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  • Hello, this is Director Lee Jong-joo

    2024.10.31

    408

    Hello, this is Director Lee Jong-joo.

    After posting the note yesterday, I reviewed all the feedback. It was a message that lacked sufficient consideration for the players who were relatively disadvantaged, and after seeing players' candid criticisms and feedback, I reflected on these shortcomings.
    Of course, the players who were most affected are those at the forefront, and it’s natural for them to feel dissatisfied and even hurt.
    This isn't simply a matter of difficulty adjustments, legendary hero selection rewards, or changes to the Origin Weapon summon system.
    What's most significant is the disappointment in my inconsistent approach, raising concerns about what expectations can be held for the future.

    I am indeed taking the seriousness of this very much to heart.

    Once again, I sincerely apologize, and I will make careful judgments to ensure that such issues do not arise in the future.


    By reviewing the metrics for the "Extrem" mode, we've consistently observed that not only lower-growth players but also those with relatively high growth are encountering hurdles, leading to a risk of quitting or losing their motivation to progress.
    Many players are experiencing excessive stress due to status immunity and status effect attacks, and it is difficult for these players to discern precise strategies.
    We have concluded that simply adding growth elements will not allow them to overcome the challenges easily.
    Therefore, I have decided to reverse my earlier statement about not adjusting the difficulty and must establish a clear direction for the "Adventure" content, which involves both farming and challenges.

    Attempting to balance both challenge and farming in the "Extrem" mode was a clear design oversight; it should have been addressed by adding dedicated challenge-based content.

    As I mentioned yesterday, "Adventure" will not be content that demands excessive challenges but will focus on providing an appropriate level of challenge.
    In that case, we now need content that requires challenges and provides a sense of growth along with corresponding rewards.
    The existing strategy-based content that was functioning has either been cleared frequently or has lost much of its meaning, and competitive content such as the Hall of Heroes, the Threat of Gagharv, and Guild Raids also do not fully serve the role of the content due to reasonable rewards based on competitive elements, and systemic issues.

    In order for the positive functions of the content to operate, we will improve existing content and add new content so that players can experience different fun and growth experiences compared to the existing gameplay.

    It is scheduled to be implemented gradually starting in November, and the direction of the content planned so far is as follows:

    Improvement to the Hall of Heroes
    I don't believe that the currently existing PvP content is functioning properly.
    The issues regarding score gain and loss still persist, and the reward structure is relatively lacking in differentiation. The major reward, which is considered to be the Master Proof, has a two-month cycle.
    We will improve these aspects to create more enjoyable and clearly defined content.


    Improvements to the Threat of Gagharv
    This content differentiates hero combinations, growth, and strategy points.
    Due to the formation of six-member parties and the expansion of the maximum level, the existing SSS+ tier has significantly lost its uniqueness.
    We will prepare meaningful rewards that match the rankings by adding tier ranges and improving ranking rewards to refine the uniqueness.


    Gagharv Abyss Addition
    This is a content for strategizing against enemies that use various skills.
    Although the floor expansion has not progressed for a while from floor 150, it is intended to be added so that players can strategize based on hero combinations and growth, and earn rewards accordingly.


    (New) Addition of the Abyss of Mirrors
    This is a content where players strategize using various decks, similar to Guild Raids.
    As seasonal content, players can select buffs that match their team's concept before the start of the season, allowing them to challenge monsters and bosses that change each season and earn rewards.


    (New) Episode-specific Challenge Stages
    It is a content where players clear stages of varying difficulty using episode heroes, similar to the Abyss of Eternity, Sea, and Destiny.
    The rewards consist of one-time stage rewards and rewards based on the number of stars obtained.
    The content will reset periodically, allowing players with higher growth levels to challenge higher difficulties.


    (Other) Direction for the use of High-Grade Soul Stone
    When the Soul Stone Shop was updated, it was decided there were no items that could match the high value of a new legendary hero that would be worth exchanging. Offering ambiguous rewards in the shop might lead to players spending currency prematurely and feeling deprived if a new legendary hero was introduced later. While we planned to include items that would allow players to choose from all future legendary heroes, it was deemed premature to add new legendary heroes at that time, so currency preparation proceeded without item offerings.
    When new legendary heroes are introduced, items that allow full selection will be made available.


    Once again, we apologize sincerely to players who faced confusion and losses due to the rapid change in patch direction.

    We recognize that fair compensation is essential for those impacted by these recent changes. However, rather than making a rushed decision, we believe additional internal discussions are necessary, and we will take time to prepare carefully and notify you when decisions are finalized.

    Thank you.

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