5. The Navigation skill used by possessing monsters has been weakened.
Although this may inconvenience some players, the change was necessary to substantially diminish the homing abilities of arrows possessed by living weapons. Prior to the update, arrows were able to follow erratic paths that made them impossible to dodge.
In addition, the Shade Clone skill used by shadow weapons has been weakened. The number of created clones has been reduced from 9 to 3. It is hardly appropriate for an art to produce volleys of over 100 arrows without incurring an MP cost. If the summoner class were to retain the art in its old form, it would be incredibly unfair to bow wielders who have chosen the intended archer class. Even the archer arts can only split an arrow into ten copies at the very most.
It’s unclear what the Summoner Developer’s intentions were with this. We appreciate your understanding in this matter.
- Archer Developer
6. Damage multipliers are now limited to 10×, regardless of how many damage-boosting skills are active at a time.
Given that skills are learned through in-game actions, players are anticipated to continue accumulating more skills. “Won’t this lead to unchecked inflation in player damage output as the game goes on?” That’s the doubt many have expressed, and quite frankly, they’re right to be concerned. It’s especially worrying when certain individuals have demonstrated the ability to activate all of their damage-boosting skills with near certainty.
Furthermore, a cooldown of 5 seconds has been imposed on the Last Stand skill and all of its derivatives. We can’t have players just increasing their luck attribute such that the skill can activate thirty times in rapid succession.
It’s unclear what the Attribute Developer was thinking when they implemented the luck system. We thank you for your understanding in this matter.
- Skill Developer
7. No significant modifications have been made to the attribute system. Adjustments to features maintained by other developers obviate the need to prevent players