Hello, this is Project Moon.
At 5.30 18:00 (KST), the hotfix for 8-30 was deployed.
We would like to share an explanation with you as to how we reached that conclusion, alongside the survey results.
Please review the information and the chart below for more information.
[Cleared Stage 8-30]
28,845 managers have participated in the survey.
Among them, 20,135 managers have cleared Stage 8-30,
which makes up about 70% of the managers who have responded to the survey.
Comparing this to the in-game results, 180,711 managers have cleared up to Stage 8-29, and 142,071 managers have cleared Stage 8-30. That is approximately 78% of the sample, which we believe is not a significant difference from the in-game data.
[The Managers' Clear Loadouts]
Most managers challenged the battle with the following upgrade levels: ID Uptie 4, Level 55, and E.G.O Threadspinning Tier 3.
We also identified that most of the teams used to clear the stage were Rupture or Bleed Teams, which employed the Full-Stop Office Identities, Heishou Pack Identities, and/or La Manchaland Identities.
[Turn-based Gameplay Experience & Difficulty Adjustments]
According to the turn-based difficulty results, most of our users have replied that the battle becomes increasingly difficult the later into the fight they progress.
We believe that this was due to the following reasons: The Sinners continuously deploy E.G.O, and constantly lose SP due to ally deaths. This leads to harder, lower Clash Win chances, and difficulties with constantly rising amount of damage taken.
Therefore, we decided to add a SP loss effect and adjusted the SP heal effect on the boss, so that the fight will not become too difficult.
▶ Blasting Shatterslash [爆碎斬]: Added "[Clash Lose] Lose 10 SP on self"
▶ Reloading Tiantui Star's Blade: Removed "[On Use] Heal 10 SP.; - At less than 0 SP, heal 5 additional SP"
[Unbreakable Coin Damages Lowered]
The Unbreakable Coin difficulty survey results were the following: Very hard - 40.5%, and Somewhat hard - 32.1%.
We decided that this was due to the fact that winning the Clash still resulted in the player team receiving significant damage from the Unbreakable Coins of Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬] Skill.
Therefore, we added a Power Down & Paralyze effects to the Unbreakable Coin effects to minimize the amount of damage taken on Clash Win, and adjusted the value for Unrelenting Spirit - Shin [剛氣-心] so that the difficulty is more appropriate.
▶ Tanglecleaver [快刀亂麻]: Added "[Clash Lose] Gain 4 Power Down" and "[Clash Lose] Gain 1 Paralyze"
▶ Savage Tigerslayer's Perfected Flurry of Blades [超絕猛虎殺擊亂斬]: "Added [Clash Lose] Gain 2 Power Down" and "[Clash Lose] Gain 6 Paralyze"
▶ Unrelenting Spirit - Shin [剛氣-心]: Reduced the cap for "damage modifier gained from Speed difference if this unit is faster than the target by 3 or more" from 40% to 20%.
[Tremor & Burn Gameplay & Gimmick Difficulty Experience]
Most of the managers have said that they were appropriate as-is, and many of the proposed adjustments from the managers say that they do not wish any drastic adjustments in this regard.
However, as many managers have also spoken that they would like for this aspect to be addressed, we would like to state that further adjustments are not completely off the table, in case additional adjustments regarding keyword debuffs and gimmicks are needed.
We would like to once again share our deepest appreciation for the managers who have given their input via the survey so that we could pinpoint the specific area of difficulty in the said Encounter.