[6/9 Balance Update] Character Balances [DJ Basar and more]

[6/9 Balance Update] Character Balances [DJ Basar and more]

Finally, Desert Jewel Basar, Alencia and Haste are going to get their much needed buffs after being neglected for so long. A surprise Angelic Momo and our main protaganist Ras/Adventurer Ras are also on the list!

Link: https://page.onstove.com/epicseven/global/view/8523605

With this balance adjustment, we plan to implement changes to 9 Heroes (including 2 Specialty Change Heroes) and 3 Artifacts. These changes are scheduled to take effect following the update on 6/9.

 

1. Balance Adjustment Targets

With this balance adjustment, certain Heroes and Artifacts that have been absent in the current meta will be adjusted.

The details of the balance adjustment for the selected Heroes and Artifacts can be seen below.

 

Hero

Grade Name
5★ Moonlight Desert Jewel Basar
5★ Covenant Haste
5★ Covenant Choux
5★ Covenant Alencia
4★ Moonlight Wanderer Silk
3★ Covenant Montmorancy
3★ Covenant Angelic Montmorancy
3★ Covenant Ras
3★ Covenant Adventurer Ras

 

Artifact

Grade Name
5★ Time Matter
5★ Snow Crystal
4★ Eternus

※ The probability and number of turns are based on fully enhanced characters.

※ Skill Cooldowns will not be changed unless stated.

※ The skill descriptions mentioned in this preview may differ from the actual update.

 

1-1. Hero Balance Adjustments

1-1-1. Moonlight / 5

Desert Jewel Basar

Desert Wind (Before) Desert Wind (After)
Attacks the enemy with wind, with a 35% chance to stun for 1 turn. Attacks the enemy with wind, with a 35% chance to stun for 1 turn, before recovering the Health of all allies. Amount recovered increases proportional to the target’s max Health and the caster’s Attack.
Healing Decreased
Soulburn (20): Attacks all enemies. Increases the amount recovered by Everlasting Oasis. Soulburn (20): Increases the amount recovered. 
Everlasting Oasis (Before) Desert Storm (After)
Heals all allies after the caster uses a skill. Amount recovered increases proportional to the targets’ max Health and the caster’s Attack.  With a sandstorm, inflicts barrier inversion on all enemies and has an 85% chance to decrease Hit Chance for 2 turns. When the target is granted a barrier, grants an extra turn to the caster.

 

Barrier Inversion: Inverts barrier into damage. Unaffected by Effect Resistance and whether the attack hits, and applies to Heroes only.

Skill Enhancement

+1: +2% healing

+2: +3% healing

+3: +5% healing 

+4: +5% healing

+5: +5% healing skill

Skill Enhancement

+1: +5% effect chance

+2: +5% effect chance

+3: -1 turn cooldown

+4: +5% effect chance

+5: +10% effect chance

Acquire 2 Soul
Cooldown: 4 Turns
Bastet Roar (Before) Bastet Roar (After)
Bastet roars, dispelling all debuffs from all allies, before increasing their Combat Readiness by 30%.

When this skill is available according to cooldown count, decreases damage suffered from a critical hit by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied.

Bastet roars, dispelling all debuffs from all allies, before increasing their Combat Readiness by 30%.

When this skill is available according to cooldown count, decreases damage suffered from a critical hit by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied.

Acquire 3 Soul Acquire 2 Soul
Cooldown: 5 Turns Cooldown: 4 Turns
Bastet Roar (Awakened) (Before) Bastet Roar (Awakened) (After)
Bastet roars, dispelling all debuffs and granting immunity for 3 turns to all allies, before increasing their Combat Readiness by 30%.
When this skill is available according to cooldown count, decreases damage suffered from a critical hit by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied. 
Bastet roars, dispelling all debuffs and granting immunity for 2 turns to all allies, before increasing their Combat Readiness by 30%.
When this skill is available according to cooldown count, decreases damage suffered from a critical hit by 30%. When more than one damage reduction effect is granted, only the strongest effect is applied. 
Acquire 3 Soul Acquire 2 Soul
Cooldown: 5 Turns Cooldown: 4 Turns

 Desert Jewel Basar was originally a hero who had the advantage of enduring the enemy’s Preemptive Strike and regrouping allies. However, recently, it has been difficult for him to fulfill this role. Therefore, through these adjustments, we plan a way for him to do so. 

First, the skill effects of Everlasting Oasis will be incorporated into Desert Wind, and he will have a new skill called Desert Storm. With this new skill, Desert Jewel Basar will have a strong ability to contain enemies that have a barrier. In addition, Bastet Roar will be adjusted to have a one-turn shorter skill cooldown allowing it to be used more frequently in long matches. Accordingly, we will adjust the number of immunity turns and the number of Soul gained.

 

1-1-2. Covenant / 5

Haste

Envoy’s Scythe (Before) Envoy’s Scythe (After)
Attacks with an enormous scythe, with a 70% chance to inflict bleeding for 2 turns. Steals one buff if the target is an Earth elemental Hero.

 

Attacks with an enormous scythe, with a 75% chance to steal one buff.

 

Vampiric Seal (Before) Vampiric Seal (After)
Attacks all enemies with Envoy’s Scythe, with a 100% chance each to inflict three bleeding effects for 2 turns. When there are three or fewer enemies, damage dealt increases with fewer enemies.
Detonates any bleeding effects inflicted on Earth elemental targets at the end of the turn.
 
Attacks all enemies with Envoy’s Scythe, dispelling two buffs before a 100% chance each to inflict two bleeding effects for 2 turns. A critical hit has an 85% chance to decrease Defense for 2 turns.
When there are three or fewer enemies, damage dealt increases with fewer enemies. This skill cannot trigger a counterattack. 
  Damage Dealt Increased

Haste was strong against Earth elemental enemies but was unable to contribute well in other situations. Adjustments will be made so that he can be used more often in a variety of content.

Envoy’s Scythe will no longer inflict bleeding effects. Also, it will steal one buff regardless of the enemy’s element. Vampiric Seal will now remove up to two buffs before inflicting a bleeding effect and a critical hit will decrease Defense while he cannot be counterattacked. With this adjustment, he will be used more in a variety of content. He will inflict two bleeding effects instead of three and will no longer detonate any bleeding effects according to the enemy’s element.

Choux

Chop (Before) Chop (After)
Attacks the enemy with a spear before increasing the caster’s Combat Readiness by 20%.
A critical hit will double the amount of Focus gained. Damage dealt increases proportional to the caster’s max Health.
Attacks the enemy with a spear before increasing the caster’s Combat Readiness by 20%.
A critical hit will double the amount of Focus gained. Damage dealt increases proportional to the caster’s max Health.
  Soulburn (20): Grants an extra turn. 
Fwoooosh! (Before) Fwoooosh! (After)
Attacks the enemy by wildly swinging a spear. Penetrates the enemy’s Defense by 50%.
When the caster’s stacked Focus is 5, consumes all Focus, resetting the cooldown of Fwoooosh! and recovering Health proportional to damage dealt. Damage dealt increases proportional to the caster’s max Health.
Attacks the enemy by wildly swinging a spear, and absorbs some of the damage dealt as Health. Penetrates the enemy’s Defense by 70%.
When the caster’s stacked Focus is 5, consumes all Focus, increasing damage dealt and resetting the cooldown of Fwoooosh!. Damage dealt increases proportional to the caster’s max Health.
Soulburn (10): Increases damage dealt. Damage Dealt Decreased
Help Me, Cream! (Before) Help Me, Cream! (After)
Freezes all enemies before attacking with Cream. Increases Critical Hit Resistance of all allies for 2 turns. Damage dealt increases proportional to the caster’s max Health. Freezes all enemies before attacking with Cream. Increases Critical Hit Resistance of all allies for 2 turns. Damage dealt increases proportional to the caster’s max Health.
When this skill is unavailable due to cooldown count, after an ally except for the caster is attacked, has a 20% chance to counterattack.
Help Me, Cream! (Awakened) (Before) Help Me, Cream! (Awakened) (After)
Freezes all enemies before attacking with Cream. Increases Critical Hit Resistance of all allies for 2 turns and grants the caster immunity for 2 turns. Damage dealt increases proportional to the caster’s max Health. Freezes all enemies before attacking with Cream. Increases Critical Hit Resistance of all allies for 2 turns and grants the caster immunity for 2 turns. Damage dealt increases proportional to the caster’s max Health.
When this skill is unavailable due to cooldown count, after an ally except for the caster is attacked, has a 20% chance to counterattack.

 Choux was originally designed to be a Hero who could gain Focus and deal great damage to the enemy but it was difficult to bring out her full potential due to her passive skill composition. Now, after using Help Me, Cream! skill, Choux will have a chance to counterattack when allies are attacked. This will help her gain Focus more easily, and use Fwoooosh! with its full potential. Fwoooosh! will be adjusted to restore her health proportional to the damage dealt. Damage dealt will be slightly reduced following the increase in the base penetration rate. 

Alencia

Eradicate (Before) Eradicate (After)
Batters the enemy, with a 75% chance to decrease Defense for 1 turn. Damage dealt increases proportional to the caster’s max Health. Batters the enemy, with a 75% chance to decrease Defense for 1 turn. Damage dealt increases proportional to the caster’s max Health.
  Damage Dealt Decreased
Noble Blood (Before) Noble Blood (After)
50% chance to grant Mind’s Eye to the caster for 1 turn after being attacked.
On the caster’s turn, when using Eradicate while granted Mind’s Eye, activates Trample.
Trample: Strikes the enemy, decreasing the cooldown of Genesis by 1 turn. Damage dealt increases proportional to the caster’s max Health. 

Mind’s Eye: Increases Effectiveness and Effect Resistance by 30%. Cannot be dispelled.

At the start of the turn, has a 100% chance to grant Mind’s Eye to the caster for 1 turn.
After using Eradicate, when the caster is granted Mind’s Eye, activates Trample.
Trample: Strikes the enemy, inflicting injuries. Damage dealt increases proportional to the caster’s max Health. The severity of injuries increases proportional to the damage dealt. Injuries decrease the max Health of the target by up to 10% every time this skill is used. 

Mind’s Eye: Increases Effectiveness by 50%. Cannot be dispelled.

  Trample’s Damage Dealt Decreased
Genesis (Before) Genesis (After)
Attacks all enemies with Dragon’s might, dispelling all buffs. Damage dealt increases proportional to the caster’s max Health. Attacks all enemies with Dragon’s Might, dispelling all buffs, and increases the Combat Readiness of the caster by 50%. Damage dealt increases proportional to the caster’s max Health.
Genesis (Awakened) (Before) Genesis (Awakened) (After)
Attacks all enemies with Dragon’s Might, dispelling all buffs and granting increased Defense to all allies for 2 turns. Damage dealt increases proportional to the caster’s max Health. Attacks all enemies with Dragon’s Might, dispelling all buffs and granting increased Defense to all allies for 2 turns. Increases Combat Readiness of the caster by 50%. Damage dealt increases proportional to the caster’s max Health.

Alencia was a popular Hero used by many players, but recently this Hero has been used less. With this adjustment, Alencia will be able to use Mind’s Eye more actively, performing her role in the team more properly. Especially, Mind’s Eye now greatly increases Effectiveness, assisting Genesis to dispel buffs and Eradicate to decrease Defense better. Although Eradicate and Trample will deal slightly less damage as the activation conditions for Mind’s Eye have been eased, Trample now inflicts injuries instead of decreasing the cooldown of Genesis, adding strength to the teams in long battles.

 

Alencia’s Exclusive Equipment – Option 1 will be adjusted as follows.

Exclusive Equipment – Option 1 (Before) Exclusive Equipment – Option 1 (After)
Increases effect chance of Noble Blood to activate Mind’s Eye by 20% after the caster is attacked. Recovers the caster’s Health when using Eradicate. Amount recovered increases proportional to the caster’s max Health.

 As there will be a change to her Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained before the adjustment is eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

 

1-1-3. Moonlight / 4

Wanderer Silk

Basic Shoot (Before) Basic Shoot (After)
Shoots arrows at the enemy, with a 50% chance to cause bleeding for 2 turns. Damage dealt increases proportional to the caster’s Speed. Shoots arrows at the enemy, with a 50% chance to target for 2 turns.
Damage Dealt Increased
Automatic Fire (Before) Focus Fire (After)
Fires a volley of arrows at the enemy, decreasing Combat Readiness by 10%. Has a 50% chance of granting an extra attack with the same skill, increasing the effect chance by an additional 50% when the target is debuffed.
Damage dealt increases proportional to the caster’s Speed.
Fires arrows at the enemy to attack, dispelling one buff. When the caster has a buff, triggers a Dual Attack from the ally with the highest Attack.
Damage Dealt Increased
Cooldown: 2 Turns Cooldown: 3 Turns
Soulburn (20): Grants an extra turn.
Shock Arrow (Before) Shock Arrow (After)
Shoots an arrow infused with the power of lightning, inflicting silence for 2 turns and decreasing Combat Readiness by 100%. Damage dealt increases proportional to the caster’s Speed. Attacks the enemy with lightning arrows, inflicting silence for 2 turns and decreasing Combat Readiness by 100%. Grants a barrier to the caster for 2 turns. Barrier strength increases proportional to the caster’s level.
Damage Dealt Increased
Shock Arrow (Awakened) (Before) Shock Arrow (Awakened) (After)
Shoots an arrow infused with the power of lightning, inflicting silence and making them unhealable for 2 turns, and decreasing Combat Readiness by 100%. Damage dealt increases proportional to the caster’s Speed. Attacks the enemy with lightning arrows, inflicting silence and decreased Attack for 2 turns and decreasing Combat Readiness by 100%. Grants a barrier to the caster for 2 turns. Barrier strength increases proportional to the caster’s level.
Damage Dealt Increased
Skill Enhancement

+1: +10% damage dealt

+2: +10% damage dealt

+3: -1 turn cooldown

+4: +15% damage dealt

+5: +15% damage dealt

Skill Enhancement

+1: +5% damage dealt

+2: +5% damage dealt

+3: -1 turn cooldown

+4: +10% damage dealt

+5: +10% damage dealt

Soulburn (20): Ignores Effect Resistance.
Imprint Release (Before) Imprint Release (After)
+4.3%~15% Critical Hit Chance +4~14 Speed

Wanderer Silk will undergo many changes to improve her usability. It was challenging for players to increase stats with the existing structure in which damage dealt increased proportionally to speed. Hence, the skill will be adjusted to be based on Attack, dealing more damage as the caster’s Attack increases.

Basic Shoot targets the enemy instead of inflicting bleeding effects, and Automatic Fire will be changed to Focus Fire. Focus Fire dispels a buff from the enemy. In addition, when the caster has a buff, it triggers a Dual Attack from the ally with the highest Attack. Shock Arrow now grants a barrier to the caster for 2 turns. When awakened, it now decreases Attack of the enemy instead of making them unhealable.

Imprint Release now increases Speed instead of Critical Hit Chance. The target of Imprint Release will remain the same.

 

Wanderer Silk’s Exclusive Equipment – Option 1 will be adjusted as follows.

Exclusive Equipment – Option 1 (Before) Exclusive Equipment – Option 1 (After)
Grants the caster an extra attack regardless of whether the enemy is debuffed when using Automatic Fire. Increases target effect chance of Basic Shoot by 15%.

 As there will be a change to her Exclusive Equipment, players will be able to change the option for this Equipment for 2 weeks after the adjustments have been applied. Exclusive Equipment that had adjustments to their options and was obtained before the adjustment is eligible to be changed. When a player changes the options, other effects of the Exclusive Equipment will remain unchanged and option changes cannot be reversed.

 

1-1-4. Covenant / 3

Montmorancy

Sleep Sorcery (Before) Sleep Sorcery (After)
Attacks the enemy with water energy, with a 35% chance to put them to sleep for 1 turn. Attacks the enemy with water energy, with a 50% chance to put them to sleep for 1 turn.

Angelic Montmorancy

Sleep Sorcery (Before) Sleep Sorcery (After)
Attacks the enemy with water energy, with a 35% chance to put them to sleep for 1 turn. Attacks the enemy with water energy, with a 50% chance to put them to sleep for 1 turn.
Earnest Prayer (Before) Earnest Prayer (After)
Recovers ally’s Health and grants immunity for 2 turns, before dispelling two debuffs. Amount recovered increases proportional to the target’s max Health. Dispels two debuffs from an ally before recovering Health and granting immunity for 2 turns. Amount recovered increases proportional to the target’s max Health.
Earnest Prayer (Awakened) (Before) Earnest Prayer (Awakened) (After)
Recovers ally’s Health and grants immunity for 2 turns, before dispelling two debuffs. Increases the caster’s Combat Readiness by 50%. Amount recovered increases proportional to the target’s max Health. Dispels two debuffs from an ally before recovering Health and granting immunity for 2 turns. Increases the caster’s Combat Readiness by 50%. Amount recovered increases proportional to the target’s max Health.
Solitude Rune (Before) Solitude Rune (After)
Increases Sleep Sorcery’s sleep effect chance by 15%. When attacked by an enemy that is not an Elite or Boss monster, damage suffered by the caster decreases by 15%. When more than one damage reduction effect is granted, only the strongest effect is applied.

 Angelic Montmorancy is now able to assist her allies more efficiently and stay up for longer in battle. Earnest Prayer now dispels debuffs from an ally before recovering Health and granting immunity, making it more stable than before. A damage reduction effect is added so that this Hero has better chances to stay longer in PvP modes. 

 

Ras

Sword of the Heir (Before) Sword of the Heir (After)
Strongly attacks all enemies with a swordstorm, before recovering the caster’s Health and increasing the Defense of the caster for 2 turns. Amount recovered and damage dealt increases proportional to the caster’s max Health. Strongly attacks all enemies with a swordstorm, before recovering the caster’s Health and increasing the Defense of the caster for 2 turns. Amount recovered and damage dealt increases proportional to the caster’s max Health.
Increased Healing

 

Adventurer Ras

Purifying Flame (Before) Purifying Flame (After)
Strongly attacks all enemies with a swordstorm, before recovering the caster’s Health and increasing the Defense of all allies for 2 turns. Amount recovered and damage dealt increase proportional to the caster’s max Health. Strongly attacks all enemies with a swordstorm, before recovering the caster’s Health and increasing the Defense of all allies for 2 turns. Amount recovered and damage dealt increase proportional to the caster’s max Health.
Increased Healing
Wedge Rune (Before) Wedge Rune (After)
Has a 100% chance to grant immunity to the caster and the ally with the highest Attack for 2 turns when using Command Strike. Has a 100% chance to grant immunity to the caster and the ally with the highest Attack except for the caster for 2 turns when using Command Strike.
Solitude Rune (Before) Solitude Rune (After)
Increases the amount of Health recovered by 100% when using Purifying Flame. After the ally in the back row suffers a Single Attack and damage suffered is 30% or more of max Health, grants a barrier to the target for 2 turns. Barrier strength is equivalent to 40% of the caster’s max Health. Can only be activated once per battle.

Adventurer Ras will be adjusted to be able to provide survival assistance to allies in the back row. When an ally in the back row suffers a Single Attack and damage suffered is greater than 30% of their max Health, Adventurer Ras grants a barrier with great strength once during the battle, improving their survivability.

 

1-2. Artifact Balance Adjustments

1-2-1. Artifact / 5

Time Matter

Effects (Before) Effects (After)
Reduces skill cooldown by 1 turn when an enemy is killed by an attack and increases the damage of the next attack by 18% (Max 36%). Can only be activated once per skill. Increases damage by 6% (Max 12%) when attacking.
Reduces skill cooldown by 1 turn when an enemy is killed by an attack and increases the damage of the next attack by an additional 12% (Max 24%). Can only be activated once per skill.

Time Matter was only effective when the caster defeated an enemy, hence, its utilization was low.  With this adjustment, the caster can take advantage of a passive increase in damage dealt and is expected to deal more damage at all times.

 

Snow Crystal

Effects (Before) Effects (After)
Increases Effect Resistance by 20%.
After the caster suffers a non-critical hit, increases Combat Readiness by 8% (Max 16%). Can only be activated once per turn.
Increases Critical Hit Resistance by 20%.
After the caster suffers a non-critical hit, increases Combat Readiness by 8% (Max 16%). Can only be activated once per turn.

 

Snow Crystal will now increase Critical Hit Resistance instead of Effect Resistance. With this change, this Artifact has a higher chance of dodging Critical Hits, allowing itself to activate its own conditional effects.

 

1-2-2. Artifact / 4

Eternus

Effects (Before) Effects (After)
Increases Combat Readiness of the caster by 6% (Max 12%) when a debuffed ally except for the caster starts a turn. Increases Combat Readiness of the caster by 7% (Max 14%) when an ally has a debuff at the end of an enemy’s turn. Can only be activated once per turn.

The activation conditions for Eternus will be adjusted so that the effect takes place more often increasing the caster’s Combat Readiness by a greater factor when battling against enemies capable of inflicting debuffs.

 

These are the proposed balance adjustments and improvements that are scheduled for the update on June 9. 

Each of the adventure stories of our Heirs echoes throughout Orbis, in the Seventh World. We are grateful to be with you on your Epic Seven journey. We will continue to try our best to improve the Heroes in our game so that every character can be utilized by our Heirs.