We are continuing to work on the balance patches that were delayed with the release of the Warrior class in June/July.

This change is to focus on some battleground and arena changes for some classes.

We also took some feedback from the forums on top of what we already had in mind, and I would like to take this time to thank everyone for your suggestions and feedback.

More changes are planned for the near future.

Your feedback and support during this time are greatly appreciated.

Classes:

BM

We stated on the March 7th developer's notes that we wanted to split the damage into the weapon, bracelet, and the mystic badge. However, despite what we said, the changes at the time only had the changes on bracelet and mystic badge.

As the developer notes were written in advance at the time, we were not able to communicate our thoughts on the weapon changes in time, and this was our mistake. Our mistake made this change look as if we were promising false things, and we cannot deny this looks bad on us.

In order to follow through with what was originally said and taking this as a matter of principle, we included a slight modifier buff to the weapons on this update.

- Raven, Aransu, and Grand Celestial weapons have had Honed Slash (Rmb) / Dragontongue (Rmb) modifiers increased

- Flash Step (V) now grants 30% movement speed for 6s on use

KFM

With the recent change to Footwork (E), we noticed KFMs had an unexpected increase in win rate in battlegrounds.

Our update today is to mainly focus on battleground balancing, especially certain classes that are having what we believe to be a too strong of a presence.

We wanted to keep KFM's offensive power the same, but wanted to reduce their defensive capabilities by reducing the amount of safety granted by strafes (Q/E) and the recent reworked Footwork (E).

The main idea is that although the resists will be limited to 5 hits, KFMs will still be able to enter Max Agility and reap its benefits, while still being vulnerable to defense penetration abilities.

However, we will also be touching on strafe cooldowns slightly in order to provide a QOL change in dungeons.

- Shadow Dance (Q) and Footwork (E) will resist up to a maximum of 5 hits

- Shadow Dance (Q) and Footwork (E) CD reduced from 16s > 15s

DES

As Destroyer weapons had a fairly weak contribution to damage compared to other classes, we increased their modifiers.

- Raven, Aransu, and Grand Celestial axes have had their damage modifiers increased

FM

In order to provide fluidity between changing stances and casting abilities, we have made certain animations faster.

- Flame Shift (Lmb) / Frost Shift (Rmb) can be used a bit quicker when tying into other skills

SIN

Assassins, unlike other classes, relied on their current stance in order to utilize their items and modifiers. Due to this, there were situations where it was very hard to utilize certain builds or items.

This is especially true for Lightning Assassins, who depend on stealth for their item bonuses. They suffer from being taken out of stealth for certain fight situations, and we are not able to call this a "good combat experience".

In order to expand on this, we will still be continuing to make QOL revisions and other changes to fix these problems. Our first set of changes will focus on item modifier procs and certain buff icons being pushed off.

- Certain items which relied on stances (weapon, mystic badge, etc.) will now rely on element instead

-- Old: Decoy stance = Added shadow damage; Stealth stance = Added lightning damage

-- New: On use of Shadow abilities, added damage; On use of Lightning abilities, added damage

- Dark Intent / Deathblow icons will be shifted to the first icon on the buff bar

SUM

Summoners have a variety of skills available to them which may not fit in with the recent changes being made to encounters.

However, while they may have been fun to use in the past, we feel that certain skills don't fit well to BNS as it is.

We will be continuing to make changes, but these are the three quick changes being pushed out today.

- Lunge (Tab) has been changed to inflict 2s Stun on first hit (2s stun on 2nd consecutive hit removed, stun per hit removed)

- Thorn Strike (2) no longer inflicts additional damage on hitting the enemy's back, and its base damage has been adjusted to compensate

- Huzzah (Z) move 2 now grants 60% movespeed for 6s on use

BD

We have changed what we believe to be the two biggest factors on BDs at the moment:

- Rolling Typhoon (F) now has an increased proc rate for items

- Dynasty mystic badge has damage increase adjustments

-- On first hit of Chain Lightning, grants Dynasty effect for 5s

-- During Dynasty effect, additional lightning damage on first hit of Lightning Flash (F)

WL

Soul Shackles move 3, with its re-aerial forces an interfere in tag match scenarios and requires a party protect to be used. If a party protect or intervene is not used, it can be used to quickly take down a target.

If its effect was simply "good" we would be OK with leaving it alone, but as we believe this is too effective of an ability and is limiting certain aspects of combat, we will be taking out the re-aerial portion and granting additional damage on Dragon Helix (4) and Dimensional Volley (Rmb) and Dimensional Salvo (Rmb) to compensate for these changes. We hope that this will create a better, healthier form of combat experience.

Also, we are implementing changes for Ice Warlocks that we hope will help the focus problems that players are facing.

- Mantra (Lmb): 3 focus on cast > 5 focus on cast

- Mantra (Lmb): recovers 15 focus over time > recovers 20 focus over time

- Soul Shackle (2) move 3 can no longer be "additionally cast", and will no longer extend the aerial state

- Soul Shackle (2) move 3 base damage has been increased

- Dragoncall (4) move 2 changes:

-- Old: on airborne targets, inflict additional damage. 24s cd

-- New: on stun, kd, daze, airborne targets, inflict additional damage. 18s cd

- Dragon Helix (4) move 2 changes:

-- Old: on stun, kd, daze, rooted targets, inflict additional damage

-- New: on stun, kd, daze, rooted, and airborne targets, additional damage. Base damage has also been increased.

- Dimensional Volley (Rmb), Dimensional Salvo (Rmb) move 2 Hongmoon Effect will grant additional damage on airborne targets

SF

Earth SFs will now have matching elements for ranged stance abilities, and SF Ultimate abilities will match other melee classes and grant 3 hit resist on use.

We have also added certain QOL changes.

- Earth element Frost Nova (V) moves 1 and 2, Ice Coil (V) move 3, Glacial Beam (4), and Frost Palm (Lmb) will now correctly deal Earth elemental damage.

- Soul Surge (G) now resists damage and status effects 3 times on use

- Soul Surge (G) tooltip has been fixed to correctly list damage dealt as the proper element

- Breaking Claw (F) now grants 1% Critical Chance for 6s, up from 3s

- Blazing Twin Cobra (counter hit from Elbow Smash (1) Move 3) "additional damage on hitting the enemy's back" has been removed. Base damage has been increased to compensate.

GUN

Gunslingers at the time have great offensive ability, mobility, as well as defensive/stall options in battlegrounds.

Gunslingers were originally designed as a mobile sharpshooter class that would be able to take out a certain target once specific conditions were met, but their current state reminds us more of a rampaging machinegunner taking down anyone in their path.

We believe that BNS should always have a chance to counterattack, where opponents are able to return fire on you when you attack them. With Gunslingers in their current state, it is a one-sided assault from the Gunslinger, and this was not our intent when designing the class. We hope that these changes will not impact mobility and defense too much, but that it will limit the Gunslinger's offensive abilities.

However, we have also made changes to remove the forced usage of Scorched Earth (V) in battlegrounds for mystic badge activation. Killshot (V) and Bullrush (V) will now activate both Aransu and Dynasty mystic badges, and we hope that these changes will introduce new playstyles and allow Gunslingers to keep their offensive prowess.

Also, we will be making certain changes for arena balance. Unload (F) will be treated as a projectile, and we have increased the cooldowns for Reload (Lmb) and Alpha Call (Z) move 2.

- Unload (F) now treated as a projectile

- Aransu mystic badge's Blue Flame effect from Quickshot (4) and Unload (F) will no longer penetrate defense, deflect

- Dynasty mystic badge's Shadow Bullet effect from Darkshot (4) and Unload (F) will no longer penetrate defense, deflect

- Reload (Lmb) cooldown increased from 15s > 18s

- Alpha Call (Z) move 2 cooldown increased from 45s > 60s

- Aransu / Dynasty mystic badge activations reworked

-- Old: Activates on use of Scorched Earth (V)

-- New: Activates on use of Scorched Earth (V), Killshot (V), Bullrush (V). (On use of Scorched Earth (V), effect activates for 10s / On use of Killshot (V), Bullrush (V), activates for 4s)

WAR

Warriors had a very low effectiveness in their designed "tank" role in battlegrounds, while performing too effectively in arena.

As such, we have made a few changes to their battleground items and have made a few changes to their abilities as well.

This will be the last week for our WAR focused changes, but we will be on the lookout for any problems that warrant a quick hotfix.

Thank you so much for your feedback during the last few weeks.

- Haha I'm not translating this one it's not out for NA/EU yet and I cba to translate and/or look up skill names =)