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[Info] v5.0.8 Update Story 2019.08.25

Greetings from the Summoners War Development Team!

 

In this developer’s note, we will be talking about the upcoming v5.0.8 update.

v5.0.8 update will be filled with overall improvement on core content such as Cairos Dungeon, Rift of Worlds and Scenario. We will not only improve the user convenience but also the rewards, battle flow and accessibility.

 

We have put a lot of thoughts and went through many tests, and we hope you will find this update very useful!

Please see below for more info.

 

[Cairos Dungeon] Improvement

 

■ [Giant’s Keep/ Dragon’s Lair/ Necropolis] Battle Improvement

- The no. of waves will be changed from 5 to 4.

- The second wave (of each battle) will be removed, and the stats of enemy monsters will not be changed.

 

■ [Magic Dungeon & Attribute Dungeons] Modification on the Essences Drop Amount

- The drop amount of Magic Essences and Attribute Essences will be upgraded in general. (Based on the amount you acquire for clearing one time)

: The expected value of essence amount you get once in all floors will be increased. The total rate of item drops will be the same, and the drop rate of other reward items will not change.

: The drop rate of the minimum amount of essences being dropped for each essence grade will be lowered, and the drop rate of higher amount of essences being dropped will be increased by that decreased rate.

: The amount of MID essences dropped at once in dungeon B5-10 will be increased.

 

■ Convenience Improvement

- [Strategy Info] where you can check detailed info on how to defeat a boss in each dungeon will be added.

- [Giant’s Keep/ Dragon’s Lair/ Necropolis] A new feature that allows you to choose which monster you want to attack first in Mid-boss stage (either you choose normal monsters or the boss monster first) in auto mode will be added.

 

In case of Cairos Dungeon, we would like to reduce the stress that Summoners might feel and increase the accessibility through this improvement.

In case of [Giant’s Keep/ Dragon’s Lair/ Necropolis], we want more users to clear dungeons in Cairos Dungeon. And since users go through a high number of gameplays in dungeons, we decided to adjust the number of waves as well as the variables of battles.

Moreover, increasing the expected value of essences dropped in one battle will decrease the number of gameplays in [Magic Dungeon and Attribute Dungeons].

 

[Rift Raid] Improvement

 

■ [Rift Raid] Battle Improvement

- The battle stage will be changed from 1/2/3/4 phase to 1/2 phase.

As the phase gets shortened, the stats of the boss in each phase will be adjusted properly.

 

■ [Rift Raid] Battle Balancing Modification

: Chaos Beast Khi'zar Kha'jul’s [Total Annihilation] – The skill activation condition will be changed as follows: whenever the boss losses 25% → when the boss losses 50% (one time activation)

 

■ [Rift Raid] Unlock Condition Eased

- The unlock condition of the next level raid (achieving the designated contribution (%)) will be eased.

 

First of all, we would like to be clear that we didn’t prepare this update to refrain users from using the deck that’s well used in the raid nowadays.

We were concerned about the efficiency gap growing between decks that use certain monsters (Lighting Emperor and Valkyrja) and decks that don’t use them.

Users prefer certain efficient decks, and it seems that variety of decks - each deck having a unique characteristic and strategy - were losing ground in the raid.

We hope this improvement (reducing the battle phase and adjusting the stats of Khi’zar Ka’jul) will ease up the clear time gap between decks and giving more decks an opportunity to play in raids.

We would like to implement the improvement so more variety of decks will perform in the raid by reducing the battle 

 

[Rift Dungeon] Improvement 

 

■ [Rift Dungeon] Battle Balancing Modification

- The battle stages will be changed from 1/2/3 stage to 1/2 stage. 

- The groggy state of boss will be shortened to 1 time (previously 2 times).

- The following modifications will be made as now the groggy state where you can get high score for damage is changed to 1 time:

: When the boss enters the groggy state, 300,000 bonus score will be given.

* Due to the new bonus score, the difficulty level of achieving Rank S (2,500,000) will be eased.

 

: The damage buff during the groggy state will be increased, and the no. of turns you can acquire will be increased. 

 

■ [(Wind) Wind Beast/ (Light) Light Beast] Balancing Modification

Wind Beast: The damage you inflict on the boss when you remove the electric shock debuff through recovery will be increased.

Light Beast: The HP of [Distorted Shield] will be reduced, and the damage reduction rate for multi-hit attacks will be increased.

 

■ Materials required for summoning (Attack Type) Homunculus and evolving its skills will be changed.

 

■ Materials required for summoning (Support Type) Homunculus and evolving its skills will be changed.

 

※ (Reference) Attribute Crystals 

(Water) Frozen Water Crystal/ (Fire) Flaming Fire Crystal/ (Wind) Whirling Wind Crystal/ (Light) Shiny Light Crystal/ (Dark) Pitch-black Dark Crystal

 

A battle playtime in Rift Dungeon is somewhat longer than other dungeons, so we wanted to make sure the satisfaction over time gets improved.

Thus, we will reduce the battle stage so the total battle time is reduced, and adjust the balance of groggy state so users will get similar rank and score they achieved before the modification.

 

Chakram Dancer and Boomerang Warrior’s Skill Balancing Modification

 

 

The balancing modification of the twins is prudent and important matter, and our team has put a lot of efforts and time to design the modification.

 

Due to their outstanding efficiency, twins are overwhelmingly used in both PvP and PvE. We thought this is impacting the strategical side and monster variety in the game.

However, we wanted to be sure that we do not significantly reduce the twin’s utility as many users have put their time and affection towards the twins. Thus, we have reviewed and tested a number of options more carefully than any other balancing modifications.

 

Our goal was to balance the monsters so they will not just be used in overall content but to be used as brilliant and valuable monsters when used strategically in specific contents.

Also, we will continue to make efforts creating Summoners War where various monsters can be used and loved by users.

 

Other Improvement

 

■ [Scenario/ Dimensional Rift] EXP Increased

- The amount of EXP your monsters gain through battles in all areas and all difficulty levels will be increased greatly. We cannot share the detailed number at the moment, but we are focusing on to adjust the number for faster monster level ups so you can utilize your monster faster. 

 

■ [Guild Shop] Ifrit Summoning Piece Price Reduced

- The amount of Guild Points required to purchase Ifrit Summoning Pieces will be reduced.

 

We believe Summoners War is a game filled with great fun when users acquire monsters and utilize them in their own way. We would like to shorten the time required for monster level ups and awakenings, which are the basic monster upgrade process, to create an environment that makes these processes easier.

 

We hope new and beginner users can adapt to the game faster. We believe lowering the hurdles of certain monsters (Water/Fire/Wind Ifrit and Homunculus) will also be helpful for them in that aspect.

 

This is all we have for today’s development story!

These modifications and improvements will be applied to the game via next update, and please be aware that the developer's note has been written during the development stage and some content might change.

Also, the ranking info and profile history will be reset with this update. We ask for your kind understanding.

 

We would like to express our gratitude for your interest and affection that you’ve shown to us always, and we will be back with more exciting development story.

 

Thank you.​​