The Creatures rework has been an ongoing topic in our Design team for many months, and the recent release of the Raids has been the final trigger.

We decided to remove from the game, all the damages based on the enemy’s HP for several reasons:

  • It’s too strong against the High HP creatures and bosses. Making the units having this type of attack almost necessary for every PvE content.
    • Capping the damages would only be an artificial way to fix the issue, and would reduce a lot the importance of good Glyphs on the creatures having these spells.
  • If we reduce the multiplier or reduce the multiplier if the enemy’s HP is very high, the spells with low multipliers would become too weak.
    • We observed this result with the Air Jackalman.

As a result, we preferred to remove totally this damage multiplier and replace it with other spells.

Let’s have a look at the creatures affected by this rework.

 

Angel Mystics / Hierophants

The first creature affected by this rework is the famous Mystics.

We are aware that the first spell of the Mystics was part of their incredible popularity, so we tried to follow the same intentions.

  • We wanted to keep high damages on the first spell, that’s why their multiplier is going to be very high.
  • We took the occasion to give them a support orientation and added a control ingredient into the spell.

We know that many players were building their Mystics as attackers, which will bring a huge change, but it now fits more the initial intention of them being supports.

Creature
Spell changed
Current spell
New Spell
Air Mystic / Hierophant 1st spell attacks one based on enemy’s HP Attacks an enemy, increasing the attack based on own max HP. 75% chance to lowers their turn bar by 35%.
Earth Mystic / Hierophant 1st spell attacks one based on enemy’s HP Attacks an enemy, increasing the attack based on own max HP. 75% chance to lowers their turn bar by 35%.
Fire Mystic / Hierophant 1st spell attacks one based on enemy’s HP Attacks an enemy, increasing the attack based on own max HP. 75% chance to lowers their turn bar by 35%.
Water Mystic / Hierophant 1st spell attacks one based on enemy’s HP Attacks an enemy, increasing the attack based on own max HP. 75% chance to lowers their turn bar by 35%.

 

Earth Djinn

We liked the earth Djinn being an accessible source of damages, so we wanted to keep it as a strong anti-boss. The damages based on their speed fit their Saboteur role, and the steal bar makes it a strong solo target control spell

Creature
Spell changed
Current spell
New Spell
Other change
Earth Djinn 2nd spell attacks one based on enemy’s HP, if crit, reduces enemy’s turn bar by 30%  Attacks an enemy, inflicting great damage and increasing attack based on own SPD. If the attack is critical, steals 100% of the enemy’s turn bar. New Evolve Stat → SPD

 

Jackalmen

Some of them (air!) were the main victim of the previous nerf on enemy HP based damages.

As the main use of their spells was to make damages, and we didn’t want to change this intention, we replaced the “enemy’s HP” multiplier by an increased attack multiplier and another one, according to the role of the creature (SPD, Crit Damage …).

They should keep having the same use, and keep dealing very strong damages.

Creature
Spell changed
Current spell
New Spell
Fire Jackalman 2nd spell attacks one based on enemy’s HP, if enemy’s HP is lower than 30%, casts Zombie Call over a random dead ally and increases all allies attack for 2 turns Attacks an enemy increasing attack based on own max HP.  If the HP of the enemy is lower than 30%, casts Zombie Call over a random dead ally and increases all allies attacks for 2 turns.
Water Jackalman 2nd spell attacks one based on enemy’s HP, if enemy’s HP is higher than 50%, decreases enemy’s attack and def for 2 turns. If enemy’s hp is lower than 50%, prevents the enemy from being healed and revived for 2 turns Attacks an enemy inflicting great damage and increasing attack based on own Critical Damage. If the enemy HP is higher than 50%: Decreases their attack and defense for 2 turns. If the enemy HP is lower than 50%: Prevents the enemy from being healed or revived for 2 turns.
Air Jackalman 3rd spell attacks all based on enemy’s HP,  if enemy’s HP is higher than 50%, decreases enemy’s def for 2 turns. If the enemy is affected by polymorph increases their harmful effect by 1 turn Attacks all enemies increasing attack based on own Critical Damage. If the enemy HP is higher than 50%: Decreases their defense for 2 turns. If the enemy is affected by Polymorph: Increases their harmful effects by 1.
Earth Jackalman 2nd spell attacks one based on enemy’s HP and polymorphs them for 3 turns Attacks an enemy inflicting great damage and polymorphs them, converting them into a critter for 3 turns. Then, decreases the speed of all enemies for 3 turns.
Earth Jackalman 3rd spell attacks one based on enemy’s HP, if the enemy is affected by polymorph, curses the enemy disabling 50% of their HP for 2 turns. If the HP of the enemy is lower than 40%, prevent them from being revived for 2 turns Attacks an enemy inflicting great damage, increasing attack based on self SPD and disables 20% of their HP for 2 turns. If the enemy is affected by polymorph will be cursed, disabling 50% of their HP for 2 turns. If the enemy HP is lower than 40% will prevent the enemy from reviving for 2 turns.

 

Zombie

As the stats of the zombie could be very variable (following who’s being revived). We kept a multiplier based on an enemy stat.

Creature
Spell changed
Current spell
New Spell
Zombie 2nd spell Attacks one based on enemy’s HP, 60% chance to decrease their def Attacks an enemy increasing the attack based on enemy’s speed. 80% chance to decrease their defense for 2 turns.

 

Raid Boss Rework

Auto Off

When you start a Raid battle, the game will never start in auto mode.

New Mechanic

We want the Raid Boss to be able to attack regularly.

To make it possible, we gave the boss a new ability:

  • Every time a creature of the player team has a turn, the turn bar of the boss will get a small boost.

Stat Changes

  • The overall SPD of the Raid Boss has been reduced.
  • The overall Accuracy of the Raid Boss has been increased.

Spells

All Waves

  • One shot one kill
    • The Cooldown of the spell has been increased
  • Rage Mode
    • The Cooldown of the spell has been increased
    • The damages of the rage mode have been increased

Wave 3

  • The boss has a new set of spells

Bug Fixing

We fixed many bugs related to Raids.

Raid Rewards

We wanted to reward lower participation tiers in Guild Raids, so we increased the amount of Dark Keys given for lower tiers.

Advanced Mode

Rank Amount of Dark Key
Top1 165 → 165
Top2 160 → 165
Top3 155 → 165
15% 130 → 130
35% 110 → 130
65% 85 → 110
100% 75 → 110

Nightmare Mode

Rank Amount of Dark Key
Top1 540 → 540
Top2 520 → 540
Top3 500 → 540
15% 420 → 420
35% 350 → 420
65% 280 → 350
100% 240 → 350

 

Crystal Packs Rework

We changed the pricing of the Crystal Packs, making them giving more Crystals now.

Seal Price (old → new)

Crystals (old → new)

40 → 40 50000 → 60000
80 → 100 110000 → 220000
155 → 450 220000 → 860000
500 → 900 710000 →1900000
1500 → 1500 2150000 → 3800000

 

Battle Timers

See the time you need to beat the dungeons!

  • The timer will count the time you spent to finish a battle.

Beat your own record!

  • The timer saves your best time, and you can consult it at the end of the battle.