Developer Notes 더보기

10/08 Balance Adjustment Preview [149]

OFFICIAL Dominiel 2020.09.18 09:00 (UTC+0)조회수 89133




Hello Heirs,

This is Epic Seven.


We sincerely appreciate the interest and support of all of our Heirs who have been with us on our Epic Seven journey.
 

With this upcoming balance adjustment, scheduled for 10/8, we are planning changes to eight Heroes and one piece of Exclusive 

Equipment. 

 



1. Balance Adjustment Targets

 

With this adjustment, we plan to increase the effectiveness of underutilized Heroes and Exclusive Equipment in the current Meta.


The details of the Balance Adjustments for the selected Heroes and Exclusive Equipment can be seen below.



Heroes

Grade

Hero

5★ Moonlight

Silver Blade Aramintha

5★ Covenant

Kise

5★ Covenant

Ravi

5★ Covenant

Ken

4★ Moonlight

Shadow Rose

4★ Moonlight

Kitty Clarissa

4★ Moonlight

General Purrgis

3★ Moonlight

Celeste



Exclusive Equipment

Grade

Hero

5★ Covenant

Charles



※ The probability and number of turns are based on fully enhanced characters.

※ Skill Cooldowns, will not be changed unless stated.

※ The skill descriptions mentioned in this preview may differ from the actual update.

1-1. Hero Balance Adjustments

 
1-1-1. Moonlight / 5★

 

Silver Blade Aramintha

Flame Release (Before)

Flame Release (After)

Flame Release: Attacks all enemies with mystic fire energy, increasing the caster's Combat Readiness by 20%.

Flame Release: Attacks all enemies with mystic fire energy, with a 60% chance to burn for 1 turn, before increasing the caster's Combat Readiness by 25%.

Meteor Fall (Before)

Meteor Fall (After)

Drops a giant meteor, with a 50% chance each to inflict two burn effects for 2 turns.

Drops a giant meteor on all enemies, making them unhealable for 2 turns, before a 50% chance each to inflict two burn effects for 2 turns.

 

Acquire 2 Soul

Acquire 3 Soul

Meteor Fall (Awakened) (Before)

Meteor Fall (Awakened) (After)

Drops a giant meteor to stun all enemies for 1 turn, with a 50% chance each to inflict two burn effects for 2 turns.

Drops a giant meteor on all enemies, making them unhealable for 2 turns and stunning for 1 turn, before a 50% chance each to inflict two burn effects for 2 turns.

Acquire 2 Soul

Acquire 3 Soul

 


Silver Blade Aramintha was designed to be a Hero that could lead your team to victory thanks to the advantages she granted her 

team through the debuffs Stun and Burn, which could be inflicted on the enemy via Meteor Fall. However, the utility of this skill has 

been reduced due to the number of Heroes who can now remove debuff effects.





With this upcoming change, the debuff Unhealable will be added to Meteor Fall, allowing her to effectively respond to Heroes with 

Healing effects. This upcoming change also increases the chance that her Stun debuff will be preserved, as Unhealable will add 

another debuff that can be removed instead of Stun.




Additionally, a 60% chance to inflict Burn for 1 turn has also been added to Flame Release. This change is expected to allow Silver 

Blade Aramintha to inflict even more damage on the enemy, and compensate for the skill cooldown of Meteor Fall. 

1-1-2. Covenant / 5★


Kise

Dark Scar (Before)

Dark Scar (After)

Attacks all enemies with a scythe. Penetrates Defense by 60% when the caster is stealthed.

Attacks all enemies with a scythe. Penetrates the enemy's Defense by 30%, and by an additional 30% when the caster is stealthed.

Nocturne (Before)

Nocturne (After)

Leaps towards the enemy to attack, becoming stealthed for 2 turns. A critical hit will also grant a barrier to the caster for 2 turns, and barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health.

Leaps towards the enemy to attack. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health.

Nocturne (Awakened) (Before)

Nocturne (Awakened) (After)

Leaps towards the enemy to attack, increasing skill cooldowns by 2 turns and becoming stealthed for 2 turns. A critical hit will also grant a barrier to the caster for 2 turns, and barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health.

Leaps towards the enemy to attack, increasing skill cooldowns by 1 turn twice. Grants the caster stealth and a barrier for 2 turns, before increasing Combat Readiness by 50%. Barrier strength increases proportional to the caster's Attack. Damage dealt increases proportional to the caster's current Health.

 


After using her skill, Nocturne, Kise was able to survive in battle due to the stealth effect and barrier that it provided. She was then 

able to use Dark Scar in order to inflict high damage onto her enemies. However, it was challenging to set this combination up, as it 

was difficult for her to maintain stealth for a long period of time. 





With her upcoming changes, Kise will now increase her Combat Readiness by 50% after using Nocturne, so that she can effectively 

utilize her stealth buff before it’s removed by the enemy. This adjustment seeks to improve Kise’s stability in battle since, prior to this 

adjustment, there was an issue of her stealth being removed before she had the chance to attack with Dark Scar.





In conjunction with the previous change, the increase skill cooldown effect of Nocturne will be changed so that it applies two times 

in a turn, so that Kise can better respond to an enemy’s Effect Resistance. The critical hit condition required to grant a barrier wills 

also be removed, so that even if a "miss" has occurred, she will automatically be granted a barrier, which is essential for her survival.
   



Finally, her skill Dark Scar will always be able to penetrate some of the enemy’s Defense, and when she is stealthed, will provide 

additional Defense penetration. Through this change, this skill’s usability will be improved so that even if Kise is not stealthed, Dark 

Scar will be able to at least penetrate part of the enemy’s defense, allowing her to inflict a meaningful amount of damage.

Ravi

Slaughter (Before)

Slaughter (After)

Attacks with a double-edged axe before absorbing some of the damage dealt as Health.

Attacks the enemy with a double-edged axe, with a 35% chance to stun for 1 turn, before absorbing some of the damage dealt as Health.

 

Demon’s Blood (Before)

Demon’s Blood (After)

Increases Attack of caster when they attack or are attacked. Effect can only stack up to 5 times. When attacked, increases Combat Readiness by 15%, and 5 Fighting Spirit is acquired.

Increases the caster's Attack by 15% and Effectiveness by 10% when they attack or are attacked. This effect can only stack up to 5 times. When attacked, increases Combat Readiness by 15% and gains 5 Fighting Spirit.

 

Due to the difficulty of gearing Ravi, players have found it challenging to utilize the key advantages of Devil Drive, namely the Stun 

effect and the subsequent reduction of Combat Readiness.

  


With this buff, not only will the Attack for Demon’s Blood be increased, but it will also provide an increase in Effectiveness, allowing 

for Ravi to better respond to an enemy’s Effect Resistance.
  


Additionally, when using Slaughter, a Stun debuff will be added. With the addition of the increased Effectiveness via Demon’s Blood, 

players will be able to create even more advantageous situations in battle. This balance adjustment also increases the clarity of her 

skill description so that players can more easily see the effects that Demon’s Blood will provide.

Ken
 

Knockout (Before)

Knockout (After)

Attacks with a flurry of strikes, with a 35% chance to decrease Defense for 2 turns. Burns for 2 turns when the caster is granted vigor. Damage dealt increases proportional to the caster's max Health.

Attacks with a flurry of strikes, with a 50% chance to decrease Defense for 2 turns. Burns the enemy for 2 turns when the caster is granted vigor. Damage dealt increases proportional to the caster's max Health.
 

Celestial Kick (Before)

Celestial Kick (After)

Kicks the enemy, increasing Speed of the caster for 2 turns, with a 75% chance to decrease Defense of the target for 2 turns. Gains 40 Fighting Spirit when an enemy is defeated. When the caster is granted vigor, chance of decreasing Defense becomes 100%, ignoring Effect Resistance. Damage dealt increases proportional to the caster's max Health.

Kicks the enemy, decreasing Defense for 2 turns before granting the caster increased Speed for 2 turns. Gains 40 Fighting Spirit when an enemy is defeated. When the caster is granted vigor, ignores Effect Resistance. Damage dealt increases proportional to the caster's max Health.

Phoenix Flurry (Before)

Phoenix Flurry (After)

Delivers a powerful blow after a flurry of strikes, stunning for 1 turn, and grants vigor to the caster for 4 turns before gaining 15 Fighting Spirit. Damage dealt increases proportional to the caster's max Health.
 Caster begins the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.

Delivers a powerful blow after a flurry of strikes, stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health. Starts the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.

Cooldown: 5 Turns

Consume 100 Fighting Spirit

Cooldown: 4 Turns

Consume 80 Fighting Spirit

Phoenix Flurry (Awakened) (Before)

Phoenix Flurry (Awakened) (After)

Delivers a powerful blow after a flurry of strikes, decreasing Attack for 2 turns and stunning for 1 turn, and grants vigor to the caster for 4 turns before gaining 15 Fighting Spirit. Damage dealt increases proportional to the caster's max Health. Caster begins the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.

Delivers a powerful blow after a flurry of strikes, decreasing Attack for 2 turns and stunning for 1 turn. Grants vigor to the caster for 3 turns. Damage dealt increases proportional to the caster's max Health. Starts the first battle with 50 Fighting Spirit, and gains 5 Fighting Spirit when attacked.
 

Cooldown: 5 Turns

Consume 100 Fighting Spirit

Cooldown: 4 Turns

Consume 80 Fighting Spirit

 
With this balance adjustment, all of Ken’s skills will be buffed in order to improve his usability. First, the decrease Defense probability 

for his skill 1, Knockout will be increased slightly, and his skill 2, Celestial Kick, also had its decrease Defense chance improved to 

100% without the conditional requirement of Vigor. Additionally, we have decreased the amount of Fighting Spirit required 

for Phoenix Flurry by 20, as well as reduced the cooldown to 4 turns, so that players can use this skill more frequently than before. 

In addition to these changes, there were also some clarity changes made to Ken’s skill descriptions to bring it inline with our current 

skill description style. Please note that for these changes, no functional changes were made to his skills. 

1-1-3. Moonlight  / 4

 

Shadow Rose

Spear of Darkness (Before)

Spear of Darkness (After)


Soulburn (10): Skill cooldown is decreased by 2 turns.

Goddess of Ruin (Before)

Goddess of Ruin (After)

Attacks all enemies with the Portent of Destruction, decreasing the enemies' Combat Readiness by 25%.

Attacks all enemies with the Portent of Destruction, decreasing their Combat Readiness by 25%. Increases Effectiveness of the caster for 2 turns.

Soulburn (10): Increases damage dealt.

Damage Dealt Increased

Goddess of Ruin (Awakened) (Before)

Goddess of Ruin (Awakened) (After)

Attacks all enemies with the Portent of Destruction, decreasing their Combat Readiness by 25%. Increases Combat Readiness of all allies by 25%.

Attacks all enemies with the Portent of Destruction, decreasing their Combat Readiness by 25%, and increases Combat Readiness of all allies by 25%. Increases Effectiveness of the caster for 2 turns.

Soulburn (10): Increases damage dealt.

Damage Dealt Increased

 
Shadow Rose’s skill, Goddess of Ruin (Unawakened) contained a problem where the Combat Readiness reduction was translated as 

singular. This text will be corrected with the balance adjustment scheduled for 10/08. There are no functional changes.

 
 The change in the skill description in this notice was based on a translation revision.


Improvements will be made to Shadow Rose through the Soulburn effect so that she can utilize decrease Defense that is triggered 

by Spear of Darkness more frequently. When you use soulburn, the skill cooldown of Spear of Darkness is decreased by 2 turns and 

with every turn, the enemy’s defense can be continuously decreased. Also, as the Soulburn that increased damage dealt for Goddess 

of Ruin will now be transferred to Spear of Darkness, the basic damage dealt by Goddess of Ruin will be increased. Additionally, if 

you use Goddess of Destruction, the increase Effectiveness effect will be applied to the caster for 2 turns making it easier to reduce 

defense even if you are up against an enemy with high Effect Resistance. 

Kitty Clarissa

Meow I'm Angry! (Before)

Meow I'm Angry! (After)

Soulburn (10): Increases damage dealt.

Soulburn (20): Ignores Effect Resistance.

Meow I'm Angry! (Awakened) (Before)

Meow I'm Angry! (Awakened) (After)

Soulburn (10): Increases damage dealt.

Soulburn (20): Ignores Effect Resistance.

 
The damage increase effect for Kitty Clarissa’s skill, Meow I’m Angry, will be changed to ignore Effect Resistance.  The Dark elemental 

hero, Kitty Clarissa, will be adjusted so that she can reliably reduce the enemy’s buff for 2 turns and make them unhealable at the 

same time regardless of elements. 

General Purrgis

Heroic Strike (Before)

Heroic Strike (After)

Mows down the enemy with a great sword, with a 75% chance to provoke for 1 turn.

Mows down the enemy with a great sword, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health.

Command to Charge (Before)

Command to Charge (After)

Gives the command to charge, dealing damage to all enemies, with a 100% chance each to stun two enemies for 1 turn.

Gives the command to charge, dealing damage to all enemies, with a 100% chance each to stun two random enemies for 1 turn. Damage dealt increases proportional to the caster's max Health.

Command to Charge (Awakened) (Before)

Command to Charge (Awakened) (After)

Gives the command to charge, dealing damage to all enemies, with a 100% chance each of stunning two random enemies for 1 turn. Increases Attack of all allies for 2 turns.

Gives the command to charge, dealing damage to all enemies, with a 100% chance each to stun two random enemies for 1 turn, before increasing Attack of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health.


 The word "each" was missing from General Purrgis’s skill, Command to Charge, as well as the change from plural to singular for 

Heroic Strike will be revised with the 10/08 balance adjustment. There is no functional change.
 

 The change in the skill description in this notice was based on a translation revision.

 

General Purrgis is a hero loved by many Heirs for his passive skill, Spearhead. However, his performances in attack were not as 

distinguished. Now, as Heroic Strike and Command to Charge are adjusted to increase damage dealt proportional to the caster’s 

max Health, we expect him to contribute more to the team attack-wise.  

1-1-4. Moonlight / 3

 

Celeste

Corrosive Volley (Before)

Corrosive Volley (After)

Shoots a volley of arrows at all enemies, with a 50% chance to decrease Combat Readiness by 20%. Does not increase cooldown count when the caster's Health is 80% or more.

Shoots a volley of arrows at all enemies, with an 85% chance to decrease Combat Readiness by 20%. Does not increase cooldown count when the caster's Health is 80% or more.

 

Damage Dealt Increased

 


Celeste was designed as a hero who with her high speed, can continuously reduce the enemy’s Combat Readiness, but it was 

difficult to use her in battle due to the low chance to decrease Combat Readiness. Therefore, with this adjustment, we improved 

Corrosive Volley by increasing the chance to decrease Combat Readiness and increase damage dealt. 

1-1-5. Exclusive Equipment

 

Charles

Exclusive Equipment – Option 3 (Before)

Exclusive Equipment – Option 3 (After)

Dispels all debuffs inflicted on the caster after using Faithful Strike. 

Dispels all debuffs from the caster before the skill effect when using Faithful Strike.

 


This balance adjustment will change the order in which debuffs are dispelled after using one of Charles’ exclusive equipment, Faithful 

Strike. It is now improved so that the debuffs can be dispelled before the use of Faithful Strike. 

 


Following the adjustments mentioned above, Charles will have the ability to change the Option for his Exclusive Equipment for up to 

2 weeks after the Balance Adjustment update. The Exclusive Equipment that can be changed is limited to Equipment that has been 

adjusted after this update. Exclusive Equipment acquired after the update is not eligible for this change. Exclusive Equipment that has 

been changed will retain its existing stats, and once changed, the Exclusive Equipment Option cannot be changed again.  



The schedule for this balance adjustment has been changed to October 8. We ask for our players’ understanding. 




As stated in our Epic Together event, as we knw that our Heirs care about the many Heroes in Epic Seven, we will do our best to 

ensure that you can use the various Heroes for a long time. The opinions of our Heirs which are delivered to us through each 

community are very important to us in regards to the continuous improvements we seek to implement. 


Thank you.

 

  • BESTWhy ML Ara but not ML Baal?


    She still has 3 functioning skills whereas Baal only has 1 (maybe 2, if you're kind)

    2020.09.18 09:10 (UTC+0)
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  • BESTstill no haste kekw

    2020.09.18 09:01 (UTC+0)
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  • BESTBuff ML Baal plss

    2020.09.18 09:19 (UTC+0)
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  • still no haste kekw

    2020.09.18 09:01 (UTC+0)
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  • i have not read this yet completely. but charles? again? omg wish i have him haha



    Edit: man charles is getting stronger again! ugh pls next banner is him so i can pull for him :)

    2020.09.18 09:01 (UTC+0)
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  • Smilegate why have you forsaken haste... 

    2020.09.18 09:05 (UTC+0)
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  • Still no Luna ? balance team what are you doing ?

    2020.09.18 09:07 (UTC+0)
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    • HaremKing007EE is nice but that's for Strong hero or have 1 weak skill.


      but incase Luna all of her skill need buff


      example Luna EE 

      EE 1 S1 +20 dmg

      EE 2 S1 + 25% bleed chance

      EE 3 S3 + 10% damage


      So if you pick EE 1 S3 still garbage // If you pick EE 3  S 1 still garbage and that won't fix any thing .


      Just see Ravi or Destina their EE didn't help anything .


      meanwhile Chales or Kayron EE help them alot because they already have strong kit .



      2020.09.20 00:31 (UTC+0)
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    • We are at Chapter 3 so maybe there will be a buff for Luna at some point in time. I mean she has a figurine and all.

      2020.09.20 01:43 (UTC+0)
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  • Why ML Ara but not ML Baal?


    She still has 3 functioning skills whereas Baal only has 1 (maybe 2, if you're kind)

    2020.09.18 09:10 (UTC+0)
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  • At this point, I just use my Hastes as free promote material. SG will never buff. Really wanted a buff on Sez and his s2 

    2020.09.18 09:11 (UTC+0)
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  • Why no briar witch Iseria?

    2020.09.18 09:12 (UTC+0)
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    • STOVE120400207I have both, ML Baal is infinitely more useful than ML Iseria. Although very weak, Baal's only saving grace is ability to cut between enemy. Iseria has nothing at all. Weak stats, weak abilities, weak scaling. But what do I know? I'm a casual player that never been to legend. But people at the top don't

      use her either.

      2020.09.18 10:52 (UTC+0)
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    • PhatSmashhey no worries man, my highest rank was champion 3 before i got bored of grind. I don't have her on my main but i have her on my alt (low rank tbh) and i love her. I only do gw there but i find her far more useful than ML Baal. I don't do RTA so there might be my blindspot. Be it be, on my main, i don't see anyone using him on offense or defense where in comparison, i get attacked by Briseria sometimes (cleave, before i changed my defense to be canncer)

      2020.09.18 11:07 (UTC+0)
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  • They really adjusted Charles' EE for the better before giving Luna her own EE. kekw

    2020.09.18 09:12 (UTC+0)
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  • Tq... wish include some other heroes as well like luna and etc. Tq SG!

    2020.09.18 09:12 (UTC+0)
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  • No Haste buff. PepeLaugh

    2020.09.18 09:13 (UTC+0)
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  • and this is why i quit the game... no ml iseria fix gg

    2020.09.18 09:17 (UTC+0)
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    • STOVE144467704UUnfortunately Some of us are hated by gear rng stats......I've spent all my mats and gold and everything.........how often I get garbage stats is a joke......gearing needs a revision in some way itself. Like being able to reroll the substats or something.....and ive been playing this since around launch? Gearing is an issue that gets mostly ignored >.<

      2020.09.24 19:34 (UTC+0)
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    • Deja de llorar tanto almenos E7 hace cambios de balance cada mes o 2 meses, hay juegos en donde los cambios de balance son cada 6 meses, a mí me toco una unidad 5* en un juego que no dire su nombre pero ahi tienen 0.35% de salir los 5* y me salio justo el peor de todo el juego es tan malo que hasta tenia su propio meme, bueno tardaron 4 años en buffarlo, y su buffo lo dejo igual de inservible o mas xD 

      2020.10.06 20:10 (UTC+0)
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  • NO HASTE , NO DJ BASAR?? 


    DJ BASAR IS MORE TRASH THAN SB ARAMINTHA, EVEN WITH 250 SPEED HE ONLY S3 AND DO NOTHING, BETTER NERF HIM RATHER THAN BUFF SB ARAMINTHA. 


    WORST BALANCING EVER

    2020.09.18 09:18 (UTC+0)
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  • Bruh you've already buffed Ken before WHY NOT FREAKING HASTE? YOU'RE WASTING HIS COOL DESIGN. 

    2020.09.18 09:19 (UTC+0)
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  • Buff ML Baal plss

    2020.09.18 09:19 (UTC+0)
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  • why unhealable...there are better debuffs, I just wanna use my ML Ara

    2020.09.18 09:20 (UTC+0)
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    • NoTofuI am using her in champion, was using her to climb Legend 1 as well, she is insanely good with right team.

      2020.09.18 10:11 (UTC+0)
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    • NoTofuDon't see her in champ/legend DEFENSE. Offense is totally different thing and I can tell you EVERY SINGLE top players don't use same offense team as defense because that would be stupid

      2020.09.18 12:19 (UTC+0)
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  • Man, yall really don't wanna buff my boi haste do you, jesus.

    2020.09.18 09:22 (UTC+0)
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