Skul: The Hero Slayer, een roguelike van SouthPAW Games, is vandaag toegevoegd aan het aanbod van Xbox Game Pass. En de ontwikkelaar heeft van die gelegenheid gebruikgemaakt om de game opnieuw te balanceren.
We gaan hier niet de volledige lijst met skills optrommelen, maar gaan het soort samenvatten door te zeggen dat sommige schedels die onze held kan dragen, opeens heel anders aan zullen voelen. En alsof dat nog niet reden genoeg is om opnieuw in het spel te duiken, zijn ook enkele hinderlijke bugs opgelost. De enorme lijst aan veranderingen en verbeteringen, kun je hieronder vinden:
Bug Fixes
- Fixed bug where the inscription ‘Piercing Wind’ would have ‘Rear Blast’ not properly work
- Fixed bug where ‘Gunpowder Sword’ would not work properly when dash attack deals a critical hit
- Fixed bug where Mage and Warrior would not appear in Chapter 4
- Fixed bug where Priest would not deal with some of the attacks
- Fixed bug where Magical Slime would occasionally duplicate an item in a specific column of inventory
- Fixed bug where Prisoner would not show Legendary awaken animation
- Fixed bug where Dark Paladin’s enhanced normal attack would have a smaller range than the VFX
- Fixed bug where Dark Paladin’s ‘Dark Rush’ would have a smaller attack range than the VFX
- Fixed bug where Dark Avenger would not form a magic field when using Dark Cross
- Fixed bug where dark orb traps would deal much higher damage to enemies than usual
Changes
System
- Polished the animation when attacking enemies get stiffened
- Reduced and polished each skull’s hit VFX
Maps
- Reduced HP of the energy source in each chapter’s Mystical Ruin map
- Added SFX when interacting with Magical Silme
- Added SFX when interacting with Halfling Girl
Skulls
Skul
<Skul>
- Swap Skill
Increased damage of swap skill
- Skills
[Skull Throw]
Adjusted the amount of skill to 1 in the air
Reduced the range of the projectile
Skeleton-Sword
<Overall>
- Passive
Increased chance of enemy bleeding when attacked
Increased bleeding duration
Increased bleeding damage
- Swap Skill
Reduced bleeding duration
Increased bleeding damage
Increased damage of swap skill when Royal Guard or Royal Guard Captain
- Skills
[Rusty Piercer]
Changed damage type: Physical → Magical
Increased cooldown time: 10s → 12s
Increased skill damage
[Triple Pierce]
Changed damage type: Physical → Magical
Reduced cooldown time: 6s → 5s
Increased skill damage of Skeleton-Sword and Skeleton Guard
Reduced skill damage when Royal Guard or Royal Guard Captain
[Sawblade Slash]
Reduced cooldown time: 12s → 8s
Reduced skill damage
[Tetanus]
Reduced cooldown time: 25s → 20s
Increased Poison duration
Increased Poison damage of Guard, and Royal Guard
Increased Royal Guard Captain’s buff damage duration: 10s → 15s
Skeleton-Shield
<Overall>
- Swap Skill
Increased Guardian and Guardian Commander swap skill damage
- Skills
[Shield Smash]
Reduced cooldown time: 13s → 10s
Reduced skill damage
[Shield Bash]
Reduced skill damage
[Shield Charge]
Increased cooldown time: 11s → 13s
Increased skill damage
Changed the number of hits by projectile for the Guardian Commander from multiple hits → 1 hit
[Shield Rush]
Reduced cooldown time: 30s → 25s
Changed Guardian Commander’s damage type: Magic → Physical
Increased Guardian Commander’s skill damage
<Guardian Commander>
- Passive
Increase damage dealt to enemies in front when blocking damage while concentrating
Skeleton-Spear
<Overall>
- Swap Skill
Increased damage of swap skill
- Skills
[Charge!]
Reduced cooldown time: 8s → 7s
Increased skill damage for Skeleton-Spear
[Ready to Charge!]
Reduced skill damage
Werewolf
<Overall>
- Normal Attack
Reduced jump attack damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
Developer comment
Except for the common grade Werewolf, all other werewolves have a 2-hit jump attack. However, each of those hits counted as one separate hit, so double the damage was being done. This was our mistake and it took a long time for us to recognize the issue.
- Swap Skill
Increased damage of swap skill
- Skills
[Rip Apart]
Increased skill damage
Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
[Beast Leap]
Increased cooldown time: 7s → 12s
Increased skill damage
Increased bleeding damage for Elder Werewolf, Alpha Werewolf and Eternal Werewolf
[Predation]
Increased skill damage
In case of the Elder Werewolf, Alpha Werewolf and Eternal Werewolf, the stats increase for each enemy killed by the Scratch attack: 1% → 4%
[Hunt]
Increased cooldown time: 6s → 9s
Reduced skill damage
Petty Thief
<Overall>
- Passive
Reduced amount of gold that falls from enemies: 3 Gold → 2 Gold
Reduced amount of gold that falls when using the Wanderer or Outlaw’s Normal Attack: 20% → 15%
- Swap Skill
Increased damage of swap skill
- Skills
[Rip Pocket]
Increased skill damage
Changed the number of hits: 2 hits → 1 hit
Increased amount of gold that falls from enemies
[Throw Gold]
Reduced skill damage
Fixed issue where the attack range was wider than the actual effect for the Wanderer
Increased explosion range for Outlaw
[Backstab]
Increased skill damage
Changed the number of hits: 2 hits → 1 hit
Increased amount of gold that falls from enemies
<Petty Thief>
- Swap Skill
Increased damage of swap skill
- Skills
[Back Roll]
Increased cooldown time: 7s → 10s
Increased skill damage
<Thief>
- Swap Skill
Increased damage of swap skill
Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold
- Skills
[Back Roll]
Changed damage type: Physical → Magical
Increased cooldown time: 7s → 10s
Increased skill damage
Increased bleeding damage
<Wanderer>
- Swap Skill
Increased damage of swap skill
Reduced the amount of Gold obtained from enemies: 5 Gold → 3 Gold
- Skills
[Back Roll]
Increased cooldown time: 7s → 10s
Increased skill damage
<Outlaw>
- Swap Skill
Reduced damage of swap skill
Changed the number of hits made by the attack involving swinging a dagger after movement: 2 hits → 1 hits
Reduced debuff duration debuff: 5s → 3s
- Skills
[Back Roll]
Reduced skill damage
Reduced Smoke Screen duration
Carleon Recruit
Since both Carleon Recruit and Grave Digger fight by summoning minions, something was needed to set them apart.
The new Carleon Recruit will now only perform the minion’s special attacks once the minions appear to inflict great damage at the desired time. The timing and direction of the summons allows the new Carleon Recruit to lead the battle more advantageously. Passives of the Carleon Recruit, which now feature additionally enhanced active combat, were also modified to better emphasize its characteristics.
Depending on the Carleon Recruit’s grade, they can have a passive buff that amplifies the physical attacks of minions. The attack power of the minions can be greatly improved for a certain period of time by using the gauge. A passive buff like this will allow you to concentrate the full force of the Carleon Recruit’s power.
<Overall>
- Normal Attack
Increased distance moved forward when attacking after concentrating
Decreased damage dealt when attacking after concentrating
- Passive
Improved passive for Carleon Sergeant, Carleon Officer and Carleon Commander
- Swap Skill
Increased damage of swap skill when using Carleon Recruit, Carleon Sergeant and the Carleon Officer
Reduced number of squad members called when using Carleon Commander: 5 → 3
- Skills
Improved skill [Comrade System- Recruit]
Improved skill [Comrade System- Archer]
Improved skill [Comrade System- Armored Soldier]
New skill [Comrade System- Assassin] added
Deleted skill [Perfect Slash]
Improved visual effect when minions come and go
Ent Skull
No matter the grade of skull, we want the Ent skulls to have a unified concept and playstyle.
Based on its grade, the new Ent skull will receive reduced cooldown times, stat bonuses and stronger skills when standing on grass.
In order to plant grass, the Ent skull requires a special resource called “Seed”, so if you time it right it can make a positive impact in battle.
<Overall>
- Normal Attack
Increased attack range for combo attack
Improved hit box for combo attack
Increased forward movement speed when using combo attack
- Passive
Improved passive
- Swap Skill
Increased damage of swap skill for Ent Skull
Reformed skul swap for Old Ent Skul, Huge Ent and Elder Ent Skul
- Skills
Improved skill [Rapid Growth]
New skill [Nature’s Grip] added
New skill [Deep Roots] added
New skill [Nature’s Fury] added
Deleted skill [Tree Charge]
Deleted skill [Thorny Vines]
Deleted skill [Tree Buddy]
Stone Monkey
<Overall>
- Skills
[Rapid Thrust]
Increased skill damage
<Stone Monkey>
- Skills
[Heaven-Earth Slam]
Increased skill damage
[Buddha Cyclone]
Increased skill damage
[Striking Staff Technique]
Increased cooldown time: 8s → 14s
Increased skill damage
<Monkey King>
- Skills
[Heaven-Earth Slam]
Increased skill damage
[Buddha Cyclone]
Increased skill damage
[Striking Staff Technique]
Increased cooldown time: 8s → 14s
Increased skill damage
<Immortal King>
- Skills
[Heaven-Earth Slam]
Increased skill damage
[Occult Arts: Magic Staff]
Increased cooldown time: 10s → 14s
Reduced skill damage
Changed the number of hits: 23 hits → 12 hits
<Overlord>
- Passive
Increased damage of clone’s skill attack
Increased skill attack damage to the nearby enemies when concentrating
- Swap Skill
Reduced damage of swap skill
- Skills
[Heaven-Earth Slam]
Reduced damage of attack without concentration
Increased damage of attack with concentration
[Buddha Cyclone]
Increased damage of attack with concentration
[Occult Arts: Magic Staff]
Increased cooldown time: 10s → 14s
Reduced damage of attack without concentration
Increased damage of attack with concentration
Changed the number of hits: 23 hits → 12 hits
Grave Digger
Comparing with the Carleon minions, the minions from Grave Digger will not be able to move around and hard to be summoned.
Therefore, by reducing the skill cooldown and duration of minions, we’ve decreased the stress caused when summoend to an improper position.
Also, those minions from the brand new Grave Digger can deal with magical damage so that Grave Digger will summon them based on its magical power.
<Overall>
- Passive
Increased the duration of spirits appearing automatically
Increased damage of the explosion when defeating specters for Saviour
- Skills
[All Skills]
Changed damage type: Physical → Magical
Reduced the duration of minions: 20s → 8.5s
[Hamlet]
Reduced cooldown time: 20s → 15s
Increased skill damage
[King Lear]
Reduced cooldown time: 25s → 18s
Reduced skill damage
[Macbeth]
Reduced cooldown time: 33s → 24s
Reduced skill damage
Increased Macbeth’s special attack speed for Soul Bearer and Saviour
[Othello]
Reduced cooldown time: 28s → 21s
Reduced skill damage
Increased Othello’s special attack speed for Soul Bearer and Saviour
<Saviour>
- Swap Skill
Increased the duration of spirits appearing automatically in Land of the Damned
Warrior
We initially designed the Warrior as a slow but a skul of immense power. This is why every attack of Warrior has a delay and skills can be enhanced by concentration.
However, due to the game’s fast and dynamic pace, it was too risky and stressful to just stand in one place.
We were concerned that the Warrior may lose its colors if we just reduce the duration of concentration and delay of the attack.
We’d been constantly discussing how to deliver the strength and power of the Warrior to our squad and this is what we’ve thought of.
The new Warrior will continue to be slow and wait in place for enemies, but it now can withstand enemy advances and perform even more powerful attacks. When the new Warrior is carrying out the skill’s concentration completion attack it becomes invincible, and the relative attack is enhanced by the number of times you were hit while invincible according to grade.
<Overall>
- Dash
Changed dash type: Charging → Tackle
- Passive
Improved passive for Gladiator and Warlord
- Swap Skill
Increased damage of swap skill
Changed hit amount: 3 hits → 1 hit
Increased buff time for Gladiator and Warlord: 5s → 8s
Increased concentration speed for Gladiator and Warlord
- Skills
All Skills Overall
Added a delay to attack with concentration for Gladiator and Warlord
Adjusted the direction after attack with concentration for Gladiator and Warlord
Changed VFX of attack with every level of concentration for Gladiator and Warlord
Improved delay for skill animation
Polished VFX
[Rising Slash]
Reduced cooldown time: 12s → 10s
[Power Strike]
Reduced cooldown time: 14s → 11s
Can adjust the leap distance
[Dominate]
Reduced cooldown time: 10s → 8s
Changed attacking process
Reduced skill damage
[Final Strike]
Reduced cooldown time: 8s → 14s
Reduced skill damage
<Warrior>
- Skills
[Rising Slash]
Reduced skill damage
[Power Strike]
Reduced skill damage
<Gladiator>
- Skills
[Rising Slash]
Increased damage of attack without concentration
Reduced damage of attack with concentration
[Power Strike]
Increased damage of attack without concentration
Reduced damage of attack with concentration
<Warlord>
- Skills
[Rising Slash]
Increased damage of attack without concentration
Reduced damage of attack with 1st level of concentration
Reduced damage of attack with 2nd level of concentration
[Power Strike]
Increased damage of attack without concentration
Reduced damage of attack with 1st level of concentration
Reduced damage of attack with 2nd level of concentration
Hunter
<Overall>
- Swap Skill
Increased damage of swap skill
- Skills
Reduced Bow Master and Sniper’s delay before concentration.
[Piercing Shot]
Changed damage type: Magical → Physical
Increased skill damage
[Multi-Shot]
Increased cooldown time: 8s → 10s
Increased skill damage
[Siege Shot]
Increased cooldown time: 10s → 13s
[Stationary Shot]
Increased cooldown time: 12s → 16s
<Hunter>
- Skills
[Siege Shot]
Increased skill damage
[Stationary Shot]
Increased skill damage
<Bow Master>
- Skills
[Siege Shot]
Increased damage of attack without concentration
[Stationary Shot]
Increased skill damage
<Sniper>
- Passive
Increased the degree of concentration speed increase, when there are no enemies nearby
- Skills
[Siege Shot]
Increased the damage of concentration-completed attack
[Stationary Shot]
Decreased the damage of concentration-completed attack
Fixed the issue of the effect not following the player during the concentration-completed attack
Minotaurus
Everytime the hefty Minotaurus slams the ground, chunks of the rock and dirt go flying into the air. We designed the Minotaurus with size and power in mind, but the chaos caused by the countless fragments flying in the air wasn’t actually that cool. So we decided to get rid of the chunks of rock flying in the air and change Minotaurus into a close-range fighter.
The new and improved Minotaurus has a stronger passive than before. This effect is called “Earthquake” and it increases attack range and damage dealt. Depending on the skull’s grade, repeatedly targeting enemies could result in the powerful attack called “Ground Shatter”.
<Overall>
- Normal Attack
Changed number of hits for jump attack: 2 → 1
- Passive
Improved passive for Minotaurus II and Minotaurus III
- Swap Skill
Increased damage of swap skill
- Skills
[Body Smash]
Reduced cooldown time: 10s → 8s
[Stomp]
Reduced cooldown time: 20s → 12s
Reduced skill damage
Changed it so that jump distance is adjustable
Changed attack style of back attack for Minotaurus II and Minotaurus III
[Plow Up]
Reduced cooldown time: 12s → 10s
Increased skill damage
<Minotaurus>
- Skill
[Body Smash]
Reduced skill damage
<Minotaurus II>
- Skill
[Body Smash]
Reduced skill damage
Improved effects
<Minotaurus III>
- Skill
[Body Smash]
Increased skill damage
Changed attack style of back attack
Improved effects
[Bludgeon]
Increased skill damage
[Plow Up]
Changed to one big boulder that penetrates the enemies instead of several small boulders
Mummy
<Overall>
- Normal Attack
Improved phenomenon where attacks would be interrupted when attacking continuously
- Passive
Increased chance that weapons drop after clearing enemies with Revived Mummy and Revived Ancient Mummy
Improved weapon damage
Increased ammo for some weapons
- Skills
[Mummy Poison]
Increased cooldown time: 6s → 8s
Increased skill damage
[Mummy Bomb]
Increased cooldown time: 10s → 12s
Increased skill damage
[Mummy Ball]
Increased cooldown time: 5s → 6s
Reduced skill damage when using Revived Mummy
[Scratch]
Increased skill damage
<Revived Mummy>
- Passive
New weapon added, ‘Laser’
New weapon added, ‘Homing Missle’
- Swap Skill
Changed so that a random weapon is received through a supply drop
<Revived Ancient Mummy>
- Passive
New weapon added, ‘Railgun’
Increased supply drop cooldown time: 60s → 40s
Developer comment
Originally, the text describing the cooldown time of supply deliveries was mistakenly listed as 30secs and it took us a long time to recognize the error. We think this is because the Swap Skill had to be relied on so heavily for this skull.
Gargoyle
We tried to design Gargoyle to control the skies, but there were few opportunities to actually fight in mid-air.
The original Gargoyle had to be mid-flight in order to get bonuses, but the enemies weren’t in the air so the player always had to maintain an awkward altitude. This wasn’t what we hoped to achieve with this skull’s design. And since we can’t just increase the number of airborne enemies, we changed our way of thinking.
The new Gargoyle will still be a master of the sky and might even spend more time mid-flight.
When in mid-air, it can dash three times in whatever direction you want and the reformed skills should help to adjust its altitude.
And most of the attacks will target enemies below and to the right, so it should boost your battle prowess.
Enemies will now be struck with fear when seeing the Gargoyle fly above them.
<Overall>
- Passive
Improved Passive
Increased speed when falling to ground after performing a mid-air basic attack
- Swap Skill
Swap Skill Reformed
- Skills
[Wind Gust] skill reformed
[Eye of the Gargoyle] skill reformed
New skill [Storm] added
[Stone Stomp] skill removed
[Petrify]
Increased cooldown time: 10s → 16s
Increased skill damage
Reduced amount of time enemies are slowed by Golden Gargoyle
<Gargoyle>
- Normal Attack
Changed damage type: Physical → Magical
Clown
<Overall>
- Normal Attack
Improved feeling of control when attack speed is increased
- Passive
Reduced explosion range of marks
Increased damage dealt by marks when using Pierrot and Joker
- Swap Skill
Increased damage of swap skill
- Skills
[Two in One Hand]
Reduced skill damage
[Surprise Box]
Reduced skill damage
<Clown>
- Skills
[Peek-a-boo Knives]
Increased skill damage
<Pierrot>
- Skills
[Peek-a-boo Knives]
Increased skill damage
[Highlight]
Reduced skill damage
<Joker>
- Skills
[Peek-a-Boo Knives]
Reduced skill damage
Increased duration of stun inflicted by Peek-a-Boo Knives of normal explosion
[Highlight]
Reduced skill damage
Water Skull
Originally, the Water Skull’s unique point was its ability to knock back enemies. We intended for its design to sweep up enemies and carry them away on waves, but due to the high number of enemies moving around from side to side, this wasn’t very rewarding for players.
The new Water Skull will now allow you to push around enemies when and where you want. Along those lines, the Normal Attack has also been improved so that the Passive takes effect and that should create interesting synergies.
<Overall>
- Normal Attack
Changed damage type: Physical → Magical
Increased attack speed of combos
Increased distance moved forward by combo attack
Increased attack range of combos
Improved hit boxes of combos
Increased attack range of jump attacks
- Passive
Removed knock-back effect of waves
Increased distance traveled by waves
Increased duration of waves
Increased damage dealt by waves
- Swap Skill
Changed swap skill name: Dive → Overflow
- Skills
New skill [Lake of the Spirit] added
[Ebb Tide] skill removed
[Rising Tide]
Reduced cooldown time: 8s → 6s
Reduced skill damage
Changed the number of hits: 5 hits → 1 hit
[Dive]
Changed name: Overflow → Dive
Added invicibility frames to moving action before raising water pillar
Reduced cooldown time: 12s → 10s
Reduced skill damage
[Tornado]
Changed it so that water pillar will move the player when using Aqua Skull and Poseidon
<Water Skull>
- Swap Skill
Reduced damage of Swap Skill
- Skills
[Tornado]
Reduced skill damage
<Aqua Skull>
- Swap Skill
Increased damage of swap skill
- Skills
[Tornado]
Increased cooldown time: 14s → 18s
Increased skill damage
<Poseidon>
- Passive
Icon will display the number of waves on the current map
- Swap Skill
Increased damage of swap skill
- Skills
[Rising Tide]
Changed proportional effect of number of waves: Increased size → Reduced cooldown time
[Tornado]
Increased cooldown time: 14s → 18s
Increased skill damage
Increased amount that the duration of whirlpools is increased by each wave: Max 15s → Max 20s
Ghoul
The Ghoul’s main concept is eating up enemies and growing in size. This characteristic is quite unique and visually appealing. Also, growing in size and being able to attack whole groups of enemies in a large radius is a fun factor that can’t be found in other skulls.
However, due to the Skul being a Rogue-lite, it’s extremely important to manage your HP bar and having a huge body (and hit box) really increases the chances of being hit.
And since the act of “eating enemies” was such a large focus, the Passive only being activated by clearing enemies meant that it wasn’t really usable in boss battles.
The new Ghoul can now be commanded to “Digest” the flesh chunks it has and shrink to its normal size while recovering some health.
And now when taking damage from enemies, there is a certain chance that flesh chunks will drop. This should help boost your power in battles with Adventurers or bosses too.
We also changed [Hook Attack] to a basic skill to boost Ghoul’s mobility and usability rather than focusing on damage dealt.
We hope these changes will help you to slice and dice enemies with the huge butcher’s blade.
<Overall>
- Passive
Changed it so that there is a certain chance that flesh chunks drop when hitting enemies with normal attacks
Increased duration of flesh chunk buff: 10s → 20s
Increased max carrying amount of flesh chunks: 10 → 30
Reduced amplification of physical attack damage per flesh chunk: 4% → 2%
Reduced maximum size that the body can grow
Developer comment
Now Ghoul can go anywhere, no matter how big it grows.
- Skills
New skill [Wide Slash] added
[Hook Attack] Changed it to a basic skill
Improved hit box of biting attack for Ghoooul and Ghoooooul
[Inhale]
Increased cooldown time: 10s → 13s
Increased skill damage
[Body Bullet Tank]
Reduced skill damage
Changed the number of hits: 8 hits → 1 hit
[Deadly Crusher]
Increased cooldown time: 12s → 13s
Changed the number of hits: 2 hits → 3 hits
Changed it so that jump distance is adjustable
<Ghoul>
- Swap Skill
Increased damage of swap skill
<Ghoooul>
- Swap Skill
Increased damage of swap skill
<Ghoooooul>
- Swap Skill
Increased damage of swap skill
- Skills
[Inhale]
Increased duration of stacks gained for biting attacks: 5s → 20s
Reduced amplification of physical damage per stack for biting attacks: 10% → 4%
[Body Bullet Tank]
Increased duration of stacks gained for biting attacks: 5s → 20s
Reduced amplification of physical damage per stack for biting attacks: 5% → 3%
[Deadly Crusher]
Increased duration of stacks gained for biting attacks: 5s → 20s
Increased crit chance per stack for biting attacks: 3% → 5%
Ninja
The original Ninja wasn’t bad, but it’s also hard to say that it was great. It wasn’t easy to control or maximize its potential, so some players didn’t prefer it.
So for this reformation we focused on making it easier and more fluid/agile.
When we first designed Ninja, we focused on the skills/attack done by the dagger rather than ninja arts, but this changed as we released ver1.0. For instance, during Early Access, the Swap Skill of Ninja used a dagger instead of the current ninja arts such as Fire/Water Style. This eventually weakened the color of Ninja and we decided to change the Swap Skill to using a dagger.
<Overall>
- Passive
Changed it so that you’re invincible when performing a Switcheroo
Increased damage dealt by a Switcheroo
- Swap Skill
Changed Swap Skill: [Fire Style: Fire Dragon’s Breath] → [Light Speed]
- Skills
[Flash Rampage]
Reduced cooldown time: 8s → 6s
Reduced skill damage
Reduced delay between charging forward and slashing
[Full Blooming Blade]
Reduced cooldown time: 10s → 8s
Reduced skill damage
Reduced amount that projectiles spread
[Phantom Rampage]
Reduced cooldown time: 15s → 12s
Reduced skill damage
Changed the number of hits: 18 hits → 9 hits
Increased skill speed
[Wheel Shuriken]
Reduced cooldown time: 13s → 10s
Reduced skill damage
<Ninja Master>
- Passive
Allows to use special jump attack up to 3 times in the direction player wants
Increased special jump attack damage
Reduced the charge distance when special jump attack is used in up, down
- Skills
[Phantom Wheel Shuriken] skill removed
New Skill [Transform: Phantom Wheel Shuriken] added
[Flash Rampage]
Reduced cooldown time: 8s → 10s
Reduced skill damage
Changed it so that the skill can be charged 3 times, but you can only move forward once
[Flash Phantom Slash]
Increased cooldown time: 5s → 10s
Increased skill speed
[Full Blooming Blade]
Reduced skill damage
Reduced amount that projectiles spread
[Exploding Shuriken]
Increased cooldown time: 7s → 16s
Increased skill damage
Allows the player to cancel the later delay if the skills are used in a row
Changed it so that the skull will temporarily maintain its elevation when using a skill
[Phantom Rampage]
Reduced cooldown time: 25s → 12s
Reduced skill damage
Changed the number of hits: 14 hits → 7 hits
Reduced the amount of clone groups that can be summoned: 4 → 3
[Phantom Cross]
Increased skill damage
[Wheel Shuriken]
Reduced cooldown time: 18s → 14s
Reduced skill damage
Berserker
<Overall>
- Skills
[Mad Rush]
Increased skill speed
Samurai
<Overall>
- Swap Skill
Increased damage of swap skill
- Skills
[Single Slash]
Reduced base damage of skill
Increased damage per mark
[Spinning Slash]
Reduced cooldown time: 10s → 9s
Increased skill damage
[Evading Slash]
Increased skill damage
<Samurai>
- Skills
[Quick Slash]
Reduced amount that cutting wave is spread
<Neo Samurai>
- Passive
Increased amount gauge is filled by using skill attacks on enemies
- Skills
[Full Moon Slash]
Reduced skill damage
[Spinning Slash]
Reduced max amount of spins: 4 times → 3 times
[Evading Slash]
Increased amount gauge is filled by successful counterattacks
[Quick Slash]
Increased skill damage
Living Armor
It was quite difficult for the previous Soul Knight to collect the spirit flames until it was in a stable stage.
Also, using the skill in a state of combustion would consume all soul flames and the skill tended to be restricted until it became stable, which was frustrating.
Therefore, we have increased the number of spirit flames for Living Armor, while Soul Knight will have fewer spirit flames for a stable stage and be able to deal with the strengthened skills more frequently.
<Overall>
- Normal Attack
Changed damage type: Physical → Magical
- Passive
Increased the size of the gauge
- Swap Skill
Increased damage of swap skill
- Skills
[Soul Sword]
Reduced skill damage
[Soul Burn]
Reduced cooldown time: 15s → 12s
Reduced skill damage
Changed the number of hits of the blaze on the ground when used during combustion: 10 → 5
[Soul Knuckle]
Reduced skill damage
[Soul Charge]
Reduced cooldown time: 13s → 12s
Reduced skill damage
<Soul Knight>
- Passive
Reduced the amount of flame spirit required from combustion to being stable
- Skills
[Soul Sword]
Increased skill speed when used in a stable state
[Soul Burn]
Changed the number of hits of the blaze on the ground when used in a stable state: 10 → 6
[Soul Knuckle]
Increased skill speed when used in a stable state
Reduced number of consecutive explosions when using this skill in a stable state: 10 → 5
[Soul Charge]
Increased skill speed when using this skill in a stable state
Rock Star
<Overall>
- Swap Skill
Changed damage type: Physical → Magical
- Skills
Changed it so that the amp is affected by gravity
[Climax]
Changed damage type: Physical → Magical
Predator
<Overall>
Normal Attack
Improved hit VFX
Grim Reaper
The Grim Reaper was the very first Legendary skull, so its really simple mechanisms drove us to work on it some more. So we took this chance to completely overhaul the Grim Reaper and it has been reborn.
The new Grim Reaper can collect spirits each time an enemy is killed. And depending on how many spirits are collected, its Magic Attack Power can be increased and when certain thresholds are reached, every skill will grow stronger.
This type of Passive means that the Grim Reaper will be a little bit weaker than other Legendary skulls. However, if you pick it up in the beginning of the game, it should become a force worth reckoning with in the late game.
<Grim Reaper>
- Character Animation
Improved character animation
- Normal Attack
Changed damage type: Magical → Physical
- Passive
Improved passive
- Swap Skill
Reduced damage of swap skill
When clearing enemies with the Swap Skill, receive the same effect as collecting spirits
- Skills
[Harvest] skill reformed
[Sentence] skill reformed
New skill [Guillotine] added
New skill [Fissure of the Netherworld] added
[Death by Fire] skill removed
Champion
Champion is a master of one-on-one matches with specialized skills. However, we don’t think Champion is a true champion just yet. We plan to make our Champion the utmost fighter and as a boss slayer through this update. The first step to this will be having all of Champion’s skills consist of skills that give damage to a single target.
<Champion>
- Dash
Changed Dash Type: Normal → Duck(Counterattack and deal physical damage when hit while dashing. Every action can be cancelled by dashing.)
- Passive
Improved effect of rage
Reduced amount of energy gained with Normal Attacks
Increased amount of energy gained with Skill Attacks
- Swap Skill
Swap Skill Changed: [Dragon Kick] → [Start Match]
- Skills
New Skill [Combination] added
New Skill [Dirty Smash] added
[Nuclear Punch] skill removed
[Parry] skill removed
[Quick Step]
Reduced skill damage
Yaksha
The original concept of stomping the ground the attack wasn’t bad. However, being tied to the concept of stomping and requiring dull gameplay was.
The new Yaksha unfolds the Domain of the Wicked to take the form of Rakshasa, and stomp on enemies within the Domain.
<Yaksha>
- Character Animation
Improved character animation
- Normal Attack
Improved normal attack
- Passive
Improved passive
- Swap Skill
Reduced damage of Swap Skill
- Skills
[Yaksha Fist] Reformed skill
New skill [Iron Strike] added
New skill [Demonic Massacre] added
New skill [Rakshasa of Iron Will] added
[Yaksha March] skill removed
[Sorcery: Goblin Stomp] skill removed
Archlich
One unfortunate thing about Archlich was that the preference for Deathtrap was overwhelmingly low compared to other skills. One can only pray to meet the Dark Priests if they only had Archlich without Deathtrap. This got us to think, “if it’s a skill that you always want, let’s make it a skill you always have!”
<Archlich>
- Passive
Archlich can now input commands at specific intervals to use Deathtrap.
Reduced damage of chains summoned to random enemies
- Swap Skill
Increased damage of swap skill
- Skills
[Soul Steal]
Reduced skill damage
[March of Death]
Reduced skill damage
Increased the speed of summoning chains
[Prison of the Damned]
Increased cooldown time: 16s → 20s
Reduced skill damage
Reduced the effect of slowing down the time
[Deathly Chill]
Reduced skill damage
Gambler
Depending on luck, the Gambler is a skull that can become stronger or weaker. Unfortunately, we felt that the previous Gambler was not worth the risk, which is a mistake in design. Hence we continued to contemplate ways of making the Gambler’s risk and return fun and appropriate. As a result, in addition to providing a new solution, the controls and visuals were also improved.
<Gambler>
- Normal Attack
Changed attack method of combo attacks
- Passive
Upon the skill’s great success, regains 100% of its cooldown
Upon the skill’s failure, regains 50% of its cooldown
- Swap Skill
Changed the Slot Machine’s attacks
- Skills
[Roulette of Destiny]
Changed the Roulette’s attacks
Increased skill casting speed
[Russian Roulette]
Changed success and great success’ attack method
Reduced damage upon failure
Reduced damage upon great success
Increased skill casting speed
Improved VFX
[Black Jack]
Changed so that projectiles pass through terrain
Changed great success’ attack method
Improved VFX
[Rain of Darts]
Changed great success’ attack method
Improved VFX
Items
Mana Bone
Improved item effect’s effect





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