[Event] Calling All Guildies! Report to Guild HQ Right Now! (5/25 ~ 6/21 CDT)
>Mission of the Day reward is available
[Notice] 5.7 Update Notice
: Skill effects adjusted > Potential Special #2
[Notice] 1/25 CST Update Patch Note
DEF-ignoring DPS Servant.
① Skill ② Potential Special #2
[Notice] Dev Note #144: 1/25 CST Update Preview
The Special Potential Skill #2 and #4 have
Dev Note #142: Christmas Event Preview
💥Christmas Event #2
Special Buff and Bonus events
[Event] Global PvP Top 50 Event (12/5 ~ 1/1 CST)
3rd Place Server - Conversion Stone x 1,500
Dev Note #140: Poll #2 Regarding the Return of Auto-Repeat
We have received many comments and feedback from the Auto-Repeat Poll that was conducted on the last Dev Note.
We sincerely thank all those who have taken their time to share their feedback.
We wanted the game to become a long-run game and we had concerns about how fast users would burn through the in-game contents.
Due to our worries, it seems that we have missed what the users truly wanted.
We have taken a step back to deeply see what the users really wanted and how we can keep the speed of content constant without being burned through.
We have discussed internally different ways and to direct us in a win-win situation, thus, we decided to do another poll.
1. Use Valor for Auto-Repeat in Explore/Gear Dungeons. Skip is enabled and will consume Energy.
However, the Valor purchase (2,500 Valor) limit will be 10 times per day.
Currently, you can buy 2,500 Valor 4 times with 150 Karats. Any purchase above 4 times costs 300 Karats without any limit.
We thought that the option above was the #1 option to keep the current play pattern while allowing users to freely auto-repeat and skip contents in the game.
Also, it would allow the content longevity to last in the game.
Early to mid users would freely auto-repeat with valors and skip in contents they wish to farm.
Mid to hardcore users can use all 5 Purifying Grounds while using skip in other contents and also auto-repeat to farm by purchasing valors.
The purchase limit of valor may limit for those who are beyond hardcore with auto-repeat so we think that this is an option that may satisfy the majority of the users.
2. Use valor for Auto-Repeat in Explore/Gear Dungeon without any limitation.
Many have suggested that they wished auto-repeat for Gear Dungeons only.
This is an option to allow users to play in their previous style where they tried to reduce to clear time for faster Auto-Repeat time.
This option would not have any other limitations regarding the Auto-Repeat.
3. Use only Energy for Auto-Repeat and Skip for Explore/Gear Dungeons
This option is the same as the previous poll option. The option would only allow users to auto-repeat and skip with Energy only.
4. Keep the current system without any changes.
Currently, many have voiced that they like the current style and would want to keep it the way it is.
Also, shared their feedback where they wished for the dev to develop other contents rather than using the resource to make changes for auto-repeat.
⭕️Option 1 - Auto-Repeat is allowed with valor in Explore/Gear Dungeon. Skip is allowed with Energy. However, the daily valor purchase is reduced from 99 to 10.
⭕️Option 2 - Auto-Repeat with valor is only limited to "Gear Dungeons" only and Skip is allowed with Energy. No valor purchase limit.
⭕️Option 3 - Auto-Repeat and Skip is allowed with Energy in Explore/Gear Dungeons. (Current Playstyle)
⭕️Option 4 - Auto-Repeat is not needed. Other In-Game Content development is more urgent.
As same as the previous poll, the poll will take place on all servers and we will combine the result from all servers for the final result.
We are planning to reflect user feedback as much as we can for future development. Please read thoroughly and carefully share your feedback in the poll.
Please note that the future changes may not be exactly the same as the poll result.
[Notice] 4.7 Update Patch Notes [Updated]
> The stats of Normal Potential #2
Dev Note #131: 4.7 Tower of God Collaboration Update Preview
numerical value of AoE DMG Reduction on Normal Potential #2
Dev Note #126: 4.5 Update Preview #2
4.5 Update is around the corner!
For today, we would like to share some details of upcoming package changes.
Let's get t the details!
💥All In One Pack Sale Extension💥
We are trying to extend the All-In-One Pack sale that is currently on the price of $69.99.
We analyzed the data from the beginning of the All-In-One Pack sale until now, it showed a positive outcome.
However, to fully confirm this positive outcome of the data analysis, we believed that we needed more time.
So, we will be extending the All-In-One Pack sale for 1 more month.
Many have expressed that the All-In-One Pack is expensive and feel pressured by it.
It is one of our directions to improve and meet the need of all users which led us to create affordable packs and fun events such as All-In-One Pack Sales, Heir Pass, and Beach Ball Event.
This approach showed positive outcomes thus, we will continue to provide more affordable packs with amazing items to satisfy all Heirs.
If we see a more positive outcome after the All-In-One Pack Sale, we are considering lowering the All-In-One Pack price with a much lower price at $49.99.
Let's aim to permanent the All-In-One Pack at the price of $49.99!
💥Package Sale and Improvement💥
Skill Buns, Potential Enhance Stones, and Potential Change Stones are one of the most valuable items in the game.
They are difficult to obtain and even if you try to purchase them in the shop, they are expensive.
However, in the 4.5 Update, those packages will be improved!
🔹 1. Shop - Sales of Permanent Packages in the Package Tab
The following Packs will be under sale at the price of $9.99!
> Skill Enhance Pack
> Transcendence Aura Pack
> Conversion Pack
> Potential Change Pack
The content of the pack will change due to the reduced price, however, if you compare the current pack with the new sale packs, you will be receiving more main items.
For example, the Skill Enhance pack is $29.99 and has 4 skill buns (Main Item). The new sale Skill Enhance Pack will be $9.99 with 2 skill Buns.
Another example is Transcendence Aura Pack. The Transcendence Aura pack is $29.99 with 160 T.Shards. The new sale Transcendence Aura Pack will be $9.99 with 100 T.Shards.
🔹 2. Sales of Limited Packs
The limited pack, Skill Bun Package, will be under sale and the price will be reduced from $49.99 to $29.99.
Also, the Potential Enhance Pack price will be reduced from $99.99 to $49.99.
The Conversion Stone Pack price will remain the same ($29.99), however, the amount of Conversion Stone will be doubled to 2,000!
We are planning to continue to improve, change, and undergo sales of packages more in the future.
Also, don't forget about the new upcoming content, Corrupted Waterway, that will be updated in the 4.5 update!
4.3 Update Patch Notes (Updated June 2nd, 10:46 AM PDT)
this feature, you can make sure that your normal #2
[Event] 800th Day Celebration Event #1 (5/9 ~ 5/10 CDT)
CEST / Asia - SGT
🔶800th Day Celebration Event #2
[Notice] 4.2 Update Patch Note
showed Fire Ifrit’s skill description for Special #2
Dev Note #110: Future Update Notice
Dev Note #109: 4.1 Update Preview #2
For Today's Dev Note, we would like to share some details about major changes in 4.1 Update and new contents that were not mentioned in the 4.1 Update Preview.
Also, don't forget to check out the 4.1 Update Preview: https://bit.ly/2U86dxa
Explore/Dungeon/Raid Team Mark Save Feature
Many have been suggesting for this new feature but we couldn't implement it due to several issues.
However, after multiple system revamp and development process, we are finally able to bring this feature.
Many different teams are used for in-game contents such as Boss Raid, PvP, Mass Invasion and you had to constantly change each servants mark to fit for those contents.
However, after the Mark Save feature, you will be able to save all the marks for servants for each in-game contents.
Also, the team settings were saved on the App which made everyone reset their teams whenever reinstalling the game or logging in from a new device.
However, you will be able to use saved team settings from different device because you will be able to save your teams for each content in the server.
Please note that you have to set the team at least once for each content after the 4.1 Update.
Boss Invasion Skip Feature
A skip feature that's in the Boss Raid will be implemented in the Boss Invasion.
You will be able to skip and receive rewards based on your highest record for the Season (week).
Party Raid Improvements
Many have suggested that it would be much better to change the Party Raid play requirement from 20 times a day to 140 times a week to relieve the pressure.
We believed that 20 times a day play limit was much better than 140 times a week when playing manually without the auto-repeat feature.
We have been observing the community and after reviewing the data, we came to a conclusion that changing the Party Raid limit from 20 per day to 140 a week would not be an issue.
Also, to provide more convenience to the users, we decided to add Auto-Repeat feature in the Party Raid so that users can easily complete 140 play limit a week.
Infinite PvP Cult Training Ground Change
After the introduction of the new league system, the cult training ground in PvP was only limited to players lower than Bronze A group.
So users who were in Bronze A or higher had to fully participate in the PvP by battling against the users and the cult training ground limitation brought issue to users who were focusing on Honor Points rather than ranks in PvP.
So we will be removing the limitation to the Cult Training Ground so that everyone in every group can use it.
Gear Dungeon Icon Change
Many users have been asking where to farm gold or gears and active community members have always provided answers for them.
To help out the users, we will be changing the Gear Dungeon Icon to be more distinguishable to all the users.
- Collaboration Servant John Wick and Sofia Transcendence Bun will be removed due to the end of Collaboration date.
(Collaboration Servant Transcendence Bun will be available in the 5* Select Summon)
- The price for Purifying Ground Slot +1 will be changed to the original price. (Discounted Price: $4.99 -> Original Price $9.99)
If you did not purchase the Purifying Ground Slot +1, we suggest on purchasing it before the 4.1 Update.
- The 2 Year anniversary special Avatar Sale will end on 4.1 Update.
If you did not purchase the Avatar yet, we suggest on purchasing them before the 4.1 Update.
- Issue where the whole team of servants would not use there skills when a petrified/frozen servant is present on the team will be fixed
Many have been reporting this issue and we have tried multiple times to resolve it but we were finally able to fix it with 4.1 Update.
Other Suggestions and Future Update Notice
- The Buff removal effect is the most debated topic within the community.
We are planning to balance and make changes to the Buff Removal effect on 4.2 update.
We think that everyone agrees on the fact that a skill to remove all buffs on all enemies is too strong and requires a balance.
Many have suggested multiple different versions of their balances and we would like to let the community know that we are leaning towards balancing the Buff Removal effect by putting a limit of the number of buffs it can remove.
- We do not have any plan to make additional nerf to Light Heylel at the moment.
Many have pointed out the issue about the immunity but we would like to take more time in discussing the immunity in Light Heylel
- We are reviewing the balance for Freeze and Silence and leaning towards limiting the activation % in PvP. (Planned for 4.2 Update)
- The Abaddon Tower Monument Aggro issue is planned to be resolved in the 4.2 Update.
The aggro didn't function properly when the monument knocks back, which made it difficult to challenge the Abaddon Tower against Light/Dark Servants.
- Many have provided feedbacks about the limitation time in Abaddon Tower Hell Mode.
Right now you can clear Abaddon Tower by dragging out the play time even when you are lacking attacks on your servants and we think that it may cause some issues to the game balance. We believe it is necessary to have time limitation for balance purpose.
We think that the Abaddon Tower will get easier once the Transcendence level increases for the Servant so we are going to review this with more time.
- There are cases where your team gets wiped out by the catastrophe skill in the Abaddon Tower.
The catastrophe skill will cast faster as the floor gets higher.
The monument is a support class and we would like to advice everyone to use "reduce suppport spd" potential to tackle against the catastrophe skill.
Additionally, we will review with more time and notify users if any changes are planned for the Catastrophe skill for the monument.
- The valor improvement in the 4.1 update provided much support to the users however it seems that it wasn't much help to F2P users.
Thus, in order to bring more convenience to everyone, we are going to make the valor cost changes from 6 to 2 just for the Purifying Grounds Area 1 after the 4.1 Update. You will also be able to work on servants that are not available for shard farming.
- The Guild War Beta is under preparation for the 4.2 Update.
Different from our original beta concept, we are planning to run the Guild War beta with very minimal rewards and focus on receiving feedbacks.
We are planning to officially open the Guild War in 4.3 or 4.4 Update.
After the release of T10, many have viewed the 4.0 update as an update only for the P2W users.
We value both paying and non-paying Heirs, for they all enjoy Heir of Light.
Many have praised our game as one of the most generous game for a long time but we would to sincerely apologize if our current direction of the game did not meet the expectations that we have created.
With upcoming 4.1 update and following patches, we will bring on QoL improvements along with servant balance adjustments. We will also prepare various rewards for our Heirs to live up to our community's expectation.
[Notice] 4.0 Update Patch Note
] > The skill description of Forest Valkyrja's #2
[Notice] v3.11.5 Release Announcement (1/28 CST)
would only apply to itself when Special Potential #2
[Notice] 3.11 Patch Notes
> Forest Spiegel’s Potential list for Special #2
Dev Note #100: 3.11 Update Preview #2 - Growth Score
After the last Dev Note, We have received various feedback from users who are concerned about the changes and also from those who are anticipating the new changes.
So for today's dev note, we would like to share more details on the Growth Score and also answer some questions that arose from the community regarding the new group system.
The background story behind the new Growth Score System
Currently, in Heir of Light, the strength of the servant is displayed with CP(Combat Power). However, sometimes there are cases where the CP was not reliable due to the increase in CP by increasing specific stats for each servant class.
Also, Potential skills and skill effects played a part in servant's strength but there were cases where these were not being calculated into CP. Thus, it led to the difficulty of indicating a servant's strength with just CP.
So, in the preparation for the 3.11 Update, we decided to revamp the CP System.
Each Servant's growth can be the measure of strength and have a similar score based on the growth so that it would be easier to compare your servant with others.
Thus, we decided to Growth Score that indicates the servant's growth progress.
The CP will change to Growth Score and components that affect Growth Score are listed below.
Growth Score Calculation Formula
⭐️1. Base Stat of the Servant (Awakening Included)
The basic Growth score of each servant is decided based on each servant's base stats: Attack, Defense, and HP.
Thus, a servant's basic Growth Score may vary based on the servant's natural grade and element.
The basic growth score will be similar among the servants in the same natural grade and element due to minor differences in the basic stats.
The Growth rate from transcendence may change based on the servant's Natural grade and whether the servant is farmable or not.
So, the unfarmable Dark / Light Nat 5 servants will receive the highest growth rate.
The increase and contribution to the Growth Score will be based on the following list:
> Gear's Natural Grade (1 ~ 6★)
> Gear's Rarity (Normal ~ Legendary)
> Enhance Level (0 ~ +19)
> Number of equipped gears (0 ~ 8)
*The Primary Stat and Secondary Stats will not affect the Growth Score.
⭐️4. Potential Skill
The increase and contribution to the Growth Score will be based on the following list:
> Number of unlocked Potential Skills (Normal / Special)
> Potential Skill Levels
> Skill Grade (S ~ C) for Special Potential Skill #3 & #4
⭐️5. Skill Enhanced Level
The increase and contribution to the Growth Score will be based on the following list:
> Enhance Level of the 1st Skill
> Enhance Level of the 2nd Skill
> Enhance Level of the Combo Skill
*The Growth Score is a measurement of a servant's growth so the bonus stats from the Collection Effect and Element Upgrade will not be included
⭐️The Growth Score will be maxed and reach 100% upon the following conditions:
> 5th transcendence & 5th Awakened
> All gear slots equipped with 19+ enhanced legendary gears
> All potential Skills ( Normal and Special) enhanced to Level 20
> S grade potential skills for both Special Potential Skill Slot #3 & #4>
> All Skills (1st, 2nd, and Combo Skills) enhanced to max Levels.
Growth Score and Growth Rate can be viewed in the servant info and you will be able to sort your servants based on their Growth Rate.
Awakening Dungeon Entry Condition Changes
The entry conditions for Awakening Dungeon 11th and 12th Floors will change from CP to Growth Score.
We set the Growth Score of 3500 as the entry condition for Awakening Dungeon 11th Floor by converting the Growth Score of a 1 ~ 2 Awakened Level 60 Nat 4 servant equipped with 5 ~ 6★ +15 Epic gears.
As for the Awakening Dungeon 12th Floor, we set the Growth Score of 6000 by converting the Growth Score of a Trans 1 and 2 ~ 3 Awakened Nat 5 servant equipped with 5 ~ 6★ +15 epic gears.
The CP entry conditions varied due to the CP difference among each class, however, the Growth Score will stay similar even among servants in different classes so the entry conditions will be unified.
We have minorly alleviated the entry condition for the 11th and 12th floor so that it wouldn't be a problem even for Heirs who have grown their servants to hit the minimum CP for the entry conditions.
We believe that there won't be any problem due to the alleviation of the entry condition.
However, if you cannot enter due to the entry condition changes, we would like to ask heirs to grow the servants slightly to reach meet the entry conditions again.
Group Placement based on Growth Score
We would like to share information about the group placement as we mentioned in the last Dev Note.
The group placement is determined by the Servant's growth, and the condition for the group placement is determined by the sum of the 6 Servants' Growth Scores with the highest growth scores.
The sum of growth scores will remain the highest even if they are lowered by removing the gear or by selling your servants, so you cannot lower them even if you try to intentionally lower them.
The Group breakdown based on the Growth Score:
A Nat 5 [Fire] / [Water] / [Forest] Servant with 100% Growth Rate will have around 50,000 ~ 60,000 Growth Score and if you have 6 servants with 100% Growth Rate, you will be placed in the Diamond group.
This will be applied to all contents and even if your servants for PvP do not have a 100% growth rate, you will be placed in the Diamond group if the total Growth score of your 6 strongest servants is above 300,000.
We believed that the standard for group placement would be known when the standard is unified throughout every content in the game. Also, it was difficult to create a standard for group placement for each content so you won't be placed in the group that's specifically optimized for each content in the game. Thus, for certain content, you may feel that you might have been placed in a higher group than you expected. But the overall ranking season rewards will be improved with 3.11 update so it would be best to grow your servant that's optimized for each content to compete with users within your group.
That's all we have for the Growth Score. Lastly, we have compiled concerns and questions that arose from the previous dev note.
Group Revamp Q & A
Q. I would feel that I would prefer staying in the low group if the #1 rank reward in the low group is better than #20 rank in the top group. What are the rewards for the high ranks in the low groups and low ranks in the top group?
A. Good question. The first place reward is better if you compare the 20th place in Gold A Group (high group) and the 1st place in the Gold B group (low group). However, to get 1st and 3rd place in the group, the Servant Growth and a lot of playtimes were expected, so we thought the 1st place reward should be better.
Overall, Gold A group's reward is better so in the long run, it's better to move to the Gold A group. This means that you have more chances of receiving better rewards as you go for the higher groups. The rewards for Platinum and Diamond Groups are set to make Diamond Group rewards better, as some may hesitate to move from Platinum to Diamond.
For your reference, we will inform you in advance of some of the ranking rewards for each group.
Q. Is the Overall Ranking going to disappear due to the Group Revamp?
A. There won't be a reward for the overall rankings. However the overall top 100
Rankings will be displayed for that you can see the strongest Heir in the server.
Q. Can I lower the Growth Score to be placed in the lower group?
A. As we explained about the Growth Score, you can't deliberately get into the lower group and get good rewards even if you unequip your gears or release your servants to lower your growth score because the highest total of Growth Score will remain the same.
Q. Is the growth of light / dark servants well reflected in the group placement standard? Will users who focused a lot on Light / Dark Servants be placed in higher groups?
A. Since the [light] / [dark] servant's stats and transcendental effects are taken into account when calculating the growth score, the growth of the [light] / [dark] servant is weighted more in the growth score than the [fire] / [water] / [forest] Servants.
A [Light] / [Dark] Servant with 100% Growth Rate will have around 70,000 ~ 80,000 Growth Score, so even if you have only 4 [Light] / [Dark] Servants with 100% Growth Rate, you'll be placed in the Diamond Group.
That's all for Today's Dev Note. The upcoming update is planned to have a wide range of changes compared to the previous updates.
Thus, the upcoming update may not bring satisfaction to all Heirs. However, please bear with us as we are trying our best to make the game more enjoyable while thinking about the long term directions.
If you have any questions, please feel free to leave a comment.
[Event] Compensation Log in Event and Early Notice for 3.11 Update changes
#1: [Dark] / [Light] 5★ Summon Stone x 2
> Rank #2
[Notice] 3.10 Update Patch Note
: Light Sphinx’s Potential list for Special #2
[Event] 3.9 Update Present (After Update ~ 12/5 CST)
⭕3.9 Update Present #2
[Event] Market Feature Special, Log In & Awaken Dungeon Event (10/4 ~ 10/13 CDT)
🔵Market Feature Special #2 All Awakening Dungeon Open
Dev Note #86: 3.7 Update Preview #2 - Suggestion Reflection
Today we will cover suggestions that will be reflected and QoL features that will be improved in 3.7 Updates.
🔶Guaranteed Servant Shard Reward Added In Explore🔶
Many Heirs are farming shards of servants they want from Explore stages to transcend their servants. Since the servant shard drop is based on probability, Heirs could end up obtaining 0 shard on one day while obtaining 10 to 20 shards on the other. Some Heirs have been suspicious that we have been secretly adjusting drop rates of the servant shards. Also, other Heirs have been asking for system that guarantees acquisition of servant shards based number of battles.
Since rewards based on probability is a very common feature in mobile game in general, we were not too focused on various feedbacks regarding rates. It is also true that while many Heirs love the shard farming feature of Heir of Light, we wanted to give less presence to shard farming hoping that Heirs will focus more on summoning instead.
However, since many Heirs love and share feedbacks about shard farming aspect that allows Heirs to obtain servants that they really want, we concluded that we need to improve the shard farming aspect of Heir of Light rather than being stubborn about our direction in order to improve the strength of Heir of Light.
Therefore, in order to improve inconsistent amount of shards obtained from shard farming, we are fixing shard farming so that Heirs can obtain fixed amount of shards in 3.7 Update.
As it is notified in Update Preview, Heirs will be guaranteed 1 servant shard after playing a certain number of servant shard tiles.
3.7 Update Preview: https://bit.ly/2lPXtxp
Heirs will now receive 1 shard of servant of the stage after clearing the stage certain amount of time. For example, as shown in the Update Preview above, Heirs can obtain 1 shard of [Fire] Rem after clearing Shrine of King Derik 1-7 25 times.
One shard per 25 stages means that Heirs would receive 4 shards per 100 stages. The new drop rate from stage clear will become rate excluding the 4%(4 shard per 100 stages) from original shard drop rate.
The total drop rate of shards will not be changed after the update. Based on the stages, Heirs will obtain 60~80% of the shards from the guaranteed reward while obtaining the rest from reward based on drop rate.
In order to reflect the double drop rate for Heirs that purchased Double Shard Pack or All in One Pack, stage clear count will be doubled for those who purchased applicable packages. For example, clearing explore stage 10 times will count toward the stage clear count for guaranteed shard reward as 20 times. (The double stage clear count will not be applied to events or quests that involve stage clear mission.)
Required stage clear count for guaranteed servant shard is different based on the difficulty of the stage. Also, the last and the most difficult Sanctuary stage requires Heirs to clear the stage 15 times for Fire/Water/Forest Sanctuary and 60 times for Light/Dark Sanctuary for guaranteed reward.
(As we promised, we are planning on implementing various features to support servant shard farming. In 3.8 Update, we are preparing event content of Sanctuary stage difficulty that would allow Heirs to farm shards for servants that are normally impossible to farm for.)
🔶Displaying Team HP in PvP Content🔶
Currently, the result of PvP contents are determined by sum of remaining HP ratio of servants that were not revived. However, since there was no indicator that display such measurement, it was often very difficult to determine if my team is doing well in the fight.
Therefore, we are adding indicator that displays the sum of the ratio of remaining HP of the team in the battle screen, which will display the ratio of remaining HP in real time. Starting from 100% the measurement of sum of HP ratio of remaining servant will go down to 0% as the team loses HP.
We are also adding the indicator in result screen.
🔶Potential QoL Improvement🔶
Since Potential of Normal Slot 3-5 involved 3 types of Potential, we have already made changes so that Heirs don't encounter duplicate Potentials. However, since the odds of encountering duplicate Potential for Normal Potential 2 and Special Potential 3-4 are not as high, we did not make such adjustment for the three Potentials.
There were many feedbacks from the community to remove the possibility of rolling duplicate Potentials, especially for Special Potential Slot 4 that requires more Potential Change Stones than other Potential Slots. (This feedback gained significant amount of support especially from the Global Discord community.)
With this update, Heirs will no longer roll for same Potential, and we expect this change to decrease consumption of Potential Change Stone.
(For any Heirs hoping to change Potential, we recommend to do so after the update.)
🔶Cult Training Ground Improvement🔶
Many Heirs have been expressing concern about the fact that Heirs can climb up to 1,500 Points simply by going against opponents in Cult Training Ground. While there weren't any serious issue since the required Points to be part of Top Ranks increased, we decided that 1,500 Points cap for Cult Training Ground is slightly too high.
We will be decreasing ratio of Points received upon Victory from 10 to 6 for Heirs above 1,300 Points. Also, Heirs above 1,300 Points will receive even less Points than before. Finally, Heirs won't be able to acquire more points after 1,399 Points.
🔶End Battle Screen During Repeat Battle Improved🔶
While tapping any button in Battle Result Screen during Repeat Battle will stop the Repeat Battle, the "Power Saving Mode" button and Magnifying Glass button that don't even function in the screen were confusing Heirs. We are improving the End Battle Screen to minimize the confusion.
🔶No Tank Servant Message Improved🔶
We are changing warning message about missing Tank servant in the team so that the message is not displayed for Heirs with Crusade Level 40 and higher.
🔶Gold Boost Item Added🔶
There were multiple requests to add Gold Boost item that can be purchased with Karats like EXP Boost so that Heirs can farm gold fast. After 3.7 Update, Heirs can purchase the new Gold Boost with Karats from the Shop. Just like EXP Boost, the Gold Boost will be extended to compensate for 2x Gold Event period instead of stacking with 2x Gold Event. Also, the Gold Boost buff will be extended upon maintenance.
🔶Bug Fix Notice🔶
We want to notify Heirs of several bug fixes that Heirs have been anticipating for a while.
- After multiple tests, we have confirmed that freezing issue in high-spec devices has significantly improved. We are expecting to see significant improvement especially in devices such as LG v30, LG v50, Xiaomi devices, and Galaxy Note 10. We want to apologize for the delay in bug fixes despite our effort to fix the issue as soon as possible. We also confirmed slight improvement with freezing issue in low-spec devices. We will continue to look into the freezing issue.
- Issue with World Battle Team Mark and issue that prevented Defense Team from changing Mark setting under certain circumstances will be fixed.
🔶Feedback Regarding Dev Note Covering Mildred🔶
We want to thank all Heirs that left their feedbacks/comments after we released last Dev Note regarding Mildred balance patch. We will carefully go over and reflect feedbacks from the community about Tank servants. We also wanted provide some summarized responses for comments left about Mildred.
🔴Q. What about Mildred attacking only 1 unit instead of entire Ranged servants?
🔷A. Currently, all of the AoE attacks including Mildred's AoE attacks hit all enemies within the range, rather than hitting one additional random/specific target. Therefore, while we decided that it is possible to adjust the range or damage, we determined that it is not appropriate make adjustments such as "attack one additional random target." While some Heirs might think that we are being stubborn about Ranged AoE attack, the decision was made considering the characteristics of AoE attacks in general.
🔴Q. I am a new player, and I paid so much to focus just on Mildred. Isn't this nerf a little too brutal?
🔷A. First of all, the adjustment on Mildred is focused on her AoE attack. Therefore, Mildred is not nerfed in PvE contents like Explore or Dungeon where there is only one unit of enemy boss unit. Also, the nerf on Mildred is not as severe as many Heirs are concerned even in PvP. We believe that the circumstances will become clearer once Heirs start engaging with the adjustment after the update. While Mildred is currently literally "the most OP servant" in Heir of Light, we want to make Mildred "reasonably OP" with this adjustment.
🔴Q. Was it necessary to adjust 2nd Skill?
🔷A. As we mentioned in the Dev Note, currently the 2nd Skill of Mildred is capable of defeating Melee DPS servants that were meant to counter Mildred with Melee AoE skills. We determined that it is inevitable to adjust 2nd Skill of Mildred because Mildred who was designed to snipe Ranged servants are simply dominating both Ranged & Melee servants with 2nd Skill. While we will be adjusting 2nd Skill, we believe the adjustment is reasonable since AoE attack from Combo Skill is still powerful.
🔴Q. Isn't the nerf too late after so many Heirs invested so much to develop the new OP servant? How do you expect players to make purchases in this game if there is always a chance to nerf new servant like Mildred?
🔷A. We definitely agree with the comment. We have been trying our best to avoid direct nerf, and for the first time in a year and half, we made a difficult decision to nerf Mildred. We sincerely apologize about the delay in servant adjustment due to the depth of investigation that the issue required. However, we want to clarify that always releasing a new OP servant to nerf it 2~3 months later is not the direction we want to build Heir of Light upon. From now on, we will try our best to conduct various experiments to release a new servant with reasonable balance. If it is necessary, we are willing to even postpone the release of new servant for additional experiments for proper servant balance. (For the same reason, release of new servant in 3.7 Update has been postponed.) We want to remind Heirs that nerf took place for the first time in 1 year and 6 months of service, and we promise that we won't be recklessly nerfing new servants.
That's it for today's Dev Note.
Heir of Light went through a lot for the last 3~4 months, and we are constantly putting efforts to improve Heir of Light as we promised 2 months ago. We will try our best to improve Heir of Light along with our Heirs to provide enjoyable game. We would appreciate understandings from the community about the delay implementing suggestions that Heirs have been making.
Arnezz's mid game top 5 tips
days, there is no rush in using them straight away
[Notice] 3.6 Update Known Issue
Issue #2 Translation issue with Sofia’s combo skill
[Announcement] v3.6 Update Compensation Reward Notice
#2 Lucrecia Potential skill-related adjustment compensation
[Notice] v3.6 Update Patch Note
to DPS/Support/Healer Servants' Potential Normal #2
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 # 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.
[Notice] v3.1 Update Patch Notes
after enhancing Special Potential Ability from Slot #2
[Event] Party Raid Update Special Gift Events (5/31 ~ 6/6 CDT)
: 1,000 Valor + 250 Special Summon Shard