10 months ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
10 months ago - GM Mint - Direct link
Hello Lumia Island survivors!
Today’s Dev Journal will cover the 4th update of changes for characters!

As we've seen in the last three Dev Journals, skill utility is often added or lessened based on its use in Squad.

First, Nicky’s Short Tempered has been reworked. Nicky will still be short tempered, but that will no longer be a trigger for her skills.

Body Blow (Q2) will only activate when you hit Slugfest (Q1), Guard (W) will no longer have a reduced cooldown on success, and Reverse (W2) will slow enemies instead of rooting them.

You can now use Fury Jab!! (Enhanced E) after a successful Guard.



Pure Rage Uppercut!! (R) can also be used with or without Short Tempered. Of course, it's still more beneficial to use it with a full Short Tempered because it deals more damage.



In general, Short Tempered will affect her power, but it won't change her skills, and precise skillshots will be the main focus to drive her combos. We're also looking forward to seeing more variety in her play, as she'll be able to battle with her ultimate in more diverse situations.

Emma's overall mobility and high ceiling will be lower, but her difficulty will be easier and her role in team play will be stronger.

Previously, when using skills at the same time, they would overlap and be used simultaneously, but we've made them fire after each skill's activation motion to prevent heavy burst that are hard to respond to.

Dove Dealer (Q)'s doves will be visible to enemies, allowing for counterplay. Hitting both cards will no longer deal extra damage, but the damage and range of each card will be increased, making it easier to target multiple enemies.



Bunnymorph (E)'s rabbit transformation time will be reduced, but when Change★ (R) is used on a rabbit, the mutation will be reapplied and the ER combo's transformation time increased.
Also, Change★(R) will be set to be used only once, rather than stacked, which wil limit Emma's ability to maneuver continuously.

As for Priya, the support aspect of her has been strengthened Flower of Saraswati will now increase the movement speed of allies as well as Priya's.



Portamento (W) will have a wider range when interacting with her flowers, making the skill less tricky to utilize. Priya is now also able to use basic attacks while using Harmony of Parvati (E). The flowers' duration are also increasing.


Shoichi's Phony Deal (P) will spawn a single dagger behind the enemy on his next basic attack instead of increasing the damage of his basic attack when maxed out. This single dagger adds a lot of variety to Shoichi's playstyle!



Additionally, daggers will prioritize targets who were hit by Risky Business (E), and you'll have instant access to Bottom Line (W) even when you back away from Risky Business, allowing you to be more proactive and agile when the situation calls for it.



Hyunwoo's Haymaker (R) will knock enemies back!


A full charge will knock back and stun enemies.


The defense reduction of First Attack (E) will also be transferred to the ultimate, so you'll need to adjust the skill combo according to the situation. If the conditions are right, you can use the two knockbacks to play a more disruptive role in team fights, and depending on the situation, you can also benefit from a shorter ultimate. However, traditional combos that start by approaching the enemy with First Attack will be less effective than before.

Sua's Odyssey (Q) will no longer stun enemies at the sweet spot of the book, but will deal extra damage and slow them. However, if enemies take damage from Odyssey and are hit by Odyssey again with a Bookmark left, they will be stunned, meaning Sua can use Q-RQ (or RQ-Q) to stun multiple enemies at the same time.



Sua can no longer link Stun to an Airbone, but has to choose between the two. Hitting Don Quixote will heal Sua based on the amount of HP she lost.



Overall, we wanted to increase the high ceiling when Sua hits her skills in a row or has good timing.
Moreover, Sua will now have an additional weapon: Bat!



Wall jumpers have very different values in Solo and Squad. In Solo, test subjects with relatively high base stats and stability, are often designed to not be able to climb over walls to prevent them from having too many benefits in Solos, but in Team Mode, the value of their escape ability becomes less valuable, and while the value of characters' attack range becomes more valuable, increasing the need to diversify access to fights as divers. As a result, there will be more instances where movement will include interacting with walls, or going over them, as long as they cannot be used repetitively.
Cathy's Double Bypass (Q) will be able to go through walls.



Cathy's Under the Knife (P) will now Severely Wound when she deals skill damage 3 times to an enemy.
The outer range of Amputation (W) no longer grounds enemies, but slows instead. Inner range hits will not give stacks or slow enemies, so you'll need to hit more precisely.

We're also improving Suture (E)'s vision, but it will no longer give you extra stacks of Wounded when hitting two player or a wall.


Overall, Cathy can consider a wider range of initiations, but you'll need to time your skills correctly to have enough power.

Markus' fighting spirit system will be removed. We are making him more consistent with his image and a more intuitive and exhilarating character.
Art of War (Q) will deal skill damage based on Markus' additional Max HP and heal for a portion of the damage.



Violent Swing (W) will knock enemies airborne, but will be enhanced when used over a Smash to Smithereens (R)'s Tectonic Rift, hurling them backwards.



Fearless Assault (E) will lose its buffed form, but will increase its base knockback distance to 2.5 meters. It will also grant a short stun when the knockbacked enemy hits a wall or other enemy for impact.
Tectonic Rift (R) will now make you leap in the targeted direction, which can be used to jump over walls.



Additionally, Markus can now use Hammer.


Jan’s Bob and Weave (E) will jump over walls again. The Tetragon (R)'s stun after rope rebound will also be removed.



Isaac's Hound (E) will now be able to go over walls. We've also changed Exploit (R) to deal fair amount of damage even if Issac didn't detonate The Heavy Hand of the Law (P).



Johann's intuition as a supporter will also be emphasized.
Radiant Brilliance (Q) recovery will no longer be based on the damage and will now be affected by Skill Amplification. Vision block and his Censer's knockback will be removed, as well as Faith Unwavering (R)'s unstoppability, so that its cast is no longer canceled by crowd control, but is subject to movement control effects.



"Now, let's talk about the 3 Whip users: Lenox, Laura, and Mai!
We're giving Hook (D) a total revamp since it was too strong for a Weapon skill. "
The new whip skill, Wind Cutter (D), will cause you to snap your whip twice from side to side, dealing damage and slowing enemies. While not as devastating as the grab, it will help you control distance, which is important for Whip weapons.



Lenox will now also activate her Bait and Tackle (P)'s shield with skill attack hits instead of only with basic attacks.

Whiplash (E) and Blue Viper (R) will also get a boost to their ability to disrupt formations with a slight increase in range, but the most significant change is to Snakebite (W). The skill will now pull enemies in like a fisherman instead of stabbing them with the whip after you snap it, meaning that the old Hook (D) skill will be moved to Snakebite, allowing you to take advantage of the new whip weapon skill without changing your playstyle too much.



As for Mai, she will no longer use the pattern pin system, which means that Catwalk (E) will activate Catwalk (E2) no matter what.



Exclusive (R) can no longer be used on enemies, but it will grant a shield of Shawl Veil to the teammate pulled.



While Mai will no longer have the grab that Hook (D) used to, being able to use Catwalk-Strut at any time will be a huge advantage, and the new weapon skill should help her play considerably.

Laura will slow enemies in range where her Calling Card (W) unfolds. Additionally, we’re improving Calling Card’s unintuitive targeting concept, now enemies hit by the Calling Card will become Laura's targets after 2 seconds, taking additional damage and debuffs.

If you hit an enemy with Twilight Heist (R), it will pull the target slightly towards you and Laura will rush in to strike down.



We will also reinforce Elena’s intuitiveness by removing unnecessary complexity, as well as her identity as a mobile tank using Glacial Field.

The Frozen stacks, which were different for each skill, will be consistent, making freezing more intuitive. Also, Spiral (E) will consume Step Sequence in exchange for shorter cooldowns. Step Sequences will stack up a little bit every second, and even more on top of the ice, giving you more mobility if you use the ice well.



Double Axel (W) will now be able to go over walls without Spiral (E), and restore some of your cooldown when on ice!



Danse Macabre (R)'s range will be increased, but its center sweet spot will be reduced and her Glacial Field will no longer gradually increase in size.



Jenny’s Rehearsal Gauge will be removed. Play Dead will now only be activated on a cooldown, so you'll be able to intuitively tell if you have passive or not by the indicator above your level.



Rozzi Gun Vault (E)'s 2nd Cast will be removed. She may find a similar knockback in the future if and when she gets Crossbow as a weapon.



Even if Bernice deals Critical Strike, the damage will not increase, but deal an additional attack instead.


Camilo will be more intuitive and flow better.

We will improve the intuitiveness of Olé! (P)'s Cooldown Reduction so that it activates whenever you alternate between basic attacks and skills (previously it was Basic Attack-Skill-Basic Attack-Skill), and remove the opponent's SP Reduction as well.



When using Al Compás (E)'s two-step, Camilo will no longer be knocked back, allowing him to continue his attack.



On his third combo, Felix will now create a shield based on the stacks of his attack combos. This will give Felix a little extra survivability when he's in an aggressive setting and can't use his skills.



Damage dealt will also be able to be recovered when you use your skill combos with Crescent Wave! (E).
Karla's Deckhand's Draw (P) will no longer knockback enemies, but strongly and shortly slow them instead. Even if her Readiness is not fully stacked, you can consume 10 stacks of it to perform a less powerful basic attack.



Estelle's Hazard Shield (E) will now shield her allies in a wider range, and her protected area is maintained even during Emergency Extinguish (E-W). Estelle will also lose her immunity to Crowd Control when reviving a downed ally, but she will be able to do it more quickly.



We also wanted to talk briefly about Cameras and Traps in today's Dev Journal. Cameras and Traps will be more easily selected from the VPad and called in with a Remote Drone.


All Camera and drone-like items will have a shared cooldown. During battle, we wanted to prevent the tactic of installing multiple cameras instantaneously to interfere with enemy attack clicks (the area clicked with the mouse cursor).

For example, using a Telephoto Camera will also disable EMP Drones for a few seconds and vice versa. However, the higher the rarity, the longer the shared cooldown. (Rare: 10 seconds)


The initial plan was to introduce a new Epic Camera and Drone. Among other ideas, we experimented with introducing a Magnifying Camera. The concept was to have a narrow angle of about 30 degrees, but a longer field of vision than a Telephoto Camera, but it was put on hold due to the fact that it would give the opposing side too much advantage when used on Objectives.




We also considered adding new skill utilities to Traps, but as with Camera, there was a lot of room for powerful skill utilities to be a double-edged sword. New skill utilities for Cameras and Traps took a little more thought and research, so look forward to them in future seasons!

Similar to the Food and Beverage revamp, we're looking to normalize the crafting formula so that you don't have to memorize all of them. This doesn't remove the memorization element as much as the Campfire and Beverage revamp, but it does streamline it, with the Uncommon Traps being unified into three: Enhanced Mousetrap (Snare + Mousetrap), Bamboo Trap (Snare + Bamboo), and Dynamite (Mousetrap + Gunpowder), with all traps being upgraded from these three.

We're also introducing a shared cooldown for Traps, similar to Cameras, so you won't be able to install multiple of them in a row!

Along with the shortcut feature of the VPad making it easier to call in a Remote Drone, we'd like to see Traps be more easily used!

Stay tuned for the next Dev Journal, Special!

As always thank you!

(The next Dev Journal is set to release on Monday, July 17th (PT).)


*All preview images released in the Dev Journals are subject to change during the development process.


You can get WP from the Dev Journals on our {LINK REMOVED}web event page. Web Points(WP) are event points that can be obtained and used throughout the Season 9 web events
✨✨Eternal Return 1.0 Official Launch on Thurs, July 20th 2023✨✨

◆ Sign up to participate in Eternal Return 1.0's Official Launch Experiment and get rewards!
- 4 Emotes
- Midnight Aurora Rio Skin
- Dr. Nadja Background, Border, and 2 Icons: CHUG! / Need... Caffeine...

▶▶ Eternal Return 1.0 Official Launch Experiment: {LINK REMOVED}[See More]

◆ Participate in Battle Royale Mini-games and win prizes!
- Enter to win a total of 26 prizes, including an Eternal Return custom PC, gaming monitor, and more!

▶▶ Battle Royale Mini-game: {LINK REMOVED}[See More]

◆ You can also earn a variety of rewards through ER LAB Attendance Event!
- Singer-songwriter Priya (Emote, Profile Icon, Spray)
- Singer-songwriter Priya Skin
- OP.GG Felix Skin

▶▶ ER LAB Website: {LINK REMOVED}[See More]






Recent Eternal Return Posts

about 2 hours ago - GM Mint
about 20 hours ago - GM_Goddess