Soulstone Drops Rebalance in Ancient Battles: We have realized that in certain cases, a top performance in lower tiers of Ancient Battles got more Soulstones than an average performance in higher tiers. The following changes aim to address this, by emphasizing on the importance of cooperation within a Clan to always try to reach the highest Ancient Tiers:
We have increased the number of Soulstones dropped by Ancients of every tier and the probabilities of getting Legendary Soulstones.
We have narrowed the gap between the rewards of the top and last performers in the Clan Advances table; players should still strive to be the highest damagers but the ultimate goal should always be to beat Ancients of the highest possible tier - teamwork makes the dream work!
Battle Balancing changes
We have recently observed that using lots of healers and tanky units has become a popular choice for defensive teams in the Arena.
We are so happy that you are coming up with these powerful strategies to come out on top of the competition and we would like to give you even more tools to compete and counter your opponents.
For a while now, we’ve had the Injury status effect in the game. Injury reduces the maximum Health of the target based on the Damage stat of the unit that applies it. Specifically, 1 stack of injury decreases the max Health of the target by 1% of the attacker’s Damage.
Injury was introduced into the game as a way to counter ultra-defensive strategies because it can:
Make tanky units easier to defeat since they can’t fill a portion of their health bar
Make healers less powerful, since their healing ability depends on their own max Health.
Unfortunately, the units that can currently apply this status effect are not applying nearly enough injury stacks for this effect to have an impact. Moreover, a lot of the popular healers and tanks are epic units, such as Cleric and Golem, which are way easier to get early on than the units that could counter them.
It is for this reason that we have decided to implement the following changes:
Samurai’s Song of the Lion skill will now apply more stacks of Injury:
At level 1, it will apply 40 stacks instead of 1
At level 2, it will apply 50 stacks instead of 2
At level 3, it will apply 60 stacks instead of 3
At level 4, it will apply 80 stacks instead of 4
At level 5, it will apply 100 stacks instead of 5
Ose’s Tiger of Truth skill will now apply more stacks of Injury:
At level 1, it will apply 5 stacks instead of 1
At level 2, it will apply 10 stacks instead of 2
At level 3, it will apply 15 stacks instead of 3
At level 4, it will apply 20 stacks instead of 4
At level 5, it will apply 30 stacks instead of 5
Valkyries’ Step Back skill will now apply Injury:
At level 1, it will apply 20 stacks
At level 2, it will apply 30 stacks
At level 3, it will apply 40 stacks
At level 4, it will apply 60 stacks
At level 5, it will apply 80 stacks
Valkyries’ push effect applied by their Step Back skill will be the same for all levels.
The Health stat of Valkyries and Mermen has been boosted by 20% to allow them to survive longer on the battlefield and increase their usefulness.
Here’s an example of what we expect with these changes:
The healing done by an Epic unit targeted by a Samurai of a similar rank and level using Song of the Lion should decrease by 15%.
The healing done by an Epic unit targeted by an Ose of a similar rank and level using Tiger of Truth should decrease by 17%.
The healing done by an Epic unit targeted by a Valkyrie of a similar rank and level using Step Back! should decrease by 10%.
Battle bug fixes
The following bugs in battle have been fixed:
Fixed a bug that made the Samurai perform the Oni-Giri skill backwards in some circumstances.
Fixed Water Maiden’s skill description that mentioned her healing by 7% of her Max Health instead of the actual 70%.
Verleaf was healing every 0.2 seconds instead of every 1 second due to a bug, this has now been fixed as well. To compensate for this we have increased the healing power of healing growth the following way:
At level 1 it will heal 4% instead of 1% of its Max Health
At level 2 it will heal 8% instead of 2% of its Max Health
At level 3 it will heal 12% instead of 3% of its Max Health
At level 4 it will heal 16% instead of 4% of its Max Health
At level 5 it will heal 20% instead of 5% of its Max Health
Verleafs can heal other Verleafs again.
Werewolf now heals himself after every kill as he should.