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 #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 #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 #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 #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 #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.
Dev Note #69: Notice About Party Raid
There have been active discussions among the community about the Party Raid after the v3.4 Update.
We decided to take this time to talk about our thoughts on Party Raid and the direction we want to take as we move forward.
Direction that Party Raid Pursues
Heir of Light leans more toward single player game. Heir of Light gives Heirs sense of accomplishment as Heirs progress on with the game forming a new team, improving the team to clear formidable bosses, and competing with other Heirs.
However, it is true that the gameplay of Heir of Light does not focus greatly on interaction with other Heirs. That is why we wanted to deliver Party Raid to improve cooperating aspect of Heir of Light. We wanted Heirs to have fun while studying each others' deck and struggling through difficulty together in Party Raid.
In fact, after the Party Raid Update, we believe that many Heirs enjoyed new type of fun in Heir of Light while trying to figure out the best team with other Party Members in Party Raid. Of course, we understand that Party Raid must have felt more like a source of stress rather than excitement facing Party Members that don't form appropriate teams or don't select Ready in Prep Screen.
It seems inevitable for Heirs to have different opinion of Party Raid, as every Heirs had different experiences with it. However, we think that the fundamental focus of Party Raid should be "fun of cooperation," and we will continue trying to resolve issues that came to Heirs as stress rather than fun. We would appreciate any feedback about Party Raid to improve not only Party Raid, but also Heir of Light in general.
Party Raid Time Constraint
The Time Constraint has been pointed out the most in discussion about Party Raid. We are aware of all the concerns that are brought up by the community. Time Constraint on certain contents has been attempted multiple times in other games, and similar discussions took place in those games also.
We have never set time constraint in this form in any other content because we want to make sure all Heirs get equal chances of accessing any content. However, the biggest concern while we were developing Party Raid was "What if the "cooperating" part of Party Raid cannot be fulfilled?" Since we thought Party Raid was pointless without focuses on "cooperating" aspect, we decided to schedule Party Raid to improve matchmaking in Party Raid.
All Heirs with different gameplay schedule have been expressing concerns about Party Raid schedule. We have been testing out various schedules such as 4 hours in the afternoon or 3 hours in the morning/afternoon, and we have confirmed that matchmaking was working well with extended schedule.
As our main concern was situation where Heirs can't find match in Party Raid que, if matchmaking works well with extended time schedule, it is definitely possible to either completely remove time constraint or extend the schedule by a great degree.
Therefore, we are trying to test out the followings:
1. For a week starting June 26th or 27th, we will be opening party Raid 24/7.
2. After the first week, we will be opening Party Raid between 12:00 ~ 24:00 for another week.
If there is no issue with matchmaking even after we open Party Raid 24/7, it will be much easier for us to remove time constraint on Party Raid. However, if the 24/7 schedule does not work well, we will be conducting additional test, opening it only 12 hours a day instead of 24 hours.
We are also planning on trying out additional schedules such as opening Party Raid for 12 hours only on the weekends. Our biggest concern is that extended schedule might disperse the Heirs, which would make it hard for Heirs to play Party Raid at all. We would appreciate feedbacks about Party Raid schedule after trying out the new schedule for us to find the optimal time frame.
Party Raid Transcending Aura Reward
Some feedbacks mentioned that:
"Is it right to add Transcending Aura, which pretty much is a necessity, as a Party Raid reward when many people can't even join Party Raid?"
Here are some points to think over about Transcending Aura.
1. Transcending Aura becomes necessary only when Heirs acquire an Origin ★6 Epic, Legendary Gear with proper Additional Stats that they want to Super-Enhance. This means that Transcending Aura is not a resource that everyone would want like Awakening Stone, Gold, or Karat. Converting and acquiring necessary Gears should come before Super-Enhance.
2. If we assume that Transcending Aura is a necessary resource, we must consider how many Transcending Aura Heirs need. Currently, Transcending Aura drops with fairly high chance. In case of 3rd floor, Heirs have 30% chance of receiving 5 Transcending Aura each round. Heirs can acquire 15 Transcending Aura by playing 10 Party Raids, which means Transcending Aura is easier to come across than Legendary Gear. Also, even if Heirs play only 1 round of Party Raid, Heirs can still purchase Transcending Aura with Party Points they receive from Daily & Weekly Missions. While Heirs could feel that they are very short on Transcending Aura because Heirs have so many Gears stacked up for Super-Enhance, we believe that within 2 weeks ~ 1 month, Heirs will have more than enough Transcending Aura to Super-Enhance all the necessary Gears. Therefore, we believe that Party Raid is not a necessity because of Transcending Aura.
3. Nevertheless, Heirs having trouble joining Party Raid can be a problem. However, as we mentioned before, we believe we can solve this problem by extending the Party Raid schedule by great degree.
4. Some Heirs have commented that:
"I just don't want to play Party Raid."
"I don't want to play Party Raid that is a cooperative content because I prefer single player mode."
While we are currently making Transcending Aura available only for Party Raid which is a new content, we are planning on constantly expanding availability of new resource. Conversion Stone and Awakening Stone are example of resources that are currently available from multiple contents. We will definitely be expanding availability of Transcending Aura in more contents.
Even if we expand our Party Raid schedule, Heirs having trouble participating in Party Raid will be at a disadvantage unless we expand the availability of Transcending Aura immediately. Therefore, we will be sending out 10 Transcending Aura starting 26th for 7 days. Of course, we are planning on extending support based on the reaction of the community. If there are suggestions from the community regarding this issue, we are open for all suggestions.
The Time Constraint & Limited Availability of Transcending Aura were two major topics of discussion from the community. We believe solving these two issues will resolve many other issues along the way.
Now, we will be talking about some other topics that were brought up by the community.
Bug & Packages
We are constantly fixing various bugs/issues from Party Raid. Even in this update, many Party Raid bugs/issues has been covered. While it is important to fix the bugs/issues, we also think it is important us to expand Party Raid content by adding new resource and function like Mini Chat. We also thought that some major issues have been addressed with Party Raid. (And yet, we are facing new bugs/issues... QQ)
Heirs have been suggesting that we should focus on fixing what we have rather than adding new contents to Heir of Light. It is definitely true that fixing in-game problem should be prioritized over anything. While we constantly go over all the bug reports to fix in-game issues, the issues sometimes unfixed or reoccur in different form in live server even if we confirm that it has been fixed in internal server. Pleasant in-game environment is one of basic things that we should be providing to the Heirs, and we will try our best to deliver enjoyable environment. We are looking out for any reports from the community, and we will try our best to address those issues as soon as possible.
Regarding the Package, we added Transcending Aura Packages because we believed that there must be Heirs who are willing to rather pay than to invest time on Party Raid. (We understand that this idea might not be so pleasing to some Heirs.) While it is true that we make profit through Heirs making purchase, we also believe that purchase is a way of acquiring items. This is why most of the resources are acquirable through purchases in game. Players making up for insufficient resources through payment while investing time and effort on other resources is a big portion of micro-transaction model. We wanted to avoid not creating any package at all for Transcending Aura because it would be like removing one method of acquisition.
Let's say Heylel completed all 5 entries out of 5 entry limit, and Flynn only completed 1 entry. Even if Flynn wanted to play Party Raid with Heylel, Flynn simply will not be able to do so. As we believe that "cooperation" is at the core of Party Raid, we want to avoid this direction. Also, adding entry limit could be a nerf patch to those who have been putting good amount of time in Party Raid for reward they deserve. We believe that we must respect the choices of those who invested 4 hours of a day while they could have spent on other content. (As we mentioned before, you don't need to play for 4 hours due to high drop rate on Transcending Aura. However, the choice must be respected.)
Also, we believe it is better to incentivize certain numbers of participation rather than restricting the entry. As this issue should be revisited if we decide to adjust Party Raid schedule, we will make sure to revisit this issue in the future.
While there were lots of other feedbacks, we believe we covered some most frequently mentioned ones.
We will try our best to improve Party Raid by fixing all the issues one by one. We hope that community does not get too offensive about the feedbacks. While we try our best to understand the frustration from the community, the Heir of Light team also gets emotionally stressed facing some offensive comments. We appreciate the feedback and patience from the community.