over 3 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
over 3 years ago - GM Chippy - Direct link
[Additional Patch Notes]
  • Jenny - Acceptance Speech (R)
    • 100/200/300(+Attack Power 20%) → 100/200/300(+Attack Power 25%)
Hello gamers, Aesop here!

This patch notes. Change good. Good game.
Why waste time write long intro when few word do trick?

Servers will go down September 15th at 7pm PST to apply Update 0.41.0.



New Character - Jenny


Lumia's Chimera Actress has arrived.
Jenny will cost 9,900 A-Coin for 2 weeks and she will be available in ranked matches starting from Monday, September 20th 11:00 PM (PT).


Play Dead (Passive)
Rehearsal: Basic attacks grant Jenny 5 Rehearsal and reduce the cooldown of Persona by 1s.
Jenny gains additional effects when she takes on a new role using Persona (E).
Red Wine: Increases her attack speed by 20% for 4 seconds.
Black Tea: Increases her movement speed by 8/10/12% for 3 seconds.
Play Dead: If Jenny has 50 or more Rehearsal when her HP drops to 0, she feigns death, slowing her, but making her invisible, invincible, and untargetable. Jenny then ends her act, healing for 100 + (10/25/40% of Max HP) based on Rehearsal, and deals 20/50/80 + (4% of enemy's missing HP) skill damage to enemies around her. Jenny loses 7 Rehearsal per second when out of combat.

  • Slow : 60%

  • Cooldown : 200/180/160s

  • Effect Radius : Circular Radius 2.5m

Spotlight (Q)
Jenny shines a spotlight in the targeted location 3 times, dealing 20/30/40/50/60(+Attack Power 20%) damage.
Hitting an enemy grants Jenny 10 Rehearsal. When Jenny has 50 or more Rehearsal, she gains enhanced effects based on her active role when the spotlight shines on her.
Red Wine: Increases her attack speed by 12/14/16/18/20% for 4 seconds. (Max 3 Stacks)
Black Tea: Increases her movement speed by 2/3/4/5/6% for 3 seconds. (Max 3 Stacks)

  • Cooldown : 11/10/9/8/7s

  • SP Cost : 80/85/90/95/100

  • Range : 6.5m

  • Effect Radius : Circular Radius 2m

Red Carpet (W)
Jenny rolls out the red carpet in the targeted direction, dealing 50/85/120/155/190 + (Attack Power 25%) damage and slowing enemies by 30% for 1 second.
Reactivate Red Carpet to deal 50/85/120/155/190(+Attack Power 25%) damage to all enemies on the carpet. The Red Carpet has additional effects based on her active role.
Red Wine: Pulls in enemies standing on the carpet.
Black Tea: Pushes away enemies standing on the carpet.

  • Cooldown : 16/15/14/13/12s

  • SP Cost : 100

  • Carpet Width : 1.8m

  • Carpet Length (Front) : 4.5m

  • Carpet Length (Back) : 0.5m // Spawns with Jenny standing on the carpet, Total 5m * 1.8m

  • Knock Back Length : 2.8m

Persona (E)
Passive : Jenny deals 10/20/30/40/50 (+Skill Amplification * 1.5) extra skill damage every 4 basic attacks or after activating Persona.
Active : Jenny dashes in the targeted direction and takes on a new role.
Effects for existing Spotlights and Red Carpets are unaffected.

  • Cooldown : 18/16/14/12/10s

  • SP Cost : 30/35/40/45/50

  • Dash Range : 2.6m

Acceptance Speech (R)
Jenny creates an award stage around her, slowing enemies by 40/50/60% and resetting the cooldown of Persona.
The stage implodes after 2 seconds, dealing 100/200/300(+Attack Power 20 25%) damage and charming enemies inside for 1 seconds.

  • Cooldown : 100/80/60s

  • SP Cost : 100/125/150

  • Skill Radius : Circular Radius 3.75m
New Skin & Emotes Operator Alex will be available for purchase!
"Mission complete. On to the next one."


Chief Mechanic Barbara will be available for purchase on September 21st. (KST)
"I can get more horsepower out of anything. Even a toaster."


Fiora emotes will be available for purchase!


System Voice Chat You can now chat with your teammates directly in-game! Pls no toxic...

  • The default settings are set to OFF.

  • You can change settings in the Options>Sound Voice Chat ON/OFF option.

  • Seriously. No toxic.

Meta Improvements As we try to solve issues that arise in the early game (like with the Acceleration Influx Perimeter), other issues have popped up and the final restricted areas have been overpopulated on occasion.
We're going to focus a bit on the late-game experience, mainly looking at some characters and HP regen options - along with some other changes.
Larger meta changes like this tend to be more impactful and it's a little bit more challenging for us to correctly predict all the negative situations that might come up. We'll continue monitoring and improving changes and try to push out some improvements in the upcoming patches as well.

Acceleration Influx Perimeter Improvements All Acceleration Influx Perimeters will now be turned off at the start of Day 2. You'll now be able to more easily catch your enemies in the mid and late game. They can't find a lucky straggler AIP!


Combat Pings Combat pings are key for finding enemies, but it also makes it dangerous to fight and you risk getting unluckily third-partied.
Pings caused by fighting will be quieter to reduce the pressure of combat.

  • Pings caused by combat 40m → 35m

  • Pings caused by firearm-type weapons 80m → 70m
Mastery Crafting mastery overlaps with other effects so we'll tone that down. Defense mastery adjustments should also help late-game fights.

  • Crafting Mastery: Item bonus effects 0.7% → 0.5%

  • Defense Mastery: Defense from basic attacks 0.6% → 0.5%
Wild Animals Experience granted from killing Wild Dogs, Wolves, and Bears in the late game has been decreased to tone down the overall strength of super safe farming strategies. Alpha & Omega also now grant some more experience to reward riskier plays.

  • Wild Dog: 200 + 20 per level → 200 + 18 per level

  • Wolf: 200 + 20 per level → 200 + 18 per level

  • Bear: 250 + 25 per level → 250 + 20 per level

  • Alpha: 20 per level → 100 + 20 per level

  • Omega: 20 per level → 200 + 20 per level
LP Low Placement Calibration
LP loss is a little more forgiving if you place low in lower tiers.

  • Solo

    • Iron, Bronze Low Placement 12th place → 8th place

    • Silver Low Placement 13th → 11th

  • Duo

    • Iron, Bronze Low Placement 6th → 4th

    • Silver Low Placement 6th → 5th

  • Squad

    • Iron, Bronze Low Placement 4th → 3rd
Other Improvements

  • Hyperloop arrivals will display differently for arriving enemies/friends.
Ally Hyperloop Arrival


Enemy Hyperloop Arrival


  • Hotkeys for the 2,3,4,5th slot of quick crafting can now be set. (Default X)

Character Character Price Reduction Some characters are now cheaper!


  • Daniel

    • A-coin Price has been reduced. (9,900 → 8,020)


  • Nadine:

    • NP Cost 1075 → 970

    • A-Coin Cost 8020 → 5290

  • Jenny, Hart, and Jackie's costs are set to be reduced on September 30th (KST).

Nathapon
Nathapon shutters at the thought of trying to survive the early game.

  • Max HP 620 → 645

  • HP per Level 61 → 63

Nicky
We're trying to get special items and things with effects for each character, but Nicky doesn't really have any yet. This should help make up for that a bit.

  • Attack Power per Level 2.4 → 2.7

Daniel
Daniel's strength is still hiding in the shadows, even after players have started to figure him out. This should help him out.

  • Base Attack Speed 0.05 → 0.07

  • Dusk Shears (Q)

    • Cooldown 12s → 14/13/12/11/10s

  • Inspiration (W)

    • Damage Stored: 12/14/16/18/20% → 12/14.5/17/19.5/22%

    • Can now be Inspired by characters that are immune to debuffs. However, the mark explosion will not deal damage if the target is immune to debuffs or untargetable.

  • Masterpiece (R)

    • Cooldown 100/80/60s → 100/70/40s

    • There is now a short cooldown between the first & second hit. (For all the button mashers)

Rozzi
Rozzi is strange. I guess that's why she's called the Enigma. She's pretty consistently outdueling other characters in situations where it should be more of a 50/50. This should help bring her back in line a bit.

  • HP per Level 60 → 58

  • Defense per Level 1.9 → 1.6

  • Flutter (W)

    • Healing Reduction 45% → 30%

  • Gun Vault (E)

    • Cooldown 18/16/14/12/10s → 18/16.5/15/13.5/12s

Li Dailin
Despite the dedicated Dailin players, she's a little weak even in the hands of experts. This should help a touch.

  • Base Attack Speed 0.07 → 0.1

  • Striking Tiger (R)

    • Damage per Hit: 25/55/85(+Attack Power 15%) → 40/70/100(+Attack Power 20%)

Rio
Fleeting Soul has a bit more utility and can now be used more strategically. However, Rio was showing pretty strong in the data, so we're adjusting her main weapon, Ancient Bolt.

  • Fleeting Soul (Hankyu R) will be split into two attacks. The first attack will fire multiple arrows. Reactivate to fire an arrow that knocks back enemies.



Bernice
Bernice was buffed 2 patches ago but following some changes in the last patch, he became even stronger. This should bring him back in line.

  • Base Movement Speed 3.25 → 3.2

  • Buckshot (Passive)

    • Reload Time: 1.8/1.3/0.8s → 1.8/1.4/1.0s



  • Falconry (E)

    • Movement Speed Increase 12/14/16/18/20% → 8/10/12/14/16%

    • Cooldown 14/12/10/8/6s → 18/16/14/12/10s

Xiukai
The Juggernaut Chef is just that in the late game - a juggernaut. This should help.

  • Wok It Off (E)

    • Cooldown 20/18/16/14/12s → 22/20/18/16/14s

Adriana
Adriana with Extra Skill Damage items was a bit too hot to handle.

  • Pyromaniac (Passive)

    • 1 Hit every 0.5s → 1 Hit every 0.56s

Adela
Promotion adjustments should allow Adela to better plan her next Queen.

  • Promotion (Q)'s Cooldown is changed to start before the casting time (0.23s).

Isol
We're nerfing Isol's mobility but giving him more map control with MOK Operational Mine (R).

  • Semtex Bomb (Q)

    • Bonus Damage per Stack: 8/12/16/20/24(+Attack Power 20%) → 8/12/16/20/24(+Attack Power 15%)

  • Camouflage (E)

    • Range 4m → 3m

  • MOK Operational Mine (R)

    • Max Installation Limit: 1 → 2

    • Damage: 150/225/300(+Attack Power 30%) → 125/175/225(+Attack Power 30%)

Alex
Just allowing Alex to call in EMP Barrages a touch more often.

  • EMP Barrage (R)

    • Cooldown 140/130/120s → 130/120/110s

Jan
Jan's success has been shown to be matchup based, with him usually coming out on top in particular situations. We're adjusting him a bit to give his enemies some outplay potential.

  • Unyielding (Passive)

    • Cooldown Reduction 10/25/40% → 10/20/30%

  • Knee Strike (Q)

    • Cooldown 13/12/11/10/9s → 12/11/10/9/8s

  • Leaping Knee (Q2)

    • Damage: 85/110/135/160/185(+Attack Power 45%) → 65/95/125/155/185(+Attack Power 45%)

  • Bob and Weave (E)

    • Range 2.5m → 3m

    • Cooldown 18/16/14/12/10s → 17/15/13/11/9s

  • The Tetragon (R)

    • Slow 70% → 60%

William
No Hitter can now spawn balls in more preferable places.

  • If there is an obstacle where a No Hitter (P) ball will spawn, the ball can now spawn beyond the obstacle. (In range of Sliding Catch (E))



Eleven
More of a reward for enhancing her skills!

  • Food For Thought (W)

    • Damage reduction when fully charged 15% → 25%

Eva
Oof ouchie that laser hurts. This should stop Eva from totally spamming the VF Eruption.

  • VF gain for VF Bead (P) will now only happen when out of combat.

  • Amethyst Flow (E)

    • Range 2.5m → 3m

    • Amethyst Flow (E) changed from a teleport to a dash, resulting in some differences when passing through obstacles.

    • To summarize, the range for jumping through obstacles is shorter while the range on passable terrain is longer.

    • Cooldown 8/7/6/5/4s → 9/8/7/6/5s



Yuki
Yuki is landing pretty well in high elo due to his sustainability.

  • HP per Level 75 → 71

  • Defense per Level 2.3 → 1.9

Jackie
Jackie's chase buff! Jackie's escape nerf!

  • Adrenaline Burst (W)

    • Extra Damage for bleeding enemy: Attack Power 10/13/16/19/22% → 12/16/20/24/28%

    • Initial Movement Speed Bonus 5/7/9/11/13% → 5/6/7/8/9%

    • Additional Movement Speed (Moving towards bleeding enemy) 3/4/5/6/7% → 3/5.5/8/10.5/13%

  • Leaping Strike (E)

    • Cooldown 20/18/16/14/12s → 21/19/17/15/13s

    • Slow on bleeding enemies 45% → 50%

Fiora
Spear Fiora has been pretty good recently. We're giving her a hit in her base stats that are somewhat high compared to others, but changing weapons that are seeing less play.

  • Movement Speed 3.25 → 3.2

  • HP per Level 81 → 78

  • Garde (R) - Does not activate when attacking summons (Traps, cameras etc.)
Weapon New Unique Passive : Streamlined

  • Gain additional effects when hitting a single enemy 3 times with a basic attack or a single target skill (excludes weapon/item skills) within 4s.



Glove

  • Uppercut (D)

    • Cooldown 12/10s → 15/10s

  • Bloodwing Knuckles

    • Movement Speed 0.1 → 0.08

  • Brasil Gauntlet

    • Attack Power 55 → 57

    • Attack Speed 35% → 40%

Pistol

  • Stampede

    • Double Tap

      • Skill Damage → Cellular Damage

      • No longer fully converts the basic attack into a skill but is now a basic attack + extra cellular damage type.

      • Damage: Attack Power + Skill Amplification*1 + 10 per Level → Skill Amplification*2 + 10 per Level + 6% of target's max HP

  • Devil's Marksman

    • Max Ammo 7 → 4

    • Last Word

      • Skill Damage → Cellular Damage

      • No longer fully converts the basic attack into a skill but is now a basic attack + extra cellular damage type.

      • Damage: Attack Power + Skill Amplification*2+ 150% Extra Skill Damage → Skill Amplification*3 + 200% Extra Skill Damage + 6% of target's max HP

Dagger

  • Kitchen Knife

    • Movement Speed 0.05 (REMOVED)

  • Army Knife

    • Movement Speed 0.08 → 0.06

  • Carnwennan

    • Extra Basic Attack Damage 26 (REMOVED)

    • (NEW) Extra Basic Attack Damage per Level 2


  • (NEW) Jamadhar

    • Rarity : Uncommon

    • Recipe : Kitchen Knife + Brass Knuckles

    • Stats

      • Attack Power 15


  • (NEW) Carapace Katar

    • Rarity : Rare

    • Recipe : Jamadhar + Turtle Shell

    • Stats

      • Attack Power 20

      • Defense 12


  • (NEW) Maharaja

    • Rarity : Epic

    • Recipe : Carapace Katar + Aether Fringe

    • Attack Power 42

    • Defense 18

      • Streamlined : Rudra Embodied (New Unique Passive)

        • Hitting a single enemy 3 times with a basic attack or a single target skill (excludes weapon/item skills) within 4s provides the Rudra Embodied status for 2.5s. Basic attacks with multiple hits, or dot skills are counted as a 1 hit.

          • Cooldown 6s

        • Rudra Embodied

          • Attack Power Increase 33%

          • Movement Speed Increase 10%

Assault Rifle

  • Agni

    • Attack Speed 25% → 20%

Rapier

  • Durendal Mk2

    • Life Steal 8% → 11%

  • Volticletto

    • Attack Power 47 → 50

Bat

  • Full Swing (D) no longer knocks enemies to an awkward angle when hit from a 90° angle.



Dual Swords

  • Dual Sword Rampage (D)

    • 2nd Cast Damage: Attack Power 125/180% → 125/225%

  • Improvements for the overall Dual Swords weapon type is planned for the next update.

Shuriken

  • Death Rune

    • Primordial Hex

      • Damage: 125 + 150% Skill Amplification → 125 + 175% Skill Amplification

  • Petal Torrent

    • Attack Power 73 → 78

Two-Handed Sword

  • Monohoshizao

    • Attack Power 50 → 53

  • Excalibur

    • Max HP 360 → 305

    • HP Regen 125% → 100%

Sniper Rifle

  • Long Rifle

    • Attack Power 34 → 30

  • Springfield

    • Attack Power 50 → 40

  • Tac-50

    • Attack Power 98 → 94

    • Life Steal 18% → 14%

  • Blackfire Cannon

    • Lead Shell

      • Cellular Damage 35 → 115

Spear

  • Dragon Guandao

    • Max HP per Level 10 → 8

  • Cosmic Bident

    • Attack Power 130 → 135

Camera

  • Laser Designator

    • Attack Power 50 → 55

  • V.I.C.G

    • Attack Power 66 → 72

Tonfa

  • Quick Spin (D)

    • Damage Reflected: 50/70% → 40/65%

  • Windrunner

    • Movement Speed 0.2 → 0.1

    • Defense 20 → 8

    • Streamlined : Zephyr (New Unique Passive)

      • Hitting a single enemy with a basic attack or single target skill 3 times within 4s grants you Zephyr for 2.5s. Basic attacks with multiple hits, or damage over time skills count as a 1 hit. (Weapon/Item skills excluded)

        • Cooldown 6s

      • Zephyr

        • Attack Speed 30%

        • Shield 225

        • Movement Speed 8%

  • Obsidian Jitte

    • Primordial Hex Damage: 125 + Skill Amplification의 150% → 125 + Skill Amplification의 175%

Throw

  • Fireball

    • Attack Power 18 → 22

    • Extra Skill Damage per Level 3 → 2.5

Bow

  • Artemis

    • Max HP 275 → 335

  • Ancient Bolt

    • Extra Basic Attack Damage 16 → 13
Armor Bandage is moved, so some stats are being shifted along with the overall nerf to HP Regen stats.
Chest

  • Sunset Armor

    • Defense 18 → 20

  • Sheet Metal Armor

    • Defense 38 → 30

    • Movement Speed -0.1 → -0.05

  • EOD Suit

    • Max HP 250 → 235

    • Defense from Basic Attacks 10 → 8

  • Cardinal Robes

    • HP Regen 1.5 → 0.9
Arm


  • (NEW) Barbed Blossom

    • Rarity : Rare

    • Recipe : Flower + Barbed Wire

    • Stats

      • Attack Power 10

      • Cooldown Reduction 7%


  • (NEW) Smart Band

    • Rarity : Epic

    • Recipe : Barbed Blossom + Blueprint

    • Stats

      • Attack Power 25

      • Cooldown Reduction 10%

  • Squad Leader Armband

    • HP Regen 1.2 → 0.6

  • Creed of the Knight

    • HP Regen 1.2 → 0.8
Leg

  • Tachyon Brace

    • Movement Speed 0.3 → 0.27

  • Red Shoes

    • Movement Speed 0.35 → 0.37

    • Life Steal 15% → 18%
Head

  • Mask

    • Movement Speed 0.08 → 0.06

  • Vigilante

    • SP Regen 65% → 50%
Accessory


  • (NEW) Aether Fringe

    • Rarity : Rare

    • Recipe : Feather + Flower of Fate

    • Stats

      • Critical Strike Chance 15%

      • Cooldown Reduction 8%

      • Movement Speed 0.06

  • Fan

    • Extra Skill Damage 9 → 6

  • Gilded Quill Fan

    • Extra Skill Damage 12 → 10

  • Grimoire

    • Primordial Hex

      • Damage: 75 + 125% Skill Amplification → 75 + 150% Skill Amplification

  • Veritas Lux Mea

    • Skill Amplification 10% → 13%

    • HP Regen 150% → 100%

  • Jolly Roger

    • Attack Power 12 → 16

  • Kundala

    • Biotic Infusion

      • Damage: 200(Melee)/150(Ranged)% Skill Amplification → 250(Melee)/200(Ranged)% Skill Amplification
Food & Drinks Getting rid of some stuff that isn't made. Sorry curry fans.

  • Easter Egg (REMOVED)

  • All Curry Powder related items(Curry Powder, Curry, Curry Croquette, Curry Bun, Tandoori Chicken) (REMOVED)

  • Whisky Bonbon (REMOVED)

  • Potato Bread (REMOVED)

  • Lemon Custard (REMOVED)

  • Highball

    • Amount Crafted : 2 → 3
Other Material


  • (NEW) Barbed Wire

    • Rarity : Uncommon

    • Recipe : Piano Wire + Hammer

    • Amount Crafted : 1
Area Moving materials is tricky and always impacts existing plans and routes. However, Factory was getting a bit too crowded.
We're keeping our eyes on the Hospital next.

Factory

  • Bandage 9 (REMOVED)

  • Curry Powder 6 (REMOVED)

  • (NEW) Ramen 7

  • (NEW) Baseball 3

  • (NEW) Fedorova 5
Alley

  • Ramen 7 (REMOVED)

  • Baseball 3 (REMOVED)

  • (NEW) Bandage 9

  • Scissors 8 → 9
Mode Balancing Team Mode Damage Adjustments Adriana still has a huge presence in team modes due to her initiation and area control. We're planning some improvements to Adriana to adjust some of this, but we plan to tone her down via team mode adjustments for now.
Views on balance differ hugely from tier to tier and region to region. An entire character would be rated totally different among tiers. This gap also presents itself in competitive levels, such as official duo tournaments that we hold.
From now on, we're going to take a deeper look at adjustments to team modes while also improving unique issues caused in team modes - starting with Adriana.

  • Nadine (Bow)

    • Damage dealt in Duo 89% → 91%

  • Nadine (Crossbow)

    • Damage dealt in Duo 94% → 95%

    • Damage dealt in Squad 92% → 89%

  • Rio (Bow)

    • Damage dealt in Squad 85% → 82%

  • Magnus (Hammer)

    • Damage dealt in Duo 93% → 91%

    • Damage dealt in Squad 91% → 90%

  • Xiukai (Spear)

    • Damage dealt in Squad 86% → 83%

    • Damage taken in Squad 94% → 97%

  • Xiukai (Dagger)

    • Damage taken in Squad 94% → 97%

  • Shoichi (Dagger)

    • Damage dealt in Squad 100% → 102%

  • Sissela (Shuriken)

    • Damage taken in Squad 97% → 100%

  • Sissela (Throw)

    • Damage taken in Squad 97% → 100%

  • Silvia (Pistol)

    • Damage dealt in Duo 87% → 92%

    • Damage dealt in Squad 86% → 90%

  • Adriana (Throw)

    • Damage dealt in Duo 87% → 84%

    • Damage taken in Duo 100% → 102%

    • Damage dealt in Squad 82% → 79%

    • Damage taken in Squad 100% → 102%

  • Aya (Assault Rifle)

    • Damage dealt in Duo 87% → 90%

    • Damage dealt in Squad 89% → 92%

  • Isol (Assault Rifle)

    • Damage dealt in Duo 90% → 93%

    • Damage dealt in Squad 82% → 85%

  • Alex (All Weapons)

    • Damage dealt in Duo 87% → 89%

    • Damage dealt in Squad 84% → 86%

  • William (Throw)

    • Damage dealt in Duo 97% → 94%

    • Damage dealt in Squad 94% → 91%

  • Eva (Throw)

    • Damage dealt in Duo 88% → 86%

    • Damage dealt in Squad 84% → 82%

  • Jackie (Axe)

    • Damage dealt in Duo 100% → 98%

    • Damage dealt in Squad 98% → 96%

  • Fiora (Rapier)

    • Damage dealt in Duo 95% → 94%

    • Damage dealt in Squad 94% → 95%

  • Chiara (Rapier)

    • Damage taken in Squad 97% → 94%
You can find the rest of Patch notes in the official Eternal Return Website here: {LINK REMOVED}https://playeternalreturn.com/patch-notes/0-41-0/