Dev Note #110: Future Update Notice
Until recently, Heir of Light was loved by the community for its generous events and rewards. We want to apologize for disappointments following recent updates.
We are putting great effort into solving various issues after the Transcendence expansion update based on feedback and comments. While we are preparing various updates to be once again loved by the community, we want to share some details below in advance.
Project #1 - Summon (Expected Date: April 6th)
⭕Summon Rate Change
We have not been adjusting the summon rate directly for quite a while because a change in summons rates usually led to various accusations such as rate table scam. We have been taking different directions to give more chances to Heirs to summon 5★ servants, such as giving out more 5★ Summon Stones, adding more content to obtain 5★ servants, giving out more Karats, and supporting shard farming in various ways. We are planning on increasing summon rate of 5★ servants in all summon stones as it became a lot less exciting to summon with the addition of Purifying Ground and increased needs of 5★ servants with the transcendence expansion. While Heirs are already guaranteed to see lightning every certain number of summons, we are adding a system that guarantees the acquisition of 5★ servants every certain number of summons.
⭕Special Summon Shard Karart Purchase
Currently, ★3~5 summon using Karats is very inefficient because it is very difficult to summon the servant that Heirs want unless the servant is included in Rate+ Summon. Even though Heirs can use Karats to purchase Valors to participate in Purifying Ground, such ways of using Karats does not translate into the fun of summoning. Therefore, from Update on April 6th until 4.3 Update that is expected to arrive late May, Heirs will be able to purchase 500 Special Summon Shards with 2,000 Karats.
Project #2 - Regarding Purifying Ground 1st Region & Valor (Expected Date: April 6th)
We have been getting numerous feedbacks that the Valor shortage is getting worse and worse because Purifying Ground consumes a lot of Valor. Also, Heirs are having difficulty obtaining shards of the servants they want to enhance because only farmable servants can be selected in the 1st region of Purifying Ground.
Therefore, as we mentioned in the previous Dev Note, we will be adjusting Valor consumption and servant restriction of Purifying Ground to improve its accessibility.
⭕Purifying Ground Valor Improvement
- Valor consumption of the 1st region will be adjusted from 6 to 1.
- Heirs could only obtain shards of servants that can be farmed in Explore/Sanctuary stages from the 1st region of Purifying Ground. This restriction will be changed so that Heirs can farm obtain servant shards of all servants instead.
- Valor consumption of 2nd ~ 4th regions will be adjusted from 6 to 4.
⭕Additional Valor Consumption Calculation.
We want to go over our future direction along with valor consumption after Update on April 6th to respond to various concerns about overwhelming Valor consumption.
Summarizing the table above, running three rounds of Purifying Ground (550 Stages):
1st ~ 2nd Region: 8,250 Valor consumed
1st ~ 3rd Region: 14,850 Valor consumed
1st ~ 4th Region: 21,450 Valor consumed
Here is a summary of various sources of Valor. We also summarized how much Heirs can aim for in Purifying Grounds based on their gameplay pattern.
Event ( Start on March 31st)
6,000 Valor daily upon completing the Purifying Grounds 1000 times
Total number of Valor awarded in-game and events
(Possible to attempt Region 1~2 1650 times / Region 3 875 times)
Total purchase of 2500 Valor
(Region 1~3 1650 times)
All-in-one Package benefit
(Region 1~4 1650 times)
Thus, by adding all the amount of valors you can receive from events and in-game contents, you will be capable of running the Purifying Grounds Region 1~2 550 times 3 times per day and also additionally run Region 3 875 times.
Also if you purchase the 2500 Valor for 150 karats once, the total valor count will be increased to 14,250 which will allow you to farm Region 1 ~ 3 and if you purchase All-In-One, you will receive additional valor of 7,500 which will increase the total amount of valor to 21,750.
Thus, it will be possible to run all 4 Regions in the Purifying Grounds with the All-In-One package.
* Please note that the calculation above did not include the valor craft with 1~3★ Summon Stones and Valor from mission completion rewards.
You can farm around 540 1~3★ Summon Stones in the Purifying Grounds after 6000 times which can be crafted into 1,250 valors.
1~3★ Summon Stones can be acquired from Explore/Sanctuary so we expect everyone to obtain much more valors than the calculation above.
To recap the whole calculation
Current - Total amount of valor consumed in Region 1~4: 39,600 Valors
After the change - Total amount of valor consumed in Region 1~4: 21,450 Valor
The total valor would be reduced by 18,150 Valors and we will make it possible to obtain 21,450 valors through in-game rewards, event rewards, and All-In-One Packs.
Thus, everyone will be able to enjoy Purifying Grounds Region 1~3 without any stress and those who purchase All-In-One would be able to enjoy Purifying Grounds Region 1~4 without additionally purchasing Valor.
Also if you used 11,000 ~ 15,000 Valor in the Sanctuary or Mass Invasion, you would have had to purchase up to 12,000 Valor (1,680 Karat) as we rewarded around 2,000~3000 Valor in the game in the past.
However, in 4.1. update, the Valor cost has changed to 2,500 Valor for 150 ~ 300 Karats.
If you purchase the Valor with Karat 5 times, you will be able to receive 12,500 Karats with reduced Karat cost (150 x 4 + 300 = 900).
Compare to the previous update, it will cost less to Shard farm and you'll be able to use or save up your karats so that you can use them in other contents.
⭕Max Valor and Valor Recharge time Change
We have decided to increase the Max Valor count for Level 60 accounts from 250 to 800 and valor recharge time from 1 per 2 minutes to 1 per 1 minute.
Thus, in 12 hours, 720 valors will be recharged.
Project #3 - 150 Free Auto-Repeat Count (4.2 Update)
There were many debates among the community regarding the base number of Auto-Repeat Count in Explore (60 times at Level 60) and in Dungeons (10 times) and how the Auto-Repeat would change to 150 upon purchasing the Auto-Repeat Pack 1.
Thus, after many long debates, we decided to change the base number of Auto-Repeat Count from 60 to 150 times.
This change causes effects various contents which will be difficult to patch in a short amount of time.
We will be making this change in the 4.2 Update which is planned to be on 4/21.
The basic auto-repeat count will be changed to 150 which will help out all the New and F2P users and will be much easier to enjoy Purifying Grounds, Explore, Sanctuary, and other in-game contests.
Also, due to the removal of 150 counts in the Auto-Repeat Pack, we are planning to add Karats and Valors as Auto-Repeat Pack 1 benefits.
Project #4 - Event (3/27 ~ 4/5)
Many have suggested more ways of obtaining Awakening Stones and we have always held a week-long Awakening Dungeon Events during special occasions.
Awakening Stones are needed by many users and to make the wait until the next update more enjoyable, we have decided to hold All Awakening Dungeon Event for 10 days (3/28 ~ 4/5).
Also, we are planning for an event where you can obtain Common, Greater, and Supreme Awakening Stones for the 4.2 Update.
⭕Dungeon Valor Entry Cost 100% Sale Event
Currently, everyone's having a difficult time with Valors.
To reduce and relieve some stress to all users, we will be holding a Dungeon Entry 100 % Discount Event on 3/28 ~ 3/29 and 4/4 ~ 4/5.
During Event, Valor Entry for Gear and Awakening Dungeon will be 0.
That's all we have for today's Dev note.
We will try our best until we bring back our reputation as one of the best user-friendly game and not disappoint our users again.
We believe that HoL will flourish again if we continue to make adjustments and show those efforts to everyone.
Please continue to support us and thank you.
Dev Note #109: 4.1 Update Preview #2
For Today's Dev Note, we would like to share some details about major changes in 4.1 Update and new contents that were not mentioned in the 4.1 Update Preview.
Also, don't forget to check out the 4.1 Update Preview: https://bit.ly/2U86dxa
Explore/Dungeon/Raid Team Mark Save Feature
Many have been suggesting for this new feature but we couldn't implement it due to several issues.
However, after multiple system revamp and development process, we are finally able to bring this feature.
Many different teams are used for in-game contents such as Boss Raid, PvP, Mass Invasion and you had to constantly change each servants mark to fit for those contents.
However, after the Mark Save feature, you will be able to save all the marks for servants for each in-game contents.
Also, the team settings were saved on the App which made everyone reset their teams whenever reinstalling the game or logging in from a new device.
However, you will be able to use saved team settings from different device because you will be able to save your teams for each content in the server.
Please note that you have to set the team at least once for each content after the 4.1 Update.
Boss Invasion Skip Feature
A skip feature that's in the Boss Raid will be implemented in the Boss Invasion.
You will be able to skip and receive rewards based on your highest record for the Season (week).
Party Raid Improvements
Many have suggested that it would be much better to change the Party Raid play requirement from 20 times a day to 140 times a week to relieve the pressure.
We believed that 20 times a day play limit was much better than 140 times a week when playing manually without the auto-repeat feature.
We have been observing the community and after reviewing the data, we came to a conclusion that changing the Party Raid limit from 20 per day to 140 a week would not be an issue.
Also, to provide more convenience to the users, we decided to add Auto-Repeat feature in the Party Raid so that users can easily complete 140 play limit a week.
Infinite PvP Cult Training Ground Change
After the introduction of the new league system, the cult training ground in PvP was only limited to players lower than Bronze A group.
So users who were in Bronze A or higher had to fully participate in the PvP by battling against the users and the cult training ground limitation brought issue to users who were focusing on Honor Points rather than ranks in PvP.
So we will be removing the limitation to the Cult Training Ground so that everyone in every group can use it.
Gear Dungeon Icon Change
Many users have been asking where to farm gold or gears and active community members have always provided answers for them.
To help out the users, we will be changing the Gear Dungeon Icon to be more distinguishable to all the users.
- Collaboration Servant John Wick and Sofia Transcendence Bun will be removed due to the end of Collaboration date.
(Collaboration Servant Transcendence Bun will be available in the 5* Select Summon)
- The price for Purifying Ground Slot +1 will be changed to the original price. (Discounted Price: $4.99 -> Original Price $9.99)
If you did not purchase the Purifying Ground Slot +1, we suggest on purchasing it before the 4.1 Update.
- The 2 Year anniversary special Avatar Sale will end on 4.1 Update.
If you did not purchase the Avatar yet, we suggest on purchasing them before the 4.1 Update.
- Issue where the whole team of servants would not use there skills when a petrified/frozen servant is present on the team will be fixed
Many have been reporting this issue and we have tried multiple times to resolve it but we were finally able to fix it with 4.1 Update.
Other Suggestions and Future Update Notice
- The Buff removal effect is the most debated topic within the community.
We are planning to balance and make changes to the Buff Removal effect on 4.2 update.
We think that everyone agrees on the fact that a skill to remove all buffs on all enemies is too strong and requires a balance.
Many have suggested multiple different versions of their balances and we would like to let the community know that we are leaning towards balancing the Buff Removal effect by putting a limit of the number of buffs it can remove.
- We do not have any plan to make additional nerf to Light Heylel at the moment.
Many have pointed out the issue about the immunity but we would like to take more time in discussing the immunity in Light Heylel
- We are reviewing the balance for Freeze and Silence and leaning towards limiting the activation % in PvP. (Planned for 4.2 Update)
- The Abaddon Tower Monument Aggro issue is planned to be resolved in the 4.2 Update.
The aggro didn't function properly when the monument knocks back, which made it difficult to challenge the Abaddon Tower against Light/Dark Servants.
- Many have provided feedbacks about the limitation time in Abaddon Tower Hell Mode.
Right now you can clear Abaddon Tower by dragging out the play time even when you are lacking attacks on your servants and we think that it may cause some issues to the game balance. We believe it is necessary to have time limitation for balance purpose.
We think that the Abaddon Tower will get easier once the Transcendence level increases for the Servant so we are going to review this with more time.
- There are cases where your team gets wiped out by the catastrophe skill in the Abaddon Tower.
The catastrophe skill will cast faster as the floor gets higher.
The monument is a support class and we would like to advice everyone to use "reduce suppport spd" potential to tackle against the catastrophe skill.
Additionally, we will review with more time and notify users if any changes are planned for the Catastrophe skill for the monument.
- The valor improvement in the 4.1 update provided much support to the users however it seems that it wasn't much help to F2P users.
Thus, in order to bring more convenience to everyone, we are going to make the valor cost changes from 6 to 2 just for the Purifying Grounds Area 1 after the 4.1 Update. You will also be able to work on servants that are not available for shard farming.
- The Guild War Beta is under preparation for the 4.2 Update.
Different from our original beta concept, we are planning to run the Guild War beta with very minimal rewards and focus on receiving feedbacks.
We are planning to officially open the Guild War in 4.3 or 4.4 Update.
After the release of T10, many have viewed the 4.0 update as an update only for the P2W users.
We value both paying and non-paying Heirs, for they all enjoy Heir of Light.
Many have praised our game as one of the most generous game for a long time but we would to sincerely apologize if our current direction of the game did not meet the expectations that we have created.
With upcoming 4.1 update and following patches, we will bring on QoL improvements along with servant balance adjustments. We will also prepare various rewards for our Heirs to live up to our community's expectation.
Dev Note #108: 4.1 Update Preview #1 - Servant & Transcendence Balance
We have briefly addressed some upcoming changes in the March 9th update and we would like to take this time to address them in detail.
⭐️ Changes in Transcendence for Collaboration Servants
Many users who have collaboration servants from past collaborations are having a difficult time transcending them.
Collaboration servants have their conditions and limits compare to the other servants, thus, we decided to reduce their difficulty in Transcending them as many have suggested.
1. Transcendence EXP Reduction for Collaboration Servants.
For users who have already reached T6 or above will be compensated with excess Transcendence EXP due to the changes in required Transcendence EXP.
* Please note that this Transcendence EXP reduction is for Collaboration Servants Only.
2. Collaboration Servant in Purifying Ground Area 3
Collaboration servant can be purified in Area 3, Alter, which will allow users to Purify up to 3 Collaboration Servants at once including 2 Light/Dark Collaboration Servants.
Now, Collaboration servants can be purified in Area 2 ~ 4.
3. Transcendence Bun in 5* Select Summon
Currently, 5★ Select Summon can be obtained by Craft or IAP.
To ease the difficulty of Transcendence, we will be adding Transcendence Bun in the 5* Select Summon which can be used for Collaboration Servants.
1. Forest Oracle Changes
> Bomb duration will change from "2 sec or 10 sec" to "2 sec or 5 sec" bomb.
> Random Bomb Rate Ratio will change from "80% (10sec) - 20% (2 sec) " to "50% (5 sec) - 50% (2 sec)".
2. T7 ~ T10 L/D Servant Stat Changes
There has been a constant debate about how the Light and Dark Servants have much lower stat compare to the difficulty of obtaining them.
Many have commented that T10 Fire/Water/Forest Servants are much better than T7~9 Light/Dark Servants due to the high stats of T10 Fire/Water/Forest Servants.
We did share our comparison between T7 Light/Dark Servants and T10 Fire/Water/Forest Servants to show they are very similar.
But it is a fact that the base stat of T10 Fire/Water/Forest servants is better than T9 Light/Dark Servants.
When comparing a Team of Fire/Water/Forest to Light/Dark, T7 Light/Dark Team is indeed on par with T10 Fire/Water/Forest
However, Light/Dark servants are 3~ 4 times more difficult in Transcending and also when comparing the stats of T9 Light/Dark Servants to T10 Fire/Water/Forest, you may feel more accomplished and think that T10 Fire/Water/Forest servants are much better.
Also, these stats difference may have some effect on winning and losing, so we decided to make stat changes for the Light/Dark Servants.
Thus, the stats of Light/Dark Servants will gradually increase from T7 ~ T10 and a comparison chart can be seen below.
T8 Light/Dark servants will be similar to T9 Fire/Water/Forest and T9 Light/Dark Servants will be similar to T10 Fire/Water/Forest.
⭐️ Light/Dark Servant Transcendence Balance
Many have suggested that the difficulty of Transcending Light/Dark Servants is too high.
Thus, a couple of changes will be made to reduce the difficulty.
1. Purifying Grounds Drop Rate Changes
The drop rate of Light/Dark servants shards in Purifying Grounds will be increased by around 20% compared to the original drop rate.
2. Light/Dark Transcendence Shard Package Changes
The Transcendence Shard amount will be increased from 250 to 300 in the $99.99 Light/Dark Transcendence Shard Package.
⭐️ Mileage Shop Changes
The mileage shop has not been changed for a long time compared to other shops in the game.
We did not want to make changes in items for the Mileage Shop due to the connection with IAP.
But after the 4.0 update, the value of Summon Stones has changed, thus we decided to make some changes to the Mileage Shop.
Mileage Shop Item Changes
The following items will be removed from the Mileage Shop
> Fire/Water/Forest 4~5★ Summon Stone
> Light/Dark 4~5★ Summon Stone
> Fire/Water/Forest 3~5★ Summon Stones
> Awakening Magic Stones
If you are going to use the Mileage Shop, please make sure to review the changes before using it.
⭐️ Valor & Limited Time Package Improvement
Heirs are in a greater need for Valor after we opened Purifying Ground. While we added various sources of Valor in the previous update, we are planning on keeping a 50% discount on Valolr until 4.1 Update.
We believe that it is necessary to maintain a certain amount of Karat consumption on Valor to participate in Purifying Ground to keep a proper balance of shard farming cost in various contents including Purifying Ground.
However, we agree that it is necessary to adjust the excessive consumption of Karats on Valor purchase. We also feel the responsibility to provide aids for Heirs who are suffering from Valor consumption even after purchasing the All-in-One package because they opened the 4th region of Purifying Ground.
Therefore, 2,500 Valor will be available for 150 Karats 4 times a day. After 4th purchase, 2,500 Valor will be available for 300 Karats.
We also increased the daily reward of All-in-One Package from 300 Karts & 1,000 Valor to 500 Karats & 7,500 Valor to help Heirs with Valor acquisition.
Heirs who already purchased All-in-One Package will be receiving a renewed daily reward after 4.1 Update.
Furthermore, we are planning on extending the current Repeat Battle Pack II's duration from 15 days to 30 days while maintaining its price of $29.99. Plus, we are planning on increasing Repeat Battle count from 250 battles to 400 battles. To prevent some Heirs from missing out on this change, we will be providing an additional 15 days of Repeat Battle for Heirs whose current Repeat Battle remains even after the update.
While we believe these changes will solve the Valor issue to a certain degree, we will continue to monitor the community to plan future events or rewards.
⭐️ Additional Balance & Feedback Reflection
> We will be increasing the number of Potential Enhance Stones and Potential Change Stones acquired from World Battle by 1.5 ~ 2 times.
> We will be replacing Evolve Bun for Special Summon Shard for Abaddon Normal & Hard reward.
We will come back next week with more QoL Improvements & Feedback Reflection in the next Dev Note.
Dev Note #107: Update Preview (Expected Date: March 9th)
Today we will provide a preview of an update that is expected to arrive next week. We reflected several feedbacks we received after 4.0 Update
We will be adding a Passive related to Abaddon to certain servants to increase the usage of those servants.
We will be adding "Reduces damage received by 30% for all allies when battle starts in Abaddon." to her Passive.
Team Passive will be changed from "Accuracy of All Elements allies increases by 40% at All Regions." to "ATK of All Elements allies increase by 52% in Abaddon."
We will be adding "Grants Redemption to all allies when battle starts in Abaddon." to his Passsive.
(Redemption makes a servant invincible when it reaches 0 HP. The servant also heals 30% HP instantly, but the servant cannot receive another Redemption for 180 seconds.)
We will be adding "Reduces the Skill Gauge of all enemies by 20% when battle starts in Abaddon." to her Passive.
We also adjusted some bugs & balance for new Collaboration servants.
We changed Secondary Mark Activation Rate of Water Oracle from 50% to 20% to be consistent with other Healer Class servants.
Fire Ifrit will be immune to DEF debuff just like all other DEF-Based DPS servants.
*We appreciate all the feedbacks we have been receiving. We will continue to work on servant balance based on the feedbacks.
Various Reward Buff
⭕Abaddon Reward Buff
Abaddon Hell Mode Reward will be buffed as below.
Also, we lowered difficulty for stages starting Hell Mode 35th Floor.
⭕Login Reward Buff
Login reward will be buffed as below.
Special thanks to @~Callof123 ~, @Tika from Discord
⭕Ticket Use & Currency Use Reward Buff
Ticket Use & Currency Use roulette reward will be buffed as above.
Also, along with the reward buff, we will be increasing rate for servant, gear, 50 Karats, Valor, and 500,000 Gold.
Special thanks to @Restro, @Smitty from Discord
⭕Valor Package Buff
Valor Package from Shop > Package will be buffed as below.
⭕Valor from Friend Point Buff
Valor can be purchased with smaller amount of Friend Point.
⭕PvP, Infinite PvP Diamond Group Reward & Global Infinite PvP 2nd ~ 10th Place Reward Change
After we introduced Light/Dark Special Summon, we received feedbacks that ★3~5 L/D Summon Stones are better than ★4~5 L/D Summon Stones. Therefore, we will be changing PvP, Infinite PvP, and Global Infinite PvP reward as below.
Special thanks to @Nismobadger @Rydrine from Discord
⭕Reusing Crusader Name from Deleted Account
We will be making Crusader names of accounts that have been deleted for more than three months available again in the future.
Currently, we have Water Heylel as a regular Combine. Also, we have Dark Ifrit in Combine list in celebration of Summoners War Collaboration.
For new Combine, we will be adding Forest Sinistra. As enemy Max HP-Based DPS servant, Forest Sinistra is widely loved in contents such as World Raid and Abaddon where Bosses have significantly higher HP.
If Heirs seek to acquire more Forest Sinistra after combining, we recommend Heirs to farm Forest Sinistra in Forest Sanctuary Door of Cycles 7-2 or purchase Forest Sinistra shard from Guild Shop.
(Forest Sinistra Combine will remain until April 5th. Forest Sinistra can be combined once during this period.)
⭕Heirs will need following servants to form Forest Sinistra:
> Fire Koume
> Water Hopkins
> Forest Executioner
> Light Monolith
(Nat ★4 can be combined 3 times during the combine period.)
⭕Here are required servants to combine Nat ★4 servants
> Fire Koume: Fire Ashimov, Fire Gretel, Water Nuamaan, Forest Sirucus
> Water Hopkins: Fire Nutkin, Water Ashimov, Water Moira, Forest Rhamaan
> Forest Executioner: Fire Gwyllgi, Water Rhamaan, Forest Mordu, Forest Nuamaan
> We are working on reflecting various feedbacks we received after 4.0 Update. We aim to deliver many of these changes by 4.1 Update.
Here is a general summary of 4.1 Update
- Team & Mark Setting Save Function for attack team in contents such as Explore/Dungeon/Raid
- Boss Invasion Skip Function
- Party Raid Repeat Battle with "My Team."
- Party Raid Entry Changed (20 Daily Entry -> 140 Weekly Entry)
- Lobby Background Select Function
- Potential Enhance Stone Capacity Increase to 99,999
While we are preparing other changes beside the one we introduced above for 4.1 Update, we will share more details in future Dev Note.
Dev Note #106: Upcoming Purifying Grounds Changes
After the 4.0 Update, we have received many suggestions and feedback regarding the Purifying Grounds.
We have reviewed all the suggestions and decided to implement those suggestions as soon as possible.
⭐️Usage of Servants in Purifying Grounds in other Contents
One of the most received feedback regarding the Purifying Ground is regarding the usage of Servants in the Purifying Grounds in other game contents.
One of the current rules for Purifying Grounds is that you cannot use servants that are deployed in the Purifying Grounds in other contents.
This may be less stressful to Heirs with many servants but not for users that only use 1 ~ 2 teams of servants as their core team.
Thus, we are planning to remove this rule so that you may use servants that are deployed in the Purifying Grounds in other in-game contents.
You will not be able to use deployed servants again in different regions of Purifying Grounds but can use deployed servants in other in-game contents.
⭐️Purifying Ground Speed & Success Rate Changes
We would like to explain more about the "Speed" and "Success Rate" in the Purifying Grounds for clear clarification.
List of main factors that impact the Purification Speed:
1. Growth Score of Servants that are being deployed
2. Elemental Advantage of the Servants that are being deployed (If all 4 servants have the elemental advantage, it will have the fastest clear time)
3. Presence of a DPS Class Servant (If at least 1 DPS servant is not included in the team then the Speed will decrease)
List of main factors that impact the Purification Success Rate
1. Growth Score of Servants that are being deployed
2. Presence of a Tank Class Servant (If at least 1 Tank servant is not included in the team then the Success Rate will decrease)
For example, if you run the Purifying Grounds 400 times with a 50% success rate, you will only have 200 successful runs.
Thus, you will only receive rewards for the 200 successful runs.
So even if you run 400 times with a low success rate, you will receive a low amount of rewards.
To receive more rewards, we recommend increasing the Success Rate.
You will be able to farm about 7~8 shards for Fire/Water/Forest Servants per 100 runs and 1~2 shards for Light/Dark Servants.
You will be able to receive 2x the shard with All-In-One pack or the double shard pack.
If you are currently farming a lower amount of shards as the list above, we recommend double-checking your success rate for the Purifying Grounds.
As we mentioned in the previous Dev Note, the current Purification Speed and Success Rate is based on the growth score of T5 Fire/Water/Forest NAT 5 Servants.
But many have suggested that the growth score set for Purification Speed and Success Rate is too high.
So to accommodate all users, including new users who do not have T5 servants, we will be making changes to the Purification Speed and Success Rate.
Currently, the servant being purified does not have any impact on the Purification Speed nor Success Rate.
But we will be making changes where the following factors of servants being purified will impact the Purification Speed and the Success Rate
1. NAT Grade
2. Farmable or Non-farmable in Explore/Sanc
For example, You will be able to purify a T5 Fire/Water/Forest Servants with servants around 8000~ 10,000 Growth Score and will have a 100% Success Rate with 60-second Purification Speed.
(Currently, you can reach 100% success rate with 60-second Purification Speed with servants around 50,000 Growth Score)
With this change, Heirs will be able to farm Fire/Wate/Forest servants with a team of lower growth score, while farming Light/Dark servants with a team of higher growth score. Heirs will be able to make use of servants even if they are not fully developed.
⭐️Valor Consumption in Purifying Ground
We wanted Heirs to be able to farm more efficiently in Purifying Ground. This is why Valor consumption in Purifying Ground is set to 6 Valor per stage, which is lower than usual Valor consumption in Explore or Sanctuary stages. Also, we have plans for providing various events with Karats or Valor rewards to guarantee a steady supply of Valor. Regardless of our plan, we are aware that Heirs are struggling with the increased consumption of Valor. To urgently address the stress Heirs are getting, we are preparing a Valor discount event.
Currently, 2,500 Valor is sold for 350 Karats. With the Valor discount event, 2,500 Valor will be sold for 175 Karats.
We also want to let our community know about our plans to increase the Valor supply with future updates.
We are currently working on changing "Usage of Servants deployed in Purifying Ground in other Contents" and "Purifying Ground Speed & Success Rate." We are planning on bringing this change as soon as possible, and we are expecting it to be ready by early next week. We apologize that we couldn't bring immediate change due to the necessary testing & market approval. We will try to prepare the Valor discount event as soon as possible
We will continue to communicate through Dev Notes after reviewing various feedbacks from the community.
Dev Note #105: 2nd Anniversary 4.0 Update - Additional Notice & Buff Adjustment for Servant Balance
We would like to share some changes and decisions we made after reviewing all the feedback and comments from the last Dev Note.
Additional Notice for Purifying Grounds
⭕️ Notice for Expansion of Regions
The most controversial topic was the expansion of regions through IAP.
We think that many are concerned about the usage of mileage & All In One Package to expand regions.
Also, even if you expanded the region, many are concerned about the amount of valor it would consume and the fact that you are not able to use servants that are being used in the Purifying Grounds.
Many have suggested that making the content available for the majority of the user with the cost of a small amount would create a better balance in the game and the ecosystem of the game.
After reviewing all the feedback, we have made adjustments based on the feedback and would like to share them with everyone.
Following changes have been made
The Region Expansion (30days) will be available for 3000 karats.
We have set the cost at 3000 karats by based on the number of karats you can acquire through PvP contents and events in a week.
For those who would like to use the karats on different contents such as summon or dungeons, we added an option to purchase with the price of $9.99.
Also, the Region Expansion IAP price will be on 50% sale, $4.99, to celebrate the 4.0 update celebration for some time.
We have adjusted the price of Region Expansion (permanent) to be lower than the All-In-One Package.
We set the price to 50 mileage points where you can easily obtain by purchasing the most effective packages for 1 month (Karat Package, Mission Package, and Auto-Repeat Package).
You can obtain 50 mileage points by making a total purchase of $49.99.
As for All-In-One Package, we decided to keep our initial idea of adding the benefits to the All-In-One instead of additional packages.
(There were many discussions regarding the All-In-One price and we are internally reviewing it)
Thus, you will be able to unlock up to region 2 with karats and unlock region 3 with a small number of mileage points.
⭕️Shard Farming for Collaboration Servants
Many have shared the following feedback regarding Collaboration Servants:
> Unlocking the 4th Region just for Collaboration servants is putting a restriction on transcending them.
> You should lower the difficulty of obtaining Fire/Water/Forest Collaboration servants because many were able to T5 them with karats from the event and in-game contents.
> If you can only farm collaboration servants in Region 4, then it is disadvantageous to users who use collaboration servants as their main team.
> It is understandable that you can only farm Dark/Light collaboration servants in the 4th region but the condition to farm Fire/Water/Forest collaboration servants must be reduced.
We agree with much feedbacks regarding the collaboration servants, thus we decided to support and reduce the difficulty of farming Fire/Water/Forest Collaboration Servants.
Originally, collaboration servants were not included in Region 2 (Alter) but we decided to add them.
Thus, you will be able to farm Fire/Water/Forest collaboration servants in Region 2 (Alter).
⭕️Purification Speed & Success Rate
Many were concerned that you cannot use servants that are stationed in the Purification Grounds in other contents.
We adjusted the Purification Speed & Success rate so that you may use servants that are not part of your main daily team more often.
You may complete a stage in the purification ground around 80~100 seconds with Fire/Water/Forest T3~4 Servants.
Also, you may complete a stage around 60 seconds with Fire/Water/Forest T5 Servants (Total Growth Score of 22k)
(Purification Speed is calculated based on the elemental advantage and presence of DPS Servants.
The example above is under the condition where all 4 servants have an elemental advantage with the presence of DPS servants.
You will be able to shard farm quickly when the purification speed is between 20 ~ 30 seconds however please note that it will consume and require a lot of valors. Thus, we recommend making an adjustment to your purification speed based on your needs.
Transcendence Stat Notice
Many have viewed the sudden increase in transcendence exp for transcendence and questioned the stat increase per transcendence.
We were not able to share the increase in stats per transcendence due to continuous balance testings, however, we are on the verge of finalization so we would like to share them with you.
The stat increase for T1 ~ T5 will remain at the same level as they do now. From T6, the stat will increase based on the servant's ATK & HP to fit each servant's class.
The increase in exp per transcendence will increase drastically, thus the stat from transcendence will increase drastically also.
⭕️Stat per Transcendence for Fire Ignis & Fire Caesar
⭕️ Fire Ignis
⭕️ Fire Caesar
⭕️ Shard Farmable Light/Dark Servant Transcendence Stat Adjustment
We are planning to adjust base stat and special stat for shard farmable Light/Dark Servants
The ratio of Shard farmable Light/Dark servant's stat increase per transcendence was low.
We have increased the ratio with the increase of Transcendence to T10 thus it will receive more stat compare to the current T5.
⭕️ Base Stat per Transcendence Adjustment
⭕️ Special Stat Per Transcendence Adjustment
🔹 Don't you think that the exp required for transcendence is too much?
To make up for the flaw of the current transcendence system which only required 1 servant, we adjusted the exp required in the early stages of transcendence to reduce the difficulty for the new users. Also, we made it so that the required exp and difficulty would increase as you progress through the higher level of transcendence.
The exp requirement is too much if we are in a condition where you must reach T10.
However, due to a large amount of increase in exp requirement per transcendence, we didn't set the balance to where everyone must reach T10.
The only PvE content that would require T10 would be Abaddon Tower.
Thus we believe that it would be best if you set a goal based on your capacity and transcendence servants after the update.
T10 is not a content where it can be reached with a little effort similar to Abaddon Tower, Party Raid 5th Floor, and Boss Invasion 5th Floor.
So if you are aiming for T10 for a better result in PvP, it will require a long time and effort.
Due to the increase in exp for T8, T9, and T10, the level of difficulty will be high.
Because of the high difficulty level, many would not choose to reach T10 thus, we think that the transcendence level among the users would stop at a certain point.
Many have suggested that T10 is a must due to the co-destruction system.
There will be a point where you would have to T10 when the majority of the users have reached T10.
Also, co-destruction is only in a situation where you meet the same servant.
So, we don't think that T10 is a must.
🔹 Why did you revamp the transcendence system when there was no need for it? what's so good about it?
The current transcendence system is a transcendence system where you only require 1 servant per transcendence.
We believed that difficulty in progressive growth was required.
The gap caused by transcendence will increase if everyone (such as new users, users who just started shard farming, users who would purchase packages to shard farm) can transcend with 1 servant.
We believe that it would have a better balance if the difficulty of transcendence increases per level by increasing the exp requirement for transcendence.
This is a similar concept where you would acquire more abilities based on levels and increase in exp per level.
Additionally, Fire/Water/Forest servants would be able to acquire more stats due to the increase in exp per transcendence, you will be able to challenge against Light/Dark servants.
If we kept the current transcendence system, everyone would only focus on Light/Dark servants.
The Light/Dark servant must indeed be strong due to the difficulty of obtaining them.
But we believe that users should enjoy the game and to enjoy the game with a little amount of IAP, the transcendence revamp is required.
🔹 Everyone's going to focus on Light/Dark anyways so is there a point in focusing on Fire/Water/Forest?
We wish everyone to enjoy the game so as for transcending Fire/Water/Forest servants, we will continue to support everyone by providing more ways to obtain them with karats and in-game events.
Also, we believe that it will be very meaningful if Fire/Water/Forest servants can bring out their full potential in the game.
We were able to confirm through our internal testing that Fire/Water/Forest servants have some aspects to fight against Light/Dark Servants.
In the 4.0 update, we plan to adjust the effects that have always been a problem in Heir of Light so that a variety of servants can be used with similar efficiency instead of using only specific servants.
Starting with 4.0 Update, we will continue to adjust the effects to match the balance of the game.
Below is the list of effects that are changing in the 4.0 Update
⭕️ Resilience Effect Adjustment
Currently, the servants with resilience effect are too strong due to the long duration of resilience effect which allows the resilience effect to be applied almost the whole duration of Arena time (3minutes)
Thus, instead of removing the extension of buff duration in skill enhance the effect, we have adjusted the resilience buff block time from 180 -> 120 seconds.
⭕️ Redemption Effect Adjustment
The original intent for this effect was to have a similar effect as revive.
Currently, if the servant is hit by a multi-hit attack and as soon as the HP hits 0, the servant immediately recovers some HP but gets attacked and dies again.
The effect will change where the servant will be invincible for 1 second after its HP has reached 0 and instantly recover a certain amount of HP.
A servant has a redemption effect and gets attacked by a 4 multi-hit combo from enemy DPS servant.
When the HP hits 0 upon the 2nd multi-hit, the servant will instantly recover a certain amount of HP and will be in the invincible state for 1 sec.
Thus, the 3rd and 4th hit of the multi-hit will do 0 damage during the invincible state.
⭕️ Escort Effect Adjustment
Escort effect is cast to an ally that has the lowest HP and takes 50% of the damage for that ally.
During this process, the tank servant would die upon taking the 50% of the damage that the DPS servant received which makes the tank servant weak rather than protecting the servant.
From now on, the escort effect will be cast to all allies (excluding the caster) and the caster will take 20% of the damage for all allies.
The escort effect will allow tank class to protect allies rather than dying for them.
⭕️ Lucrecia Stat Increase
Lucrecia is one of the servants that have received continuous love from all users.
Even though Lucrecia is not a shard farmable servant due to several reasons, she has low stats.
However, her stat will be adjusted to fit the balance.
Other effects such as Buff Removal, Debuff Removal, Damage reduction upon the shield, silence are in the list of balance materials.
We will gradually decide and balance these effects after further debates and testings.
We have decided to make this huge revamp with the desire to make the game fun and to service the game for 3 ~ 5 years.
We may have caused concerns to everyone due to such big changes and our direction of updates might be the way everyone hoped for.
So far, many updates have gone in the direction we have planned for and some have gone in directions we did not.
We did make some mistakes however, we believe that we were able to receive many loves and support from everyone for 2 years due to the acceptance of our mistakes and continuous adjustment by hearing everyone's feedback.
We wish for this update to be the new beginning rather than the end and also receive love from users who have never heard of Heir of Light before.
Please share your feedback and suggestions and we will continue to try our best to provide a better gaming experience for all Heirs.
p.s. 4.0 update is planned to be updated around 2/25 ~ 2/27
Dev Note #104: 2nd Anniversary 4.0 Update Preview Part 4: Additional Notice
We are here to cover some general questions from the community that was brought up after the last Dev Note.
⭕️ What are the conditions to unlock 4 regions of Purifying Grounds?
1st region of Purifying Grounds is open to all Heirs.
For the 2nd region, we are thinking about various conditions to unlock it.
Instead of unlocking a specific region, you must unlock each region in sequence with [Open+1 Slot].
If you purchase [Open+1 Slot] from the milage shop, you can permanently unlock 2 regions. (The mileage point is not confirmed but we are not planning to make it high)
Also, the All-In-One package has [Open+1 Slot] effect so if you purchase it, you will be able to unlock the 3rd region.
The last region is planned to be sold for 30 days by purchasing it with money or in-game currencies (karats).
Thus, you can unlock each region in the Purifying Grounds by
> Open+1 Slot (Permanent) product
> Open+1 Slot (30 days) product
> All-in-One Package
These products do not have any order of purchase because a specific product is not associated with a specific region.
The [Open+1 Slot] for Purifying Grounds is not designed to be accommodated with a large amount of money.
We did not finalize what kind of current would be required to unlock the region
We are planning to allow Heirs to shard farm for Light/Dark Servants at a small cost.
⭕️ Isn't it difficult to use the Purifying Grounds without making a large amount of purchase?
As we have explained above, there are 4 regions to the Purifying Grounds.
Even without making any purchases, the [1st region] and [Explore/Sanc] will be available and can be used at the same time.
You will be able to farm shards for 2 servants at the same time.
If you purchase 2 [Open+1 Slot], you will be able to unlock the Purifying region up 3 regions, which will allow you to farm light/dark servant shards.
(You will be able to farm servant shards that were not available to farm)
Karats and Mileage will be enough up to the 3 regions, but you will need the All-in-One package to unlock the last region.
(If you are going to shard farm without the All-In-One package, it will be a bit difficult due to the valor and time.
It will be same as the current method of shard farming)
We think that the All-In-One purchase is a pre-requisite for farming so we decided to add [Open+1 Slot] effect in the All-in-One package.
If we don't put this condition, then we will be adding a different cost for the region to farm Collaboration/Light&dark servants that are not available for shard farming.
The difficulty of obtaining these servants must be high.
Wouldn't it be better to receive extra cost to unlock a region for these servants?
If we don't receive extra cost to unlock the region for these servants, would it satisfy the users who have spent extra cost and resources to obtain these servants?
Instead of adding additional cost to unlock a region, we decided to add the benefit to the All-In-One pack which many heirs use for shard farming.
⭕️ Aren't you focusing too much on In-App Purchases?
As we talked about Purifying Ground in the previous Dev Note, we mentioned In-App Purchases more than we did in other Dev Notes. We don't want to say In-App Purchases is completely unrelated. However, the reason it seems like we are putting greater emphasis on In-App Purchase is because of the characteristics of Purifying Ground. Every region of Purifying Ground shortens the shard farming process significantly, as it allows Heirs to farm while playing other contents or staying offline from Heir of Light.
We want to clarify that Heirs will be able to enjoy various contents of Heir of Light, such as Dungeon, Explore, Sanctuary, Raid, and Abaddon, while they have their special force team deployed for an expedition in Purifying Ground.
Once Heirs open all 4 regions of Purifying Ground, Heirs will be able to farm from 5 regions including Exploration/Sanctuary. Ultimately, if Heirs used to collect 10 shards a day, Heirs will be able to collect 50 shards a day from now on.
For the most part, In-App Purchases in Heir of Light is connected to saving time. While In-App Purchase is not necessary to enjoy Heir of Light, Heirs can turn to In-App Purchases when they want to play more or progress faster. We prepared Purifying Ground as a "time-saving content," which is why Purifying Ground is closely tied to In-App Purchases. While Heir of Light has various contents related to time consumption, Heir of Light has been providing a lot of resources as event rewards. While many Heirs love the event rewards, the rewards were outshining what Heirs were getting from In-App Purchases in a smaller unit. Therefore, we wanted to give more incentives to players for In-App Purchases even in smaller units. Purifying Ground is quite similar to Mission Package in terms of its purpose.
⭕️ Is All-in-One Package necessary to transcend Collaboration servants?
We want to reassure players that we are preparing various means of acquiring Common Shard. While it may take some time, transcending Collaboration servants is possible as Common Shard will be available from in-game gameplay, events, and In-App Purchases. We intentionally designed Purifying Ground so that Collaboration servants naturally take longer to transcend with Common Shard to honor the effort of Heirs that invested a lot of resources during the Collaboration period to fully transcend Collaboration servants. We hope that Heirs feel that we found an appropriate middle ground for Heirs that invested in Collaboration servants and Heirs that didn't.
Heir of Light allows players to progress without In-App Purchases as long as they participate in various events. We will continue to look after various aids for F2P players, and we assure you that it is not our direction to make Heir of Light P2W game. (We are preparing a ★5 Select Summon as an upcoming pre-registration reward, and we will be giving out even greater rewards for future Updates.) We also believe it is important to provide enough benefits to players that spent even the smallest amount, providing various perks to support the progression.
We covered some questions brought up by the community today.
Please feel free to leave any feedback in the comment below.
Dev Note #103: 2nd Anniversary 4.0 Update Preview Part 3: Purifying Ground & Transcendence Expansion
We are here with more details about 4.0 Update.
Let's start with Purifying Grounds.
"While investigating the spread of the Dark Blood's corruption, one of Morning Star's aircrafts was able to a locate holy ground that was barely corrupted. Flynn and Mildred jumped right into the investigation of the holy ground.
Flynn and Mildred found 4 holy grounds with unknown purposes. They decided to name each place Sanctuary, Alter, Shrine, and Temple.
One day, while investigating the Alter, Mildred radiated a bright light. It seemed like two Mildreds were present in the same space until one of the Mildreds shattered into shards.
Realizing that this doesn't happen to himself, Flynn went through various tests and concluded that this phenomenon only happens to servants. Flynn named this phenomenon "Purification." All servants are constantly exposed to the Dark Blood. Flynn got excited that Purification in the holy ground is the key to extract the Dark Blood in a form of Shards from contaminated servants. However, after finding out the possibility of servants losing control during Purification, Flynn established a rule requiring Special Force to escort the purification process. Without anyone learning about the true intention of these holy grounds, Morning Star begun its Purification process."
⭕Details of Purifying Ground
> You can obtain shards of your servants through purification in Purifying Ground. (You can select a servant of your choice to obtain shards of the servant.)
> In order to purify the servant of your choice, "Special Force" team will help the purification process. (Special Force team will be formed with 4 servants.)
> Special Force team with higher Growth Score will purify faster. Higher Growth Score will also result in higher rate of success in purification. Heirs can purify faster by using well developed servants.
> Actual battle will not take place since you are not actually fighting against your servant to obtain servant shard. Purification will take place even when Heir of Light is turned off. Heirs will be able to obtain servant shards even when they are not playing Heir of Light.
(Here are some images to help Heirs' understanding.)
> Servants that are in the Special Force team for Purifying Ground cannot be used for other contents beside Defense Team. (Purification target servant can be used in other contents.)
> There are four regions in Purifying Ground: Sanctuary, Alter, Shrine, and Temple. Initially, only the first region will be open. The remaining regions can be unlocked through Mileage Shop or purchase of All-in-One package. (All-in-One will open an additional region. Purchase from shop will open an additional region for 30 days.)
*Please note that name of each region may be subject to change.
> All-in-One package will double the shard drop from Purifying Ground.
> Target servant for purification must meet certain requirements for each region of Purifying Ground to be purified.
Going into more details about the table above, Fire Lucien (Available in Explore/Sanctuary) can be purified from the Sanctuary of Purifying Ground, however, Fire Ignis can only be purified from Alter or higher. Light Leto can only be purified from Shrine or higher, and Light Valkyrja can only be purified from the Temple.
Also, due to the Transcendence requirement, Light Valkyrja with only 1 Transcendence cannot be purified. Collaboration servants are generally more difficult to obtain since they can only be obtained during certain period of time. Therefore, we decided to set higher purification requirement for Collaboration servants.
All Light/Dark servants must reach 5th Transcendence to be purified (4th Transcendence with All-in-One Package).
Purification Requirement was necessary in order to include Collaboration & unfarmable servants in Purification Target. Since these requirements are harder to meet, we were able to provide better rewards.
Ultimately, Purifying Ground allows Heirs to farm 24 hours even when Heir of Light is turned off through purification. While it can be ran 24 hours, shard drop rate is similar to Explore/Sanctuary. Plus, Heirs can farm shards easier with less investment toward Valor since the valor cost is only 6.
Given that purification takes 60 seconds, players can obtain following amount of shards with 24 hours of purification.
(With All-in-One Package)
Currently, many Heirs engage in Shard Farming for 8 ~ 12 hours a day, which translates to 15 to 20 days to collect 500 Light/Dark shards. Ultimately, Heirs will be able to farm shard 1.5 times ~ 2 times faster than before.
Also, Purifying Ground will be dropping Mark Source that was not available before along with Common Transcendence Shard and Skill Bun Summon Shard to support faster servant development and Mark change.
Purifying Ground will reduce the stress of leaving Heir of Light running on your device. It will also allow Heirs to obtain shards faster. This all goes along with Transcendence expansion. Heirs with 1st ~ 4th Transcendence will be able to Transcend faster with the release of Purifying Ground. Heirs that no longer had a room of servant improvement after 5th Transcendence can aim for further servant development.
Many Heirs have left their opinion about Transcendence Improvement. We are aware that there are more negative responses than positive ones, especially because of the idea of using more than one servant to transcend one stage.
As we mentioned previously, if each Transcendence required same amount of material, the gap between Heirs will become huge based on Heirs' time investment. We expect the gap to become even wider with the release of Purifying Ground. Therefore, we believe that we must increase the cost of each Transcendence as the servant make Transcendence progression.
Furthermore, since Light/Dark servants are significantly harder to obtain than Fire/Water/Forest servants, Light/Dark servants are naturally stronger than Fire/Water/Forest servants. If Fire/Water/Forest servants can be transcended with only 1 duplicate servant, we won't be able to give Fire/Water/Forest servants the necessary increase in stats to compete against Light/Dark servants. By increasing Transcendence cost of Fire/Water/Forest servants and ultimately the Transcendence difficulty of these servants, we can assign appropriate stats to Fire/Water/Forest servants so that they can compete against Light/Dark servants to certain degree.
Here are some answers to feedbacks that were brought up in the community.
⭕How big will the gap be between Fire/Water/Forest servants and Light/Dark servants?
We expect 10th Transcendence Fire/Water/Forest servants to have performance similar to 7th Transcendence Light/Dark servants. As we mentioned earlier, if Transcendence cost did not increase and remained at 1 servant per Transcendence, we won't be able to allow 10th Transcendence Fire/Water/Forest servants to compete against 7th Transcendence Light/Dark servants. However, because we increased the Transcendence cost for higher Transcendence, we were able to give greater stats to Fire/Water/Forest servants, ultimately allowing 10th Transcendence Fire/Water/Forest servants to compete against 7th Transcendence Light/Dark servants. This will allow Fire/Water/Forest servants to be viable for various contents, giving more incentives to develop Fire/Water/Forest servants. While this may seem obvious considering the difficulty to reach 10th Transcendence for Light/Dark servants, 10th Transcendence Light/Dark servants will be significantly stronger than 10th Transcendence Fire/Water/Forest servants.
⭕Don't you think Common Shard is too much? Wouldn't it discourage Heirs that developed Collaboration servants or servants that weren't available for shard farming?
Common Shard is one of our attempt to create more methods of developing servants without relying on summoning which is completely based on luck. While we understand the concern, we won't be giving out a lot of Transcendence Common Shard. Even now, Select Summon can be obtained through Craft or In App Purchase. Common Shard will be available for In App Purchase, and it can also be obtained in small amount through gameplay. We will continue to care about Heirs that developed servants that cannot be farmed or Collaboration servants.
⭕Don't you think Craft needs improvement along with Transcendence Expansion?
We weren't able to share more details about this issue in last Dev Note because we had nothing finalized. As we expand Transcendence, Select Summon acquisition through Craft will also be improved. Select Summon through Craft will include all servants including new servants. Also, Fire/Water/Forest servants can now be crafted 3 times a month, and Light/Dark servants can be farmed 5 times a month. (We will be changing Select Summon crafted before the update to include all new servants.)
⭕Please consider sniping using Relation Effect.
Currently 0 Transcendence Aria can snipe 5th Transcendence Lucrecia's passive. Currently, Transcendence does not influence sniping through Relation Effect. Many Heirs have expressed their concern that it wouldn't make sense for 0 Transcendence servants to snipe 10th Transcendence servants. We agree with this concern for the most part. If we decide that this is becoming an issue after more investigation, we will apply change to Relation Effect so that it takes difference in Transcendence between servants into account.
⭕Light/Dark servant Transcendence seems too difficult.
In the standard of current build, it will be very difficult to Transcend Light/Dark servants. This is not only because shard farming has been difficult for Light/Dark servants, but also because we limited summon of Light/Dark servants in general to respect its rarity. Therefore, to loosen the limit on Light/Dark summons, we will be adding Light/Dark Special Summon. Light/Dark Special Summon allows Heirs to choose 4 Light/Dark ★5 servants by using 2 Light/Dark ★3~5 Summon Stones. If Heirs summon ★5 from Light/Dark Special Summon, Heirs are guaranteed to summon one of the 4 servants they chose. We believe that it will become easier to transcend Light/Dark servants as we lower acquisition difficulty of Light/Dark servants. Also, we will be improving ★3~5 Light/Dark Summon Stone supply from various Light/Dark Summon Packages so that Heirs can acquire more Light/Dark servants. (Light/Dark ★3~5 Summon Package IV will be giving 30 Light/Dark ★3~5 Summon Stones instead of 22 after the Update.)
It is true that this Update is bringing huge changes.
While these changes can feel different or odd, we hope that Heirs view these careful changes as our effort to improve gameplay experience of Heir of Light. We are also preparing various marketing plans along with Collaboration to celebrate 2nd Year Anniversary of Heir of Light in March. We promise to continue to improve Heir of Light through community feedbacks.
Dev Note #102: 2nd Anniversary 4.0 Update Preview Part 1: Transcendence Revamp
Today, we would like to talk about the biggest issue for the 2nd-anniversary update, the revamp of Transcendence System.
The framework for the Transcendence system is to grow the servant by using the same servant as the growth material.
Other growth system required more amounts of resources as you get further in the growth process.
However compared to other growth systems, the transcendence system only required 1 servant as the growth material due to the level of difficulty in obtaining servants.
Due to the characteristic of the transcendence system, we have tried to provide more ways for everyone to summon by rewards or Events.
However, even with our efforts, the difficulty of transcendence varied greatly from user to user.
Also, many of you have already completed in reaching Transcendence 5 for a variety of servants.
We have been debating about new systems as we felt that it was time to add a way for you to grow your servants stronger.
In the 4.0 update, we decided to revamp the whole transcendence system.
We are considering changing the name of Transcendence system to a more appropriate term as the newly revamped system will be closer / similar to the system of other games in the similar genre such as "Limit Break" and "Rank-Up"
We will continue to use the Term "Transcendence" in today's dev note since the new term is not finalized.
Revamp of Transcendence System
⭕️ The Revamp of Transcendence System's key elements:
> Servant will no longer be the required material for transcendence.
The transcendence method will change to Transcendence (EXP).
> A new resource, "Universal Shard" will be added and "Universal Shard" can be used to transcend any servants.
> Servant, Servant Shard, and Universal Shard, can be used to fill up the Transcendence (EXP)
(1 Servant Shard or 1 Universal Shard = 1 Transcendence (EXP), 1 Nat 5 servant = 500 Transcendence (EXP)
> There will be a total of 10 levels and the amount of servant growth will be increased compared to the current Transcendence 5.
> The required Transcendence (EXP) will be different per each Level.
> The amount of Transcendence (EXP) per level may vary from servant to servant.
> Stats will increase as you reach a higher level of Transcendence similar to the current transcendence system.
(Not considering to add the new potential skill slot in this revamp)
To elaborate more on the revamp
Until now, 1 identical servant with the same nat grade and same element was required to increase 1 transcendence.
The new transcendence system will be changed to "Transcendence (EXP) so that Nat 5 (same servant & same element), servant shard, and universal shard can be used.
Similar to the concept of exp for leveling, low-level transcendence will require low Transcendence (EXP) and high level will require high transcendence (EXP)
Level 1 ~ 3 will be easy, Level 4 ~ 6 will be normal, Level 7 ~8 will be difficult, and Level 9 ~ 10 will be very difficult.
⭕️ Example of Transcendence (exp) requirement for a NAT 5 servant per transcendence level
(Please note that the Transcendence (EXP) per Transcendence level is not finalized. The details for Transcendence 7 and above are not listed to prevent any controversies to occur as they are not finalized)
We will be adding a feature where you can increase the Transcendence (Exp) by using a variety of materials and resources to Transcend.
[Universal Shard] can be used to increase the Transcendence (Exp) for all servants.
The requirement of Transcendence (Exp) per level will vary per servant due to the Nat grade of the servant, the difficulty of obtaining the servant shard, and other factors.
For servants that have the low difficulty of obtaining shards will require more Transcendence (Exp) compare to the servants that have the high difficulty of obtaining shards.
The transcendence level of servants that have transcended from 1 to 5 before the update will be maintained.
The total transcendence (exp) required to reach Transcendence level 5 will remain equal when converted to the number of servants required to reach Transcendence 5.
Due to the reduced Transcendence (exp) requirement for low-level transcendence, we will be compensating the excess transcendence (Exp) for all users who have previously reached transcendence 1 & 2.
To explain using the chart above, users who have reached transcendence 1 will be compensated with 400 Transcendence (exp) for that servant.
Thus, you can use 200 transcendence (exp) to reach Transcendence level 2.
After that, you'll have the remaining 200 Transcendence (exp) and use additional materials worth 200 transcendence (Exp) to reach level 3.
Shard Acquisition Support
It is true that ultimately you need more resources to even further enhance servants. We believe that Heirs love Heir of Light not only because we gift various currencies through events but also because Heir of Light can be enjoyed without purchasing despite being a gacha game due to the shard system. We are planning on maintaining this direction, therefore, we will be creating various methods to obtain shards.
1. A new content called "Shrine of Purification" will support simultaneous farming of up to 4 servants upon meeting various requirements. In a rough calculation, Heirs will be able to farm shards 4 times faster than before. In "Shrine of Purification," Heirs can farm shards of servants that weren't available for shard farming along with Collaboration servants. We will cover more details about the "Shrine of Purification" in the Dev Note next week.
2. We will be adding a new currency called "Shard of Transcendence" so that Heirs can transcend their servants without dedicating all their time in summoning or farming shard of a certain servant. (Two types of "Shard of Transcendence" will be added: Fire/Water/Forest Shard of Transcendence & Light/Dark Shard of Transcendence.)
3. You can now acquire shards of Collaboration servant from Tower Invasion.
4. For L/D servants with higher acquisition difficulty, we will be adding L/D Special Summon so that Heirs can select a certain pool of servants before summoning L/D servants. (While the details are not finalized yet, L/D Special Summon will be using a certain number of L/D ★3~5 Summon Stones.)
We considered various possible variations of a new servant development after concluding that we have reached a point where we need to expand servant development. However, since the very base of Heir of Light gameplay lies in servant acquisition through summon or shard farming, we concluded that it would be the most intuitive to use servant as a material in additional servant development. Therefore, we decided that the reworking Transcendence System would be the best way to expand servant development.
Of course, we understand the disappointment from Heirs that did not expect another servant development system using duplicate servant as a material and already consumed duplicate servants in various ways. (Heir of Light team also consumed many duplicate servants before this change was finalized.) We want to sincerely apologize to make a change that would disappoint the community in any way.
Since summon and shard farming will be becoming more important with the change, we are looking into various ways of supporting both summoning and shard farming for Heirs.
Today, we covered Transcendence Revamp. Since Devs have been discussing this change for a very long time, Transcendence Revamp is finalized to happen. However, we believe that there are other things that we can improve on while we work on Transcendence Revamp. We will try our best to reflect the community's feedback on comment below or suggestion channel on Discord.
As we mentioned before, we have yet to finalize the official name for new content following Transcendence Revamp. If you have any name suggestions or suggestions on the number of L/D ★3~5 Summon Stones needed for L/D Special Summon, please feel free to leave it on the comment below.
Dev Note #101: 2-Year Anniversary 4.0 Update Preview #1: Shard Farm & Transcendence
How are you guys enjoying the Growth Score system and the newly revamped league system?
We believed that these new changes have a lot of positive potentials to resolve current problems in the game however, we were a bit worried because we cannot deny the fact that these are some of the biggest changes in the history of Heir of Light.
After the update, we have been constantly reviewing the community feedback and many have shared positive feedback.
Also, fortunately, there were more positive responses from new users and low group users as intended.
We have been thinking about how we can provide a fun gaming experience to the new users and make them fall in love with our game.
Rather than focusing on narrowing the gap between the new users and current users, we divided the groups according to each Heir's growth and allowed users to compete against others with similar levels.
So these changes can be seen as the skirmish of the 2nd anniversary 4.0 update that's in preparation.
Going one step further, the 2nd anniversary 4.0 update will contain more revamps and changes.
We believe that we must share the upcoming changes in advance to all Heirs.
⭕The first topic is the revamp of "Shard Farming"
Many of Heirs are growing their servants by obtaining them from Shard farming.
To strengthen and grow a servant, you need to obtain gears, elemental stones, and other resources from different contents.
However, once users start shard farming, many users just tend to shard farm all day as shard farming on its own is a very time consuming process.
Thus, for the first time in the history of Heir of Light, we decided to create content where you can shard farm even when the game is turned off.
We think that we should have more updates that are for the current users as we have been bringing updates for the new users.
So we decided that an update to ease the shard farming for the current users was needed because volume of must-do contents gets larger as you progress further into the game.
This new update is for the current users, so the difficulty of the new content is not easy but we think that it may have an effect on the daily game patterns.
⭕The second topic is the revamp of Transcendence
Before we get to the topic, we need to talk about the history of Transcendence
In August 2018, the Transcendence system first was introduced with the 2.0 Restart Update due to the need of expanding the servant growth and in order to resolve issues where many NAT 5 servants were just being stashed away without any use.
You were able to Transcend a servant up to 3 times by using the same servant with the same element as materials.
However, obtaining the servant you desired was not easy because obtaining servants was only available from Summon.
It also made it more difficult for the user to reach transcendence 3 on a servant.
So in November 2018, the Fuse system was added with the 2.3 Update.
In December 2019, the Craft System was introduced with the 2.4 update to easy the difficulty of transcendence again.
In January of 2019, we expanded the max transcendence from 3 to 5 due to the need of expanding the servant growth as the number of users reaching Transcendence 3 increased.
We believed that the game was in a situation where the expansion of Transcendence was needed.
However, many have expressed the feeling of sorrow because many have already used their duplicates in Fuse or Combine and also because we did not make an early announcement about the expansion of Transcendence.
During this time, many users have greatly expressed their stress regarding the expansion of Transcendence and how they have already used up their duplicate servants.
Thus, we announced to the community through the Dev Note that we will be very careful making decisions about any servant growth after Transcendence 5 and that there won't be any further increase in transcendence for a while.
We increased the capacity of servant growth by adding different methods to grow your servants such as Super Enhance for gear, Potential Skills, and more.
In fact, unlike the other contents, the Transcendence system uses the same servant with the same element as the material for every transcendence.
So if you attempt to transcend a servant that you have obtained for the first time, it is quite difficult.
Once the servant reaches 3 ~ 4 transcendence, it becomes more viable in many different contents and has its usage in the game.
However, at some point, [Servants are only useful after Transcendence 5] became a rule for using the servant which led to users stashing away their low transcendence servants.
In preparation for the 4.0 Update, we thought and reviewed other topics including the Transcendence System.
We came to the conclusion that a major revamp is needed to provide a better and longer game service to the users.
The Transcendence System will be different and will have a different method once it is revamped.
The same servants will be needed more even if the servant is already Transcendence 5 and the new Transcendence system will be related to the revamp of Shard Farming.
More details of each content's revamp will be shared in the next Dev note.
So if you currently have or happen to obtain duplicate servants of your Transcendence 5 servants, we advise you to think carefully about it before using them for Fuse or Craft.
Dev Note #100: 3.11 Update Preview #2 - Growth Score & Groups
After the last Dev Note, We have received various feedback from users who are concerned about the changes and also from those who are anticipating the new changes.
So for today's dev note, we would like to share more details on the Growth Score and also answer some questions that arose from the community regarding the new group system.
The background story behind the new Growth Score System
Currently, in Heir of Light, the strength of the servant is displayed with CP(Combat Power). However, sometimes there are cases where the CP was not reliable due to the increase in CP by increasing specific stats for each servant class.
Also, Potential skills and skill effects played a part in servant's strength but there were cases where these were not being calculated into CP. Thus, it led to the difficulty of indicating a servant's strength with just CP.
So, in the preparation for the 3.11 Update, we decided to revamp the CP System.
Each Servant's growth can be the measure of strength and have a similar score based on the growth so that it would be easier to compare your servant with others.
Thus, we decided to Growth Score that indicates the servant's growth progress.
The CP will change to Growth Score and components that affect Growth Score are listed below.
Growth Score Calculation Formula
⭐️1. Base Stat of the Servant (Awakening Included)
The basic Growth score of each servant is decided based on each servant's base stats: Attack, Defense, and HP.
Thus, a servant's basic Growth Score may vary based on the servant's natural grade and element.
The basic growth score will be similar among the servants in the same natural grade and element due to minor differences in the basic stats.
The Growth rate from transcendence may change based on the servant's Natural grade and whether the servant is farmable or not.
So, the unfarmable Dark / Light Nat 5 servants will receive the highest growth rate.
The increase and contribution to the Growth Score will be based on the following list:
> Gear's Natural Grade (1 ~ 6★)
> Gear's Rarity (Normal ~ Legendary)
> Enhance Level (0 ~ +19)
> Number of equipped gears (0 ~ 8)
*The Primary Stat and Secondary Stats will not affect the Growth Score.
⭐️4. Potential Skill
The increase and contribution to the Growth Score will be based on the following list:
> Number of unlocked Potential Skills (Normal / Special)
> Potential Skill Levels
> Skill Grade (S ~ C) for Special Potential Skill #3 & #4
⭐️5. Skill Enhanced Level
The increase and contribution to the Growth Score will be based on the following list:
> Enhance Level of the 1st Skill
> Enhance Level of the 2nd Skill
> Enhance Level of the Combo Skill
*The Growth Score is a measurement of a servant's growth so the bonus stats from the Collection Effect and Element Upgrade will not be included
⭐️The Growth Score will be maxed and reach 100% upon the following conditions:
> 5th transcendence & 5th Awakened
> All gear slots equipped with 19+ enhanced legendary gears
> All potential Skills ( Normal and Special) enhanced to Level 20
> S grade potential skills for both Special Potential Skill Slot #3 & #4>
> All Skills (1st, 2nd, and Combo Skills) enhanced to max Levels.
Growth Score and Growth Rate can be viewed in the servant info and you will be able to sort your servants based on their Growth Rate.
Awakening Dungeon Entry Condition Changes
The entry conditions for Awakening Dungeon 11th and 12th Floors will change from CP to Growth Score.
We set the Growth Score of 3500 as the entry condition for Awakening Dungeon 11th Floor by converting the Growth Score of a 1 ~ 2 Awakened Level 60 Nat 4 servant equipped with 5 ~ 6★ +15 Epic gears.
As for the Awakening Dungeon 12th Floor, we set the Growth Score of 6000 by converting the Growth Score of a Trans 1 and 2 ~ 3 Awakened Nat 5 servant equipped with 5 ~ 6★ +15 epic gears.
The CP entry conditions varied due to the CP difference among each class, however, the Growth Score will stay similar even among servants in different classes so the entry conditions will be unified.
We have minorly alleviated the entry condition for the 11th and 12th floor so that it wouldn't be a problem even for Heirs who have grown their servants to hit the minimum CP for the entry conditions.
We believe that there won't be any problem due to the alleviation of the entry condition.
However, if you cannot enter due to the entry condition changes, we would like to ask heirs to grow the servants slightly to reach meet the entry conditions again.
Group Placement based on Growth Score
We would like to share information about the group placement as we mentioned in the last Dev Note.
The group placement is determined by the Servant's growth, and the condition for the group placement is determined by the sum of the 6 Servants' Growth Scores with the highest growth scores.
The sum of growth scores will remain the highest even if they are lowered by removing the gear or by selling your servants, so you cannot lower them even if you try to intentionally lower them.
The Group breakdown based on the Growth Score:
A Nat 5 [Fire] / [Water] / [Forest] Servant with 100% Growth Rate will have around 50,000 ~ 60,000 Growth Score and if you have 6 servants with 100% Growth Rate, you will be placed in the Diamond group.
This will be applied to all contents and even if your servants for PvP do not have a 100% growth rate, you will be placed in the Diamond group if the total Growth score of your 6 strongest servants is above 300,000.
We believed that the standard for group placement would be known when the standard is unified throughout every content in the game. Also, it was difficult to create a standard for group placement for each content so you won't be placed in the group that's specifically optimized for each content in the game. Thus, for certain content, you may feel that you might have been placed in a higher group than you expected. But the overall ranking season rewards will be improved with 3.11 update so it would be best to grow your servant that's optimized for each content to compete with users within your group.
That's all we have for the Growth Score. Lastly, we have compiled concerns and questions that arose from the previous dev note.
Group Revamp Q & A
Q. I would feel that I would prefer staying in the low group if the #1 rank reward in the low group is better than #20 rank in the top group. What are the rewards for the high ranks in the low groups and low ranks in the top group?
A. Good question. The first place reward is better if you compare the 20th place in Gold A Group (high group) and the 1st place in the Gold B group (low group). However, to get 1st and 3rd place in the group, the Servant Growth and a lot of playtimes were expected, so we thought the 1st place reward should be better.
Overall, Gold A group's reward is better so in the long run, it's better to move to the Gold A group. This means that you have more chances of receiving better rewards as you go for the higher groups. The rewards for Platinum and Diamond Groups are set to make Diamond Group rewards better, as some may hesitate to move from Platinum to Diamond.
For your reference, we will inform you in advance of some of the ranking rewards for each group.
Q. Is the Overall Ranking going to disappear due to the Group Revamp?
A. There won't be a reward for the overall rankings. However the overall top 100
Rankings will be displayed for that you can see the strongest Heir in the server.
Q. Can I lower the Growth Score to be placed in the lower group?
A. As we explained about the Growth Score, you can't deliberately get into the lower group and get good rewards even if you unequip your gears or release your servants to lower your growth score because the highest total of Growth Score will remain the same.
Q. Is the growth of light / dark servants well reflected in the group placement standard? Will users who focused a lot on Light / Dark Servants be placed in higher groups?
A. Since the [light] / [dark] servant's stats and transcendental effects are taken into account when calculating the growth score, the growth of the [light] / [dark] servant is weighted more in the growth score than the [fire] / [water] / [forest] Servants.
A [Light] / [Dark] Servant with 100% Growth Rate will have around 70,000 ~ 80,000 Growth Score, so even if you have only 4 [Light] / [Dark] Servants with 100% Growth Rate, you'll be placed in the Diamond Group.
That's all for Today's Dev Note. The upcoming update is planned to have a wide range of changes compared to the previous updates.
Thus, the upcoming update may not bring satisfaction to all Heirs. However, please bear with us as we are trying our best to make the game more enjoyable while thinking about the long term directions.
If you have any questions, please feel free to leave a comment.
Dev Note #99: 3.11 Update Preview #1 - League System Revamp
We wish everyone a happy new year and wish everyone all the best!
As you all know that March of 2020 is the 2nd anniversary for Heir of light.
We are in preparation for massive updates until and even after the 2nd anniversary in March.
Starting from the January update, we will be holding massive 2nd-anniversary celebration updates for 3 ~ 4 months.
The first content and focus for the January update will be the revamp of the league system.
Currently, Competitive content such as PvP, Infinite PvP, and Tower Invasion is where all Heirs participate in the ranking competition.
Competitive contents are fun because it allows Heirs to test their strategies and build compositions using their own strongest servants.
Due to the nature of the ranking system, the competition in the top 100 is fierce and fun.
However, the fun decreases as the ranking go down towards the lower ranks.
We believed that it would more fun if everyone got matched with opponents with similar growth levels and compete for the top ranks within those groups.
That's why we decided to revamp the league into groups in the first update of 2020.
The revamp of league details:
🔸 1. League will be removed and will be revamped into groups.
🔸 2. The group is based on the growth of the servants of the Heir.
🔸 3. You will only be matched with other Heirs in the same group.
🔸 4. The group will be divided into 20 Heirs and the ranking competition will be held within 20 Heirs.
🔸 5. As the ranking competition is within 20 Heirs, the weekly ranking reward is also composed of 1st place ~ 20th place
In short, the core idea of this revamp is
📢 "Everyone can aim for Rank #1"
For example, if you have 1st transcendent servants then you will be grouped with Heirs with similar growth levels for a single season (1 week).
Your rank within the group will be determined by how hard you have grown your servants and how hard you have played for a week.
So unlike now, everyone can aim for Rank #1.
New heirs would experience despair when attempting the Infinite PvP.
They would constantly meet heirs who have kept their spot in the top ranks of the league.
Heirs in the top ranks would also agree and probably have experienced the same situation in the past by retracing your memories of the past.
Now Heirs will be separated and grouped based on their growth so new Heirs will not be able to meet high-rank Heirs.
New Heirs will be able to aim for the top by fighting against Heirs who have started a similar time and barely have reached the account level of 50 with 1 completed team composition.
Top ranking Heirs will have much more fierce competition than now.
Since you complete in the ranking within the other 20 Heirs in your group, you will have a more chance of taking top ranks.
Ranking Rewards will remain similar or even be increased, so you will be able to earn more rewards as you place higher in the ranks.
To summary everything again
📢 "You can be Rank 1 if you do your best in your current situation"
As we mentioned in the beginning, the league revamp will be for competitive content.
Changes will be made in 3.11 Update for Infinite PvP, PvP, Tower Invasion, and Boss Invasion.
Heirs who have placed 1st ~ 3rd place in each group in Infinite PvP will see an icon next to the group name in the chat and user information window to proudly show off your ranks.
There are 10 groups in total: Diamond, Platinum, Gold A, Gold B, Silver A, Silver B, Silver C, Bronze A, Bronze B, and Bronze C.
You will be placed in a group based on your account growth at the beginning of a season.
The group placement is based on growth, that is, [Growth Score], is a newly added system and requires detailed explanation so it will be discussed in the next Dev Note.
There are a few more things that change as the league is revamping into groups.
🔸 1. A medal will no longer be rewarded.
Medals were playing a huge symbolic role in Heir of Light but it will no longer be updated and the medal rankings before 3.11 update will be displayed in the Hall of Fame.
We are planning to provide rewards for those who have made a lot of effort in increasing their ranks in the medal ranking
Many have made a lot of effort to increase their medal ranks, so we are planning to provide rewards for those who are ranked within the top 100 medal rankings.
Details about the top 100 medal rankings rewards will be announced with next week's event post.
🔸 2. Tower invasion reset time will change from 7 hours every 4 hours at a set time (0, 4, 8, 12, 16:00, 20 o'clock) so that you can meet more opponents.
Additionally, we have improved the part where the invading opponent would not lose any points if they have invaded other opponents and lost more than a certain number of times. (15 times).
🔸 3. The invitation reward when using the PvP ticket will be changed due to the change in PvP ticket contents.
The invitation to enter the Global Infinite PvP will not be rewarded when using PvP Tickets.
The Global Infinite PvP content is a place to determine the Rank #1 of the world, so we believe that the Global Infinite PvP content should base the ranking on quality of the win rates rather than the quantities of tickets consumed.
Additionally, the Global Infinite PvP Beta duration will end and will be revamped to become a content where Heirs can truly determine the Rank #1 in the world.
🔸 4. The criteria for selecting World battle opponents will change due to the changes in Infinite PvP.
Currently, the No.1 ~ No. 5 was determined by Heirs from top to low ranks.
But it will be changed to select one of the Rank #1 from the top group to the low group
(For example, No. 1 will be selected as one of the Rank #1 in the Diamond Group, and No. 5 will be selected as one of the Rank #1 in the Bronze A Group.)
🔸 5. Due to the massive revamp, we will not calculate the league reward that is originally planned for January 20th.
Also, all ranking data will reset starting from the 3.11 update and will start brand new.
For example, the Infinite PvP ends and is calculated on 1/19 00:00 AM and a new season starts.
However, there's only a day until the update.
So we decided to reset rather than calculate the ranking because it will not be fair to everyone to determine a ranking based on the data of a single day.
🔸 6. The Abaddon Tower will not be revamped with the new group system due to the nature of the content.
For the Boss Raid, we decided to implement the group system after the stabilization of the new group system.
That's all we have today for the revamp of the league system.
It was very difficult for us to make this decision to revamp because it is a massive change however, we hope that this change will allow more Heirs to enjoy competing against each other.
We believe that you may have a lot of questions due to our explanation of the league revamp in forms of large concepts.
Please feel free to share your thoughts and questions in the comments.
Dev Note #98: 3.10 Update Preview #3: Reflected Feedback & Additional Notice About Party Raid
Today we will cover reflected feedbacks from the community along with additional notice about Party Raid.
Black Market Improvement
While Black Market carries some quite valuable items for good prices, Black Market was often frustrating because Heirs had to use Karats to reset the shop multiple times in order to encounter the item they want. Without using Karats, Heirs were forced to wait a full hour without making any purchase when they get unlucky with items on Black Market.
Therefore, we will be slightly increasing reset price from 3 Karats to 5 Karats while buffing the shop items so that it is more likely for Heirs to find the items they want.
Most importantly, we will be increasing chance for element stones and ★4~★6 Gears.
Please note that we also slightly increased the price of each item as we increased the rate & number of items.
Please check below for details of changes:
Consecutive Battle Added to Explore
Some Heirs commented that it is quite annoying to tap on "Next Stage" every time they clear a stage when they want to slide through all Explore stages with well-developed servants
When Heirs clear a stage with 3★, they will have access to Repeat Battle. When a stage was never cleared or was cleared with 2★ or lower, Heirs will have access to Consecutive Battle function to breeze through from first stage to the last stage of Explore.
Clear ★ Display Added to Guild Dungeon Battle Log
It was difficult to check the Clear ★ of certain stages in Guild Dungeon. Therefore, we added Clear ★ Display in the Battle Log.
Special thanks to @Rcammandors , @madelves from Discord
Additional Notice About Party Raid
We received various feedbacks after we released last Dev Note. Here are some additional changes implemented along with a summary of some popular topic.
1) Making Party Raid Entry Limit 140 Entries a Week
Many Heirs have suggested that it would be a lot less stressful to implement weekly 140 entries limit rather than 20 entries limit a day so that Heirs can adjust their own schedule to play Party Raid. While we believe that 20 daily entry limits would be better, we are planning on going through additional discussion since a lot of Heirs have been voicing their opinion about Party Raid entry limit. We will make additional notice after some internal discussion.
2) With the nerf of Party Points from Daily & Weekly Missions, this change is a huge nerf for Heirs that were playing minimum amount of Party Raid everyday.
While we increased Party Point clear reward, drop reward, and clear reward for each floor in general, we had to decrease Party Points reward from Daily & Weekly Missions for balance purposes. Ultimately, it is true that this change is a nerf for Heirs that only played 1 ~ 3 rounds of Party Raid per day.
Even though we had clear balance purpose for this change, the disappointment from many Heirs were obvious.
Our main purpose of this Party Raid Revamp is to create love for Party Raid among Heirs. After observing some major disappointment from the community, we had another serious discussion about Party Raid rewards.
Reflecting the feedbacks from Heirs, we decided to revert back to the original Daily & Mission rewards. (800 Party Points from Daily Mission and 2,800 Party Points from Weekly Mission will be maintained.)
It is very unusual for us to make such last minute changes, because all of our changes have many reasons behind them. However, with increasing number of new Heirs, we decided to make an exception not to disappoint the community.
We will continue to reflect feedbacks from the community.
Dev Note #97: 3.10 Update Preview #2: Party Raid Revamp
We are here with new Dev Note covering Party Raid Revamp.
After we released 3.10 Update Preview, we went over various feedbacks to clarify some misunderstandings & to go over more details of our intention with Party Raid Revamp.
Current State of Party Raid
We believe that Heirs that have been playing Heir of Light since the launch of Party Raid are well aware of the direction we wanted to take with Party Raid through Dev Notes.
In Party Raid, we wanted Heirs to have fun by putting collective efforts with other Heirs real time to defeat powerful boss. To make this possible, we set certain schedule for Party Raid so that significant number of Heirs can get gather up for Party Raid in the set schedule. Furthermore, we tried to reward Heirs with quite satisfying reward per each clear. Finally, we implemented different rewards for each floor to motivate Heirs to climb higher up in the Party Raid.
However, we received multiple feedbacks about limited entry schedule. As Heirs continued to have trouble finding Party even with the entry schedule, we decided to temporary change the Party Raid schedule. We ended up expanding Party Raid schedule from opening 4 hours daily to opening 6 hours on the weekdays and 12 hours on the weekend. As we expanded entry schedule for Party Raid, we adjusted reward per clear while improving Party Point reward from Daily / Weekly Missions to balance out the change.
After the change, we saw increasing number of Heirs playing just enough Party Raid to receive Daily / Weekly Mission rewards. Since 3 rounds a day / 21 rounds a week can easily be achieved through Team Support of Guild Members or Friend, number of Heirs actually looking for party dropped rapidly.
After going over months worth of players' data after Party Raid's launch, we learned the following:
1. Party is usually formed through Team Support of Guild Member or Friend.
2. Actual real-time Party Raid rarely takes place.
3. There are two types of Heirs:
> Heirs that participate only 1~3 times at the most
> Heirs that participate in Party Raid whenever they can.
There have been several issues with Party Raid such as difficulty of engaging with actual real-time Party Raid and polarization of participation & reward acquisition between Heirs. Furthermore, it is true that the current direction we are taking with Party Raid is significantly different from our initial direction. We concluded that major Party Raid revamp is necessary for Party Raid content to be widely loved among Heirs.
Le'ts jump right into the details.
There are three major Party Raid Changes: Implementation of daily entry limit, extension of Party Raid schedule, and addition of new "Add My Team" function.
While we changed Party Raid schedule so that Party Raid is available for 23 hours and 30 minutes excluding 30 minutes of system maintenance out of 24 hours, we created limit on daily entry so that all Heirs can participate in similar amount of Party Raid.
While we considered making weekly entry limit instead of daily entry limit, we were afraid that rushing 140 rounds of Party Raid on the weekend can be very stressful for Heirs, especially when there are other contents on the weekend that needs to be visited such as Shard Farming, Gear Farming, and Awakening Dungeons. Therefore, we created daily limit that allows Heir to play Party Raid for 30 minutes to 1 hour daily.
Since it was quite challenging to find a party in Party Raid, it was very difficult to actually participate in Party Raid at all without proper Support Team lined up. In order to improve on this issue, we added "Add My Team" function. By adding "Add My Team" function, it will be significantly easier to participate in Party Raid for Heirs that have proper servants built up for Party Raid by decreasing stress of finding a party. While this could be a good news for Heirs that wanted to participate in Party Raid on their own, we believe that this news can be disappointing for Heirs that enjoyed actual co-op aspect of Party Raid, helping each other to clear each floor. We understand that it may seem like Party Raid is losing its initial direction.
We wanted to give more value to servant development and team formation of an individual Heir, while easing the stress of searching 2 other active members to participate in Part Raid. Since Party Raid becomes significantly harder as Heirs climb up the floor, it is very difficult for single Heir to properly develop all 9 servants for Party Raid. In Stage 3 for example, we expect Heirs to form a party of two Heirs, forming 2 teams on their own while filling out one last team with another Heir. While Heirs can improve their team to the point they can clear Floor 3 on their own, we expect Heirs to challenge Floor 4 with two other Heirs instead to claim significantly better rewards. Through Party Raid with two other Heirs, Heirs will be able to improve their team until they can utilize two teams of their own.
Furthermore, Heirs tend to focus on 4 main servants rather than developing various servants. It is very likely that 2nd team and 3rd team of Heir A that plays 3rd Floor are weaker than 1st team of Heir B that plays 2nd Floor. Therefore, we expect co-op aspect to remain relevant in Party Raid.
We believe that it is important to improve reward per each clear with this Party Raid revamp. Therefore, we will be improving reward per each clear.
⭕Party Point Change per Clear
⭕Amount of Reward & Rate Change
⭕Party Raid Daily / Weekly Mission Reward Change
As you can see it on the table, we decreased Party Points from Daily / Weekly Missions as we improved clear reward. Based on 3rd floor, Heirs will be able to receive 600 Party Points by playing 20 rounds of Party Raid along with 400 Party Points from Daily Mission. Total amount of Party Points received per day increased to 1,000 Party Points from 824 Party Points that Heirs used to receive for playing 3 rounds per day.
This change may not feel like a buff in terms of Party Point if Heirs don't participate all 20 rounds of Party Raid per day. However, on 3rd Floor, Heirs will be able to receive reward equivalent to 150% ~ 200% of previous reward from 20 rounds of Party Raid per day with increased reward and drop rate. On 4th floor, this number goes up to 200% ~ 300%. Technically, this is a huge improvement in terms of time efficiency as Heirs can receive 40 ~ 60 rounds worth of rewards through only 20 rounds of Party Raid.
Additionally, price of Party Shop items will be adjusted.
Party Shop Price Change
It is true that it was difficult to purchase various items from Party Shop with the Party Points that Heirs used to earn. Since we improved clear reward while we decreased Party Points from missions, this change could affect Heirs that only played 1 ~ 3 rounds of Party Raid per day negatively. Therefore, we decreased price of 1st & 2nd purchase on major items in Party Shop.
With the Party Raid change, Heirs that collect 1,000 Party Points through 20 rounds of 3rd floor will be able to make some sort of purchase every day. To make things even better, Heirs can now purchase Special Summon Stones twice a day as we decrease the price of Special Summon Stone from 800 Party Points to 500 Party Points. Also, we will be significantly decreasing price for 3rd ~ 6th purchase to make the items more available.
Party Raid changes can be summarized as following:
1. With new "Add My Team" function, Heirs no longer have to be stressed about searching party. Party Raid can now be played on one's own with properly developed servants.
2. While higher floors have significantly better rewards, it is very difficult to form all three teams for higher Party Raid floors. We expect party matching to improve with expanded schedule and increased participation.
3. As we improved clear reward and decreased price on Party Shop, Heirs can acquire a lot more rewards than before.
We also received a feedback asking for additional entries on the weekend. For now, we believe Heirs can claim significantly more rewards than before with improved clear reward as long as Heirs invest proper amount of time everyday.
While we had a big goal when we first designed Party Raid, sadly Party Raid did not quite work out as intended. We expect various feedbacks after the Update as we are quite determined to revive Party Raid content with big changes.
Please feel free to leave comments if you have any feedbacks or concerns.
Dev Note #96: 3.10 Update Preview #1: Servant Balance & Additional Notice (ETA: December 16th)
Usually we try to schedule our major update at the end of the month. However, with the Holiday season approaching, we decided to bring in the update slightly earlier. 3.10 Update is expected to arrive on December 16th, and we will be updating Heirs on more details next week.
Christine was never popular among Heirs, not only because she didn't stand out among the Ranged Ignore-DEF DPS class servants despite being a servant that cannot be farmed, but also because she was out-shined by Mildred that followed her. Therefore, we will be buffing Christine.
We will be adding "Increase ATK by 100% in Mass Invasion and Manor" to her Passive Skill so that she is more useful in Mass Invasion.
We will be adding "Increase ATK by 130% in Explore" to her Passive Skill so that she is more useful in Explore.
We will be adding "Increase ATK by 100% in Abaddon Tower" to her Passive Skill so that she is more useful in Abaddon Tower.
We will be adding "Increase DEF by 200% when HP is over 90%" to her Passive Skill so that she is more useful against AoE DPS servants.
Dark Christine didn't have any effect in her Passive Skill to increase damage output. To help Dark Christine do greater damage, we changed her Passive Skill to do 30% additional damage when she uses Combo Skill against enemy with Revive Block.
⭕Light Healer Class Servant Buff
We are balancing Heir of Light so that Skill Effects of Light/Dark servants are stronger than Skill Effects of Fire/Water/Forest servants. However, we have been getting feedbacks that Light Heylel and Light Sphinx are somewhat underwhelming compared to performance of Forest Heylel & Forest Sphinx.
Therefore, we will be buffing Light Heylel & Light Sphinx in 3.10 Update.
We are changing her 1st skill that used to remove 1 buff to remove all buffs like Forest Heylel, while moving the buff removal to Combo Skill. Also, we are moving immunity from her Combo Skill to Passive Skill so that Heirs can utilize immunity even better.
Instead of removing debuff, Light Sphinx will be able to revive all allies with her Combo Skill. Also, the debuff removal will be moved to her Passive Skill. We will be adjusting heal amount from 50% to 10% as we change her to specialize in Revive instead of Heal.
⭕John Wick / Sofia Collaboration Termination
We want to thank the community for the support toward John Wick Collaboration.
As we announced earlier, John Wick Collaboration was planned to last 3 months. Therefore, Heirs will no longer be able to acquire John Wick & Sofia from any content after 3.10 Update scheduled on December 16th.
Just like Summoners War Collaboration, we will be adding option to craft Transcend Bun for John Wick & Sofia so that Heirs can finish their transcendence process with John Wick & Sofia. The John Wick & Sofia Transcend Bun will be available until March of next year.
⭕Archangel / Valkyrja Transcend Bun Craft Termination
Since September, we have been providing option to craft Transcend Bun for Archangel & Valkyrja. Please keep in mind that Heirs will no longer be able to craft Summoners War Transcend Bun after 3.10 Update.
We will be continuing our effort to provide Collaboration with various medias to make servant collection of Heir of Light more engaging. We promise to come back with another exciting Collaboration!
New Avatar Added
In the last 3.9 Update, we added Single Hit Avatar for servants without Single Hit Combo Skill option so that they could utilize Single Hit Combo Skill.
In 3.10 Update, we will be adding Fairy Avatar for [A] Heylel, Sphinx, and Bastille that only have Single Hit Combo Skill option. The Fairy Avatar will give these servants Multi-Hit Combo Skill option.
Fairy Avatar only changes Hit-Count of Combo Skill, maintaining the servant's Combo Skill animation and Mark.Therefore, Fairy Avatar will be available for a cheaper price than other Avatars.
We are also releasing formal Avatars for Aria & [A] Lucien. A lot of Heirs have been waiting for [A] Lucien Avatar for some time. We hope you love our new Avatars!
We want to share some details on 3.10 Update in advance.
> 1 Month Free Subscription Event on Repeat Battle Pack I will be ending. If Heirs want to try out the 1 Month Free Subscription, please remember to subscribe before 3.10 Update. (Expected on December 16th.)
> Currently the Servant Shard items in the Shop only limit daily purchase. As a lot of Heirs are actively utilizing the Servant Shard items to acquire Nat ★5 of their choices, we will be lowering the price starting 3rd purchase while adding total purchase limit. Therefore, Heirs can purchase the Shards item from the Shop only up to 99 times after 3.10 Update.
That is it for today's Dev Note. In the next 3.10 Update Preview, we will be going over Party Raid Revamp. While there were certain directions that we wanted to take, we decided to rework Party Raid largely based on community's feedback.
We will see you again next week.
Dev Note #95: 3.9 Update Preview #2: Collection Effect & Reflected Feedbacks & QoL Improvements
We will deliver details about Collection Effect, reflected feedbacks from the community, and QoL improvements we will be adding in 3.9 Update.
We briefly went over Collection Effect in previous Dev Note.
Dev Note #93: 3.9 Update Preview
Collection Effect gives additional passive stats based on Awaken & Transcendence progression made with collected servants.
Servants of the same class will be sharing the same Collection Effect. Instead of categorizing servants into 4 original classes (DPS, Tank, Support, Healer), we decided to categorize servants into more specific classes.
While Tank, Healer, and Support class servants will remain the same, DPS class servants will be further categorized based on what kind of damage they do, instead what kind of attack range they have (Melee / Ranged). Therefore, DPS class servants will be categorized into 5 types of classes: ATK-Based DPS, DEF-Based DPS, SPD-Based DPS, Enemy Max HP-Based DPS, and Ignore-DEF DPS.
Acquiring even just one servant for a class will activate Collection Effect that will be shared among the servants of the same class. Each class will have different Collection Effect that would fit the characteristic of the class.
We did not want to give too much presence to bonus stat received for collecting each servant because we are afraid it might stress out Heirs about completing the Collection for Collection Effect. While it is not necessary to Transcend and Awaken Nat ★5 servants that are not even being used, we believe that Heirs will find significant bonus stats to their main servants if they start from collecting Nat ★3 and Nat ★4 servants that are easier to acquire and enhance.
Awaken progression for servants that Heirs already consumed before 3.9 Update will be reflected in Collection Effect level. However, we were not able to collect data of Transcendence progression of servants that Heirs already consumed before 3.9 Update. Unfortunately, Transcendence progression of consumed servants will not be reflected in Collection Effect. (If you are planning on consuming Transcended servant, we recommend doing so after 3.9 Update.)
Once the 3.9 Update hits, the Transcendence and Awaken progression of servants will be reflected & saved on Collection Effect. Therefore, consuming Awakened / Transcended servant after the Update will not impact Collection Effect.
Lastly, Nat ★1~2 Light/Dark servants can be acquired from Black Market.
3.9 Update Preview:
As it was announced in 3.9 Update Preview, the two significant QoL improvements we will be making is Improvement to Repeat Battle and Expedition.
1. Repeat Battle used to stop when there were not enough servants to be replaced automatically. We will be adding new option that will continue Repeat Battle even when there is no servant left for Replace for Heirs that want to focus on Shard Farming.
2. In the past, Auto Replace of servants automatically started from Nat ★3 servants. We will be adding option to Reverse Order of Auto Replace so that it starts from Nat ★5 servants.
3. We will be adding option to adjust number of Repeat Battle. We hope that this function will be useful for Heirs that have only couple of shards left until they reach their goal.
4. As most Heirs are aware, Awakening Dungeons of all elements open from Friday to Sunday. In this case, Heirs had to tap on Dungeons 12 times in order to clear 11F/12F of 6 different dungeons. Therefore, we will be adding Expedition function that will automatically clear Awakening Dungeon in Magic > Fire > Water > Forest > Light > Dark order.
Additional Shard Farming Support Notice
There are certain servants for each class that are absolutely necessary and yet are very time-consuming to farm Shards for. While there are different popular servants for different contents, it is difficult to develop the popular servants in short period of time. Therefore, we will be making certain popular servants easier to acquire so that Heirs can enjoy various contents quickly.
Following servants fall into the category:
Fire Xita: He is a basic Ignore-DEF DPS servant. While Heirs often find replacement as they continue their journey in Heir of Light, it is quite easy to fully Transcend Fire Xita since we are also providing his shard as Star Rewards.
Forest Carmila: As a DEF-Based DPS servant, she is capable of surviving powerful attacks. Also, with her Leech effect on her 2nd skill, she is very useful to farm DPS servants with powerful damage. Most importantly, DEF-Based DPS servants is a must when Heirs attempt Party Raid or Boss Raid Forest Monarch: Bastille.
Water Rem: She is widely loved in PvP not only because she can be farmed, but also because of her powerful AoE attack.
Fire [A] Lucien - As a Healer servant with Revive, her performance is quite impressive considering how it is fairly easy to farm her. Healer servants with Revive tends to be popular in PvP contents.
Forest Sinistra: As an Enemy Max HP-Based DPS servant, she is very powerful against enemy with high HP. She is very popular in contents such as Boss Raid Water Monarch: Ragna and Abaddon Tower where enemy has very high HP.
Water Blavatsky: Water Blavatsky is a top tier SPD-Based DPS servant that can be acquired through Shard Farming. With her outstanding performance, I believe it is not even necessary to go over why she is so popular. She is known as a must-servant in Party Raid. Furthermore, she is often used to farm shards because she is capable of clearing stages quickly.
The servants above will be available as a reward for Shard Collecting Guide that we will be adding with this Update. Heirs will be able to acquire 500 Shards for each servant mentioned above so that Heirs can summon one of each servant. Shard Collecting Guide will be available for both new and current Heirs.
Furthermore, Heirs will be able to purchase 20 Shards twice a day, 40 Shards total, at a cheap price from Honor Point Shop, Guild Shop, and Party Shop. This means that Heirs can Summon at least one servant every 12 days as long as they make purchase everyday from the Shop. Of course, it will take significantly less time to fully Transcend servants if Heirs engage in both Shard Collecting Guide and Shard Farming at the same time. For Heirs that are looking to acquire additional Shards, please note that the price of Shard from the shop will increased based on number of purchase.
Lastly, we added new missions on Transcend Guide so that Heirs can acquire more Water Lenore Shards.
We wanted to add some popular servants to new Mass Invasion.
With this Update, Water Ezebell, Fire Lucrecia, and Forest Ignis will be joining Mass Invasion.
Water Ezebell - Ezebell is a very popular Ignore-DEF servant that unfortunately cannot be farmed. We believe that he will be very useful in Abaddon Tower.
Fire Lucrecia: With new servants Caesar and Aria joining Heir of Light, some Heirs have been commenting that Lucrecia will be completely out of meta. However, Fire Lucrecia remains to be a very competitive in many contents with the exception of extremely high rank PvP.
Forest Ignis - She is a top tier Support Class servant in Infinite PvP. Many top rankers have already confirmed the outstanding performance of Forest Ignis.
The Mass Invasion will start on the day of 3.9 Update (November 25th) and end on December 21st.
Many Heirs have been introducing Heir of Light to their friends.
We want to remind Heirs that Heir of Light offer significant amount of reward when Heir invite a friend through Invitation Link.
Please check out the reminder post below!
Invite Friends Feature Reminder:
That is it for 3.9 Update Preview.
Please stay tuned for 3.9 Update scheduled for next week.
Dev Note #94: 3.9 Update Preview #1 - Servant Balance
3.9 Update is just a week ahead.
We will be discussing Servant Balance in the first Update Preview.
In the last Dev Note, we briefly talked about Potential changes in 3.9 Update.
Today, we will go over details on original Potentials that will be improved and new Potentials that we are adding.
⭕New Special Potential #4 Added
We believe that currently one of the issues with Heir of Light is difficulty of taking down Tank class servants due to their high HP and DEF. One of the actions we took to address this issue was adding new servant Aria in 3.8 Update. Also, we added Special Potential #4 that reduces the DEF of a target by n% for the duration of a Combo Skill upon using Combo Skill to some servants with ATK-Based or DEF-Based skills.
With this update, we will be adding new Potential to ATK-Based and DEF-Based DPS servants that reduce the DEF of a target by n% for the duration of the Combo Skill when the Combo Skill is activated by Secondary Mark. With this Potential, we expect ATK-Based and DEF-Based DPS servants to be able to do stronger attacks by reducing enemy DEF. (Max percentage of DEF reduction is 35% for S tier Potential.)
Furthermore, we will be buffing the Potential that reduces the DEF of a target by n% for the duration of a Combo Skill when attacking a frozen enemy with a combo skill because it is quite difficult to utilize the Potential due to "freeze" condition. The max amount of DEF reduction on S tier Potential will be increased from 36% to 40%
⭕Change to Normal Potential
It was very difficult for a DPS servant to do meaningful damage due to Potential that "Increases Crit Rate Resist upon being hit by a DPS" unless the DPS servant is a DEF-Ignoring DPS servant. Therefore, we will be buffing Potential that increases Crit Rate Accuracy in PvP from max 12.5% to 20%.
Also, as we promised, we will be removing "Increase Stun Resist Rate in PvP" and "Increase shield ignore rate when attacking an enemy of certain class" Potentials so that Heirs can acquire the Potential that they want more easily.
Furthermore, we will be buffing "Increases enemy shield ignore rate upon attack" Potential from max 5% to 15% so that it can replace "Increase shield ignore rate when attacking an enemy of a certain class" Potential.
(Servants that already have Potentials that are being removed will keep the Potentials until they change Potential.)
New Single-Hit Avatars for Servants Without Single-Hit Combo Skill
Many Heirs have been giving feedback about Combo Skill Hit-Count of servants that don't have any Avatar yet. It is true that the lacking options of Combo Skill Hit Count hindered the flexibility of servants in various contents.
Unfortunately, we had to push back plans of Avatars for original servants without any Avatar because there were other occasions that we wanted to create new Avatars for. (Summer Event, Halloween Event, New Character Release)
Therefore, we decided to create Avatars that focus solely on changing the Hit-Count of Combo Skills. Therefore, we will be adding Fairy Avatar for servants without Single Hit option for Combo Skill. Fairy Avatar only changes Hit-Count of Combo Skill, maintaining the servant's Combo Skill animation and Mark.Therefore, Fairy Avatar will be available for a cheaper price than other Avatars.
With this update, we will be adding Fairy Avatar for Ezebell, Archangel, and Valkyrja. (Unfortunately, we couldn't make Fairy Avatar for John Wick and Sofia due to copyright issue.)
In the next 3.10 Update, we will be adding Fairy Avatar for servants without Multi-Hit option for Combo Skill. ([A] Heylel, Sphinx, and Bastille)
Archangel Multi-Hit Change
Originally, we did not have plan of creating Avatar for Archangel, a Summoners War Collaboration character. However, we realized that Archangel's iffy Hit-Count on Combo Skill is hindering usage of Archangel despite his potential. As we add Fairy Avatar for Single Hit Combo Skill, we will be increasing Hit-Count of Archangel's Combo Skill to 4 Hits, making him a servant with Multi-Hit Combo Skill as a default. (Archangel will become stronger against servants with potentials that limit the damage received at once.)
Team Passive Improvement
Based on the feedback from the community, we will be buffing numerical values of Team Passive of new servants that cannot be farmed.
Light [A] Sphinx: [PvP] Allies ATK Increase 45% -> 57%
Dark [A] Sphinx: [Dungeon] Allies ATK Increase 45% -> 57%
Light Ezebell: [World Raid] Allies DEF Increase 45% -> 57%
While we usually do not include introduction of a new servant in Servant Balance Dev Note, we decided to go over some details about our new servant Caesar. specifically focusing on the balance aspect of Caesar.
1. Fire/Forest/Dark Caesar is a Tank class servant, and Water/Light Caesar is a Healer class servant.
2. The Primary Mark is Sunrise. The Secondary Mark is Sunset.
3. Caesar is the first Tank servant in 8 months since we released Lucrecia. We wanted to make sure that this new Tank servant has significant presence in Heir of Light. As the Leader of the Undertakers, he is capable of reducing damage against DEF-Ignoring DPS servants. On the other hand, Caesar is weak against ATK-Based or DEF-Based attacks. Heirs can do significant amount of damage against Caesar utilizing this characteristics and proper DEF debuffs.
4. Healer Caesar has Revive in his Combo Skill. With his Relation Effect, he will be able to block enemy Mildred's passive skill effect.
That is it for 3.9 Update Preview.
Please feel free to leave any questions in the comment.
Dev Note #93: 3.9 Update Preview
We are here with details of 3.9 Update Preview.
We are here with rather early Update Preview because there are certain changes that we want to update Heirs in advance.
We are constantly trying to improve Heir of Light while keeping its own unique characteristics.
One of the biggest characteristics of Heir of Light is that it is collection-based RPG.
There are two things we are constantly trying to improve on:
"How can we improve acquisition of servants?
"How can we promote usage of various servants?
Covering the two major concerns above, we focused on details that should be notified in advance.
Shard Farming & Summon Support
There are two main ways of obtaining servants: Shard Farming and Summoning.
A lot of Heirs love the Shard Farming feature of Heir of Light that allows Heirs to obtain the servant they want as long as they constantly put in effort, unlike other games where most servants(characters) can be obtained only through summoning.
To keep up with Heirs love for Shard Farming of Heir of Light, we have been constantly improving Shard Farming feature in various ways. For example, we improved Repeat Battle function and revamped Mass Invasion so that Heirs can farm servants that typically cannot be farmed in Sanctuary stages. Furthermore, we have been bringing various changes that would help Shard Farming such as improvement in QoL and Power-Saving Mode and adjustment to All-in-One Package price.
With 3.9 Update, we are further improving Shard Farming of Heir of Light by adding new game guide about Shard Farming, bringing additional QoL improvements, and adding Shards to Shop.
Most importantly, with this update, we worked on placing popular servants that were only farmable in Sanctuary stages to regular Explore stages. We are notifying this to Heirs in advance to prevent any disturbance among Heirs because while the location of servants will be changed, the accumulated Shard Reward count will not be changed with the servant.
For example, Water Carmilla from [Sunken Capital 1-5] will be changed to Water Lenore. Since the accumulated Shard Reward count will remain in the same tile, Heirs will receive shards for Water Lenore instead of Water Carmilla if they claim the Shard Reward after the update. In order to claim Carmilla Shard Reward, Heirs must claim Shard Reward before the update.
While Shard Farming is a popular way to obtain servants in Heir of Light, we cannot leave out Summoning. While we improved Shard Farming experience, we have also been improving Summoning experience of Heirs by adding Special Summon or Rate Up Summon so that it is easier for Heirs to summon the servants they want. However, it was often difficult for Heirs to obtain the servant of their choice because available servants for Rate Up Summons were often the newest servants or servants selected by Heir of Light team. Furthermore, since the available servants for Rate Up Summons constantly changed, Heirs were not having enough time to obtain servants through Rate Up Summon. Therefore, we will be adding new Rate Up Summon that includes popular servants from each class with 3.9 Update.
While the chance to obtain Nat ★5 servant remains the same, we believe that the new change will make it easier for Heirs to obtain some of the extremely popular servants.
Collection Effect Added
As a collection based RPG game, we have been putting constant effort in creating an environment that various servants can be utilized by adding various contents such as Boss Raid, Party Raid, Boss Invasion, and Infinite PvP. While it will be optimal for Heirs to have reasons to collect / develop every single servants, in most cases certain servants are prioritized over other servants. Heirs usually end up consuming unwanted servants through systems such as Fusing or Crafting.
Many Heirs have been suggesting adding perks to collecting various servants. Therefore, we are adding Collection Effect in 3.9 Update. We will go over more details about Collection Effect next week. To give a brief explanation, Collection Effect will give small increase in stats to servants based on Transcendence / Awaken progress of servants of the the same class in Collection.
Ultimately, this will give more value to servants sitting in Barrack. We expect this change to give more meaning to collecting aspect of Heir of Light.
Of course, aiming to develop a popular servant rather than aiming for Collection Effect will still remain to be the most significant, fastest way to become stronger. We want to leave it up to Heirs' choice on deciding how to use unwanted servants. We advice Heirs to carefully compare pros and cons of two options, saving up a servant for Collection Effect or using a unwanted servant as a material, before Heirs make their choice on how to use a servant.
We have been putting great amount of thoughts to current Potential system and consumption of Potential Change Stone.
We will be removing "Increase Stun Resist" & "Increase shield ignore rate when attacking enemy of certain class" that are relatively less popular than other Potentials from Normal Potential 3, 4, and 5 so that it is easier for Heirs to pull the Potential they want.
Also, we are reducing required amount of Potential Change Stones to change Special Potential 4 from 15 to 12.
Furthermore, we are planning on adding new Potential that would allow ATK Based DPS servants and DEF Based DPS servants to reduce DEF when they attack an enemy.
We advice Heirs with plans of changing Potentials to be aware of this future change
Lastly, many Heirs have been introducing Heir of Light to their friends.
We want to remind Heirs that Heir of Light offer significant amount of reward when Heir invite a friend through Invitation Link.
Please check out the reminder post below!
Invite Friends Feature Reminder: https://bit.ly/2qWlYLt
Dev Note #92: Update Notice (November 11th CST)
For today's Dev Note, we would like to share some information about the next weeks update.
We are changing our element for Combine servants in the order of Fire>Water>Forest>. Next servant in Combine will be [Water] Blavatsky. As a SPD-Based DPS servant who is available for shard farming, [Water] Blavatsky is widely loved by Heirs in various contents such as Explore, Dungeon, and Party Raid.
If Heirs are looking forward to acquiring additional [Water] Blavatsky, we recommend Heirs to try out shard farming at Water Sanctuary [Door of Dreams 8-4]
[Water] Blavatsky is available for Combine until 12/9. [Water] Blavatsky can be combined only once during the duration.
Following servants are required to combine [Water] Blavatsky
> [Fire] Executioner
> [Water] Reynar
> [Forest[ Koume
> [Dark] Medjed
(Nat 4★ can be combined 3 times during the period.)
Here are the list of combine materials for Nat 4★ servants:
> [Fire] Executioner: [Fire] Sirucus, [Fire] Marat, [Water] Moira, [Forest] Gwyllgi
> [Water] Reynar: [Fire] Mordu, [Water] Gretel, [Water] Medjed, [Forest] Dorrit
> [Forest] Koume: [Fire] Rhamaan, [Water] Nutkin, [Forest] Moira, [Forest] Otik
Nat ★4 Servant Balance Adjustment
In this update, we are finally bringing Nat ★4 Servant Balance Adjustment that many Heirs have been requesting.
Nat ★4 Servants are extremely useful for new Heirs aiming to clear Omen's Void 10F or 11F of all Awakening Dungeons. Heirs can clear 11F of various stages without rare Nat ★5 Servants as long as Heirs have Nat ★4 Servants with some transcendence.
Among the Nat ★4 Servants, we focused on improving DPS Class servants that were neglected due to their low skill damage ratio.
⭕SPD-Based DPS Servants
Water/Forest Belladonnas: Damage ratio of Water/Forest Belladonnas will be increased. Also, to improve her performance as a SPD-Based DPS servant, we will change all her skills to do damage based on SPD.
Dark Reynar: With higher skill damage ratio, Dark Reynar will do about 30% more damage.Also, to improve her performance as a SPD-Based DPS servant, we will change all her skills to do damage based on SPD.
⭕ATK-Based DPS Servants
Fire Mary: Skill damage ratio will be increased by 150%.
Light Torhino: Skill damage ratio will be increased by 150%. Also, to improve its performance as ATK Based DPS servant, its 2nd skill will now do damage based on ATK instead of enemy's Max HP.
Fire Bjorn: Skill damage ratio will be increased by 150%.
Fire/Forest/Light Rakshasa: Skill damage ratio will be increased by 150%.
⭕DEF-Based DPS Servants
Dark Torhino: All skill damage ratio will be increased by 66%.
Fire Hern: All skill damage ratio will be increased by 66%.
⭕Enemy Max HP-Based DPS Servants:
Fire/Forest/Light Laura: Fire/Forest/Light Laura is a Max HP-Based DPS servant that was designed to specialize in damage over time. We are changing all her skills into enemy Max HP-Based skills so that she does greater amount of damage on top of her damage over time.
Dark Laura: To improve her performance as an enemy Max HP-Based DPS servant, we will be changing all her skills to do damage based on enemy's Max HP. We will also be increasing her skill damage ratio. For example, in Omen's Void 10F, she will do about 45% more damage.
Forest Enoch: To improve his performance as an enemy's Max HP-Based servant, we will be changing all his skills to do damage based on enemy's Max HP. We will also be increasing his skill damage ratio. For example, in Omen's Void 10F, he will do about 45% more damage.
Dark Hern: To improve his performance as an enemy Max HP-Based servant, we will be changing all his skills to do damage based on enemy's Max HP.
⭕Ignore-DEF DPS Servant
Dark Enoch: Dark Enoch's 2nd skill will be scaling off ATK instead of enemy's Max HP so that he performs better as Ignore-DEF Dps Servant
Laura is one of the best damage over time servants among Nat ★4 servants with damage over time skill on both her 1st and 2nd skills. Unfortunately, since she is not a Support servant, she can't be used in Abysmal Dungeon 11F. Ultimately, it was very difficult for Heirs to clear Abysmal Dungeon 11F because there was no Nat ★4 servant that can be used in Abysmal Dungeon 11F with damage over time on both 1st and 2nd skill.
While some Heirs asked us to change the class of Laura, we did not want to hurt Heirs that were using Laura as DPS servant.
Therefore, we decided to buff two Nat ★4 servants with damage over time.
Water Reynar & Forest Koume: We will be adding Dark damage over time to their 2nd skill.
Reducing Number of Supreme Element Stone
Many Heirs were hesitant to 5th Awaken Nat ★4 servants for greater usage because of the number of Awaken/Element Stones required to awaken Nat ★4 servants. In order to increase usage of Nat ★4 servants, we will be reducing number of Supreme Element Stones required for 3rd, 4th, and 5th Awakening by significant amount.
We are constantly buffing Nat ★4 servants because we want to see greater variety of servants being used in Heir of Light. While Nat ★5 servants are in fact better than Nat ★4 servants in terms of their performance, we believe that Nat ★4 servants are a great replacement when Heirs are having trouble enhancing Nat ★5 servants. Also, we will continue to add more systems that will provide more incentives to collect various servants.
AoE Servants Adjustment
We have been adjusting AoE DPS Servants for the past 3 months, and we have already adjusted Combo Skill of all the AoE servants.
The AoE DPS Servant Adjustment process will be done once we adjust AoE skills of 1st and 2nd skills. Following servants will be adjusted with this update.
All Element Christine & [A] Leto & Leto & [A] Lucien
Attack range of 1st and 2nd skill of these servants became generally wider. While these servants will still do 100% damage against the main target, they will do 20% damage to the enemies around.
⭕Gear Dungeon Clear Gold Reward Buff
When new Heirs run short on gold, there were no proper content for new Heirs to farm gold. Therefore, we will be buffing gold reward for clearing Gear Dungeon 1F ~ 9F.
⭕Party Raid Shop Item Change
We have been getting several feedbacks that Heirs are running extremely short on Potential Change Stones. We are internally discussing various ways to make changing Potential easier. Before we finalize our plan, we will be decreasing price of Potential Change Stone in Party Raid Shop. Heirs can purchase 10 Potential Change Stones for 1,200 Points instead of 30 Potential Change Stones for 4,800 Points. Ultimately, Heirs can now purchase 40 Potential Change Stones with 4,800 Points.
Responding to Community Feedbacks
Heir of Light is trying its best to reflect feedbacks from community. We have compiled some feedbacks brought up by community to provide some responses.
⭕About Abaddon Hell Mode Difficulty
We have received countless feedbacks about difficulty of new Abaddon Hell Mode. Abaddon Hell Mode is designed as the very final PvE content. It is extremely difficult to clear even 40F, and we believe that it is almost impossible for Heirs to clear 50F with current team. We can still recall the days when Heirs were clearing Abaddon Hard Mode stages one by one. In fact, we already have several Heirs that cleared 40F.
We believe that Heirs will slowly be able to clear Abaddon Hell Mode stages one by one as we add more contents and as Heirs improve their servants.
By the way, the rumor says the trick to clearing 20F is to take down Water Archangel first...
Also, please remember to participate in Clear Abaddon Tower! The event taking place right now.
Clear Abaddon Tower! Event: https://bit.ly/2Q7IkV5
⭕Mysterious Jack-o'lantern Event Extension
Many Heirs have been expressing stress about the fact that Heirs cannot miss even a single day during the 21 days of event period to complete the event missions. When we first designed the event, we intended the ★5 Summon Stone to be the main reward. Heylel & Ankou Halloween Avatar reward was meant to be a very special reward for Heirs that logged into Heir of Light every single day.
While we were determined not to extend the event period when we first started this event, but we decided to extend the event period because Heir of Light is all about listening to community's request.
Therefore, the Mysterious Jack-o'lantern Event will be extended to end on November 18th instead of November 11th.
Mysterious Jack-o'lantern Event Extension Notice: https://bit.ly/34HyJYZ
⭕Light/Dark Servant Balance Suggestions
We have been getting a lot of feedbacks about balance of Light/Dark servants recently. We are carefully discussing about Light/Dark servant balance because we believe that Light/Dark servants should be able to live up to their rarity. However, please understand that this process may take a while.
That's it for today.
Dev Note #91: 3.8 Update Preview #2: Suggestion & Mass Invasion Improvement
Heir of Light is a game that is made together with all the Heirs and we are striving to reflect as many suggestions as possible for each update.
Today, we would like to introduce all the suggestions that were reflected and also the revamp of Mass Invasion.
Abbadon Tower, Hell Difficulty
Many contents, such as exploration (sanctuary) and dungeons, are already being cleared so easily and even all 100 floors of the Abaddon Tower (Hard Mode) which we saw as one of the final content of the game. Due to this, we have received much feedback regarding the new difficulty for Abaddon Tower.
Therefore, we prepared Abaddon Tower, Hell Mode, where new servants will appear as bosses which will be a tremendous challenge.
You may be able to beat the 10th floor of Hell mode with Max Transcendence and Max Awakened Servants.
Because they are powerful bosses, they will have an unimaginable amount of HP. Also,[Attack based on DEF] bosses will have unimaginable amount of DEF. We believe that those who challenge the Abaddon Tower Hell Mode will know exactly which servants to use and how to challenge them.
In addition, we have made adjustments where you will be able to challenge the next floor after clicking the "next floor" from the stage cleared screen.
Also, to provide more convenience to reach 100 floors, we have added "team save" features for every 10th floor which contains floor conditions.
We look forward to your challenge.
We would like to thank all the Heirs who have provided suggestions regarding Abaddon Tower.
Mass Invasion Improvement
Many have suggested providing a method to farm / obtain shards for servants that were not available in exploration after a certain period of time.
There are several ways to obtain servants that are not available for shard farming such as summon, fuse, combine, etc.
However, these methods are not guaranteed ways to obtain them even with efforts but rather a chance to obtain them.
Also, due to the low rate, they are more difficult to obtain.
As we have mentioned in the past, we are trying to provide more support and trying to make the shard farming more enjoyable as many heirs enjoy servant shard farming because it is a safe and guaranteed way to obtain servants with time and effort.
Also, the current Mass Invasion event allowed Heirs to obtain 2 4★ servants per month. However due to the high demand of 5★ servants, many have used 4★ servants as fuse materials. There was also a drawback that the event would end too early because it was not available again once it was cleared.
Therefore, we wanted to improve the Mass Invasion so that you can acquire 5★ servants that were not available for shard farming.
The highlight of the Mass Invasion Improvements
1. The Mass Invasion event will change every month and the invading servants will also change. (Sometimes there may be a difference of + -7 days from the date of update)
2. A total of 10,000 chances to attempt the Mass Invasion during the event period (approximately 26-33 days).
3. The level of Mass Invasion bosses are divided into 3 levels: 60 levels, 100 levels, and 110 levels.
The initial plan was to add bosses with a level of difficulty of over 100 levels from the sanctuary.
But we thought that the level 100 boss difficulty may be too difficult for the newcomers so level 100 boss will appear as level 60.
4. The Mass Invasion entry will only count and be deducted only upon victory. Defeat will not deduct the mass Mass Invasion entry count.
5. Auto-repeat is available upon clearing the Mass Invasion level and obtaining 3★s. (Same rule as exploration)
6. Mass Invasion battle will follow the same mechanics and rules as PvP.
1. 2x Shard Pack and All-in-One Pack Users can obtain double shards from the Mass Mass Invasion.
2. Auto-Repeat Pack II and All-in-One Pack users with 30% valor discount buff will be applied to valor used in Mass Mass Invasion
Level of Rewards
1. Upon defeating a level 100-110 boss (slightly higher difficulty than the sanctuary), you can obtain a similar amount of shards as Sanctuary (15 times repeat rewards and same shard drop rate as last tiles of Sanctuary)
2. Due to a difficulty difference, you can obtain 50% of the reward for level 60 Boss compare to the level 100~110 level boss.
3. The 10,000 chances are not an amount of entry per Mass Invasion stage but the amount of total entry for the Mass Invasion Event. So, you can devise a strategy to farm a variety of servants shards by dividing the number of Mass Invasion entries, such as 3000 entry for Mildred, 3000 entry for Ignis, and 4000 entry for Ezebell. Or you can use all 10,000 entries for Mildred Shards.
4. For 2x Shard Pack users can obtain on average of 1700 ~ 1900 servant shards by clearing 10,000 entries for level 100 bosses.
The development team will continue to introduce many features to make the shard farming more enjoyable. If you have any questions or suggestions about the Mass Mass Invasion, please feel free to leave a comment.
Added power-saving mode
Many have suggested showing the auto-repeat count, battery life, and time on the power saving mode screen. So it will be finally be added in the next update.
Thank you to all those who have made suggestions.
AI Movement Improvement
There was an AI in Ranged DPS Servants where it would make them distance themselves when they were close to their target and also an AI that would distant them upon being hit. This caused cases where Ranged DPS Servants would go back and forth which would not allow them to attack. Therefore, we have improved the distance upon being close to the target AI and removed the AI that would distant upon being hit. Ranged Servants now attack faster without any delay in its attack timing.
> Adjustment has been made to enhance the potential skills faster. +20 will allow 20 consecutive enhancements.
> Auto-Repeat information tab location has relocated to allow Heirs to view the battle situation more clearly.
> Increased the Buff / Debuff icon display from 2 lines to 3 lines to show a more accurate status of the enemy.
That's all we have for today's dev note.
We will continue to strive the make Heir of Light enjoyable to all Heirs.
Dev Note #90: 3.8 Update Preview #1: Servant Balance Adjustment
We are here to provide preview of 3.8 Update.
New Special Potential Added
As we announced in the Update Preview, the next servant will be Aria.
3.8 Update Preview: https://bit.ly/2pMgzpT
In current meta, results of many PvP battles are determined by rather or not ally AoE servant gets to kill enemy DPS servants because Tank servants are often too powerful and difficult to take down.
We thought that it was necessary for not only Ignore DEF servants but also ATK Based servants and DEF Based servants to do meaningful amount of damage against Tank servants.
This is why we asked for feedbacks about Tank servants in the previous Dev Note.
3.7 Update Preview #1: https://bit.ly/2miCd2Y
We tried to somewhat address this issue by releasing the new servant Aria.
As it can be seen in the Update Preview, Aria is a servant that utilizes "Freeze" mechanics.
With her Passive, DPS version of Aria attacks the enemy while its DEF has been reduced by n% upon using a Combo Skill on a frozen enemy.
Utilizing this Passive, Aria is capable of doing more powerful damage against Tank servants by decreasing massive DEF that the Tank servants accumulated with DEF UP buffs, DEF Up Passive, and DEF Up Wave Effect.
One thing we were very concerned about was creating a situation that Heirs are forced to abandon their ATK Based, DEF Based DPS servants that they worked on so hard upon adding Aria.
To address this concern, we will be adding "Upon using a Combo Skill on a frozen enemy, attacks the enemy while its DEF has been reduced by n%" Potential to some ATK Based, DEF Based servants on Special Slot #4.
The Special Slot #4 Potential will be added to ATK Based & DEF Based servants without any AoE attack.
Following servants will be able to equip the new Potential:
New Normal Potential Added
Currently many Heirs equip Potential that increases Secondary Mark Combo Skill activation resist rate on their Tank servants to prevent enemy from using Combo Skill through Secondary Mark.
However, there was no counterpart Potential to "Increase Secondary Mark Combo Skill activation rate" among the Normal Potentials, making it harder for Heirs to take down Tank servants. Therefore, we will be adding new Potential that "Increase Secondary Mark Combo Skill activation rate" to each class to increase the damage output.
We expect that many Heirs would like to try changing their Potential once the 3.8 Update arrives.
Therefore, we will be giving out 100 Potential Change Stones as an Update reward to assist Heirs changing their Potentials.
To Heirs that are planning on changing their Potential, we advice them to put new Potential update into consideration.
Relation Effect Change
Since Relation Effect has huge impact on the game, we have posted prior notice about the Relation Effect change.
Dev Note #89: https://bit.ly/2MI6gMD
To summarize the changes:
1. Servant element will be a factor when it comes to Relation Effect activation.
For example, sniping Relation Effect of Fire / Water / Forest servants will activate only against Fire / Water / Forest servants.
Relation Effect of Light / Dark servants will activate against all elements. (Fire / Water / Forest / Light / Dark)
2. As we make the adjustment above, we will be adjusting Relation Effect of some Light / Dark servants to become more significant.
3. After we announced the changes above, many Heirs were concerned that it will become impossible to defeat Light / Dark servants that they have been defeating using Relation Effect in PvE contents such as Abaddon or Explore.
We received an excellent feedback from the community that this is a good opportunity to increase the use of Nat ★4 servants.
Therefore, we will be also adjusting Relation Effect of some Nat ★4 servants so that they can snipe two of the most difficult servants: Light Lenore and Light Heide.
Following changes will be made to Relation Effect with 3.8 Update:
We excluded sniping Dark Carmilla, Light Blavatsky, and Dark [Al Heylel from this Relation Effect change because we believe that Heirs can somewhat build against these servants using Potential.
After observing how Heirs react to the change, we are planning on making additional changes on Light / Dark ★4 Healer / Support servants to increase their usage.
To Heir of Light that is Dark Fantasy RPG, Halloween is as important as Summer Event or Christmas. Therefore, we will be releasing 4 new Avatars to celebrate this Halloween.
Many Heirs have been asking if the Halloween Ankou or Halloween Heylel Avatars that we are giving out for Mysterious Jack-o'lantern Event includes Mark. To jump to the conclusion, the Avatars do include Mark.
Also, we want to go over our current Avatar policy along with our future direction regarding Avatars.
1. Avatar can change Appearance, Combo Skill Animation, or Mark Setting depending on the servant that receives the Avatar. In most cases, Avatar will include new Appearance, Combo Skill Animation, and Mark. However, Avatars for servants that already have Avatar with additional Combo Skill animation will only change Appearance and Mark.
2. Once we release a new Avatar, we put the new Avatar on discount until we release the next Avatar.
3. Avatar price is divided into three categories listed below:
Since the new Ankou & Heylel Avatars that can be acquired through event can also be purchased from the shop, these two Avatars will include Mark.
However, since these two servants already have Avatars with additional Combo Skill Animation (Multi-Hit change), the Combo Skill Animation (Multi-Hit change) will remain the same as default Avatar for Halloween Ankou & Heylel. Instead, we are selling the Avatars for cheaper price than default Avatar.
4. Since it is impossible to change the Multi-Hit unlike Mark that can be crafted, many Heirs have been asking for new Avatars for servants that have yet to receive new Combo Skill animation. (Multi-Hit change)
We apologize about the delay creating new Avatars. There is certain amount of Avatars that we can work on, making it inevitable to delay Avatars for some servants.
To address this issue, we are planning on adding Avatars with simple appearance change along with Multi-Hit change to the shop for a low price in 3.9 or 3.10 Update.
5. It was very difficult to tell if the Avatars were on discount or not because the shop didn't display Avatars' original price.
Therefore, we are making changes to display both original & changed price to Avatars like below:
AoE Servants Adjustment Notice
We are constantly putting thoughts on AoE servant adjustment, which resulted in Ignis, [A] Sphinx, and Rem balance adjustment in the last patch. We will continue to make adjustments to other AoE servants.
3.7 Update Preview #1: https://bit.ly/2miCd2Y
We have notified Heirs about our plan of changing AoE servants in the previous Dev Note.
We will continue our work on servants with AoE skills on their 1st & 2nd Skill until 3.9 Update.
More specifically, we believe that ATK Based DPS servants with high damage ratio will be able to do even greater damage with the new Freeze Potential in 3.8 Update. We will continue to balance out servants with future updates.
Today, we covered the servant balance adjustment portion of 3.8 Update.
In the next Dev Note, we will be covering community feedback reflection & new content.
If you have any question regarding 3.8 Update Preview, please feel free to leave any questions. We will go over the questions in the next Dev Note.
Dev Note #89: Update Notice (Expected Date: October 14)
Today we will go over some details of Update scheduled to arrive next week.
We are changing our element for Combine servants in Fire>Water>Forest>Fire order.
Next servant in Combine will be Fire [A] Sphinx that is not only widely loved by Heirs, but also receiving buff this update.
Fire [A] Sphinx is available for Combine until 11/11. Fire [A] Sphinx can be combined only once during the duration.
Following servants are required to combine Fire [A] Sphinx
> [Fire] Laura
> [Water] Executioner
> [Forest] Mary
> [Light] Otik
(Nat 4★ can be combined 3 times during the period.)
Here are the list of combine materials for Nat 4★ servants:
> [Fire] Laura: [Fire] Ashimov, [Fire] Gretel, [Water] Nuamaan, [Forest] Sirucus
> [Water] Executioner: [Fire] Nutkin, [Water] Ashimov, [Water] Moira, [Forest] Rhamaan
> [Forest] Mary: [Fire] Gwyllgi, [Water] Rhamaan, [Forest] Mordu, [Forest] Nuamaan
AoE DPS Servant Adjustment
As we notified the community earlier, we will be bringing buffs on Ignis and [A] Sphinx along with adjustments to servants with AoE attacks.
⭕Fire/Forest/Light [A] Sphinx & Fire/Water/Dark Ignis
First Skill & Second Skill
We will be expanding area of AoE attacks so that they can place AoE attacks on larger area. Also, just like Mildred, while the main target will receive 100% damage, enemy servants beside the main target will receive 20% damage if they are within the area. Furthermore, Fire/Forest/Light [A] Sphinx & Fire/Water/Dark Ignis will be able to attack greater number of enemies as their first and second skills will damage all enemies within range instead of damaging up to 3 servants.
We will also be increasing the AoE area of Combo Skills. Combo Skills will do 100% damage to the main target along with 25% damage to other enemies within range. AoE Damage will be reduced from 30% to 25%. ([A] Sphinx & Ignis will do greater AoE damage than Mildred because AoE area of [A] Sphinx's & Ignis' Combo Skill is smaller than AoE area of Mildred Combo Skill.)
⭕All Element [A] Sphinx & Ignis
We are constantly trying to buff servants that cannot be farmed through shard farming according to their acquisition difficulty. Therefore, we are buffing Transcendence Stat of [A] Sphinx & Ignis.
First Skill & Second Skill
The AoE attack area will be expanded. Also, just like Mildred, while the main target will receive 100% damage, enemy servants beside the main target will receive 20% damage if they are within the range. Furthermore, Water/Light Rem will be able to attack greater number of enemies as their first and second skills will damage all enemies within range instead of damaging up to 3 servants.
AoE attack area of Combo Skill will also be expanded. Combo Skill will do 100% damage to the main target along with 25% damage instead of current 30% damage to enemies beside the main target within range.
Damage ratio of 2nd skill will be increased from 1,025% to 1,400%.
Damage ratio of Combo Skill will be increased from 7,075% to 7,700%.
(We are buffing the skill damage ratio so that the damage ratio matches AoE skill damage ratio of other Nat ★5 servants.)
Shard Farming Shard Reward & Drop Rate Adjustment
We have already covered some feedbacks and questions about decreased servant shard drop rate after 3.7 Shard Reward Update through previous Dev Note.
Dev Note #88: https://bit.ly/2MqRiZM
While we wanted to guarantee relatively consistent acquisition of servant shards through the change, many Heirs have been expressing their disappointment about diminished excitement of acquiring servant shard due to lower drop rate. Based on results of surveys throughout global communities, we decided that we need to increase the ratio of shards acquired through drops.
Therefore, we will be making following changes:
⭕ 1. Nat ★4 & ★5 Servants from Light/Dark Normal Explore & Sanctuary Stages
To decrease the presence of shard farming through guaranteed Shard Reward, we will be increasing the number of stages required to receive Shard Reward while also increasing the drop rate of Shard from stages accordingly. For normal Explore stages, guaranteed Shard Reward every 100 stages with 0.4% drop rate will be adjusted to guaranteed Shard Reward every 110 stages with 0.5% drop rate to give more presence to shards from drop. For Sanctuary stages, as we increase ratio of shard acquisition from drop, we are bringing additional increase in drop rate so that Heirs can acquire more shards. Ultimately, the total number of shards acquired in Sanctuary stages increased.
⭕2. Nat ★5 Servants from Fire/Water/Forest Sanctuary Stages.
In order to increase the total amount of shard acquired, we will be increasing shard drop rate while maintaining number of stages required to receive a shard. Ultimately. the total number of shards acquired will be increased just like Light/Dark Sanctuary stages. (We have checked that the increase in drop rate is quite significant considering the original drop rate. We believe Heirs will be able to tell the difference right away.)
3.8 Relation Effect Adjustment Notice
While Relation Effect change will not arrive in the Update next week, we want to notify Heirs in advance since Relation Effect adjustment is a very sensitive topic.
⭕1. Sniping Relation Effect Activation Range Adjustment
Many Heirs have been leaving feedbacks about Relation Effects that were meant to snipe Water Lenore or Water Heylel sniping even the Light/Dark servants.
To address this feedback, we are making following adjustments to Relation Effect in 3.8 Update:
1. Sniping Relation Effect of Fire/Water/Forest servants will only activate against Fire/Water/Forest servants.
2. Sniping Relation Effect of Light/Dark servants will activate against servants of all elements.
Forest Valkyrja: Relation Effect that activates when enemy Lenore is present will be adjusted to activate when enemy Fire/Water/Forest Lenore is present. Therefore, Light/Dark Lenore will not be sniped by this Relation Effect
Light Sofia: Maintain current Relation Effect that activates when enemy Carmilla is present.
⭕2. Relation Effect Adjustment
As we have mentioned in previous Dev Notes multiple times, we are planning on spreading out the sniping Relation Effects that are excessively focused on countering Heylel and Lenore. In particular, Light/Dark servants failed to fully perform in PvP unless they go against Heylel because their sniping Relation Effects focused too much on Heylel. Therefore, in 3.8 Update, we are planning on focusing on adjusting Relation Effect of Light/Dark servants like below:
That's it for today.
Please stay tuned for the next update.
Dev Note #88: About Shard Farming After 3.7 Update
Many Heirs have been discussing about Shard Farming after the Update. Today, I want to go over some comments regarding Shard Farming.
We went over feedbacks from the community to summarize the most popular feedbacks.
🔴Question: If I purchase Double Shard Pack or All in One Pack, will the guaranteed Shard Reward also double?
🔵Answer: Yes, it will. If you purchase Double Shard Pack or All in One Pack, the [Shard Reward] count will be doubled. For example, with Double Shard Pack or All in One Pack, Heirs will receive 200 Shard Reward count instead of 100 Shard Reward count when Heirs clear 100 stages. Therefore, Heirs will receive 10 servant shards for stages that give shard reward for every 20 stages(Early stages of Fire/Water/Forest Sanctuary). Those who didn't purchase Double Shard Pack or All in One Pack will receive 100 Shard Reward count for 100 stages cleared, receiving 5 servant shards.
🔴Question: It seems like the Shard drop for Light/Dark stages decreased significantly given that I play 550 stages. Sometimes, I end up obtaining 0 shards. Isn't this an error considering that I normally used to obtain 5 ~ 10 shards?
🔵Answer: No it is not an error. When we released the shard drop rate on August 2018, we stated that the shard drop rate of Light/Dark ★5 servants are 1.4%. The very last stages of Light / Dark Sanctuary give one shard reward for every 100 stages played. Therefore, the 1% of the servant shards are obtained through guaranteed shard reward while the remaining 0.4% of shards are obtained through drops.
Even before the 3.7 Update, we imagine that some days Heirs woke to see 2 ~ 4 shards even with the packages because 1.4% rate is indeed a very low rate. However, there must have been other days that Heirs wake up to see 26 ~ 28 shards obtained. (Our point is that the difference can be quite significant.)
What we did in 3.7 Update is to guarantee 11 shards if Heirs go through 550 stages. While Heirs will be guaranteed to receive 11 shards, Heirs now have lower chance of 0.4% to receive shard from drops. While this means that Heirs will obtain average of 4.4 shards (2.2 shards without Double Shard or All in One Package) every 550 stages, there can be cases where Heirs obtain no shard at all from drop because the drop rate is in fact very low. Of course, there can be opposite cases where Heirs obtain 8 shards (4 shards without Double Shard or All in One Package) because drop is purely based on percentage.
Ultimately, while the number of servant shard drop used to range from 4 ~ 26 servant shards before the update, it now ranges from 11 ~ 19 servant shards.
🔴Question: I thought we get guaranteed Shard Reward while maintaining the previous shard drop rate.
🔵Answer: In the previous Dev Note, we mentioned that
"One shard per 25 stages means that Heirs would receive 4 shards per 100 stages. The new drop rate from stage clear will become rate excluding the 4%(4 shard per 100 stages) from original shard drop rate."
"The total drop rate of shards will not be changed after the update. Based on the stages, Heirs will obtain 60~80% of the shards from the guaranteed reward while obtaining the rest from reward based on drop rate."
Long story short, the new drop rate excludes the guaranteed shard reward rate from original drop rate.
When we stated that "the total drop rate of shards will not be changed after the update," what we meant is that:
Number of Shard obtained from drop before Update = Number of shard from guaranteed shard reward + number of shard from drop after update.
We apologize about any confusion the statement caused,
🔴Feedback: Because of lower drop rate due to guaranteed reward, there are many cases where Heirs don't obtain any shard at all from the drop after 550 stages. Current status of Heir of Light feels very boring since it minimizes the "luck" aspect of gameplay.
We understand the happiness and excitement on days that Heirs obtain good number of shards. On the other hand, the drop rate could often work against Heirs, which often annoys Heirs to the point that makes Heirs want to quit the game. We believe that if Heirs fail to obtain even a single shard after 100 stages, the valuable time spent running 100 stages can easily feel wasted. We thought that we could give more value to each round that Heirs play if we add a system that guarantees servant shard.
Since "Rate" is involved in various aspects of Heir of Light, we could have involved more "Rate" to servant shard farming also. However, considering the characteristics of shard farming, we decided to put more weight toward guaranteed reward. Unlike Summoning that completely relies on rate, shard farming is more about consistently putting effort 5 ~ 10 days to collect all 500 shards. We concluded that servant shard farming should focus more on rewarding constant effort rather than rewarding Heirs based on luck.
While the shard farming could feel very boring at the moment because the 8 shards drop now turned into 0 shard drop, we hope that Heirs recognize the long term convenience from the change as it will become easier to plan ahead for shard farming with more consistent shard rewards.
Summarizing what we went over today:
1. Double Shard & All in One Package still double the number of shard obtained.
2. The total number of shard obtainable per stages has not changed. However, as we decreased the impact of drop rate, the minimum number of shards increased while the maximum number of shards decreased.
3. Since the drop rate became lower, Heirs could receive 0 Light/Dark shards by running 550 stages through drop.
We ran into various feedbacks regarding balance between guaranteed reward and drop reward. While we thought guaranteed reward should have greater presence based on characteristics of shard farming, we would like to listen to the community's opinion.
Please note that balance between guaranteed reward and drop reward is subject to change based on the result of the poll. We hope that Heirs think about the direction shard farming should take in the long run since the result of the poll can make a very important choice for Heir of Light. It would also help us greatly if Heirs could leave explanation of their choice in the comment below.
We promise to listen to the community as we move onward with Heir of Light.
Dev Note #87: 3.7 Update Preview #3: Boss Invasion
Today we will go over new Massive Content Boss Invasion that will be added with 3.7 Update.
Many Heirs have been asking for Explore, Dungeon type PvE contents that Heirs go against powerful Boss using various servants Heirs developed rather than PvP contents where Heirs compete against each other.
Currently, Heir of Light is missing contents where Heirs can make more out of their servant development such as Potential or Gear Transcend even when performance & stats of Heirs' servants generally improved as we added various servant development content.
Based on the feedback and observation of current situation, we decided to develop Boss Invasion content that allows Heirs to challenge stronger opponent and utilize various servants that Heirs developed.
Now let's go over details of Boss Invasion.
Boss Invasion is a content where, for the first time in Heir of Light, total of 8 servants (2 teams of team of 4 servants) battle against a powerful Boss.
There are total 5 floors in Boss Invasion, and the Boss will become stronger as Heirs climb up the floors. (While 1st floor should be doable for most Heirs of Level 60 Account Level (Crusade Level), 5th floor requires full development of servants in every way currently possible.)
Since Heirs must go against powerful Bosses in Boss Invasion, the Bosses will not be assigned with any element for the first time to avoid elemental advantage/disadvantage.
Also, there won't be any entry limit so that Heirs can repeatedly attempt Boss Invasion.
Boss Invasion is "Invasion" based content where battle rules of PvP applies.
When Heirs place their servants, Heirs won't be able to place duplicate servants of the same element.
Boss Invasion is a quite difficult content that requires various strategies. We tried to be as specific as possible with our Recommendation and Skill Description of the Boss so that Heirs can build effective strategies.
Boss' attack consists of 3 phases. Following are characteristics of each phase.
Boss has a chance of doing ignore-defense attack to Tank servants of team 1 and team 2 in turns. >> If Tank servants did not develop sufficient DEF Ignore Resist, the Tank servants will receive powerful ignore-defense attacks.
The damage increases as the HP of the target decreases. Also, entire team will receive the same amount of damage that the target receives. >> If the Tank servant has low HP, entire team will most likely get wiped.
Boss will do damage based on SPD to the target along with Healer & Support servants >> If servants didn't develop proper SPD Reduction with their Potential, they will receive very powerful attacks.
Upon entering Phase 3, all servants beside DPS servants will be defeated. Boss will attack the servant with highest DEF among the surviving DPS servants. >> DEF-Based DPS servants need to tank for the team.
5 units of "Eyes of the Abyss" will be summoned to perform concentrated attacks on the servant with highest DEF. >> AoE DPS servants need to take down "Eyes of the Abyss"
Just like Party Raid, all 8 servants of the two teams will be sharing every effects. Team Passive along with Relation Effect will also be shared between the two team. However, Secondary Mark Combo Skill and Global Cool Time will only be shared within each team.
While Boss Invasion is a massive content of 2 teams total of 8 servants, we decided to give the option to turn on/off Auto Mode so that Heirs can utilize various strategies through manual gameplay. Heirs will be able to overcome their lack of servants' stat / development through manual gameplay to clear higher floors. Heirs will have various options such as locking certain servants' Skill or Combo Skill or registering 3 Skills per team in advance.
Since each floor requires different amount of PvP Token to enter, Honor Points clear reward will also be accordingly different for each floor. First floor requires 1 PvP Token to enter and gives 3 Honor Points. Since Heirs can acquire additional Honor Points based on their League in PvP, Heirs can acquire more Honor Points according to PvP Tokens used as Heirs progress on the next floor in Boss Invasion. For example, 4th floor will consume 2 PvP Tokens but give 9 Honor Points instead.
Everyday, Heirs will receive rewards based on how fast Heirs cleared the highest floor. Also, there will be rank reward that will be sent out after each season. (1 season lasts for 1 week)
The rewards include Potential Change Stone, Potential Enhance Stone, Rainbow Stone, Transcending Aura, Gear, Magic Stone, and Conversion Stone, mainly focusing on Potential and Gear Transcendence.
That's it for Boss Invasion.
Since the new Boss Invasion requires servants of various classes and stats, we hope that this Dev Note gives chance to Heirs to prepare for Boss Invasion in advance.
Please let us know if you have any question.
Dev Note #86: 3.7 Update Preview #2 - Suggestion Reflection & QoL Improvement Notice
Today we will cover suggestions that will be reflected and QoL features that will be improved in 3.7 Updates.
🔶Guaranteed Servant Shard Reward Added In Explore🔶
Many Heirs are farming shards of servants they want from Explore stages to transcend their servants. Since the servant shard drop is based on probability, Heirs could end up obtaining 0 shard on one day while obtaining 10 to 20 shards on the other. Some Heirs have been suspicious that we have been secretly adjusting drop rates of the servant shards. Also, other Heirs have been asking for system that guarantees acquisition of servant shards based number of battles.
Since rewards based on probability is a very common feature in mobile game in general, we were not too focused on various feedbacks regarding rates. It is also true that while many Heirs love the shard farming feature of Heir of Light, we wanted to give less presence to shard farming hoping that Heirs will focus more on summoning instead.
However, since many Heirs love and share feedbacks about shard farming aspect that allows Heirs to obtain servants that they really want, we concluded that we need to improve the shard farming aspect of Heir of Light rather than being stubborn about our direction in order to improve the strength of Heir of Light.
Therefore, in order to improve inconsistent amount of shards obtained from shard farming, we are fixing shard farming so that Heirs can obtain fixed amount of shards in 3.7 Update.
As it is notified in Update Preview, Heirs will be guaranteed 1 servant shard after playing a certain number of servant shard tiles.
3.7 Update Preview: https://bit.ly/2lPXtxp
Heirs will now receive 1 shard of servant of the stage after clearing the stage certain amount of time. For example, as shown in the Update Preview above, Heirs can obtain 1 shard of [Fire] Rem after clearing Shrine of King Derik 1-7 25 times.
One shard per 25 stages means that Heirs would receive 4 shards per 100 stages. The new drop rate from stage clear will become rate excluding the 4%(4 shard per 100 stages) from original shard drop rate.
The total drop rate of shards will not be changed after the update. Based on the stages, Heirs will obtain 60~80% of the shards from the guaranteed reward while obtaining the rest from reward based on drop rate.
In order to reflect the double drop rate for Heirs that purchased Double Shard Pack or All in One Pack, stage clear count will be doubled for those who purchased applicable packages. For example, clearing explore stage 10 times will count toward the stage clear count for guaranteed shard reward as 20 times. (The double stage clear count will not be applied to events or quests that involve stage clear mission.)
Required stage clear count for guaranteed servant shard is different based on the difficulty of the stage. Also, the last and the most difficult Sanctuary stage requires Heirs to clear the stage 15 times for Fire/Water/Forest Sanctuary and 60 times for Light/Dark Sanctuary for guaranteed reward.
(As we promised, we are planning on implementing various features to support servant shard farming. In 3.8 Update, we are preparing event content of Sanctuary stage difficulty that would allow Heirs to farm shards for servants that are normally impossible to farm for.)
🔶Displaying Team HP in PvP Content🔶
Currently, the result of PvP contents are determined by sum of remaining HP ratio of servants that were not revived. However, since there was no indicator that display such measurement, it was often very difficult to determine if my team is doing well in the fight.
Therefore, we are adding indicator that displays the sum of the ratio of remaining HP of the team in the battle screen, which will display the ratio of remaining HP in real time. Starting from 100% the measurement of sum of HP ratio of remaining servant will go down to 0% as the team loses HP.
We are also adding the indicator in result screen.
🔶Potential QoL Improvement🔶
Since Potential of Normal Slot 3-5 involved 3 types of Potential, we have already made changes so that Heirs don't encounter duplicate Potentials. However, since the odds of encountering duplicate Potential for Normal Potential 2 and Special Potential 3-4 are not as high, we did not make such adjustment for the three Potentials.
There were many feedbacks from the community to remove the possibility of rolling duplicate Potentials, especially for Special Potential Slot 4 that requires more Potential Change Stones than other Potential Slots. (This feedback gained significant amount of support especially from the Global Discord community.)
With this update, Heirs will no longer roll for same Potential, and we expect this change to decrease consumption of Potential Change Stone.
(For any Heirs hoping to change Potential, we recommend to do so after the update.)
🔶Cult Training Ground Improvement🔶
Many Heirs have been expressing concern about the fact that Heirs can climb up to 1,500 Points simply by going against opponents in Cult Training Ground. While there weren't any serious issue since the required Points to be part of Top Ranks increased, we decided that 1,500 Points cap for Cult Training Ground is slightly too high.
We will be decreasing ratio of Points received upon Victory from 10 to 6 for Heirs above 1,300 Points. Also, Heirs above 1,300 Points will receive even less Points than before. Finally, Heirs won't be able to acquire more points after 1,399 Points.
🔶End Battle Screen During Repeat Battle Improved🔶
While tapping any button in Battle Result Screen during Repeat Battle will stop the Repeat Battle, the "Power Saving Mode" button and Magnifying Glass button that don't even function in the screen were confusing Heirs. We are improving the End Battle Screen to minimize the confusion.
🔶No Tank Servant Message Improved🔶
We are changing warning message about missing Tank servant in the team so that the message is not displayed for Heirs with Crusade Level 40 and higher.
🔶Gold Boost Item Added🔶
There were multiple requests to add Gold Boost item that can be purchased with Karats like EXP Boost so that Heirs can farm gold fast. After 3.7 Update, Heirs can purchase the new Gold Boost with Karats from the Shop. Just like EXP Boost, the Gold Boost will be extended to compensate for 2x Gold Event period instead of stacking with 2x Gold Event. Also, the Gold Boost buff will be extended upon maintenance.
🔶Bug Fix Notice🔶
We want to notify Heirs of several bug fixes that Heirs have been anticipating for a while.
- After multiple tests, we have confirmed that freezing issue in high-spec devices has significantly improved. We are expecting to see significant improvement especially in devices such as LG v30, LG v50, Xiaomi devices, and Galaxy Note 10. We want to apologize for the delay in bug fixes despite our effort to fix the issue as soon as possible. We also confirmed slight improvement with freezing issue in low-spec devices. We will continue to look into the freezing issue.
- Issue with World Battle Team Mark and issue that prevented Defense Team from changing Mark setting under certain circumstances will be fixed.
🔶Feedback Regarding Dev Note Covering Mildred🔶
We want to thank all Heirs that left their feedbacks/comments after we released last Dev Note regarding Mildred balance patch. We will carefully go over and reflect feedbacks from the community about Tank servants. We also wanted provide some summarized responses for comments left about Mildred.
🔴Q. What about Mildred attacking only 1 unit instead of entire Ranged servants?
🔷A. Currently, all of the AoE attacks including Mildred's AoE attacks hit all enemies within the range, rather than hitting one additional random/specific target. Therefore, while we decided that it is possible to adjust the range or damage, we determined that it is not appropriate make adjustments such as "attack one additional random target." While some Heirs might think that we are being stubborn about Ranged AoE attack, the decision was made considering the characteristics of AoE attacks in general.
🔴Q. I am a new player, and I paid so much to focus just on Mildred. Isn't this nerf a little too brutal?
🔷A. First of all, the adjustment on Mildred is focused on her AoE attack. Therefore, Mildred is not nerfed in PvE contents like Explore or Dungeon where there is only one unit of enemy boss unit. Also, the nerf on Mildred is not as severe as many Heirs are concerned even in PvP. We believe that the circumstances will become clearer once Heirs start engaging with the adjustment after the update. While Mildred is currently literally "the most OP servant" in Heir of Light, we want to make Mildred "reasonably OP" with this adjustment.
🔴Q. Was it necessary to adjust 2nd Skill?
🔷A. As we mentioned in the Dev Note, currently the 2nd Skill of Mildred is capable of defeating Melee DPS servants that were meant to counter Mildred with Melee AoE skills. We determined that it is inevitable to adjust 2nd Skill of Mildred because Mildred who was designed to snipe Ranged servants are simply dominating both Ranged & Melee servants with 2nd Skill. While we will be adjusting 2nd Skill, we believe the adjustment is reasonable since AoE attack from Combo Skill is still powerful.
🔴Q. Isn't the nerf too late after so many Heirs invested so much to develop the new OP servant? How do you expect players to make purchases in this game if there is always a chance to nerf new servant like Mildred?
🔷A. We definitely agree with the comment. We have been trying our best to avoid direct nerf, and for the first time in a year and half, we made a difficult decision to nerf Mildred. We sincerely apologize about the delay in servant adjustment due to the depth of investigation that the issue required. However, we want to clarify that always releasing a new OP servant to nerf it 2~3 months later is not the direction we want to build Heir of Light upon. From now on, we will try our best to conduct various experiments to release a new servant with reasonable balance. If it is necessary, we are willing to even postpone the release of new servant for additional experiments for proper servant balance. (For the same reason, release of new servant in 3.7 Update has been postponed.) We want to remind Heirs that nerf took place for the first time in 1 year and 6 months of service, and we promise that we won't be recklessly nerfing new servants.
That's it for today's Dev Note.
Heir of Light went through a lot for the last 3~4 months, and we are constantly putting efforts to improve Heir of Light as we promised 2 months ago. We will try our best to improve Heir of Light along with our Heirs to provide enjoyable game. We would appreciate understandings from the community about the delay implementing suggestions that Heirs have been making.
Dev Note #85: 3.7 Update Preview #1: Servant Balance Notice
Since the release of Mildred, many Heirs have been suggesting necessity of adjustment on Mildred. We have been putting deep thoughts to Mildred adjustment internally. We decided to bring balance adjustment on Mildred not only because combination of Mildred and Lucrecia is extremely powerful, but also because Mildred herself is extremely powerful in general.
Mildred Combo Skill AoE Damage Adjustment
The biggest cause of out-performance of teams using Mildred is her Combo Skill's AoE damage. As an AoE DPS servant, Mildred attacks Ranged servants after attacking targeted opponent. The problem with Mildred was that she often wiped out three servants excluding Tank servant, defeating Ranged DPS, Ranged Support, and Ranged Healer servants.
While we buffed Potential for AoE Damage Reduction in 3.6 Update so that Heirs could build against Mildred, Heirs that were not able to build the Potential are still vulnerable against Mildred. Also, it is a very difficult for Heirs to fully invest in the Potential just to fight against Mildred.
While it is possible to avoid AoE attack from Melee AoE DPS servants because they only attack servants within the AoE attack range, most Heirs often end up having three of their servants attacked when they face Mildred since many Heirs are using Ranged DPS, Healer, and Support servants.
Since Mildred wiping out three Ranged servants significantly outperforms Melee DPS servants, we are adjusting the AoE damage of Mildred from current 30% to 20% so that servants with decent HP and DEF can survive Mildred's AoE attack.
To expand the explanation for each class:
Ranged DPS: Since Ranged DPS servants tend to have lower base HP and DEF, we still believe that Ranged DPS servants will remain vulnerable against Mildred unless they have HP or DEF buff from Passive or well built Potential.
Ranged Support: Currently, when the Ranged Support servants are slightly lacking HP or DEF or have only 1 Potential developed, Ranged Support servants will most likely die from Mildred's AoE attack. We have adjusted Mildred so that Support servants will survive Mildred's AoE attack with decent development after 3.7 update. We went through multiple tests based on Heirs' data on Infinite PvP, and we have confirmed that Ranged Support servants survive Mildred's AoE attack in many cases. Our goal is to have Ranged Support servants to lose 50~80% of their HP when attacked by Mildred.
Ranged Healer: Currently Ranged Healer servants lose around 60% ~ 80% of HP with decent Gears and Potentials. With adjustment in 3.7 Update, our goal is to have Healer servants to lose around 30% ~ 50% of their HP.
While the result stated above may vary based on various circumstances of the battle such as DEF debuffs and ATK buffs, we want to let Heirs know the adjustment above was made after carefully testing under various circumstances with Heirs' teams data in Infinite PvP. We believe that our test results are applicable for in most circumstances.
Mildred Combo Skill AoE Range Adjustment
Currently Mildred attacks as she teleport to the front of her target. After she attacks her target, she draws a circle around her and additionally attacks everyone outside the circle. Since the diameter of the circle is so short, Mildred often ended up attacking Ignis that positions herself between Melee and Mid-Range or attacking Melee servant in ambiguous position. Therefore, we decided to increase the diameter of the circle so that the attack focuses more on Ranged servants. While it is difficult to specify what servants will get hit or not not only because Mildred can attack different servants based on who she is targeting but also because other servants can move around as they position themselves, we focused our adjustment on excluding Melee DPS servants from the attack range. In most cases, Ignis has a high chance of avoiding Mildred's AoE attack.
Mildred Skill 2(Dark Stream) Adjustment
While Mildred's characteristic allows her to attack Ranged servants, her 2nd Skill allows her to attack all enemies in a straight light from the target. Therefore, there were cases where Melee DPS servants that were added to the team to counter Mildred instantly died from Mildred's 2nd Skill under certain circumstance. Therefore, we are changing her 2nd Skill so that her main attack from 2nd Skill does 100% damage to the target while doing 20% damage to servants that take AoE damage.
So far, we have went over Mildred adjustment.
We put a lot of thoughts and went through various tests until we finalized our decision of Mildred adjustment. After numerous tests, we tried to provide various solutions against Mildred while keeping Mildred's characteristics.
While Mildred will remain strong against Ranged DPS servants, Support and Healer servants will be able to survive from Mildred's AoE attack. Heirs will now be able to respond to team using Mildred by utilizing Melee servants as it became harder for Mildred to attack Melee DPS, Support, and Healer servants including Ignis.
AoE DPS Servant Adjustment
While this adjustment is more focused on Mildred, we believe many Heirs would see this adjustment as start of direct adjustments on AoE DPS servants.
Ever since the release of [A] Sphinx, it is true that similar damage ratio of AoE attacks and Single Target attacks has been an issue. We have been increasing the gap of damage ratio between AoE attack and Single Target attack for months, and we are planning on continuing to make adjustments so that AoE attacks don't simply outperform Single Target attacks.
As we see this process necessary for overall servant balance, we are planning to finishing this process before 3.9 Update.
However, not all servants will be changed across the board like Mildred.
While we also considered adjusting AoE damage ratio of all AoE DPS servants from current 30% to 20%, we decided to not make this change because Mildred's AoE attack and Melee DPS servants' AoE attacks have different range. Each servants' AoE attack ratio will be adjusted according to the range of their AoE attack.
There are other servants beside AoE DPS servants that have AoE or piercing attack in their 1st or 2nd Skill like [A] Leto or Leto. There are also cases where piercing attack does great amount of damage instead of having narrower range. We will be adjusting these skills so that they do reasonable amount of damage within acceptable range like Mildred instead of killing enemy servants in one hit.
Seeking Feedback Regarding Tank Servants
While performance of Mildred is a problem, we believe that extensive survival of many Tank servants including Lucrecia due to their HP, DEF and Potential is also a problem. (While some Heirs intentionally build team focused on survival, we believe that the real issue is that Tank servant often survives to drag on the game even when the team is not built for surviving.) Therefore, we are considering various ways of allowing Heirs to defeat Tank servants before defeating other servants. We want to assure Heirs that we are not considering direct nerf on Tank servants. Instead, we believe that there are various solutions such as allowing DPS servants to do greater damage against Tank servants or allowing DPS servants to negate certain ability of Tank servants. We are aware that comments of many Top Ranking Heirs on the Tank issue have been gaining popular support. We are looking forward various feedbacks from the community regarding this issue. We would appreciate your feedback.
Please feel free to leave any comments or suggestions.
We believe that servant balance adjustment is necessary for longevity of Heir of Light. While we are aware that there are various issues, we will continue to try our best to improve the balance of Heir of Light through community feedback.
Dev Note #84: Update Notice & Community Suggestion Review (Expected Date: September 16)
We are here to go over details of update expected to arrive next week.
We are constantly switching out the element of Fuse servants in Fire > Water > Forest > Fire order. For this Combine, Heirs can fuse one of the most popular servants, [Forest] Lucrecia.
([Forest] Lucrecia is available for Combine until 10/14. [Forest] Lucrecia can be combined only once during the duration.)
Following servants are required to combine [Forest] Lucrecia
> [Fire] Enoch
> [Water] Mary
> [Forest] Griselda
> [Dark] Dunkelhund
(Nat 4★ can be combined 3 times during the period)
Here are the list of combine materials for Nat 4★ servants:
> [Fire] Enoch: [Fire] Gwyllgi, [Fire] Dorrit, [Water] Gottorp, [Forest] Medjed
> [Water] Mary: [Fire] Gottorp, [Water] Otik, [Forest] Nutkin, [Forest] Gretel
> [Forest] Griselda: [Fire] Monolith, [Water] Marat, [Forest] Nutkin, [Forest] Gretel
>Buffing Servants That Received Feedbacks<
Every patch, we are working on servant balance of Heir of Light, and following servants will be buffed this patch.
[Light] Ankou: We are changing [Light] Ankou's Passive from "Increase SPD by 50% for 30 sec upon active skill use" to "Increase SPD by 50% for 30 sec upon skill use" so that he can further utilize SPD buff from his passive.
[Dark] Ankou: We are making his Passive Skill more meaningful by changing his Passive Skill to "Heal all allies upon skill use for 15 sec (Lv 5), and remove 1 buff from all enemies."
[Dark] Heide: His Team Passive will be changed to "ATK of All Element allies increase by 52% at [Abaddon Tower]," and his Passive will be changed to "ATK increases by 1 Lv. when undamaged for 3 sec. Resets when damaged. Also, [Dark] Heide "Becomes Immune to ATK Reduction. Increases Crit Rate to the max when the battle starts" so that he hits harder
All Element Archangel: Currently Archangel's Combo Skill is 2 Hit Skill and the damage ratio of first and second hit is 3:7. While the first hit of Multi-Hit Skill is becoming more important than before, Archangel won't be able to switch to Single Hit Skill since we do not have plan of making Archangel Avatar. Therefore, we are changing the damage ratio of 2-Hit Combo Skill to 5:5.
A lot of Heirs have been waiting for Ezebell buff.
[Fire] Ezebell (Support)
The DEF Wave Effect Lv 2 from his 1st Skill will be changed to ATK Wave Lv 2, and we will be adding DEF Wave Effect Lv 3 to his Combo Skill. Since there is no fire servant with DEF Wave Effect in the servant's Combo Skill, we believe [Fire] Ezebell will synergize well with Tank servants or DEF-Based DPS servants.
[Water] Ezebell (DEF-Ignoring ATK)
The damage ratio of DEF-Ignoring attack on Combo Skill will be increased from 2454% to 2772%.
[Forest] Ezebell (DEF-Based ATK)
His Passive Skill "Becomes Immune to DEF debuffs. Removes 1 debuff from yourself when a skill lands as a Crit Hit. Increases Crit Damage by 50% upon skill use. (Max 250%)" will be changed to "Becomes Immune to DEF debuffs. Removes 1 buff on an enemy upon Combo Skill use. Increases Crit Damage by 50% upon skill use. (Max 250%)" so that [Forest] Ezebell could either remove a DEF buff or Taunt from the target for effective attacks.
[Light] Ezebell (DEF-Based ATK)
His Passive Skill "Becomes Immune to DEF debuffs. Increase DEF by 20% upon skill use. (Max 100%)" will be changed to "Becomes Immune to DEF debuffs. Removes 2 buffs on an enemy upon Combo Skill use. Increases DEF by 20% upon skill use. (Max 100%)" By removing two buffs, [Light] Ezebell will be able to do more effective attacks like [Forest] Ezebell.
[Dark] Ezebell (Support)
The DEF Wave Effect Lv 2 from the 1st Skill will be changed to ATK Wave Effect Lv 2, and we will be adding DEF Wave Effect Lv 3 to his Combo Skill.
Also, his Passive Skill will be changed to "Reduces damage received by all allies by 30% for the duration of Leech. Removes 1 buff on all enemies upon Combo Skill use." We will be adding buff removal because damage reduction during Leech by itself seemed underwhelming.
Transcend Stat Change
It was difficult to bring greater buffs to Water / Forest / Light Ezebell for the sake of balance because he has been adjusted multiple times in the past. Therefore, while adjusting Ezebell's Skill to certain degree, we will also be bringing Stat buff upon Transcendence.
Rate+ Summon Improvement
To balance out shard farming and Summon, we have been making several changes to improve servant acquisition from Summon.
While we wanted to provide Heirs opportunity to acquire certain servant they want with higher chance through Rate+ Summon, there are cases where Heirs summon a servant that is not even a part of the Rate+ Summon.
While it is only logical for Heirs to be able to summon servants that are not part of the Rate+ banner because Rate+ Summon only means there are higher "chance" to summon certain servant, it is quite devastating to summon a ★5 servant that is not part of the three servants Heirs were aiming for.
Therefore, we are changing the Rate+ Summon so that servants can only receive Rate+ servants from Rate+ Summon just like Special Summon.
As we excluded all other ★5 from the Summon list, the summon rate of Rate+ Summon went up slightly while the chance to acquire ★5 overall slightly decreased. We will make additional announcement regarding this issue.
>Lesser Element Stone Craft Added<
As many Heirs have been asking, we are finally adding a function that allows Heirs to craft Lesser Element Stone out of Common Element Stone. With 1 Common Element Stone and 100,000 Gold, Heirs can craft 8 Lesser Element Stones.
>Common Soul Crystal Craft Adjusted<
Since Common Soul Crystal Craft consumed 30 ★3 servants each time, there were many cases where ★3 servants were left in the Barrack without any purpose. Therefore, we are changing the Craft so that Heirs can consume 10 ★3 servants at a time, and the amount of Common Soul Crystals crafted will be changed from 15 to 5.
>Removing Invasion Mission<
We will be replacing Invasion content with new PvE Content Boss Invasion. Therefore, Invasion Mission will be removed from Daily/Weekly/Cumulative Missions.
Issues Brought up by the Community
>About Mildred Nerf<
Many Heirs are taking Mildred issue very seriously, waiting for a fast update. We are also taking this issue very seriously, and we are preparing to make changes as soon as possible. In order to deliver proper patch, we are going through various internal tests, and Mildred adjustment is expected to arrive with 3.7 Update. We apologize about failing to bring the change this update as we are still in testing stage. We believe that the main focus of Mildred is "AoE Damage Nerf," and we will make detailed announcement in future Dev Note.
>Direction About New Servant and Future Updates<
After the previous update, several Heirs have been making predictions about direction of future updates. We learned a lot from the Mildred Issue, and we are trying our best to make adjustments.
We will try our best to avoid a situation where it is absolutely necessary to invest on a new servant, neglecting all the other servants that Heirs have been putting so much effort on in the past. Even when we release a new servant that is stronger than previous servants, we are planning on keeping the servant balance within acceptable level. While there were several feedbacks commenting that John Wick & Sofia are not as strong as expected, we have mentioned already that we won't be releasing obviously powerful new servants. From now on, we will continue to balance out servants of Heir of Light within certain boundary so that there is no absolute dominance of certain servant.
Considering the acquisition difficulty, we want to maintain our current direction of making Light/Dark servants stronger than Fire/Water/Forest servants, while making servants that cannot be farmed stronger than servants that can be farmed. However, we will continue to work on balance so that both Fire/Water/Forest and farmable servants will have certain amount of performance. We will execute buffs or nerfs if necessary as we move on.
>About Sniping with Relation Effect<
We went over the general direction we want to take with Relation Effect in previous Dev Note.
Dev Note #81: https://bit.ly/2md4VCB
First of all, we want to let the community know that we are aware of efforts that Heirs put in providing feedback regarding Relation Effect. However, we want to reiterate that sniping through Relation Effect is a necessary system for us to manage servant balance in Heir of Light. Sniping with Relation Effect has been around for quite a while, and different servants found their spot in the meta based on the sniping. While we went through lengthy consideration about removing sniping with Relation Effect with this Relation Effect Improvement, we decided not to remove sniping with Relation Effect because it will be serious nerfs for Heirs that were using specific servants for sniping purpose.
While we will gradually adjust sniping with Relation Effects to reduce the tendency of it focusing too much on certain servants, we are planning on continuing sniping with Relation Effect. For those wondering about Lucrecia & Mildred sniping, we want to worry about this issue after 3.7 Update as we mentioned earlier. We must work on Lucrecia and Mildred balance before we consider sniping with Relation Effect. While there will be ways to snipe Lucrecia, we are very careful with our approach because we are expecting huge impact especially because her passive is so important.
Also, we saw many disappointments about Sofia sniping Carmilla. Many Heirs have been expressing their concerns and disappointments about sniping Dark Carmilla that may take anything between three months to a year to develop. We have already mentioned that Fire/Water Sofia was not designed for PvP in previous Dev Note. However, it is true that Carmilla's performance will be hindered significantly if she goes against Fire/Water Sofia.
We understand the concern from the community. However, we believe that the concern is only viable when significant amount of Heirs use Fire/Water/Light Sofia in PvP. We believe that Sofia will not be widely used in PvP for two reasons below:
First, we believe it will be difficult for Heirs to simply switch out Support or Healer servant with a new servant just to snipe a certain servant. It is quite difficult to alter a developed team because all Support and Healer servants have their unique characteristics. While it is technically possible sacrifice all other effects and switch out servants to snipe certain, we believe it is very difficult to do so.
Secondly, while sniping a certain servant will help Heirs raise their PvP win ratio if the sniped servant is widely used in PvP, sniping will only hurt the PvP win ratio if the sniped servant is not widely used among Heirs.
Ultimately, it will be very difficult for Heirs to add [Water] Sofia to the team to snipe [Dark] Carmilla not only because [Dark] Carmilla is not as common as other servants among Heirs but also because the synergy of [Water] Sofia with the rest of the team will likely be worse than the synergy of the servant [Water] Sofia replaced with the team.
Sniping with Relation Effect is always very difficult for us even starting from designing stage because our decision will end up creating snipes that cannot be avoided. However, we hope that Heirs don't think that their servants will become completely useless because of sniping with Relation Effect.
Lastly, we want to let the community know that we value the long-term fun of the game through proper balancing rather than making more money by releasing new servants. We have promised to take approach different from previous updates, and we are continuing to change.
Dev Note #83: Suggestion Notice After 3.6 Update
Today, we want to go over some suggestions community made after the 3.6 Update.
Infinite PvP Cult Training Ground
There were various feedbacks regarding Infinite PvP Cult Training Ground such as:
"Infinite PvP Cult Training Ground is giving way too many PvP Points so that simply playing Infinite PvP Cult Training Ground can get Heirs to high rank. It is not reasonable for Heirs to climb up the rank in Infinite PvP through Cult Training Ground when Infinite PvP is a content for true duel between Heirs."
The main reason we developed Cult Training Ground is because we thought negative initial experience in Infinite PvP of beginner Heirs discourages those Heirs to engage in Infinite PvP. In order to provide taste of victory along with PvP Points and Honor Points, we developed Infinite PvP Cult Training Ground.
Cult Training Ground consists of 5 Stages of opponents. While Heirs of Crusade Level (Account Level) 13~14 can win against 1st stage opponent without much trouble, it will be much difficult to win against 5th stage opponent whose team consists of servants with Level 60 ~ 62. Therefore, we believe that beginner players will also have certain cap in their PvP Points from Cult Training Ground, such as 1100, 1200, 1300, or 1400.
For veteran Heirs, it was very difficult to gain PvP Points through intense battles because all Heirs in 1100 ~ 1300 PvP Points range were also very experienced, well-developed Heirs. This was why PvP Points of Heirs that reached Top 100 on Infinite PvP only scored 1,200~1,300 Points.
After the patch however, if beginner Heirs start developing presence in 1100 ~ 1300 PvP Points range, experienced Heirs with well developed team will be able to claim victory against the beginner Heirs. Since winning against opponent of similar PvP Points will give 10 PvP Points, winning 20 Infinite PvP will give 200 PvP Points, making it a lot easier for experienced Heirs to reach 1400 ~ 1500 PvP Points range.
Many Heirs have been commenting on PvP Points of Infinite PvP, asking us to take a look at PvP Point situation of previous Season Rank to see how serious the issue is. We expect the update to make it significantly easier to gain PvP Points, bringing up the average PvP Points of Heirs in Infinite PvP to resolve the issue.
We believe that Heirs will still have concern about possibility of grinding for higher points.
Currently all PvP contents calculate PvP Points upon Victory/Defeat based on PvP Point difference between the two Heirs. Heirs will receive smaller amount of PvP Points against opponents with lower PvP Points, while Heirs will receive greater amount of PvP Points against opponents with higher PvP points.
Since Cult Training Ground is supposed to prepare Heirs for Infinite PvP, Cult Training Ground and Infinite PvP operate under the same rules. As Heirs gain more PvP Points and as the difference of PvP Points between Heirs and opponents in Cult Training Ground increases, Heirs will start receiving less and less PvP Points until Heirs end up gaining 0 PvP Points from Cult Training Ground upon victory. Heirs can receive any PvP Points between 0 to 5 based on the difference of PvP Points between Heirs and opponents. For example, while Heir with 1,000 PvP Points will receive 5 PvP Points against opponents with 1,000 PvP Points, Heirs with 1,501 PvP Points will receive 0 Points against opponents with 1119 PvP Points. Cult Training Ground is designed so that Heirs will start gaining less and less PvP Points as they gain more PvP Points, and it would be necessary for Heirs to win hundreds of rounds without losing to reach 1,500 PvP Points.
There are Heirs that reached 1,500 PvP Points using over 300 PvP Tokens. While it seems like some Heirs had excess PvP Tokens to play 300 Cult Training Ground, we believe that this is only a temporary situation and that this situation will be resolved after couple seasons. Also, we want to remind Heirs that using 300 PvP Tokens in Cult Training Ground is a very inefficient way to use PvP Tokens. Once you have a solid team, it is far more efficient to use PvP Tokens on Infinite PvP rather than Cult Training Ground.
If it seems like the new Heirs and veteran Heirs are not forming Rank environment as we intended even after 3 Seasons, we will look into lowering PvP Point acquisition in Cult Training Ground.
- While it is possible to gain Points just from Cult Training Ground, it is very inefficient.
- With more beginner Heirs from Cult Training Ground joining Infinite PvP or PvP, Heirs that already had solid team will be able to gain more points, and we expect Top 100 Heirs to score way above 1,500 Points
- If things do not go as our intention, we will look into decreasing Point acquisition from Cult Training Ground.
John Wick & Sofia
After Mildred Patch, we promised to maintain reasonable balance between servants. We tried our best to keep our promise as we released our new servant.
While most Heirs probably expect the Collaboration servants to have stronger performance to certain degree, we tried hard not to ruin the servant balance. From now on, we will try to guarantee certain level of performance to any servants that Heirs invest their resources to. Some Heirs have been commenting that they don't really feel the need to pull the new servant. It is inevitable for the new servant to outperform other servants to make it necessary for Heirs to pull the servant. However, since we are focusing more on the balance as we stated earlier, we want to recommend Heirs to focus on what servant they "want" to work on, rather than what servant they "need" to work on. We hope that those contemplating between John Wick & Mildred would not think that Mildred is absolutely better than John Wick since Mildred will go under some adjustments.
As we developed John Wick & Sofia, we tried our best to diverge away from the tendency of changing meta upon releasing new servant that is strong in PvP, which forces Heirs to summon certain servant. Therefore, we designed John Wick & Sofia so that they can excels in Explore or PvE while having decent performance in PvP.
Since there aren't that many Melee Ignore DEF servant, we designed Water John Wick so that it can easily defeat Tank servants while avoiding attack of AoE Ranged DPS servants.
Forest John Wick was designed to specialize in farming with its capability to take down enemy boss quickly in Explore stages.
Fire / Light / Forest John Wicks are ATK Based DPS servants that we expect to be widely used in both PvE and PvP. As Single Target DPS servants, they will have higher damage ratio than AoE DPS servants to perform well in PvE. In PvP, on top of avoiding Ranged AoE attacks, these servants have DEF Increase as passive to give them advantage against even Melee AoE Attacks. Since Light/Dark servants must have some advantage over servants of other elements, Light/Dark version of John Wick will be slightly better in PvP with better effects.
Fire/Water Sofia - Fire/Water Sofia have special passive that gives her "50% chance to fill caster's Combo Skill gauge by 100% when battle starts in Explore." We designed this passive so that she can be used more often with John Wick in Explore. When we added the Relation Effect to Sofia that snipes Carmilla, the main intention was to provide a solution against difficult opponents in PvE, such as Light/Dark Carmilla. In fact, we believe it will be difficult for Heirs to use Fire/Water Sofia instead of other main support servants just to snipe Carmilla in PvP. On top of that, we believe that the SPD Wave Effect on Fire Sofia and DEF Wave Effect makes it even more difficult to use her on PvP. Furthermore, the passive that gives her Combo Skill gauge is completely useless in PvP as it only applies in Explore.
Forest Sofia - She is a typical Healer that revives a single target instead of the entire allies. As a Melee Healer, Forest Sofia is less likely to die against Ranged AoE attack than other Healer servants. Also, she has better synergy with DEF based DPS servants as she increase DEF.
Light/Dark Sofia - Some Heirs have expressed their concern that the passives of Light/Dark Sofia are too strong. However, we believe certain strength is inevitable for Light/Dark servants. We do not think that Light/Dark Sofia would completely dominate the meta like Heirs are concerned. Since the passive activates by chance in the beginning of the battle, it would be a complete waste of a passive if the passive does not activate. Even with rather high activation rate, there will be cases that passive does not activate as long as the activation rate is not 100%. For this reason, we believe that Light/Dark Sofia do not guarantee PvP Points since there is always a risk of losing a lot of Points when an Heir loses to an opponent with less Points due to passive not activating.
In case of Light Sofia, since there is 30% chance to fill Combo Skill gauge of caster by 100% and there is 85% chance for Secondary Mark activation(given that there is no glancing hit), the chance for Secondary Mark activation comes out as 25%. This means that Light Sofia can take a lead in every one out of four battles. (Since this is all based on possibilities, the actual number might be different) Also, Carmilla snipe on Light Sofia was intended more for Explore or Abaddon Tower rather than PvP. Plus, while Sofia can be used in PvP, we believe it is reasonable in terms of servant balance for Light Sofia to snipe Carmilla.
In case of Dark Sofia, she can take a lead in a battle with her passive that gives her "50% chance to fill ally Tank class' Combo Skill by 100% when the battle starts." However, this is nothing close to guaranteeing victory in the battle. Also, while Dark Sofia is a Healer servant with Revive, she revives a single target instead of all allies.
The purpose of the new guide is to provide new Heirs chance to experience significant progressions through Awakening and Transcending Water Lenore that can be extremely useful for beginning players. We understand that the Transcend Guide that forces Heirs with fully Awakened and Transcended Lenore to 2nd Awaken or 1st Transcend Water Lenore can seem very unfair.
Since the Transcend Guide is focused more toward new Heirs, we believe it is meaningful only when we provide a clear goal. While there were various feedbacks such as:
" Transcend Guide should also count Awakening of other servants,"
"Please complete the quest for those who already 2nd Awakened Water Lenore."
However, since Transcend Guide was intended more for new Heirs, we want to maintain the current status until we make additional changes.
We would appreciate generous understandings from the community.
That is it for today's Dev Note.
Dev Note #82: 3.6 Update Preview #3: Boss Raid Revamp, Cult Training Ground, and 2x Summon
Let's start our Dev Note #82 covering Boss Raid Revamp, Cult Training Ground, and 2x Summon function.
Boss Raid Revamp
Based on the community's feedback asking for not only addition of new content but also improvement of old contents, we have been constantly improving old contents. It is true that Boss Raid lost big part its strategic gameplay after several balance adjustments and addition of multiple systems. Therefore, we decided to revamp Boss Raid to bring major changes that will make Boss Raid fun once again.
1. Skip Battle Added
We have already mentioned to Heirs that we do not have plan of adding "Quick Clear" function on top of Repeat Battle function that we already have. This is not only we because we value the effort to reduce clear time of Explore or Dungeon stages, but also because we believe that supporting auto gameplay further than repeat battle would decrease the fun of actually playing the game even more.
However, we do understand Heirs' feedback that it is becoming harder to clear through all the contents as the number of "daily tasks" increased.
Since Boss Raid does not give reward every round, Heirs currently do not have to grind Boss Raid for reward. Instead, Heirs have to grind the content for higher damage output since higher damage would lead to greater reward.
Currently, since the Boss Raid gives daily reward based on daily top score, Heirs need to reach certain amount of damage score every day. However, it is actually harder than it seems to reproduce the similar amount of damage score close to top score each and every day. Rather than forcing Heirs to attempt highest score everyday, we thought it would be better to for us to minimize the attempts per season so that Heirs can be proud about the top score reward for longer period of time.
Therefore, after reaching the top score of the week, Heirs can receive daily reward based on the top score of the week using Skip Battle function.
2. Boss Raid Weakness Added
Boss in Boss Raid changes every week, each with its own unique characteristics. In order to maximize the damage output, Heirs must strategize against the bosses based on their characteristics. However, currently team build around SPD based DPS servant is doing the most damage against all Boss Raid bosses. Therefore, we are changing strategy against the bosses so that more enemy HP & DEF based DPS servants are used in Boss Raid.
Just like Party Raid boss, bosses in Boss Raid will receive additional damage from certain type of attack so that Heirs can bring greater damage output by taking the right type of DPS class servant.
Please check out the table below for details:
3. Monument Skill Change
On top of the changes above, we will be adding new Monument skills that "Increase ATK every 10 seconds after the battle starts.Also becomes immune to [SPD Reduction] and [Skill Gauge Reduction] effect 90 seconds after battle starts."
There were two issues that we identified with Boss Raid. First was that the bosses were continuously prevented from using any skill at all. The other issue was that all Heirs had to focus on was doing more damage because the powerful attack from bosses wouldn't kill any of the servant in the team. Therefore, we are changing the bosses so that powerful attack from bosses will possibly kill targeting servant.
4. Combo Skill Usage Time
Even though Boss Raid battle technically lasts 5 minutes, the Boss Raid battle often lasts 7 ~ 10 minutes because the time-stops when a servant uses a Combo Skill. To get rid of the tediousness and to make it easier to repeatedly challenge Boss Raid, we are changing Boss Battle so that time doesn't stop even when a servant uses a Combo Skill.
5. Daily Reward Milestone Expansion / Reward Change
Many Heirs have been suggesting expansion in the Daily Rewards Milestone to reward Heirs for greater amount of damage. We will be expanding the Daily Reward Milestone with the Boss Raid Revamp. Furthermore, we will be adjusting reward milestone for Forest Monarch, Bastille as a response to balance adjustment. Please check out the table below for details of reward change. (The colored part is the changing part.)
Cult Training Ground Added
While PvP contents become available to Heirs at lower level, Heirs end up experiencing more defeats than victories facing overwhelmingly strong opponents for their level.
To help more Heirs to get accustomed to PvP contents, we will be adding Cult Training Ground. Once you access Infinite PvP, you will see "Cult Training Ground'" menu where you can go against teams of various levels.
Cult Training Ground and Infinite PvP share the same rule. Heirs will receive Points and Honor Points based on the result of the battle.
Cult Training Ground allows Heirs to strategize against various teams present in Infinite PvP starting from lower level and build a team.
We are expecting Cult Training Ground to give opportunity for Heirs to experience various strategy in PvP as they face various team such as powerful team of Water Lenore, Water Heylel, and Dark Ishmael, or team that uses revive servants such as Fire [A] Lucien or Forest Sphinx, or team with unique DEF-based or DEF-ignoring DPS servants.
Cult Training Ground is a content for beginner Heirs, and Heirs will start gaining less Points based on Point difference from winning in Cult Training Ground after acquiring certain amount of points. We expect Heirs to visit original Infinite PvP to engage in true Rank competition.
As we mentioned before, we will be adding 2x Summons that allows Heirs to acquire two of each servant. Instead of regular summon that gives one of each servant, we believe that the new 2x Summon system will lower servant acquisition difficulty from Summon as it makes it easier for Heirs to reach 5 Transcendence with duplicate servants.
2x Summon is available for Fire / Water / Forest ★3~5 Summon Stone's Summon 10 Times, ★3~5 Special Summon's Summon 10 Times, and Rate+ Summon's Summon 10+1 Times.
2x Summon can be toggled with 2x On/Off button located on top of Summon 10 time(s) or Summon 10 + 1 time(s) button. When the 2x Summon is on, the Summon will consume additional 1,000 Karats every time Heir performs applicable Summon. Heirs will receive 2 of each Summon using 2x Summon.
Freezing Issue Notice
There has been continuous reports of freezing issue during repeat battle from the community. After identifying that this issue is worse for certain devices (LG, Xiaomi devices) or low-spec devices, we are testing a new build everyday as we take this issue very seriously. We want to sincerely apologize about the delay with bug fix. We will try to bring fixes as soon as possible.
That is it for today's Dev Note.
Lastly, it seems like some of our responses to comments on Moot or Facebook are sometime misleading, especially when we leave a short response since we have to respond to countless comments.
While we will continue to collect feedbacks through comments, we will compile the comments that can be answered to address them all at once in a Dev Note rather than responding to each feedback through comment. Please understand that we are always trying to check our communities for feedback even though we don't get to respond to each and every one of them.
We hope that the community understands our effort to improve quality of our feedback
Dev Note #81: 3.6 Update Preview #2: Potential & Servant Balance Notice
In today's Dev Note, we want to go over Potential & Servant Balance.
1. AoE Damage Reduction Potential Equation Change / Numerical Value Change
AoE Damage DPS servant started from [A] Sphinx, and currently there are several AoE Damage servants including the most recent Mildred. If we say that the main target of AoE servants' attack takes 1 damage, the rest of the servants take 0.3 damage. While numerically AoE servants are supposed to do less damage to other servants beside the main target, we see more and more battles where even the 0.3 damage kills enemy servants as we added more servants capable of doing even greater damage.
Currently, there are 6 Normal Potentials regarding damage reduction: 3 potentials that reduce damage received by Multi-Hit Combo Skill by 20%, and 3 potentials that reduce damage received by AoE damage by 10%. Since these values add up, servant will receive only 10% of the damage equipping all the Potentials above.
This means that a servant will still take 70% of the damage against Mildred that does a Single-Hit AoE attack or any other AoE servant who's Combo Skill is set to a Single-Hit even with the 3 Potentials that reduce damage received by AoE damage by 10%.
When we first implemented Potential system, we wanted to provide a mean for Heirs to improve on what their servants lack to defeat the opponent. Given such intention, we judged that current AoE Damage Reduction Potential is rather underwhelming.
In the 3.6 Update, we will be changing the equation for damage reduction due to Potential from Addition Equation to Multiplication Equation. Also, we will be improving the numerical value of AoE Damage Reduction from 10% to 20%.
To provide more details of the equation:
Damage = ( 1 + Potential Damage Increase - Potential Combo Skill Multi Hit Damage Reduction - Potential AoE Damage Reduction)
After 3.6 Update:
Damage = ( 1 + Potential Damage Increase - (1 - (1- Potential Multi Hit Damage Reduction)*( 1- Potential AoE Damage Reduction) ) )
To make the change more visual:
After 3.6 Update:
Ultimately, when attacked by a Single-Hit that is not related to Multi-Hit Damage Reduction, there will be increase in Damage Reduction from AoE Damage Reduction. If both Multi-Hit Damage Reduction and AoE Damage Reduction applies, the final amount of damage received will vary depending on the number of Potential.
Also, we added 25% AoE Damage Reduction to Normal Potential 2 of DPS, Support, Healer servants to reduce AoE Damage even more.
AoE Damage Reduction Potential will be automatically changed to 10% to 20% so that Heirs that already have their Potentials set toward AoE Damage Reduction wouldn't have to change their Potential.
As we are expecting various changes in the meta due to the big change in Potential, we believe it is necessary for us to provide Potential Change Stone to Heirs to adjust their Potential. Therefore, we will be providing 100 Potential Change Stone to all Heirs upon the Update.
In this 3.6 Update, we tried to indirectly prevent excessive damage of AoE attack with Potential to improve current situation. We want to let Heirs know that we are even considering directly reducing the splash damage on other servants beside the main target of AoE attack in future patches.
2. Relation Effect Change
We have been asking Heirs for their feedback on Relation Effect as we were preparing Relation Effect change.
Please check out the post below:
We went through lengthy internal discussion and 2nd (Class) Relation Effect is finalized as below:
> Tank Servant: "If an ally Healer servant is present, HP increase by 70%"
> DPS Servant: "If an ally Tank servant is present, ATK increase by 70% / DEF increase by 70% / Crit Damage Increase by 100%"
> Healer Servant: "Decrease ATK of Boss Raid A by 90%"
> Support Servant: "Increase damage dealt to Boss Raid A for all allies by 30%"
- If 1st(Servant) Relation Effect applies, the new 2nd(Class) Relation Effect will not be applied on top of the 1st Relation Effect.
- We have tested values between 60% ~ 80% and concluded that 70% is the most appropriate value with exception of Crit Damage which is increased by 100%. Also, all of the numerical value of Crit Damage Increase in 1st Relation Effect will be adjusted from 100% ~ 150% to 150%, which will be a buff to DPS servants that do damage based on enemy's HP.
- There were a lot of discussions about sniping. Heirs have been suggesting both removing sniping from PvP or simply removing sniping all all. However, we decided to maintain sniping since removing sniping would be a nerf for Heirs who built a team for sniping purpose.
- We will be making adjustment to the fact that sniping is focused on certain servants, and we will not be sniping certain element. Also, since the meta continues to change, new sniping Relation Effect will focus on other servants rather than Lenore, Heylel, and [A] Leto. Sniping for Lucrecia and Mildred, in which many Heirs are expecting a nerf, will be considered starting 3.7 Update. Also, we want to let Heirs know there can be further adjustments regarding sniping in the future.
- One thing we learned through countless internal tests as we make change to Relation Effect is that many servants are actually viable. We are expecting some servants that are used for various purposes even without a relation effect to gain more popularity.
3. Servant Balance
♦Single Target DPS Servant Buff♦
On top of adjusting Potential to put a stop to current meta that AoE DPS servants dominate with excessive damage, we also want to place a buff on Single Target DPS servants to improve their performance.
Therefore, following servants will receive increase in damage ratio on Combo Skills of the following servants:
> [Dark] Ankou
> [Water] Lenore
> [Water/Forest/Light] Eimyrja
> [Fire/Light] Sinistra
> [Water] Sphinx
> [Light][A] Lucian
> [Water/Forest/Light/Dark][A] Leto
Damage ratio of Combo Skills of all the servants above will be changed to 8316%.
DEF-Based DPS servants, DEF-Ignoring DPS servants, and DPS servants that do damage based on enemy's HP that have their own characteristics were excluded from this buff. We will be making additional changes to these servants that didn't receive a buff yet after observing the situation.
Many Heirs were against Lucrecia buff on 3.5 Update. Even though we were aware of potential impact of the Lucrecia buff, we wanted to make a servant that is strong against Multi-Hit, just the way Lucrecia was intended. Also, it was our understanding that Lucrecia can be defeated under certain circumstances.
However, observing the situation after 3.5 Update along with increasing usage of Lucrecia, we came to a conclusion that Lucrecia needs some adjustments.
As many Heirs have been suggesting, one of the issues with Lucrecia is that she is extremely difficult to kill because of the synergy between her Special Potential 4 "The amount of damage received at once does not exceed n% of Max HP" and her passive that reduces damage against Multi-Hit Combo Skill.
While some Heirs suggested "Let's roll Lucrecia back to her previous status," we are afraid that such change might diminish Lucrecia's characteristics of being strong against Multi-Hit Combo Skill. Therefore, we want to make another change in 3.6 Update to make adjustment to her performance while keeping her characteristics.
We are increasing the damage reduction on second hit from Multi-Hit Combo Skill from 70% to 90% so that Lucrecia is even stronger against Multi-Hit Combo Skill.
We are also adjusting numerical value of Lucrecia's Special Potential 4 "The amount of damage received at once does not exceed n% of Max HP" to:
> S: 49%
> A: 59%
> B: 69%
> C: 79%
While we buffed Lucrecia's Passive Skill, we concluded that it is inevitable to nerf Special Potential 4 of Lucrecia. We want to sincerely apologize for those who put in so much effort on the Potential.
Even though we are trying our very best to avoid nerf, we believe that we must to fix balance issue between servants even through nerf when it is absolutely necessary.
We hope that Heirs will understand our decision for the future of Heir of Light.
In principle, we try not to make compensations regarding buffs or nerfs as we make character balance adjustments. The reason we avoid making compensation is because it could cause excessive requests for compensation even for the smallest change, and it is often difficult to distinguish if a change is a buff or a nerf. However, for this specific change, we are planning making certain amount of compensation so that Heirs could work on their Special Potential 4 again, considering how big the nerf is. (We will make an announcement as soon as we have a solid plan on this issue.)
Today we went over the servant balance which is the most sensitive and also the most impactful change. For the past couple months, many Heirs have been concerned about the Balance while also making a lot of suggestions.
From now on, we will try our best to facilitate an environment where all servants can be used evenly, rather than releasing an extremely strong servant. While this process will take some time, we will be constantly work on this balance issue starting 3.6 Update.
We are aware that this Dev Note is going to be very controversial as it will impact gameplay and team formation of many Heirs. We hope that Heirs will understand our decision for the future of Heir of Light. If you have any concern, please feel free to leave comments.
We will try to come up with the best solution through community's feedback.
Next Dev Note will cover Boss Raid Improvements, Cult Training Ground, and New Collaboration.
Dev Note #80: 3.6 Update Preview #1: Suggestion Reflection / QoL Improvements Notice
Today, we want to go over suggestions that were brought up by the community that are being addressed in 3.6 Update.
1. Adding Infinite PvP Mock Battle
Many Heirs have been commenting that:
"I want to enjoy PvP with Friends & Guild Members."
"I want to go against a Heir that I won/lost against once again."
In 3.6 Update, we are finally adding Mock Battle to Infinite PvP. Heirs can now engage in Mock Battle against Infinite PvP team that is displayed in User Info.
2. Defense Team Mark Lock
Currently, changing Mark setting of a servant used in Infinite PvP in Boss Raid or Exploration stages can potentially leave significant impact on the team setting of Infinite PvP.
We will be reflecting popular suggestion from the community and make change so that the Mark setting of Defense Team(Support Team) of PvP, Party Raid, and Infinite PvP wouldn't change.
From now on, Heirs will be given option to adjust even Mark setting when they set up their team for PvP or Party Raid. For Infinite PvP & Global Infinite PvP, the Mark Setting will be saved along with the team once an Heir's team wins a battle, and the Mark will be locked even if you change Mark setting of the servant in different content.
3. Servant Barrack Organization / Mark Information Added
While Sort Function is available in Servant Inventory, it is not available for Servant Barracks. Currently it is extremely inconvenient to select low Star Grade / Level servants from Servant Barracks.
Sort Function in Servant Barracks has been constantly suggested by the community for some time. Also, with addition of Mark Gear Craft, we have been getting requests to add Mark display in Servant Barracks.
In 3.6 Patch, we will be improving Servant Barracks so that Heirs can use Sort Function & check Mark at one glance.
4. World Battle Opponent Matching Change for Beginner Players / Excluding Revive in Result Reward Screen upon Defeat.
World Battle was initially designed as a high-level content divided in 5 stages that Heirs get to go against various opponents, rather than a content for beginner players. We also wanted to give Mid-Rank Heirs chance to go against/check out Top Rank Heirs' team. (1st ~ 20th Rank)
Regardless of our intention, many Heirs suggested reworking World Battle content by matching players with slightly easier opponents, instead of forcing Heirs to lose all the time against 3rd. 4th, and 5th Team. Currently, World Battle became an extremely difficult content that requires Heirs to be within Top 20 Rank to actually defeat all 5 teams. We are making changes to the difficulty issue of World Battle in 3.6 Update.
With 3.6 Update, Heirs placed in 1st ~ 300th place in Infinite PvP will be matched against different opponent from Heirs placed between 301st place and below. We are expecting Heirs to find up to 3rd Team winnable, and we will also be adjusting matching system of 4th Team so that Heirs can win time by time based on matching luck.
Also, before the update, Heirs received F Rank if an opponent servant Revives all servants. Therefore, we are changing World Battle so that revived servant is recorded as a kill.
5. AoE & Penetration Notice
There has been continuous questions asking if Piercing Damage (Example: Fire Ignis' Combo Skill attacks enemy in straight line) is categorized as AoE damage and if Piercing Damage can be reduced by AoE Damage Reduction. In 3.6 Update, we decided to clarify some categorizations. First, Piercing Damage will be categorized as AoE damage. Also, upon this patch, we will be adding details to skill description describing if the skill does Single Target Damage or Piercing/AoE Damage.
6. Gear Inventory Expanded
This was probably one of the most frequently requested changes. There has been tremendous amount of requests to expand Gear Inventory, especially since the new Gear Super-Enhance system intensified shortage of Gear Inventory. We have been going through lengthy optimization process to solve some issues with expanding previous Gear Inventory. In 3.6 Update, the maximum number of Gear Slots will be increased from 400 to 450. While we understand that Heirs want more significant increase, we want to take small steps increasing the Gear Inventory since suddenly expanding it to 500 or 600 slots could cause stabilization issue.
7. Servant Shard Acquisition Description
This was also brought up quite frequently.
Previously, Heirs had to click on each tile of Explore stages to figure out where to farm Servant Shards when Heirs want to start farming for a specific servant. Starting 3.6 Update, we will be adding information of where each servant can be farmed in servant "Collection," along with a function that redirects Heirs to the applicable stage.
8. Skill Lock Improvement
Many Heirs have been asking for a function that lets only the ★6 servant of Heir's choice use skills during Repeat Battle in Explore stages. While searching for various possible improvements, we concluded that it is the best to develop a function that lets Heirs lock usage of servants' skills. Upon 3.6 Update, Skill Lock during battle will be improved. In Battle screen, tapping on servant portrait once will lock Combo Skill, while tapping it again locks all skills.
Today, we went over changes focused on community's suggestions. In the next Dev Note, we will be going over the essences of 3.6 Update: Boss Raid Improvement, Infinite PvP Training Addition, Single Target DPS Buff, and AoE Damage Reduction through Potential.
We are trying our best to review feedbacks from the community and apply as many changes as possible. Many changes so far have been based on the feedbacks from Heirs. We hope to see more constructive feedbacks from the community to improve Heir of Light.
Dev Note #79: Party Raid & Servant Balance
About Party Raid
"Party Raid reward is very underwhelming now."
" I would rather have an entry limit on Party Raid and have more rewards."
"Since there are 9 servants in a party of 3, I wish one player could place all 9 servants."
"We need auto-repeat function."
While Party Raid is not a content that can satisfy all Heirs, we believe that we have been trying hard to make the best choices to improve Party Raid. However, there were certain aspects of Party Raid that we wanted to maintain. We believe that such attitude prevented us from recognizing what Heirs truly want. We will continue to review the feedbacks about Party Raid. Please understand that it takes a significant amount of time to internally discuss Party Raid and make changes. Rather than rushing our decision, we will come back with another notice about Party Raid after thoroughly discussing Party Raid.
Mildred / Lucrecia Balance
Many Heirs have been constantly suggesting that there are issues with Mildred & Lucrecia balance. We want to thank all the Heirs investing their time providing screenshots & videos about Mildred & Lucrecia balance to emphasize the seriousness of the issue.
Some Heirs expressed their concern of waiting for another 2~3 months for balance update when Mildred and Lucrecia are completely ruining the balance. We are taking Mildred and Lucrecia issue very seriously, even to the point that we are considering a nerf for the first time. The community has been constantly making suggestions about AoE damage, and we currently have Potential Patch regarding AoE damage planned on 3.6 Update as we have been promising. Mildred patch is scheduled after that, which is expected to arrive around 3.65/3.7 update. While the initial plan was to bring Mildred patch around 3.7/3.8 Update, we decided to bring earlier patch as we recognize the seriousness of the issue. Since Lucrecia is also hurting balance significantly, we will finalize Lucrecia change as soon as possible.
Currently, we are aware of several issues including performance of Mildred's AoE ranged attack and Lucrecia's performance against Single Hit skill due to her Potential. Since strong performance against Range DPS servant is common among all AoE DPS servants, we do not see this as an issue for Mildred. However, currently, Mildred seems extremely strong not only because she is capable of wiping out even Healer / Support class servants under circumstances, but also because taking down enemy DPS servant usually leads to victory in current PvP meta where Lucrecia is very difficult to kill.
We apologize about the balance issue. We will try our best to improve our balance.
Dev Note # 78: Update Notice (Expected Date: August 12)
Today, we want to go over details of Update scheduled to arrive next week.
As we mentioned earlier, new servant on Combine list will be [Water] [A] Sphinx.
[Water][A] Sphinx is available for Combine until 9/16. [Water][A] Sphinx can be combined only once during the duration.
Following servants are required to combine [Water][A] Sphinx.
> [Fire] Usher
> [Water] Enoch
> [Forest] Hern
> [Light] Moira
(Nat 4★ can be combined 3 times during the period)
Here are the list of combine materials for Nat 4★ servants:
> [Fire] Usher: [Fire] Sirucus, [Fire] Marat, [Water] Moira, [Forest] Gwyllgi
> [Water] Enoch: [Fire] Mordu, [Water] Gretel, [Water] Medjed, [Forest] Dorrit
> [Forest] Hern: [Forest] Moira, [Forest] Otik, [Fire] Rhamaan, [Water] Nutkin
In this update, we focused on making improvements of servants that were frequently brought up in community's feedback.
[Water] Ankou: Buff Removal will no longer remove DEF Increase Buff from his passive.
[Dark] Archangel: To prevent Passive from being removed by Buff Removal, we will be changing his [Decrease Damage Received] effect from his passive to [Increase DEF]. Therefore, the final passive will be "Becomes immune to DEF debuffs and increase DEF of all allies by 30%. Every time an ally servant dies, increase ally DEF by 20%, up to 90%.
[Light] Eimyrja: Her Passive skill will be improved.
Before: Greatly increases aggro of Tank class. Heals HP of Tank class by 10% when an active skill lands as a Crit Hit.
After: Greatly increases aggro of Tank class. Heals HP of Tank class by 15% when a skill lands as a Crit Hit.
Also, her Multi-hit Combo Skill damage ratio will be changed from [1st hit: 30% 2nd hit: 70%] to [1st hit: 50% 2nd hit: 50%].
●Transcendence Effect Change●
Upon Transcendence, [Fire]/[Dark] Eimyrja and [Dark][A] Lucien will receive [SPD] instead of [Accuracy] as Transcendence Effect.
We will also be improving stat by Transcendence for Archangel and Valkyrja. (Other servants that cannot be farmed will be buffed as we move on. We decided to buff Archangel & Valkyrja first since we are getting closer to the end of collaboration period.)
●Saighead Skill Level Up Effect Change●
As we add [Increase Buff Level by 1] to Saighead's 5th Awakening Active Skill Level Up Effect, we will be adjusting some Skill Level Up Effect. The [Increase damage by 10%] on 3rd, 4th, and 5th Awakening Skill Level Up Effect will be combined to one [Increase damage by 30%] on 4th Awakening Skill Level Up Effect.
●Nat 4★ Servant Relation Effect Added●
Relation Effect has been added for some Nat 4★ servants that did not have a Relation Effect yet.
[All Element] Laura / Torhino: Increase damage dealt to dungeon boss Omen for all allies by 40%.
(We will be adding more Relation Effect for Nat 4★ servants without a Relation Effect in 3.6 Update.)
♦Summon Rate Improvement♦
Starting this Update, we will be working on reducing difficulty of acquiring servants through Summon.
With this Update, we want to guarantee a lightning for every certain number of summons for Heirs that get extremely unlucky and encounter zero Nat ★5 servant or lightning even after numerous summoning.
The Update will be applied to ★3~5 Summon Stone, ★3~5 Special Summon, and Rate + Summon. From now on, Heirs are guaranteed to encounter a lightning (★4~5 Summon) before reaching certain number of summoning.
For example, you are guaranteed to see one lightning with 11 summons in Rate+ Summon. ( 10+1 Summon will include at least 1 ★4~5 servant)
As we work on this Update, we will also be increasing summon rate for ★4~5 servants.
We will update the community with detailed rates in future notice.
♦Potential Enhance Stone Acquisition Increased♦
Potential Enhance Stone in Party Shop can now be purchased up to twice a week instead of once a week.
You can now purchase 1,000 Potential Enhance Stones from Mileage Shop for 150 Mileage twice a week.
Please feel free to ask any question on the comment.
Our main focus has always been to make a fun game through active communication with players. While we understand that some Heirs are not completely satisfied by the Update, we hope that Heirs would trust us and support our direction. We are very sad that recently many comments that we have been leaving on the community only caused severe criticisms. Even when it comes to this Dev Note, while we used to write Dev Note in more casual fashion, we went through multiple edition to make sure the Dev Note does not cause any misunderstanding.
We put in great amount of effort preparing this new Update. We hope that as many Heirs as possible could enjoy the new Update.
Abraham Lincoln once said “Everybody likes a compliment.”
We hope that Heirs would be more understanding about parts they are dissatisfied about.
Dev Note # 77: Relation Effect Future Update Notice
We are back with long-awaited notice about Relation Effect.
The Relation Effect Improvement that we have been working on for around 3 months is expected arrive with next 3.6 Update.
Issue with Relation Effect
Majority of the feedbacks from the community included:
"The Relation Effect is either preventing Heirs from utilizing servants they want to use or forcing Heirs to form certain team based on the Relation Effect. Therefore, if there is a certain servant that outperforms other servants, the meta revolves around forming a single standard team tailored toward the outperforming servant. Heirs need to be able to form various teams with different servants."
When we first designed Relation Effect, we wanted to give more reasons for Heirs to invest on various servants rather than to invest on one servant per class by utilizing in-game story to give powerful synergy between certain servants.
However, as the depth of servant development became deeper after multiple updates and as we added more systems like Awaken, Transcendence, and Potential that are bound to servants, we came to think that Relation Effect is only worsening the issue of standardization of team as the community suggested.
Therefore, after lengthy consideration, we decided to improve Relation Effect.
2nd Relation Effect Added
Since many Heirs have already been working hard to utilize current(1st) Relation Effect, we want to keep the 1st Relation Effect while adding 2nd Relation Effects that are more commonly utilized but slightly weaker than the 1st Relation Effects.
Tank / DPS servants will receive effect when a certain class is in the ally team, while Healer / Support servants will receive effect based on who the enemy Boss is.
Here are more details about 2nd Relation Effect:
1. 2nd Relation Effect will be added on top of current Relation Effect.
2. Tank Servants: "If an ally Healer servant is present, HP increase by n%"
3. DPS Servants: "If an ally Tank servant is present, ATK increase by n%"
4. Healer Servant: "Decrease ATK of Boss Raid A by n%"
5. Support Servant: "Increase damage dealt to Boss Raid A for all allies by n%"
6. Relation Effect will be added to Nat ★4 & Nat ★5 servants
7. Relation Effects for all Nat ★4 servants that don't have a Relation Effect yet will be added with 3.55 Update (Mid August) and 3.6 Update (Early September)
8. For DPS servants, the Relation Effect will increase DEF for DEF-based DPS servants while it will increase CRIT DMG for DPS servants that do damage based on enemy's MAX HP. ATK & SPD based DPS servants will receive increase in ATK from Relation Effect.
We are considering around 60~ 80% increase of stat through 2nd Relation Effect for Tank / DPS servants. Since the 1st Relation Effect increases stat by 100%, we want to make sure that the 1st Relation Effect maintains its dominance over 2nd Relation Effect, while giving 2nd Relation Effect enough significance to form different teams.
We are considering 20 ~ 30% numerical value for Healer / Support servants' Relation Effect based on the Boss of Boss Raid.
We are open for any feedback about the numerical value of the 2nd Relation Effect. Please feel free to provide any feedbacks in our community.
1st Relation Effect of Healer / Support Class Servants
Currently, many Healer / Support classes' 1st Relation Effects are focused on sniping certain strong servants. (Ex: If an enemy A is present, the target's passive skill effect will be blocked)
Internally, we are going through heated discussion between two following opinions about 1st Relation Effect that snipes certain servants:
"We need to get rid of servant sniping as we change the 1st Relation Effect. Currently, there are situations where all other elements of a servant is completely useless because of one certain element of the servant. For example, we can barely utilize Fire / Forest / Dark Heylel because of Relation Effect targeting Water Heylel."
"Currently many Heirs are utilizing the Relation Effect for not only PvP but also for farming shards in Exploration to block passive of the stage boss. We should keep the current 1st Relation Effect because it is still meaningful and a lot of Heirs are utilizing it."
We agree that removing sniping mechanic could improve PvP in the long run, especially because we have Co-Destruction and Potential. However, we believe that it is very dangerous to change all current 1st Relation Effect since it would be a direct nerf for Heirs that developed certain servants for the Relation Effects.
Therefore, we are leaning more toward not making any change to the 1st Relation Effect while maintaining our direction of incorporating certain servant in the 1st Relation Effect for future servants.
We have not finalized our decision on this issue yet. Please feel free to provide any feedbacks about this issue also.
Dev Note # 76: 3.5 Update Preivew #4: Servant Balance Update Notice #2
After we released the previous Dev Note about Servant Update Notice, many Heirs expressed their concern about the update. We wanted to go over Servant Balance once again to address some misleading parts from the previous Dev Note.
Servants That Cannot Be Farmed Through Shards
In the previous Dev Note, we mentioned two things about servants that cannot be farmed through shards.:
> We want to buff servants that cannot be farmed through shards to fit their acquisition difficulty.
> We will start working on newer servants to apply the following buff.
Starting from newer servants Christine, Mildred, and Lucrecia, we are planning on constantly buffing all other servants that cannot be farmed through shards. (Ezebell, [A] Sphinx, Archangle, Valkyrja and Ignis will all be worked on eventually.)
While we are trying our best to deliver haste Servant Balance Update to respond to Heirs' frustration, we apologize that we can't touch upon every single aspect of balance because of how time-consuming the entire balancing/testing process is. We decided that we needed more time to bring successful balance patch for servants that cannot be farmed through shards since another big update featuring Healer Class Servant Potential, New Servant Mildred, and DEF Based DPS Servant Buff is just around the corner. However, we do believe that differentiating servants that can be farmed and servants that cannot be farmed is the right direction for Heir of Light in the long run, which is why we will be buffing other servants that cannot be farmed through shards as we move on.
Some Heirs asked if we will be improving the stats of the applicable servants as a whole as a buffing process. We don't believe that this is necessarily the only option. We will put a great amount of effort in balance test to buff applicable servants in a way that fits the characteristic of each servant.
Farmable Light / Dark Servants vs Fire / Water / Forest Servants That Cannot Be Farmed
As we gave significant buff to Light / Dark servants, the usage of Fire / Water / Forest servants dropped by noticeable amount. While we believe it is natural for Light / Dark servants to be stronger than Fire / Water / Forest servants, we believe that many Heirs must have been very disappointed by excessive buff placed on certain servants (Dark Leto, Dark [A] Leto). This is undeniable mistake on our part failing to balance those servants, and we sincerely apologize about failing prepare servant balance update properly.
It is true that it is very difficult for Fire / Water / Forest servants to beat Light / Dark servants in current meta.
Casual players probably lost their reason to acquire Fire / Water / Forest servants through summoning, which would leave tedious Light / Dark shard farming as their only option. We do not believe that this direction helps Heirs enjoy Heir of Light. It is almost a necessity to purchase All-in-One package in order to engage in Light / Dark shard farming. While this would benefit us in the short run if Heirs purchase All-in-One package, we believe that it would hurt Heir of Light in the long run. It is undeniable that Light / Dark servant shard farming is followed by extreme exhaustion.
Some Heirs might be concerned that "Does this mean that it is now mandatory to spend money to summon?" On the contrary, we believe that it is necessary to buff Fire / Water / Forest servants that cannot be farmed through shards so that even the Heirs that don't spend can acquire Fire / Water / Forest servants through summoning that can compete against Light / Dark servants.
(Heir of Light gives out around 10,000 ~ 20,000 Karats & 4,000 ~ 7,000 Special Summon Shard each month through event and in-game reward to lessen Heirs' burden to spend to summon. Fire / Water / Forest servants can be acquired through various methods such as Combine or Fuse. Furthermore, Heirs can summon Fire / Water / Forest servants that cannot be farmed with the ★5 Summon Stone we give out every update.)
We still believe that rather than having Light / Dark servants dominate, finding a balance between Light / Dark servants and Fire / Water / Forest servants is the right direction to provide an environment that Heirs can enjoy Heir of Light without spending. We will continue our effort to balance out Heir of Light by buffing Fire / Water / Forest servants.
While Light / Dark servants will have advantage in terms of base stat, we believe that Light / Dark servants and Fire / Water / Forest servants will shine in different situations. We believe that Heirs don't have to worry about their Light / Dark servants losing their position because of Fire / Water / Forest servants buff. Fire / Water / Forest servants and Light / Dark servants will have their own, unique positions.
Other questions from the community included "Will Dark Leto get completely countered by new servant Mildred?" While we believe Mildred will bring leave some impact on Dark Leto, Heirs will see different results based on Stat, Gears, and Potentials.
While well developed Fire / Water / Forest servants that cannot be farmed will be able to compete against Light / Dark servants, it will not be easy to gain victory against Light / Dark servants.
[Light / Dark servants that can be farmed >= Fire / Water / Forest servants that cannot be farmed] is the general structure we are expecting.
The high usage of Dark Leto & Dark [A] Leto is not simply because they are Light / Dark servants. There are multiple reasons such as Relation Effect, Skill Effect, and Potential that led to high usage of these two servants.
There were numerous concerns from the community about Lucrecia that is already strong against Multi-Hit skill becoming close to invincible once she gains "The amount of damage received at once does not exceed x% of Max HP" to her Potential.
It is true that Lucrecia is receiving a buff. We admit that we are buffing Lucrecia by quite a lot. She is the only Tank class servant we released since March, and as one of the servants that cannot be farmed through shards, we wanted Lucrecia to become a solution against Light / Dark DPS servants.
However, Lucrecia has her own limit regardless of how well Heirs upgrade her. Lucrecia can still lose more than 50% of her HP against 2 Hit Multi-Hit servants. In other word, since Lucrecia takes 100% of the damage from the 1st hit and 30% of the damage from 2nd hit, she still takes significant amount of damage up to 2nd hit of a skill. Also, there were many cases that additional Combo Skill from DPS servants with Secondary Mark Activation destroyed Lucrecia when we were testing. Lucrecia is very vulnerable against Secondary Mark Activation of Single Hit DPS servants. While the results may vary base on Heirs, we believe it is a little too early to determine that she will be the very best Tank class servant.
Mildred to Buff Melee DPS?
When we saw the reaction from the community, we knew that we made a mistake communicating with Heirs. It seems like we focused too much on explaining how Melee DPS servants will become viable again. We apologize about misleading explanations.
The reason Mildred attacks Ranged servants is to snipe Ranged servants.
Currently, Ranged DPS servants are significantly stronger than Melee DPS servants.
There are cases that Ranged Support or Healer Class servants don't get attacked even once during a battle.
Therefore, we concluded that there needs to be a way to snipe Ranged servants, not necessarily in order to buff Melee servants.
It is our fault that only Ranged DPS servants are currently dominating the meta as Melee DPS servants lost their position with the appearance of AoE attacks.We believe that the balance between Ranged and Melee servants disappointed many Heirs. We admit that this was our mistake, and we hope that Heirs accept our apology.
There are two issues to current situation.
The first issue is the necessity of a method to AoE attack even the Ranged servants. We will be working this aspect starting this Update.
The second issue is under-performance of not only just Melee servants, but under-performance of Melee/Ranged Single target DPS servants. While the change won't be immediate, we are planning on addressing this issue in future updates.
Why Are New Servants Always so Strong? What About the Old Servants?
We have already went over the strong performance of new servants before. Relatively strong performance of new servants are necessary for durability of the game. While it is true that fixation of meta and Heirs being discouraged to summon would hurt our profit, it most importantly it hurts the overall game. It would stall the flow of the game. If new servants are not significant enough, Heirs would no longer need new servants, which would take away collection aspect from Collection -Based RPG.
Also, relatively stronger new servants give chance to new Heirs to catch up faster with plentiful amount of summoning Heir of Light provides to support new Heirs. Furthermore, introduction of new skill through new servants tends to be more effective than reworking old servants to introduce new skill. Reworking old servants can possibly hurt Heirs who were originally using the servants with old skill.
We have been trying out various skills as we add new servants. Once we decide that certain skills can be meaningful to Heir of Light, we will be utilizing the new skills to buff old servants.
(Adding more AoE servants such as Rem, Enoch, and Saighead after [A] Sphinx Update is an example.)
The reason we are adding Mildred this patch is because we decided that we reached a point that we need to bring new air to the meta. While we understand that Heirs are concerned about how strong the new servant will be, we want to wait until the patch actually arrives. We believe that Heirs are far more concerned than necessary. (We should have been more thorough with our explanations.) We understand that every Heirs have different situations, and we went through lengthy internal discussion about how strong Mildred will be. Mildred actually might not be as powerful as many Heirs imagine.
On top of Light / Dark servant balance problem, we believe that it is necessary to add servants that block Skill Gauge Increase/Decrease for balance purpose. While we start this process with Mildred, we will expand the new mechanic to other Support servants by either adding such effect to their skills or giving them related Potential.
1. We will be buffing not only the new servants, but also all other servants that cannot be farmed through shards.
2. Since the servants that cannot be farmed through shards can be acquired in-game through various methods, we believe that even F2P Heirs will benefit if Fire / Water / Forest servants can also compete against Light / Dark servants. (While we cannot make spending meaningless, we do not want to make spending necessary to acquire strong servants.)
3. [ Fire / Water / Forest servants that cannot be farmed through shards <= Light / Dark servants that can be farmed through shards] is the general outline of the balance we are expecting. However, without absolute dominance of one element, different elements will be viable in different situation.
4. We are aware that a lot of Heirs are concerned about Lucrecia buff. It is true that Lucrecia will be powerful, however, we don't expect Lucrecia to be one servant that fits all team.
5. Mildred is designed to snipe Ranged servants, and we are preparing buffs on Melee / Ranged Single Target DPS servants.
6. We consider multiple aspects such as introduction of mechanic or impact on meta before we release new servants. Since adding new servant is another way of addressing current issues, new servants tend to be strong against certain other servants.
7. Once we balance out a new servant and a new skill effect, we will be expanding the new skill effect to old servants to balance out the game.
8. It is always our prime goal to find an optimal balance in Heir of Light. It is never our intention to introduce a new servant that demolish all other old servants.
9. We are sorry that we failed to balance out Light / Dark servants & AoE Attack. We will improve this issue through further communication with the community.
We hope that this Dev Note ease the frustration or curiosity from the community. While we try our best to explain our thought process, Dev Note about servant update is always difficult to write since it involves interest of multiple Heirs in different situation.
We believe that both the Devs and the community alike want a long-lasting game, rather than a temporary game pursuing profit.
We will try our best to deliver speedy, well prepared balance patches in the future.
Dev Note # 74: Summoners War Collaboration Notice
Today, we want to go over the Summoners War collaboration that is ending in September.
When we first started Summoners War Collaboration on March 6th, we initially planned it to last for 3 months. However, we decided to extend the collaboration period by 3 months due to popular demand, which is why it is ending in September.
We believe that the main concern from the community as we get closer to the end of collaboration is transcending the collaboration servants after the collaboration period ends. We promised in previous Dev Note that we will be providing a way to transcend collaboration servants even after the collaboration period ends.
We are here to provide a little more details regarding this issue so that Heirs could plan ahead.
Here are some details on what we are working on for 3.6 Update scheduled for early September:
1. We will be adding Transcendence Bun that would allow Heirs to transcend the collaboration servants. (Archangel & Valkyrja) You can only use the Transcendence Bun on collaboration servants.
2. There will be two types of Transcendence Bun: Fire / Water / Forest Transcendence Bun & Light / Dark Transcendence Bun
3. You can craft Transcendence Bun in Craft menu with Greater Soul Crystal.
4. While we considered making Transcendence Bun available through ★5 Summon Stone or ★3~5 Summon Stone, we thought that it would stress out Heirs even more by placing greater pressure to summon. Also, since not every Heirs want Transcendence Bun for Archangel & Valkyrja, we decided that it would be better to add Transcendence Bun through Craft.
5. Transcendence Bun can be crafted using same materials required to craft 5★ Select Summon of the same element. (Same materials for Fire / Water / Forest 5★ Select Summon & Fire / Water / Forest Transcendence Bun, same materials for Light / Dark 5★ Select Summon & Light / Dark Transcendence Bun.) Transcendence Bun can be crafted twice a month. (Transcendence Bun crafting will be separate from current 5★ Select Summon crafting.)
6. If crafting Transcendence Bun required less materials than crafting 5★ Select Summon, it would naturally reduce the difficulty to transcend, which would be unfair for Heirs that already transcended collaboration servants. This is why crafting Transcendence Bun requires same amount of materials as crafting 5★ Select Summon.
7. You can no longer acquire Archangel & Valkyrja once they are removed from all Summon Stones after 3.6 Update scheduled in early September. If you consider crafting Transcendence Bun too stressful, we recommend Heirs to summon the collaboration servant as much as they can before the 3.6 Update.
8. Transcendence Bun Craft is available until Update scheduled in early December. After the Update, even Transcendence Bun Craft will be removed.
We thank the community for showing so much love for our Archangel and Valkyrja.
We promise to come back with another amazing collaboration in the near future.
Dev Note # 75: 3.5 Update Preview #3: Global Infinite PvP Notice
In today's Dev Note, we want to go over Global Infinite PvP & Infinite PvP.
Heir of Light is a global game enjoyed by millions of Heirs all over the world. Instead of providing a different build for each region, we provide a single, identical build of Heir of Light to all regions.
Since the launch of Heir of Light, we realized that each region develops its own strategy unique from strategies of other regions. We also noticed that community of each region comes up with very different community guide.
We believe that Global Infinite PvP can not only expose Heirs to various teams from different regions, but also motivate Heirs to come up with different strategies as Heirs of all over the world compete against each other with their own team. Most importantly, we believe that Global Infinite PvP will determine the #1 Heir of the world.
While Korea & Global server with large Heir population did not have much issue with PvP matchmaking, this was not necessarily the case for other regions with less population. We believe that opening up Global Infinite PvP will resolve the matchmaking issue for less populated regions as it matches up Heirs from all servers.
So far, we briefly went over the necessity of Global Infinite PvP. Let's go over more details about Global Infinite PvP, along with some explanation about the direction we want to take with Heir of Light.
Global Infinite PvP Details
> Since Global Infinite PvP is a global content, all Heirs will have a National Flag tag.
> All battles in Global Infinite PvP will be identical to battle in Infinite PvP.
> Heirs need 2 Invitations to participate in Global Infinite PvP. Invitations can be acquired through following methods:
Rank / League / Reward
In Global Infinite PvP, you can acquire Honor Points regardless of the result and earn Winning Streak Bonus upon winning multiple PvP consecutively just like Infinite PvP.
Here is the details of Weekly Rank Rewards of Global Infinite PvP. (Since Heirs from all around the world compete in Global Infinite PvP, Rank 1 player will receive L/D ★5 Summon Stone. Also, to reflect a larger number of participants, we will be adjusting the reward tiers so that more Heirs qualify for each reward tier.)
Global Infinite PvP will go by Season, and each Season will last for a week just like Infinite PvP.
Since all regions with different timezone must participate in Global Infinite PvP based on a single Weekly & Calculation schedule, we will be basing Global Infinite PvP schedule on KST. The Weekly & Calculation schedule will be different for every region.)
Global Infinite PvP Beta Status
Big part of Global Infinite PvP development is already complete. While we decided to add Beta label to Global Infinite PvP, the status of Global Infinite PvP is quite different from previous status of Tower Invasion or Party Raid. We don't intend to make huge changes that would alter the direction of Global Infinite PvP.
However, since Global Infinite PvP incorporates servers from all around the world, we decided that it is better to prepare for possible issues from unstable network connection or extreme network delay. While we have already conducted internal tests targeting all regions, we want to focus on stabilizing Global Infinite PvP while we maintain the Beta status.
Infinite PvP Change
Since Global Infinite PvP closely resembles Infinite PvP, these two contents focus on similar type of fun. Some Heirs might think that adding Global Infinite PvP is just another addition of chore that Heirs have to do everyday.
Since there can be unexpected problems with Global Infinite PvP as we mentioned earlier, we are planning on keeping Infinite PvP for a while. Please note that we are planning on replacing Infinite PvP with different content once we stabilize Global Infinite PvP.
As many Heirs wanted, we are designing a PvP where even unpopular servants can shine. Here are some possibilities suggested by the community that we are considering for new PvP:
> Requirement to use Nat ★4 Servant
> Ban on certain servants
> Strengthening / Weakening servants based on their usage
We hope that everyone enjoys the new Global Infinite PvP.
Tomorrow, we will come back with Servant Balance #2. Please stay tuned for details about servant balance update.
Dev Note # 73: 3.5 Update Preview #2: Party Raid Notice
After 3.4 Party Raid Update, there were several notices/experiments regarding Party Raid.
If you have missed previous Dev Note covering Party Raid, we recommend you to check out the previous Dev Notes.
Dev Note #69 Notice About Party Raid: https://bit.ly/2SmlyaX
Dev Note #70 Notice About Party Raid #2: https://bit.ly/2RC75aq
Dev Note #71 Update Notice & Party Raid Schedule Notice: https://bit.ly/2xNsTXH
Before we start, we want to thank all Heirs for showing their understanding and patience providing feedbacks about Party Raid.
The result of 2nd Party Raid schedule was very similar to result of 1st Party Raid schedule. While the number of participation increased by significant amount, the number of participant showed minimal increase.
After reviewing results of our experiments and feedbacks from Heirs, following changes will be made to Party Raid in 3.5 Update.
Party Raid Schedule Change
After trying out two different Party Raid schedules, we concluded that it is best to adopt the Party Raid schedule that reflects popular demands throughout the communities.
The Party Raid Schedule will be changed to following:
Monday ~ Friday: 12:00 ~ 15:00 / 20:00 ~ 23:00 Server Time (3 hours each session, total of 6 hours a day)
Saturday ~ Sunday: 12:00 ~ 24:00 Server Time (Total of 12 hours a day)
In order to reduce the stress of participating in Party Raid multiple times, we will be adjusting Daily / Weekly Party Raid Mission Reward so that Heirs can claim significant reward just by participating in 1 Party Raid. As we change the Daily / Weekly Party Raid Mission Reward, we will also be adjusting reward per round.
Here is the summary of adjusted reward:
*There won't be any change to Party Point reward
Instead of reducing the reward per round, we will be improving the Daily / Weekly Mission Rewards as the following:
Daily Mission (1 Time): 600 Party Points -> 800 Party Points
Weekly Mission (21 Times): 700 Party Points -> 2800 Party Points
Ultimately, Heirs can acquire up to 8,400 Party Points a week just by completing missions.
Heirs can participate in Party Raid just once during the busy weekdays to clear Daily Missions and participate during the weekends to receive Weekly Mission rewards.
Party Raid Shop Improvement
While we will be improving the Party Raid's Party Points reward, we will not change any pricing in Party Raid Shop items so that Heirs have more access to items. We expect this change to help Heirs purchase more items with Party Points even after Heirs purchase ★5 Summon Stone. Also, we will be increasing purchase limits on Transcending Aura and Potential Change Stone as the following so that Heirs can purchase more.
Transcending Aura Shop Item Improvement
> As we make adjustments regarding Party Raid, we will be improving Transcending Aura Pack to give 160 instead of 80 Transcending Auras so that Heirs can acquire more Transcending Auras. (If you are planning on purchasing Transcending Aura Pack, please note that following change is expected to arrive on July 22nd with 3.5 Update.)
> You can now purchase 10 Transcending Auras for 300 Honor Points from Honor Points shop twice a week.
Party Raid Improvements / Bug Fixes
Along with the Party Raid Schedule & Reward changes, we are also bringing more Party Raid Improvements & Bug Fixes.
1. We believe that one of the most frustrating situations during Party Raid is when the Party Leader is AFK. Therefore, we will be adding a new function that notify the Party Leader of Party Members' status through vibration & effect.
2. We will be improving the Damage / Heal / Support Meter of Party Raid so that Heirs can identify the Top Contributor of the round.
3. We will be increasing size of the Retry / Leave button in Party Raid result screen.
4. We will be fixing issue that prevents Heirs from joining a party under unstable network connection.
5. We will be fixing synchronizing issue with Party Members' status under unstable network connection.
6. We will be fixing issue that Heirs enter the same Party multiple times using Quick Start in Party Raid
To summarize this Update, we will be reducing Heirs stress of Party Raid in general not only by reducing the pressure on Heirs to participate multiple times, but also by increasing the reward.
We will continue to fix issues with Party Raid until Heirs can enjoy Party Raid without any issue.
Dev Note # 72: 3.5 Update Preview #1: Servant Update Notice
There have been active discussions among the community making predictions about the next servant update. (We want to mention that a lot of predictions were on point.)
Since many Heirs are wondering about the details of next update, we tried to prepare this Dev Note as soon as possible.
In the bigger picture, the difference between servants that can be acquired from both farming and summoning and servants that can only be acquired through summoning, and the difference between Fire / Water / Forest servants and Light / Dark servants are closely related to difficulty of acquiring them. We believe that the difficulty to acquire certain servant should determine the performance of the servant to certain degree.
Light / Dark servants being stronger than Fire / Water / Forest servants is the direction that we intend to take.
However, if Fire / Water / Forest servants have absolutely no chance against Light / Dark servants, it will ruin the diversity of Heirs' team. It will also force Heirs to either go through very difficult Shard Farming or make considerable amount of purchase to summon certain servants.
Major concern from the community regarding this issue includes:
> Light / Dark servants are simply too strong
> It takes great amount of effort for many of Heirs to summon Fire / Water / Forest servants, and yet they are not that useful.
We are aware that this issue must be addressed.
Therefore, we are planning on buffing Fire / Water / Forest servants that cannot be farmed and can only be acquired through summoning to have similar performance to Light / Dark servants that can be Shard farmed. We will be starting this process with servants that were released more recently. We are hoping that this change would increase excitement among Heirs when they summon Fire / Water / Forest servants that cannot be farmed.
As some Heirs might have guessed, this will put farmable Fire / Water / Forest servants to slightly weaker position, while giving some advantage to Light / Dark servants that cannot be farmed. While we believe this difference is acceptable considering the difficulty to acquire certain servants, we also believe it is going to be difficult for certain team to dominate the meta once the variation of Heirs' team brings Rock/Paper/Scissor type of battle where no single team completely dominates over all other teams. (Since there are Heirs working hard on farming servants with Double Shard package, we put great amount of thoughts to this servant balance.)
We went over general direction of the update. Let's go into a little more detail about 3.5 Update focused on the direction we mentioned above.
When we designed Lucrecia, we were trying to design a servant that is strong against Multi-Hit Combo Skill in order to give more presence to Single-Hit (Multi-Hit 1) servants. However, Multi-Hit servants are still dominant, making it hard for Heirs to utilize Lucrecia in their team. Therefore, we will be changing her passive to [Reduces damage by 70% for the second hit, and by 90% for third hit and afterward] in order to make her stronger against Multi-Hit servants. While Single-Hit skills can be countered with tank servants like Fire Heide that limits damage of a Single Hit nuke skill, Multi-Hit skills can be countered by servants like Lucrecia who is strong against Multi-Hit skill.
* Along with the Lucrecia buff, we will be adding her to Rate+ summon.
DEF Based DPS Servants Buff
We believe that main reason many Heirs have been commenting on DEF Based DPS servants is because DEF Based DPS servants do not have much presence in iPvP. We believe that two conditions must be met in order to make DEF Based DPS Servants viable:
1) DEF Based DPS Servants must have sufficient amount of damage output.
2) Melee servants must become more viable in general.
Therefore, we decided to work on the first condition, increasing the damage ratio of all DEF Based DPS servants.
1. Damage ratio of Archangel's Combo Skill of all elements will be increased from 6776% to 7084%
2. Forest Ezebell's Combo Skill damage ratio will be increased from 6160% to 7084%. Ezebell's new passive will also make him [Immune to DEF debuffs]. Plus, his passive will [Increase 50% Crit Damage (Max 250%) upon skill use] instead of 25%.
3. Light Ezebell's Combo Skill damage ratio will be increased from 6160% to 7084%. We will also be adding [Increase DEF for 60 sec (Lv.5)] to his second skill. Furthermore, his passive will give [20% increase in DEF (Max 100%) upon skill use] instead of 10%.
4. Water Simone's Combo Skill damage ratio will be increased from 6160% to 7084%. Also, her passive will [Increase Crit Damage by 150% upon skill use] instead of 60%.
5. Light Carmilla's Combo Skill damage ratio will be increased from 6160% to 7084%. Also, her 2nd skill will [Increase caster's DEF for 60 sec (Lv. 5)], while Leech Buff on her 2nd skill will be moved to her Combo Skill. As we add Leach Buff to her Combo Skill, we will be removing DEF debuff on her Combo Skill. Lastly, her passive will now [Increase DEF by 70% during the Leach buff] instead of 50%.
6. Dark Carmilla's Combo Skill damage ratio will be increased from 3080% to 3696%. We are also adding [Increase caster's DEF for 60 sec (Lv. 5)] to her second skill. Additionally, her passive now has [40% chance of basic attack activating Leech for 30 sec] instead of 20% chance. Lastly, her Team Passive will be changed to [DEF of All Elements allies increases by 57% in PvP].
7. Fire / Forest Carmilla’s Combo Skill damage ratio will be increased from 6160% to 7084%.
While Dark Valkyrja can also be categorized as DEF Based DPS Servants, we won't be changing her damage ratio since she does AoE attack. (From now on, we are planning on differentiating damage ratio of AoE Attack DPS servants and Single Target Attack DPS servants.)
General feedback about Christine includes:
> She is simply weak.
> She is not that special from previous Ranged Ignore DEF servants.
While we would love to see a powerful new servant being loved by all Heirs, we are also careful about adding a new servant because we are aware of the frustration that rises among the community when a powerful new servant dominates the meta, making servants that Heir already invested so much in useless. Therefore, rather than making simply stronger servant, we are focusing on differentiating servants through unique passives.
As we mentioned above, we believe that we need to differentiate servants that can be farmed and servants that cannot be farmed. Therefore, we came to a conclusion that Christine's performance is underwhelming considering the difficulty to acquire her.
Therefore, we will be buffing the stats upon her Transcendence, along with her damage ratio.
> Upon transcendence, Fire / Water / Forest Christine will receive 25% increase in base stats, and 15% increase in her special stat ATK.
> Upon transcendence, Light / Dark servants will receive 30% increase in base stats, and 25% increase in her special stat ATK.
> Combo Skill damage ratio will be increased from 2464% to 2772%.
Along with our direction about performance of servants, another major direction we are pursuing is providing an environment where Heirs can form their own unique team with various servants, rather than providing an environment where Heirs are forced to form a standardized team.
Servant Balance changes frequently as we add new servants, make changes to certain effects, and buff old servants. Rather than releasing an extremely powerful servant, we want to release new servants that counter certain other servants, creating a Rock/Paper/Scissor like environment where Heirs can strategize against other Heirs to bring victory.
We have already mentioned several times that we won't be working on servant balance by directly nerfing certain powerful servants. While direct nerf can bring immediate solution to the game in the short run, we believe that it will ultimately lead Heirs to be disappointed by the game in the long run as it raises the anxiety that servants that Heirs own can be nerfed. Therefore, as we have mentioned before, we will either add new servants or make changes to effects as we work on servant balance rather than placing direct nerf on certain strong servants.
Following changes will be made according to the direction we explained above:
Melee Servants Indirect Buff
Melee servants continuously dying to Ranged AoE DPS servants ruined the Rock/Paper/Scissor design of PvP, making it difficult for Heirs to utilize the Melee servants that they invested on in PvP contents. We believe that same applies for majority of DEF Based Melee DPS servants. However, we don't believe that simply buffing Melee servants' ATK or DEF is the right way to make Melee servants viable.
We believe that there needs to be a mean for Melee servants to fight against Ranged DPS servants in order to make Melee servants viable again. Once the mean is provided, we believe that Melee servants will have solid presence in PvP.
As one of our attempt to make Melee servants viable again, we will be releasing new servant Mildred. DPS Mildred has characteristics of attacking Ranged servants. The addition of new servant that counters Ranged servants will require further consideration of Heirs when utilizing Ranged servants, possibly leading Heirs to look for alternatives of the Ranged servants. Overall, we expect this change to bring more presence to Melee DPS servants.
Skill Gauge Increase / Decrease Changes
We believe that the Skill Gauge Increase / Decrease meta is ruining the balance in various ways. That is why we added [Increases Skill Gauge Reduction Resist in PvP] to the potential, and we actually believe the patch brought some changes. However, since the issue is not completely fixed, we will giving another shot to solve this problem by adding new servant. Support Mildred is capable of giving [immunity to Skill Gauge reduction to all allies] while leaving curse that [prevents all enemies from receiving Skill Gauge Up]. Therefore, Mildred will give hard time to many popular servants related to Skill Gauge, ultimately bringing more variety to Heirs' strategy.
* Fire / Water / Light Mildred is DPS, while Forest / Dark Mildred are Supports.
Our main focus can be divided into two parts:
1. Creating an environment allowing Heirs to utilize various servants to form their own unique team rather than environment forcing Heirs to form one standardized team.
2. Balancing servants' performance based on their rarity and creating an environment where effort pays off.
Please feel free to submit any feedback, and we will continue our effort to reflect communities' demand.
Dev Note #68: 3.4 Update Preview #2: Party Raid & 12F Gear Dungeon
We are back with 2nd part of 3.4 Update Preview, featuring Party Raid improvements and new 12F Gear Dungeon.
While we are trying our best to reflect all the feedbacks from the community and to create new contents, it is always difficult for us to decide on which issue should take priority over others.
Also, some well-developed feedbacks represent conflicting interests, which is why we are being very careful with reflecting certain feedbacks.
We apologize about the delay with reflecting some feedbacks. We appreciate the patience from the community.
We will continue to try our best to reflect all feedbacks from the community.
Let's start today's Dev Note with Party Raid.
The community has been actively discussing about the Party Raid. We have gone through various feedbacks from the community such as:
"The Party Raid needs to be developed again from scratch."
"Is Party Raid even something that fits into Heir of Light?"
"Party Raid only added one more thing on my Heir of Light chore list."
We are aware of all these feedbacks, and we are internally discussing about possible improvements.
As we mentioned before, we launched Party Raid as a Beta Content. We are planning on gradually improving Party Raid over the 3~6 months period. While the current Party Raid might not be satisfying for many Heirs, we are still determined to create a completely new type of fun by creating a "cooperative" content. Heir of Light currently has various contents each providing different fun, such as stress-free farming contents like Explore & Dungeon, single player challenge contents such as Abaddon & Boss Raid, and competitive contents such as Infinite PvP, Tower Invasion, and PvP. We believe that it is necessary to add cooperative content like Party Raid where Heirs communicate & cooperate.
We will continue to improve Party Raid through Heirs' feedback. However, we want to emphasize that a content where Heirs can simply play Repeat Battle to progress is not a direction that we want to take with Party Raid.
In 3.4 Update, we have chosen some feedbacks from the community to address some functions that we think are crucial to Party Raid.
1) Mini Chat will be added to Party Raid Prep Screen
> How you form your team for Party Raid with your Party Members is determining factor in Party Raid. We believe that it was very difficult to communicate with Party Members in Party Raid, making it difficult to strategically build a team. We are adding Mini Chat to Party Raid to enhance communication between Heirs, improving strategic gameplay for the Heirs.
2) End Battle Vote will be Added to Party Raid
> While Heirs need to go through multiple attempts of Party Raid to come up with the best team, in many cases Heirs ended up staring at the screen for 5 minutes when failure is obvious. This made the multiple attempts of Party Raid very stressful and time-consuming. We are adding a new function that lets Party Leader to start a vote to end the Party Raid. If all Party Members agree, it will allow the Heirs in the Party Raid to leave the battle early.
3) You can now check status of your Party Member in Party Raid Prep Screen
> While the optimal Party Raid would quickly lead into next round of Party Raid once everyone comes back to the Prep Screen, this was not always the case. More specifically, it was difficult for other Party Members in the Prep Screen to figure out if the Party Member that is not responding is in battle, looking at the result screen, or simply not selecting Ready. To solve this problem, the status of Party Members who are not on the Party Raid Prep Screen will be displayed as "LOADING"
4) You will no longer disconnect from the Party Raid for leaving the game for a short period.
Currently, if you leave Party Raid for just a while to receive a call or to check a message, you will disconnect from the Party and lose the opportunity to retry the Party Raid with the same party. Many Heirs expressed inconvenience about this issue, so we will fix the Party Raid so that leaving the game for a short period of time( around 15 seconds) will not disconnect the Heir from the party.
5) Daily Mission Party Raid Reward will be improved.
Party Raid reward is divided into two types: reward from Daily Missions and reward from clearing Party Raid. When we first designed the reward, we expected Heirs to be somewhat stressed about the Party Raid because Heirs need to que up manually. We wanted Heirs to claim a big reward as long as they participated in Party Raid once, which is why we added Party Raid to Daily Missions. While we thought that 400 Party Points were enough to reward Heirs, we found out that Party Raid requires more attention and effort than we thought to participate. Therefore, we will be increasing the Party Point reward from Daily Missions from 400 to 600. (We previously wrote 500 Party Points instead of 400 Party Points. We apologize about the confusion.)
6) The issue that engaged Heirs with exact same battle when Heirs retry a successful Party Raid with the same Party Members will be fixed.
7) We will be fixing the issue that prevented Skill Usage in Party Raid.
It is true that Party Raid requires a lot of attention & effort to participate. It is difficult to find a party, and even when one does find a party, it is a completely different problem to form a satisfying team. However, as difficult as it may be, we believe that the thrill from clearing Party Raid with the right Party is huge. While some Heirs comment that this type of content cannot have failure as its result, we want to focus on what is unique to Party Raid to create a meaningful content.
12F Gear Dungeon
Some Heirs have been expressing disappointment with Gear content of Heir of Light that:
> I think the game is focusing too much on Servant improvement. (Often focus on limited number of servants, and other servants are neglected.)
> I want to focus more on Gears to get stronger
Therefore, we are adding Super-Enhance content along with 12F Gear Dungeon.
1) Omen of 12F Dungeon has quite a lot of HP. Therefore, we are expecting DPS servants that do damage based on enemy's HP to perform better than other servants.
2) Since Omen does a powerful attack, even the servants with Damage over Time that have been the key to clearing Omen will also need certain amount of stats.
3) Recovery which was divided into two will now be combined into one Recovery for 12F Heide so that Combo Skills can be used more strategically.
4) Unlike 10F & 11F, all types of Gears up to ★6 Legendary grade drops from 12F, which means Heirs can claim all types of Gears just by playing 12F.
5) Since the adjusted drop rate can make it harder for Heirs to obtain the Gear parts with Primary Stat of their wish, we will increase the drop rate of slot 2/4/6/7/8
(Gloves/Helmet/Shoes/Necklace/Ring) to make it easier for Heirs to find the Gears they want.
6) You can obtain about 3 times more ★6 Legendary Gear compared to 10F.
7) There has been constant request for Gold Dungeon, but we are concerned that it might stress out the Heirs with the need to run Gold Dungeon. Therefore, we will be increasing the Gold drop rate of Gear Dungeon and set the clear gold reward to 35,000 Gold. Since Heirs can earn average of 15,000 per Gear by selling unwanted Gear, this comes out to 50,000 Gold per round. Since 100 rounds of Gear Dungeon will sum up to 5,000,000 Gold, we are expecting the new Gear Dungeon to resolve Gold shortage.
8) Increase in clear gold reward will also take place in 10F & 11F. If you can't clear 12F yet, we believe that 10F & 11F Gear Dungeon will also function as a Gold Dungeon.
That is it for today's Dev Note.
3.4 Update is right around the corner. Please feel free to ask any question about 3.4 Update.
Please stay tuned for the next Update!
Dev Note #71: Update Notice (Expected Date: 7/8 CDT) & Party Raid Schedule Notice
Today, we are going to go over Servant Changes included in the next Update expected to arrive next week along with progress with Party Raid schedule.
First, let's go over some details of Update expected on July 8th.
We have conducted polls among the communities in order to decide the next Combine servant.
The result was....
KR Community: 1st Place: Ignis (138 Votes), 2nd Place: [A] Sphinx (82 Votes), 3rd Place: Valkyrja (24 Votes)
Global Community(Discord): 1st Place: Valkyrja (160 Votes), 2nd Place: Ignis (127 Votes), 3rd Place: [A] Sphinx (24 Votes)
Ignis received the most votes both KR & Global communities combined!
Therefore, the next servant on Combine will be [Fire] Ignis.
As an AoE DPS servant, [Fire] Ignis is loved by many Heirs in both PvP and Party Raid.
([Fire] Ignis is available for Combine until 8/12. [Fire] Ignis can be combined only once during the duration.)
Following servants are required to combine [Fire] Ignis.
> [Fire] Reynar
> [Water] Usher
> [Forest] Enoch
> [Dark] Gretel
(Nat 4★ can be combined 3 times during the period)
Here are the list of combine materials for Nat 4★ servants:
> [Fire] Reynar: [Fire] Ashimov, [Fire] Gretel, [Water] Nuamaan, [Forest] Sirucus
> [Water] Usher: [Fire] Nutkin, [Water] Ashimov, [Water] Moria, [Forest] Rhamaan
> [Forest] Enoch: [Fire] Gwyllgi, [Water] Rhamaan, [Forest] Mordu, [Forest] Nuamaan.
> All Element Father Hopkins: We have been constantly buffing Nat 4★servants. In this patch, we are buffing Father Hopkins of all elements by increasing Skill Damage by 150% to increase his damage output. We are also adding Relation Effect to Father Hopkins that [Increase damage dealt to dungeon boss Heide for all allies by 40%] so that Heirs can clear 12F Heide's Void using Nat 4★servants.
> [Fire] Leto, [Fire] Heylel, [Water][A] Lucien: Among the DPS servants that deal damage based on enemy's MAX HP, these three servants did not receive any damage buff until now. We will be increasing the effect of ATK on damage of these three servants so that they can do more damage against enemy with high MAX HP like 12F Omen's Void.
> [Fire] Valkyrja: In the 3.3 Update, we have moved [Fire] Valkyrja's [Revive] to the Combo Skill while moving [Debuff Removal] to her 2nd Skill. After the update, some Heirs that have been utilizing [Debuff Removal] of [Fire] Valkyrja have been requesting for additional adjustments. We will be adding [Removes 1 debuff from all allies upon skill use] to enhance [Fire] Valkyrja's ability to remove debuffs from allies.
> [Water] Lucien: We are finally delivering the [Water] Lucien buff that many Heirs have been constantly asking for. [Debuff Removal] from her 2nd skill will be moved to her Combo Skill so that debuff removal is utilized more frequently. Also, [Water] Lucien's passive that [Grants Immunity to all allies for 10 sec when an active skill lands as a Crit Hit] will be changed to [Grants Immunity to all allies for 10 sec when a skill lands as a Crit Hit] to increase presence of Immunity.
> Servant Balance Notice in 3.5 Patch (Expected Date: 7/22 CDT):
In order to help Heirs prepare for upcoming Update, here is a very simple summary of 3.5 Update.
> Lucrecia of all elements will be stronger against Multi-hit
> DEF Based DPS servants will be buffed. (All DEF DPS servants will receive increase in damage ratio. We have additional buffs planned for [Forest][Light] Ezebell, [Water] Simone, and [Light][Dark] Carmilla.)
> Relation Effect of [Fire] Leto which increases Crit Rate will be changed
Party Raid Notice
As we have notified in the previous Dev Note, we have opened Party Raid 24/7 for three days from last Saturday to this Monday.
After carefully studying the gameplay data of Heirs, we identified following patterns:
1. The participation in Party Raid of Heirs that were not able to participate in Party Raid before increased by very small amount.
2. The participation in Party Raid of Heirs that have been participating in Party Raid showed sharp increase.
3. While Heirs were able to find some matchmaking during regular Party Raid Schedule (12:00 ~ 14:00, 20:00 ~22:00), we found out that Heirs were having trouble finding Party outside the regular Party Raid Schedule.
As we were concerned, the data shows that opening Party Raid 24/7 only increased the gap between participating Heirs and non-participating Heirs rather than increasing overall participation of Party Raid.
Therefore, we came to a conclusion that 24/7 Party Raid is not viable, which is why we are moving on to trying out different Party Raid schedule.
Between 7/5~7/8 (Friday ~ Monday), we will be opening Party Raid between 12:00~23:59 server time. After studying data of the new schedule, we will be making changes in 3.5 Patch.
Also in 3.5 Patch, we will be decreasing the reward from Party Raid in each round, increasing Party Raid rewards from Daily & Weekly Missions in return. We are hoping that this would not only decrease the gap between Heirs that can participate in Party Raid and Heirs that can't, but also decrease the stress among Heirs to participate in Party Raid multiple times.
We are also planning on adding more methods to acquire Transcending Aura.
If you have any question, please feel free to ask through comment. We will try our best to respond.
Dev Note # 70: Notice About Party Raid #2
After looking over reactions from the community to the lengthy Dev Note posted last night, we were able to realize once again how every Heirs have their own unique, reasonable opinions.
About Party Raid Schedule Test
Here are some issues with Party Raid that we are currently working on:
> Synchronizing issue with Party Raid
> Issue that prevents Combo Skill activation with black screen
> Issue that prevents servants from activating skills
We had internal discussion suggesting that it will be better to test out new Party Raid schedules after we fix the basic issues that prevent Heirs from enjoying Party Raid in general.
Also, there have been a lot of concerns from the community that opening up Party Raid 24/7 for a full week would result in excessive reward for those who can play Party Raid, leaving those that can't play Party Raid behind.
Therefore, here is what we are going to do:
1. We will be having another patch this Thursday or Friday in order to fix Party Raid issues.
2. We will be opening Party Raid 24/7 on Saturday, Sunday, and Monday to collect data of Heirs' Party Raid experience. (We believe that full weekend and a working day would be enough to collect data.)
Once we collect data from 24/7 Party Raid schedule, we will make additional announcement about experimenting 12 hours schedule of Party Raid.
As we mentioned in the Dev Note, we are NOT considering entry limits on Party Raid. However, we believe it is inevitable to adjust the reward if we decide to remove the time constraint on Party Raid.
While Heirs will be claiming less reward on average with adjusted reward, we want to let the community know that we will be preparing means to reward Heirs for the minimum participation in Party Raid. (For example, Heirs would receive additional reward upon reaching certain number of participation.)
Also, as we mentioned in the Dev Note, we will be sending out 10 Transcending Aura daily between 6/26 ~ 7/2. Please check out the announcement in our community for details.
Lastly, we want to thank the community for all the feedbacks and words of encouragement and appreciation. We hear all the concerns from the community, and some feedbacks actually enlighten us with new inspirations. We will try our best not to disappoint the Heirs putting faith in us.
Dev Note #67 3.4 Update Preview #1: Servant Balance
It has been a while since we delivered our last Dev Note.
We have been very busy trying to reflect various feedbacks from the community in 3.4 Update. We apologize about the delay.
Let's jump right into the first 3.4 Update Preview, featuring Servant Balance.
Healing Class Servant Buff
When we first worked on buffing Healer Class servants, we tried to develop two types of Healer Class servants: a type that specializes in reviving and a type that specializes in healing.
However, we realized that the type that specializes in reviving is far more popular than the type that specializes in healing, which is why we are bringing the following update:
[Forest] Ankou & [Dark] Eimyrja & [Fire/Light] Sphinx & [Light] Heylel:
> The heal amount on the 2nd skill will be increased from 70% of the caster's max health to 100% of the caster's max health. (Enhancing skill will increase the amount of heal.)
> We are adding "Heal all allies by 50% of the caster's max health upon Combo Skill use" to the passive to increase the amount of heal.
> Since [Forest] Heylel is a Healing Class servant scaling off ATK, we are adding "Heal all allies by 800% of the caster's ATK upon Combo Skill use" to her passive.
* Due to the Healing Class Servant patch, the Potential Update for Healing Class servants will be taking place in the next Update. We believe that we must focus on balance of Healer Class servants itself before we start working on the Potential.
Additional Servant Balance
> As it has been constantly suggested by the community, we will be adjusting her passive so that the ATK buff from her passive is not removed by skills that [remove buff].
> Now that her passive is not affected by buff removal skill, it only depends on her HP.
> Since Bastille was only available through Guild Shop, it was very difficult for Heirs to reach 5th Transcendence for Bastille.
> Therefore, we will be adding Fire/Water/Forest Bastille Select Summon in Guild Shop for 60,000 Points, and Bastille Shards can now be exchanged for 4,000 Points instead of 7,000 Points.
(For those aiming for Bastille, we highly recommend you do so after 3.4 Update.)
While servants with Skill Gauge Reduction have been at the center of the meta, there was no real way to counter Skill Gauge Reduction.
Therefore, we are adding [Increase Skill Gauge Reduction Resist in PvP] to Potentials. [Increase Skill Gauge Reduction Resist] can be applied to Normal Potential Slot 3~5, and the max resist is 40% just like Silence Resist.
Additional Balance Improvement & Adjustments
> Resilience Block will now remain on servants even after reviving.
> We have fixed several issues related to skill usage, such as the issue that disabled regular Skill or Combo Skill and issue that activated multiple Combo Skills at once. (We are very confident that this update will fix all the issues related to skills! We promise!)
> Ranged servants will now keep certain distance from enemies.
Progression with device heating issues
Through community's help reporting their device and situation, we were able to make some progress addressing device heating issue. The following update will arrive in 3.4 Update, so please hang on there a little longer.
We apologize that we failed to keep our promise about posting servant balance update notes earlier.
It was only 8~9 days ago that these updates were finalized, and this was the earliest we could deliver the Dev Note.
We would try our best to deliver faster Servant Balance Update details in the future.
Thank you, and see you in the next Dev Note!
Dev Note #64 3.3 Party Raid Update Preview #3 - Reward Balances & Improvements
Did you guys enjoy the Dev Note regarding the Real Time Party Raid?
If you missed the 3.3 Party Raid Update Preview Part #2, you can read it here:
Today's Dev Note will be the last Dev Note for 3.3 Update and will be regarding Reward Balances & Suggestion / Improvements.
To reduce the difficulty and for user's convenience, we have been continuously improving the contents and quantities of rewards.
Changes for Reward Contents are listed below.
1. Special Summon Shards
1) In the 3.3 Update, the quantities of Special Summon Shards from Abaddon Floor Clear Rewards will be changed.
The quantity of Special Summon Shards will be increased for both Normal and Hard Abaddon Tower Clear Rewards.
> Abaddon Tower Floor Clear Rewards (Normal): 1 Special Summon Shard to 3 Special Summon Shards.
> Abaddon Tower Floor Clear Rewards (Hard): 1 Special Summon Shard to 10 Special Summon Shards.
We were not able to notify all users regarding the Abaddon Tower Floor Clear Reward changes.
For users that have cleared the Abaddon Tower after the Reset (5/26), will receive the missing rewards after the update.
Ex. If you cleared all 100 Floor for Abaddon Tower (Normal), then 160 Special Summon Shards will be delivered. (240 Shards (new) - 80 Shards (Old) = 160 Shards)
2) The quantity of Special Summon Shard and Karat from Special Summon Shard Packs will be changed.
Many users that have purchased Special Summon Shard Pack had a very difficult time obtaining NAT 5 servants even though the contents of the Special Shard Packs were improved in the previous Update.
So we decided to improve the Special Summon Shard Packs once more by increasing the quantities of Special Summon Shards in those packs.
(We advise all users to carefully review the changes before making any purchases)
2. Instant Awakening
Many were not happy that the Instant Awakening was limited to 1st ~ 2nd Awakening and have voiced that they were pressured by the quantities of Awakening Stones required for 3rd Awakening.
To relieve some pressures from Heirs regarding Awakening, we have decided to improve the Instant Awakening by increasing the Awakening Cap to 3rd Awakening.
If you have an Instant Awakening in your Mailbox, we recommend using it after the 3.3 Update.
3. Light / Dark NAT 5 Select Summon
The monthly craft Limit for Light / Dark NAT 5 Select Summon will be increased from 1 to 2 per month.
4. The weekly purchase limit for Mini Skill Bun from Honor Point Shop will be increased from 2 to 5 per week.
Suggestion / Improvement
Everyday we review and try our best to leave a reply to all the suggestions made in the community. We think that it would mean much if we just review them and not take any actions.
We are very grateful for every suggestion made by Heirs and we always try to implement those suggestions in the game every update.
Please see below to see the list of suggestions that are being implemented in the 3.3 Update made by Heirs.
Once again, we would like to thank all Heirs for constantly sharing their previous suggestions to us.
1. The Re-Entry count for Awakening Dungeon 11th and 12 Floor will be reduced from 3 Entries to 1 Entry. However, the quantity of Awakening Stones upon Re-Entry will be increased from 1 to 3.
After this change, everyone will be able to reduce the time to obtain Supreme Awakening Stones during the Weekend. (The cost of Valor and Karat for Re-Entry will be tripled)
2. NAT 5 will be changed so that they cannot be used as a enhance materials.
We have encountered many heirs who have accidentally used their NAT 5 servants as a enhance material when they wanted to Transcend.
The original concept was to allow duplicate servants to be used in the enhancement as well, however, we decided to remove this feature only from NAT 5 servants to prevent users from making accidental mistakes again.
3. Chat for Mystery Dungeon will be added.
The number of users has drastically increased which created a situation where users had a difficult time finding a Mystery Dungeon in the Chat.
So we will be creating a separate tab for the Mystery Dungeon in the Chat.
An option to not display the Mystery Dungeon Messages in the Chat will be added as well.
4. Model scaling for Ignis and face modeling for Lenore Avatar will be improved.
5. The quantity of Valor from valor recharge will be fixed to 250 Valors regardless of the account Level.
6. Team Passive Button location will be changed in the battle preparation.
7. Iscariot's auto attack sound will be changed.
8. 10 Summon for Epic Summon Stones will be added.
9. Acquirable servant info will be added to each Summon Stones.
That's all we have for Today's Dev Note.
3.3 Update is around the corner and we are very excited for the Real-Time Party Raid.
It is a new challenge for us which makes us feel excited and worried at the time.
We are worried and excited for the 3.3 Update because Real-Time Party Raid is a new challenge for us.
We will continue to communicate and try our best to develop the game together with the users.
Please continue to support us and share your suggestions with us.
Dev Note #63 3.3 Party Raid Update Preview #2: Party Raid
We are back with the highlight of 3.3 Update, Real Time Party Raid.
Since many Heirs are extremely excited and curious about this content, we tried to deliver as many information as possible in this Dev Note.
Real Time Party Raid is a PvE content, featuring three Heirs in a Party. Each member will bring 3 servants, which means total of 9 servants will be attacking Raid Boss.
Real Time Party Raid Dungeon becomes available everyday between 12:00 ~ 14:00, 20:00 ~ 22:00.
There is no Daily Limit, and you can use the same servant multiple times.
There are total of 5 floors in Real Time Party Raid Dungeon. Clearing a floor will give Heirs access to the next floor, which means Heirs will be matched with Heirs of similar level.
Party Leader can invite Friend or Guild Member to join the party.
Party Leader can also recruit Party Members through chat.
If Party Leader fails to find Party Members, the Party Leader can get help from his Friend or Guild Member 10 times a day. (In this case, the Support Team that Friend of Guild Member set up in advance will join the Raid)
If you do not want to form a Party, you can use "Quick Start" to join a Raid.
All 9 servants in the Raid will share all effects (AoE Buffs, Debuffs)
The Relation Effect will also be shared among all servants of Party Members.
Team Passive that of three Parties will also be shared among the servants.
However, Secondary Mark Skill and Global Cooltime that are related with skill usage will not be shared.
While Party Members can use the same servants of the same element in first 4 floors, Party Members won't be able to use the same servants of the same element in the 5th Floor.
Once you enter the battle, the battle will go on FULL AUTO. Manual control is not available.
If any of the servants survives from the Party to win the battle, all Party Members will receive a reward.
Once Heirs win a battle, Heirs will receive Party Point as a basic reward. The amount of this reward will be same for all Party Members. (Damage dealt will not affect this reward.)
However, the Additional Reward given to Party Members upon victory will be random.
Party Points can be exchanged in the shop with various items such as Transcendent Stone, Potential Change Stone, Potential Enhance Stone, Gold, Epic Summon Stone, and so on.
The random Additional Reward includes Karat, Rainbow Stone, Potential Change Stone, Special Summon Shard, Gold, and so on.
Party Raid Tips
Party Raid will be divided into Three Phases. Raid Boss will have different vulnerability every phase: Damage based on SPD, Damage based on DEF, and Damage based on ATK.
For example, since the Raid Boss is vulnerable to damage based on SPD in the first phase, it will take 6 times more damage when servants doing damage based on SPD attacks.
The Raid Boss will do powerful attack based on sum of DEF of Party Members' Tank Class servants at the end of Phase 1.
Party Members will most likely get wiped if the Party doesn't reach sum of 15,000 DEF for 4th floor and 30,000 DEF for 5th floor.
This damage will change based on number of Debuffs on Raid Boss. Remember to apply as many Debuffs as possible on Raid Boss to avoid getting wiped by the massive damage.
Raid Boss has high Resist stats to avoid Debuffs from Heirs. (Ex: 4th Floor: 100% Resist, 5th Floor: 150% Resist)
That is it for Real Time Party Paid.
This is our first time developing a Real Time Party Raid. We believe that there are going to be various issues in the future that we will have to work on, which is why we are releasing this content as Beta.
The idea of [Real Time] and [Party] of 9 servants combined is by far the biggest attempt in Heir of Light history.
Real Time Party Raid has been constantly brought up in the past when we discussed what new content to bring to the Heirs. However, we were not able to develop Real Time Party Raid for such a long time because it would require system fundamentally different from the original Heir of Light.
This time, as Heir of Light grew thanks to the community's love, we made a big decision to give it a shot.
While we put countless hours in this huge project, there are still unresolved problems. (QQ)
I want to let Heirs know in advance that there may be various problems throughout the Real Time Party Raid experience.
Of course, we could have pushed backed the Update and present more polished content to the community in the future.
However, we decided not to postpone the Update because we thought it would be better to solve the problems along with the community.
Also, one of the problems we identified was issue of abnormal Raid for both the Heir that is facing issues and the rest of the Party Members. The issues include disconnection due to unstable connection, abnormal app crash, or lag from old device.
In most cases, disconnection or lag of one of the Party Members led to unsuccessful Party Raid due to difficulty to attack or defend at the right time for the Heir that is facing such issue.
Of course, we could have added more processes to our code to react to more circumstances, but there were inherent limitation of mobile devices that is very difficult to overcome even with optimization process.
Therefore, to fit the mobile environment, the Raid will go on individual battle when there is connection issue or lag. In this case, Party Members could slightly go off sync.
In other word, the result and reward Heirs face could be different from result and reward of other Party Members. (Heirs will be using all 9 servants even under individual battle.)
While we will continuously work on Real Time Party Raid content to eliminate all possible issues, (or at least try to minimize the issues...) we would appreciate constant report from the community of what seems to be an issue in case we miss it ourselves.
We plan to react quickly to any necessary patch even after this update. We will continue to work on Real Time Party Raid to present more fun and polished Party Raid by 3.4 Update.
Please feel free to ask any question in the comment section.
p.s. We had quite a fun ourselves strategizing against the Raid Boss while we were conducting countless tests. While we suffered addressing all the bugs, we are very excited to see how community will enjoy this content!
Dev Note #62: 3.3 Party Raid Update Preview #1 - Servant Balance
We are here with long waited 3.3 Update Preview. We will start our first Update Preview with Servant Balance.
While we are constantly working on our Servant Balance, we recently saw many Heirs feeling overwhelmed by the frequency and the degree of changes.
We definitely understand the frustration coming from the community, and we will try our best to deliver careful Balance Patch through constant communication.
> [Light][A] Lucien: We will add "ATK increase by 50% for 30 seconds upon active skill use" to her Passive Skill so that it better fits DPS Class servant. Additionally, her Relation Effect will change, which will be explained in greater details in Relation Effect section below.
> [Light][A] Leto: The SPD reduction level on her first skill will be increased from Lv. 3 to Lv. 5. Plus, her Passive will be changed to "Increase Accuracy by 50% and deals 30% additional damage when a Combo Skill hits an enemy with a SPD debuff" in order to increase her damage output.
> [Dark] Eimyrja: We will be removing 50% Skill Gauge reduction from her Passive Skill to make the Redemption more meaningful.
> [Dark] Blavatsky: We will add Wave Effect that increase SPD to her Combo Skill because none of the [Light]/[Dark] servants has such Wave Effect.
> [Light][A] Heylel: We will add Wave Effect that increase SPD to her Combo Skill because none of the [Light]/[Dark] servants has such Wave Effect.
> [Fire] Valkyrja: Revive on her 2nd skill will be replaced with Debuff Removal. Instead, Debuff Removal on her Combo Skill will be changed to Revive so that Revive is used more frequently.
We are very cautious about changing Relation Effect because every time we make a change it could bring excessive change to the meta / deck.
Following will be the focus of this Update:
> DPS Class Servant that was avoided because Relation Effect involved enemy
> Healer, Support Class Servant that was avoided because Relation Effect involved ally.
> Healer, Support Class Servant that was avoided despite having Relation Effect involving enemy.
> Light [A] Lucien: If an ally Lucrecia is present, ATK increases by 100%.
> [Water][Dark] Sinistra: If an enemy Simone is present, decrease target's SPD by 80%.
> [Fire] Spiegel: If an enemy Ankou is present, decrease target's SPD by 80%.
> [Dark] Mary: If an enemy [A] Leto is present, the target's Passive Skill effect will be blocked.
Potential & Revive Changes
As we mentioned in the previous Dev Note, we will be making changes to Potential and Revive.
1. Requirements to unlock Potential for [Light] & [Dark] servants have been changed so that it is easier to unlock Potentials and faster to get servants stronger.
2. There will be some changes to Revive.
The HP ratio of revived servants will not count toward victory in PvP contents. (PvP, Infinite PvP, World Battle) For example, let's say there are 3 servants in Team A with 100% health. Even if Team B revives 2 servants to have 4 servants at 100% health right before the round ends, the HP ratio of 2 revived servants will not count toward the victory. While Team B would be the winner until the update, Team A will stand victorious once the update arrives.
We are also disabling activation of Secondary Mark of revived servant right after its revival.
New Potential for Ranged DPS Class
In 3.3 Update, we will be adding new Potential for Ranged DPS Class servants. Ranged and Melee DPS Class servants will be sharing the same Special Potential Slot 3. We will also make slight changes to the Special Potential Slot 4 of Melee DPS Class servants to design Special Potential Slot 4 of Ranged DPS Class.
Common Special Potential Slot of Melee & Ranged DPS
<S> 50.35% chance to remove 1 buff from the enemy when an active skill lands as a Crit Hit. (Max 95%)
<S> 7.35% chance to decrease enemy's DEF for 15 sec (Lv.1) when any attack lands as a Crit Hit. (Max 14%)
<S> Increase Crit Damage by 12.6% up to 126% upon skill use. (Max 240%)
<S> Increase DEF by 4.15%, up to 41.5%, upon skill use. (Max 70%)
<S> Increase SPD by 15.7% for 30 sec upon active skill use. (Max 29%)
<S> Increase damage by 5.2%, up to 20.8%, per debuff on the enemy. (Max 36%)
<S> 15.7% chance to increase SPD for 15 sec (Lv. 1) when any attack lands as a Crit Hit. (Max 29%)
<S> Increase Combo Skill damage by 15.75% when cast with Secondary Mark. (Max 30%)
<S> Deals 10.5% additional damage when a Combo Skill hits an enemy with a DEF debuff. (Max 20%)
Exclusive Special Potential for Ranged DPS
<S> 47.25% chance to remove all enemy shields upon Combo Skill use. (Max 90%)
<S> 24.1% chance to decrease the DEF of all enemies for 30 sec (Lv. 5) upon Combo Skill use. (Max 45%)
<S> Increase ATK by 21% for 30 sec upon active skill use. (Max 40%)
Exclusive Special Potential for Melee DPS
<S> Increases Glancing Hit Rate by 31.5% upon being hit. (Max 60%)
<S> Increase DEF by 8.35% of ATK. (Max 15%)
<S> Increase HP by 94.5% of ATK. (Max 180%)
That is it for today!
We will be discussing the bread and butter of 3.3 Update, Party Raid, in the next Dev Note expected to arrive this Wednesday. Please feel free to ask any question about Party Raid through comments.
Dev Note #60: Summoners War Collaboration & Relation Effect Notice
Is everyone enjoying the 3.2.5 Update?
In this Dev Note, we will be discussing Summoners War Collaboration along with some changes to Relation Effect.
Summoners War Collaboration Notice
There have been numerous questions regarding the Summoners War Collaboration such as:
> "When is the Summoners War Collaboration going to end?"
> "Are we going to be able to Transcend Collaboration Servants, after the Collaboration is over?"
We wanted to respond to Heirs' love toward Summoners War Collaboration.
After continuously discussing with the Summoners War team about the Collaboration period, we are happy to announce that we will be extending the Collaboration by 3 months. (Until Mid September Patch)
Therefore, Archangel and Valkyrja will be obtainable from various Summoning Stones until September's Patch.
Following changes are made regarding Archangel and Valkyrja on May Update:
> You will be able to select Archangel & Valkyrja from the "Fire/Water/Forest 5★ Select Summon", which is obtainable from .
> Archangel & Valkyrja can now be summoned from any Summoning Stones, including Attack Transcendent Summon Stone & Loyal Transcendent Summon Stone.
> You can now obtain Archangel & Valkyrja Shards from Lucky Chest.
> Archangel & Valkyrja will no longer be available in Rate+ Summon.
As we have mentioned before, we are planning on providing ways of Transcending Collaboration Servants even after Collaboration period ends.
[Forest] Lenore Relation Effect
There has been active discussion in the community regarding Relation Effect after we shared the last Update Preview.
While we are aware that bringing up Relation Effect again can bring back the heated discussion in the community, we believe we are responsible as Dev to share our thoughts on this subject.
We believe it is the fact that [Forest] Lenore has Relation Effect with an ally that caused so much issue, and we are very careful about changing Relation Effect with an ally.
The reason we made such change regardless is because we determined that [Forest] Lenore's passive that [Increases resist of allies by 50% if all members of the party are of the same element] makes it very hard to utilize her with [Forest] Sinistra.
While we could have simply fixed [Forest] Lenore's passive, we wanted to take a direction that maintains [Forest] Lenore's characteristic, which led us to fix the Relation Effect.
When we work with Servant Balance, we study Heirs' log file to accurately analyze Heirs' gameplay pattern. We admit that we failed to take account for few Heirs that were preparing a team using [Forest] Lenore in this process.
We want to take this chance to apologize to those who were affected from this balance patch, and we appreciate Heirs' understanding.
Relation Effect System Change
There have been multiple suggestions to significantly change the Relation Effect system as a whole.
We are well aware of Pros/Cons of Relation Effect, and we are continuously looking for ways to improve this system.
For example, "Servants having 2 Relation Effects," or "Customizable Relation Effects" are some ideas on the table.
While these ideas are similar to what many Heirs already suggested, we want to make sure we come up with a version that will satisfy all Heirs. (We are going through active internal discussion.)
Rather than making haste changes, we will try our best to deliver solid changes with Relation Effect that all Heirs will be happy with even if it may take some time.
Until we make additional changes to Relation Effect, we will refrain ourselves from making changes on Relation Effect with allies of DPS & Tank Class servants.
Additional Message from the Devs
We believe our effort to improve Heir of Light through active discussion with Heirs is one of things, that Heirs love about us.
We are putting every word from Heirs under serious consideration as we believe we are truly improving our game through this kind of communication.
We are trying our best to become the most player-based game by analyzing what Heirs like and do not like about our game.
However, we also believe that it is necessary to make changes that might go against Heirs' favor for Heir of Light's future.
We are aware of possible criticisms that can come from the community through these sorts of changes. We understand that some changes can feel very unfair. However, we would appreciate trust from Heirs that we are making changes for better Heir of Light. (Of course, we also appreciate all the constructive criticisms from the community.)
Until next time~
Dev Note #66 3.3.6 Update Notice (Expected Date: 6/10 CDT)
We are back with Dev Note, featuring Update Preview of 3.3.6 Update scheduled for June 10th.
New servant on Combine will be [Forest] Ankou, a servant loved by many Heirs in Party Raid.
Due to Relation Effect with various servants, [Forest] Ankou is also extremely popular in Infinite PvP. (Mid~High Rank)
[Forest] Ankou will be available for Combine until July 7th.
Please be aware that [Forest] Ankou can be combined once during the duration.
Following Servants are required to Combine [Forest] Ankou:
> [Fire] Charlotte
> [Water] Belladonnas
> [Forest] Hopkins
> [Dark] Ashimov
(Nat 4★ can be combined 3 times during the period)
Here are the list of Combine materials for Nat 4★ Servants:
> [Fire] Charlotte: [Fire] Gwyllgi, [Fire] Dorrit, [Water] Gottorp, [Forest] Medjed
> [Water] Belladonnas: [Fire] Gottorp, [Water] Otik, [Water] Monolith, [Forest] Mordu
> [Forest] Hopkins: [Fire] Monolith, [Water] Marat, [Forest] Nutkin, [Forest] Gretel
> [Fire]/[Water]/[Dark] Ignis: The first and second skill of Fire / Water / Dark Ignis will be changed to AoE attacks. We also increased the size of hitbox of her Combo Skill in order to enhance Ignis' role as an AoE DPS servant.
> [Water] Ezebell: Water Ezebell has been doing relatively less damage because his [Increase Damage Received by Enemies] debuff often failed to apply on the enemies.
To improve [Water] Ezebell's damage output, we will be adding "Every attack has 20% chance to increase damage received by enemies (Lv. 1)" to his passive so that Ezebell can utilize his debuff more often.
Potential Enhance Cost
We have seen Heirs having a difficult time to enhance Potential even with enough Potential Enhance Stone because of the high cost of gold to enhance.
We will be decreasing the gold cost of Potential Enhance so that it is easier for Heirs to enhance Potential.
Here is the Enhance Cost Comparison of at Lv. 10.
Party Raid Valor Cost
The high Valor cost to participate in Party Raid made it harder for some Heirs to enjoy Party Raid. As we mentioned in previous Dev Note, we will be decreasing the Valor cost of Party Raid so that more Heirs can join without worrying about Valor cost.
Many Heirs have been asking for a reset on or June 10th. Please feel free to leave any feedback on the comments.
Many Heirs have been asking for reset on Invite Friend count in order to bring more friends to Heir of Light.
Especially because the newly added Party Raid is even better with friends, the Invite Friend count has been reset in 3.3 Update, which means you can start claiming rewards from inviting friends again.
Every invitation will be rewarded with 300 Karats and 5 Epic Summon Stones, which means inviting all 30 friends will translate to 9,000 Karats and 150 Epic Summon Stones.
Please check out the new “Invite Friend!” We would love to see Heirs bringing friends to Heir of Light!
Dev Note #61 When do you want to quit Heir of Light the Most?
While we have been very busy getting ready for 3.3 Update, we prepared this Dev Note because we wanted to ask a very important question to Heirs.
For Heir of Light to be loved in the long term, we believe that Heirs should be able to enjoy the game regardless of how long they have been playing Heir of Light.
One of our major concern is the point when Heirs feel the urge to quit Heir of Light.
Even after lengthy discussions among the community, it is extremely difficult to agree on the specific point that Heirs want to quit because it can be very different based on Heirs' gameplay pattern.
While it is difficult for us to satisfy everyone, we believe that we need to be open to all the feedbacks and fix what seems to be an issue for Heirs to enjoy Heir of Light throughout a long time span.
Therefore, we want to use this Dev Note to provide a space for Heirs to openly discuss Heir of Light.
Please share about your experience when you wanted to quit Heir of Light.
> Things that you were lacking the most
> Things that you needed the most
> Things that made you feel most frustrated
Any feedback like above from the Heirs are welcomed.
- Please refrain from leaving arguments to other Heirs' comments since we are looking for truthful feedbacks from all Heirs.
- Please feel free to criticize us on anything you feel we are doing wrong.
- Dev and CMs won't be responding to comments to facilitate open discussion.
Dev Note #65 Feedback Summary After 3.3 Party Raid Update
It's been a week since the Party Raid Update arrived.
Many Heirs have been asking questions personally, and we decided to summarize some important details about Party Raid we ran into while answering those questions.
Party Raid Open Time
Party Raid Open Time has been one of the most debated subject even before we released Real Time Party Raid.
Many Heirs have argued that "It is hard to participate in Real Time Party Raid with set time frame because we are either at work or we need to spend time with the family in that time frame."
Our main concern was that opening up Real Time Party Raid 24/7 would make it harder for Heirs to find party without set time frame, which would hinder Heirs from enjoying the Party Raid at all.
We have future plans of adjusting the time frame as we collect more player data. Also, we will be testing if extended time frame works well by experimenting extended Real Time Party Raid open time during events.
Party Raid Reward
Some Heirs have suggested that the reward from Real Time Party Raid is too insignificant considering the difficulty and amount of effort Heirs have to put in clearing each stage one at a time.
Heirs particularly pointed out the Transcendent Summon Stone which is the best reward from Party Raid.
Major complaint was that Heirs can't even acquire a single Transcendent Summon Stone which cost 20,000 Party Point after playing the 3rd Floor 5 times everyday for a full month.
Our intention was to have Heirs play Real Time Party Raid 20 times a day in order to earn Transcendent Summon Stone.
Receiving 15,000 Party Points from Mission Rewards and playing Party Raid which gives 8 points per round based on 3rd floor 20 times everyday would translate to Transcendent Summon Stone after a month of playing.
Since the current Party Raid is in beta stage, we want to let you know that we are very open to adjustment in the future.
Also, we are planning on adding a new system related to Gear in 3.4 Update, and the resource to use the new content will drop from Real Time Party Raid.
Party Raid Valor Consumption
We have received some feedbacks that the amount of Valor used for Party Raid is too large.
Therefore, we are planning on reducing the amount of Valor required to enter Party Raid in the next 3.3.6 scheduled for next week.
Over-usage of Combo Skill in Party Raid
Due to servants with [Increase Skill Gauge] skill and high SPD in Party Raid, in many cases the Party Raid battle was full of Combo Skill, missing out 1st or 2nd skills that give the servants their identity. Therefore, we will be improving this issue in 3.4 Update.
> Some Heirs submitted feedback that the chat is too inconvenient to communicate and strategize with the team after joining party in Party Raid. We strongly agree with this opinion, and we looking into improving this issue.
> We are aware of inconvenience coming from lack of "Cancel Battle" upon facing obviously failing round in Party Raid. We are looking into possible solutions of this issue.
That is it for today, and we will come back with another Dev Note on Wednesday discussing 3.3.6 Patch which is scheduled for next week.