Good morning, afternoon, or evening to everyone wherever you are! GM Aesop here to present a quick overlook at what you'll be seeing in the next update of Eternal Return.
First off, we've got the Cunning Gentleman, Shoichi, ready to clock in to Lumia Island.
You can check out his details, along with some other stuff, in the latest patch notes:
And last, but certainly not least, we've got a fun little event going on for all of you guide makers out there! Make your guide, get it featured, and get some prizes.
Hello everyone! GM Aesop here with what's headed your way for patch 0.19.0.
Eternal Return will undergo temporary maintenance from 10 PM to 12 AM PST on November 10th to apply the 0.19.0 update.
We got Shoichi coming, along with some other stuff, so let's check it out!
New character - Shoichi
Shoichi is clocking in Lumia Island as the 17th character of Eternal Return.
Phony Deal(P)
Shoichi earns a stack of Phony Deal each time he hits an enemy with a skill, increasing his critical strike chance by 3/4/5% for 6 seconds. Upon reaching 5 stacks, his normal attack damage is increased by 10/15/20%. If Shoichi picks a dagger up off the ground, he throws it at the nearest enemy within 5m, dealing 50/75/100(+AP 30%) damage.
Good Faith/Bad Faith (Q)
Shoichi lunges his blade in the targeted direction, dealing 30/65/100/135/170(+AP 45%) damage. Hitting an enemy reduces the cooldown by 2 seconds and enables him to use Bad Faith within 8 seconds. Bad Faith: increased range and Shoichi will leave a dagger on the ground.
Cooldown 6s
SP Cost 50/60/70/80/90
Range 3m, width 1.5m / Bad Faith range 3.5m, 100-degree cone
Bottom Line (W)
Shoichi dashes to a targeted enemy or dagger, dealing 10/60/110/160/210(+AP 30%) damage to all enemies in his path. If he picks up a dagger, the cooldown of Bottom Line is reset.
Cooldown 17/15/13/11/9s
SP Cost 80
Range 6m
Risky Business (E)
Shoichi takes a step back and throws a dagger forward, dealing 40/75/110/145/180(+AP 30%) damage to the first enemy hit and reducing their movement speed by 10/20/30/40/50% for 1 second.\nUpon hitting an enemy, a dagger will fall behind the enemy.
Cooldown 15/14/13/12/11s
SP Cost 90
Dagger range 5m, distance stepped back 2m
Ruthless (R)
Shoichi swings his deadly briefcase, dealing 150/200/250(+AP 30%) damage to enemies around him, rooting them for 1 second and tossing 4 daggers to the ground in a square. Daggers pierce enemies, dealing 50/75/100(+AP 30%) damage.
Cooldown 100/85/70s
SP Cost 150
Rooted range 2.5m, landing dagger range 3.5m
System improvements
Air Supply adjustements
Air supplies are often ignored, especially in the early game. We're gonna make them a little bit more lucrative.
Higher rarity air supplies are going to appear earlier in game.
Just as in previous patches, in the case of restricted area acceleration, certain days may be skipped.
UI improvements
Your route is now displayed on the Hyperloop map.
Areas you haven't visited yet will now be indicated with a white font. Areas have will be indicated with a gray font.
You can now apply modes to Saved Plans (Solo/Duo/Squad) when sharing the Plan.
Can filter Shared Saved Plans per mode.
When sharing Saved Plans, it now displays the version it was shared on.
Spawn point improvements
Some starting points that were considered relatively "unfair" have been modified.
2 locations around Temple and Pond, 1 location in Factory (near the Hospital), 2 locations around the Tree of Life in Hotel, 2 locations in Avenue (near the entrance to the Alley), 2 locations near the fire station (left), 1 location in front of the lighthouse in Docks.
Mission levels
Missions are separated into 4 classes according to their difficulty after reaching account level 21
Tutorial improvements
Added an announcement if inventory is full in the 1st tutorial.
Increased the restricted area timer of bots in the 5th tutorial to 120 seconds.
Matchmaking improvements
Increased the time before matchmaking segmentation is widened. Queue time may increase slightly, but matchmaking will be a bit more accurate.
Slightly decreased the dodge penalty for pre-made teams in Duo and Squad.
Spectator Mode
Increased number of spectators in Custom Games from 3 to 5.
It is now possible to join as spectator even when all 18 participants have joined a match.
Optimization
We are currently optimizing in-game character resources (mesh, texture, model, animation).
This will be tested with Isol for this update, and will be expanded gradually in the future.
Character
Adriana
Attack Power 28 —> 31
Defense 25 —> 27
Aya
Attack Power 31 —> 28
Attack Power per level 2.3 —> 2.6
Moving Turn (E)
Cooldown 20/17/14/11/8s —> 22/19/16/13/10s
Chiara
Stigma (P)
Defense reduction per stack 4/6/8% —> 2/4/6%
Fiora
Attack Power per level 2.2 —> 2.5
Fente(Q)
Base Damage 75/150/225/300/375 —> 40/75/110/145/180
[NEW] + Attack Power ratio 0.2
Vision duration 0.49s —> 0.4s
Hart
Damage dealt in Duo mode 95% —> 97%
Damage dealt in Squad mode 92% —> 94%
Damage received in Squad mode 102% —> 100%
Defense 18 —> 20
Hyejin
Currently, only data about characters and weapons can be observed and modified. For Hyejin's shuriken, it's tricky for us to know aspect needs a change. We are modifying our system so that we can modify characters and weapons in pairs for balance, and will modify Hyejin's shuriken when we implement it.
Hyunwoo
Damage received in Duo mode 100% —> 102%
Isol
Isol-Pistol Attack Speed 0.625 —> 0.645
Isol-Assault Rifle Attack Speed 0.67 —> 0.69
Defense per level 1.4 —> 1.6
Jackie
Adrenaline Burst (W)
Movement Speed increase 10/12/14/16/18% —> 6/9/12/15/18%
Dual Swords-Jackie's base Attack Speed 0.6 → 0.58
Li Dailin
Spirited Kick (Q)
Cooldown 10s → 12/11.5/11/10.5/10s
Movement range when Tipsy 2.75m —> 2.5m (Note: movement range when NOT Tipsy is 2.25m)
Nadine
Attack Power per level 2 —> 2.2
Sissela
Base Attack Power 25 —> 23
Xiukai
Attack Power per level 1.5 —> 1.8
Zahir
Damage dealt in Duo mode 92% —> 90%
Damage dealt in Squad mode 90% —> 85%
Defense per level 1.5 —> 1.8
Magnus
His ult's explosion animation has been fixed.
Weapon
Throw
Smokescreen(D)
Cooldown 35s —> 20/15s
Ruthenium Marble
Attack Power 70 —> 80
David's Sling
Attack Power 50 —> 60
Incendiary Bomb
Attack Power 60 —> 70
Bow
Elemental Bow
Skill Amplification 48 —> 45
Golden-Ratio Bow
Attack Power 60 —> 64
Crossbow
Expulsion Shot(D)
Attack Power damage 130/200% —> 60/100%
Cast time 0.5s —> 0.55s
Sniper Crossbow
Attack Power 90 —> 85
The Golden Ghost
Extra Normal Attack Damage 40 —> 37
Pistol
Elegance
Movement Speed 0.25 —> 0.2
Shuriken
Caltrops(D)
Damage taken when stepping on consecutive caltrops: 40% -> 30% damage
Petal Torrent
Skill Amplification 30 —> 25
Two-handed Sword
Attack Speed per mastery level 3.6% —> 3.3%
Rapier
Meteor Claymore
Attack Power 70 —> 75
Bat
Statue of Soteria
Attack Power 95 —> 90
Hammer
Armor Piercing(D)
Defense reduction duration 5s/7s —> 3s/5s
Trap and Armor
Trap
Trap installation time 0.5s —> 0.7s (Isol not changed: 0.4/0.3/0.2s)
Stingburst
Quantity 2 → 1
Attack Power 310 → 350
Armor
Optical Camouflage Suit
Skill Damage Reduction 15% —> 10%
[NEW] Attack Power 10
Squad Leader Armband
Critical Strike Damage Increase 20% → 15%
Repaired Slippers
SP Regen +55% —> +30%
Straitjacket Sneakers
SP Regen +80% —> +50%
SP Regen +1 —> +0.7
Uchiwa
SP Regen +150% —> +100%
Schrodinger's Box
Skill Amplification 5 —> 7
Bug fixes and improvements
Added a chat notification in the game
Fixed bug not applying the remaining time of Charmed effect if being Stunned and although the Stunned duration is over.
Alerts in translated languages now display correctly.
All skill icons are now displayed correctly (I.e, Chiara's Plague - Last Judgement, etc.)
Shoichi got his suit pressed and is ready to get to work on Lumia Island. Let's take a look at how exactly he's gonna take on the other survivors.
Auto Attack
Passive > Phony Deal
Shoichi earns a stack of Phony Deal each time he hits an enemy with a skill, increasing his critical strike chance for a certain time. Upon reaching a certain number of stacks, his normal attack damage is increased. If Shoichi picks a dagger up off the ground, he throws it at the nearest enemy, dealing damage.
Q > Good Faith/Bad Faith
Shoichi lunges his blade in the targeted direction, dealing damage. Hitting an enemy reduces the cooldown and enables him to use Bad Faith within a few seconds.
Bad Faith: increased range and Shoichi will leave a dagger on the ground.
W > Bottom Line
Shoichi dashes to a targeted enemy or dagger, dealing damage to all enemies in his path. If he picks up a dagger, the cooldown of Bottom Line is reset.
E > Risky Business
Shoichi takes a step back and throws a dagger forward, dealing damage to the first enemy hit and reducing their movement speed. Upon hitting an enemy, a dagger will fall behind the enemy.
R > Ruthless
Shoichi swings his deadly briefcase, dealing damage to enemies around him, rooting them and tossing 4 daggers to the ground in a square. Daggers pierce enemies, dealing damage.
We'd like to share a quick annoucement regarding with you today.
Teaming is something that greatly damages the value of a fair game.
However, determining what is or isn't teaming can be difficult, so it can be a difficult problem to solve for many battle royale games.
Deciding if something was or wasn't teaming may vary slightly depending on the context and the person making a decision. Doing any of the following for the sake of teaming will result in punishment:
Sharing food or items with a player who is NOT your teammate.
Following another player who is NOT your teammate for a long time, before the last restricted area is designated, and constantly avoiding combat with that player.
Any other act judged to be excessive and with an obvious intention of teaming based on discretion.
You may receive an indefinite ban if the teaming is determined to be premeditated.
We will keep trying to prevent teaming through continuous improvements of the game system on the long term and we will keep doing our best to develop a fair and equal game.
Eternal Return will undergo temporary maintenance from 10 PM to 12 AM PST on November 3rd to apply the 0.18.3 update.
As you can see, 0.18.3 is a minor update; only the last digit changed! Typically, we’d only change/tweak numbers in a minor update, but this time we also modified Adriana.
Character
Adriana
We hear ya. Adriana needs improvements. We changed her ultimate to have stacks, which enables larger burning areas. We also changed the throw weapon skill, Smokescreen.
Base HP 480 —> 530
Base Attack Power 25 —> 28
Base Defense 23 —> 25
Flamethrower (Q)
Damage range 0.8m —> 0.9m
Oil Slick (W)
Oil slick width 0.75m —> 0.825m
Cocktail Party (R)
Changed from the 120/100/80s base cooldown with 3 charges to stacks.
Cocktail Party now only has a 0.3s cooldown and is usable only when Adriana holds Molotov cocktails.
Adriana can hold a maximum of 3 Molotov cocktails. She gets a new Molotov cocktail every 40/33/26 seconds. (Cooldown reduction applies.)
SP Cost 120/150/180 —> 45/60/75
Adriana can use Cocktail Party while using other skills.
Aya
Base Attack Power 34 —> 31
Attack Power per level 2.1 —> 2.3
Hart
Guitar-Hart Base Attack Speed 0.575 —> 0.55
Hyejin
Damage dealt in Duo 92% —> 90%
Damage dealt in Squad 87% —> 85%
Base Defense 20 —> 22
Defense per level 1.5 —> 1.7
Hyunwoo
Damage dealt in Duo 100% —> 97%
Damage dealt in Squad 100% —> 97%
Attack Power per level 2.2 —> 2.4
Isol
Base Defense 20 —> 23
Attack Power per level 2.3 —> 2.6
Damage dealt in Duo 95% —> 92%
Damage dealt in Squad 87% —> 85%
Jackie
Base Defense 28 → 26
Defense per level 2.1 → 2.2
Li Dailin
The pick rate of a character in data of high-tier players is generally an important indicator of character performance. Having a high pick rate among top players means that they prefer that character to others, or indicates that that character's abilities are more efficient to earn LP. For weeks, Li Dailin has taken 1st place for pick rate of top players in solo, duo, and squad modes, allowing us to take a closer look at her data. Li Dailin's global win rate is still average, but her pick rate increases as the LP goes up. When looking at the global pick rate for Solo mode, Li Dailin was only at 9.9%, but she was at 15% for top 1000 LP ranks, and at 33.3% for top 50 ranks. This data indicates that the character is quite powerful but has a higher skill ceiling to fully utilize. We will try to think of ways to adjust Li Dailin so that she does not appear so much in higher-tier and to decrease her gameplay difficulty in the long term.
Base Attack Power 36 → 33
Nadine
Damage dealt in Duo 93% —> 90%
Damage dealt in Squad 88% —> 85%
Base Defense 19 —> 21
Yuki
Attack Power per level 2.0 —> 2.2
Zahir
Base Attack Power 28 —> 25
Attack Power per level 2.6 —> 2.8
Chiara
Depraved Prayer (W): explosion animation fixed to match the damage range.
Weapon
Throw
Smokescreen (D)
Now can be used at a target location instead of the location of the character.
Alright, you guys made your voices heard. Counting your votes on our Twitter, Discord, and Reddit, it's clear you still want Duos every day. Starting from tonight, we'll re-enable them (November 3rd, 7 am PST).
Please understand that queue times may be long, especially in off-peak hours. To help us lower queue times in the future, tell your friends to play, tell your family to play, tell your neighbor Derek to play, tell everyone about Eternal Return!
Also, be sure to leave a recommendation on Steam. That helps us a ton.
Thanks for your understanding going forward and we hope that you stick with us. We'll continue to provide you all with the best possible Eternal Return experience.