Ultimate Skill Improvement
[i]“We are giving the mage Nave, and the warrior Baran a major upgrade to their ultimate skills, so they can really perform dramatically when the going gets tough.”[/i] Nave’s ultimate skill has been changed to a magic that fires a beam straight ahead, dealing continuous damage, and Baran’s ultimate skill has been changed to a skill that deals powerful area damage in a fan shape area using the existing skill ‘Death Crush’. They will become true forces on the battlefield, Nave as a devastating ranged attacker and Baran as an unstoppable force. Use your new ultimate skills to change the course of battle!
[b]Mana Stone - Unleashed[/b]
[b]Mana Stone - Death Crush[/b]
Control Improvement
[i]“We are trying to naturally reduce the discrepancy between the player’s judgement and actual actions when a[b]ttacking, defending, and casting skills[/b] during battle.”[/i] The development team has consistently received feedback regarding the frustration caused by attacking, defending, and casting skills during battle, and we have recognized this as an important issue, and have been considering the causes in various ways. After much discussion, we have decided to improve the following first. [b]- The discrepancy between the player’s judgement and the actual end point of the action[/b] For example, after using Hilda’s skill “Bladeslam”, the player feels that the action has ended when the sword’s attack has ended. However, in reality, additional delays occur due to the animation of putting away the sword and getting up, and Hilda remains in place for a longer time than the player’s judgment. We defined this time as “frustration”. This delay was initially intended as a strategic element, giving opponents a window to counterattack. While we understand the appeal of this deliberate pace, we felt it was ultimately hindering the overall gameplay experience.
As shown in the image above, we have added a point where the next action is connected to various skills and general attack actions, including Hilda’s ‘Bladeslam’.
Players will now be able to escape from the delay in action that causes a discrepancy between the actual action and their judgement, and they will be able to feel the difference between the fast paced and heavy actions.
