to keep an eye on all 10 Magic Heroes to see whether any further adjustments will be needed. Thank you for your understanding, and best of luck in the battles!

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