Greetings, this is Director Lee Jong-Joo.
We are excited to share the details of the upcoming revamp for the Hall of Heroes.
Hall of Heroes Revamp Overview
The Hall of Heroes is a key feature in the game that emphasizes strategic gameplay by allowing players to compete against pre-configured teams. It was originally designed as content that prioritizes:
Initial placement of heroes.
Hero combinations and equipment setups tailored to defeat various opponents.
However, relying solely on pre-set team configurations has led to several issues:
The long season duration and insufficient rewards for ranking made season rewards feel less impactful.
A small player pool in certain tiers made it difficult to gain points.
It was relatively easy to gain points against open defense decks.
These issues, along with hasty or incomplete improvements, have been highlighted over time. With this revamp, we aim to transform the Hall of Heroes into more meaningful and engaging content, rather than just another routine task.
1. Season Changes
The season cycle will be shortened. The previous 8-week cycle will be reduced to 4 weeks, allowing for quicker seasonal changes. Instead of receiving season rewards after 2 months, rewards and honors will now be distributed after 4 weeks through a streamlined process.
Season rewards will be adjusted. Similar to "The Threat of Gagharv," ranking rewards will be added, and the rewards will be rebalanced and increased to ensure no loss compared to the previous 8-week period.
Season rankings will be added, and the method will change.
Previously, season rewards were based on the highest tier achieved during the season. Going forward, the scores earned during weekly rankings will be combined to determine the final season ranking, emphasizing the importance of weekly rankings rather than achieving a tier and remaining idle.
Season Reward Adjustments (Weekly rewards remain unchanged)
2. New Season Rules and Enhanced Variety
To deepen gameplay and offer fresh experiences, seasonal rules will now be introduced.
These rules will vary each season, encouraging diverse strategies and combinations.
The goal is to prevent reliance on a single setup.
This Season’s Rule: Healing is disabled.
Healing effects will not apply, requiring players to adopt alternative strategies.
Future seasons may feature both debuff and buff rules to keep gameplay dynamic.
Additionally, the Adventurer Skill: Reinforcement will now apply to Hall of Heroes, allowing up to 6 heroes in battle. This change demands more diverse strategies and team compositions.
3. Additional Changes
In the past, when clearing adventure stages, farming, and attempting various content challenges were more prevalent, battle content was perceived as a daily chore, and a sweep feature was provided as a convenience function.
Later, a skip feature was added to the Hall of Heroes to enhance convenience. However, after the introduction of the skip feature, gameplay shifted to simply checking results rather than engaging in the battle process, undermining its original intent.
As a result, we believe the experience of playing and deliberating strategies has diminished.
The outcome of a battle can vary greatly depending on which hero uses their skill first. However, the elements of strategizing with formations or combinations to address unfavorable results due to skill timing or hero survival have largely disappeared.
Of course, this issue is not solely due to the skip feature but is intertwined with the reward system and systemic rules of the Hall of Heroes.
Nevertheless, we determined that even if we kept the skip feature, players would likely continue to focus on result-oriented play due to its familiarity. Thus, we had no choice but to remove the skip feature in this update.
We are fully aware that this change may cause significant inconvenience to players accustomed to the feature. Additionally, we understand that removing a convenience feature once provided might be difficult for us to justify.
However, we earnestly ask for your understanding, as this decision was unavoidable to restore the essence and enjoyment of the content.
Changes Due to Skip Feature Removal
With the removal of the skip feature, adjustments have been made to the content structure and rewards to reduce the burden of playtime for players.
Daily Entry Tickets: Reduced from 10 to 5 per day, lowering the number of plays required.
Weekly Missions: Adjusted the ticket usage goal from 30 to 15.
Reward Increase: Participation and victory rewards have been doubled, increasing the rewards per play.
These changes aim to alleviate the previously required playtime.
Random Match Points Increase: The maximum points for random matches have been increased from 5 to 10, allowing for higher point gains when facing diverse combinations.
Entry Ticket Purchase Limit: Previously unlimited, now limited to 70 purchases per week. Tickets purchased before the update will be refunded at a rate of 10 Red Garnets per ticket (the purchase price) during maintenance.
Since weekly scores and rankings influence season rankings, we deemed it necessary to limit participation to some extent. Additionally, restricting the opportunity to purchase tickets ensures that all players start the season on equal footing.
Therefore, regardless of the number of tickets currently held, all players' Hall of Heroes tickets will be adjusted to 15 (the maximum natural recharge limit) with the update. Players holding more than 15 tickets will have the excess tickets converted into 12 Victory Medals per ticket and sent to their mailbox during the update.
Additionally, tickets purchased with Red Garnets can only be used during the current season. Unused tickets at the end of the season will be refunded as Red Garnets.
Currently, there is no tier drop in the third stage of each tier, reducing the risk of loss upon defeat.
Setting a single weak defense deck or intentionally weakening the defense team for easier plays is not encouraged and is something we aim to avoid.
Although we considered implementing tier drops based on point reductions regardless of tier, this change will not be applied in this update.
We will monitor the situation, and if it becomes evident that the system does not promote fair competition, we will proceed with patches to address the issue.
4. Hall of Heroes Costume
Before explaining the rules for Hall of Heroes costumes, we would like to address the costume that was supposed to be distributed in the previous season.
Due to numerous issues that needed to be resolved, we were unable to announce the acquisition criteria or distribute the costume.
The previous season's costume, designed for Savior Avin, is currently in production. We deeply apologize for the delay. The costume will be distributed on January 2nd, and considering the lack of clarity in the criteria announcement, it will be provided to all players who participated in the Hall of Heroes even once during the last season.
We plan to establish clear rules for obtaining Hall of Heroes costumes starting this season.
Initially, we considered basing the distribution on certain season ranking criteria. However, to ensure more players can receive rewards, we decided it would be better to base the criteria on the number of participation attempts in the content.
Costumes will be distributed at the end of the second season, based on participation counts across two consecutive seasons.
This rule will be applied starting this season. Please note that since costumes were originally designed for a two-month season cycle, they will be distributed based on two-season participation.
To wrap things up, the upcoming Hall of Heroes revamp aims to restore the essence of the content and improve the gameplay experience.
We understand that adapting to these changes may take time, but ultimately, the updates are designed to provide greater enjoyment and challenge.
We are aware that new issues may arise after this update, and we assure you that we will address them promptly to deliver a refined and complete experience.
Thank you.