Thank you everyone for sending in your valuable feedback about the Combat Revamp. We realized that the changes that were made to the game on July 8th Patch strengthened the run and gun and poke meta in KurtzPel. We wanted to apply some additional changes in order to balance out certain Karmas in the new revamped combat system.
We will continue to monitor and reflect your feedback during the Pre-Season so please give us as much feedback as possible.
Long-Range Karma's Break Damage Decrease
In order to make it easier for melee Karmas to have an easier time approaching long-range Karmas, we decreased the break damage of long-range Karma skills. When you are using a melee Karma, you will be broken less by long-range Karma attacks.
Melee Karma's Skill Cooldown Decrease (30 sec. to 25 sec.)
We are making it easier for melee Karmas to use skills to approach long-range Karmas and recover faster. The changed cooldown may change again depending on the balance outcome after the weekends.
Our goal for the combo limit system was to keep the fun of combos while limiting overly dragged out combos. However, due to the Combo Limit system, Breakers were having a lot of limitations on their combo and we wanted to resolve this issue while bringing the fun of combos back. We applied a quick fix of increasing the duration of combo limit and we will think of additional ways to improve this system.
Old Karmas like Dance of Wind and Diabolic Witch's dodge distance is shorter than newer Karmas, which made it harder for them to be out of reach of certain Karmas. In order to make it safer for these two Karmas to avoid damage, we increased the distance of their Emergency Dodge. Their normal evade distance will remain the same.
Elemental Burster's RMB Combo Limitation
After increasing the maximum ammo capacity of Elemental Burster, it made it easier to repetitively continue their aerial LMB & RMB aerial combo. We made the change so that once RMB is used in the air, LMB won't be usable.
Please check the Emergency Maintenance schedule below.
The following patch note pertains to contents that will be updated during the (UTC+0) July 9th,2020 Emergency Maintenance. Maintenance will happen during the following times:
(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)
Bug Fix
• Fixed a bug where Raid Monsters were being moved to an abnormal location from certain skills.
Please check the weekly maintenance schedule below.
The following patch note pertains to contents that will be updated during the (UTC+0) July 8th,2020 Weekly Maintenance. Maintenance will happen during the following times:
(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)
Balance
• Sword Taliah - Stun Hit's additional attack input timing has been moved to the point the attack finishes hitting - Dash Attack's launch angle will now be the same regardless of when the attack registers as a hit
• Dance of Wind - Fixed the bug with dash automatically activating if you hold down your direction key after evading - Dash Attack and LMB + LMB + RMB attack's Chase Attack will now activate at the 1st hit instead of 2nd hit - Break Damage for RMB Charge attack decreased
• Sacred Guardian - Removed auto-targeting from RMB Charge attack's 2nd hit - Gigantic Swing's stun duration increased from 1 sec. to 2 sec.
• Fallen Light - Increased maximum ammo capacity to 9 - Fallen Light will now start with full ammo at the start of the match - Basic Combo and RMB combo can now be used while moving - Basic Combo's 3rd hit will now fire rapid shots at all times - Increased hit box size and projectile speed of rapid shot
• Dual Soul - Demon Mode can no longer be used while being attacked - Demon Mode can now be detected from 1200 instead of 700
• Ruler of Darkness - Aerial RMB 1st Hit will now use more stacks from 1 to 3
• Blazing Fist - Instant Chase will no longer be able to break Crusade & Rising Wings
• Soul of Magus - Communion's Attack Speed Increase is decreased from 15% to 10% - Communion's additional hit attack power decreased
Revamp
• Basic Control Revamp
- Blow System o Sword Taliah, Blazing Fist, Dual Soul, Sacred Guardian, and Ruler of Darkness will now be able to utilize this system. o Ground and Aerial LMB combo's last hit will now apply the Blow status to the attacked enemy. This system will make it easier to follow up on your combo after your final LMB hit.
- Pause Commands Input Method removed o Pause Commands for Sword Taliah, Dance of Wind, Diabolic Witch, Blazing Fist, Dual Soul and Sacred Guardian will no longer require the pause. You can now simply hold down LMB to execute these commands
- Command Attacks will no longer consume stamina
- Combo Limit Gauge function added o When you are attacked continuously in a combo, your combo limit gauge will start to increase and once it fills up 100%, emergency dodge will be activated. Emergency Dodge will let you escape from a combo by knocking you out of it.
- Accumulated Combo Damage Reduction function added o When the combo damage accumulates to a certain number, damage that is delivered after that point will be decreased.
• Rage Skill Revamp - Rage Skill's animation is simplified and revamped
<Rage Skill Buff Effect Revamp>
<Rage Skill Camera Effect>
<Rage Skill Effect Before Revamp>
<Rage Skill Effect After Revamp>
Improvement
• Deathmatch Mode Improvement - As players were getting higher in rank, more players were participating in playing passive and doing a hit and run. - Deathmatch will no longer have a countdown for match end and instead a team must reach a certain kill count in order to win - Deathmatch's objective score increased from 5 to 10 - A forcefield will be added to deathmatch that will slowly decrease in size as time passes. This will stop most players from playing passively until time runs out and Breakers will become more useful.
• Conquest & Capture The Flag Mode Improvement - Conquest and CTF will now provide scores for slaying your enemy, meaning the role of Slayers will matter a bit more in these two modes. Which should also deter away from teams having the same score and making the match longer. - Conquest & CTF will now provide score for slaying enemies o CTF: Score Objective - 500 (30 Pts per Kill | 100 Pts per Flag Capture) o Conquest: Score Objective - 500 (30 Pts per Kill | 1 Pts per 1 Sec of Capture)
• Improving Penalty for Canceling Matchmaking (Force Shutdown) - Force Closing the game while in the ready phase of choosing Karma will be considered Match Canceling - Match canceling multiple times will now apply matchmaking penalty and decrease in ratings
• Game Frame Rate Optimization applied
Event
• Aegis Knight Pre-Release Event (UTC+0 2020-07-08 After Maintenance - 2020-07-15 Before Maintenance) - During the Event Period, login in each day for 60 min to receive a 'Aegis Knight Gift Box' o You can receive 1 Box per Day o However, it is only limited to 1 Server Per Account (Example: If you receive the box on a Character in America server, you cannot receive this again is EU or Asia) o Please note that all unused Aegis Knight Gift Boxes will be deleted during the UTC+0 2020-07-15 Maintenance
- Aegis Knight Gift Box Contents (1 Random out of Below)
Bug Fix
• Fixed the bug with not being able to Evade while being attacked by Elemental Burster's Bullet Time skill
• Fixed the bug with Tome of Knowledge not playing any sound or playing the wrong sound
Thank you for all your feedback and continued support of KurtzPel. We are happy to bring you this revamp that will hopefully make the gameplay even more fun and polish up the current combat system. We read through your feedback and analyzed statistics to bring you this revamp that will take effect in the game during the Pre-Season that will happen after the July 8th 2020 maintenance. We strongly encourage everyone to give us feedback about this new revamp during the pre-season so we have time to polish it up before Season 5 starts.
Our goal was to keep the fun of combos while trying to lessen the power gap between new and experienced players as well as making KurtzPel more approachable and easier to play for new players.
KurtzPel has been in Early Access for just over a year now and just like other fighting games, we are facing the same problem as them. That is the huge power gap between new and existing players due to skill and knowledge. Fighting Games require a good matchmaking system and constant flow of new players but because of this huge power gap, new players are having a difficult time understanding and enjoying KurtzPel. One of the biggest aspects of KurtzPel is to use a variety of Karma combinations to execute your own unique and stylish combos. Also, because the combo-based nature of KurtzPel, it is harder to pick up and play like FPS games.
A New System that will lessen the power gap between new and experienced players
New Attacked Status: Blow System In order to make it easier for new players to execute combos, we've added a new Attacked Status called Blow. Melee Weapon's Left Mouse Button (LMB) Combo and Aerial LMB combo's last attack will make the enemy enter a Blow Status. While in this status, you can simply execute the LMB combo to continue your combo. We are hoping this new Blow System will create a variety of different and unique combos. Target Karma: Great Sword, Dual Sword, Gauntlet, Giant Hammer, Scythe
Stamina Cost removed for Command Attacks Managing Stamina was put in place to increase the depth of gameplay but it ended up becoming something that stressed out new players. Command attacks will no longer consume stamina and because of this change, it will be much easier to create unique combos. We also hope this will lessen the stress of managing a resource. From this point on, Stamina will be used for players that are constantly dashing or evading to stop them from frequently running from fights and we are also reviewing the possibility of completely removing stamina. Veteran players might be worried about the possibility of infinite combos due to command attacks no longer requiring stamina but we will be preventing that with our new Combo Limit system.
Combo Limit System A new system that puts a limit on the length of your combo. When you can perform a 100 to 0 combo on an opponent, it can feel awesome and rewarding. However, when you are on the receiving end, it is very stressful, especially if there is no counter play. We've determined that being in a helpless position where all you can do is sit and watch your character die is something that brings great fatigue and stress. We've tried to create an escape for players by providing the Rage Break system. But the same problem was still there and it actually didn't help much since players had to sacrifice their full rage in order to execute their Rage Break. This in turn made it even harder for a losing team to recover from their position. This is why we are going to try and remedy this situation with the Combo Limit system.
When you are attacked and stuck in the enemy's combo, your combo gauge will increase and when it hits 100%, your emergency dodge will be activated. Emergency Dodge is similar to Rage Break but it does not consume your rage and will be activated automatically. Emergency Dodge will push you back less than the Season 4 Rage Break and will not knockback your enemies.
Accumulative Combo Damage Reduction System When the combo damage accumulates to a certain number, damage that is delivered after that point will be decreased. The combo limit system is in place to stop the infinite combos but certain Karmas have high enough DPS that can still dish out massive damage without the help of infinite combos. We will try to remedy this with the Accumulative Combo Damage Reduction. This system will stop players from dying from 1 combo and also lessen the stress for players stuck in helpless situations. We believe this will make Slayers play more aggressively as they are no longer exposed to being defeated from 1 combo due to their weak defense.
Removal of Pause Commands Commands like Great Sword's spinning slash that requires players to pause in between LMB will no longer require pauses and instead, can be activated by simply holding down LMB. We added the pause commands to encourage skilled gameplay but this was something that was hard to execute reliably for new players. Also, this combo wouldn't activate at times due to network issues even for veterans. This new Hold LMB method will now make it easier and more reliable for players to activate the commands when they want to. Target Karma: Great Sword, Longbow, Staff, Dual Sword, Gauntlet, Giant Hammer
Skill Cooldown Increase in order to Adjust the Flow of Combat It was easy to be out of mana when using 6 skills as they constantly came off cooldown, which made the combat too fast and hectic and we wanted to improve that. To make it easier for players to have time to strategize and make meaningful decisions, we needed to decrease the frequency of skill use. Adjusting the Max mana and Skill Cooldown will make players think more about when to use certain skills and encourage strategic gameplay.
Improvement to Delivery of Combat Related Info
We believe it is important to deliver combat info in a simple and consistent manner. In-game system that displayed indefinite or easily mistakable info were improved.
Base Endurance for Same Roles were Unified Before, Great Sword and Gauntlet's Base Endurance was different and required different break damage to break them. From now on, Karmas with the same roles will have the same endurance. Also, skills with the same endurance rank will require the same amount of break damage to break.
Removal of Normal Passive's RNG There were certain passive skills that relied on RNG to activate the effects like skill cooldown reset. We believe that this cooldown reset effect made the gameplay unstable and hard to predict and wanted to move away from it. In order to make sure opponents can know exactly when certain skills are on cooldown after use, we decided to change this effect and other passive skills.
Stat Improvement to give Freedom of choosing Weapons
We will continue to add new weapons and wanted to give players the freedom to choose the weapon of their choice, which will encourage players to try out different weapon combinations. We didn't want the game's system or stats on a weapon to discourage players from choosing a certain weapon and wanted to improve that. Our change to Weapon Movement Speed and Evade consuming Stamina instead of mana in Season 4 was part of the reason why. In season 5, we wanted to discourage players from choosing Magic Karmas because of their high max mana and instead choose the Karma of their choice based on preference.
Max Mana Different Between Karmas Decreased - Highest and Lowest Max Mana Different changed from 125 to 65
Main Karma Info UI Display Improved After the July 8th patch, all Physical and Magic related stats will display the actual stats of your equipped weapon. We wanted to clear up the confusion some people had on the info that was displayed on the Main Karma Info window and didn't want those confusing stats to deter players from choosing certain weapons.
Balance
The thing we wanted to address and improve this time was players being forced to run a certain meta and the gameplay becoming stale and boring. Our goal was to have players explore and discover new combinations of Karma, Stats, and Roles. The current meta of always choosing a certain karma, HP Increase Stats or running Two Breakers or Two Slayers was not our intention. We felt the balance needed a bit more work.
We expect the newly added Damage Adjustment system should decrease the DPS gap between weapons and have a positive effect on the meta. We are aware that currently, certain magic stone stats like HP Increase is too efficient and outshines all other stats in comparison. We will be analyzing our data and address this in the future. We are also planning to balance certain Karmas not being picked due to its high difficulty. We will be addressing Elemental Burster, which has the lowest win & pick rate during Season 4 by decreasing the Karma's difficulty and some of the changes will be applied to the game at the start of the Pre-Season.
We feel it is important to build a long-lasting trust between us and you, the Chasers regarding balance. We're sure some players felt that certain balance points in the past were kind of off or different from the feedback given by the community. Balance in KurtzPel is not decided by a few people but rather, we listen to the community's feedback and also balance based on data of win rate, pick rate, individual game modes. In the near future, we will be communicating with you about how we balance the game and inform on the choices we've made for balance based on analyzed statistics.
In closing,
Optimization and providing better network environment are something an online game must continue to improve upon. At the start of this Pre-Season, we will be implementing and testing the optimization for the frame rate. We are continuing to look for the source of issues that cause constant frame drops and lag. We are even looking at the possibility of restructuring the backend system in order to improve this aspect of KurtzPel. It might take some time but we will continue to make improvements and wanted to share with everyone that we are working on it.
We are also preparing a roadmap that will inform everyone on the future content of KurtzPel and will definitely return to you with updates. We would like to ask for a little more patience from everyone until we can deliver this roadmap.
Here are new premium items being added to KurtzPel on July 1st 2020.
Old DLC Costumes are making a return with 3 Dye Areas and a different color scheme!
KP Shop Update
1. New 'Justice Bellatos Package' will be added. ※This package will be available from UTC+0 July 1st - July 29th 00:00
※The individual pieces will still be available for purchase even after the package sale duration expires.
※Please note that Justice Bellatos does not have an undergarment and only contains one weapon, Giant Hammer.
2. New 'Frost Dragon Package' will be added. ※This package will be available from UTC+0 July 1st - July 29th 00:00
※The individual pieces will still be available for purchase even after the package sale duration expires.
※Please note only the following weapons are available for this package: Great Sword, Longbow, Staff, Gauntlet, Dual Sword, Giant Hammer
New Synthesis Update
1. Old DLC to New Remastered Synthesis will be added Players who own the following costumes: King Dragon, Holy Bellatos, and Judgement Bellatos DLC Costumes will be able to exchange their old costume for the new remastered version.
※When synthesizing the Old Costume to a Remastered Costume, your item options and trade limit will carry over. However, your dye setting will not be carried over.
※When you have multiple pieces of the duplicate Old DLC Costumes and you synthesize one of them to a Remastered version. Please note that the item that is closest to the bottom right corner will be used up first. Please make sure you reorganize the order in case you don't want to use the wrong piece for synthesis.
※Please note you cannot synthesis DLC costumes that were acquired from the 1st Anniversary Event.
Please check the weekly maintenance schedule below.
The following patch note pertains to contents that will be updated during the (UTC+0) July 1st,2020 Weekly Maintenance. Maintenance will happen during the following times:
(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)
Revamp
• Scout Mission & AI Deathmatch Reward Revamp
• Tome of Knowledge Revamp - Dye and Item & Karma Option Change UI Revamped
- Dye Color Reset Option added
- Item Option Swap Function moved to 'Tome of Knowledge'
Improvement
• UTC Clock added In-Game with a function for timed event notification
• Not enough resources sound effect changed
Bug Fix
• Fixed the incorrect countdown time for the upcoming tournament
• Fixed the graphical error where the cast bar wasn't showing up when you used the spell in a row
• Fixed the bug with Ruler of Darkness not being able to attack after dying with full special resources
Please check the Emergency Maintenance schedule below.
The following patch note pertains to contents that will be updated during the (UTC+0) June 25th,2020 Emergency Maintenance. Maintenance will happen during the following times:
(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)
Bug Fix
• Fixed a bug where Synthesizing an Old DLC costume wouldn’t transfer the remaining trade limit • Fixed a graphical bug where Azure Silver Wing Knights’ package icon for male and female was reversed.
We would like to inform you about the closure of Season 4 and the start of a Pre-Season. In Season 5, some of the combat system and rules of certain modes will go through some changes.
We didn't want to confuse everyone with the changes during Season 4 and affect everyone's ranks in a negative way. That is why we will be ending Season 4 earlier than expected and implement these changes during the 1-week Pre-Season period before Season 5 starts.
Please see below for more details on the exact time and date.
• Season 4 End: UTC+0 2020-07-08 05:00 - Season 4 will come to an end and the results will be recorded in the ranking. - The Season 4 Season Pass will come to an end at the start of Season 5 - Season 4 Rank rewards will be given to players who logs in after Season 5 (After UTC+0 2020-07-15 Maintenance) starts.
• Pre-Season Duration: After UTC+0 2020-07-08 Maintenance - Before 2020-07-15 Maintenance) - Pre-Season will not affect your rank for Season 5 in any way. - At the start of the Pre-Season, all ranks will be soft reset. - You can still complete your Season 4 challenges during the Pre-Season and also claim your rewards.
• Season 5 Start: After UTC+0 2020-07-15 Maintenance - Once Season 5 starts, your ranks will be soft reset once more based on your Season 4 rank and your Pre-Season rank info will be completely reset.
Here are new premium items being added to KurtzPel on June 24th 2020.
Old DLC Costumes are making a return with 3 Dye Areas and a different color scheme!
KP Shop Update
1. New 'Azure Silver Wing Knights Package' will be added.
※This package will be available from UTC+0 June 24th - July 22nd 00:00
※The individual pieces will still be available for purchase even after the package sale duration expires. ※Please note only the following weapons are available for this package: Great Sword, Longbow, Staff, Gauntlet, Dual Sword
2. New 'Crimson Guardian Yaksha Package' will be added.
※This package will be available from UTC+0 June 24th - July 22nd 00:00
※The individual pieces will still be available for purchase even after the package sale duration expires. ※Please note only the following weapons are available for this package: Great Sword, Longbow, Staff, Gauntlet, Dual Sword
3. New 'Neon Battlesuit Package' will be added.
※This package will be available from UTC+0 June 24th - July 22nd 00:00
※The individual pieces will still be available for purchase even after the package sale duration expires. ※Please note only the following weapons are available for this package: Great Sword, Longbow, Staff, Gauntlet, Dual Sword, Giant Hammer
New Synthesis Update
1. Old DLC to New Remastered Synthesis will be added
Players who own the following costumes: Silver Wing Knights, Guardian Yaksha, and Battlesuit DLC Costumes will be able to exchange their old costume for the new remastered version.
※When synthesizing the Old Costume to a Remastered Costume, your item options will carry over. However, your dye setting will not be carried over.
※When you have multiple pieces of the duplicate Old DLC Costumes and you synthesize one of them to a Remastered version. Please note that the item that is closest to the bottom right corner will be used up first. Please make sure you reorganize the order in case you don't want to use the wrong piece for synthesis.
Fixed after June 25th Emergency Maintenance:
A bug with the trade limit resetting after Synthesizing old DLC costumes to new Remastered costumes has been fixed. The trade limits from your old items to your new items will now be transferred when you synthesize old DLC costumes to new Remastered ones. However, it was not intended for the Untradable 1 Year Anniversary Event Costumes to be used for Synthesis and this has been addressed. The 1 Year Anniversary Event costumes cannot be used for Synthesis.
Please check the weekly maintenance schedule below.
The following patch note pertains to contents that will be updated during the (UTC+0) June 24th,2020 Weekly Maintenance. Maintenance will happen during the following times:
(*Above time periods are subject to change. In case of schedule change, we will update this announcement.)
Improvement
• Training Grounds size increased
• Rating below certain amount will be matched against AI in a Deathmatch
• When a player leaves during a mission, a notification of the player's name will be displayed - Ally Leaving
- Enemy Leaving
• Improved the visibility of strategic ping during combat
• Chaser Rank Icon Improved
• Character's Rank will be displayed in the Character Select Screen
• Character Outline can be adjusted in the settings option - Thick Outline
- Thin Outline
- Setting
• Character Creation Guide has been added
• Improved the visibility of Invincible Frames on a character
• Added Receive All button for Season Pass Rewards
• You will no longer be able to use Chase Attack under certain status such as Being Attacked, While Using Rage Skill, Death, Resurrecting, Knocked Down, Grabbing, and Stunned
• When you can't execute certain actions during combat, a tooltip will be displayed on the reason why
Etc.
• Scout Missions will be added back in a form of Single Player Mode. Players with Karma Lv.2 or lower will be able to receive rewards from this mode
Bug Fix
• Fixed the bug where players couldn't move their cameras under certain conditions
• Fixed the bug where Fallen Light's Ammo wouldn't be charged properly when switching from a different Karma in the Training Grounds
• Fixed the bug with Karmas with special resources wouldn't be refreshed properly in the Training Grounds
• Fixed the bug where retrieving all items from KP Inventory would show only one result screen
• Fixed the bug with Tournament mode where you end in a tie with your opponent would display all the players as a Star Player