Announcements

Updates [Update] 8/20 (Thu) Maintenance Update Details
ShadowArena 2020-08-20 19:00 (UTC+9)

 

Greetings, this is Shadow Arena.   

  

Here are the updates made to Shadow Arena during the maintenance on August 20, 2020 (Thu).  

* Patch Size: 387.19 MB (Approx.)    

  

Check out all the details below, and we will see you in the arena! 

The 2nd Round of Beta Season has ended today (August 20th). The final score calculations of the 2nd Round will be based on the numbers at the start of the maintenance. 

However, the 3rd Round will start after next week’s maintenance (August 27th). Until then, the new Rival System will be tested for a week with the current points intact.  

Your performance during this week will not affect your 2nd or 3rd Round scores. All your points will reset during August 27th maintenance when the 3rd Round of the Beta Season begins.  

 

■ Rival System 

- Rival System was added.  

  > After entering a match and the game begins, players in the match with the most similar tier points will be matched as rivals.  

  > When the match concludes, you can obtain bonus tier points when you place higher than your rival.   

  > You can double your bonus tier points by defeating your rival yourself. 

  > Refer to the guide below for more details on point calculation. 

  ▶ [Go to Tier Guide] 


The Rival System is designed to provide a fairer competitive environment by matching players of similar skill levels in the match.  

During the development phase, each victory or defeat against your rival had a very significant influence on the player’s points. However, as this is the first implementation of the Rival System, we decided to decrease this point range and test how it plays out for one week.  

 

■ Tier, Ranking, Matching System Revamp 

- Player tier structure was revamped.  

  > “Master” tier was added and player tiers are divided into 26 different tiers. 

 

l Base Points per Tier 

Before 

After 

Tier  

Base Points 

Tier  

Base Points 

X 

X 

Master 

-12 

Diamond I 

-10  

Diamond I 

-10 

Diamond II 

-9  

Diamond II 

-9 

Diamond III 

-9  

Diamond III 

-9 

Diamond IV 

-8  

Diamond IV 

-8 

Diamond V 

-8  

Diamond V 

-8 

Platinum I 

-7  

Platinum I 

-7 

Platinum II 

 

-6  

Platinum II 

-6 

Platinum III 

-6  

Platinum III 

-6 

Platinum IV 

-5  

Platinum IV 

-5 

Platinum V 

-5  

Platinum V 

-5 

Gold I 

-4  

Gold I 

-4 

Gold II 

-4  

Gold II 

-4 

Gold III 

-3  

Gold III 

-3 

Gold IV  

-3  

Gold IV 

-3 

Gold V 

-3  

Gold V 

-3 

Silver I 

-2  

Silver I 

-2 

Silver II 

-2  

Silver II 

-2 

Silver III 

-1  

Silver III 

-1 

Silver IV 

-1  

Silver IV 

-1 

Silver V 

0  

Silver V 

-1 

Bronze I 

0  

Bronze I 

0 

Bronze II 

1  

Bronze II 

0 

Bronze III 

1  

Bronze III 

0 

Bronze IV 

2  

Bronze IV 

0 

Bronze V 

3  

Bronze V 

0 

Shade 

  

Shade 

0 

 

l Points Earned per Match Result 

Placement 

Points (Before) 

Points (After) 

Kills after 4 min 

2 points per kill  

2 points per kill 

1st 

20 

17 

2nd 

10 

8 

3rd 

8 

6 

4th  

6 

5 

5th  

4점 

4 

6th  

3 

3 

7th  

2 

2 

8th  

1 

1 

9th  

0 

0 

10th - 14th  

-1 

-1 

15th - 19th  

-2 

-2 

20th - 24th  

-3 

-3 

Below 25th 

-4 

-4 

 

l Points that can be Earned per Rival Tier 

Tier 

Points for Beating Rival 

Master 

7 

Diamon I - V 

6 

Platnium I - V 

5 

Gold I - V 

4 

Silver I - V, 

Bronze I - V, 

Shade 

3 

> You will get double the points for beating your rival when you defeat them yourself. 

> More information regarding the tier system can be checked in the guide below.  

▶ [Go to Tier guide]  

 

- Improved matchmaking for beginner and intermediate players  

The previous evaluation formula that was used to determine a player’s skill level in the 1st and 2nd Round was developed based on the past game structure. This often led to situations where beginner players were matched with veteran players after their evaluation score increased too quickly with just a few wins in thier first couple of matches.  

To address this issue, the evaluation formula has been modified to correctly reflect the current system and the matching system has been improved to match similar level players. 

 

■ Heroes 

- Changed the invincibility effect when rolling to a Super Armor effect. 

This is the biggest Hero change for the 3rd Round.  

Previously, there was a 3-frame window of invincibility when using roll (Shift+A,S,D). When used right, this enabled you to dodge opponent’s skills, Dark Shift, and even attacks from Black Spirits in the Dark Fog.  

However, we discovered that this created too much of a gap between players who knew how to utilize this invincibility frame and those who did not. So, we sought to close this gap.  

Now with this change, if you roll at a specfic time, you can still avoid being affected by CCs such as knockdowns and stuns. However, you will still take damage.  

We realize this may give some Heroes an advantage. Therefore, we will be monitoring and applying changes as needed in the following maintenance.  

- Changed all attacks that hit consecutively within 0.1 second (counted as double hit) to be counted as a single hit. There is no change to the amount of damage and the max damage amount in the skill description. 

  * Skills that are counted as consecutive hits due to attacking while moving or consecutive hit skills that take longer than 0.1 second term in between hits will be excluded from this change.  

 

You may be curious why we are suddenly changing the double hit count, but this was one of the reasons why hits sometimes weren’t registering properly. So, this change will help in making actions feel more fluid.  

 

- Fixed the visual effect to show for the active Super Armor (for 1 second) buff after using Dark Shift. 

- Fixed the visual effect to show for the active Super Armor buff (for 5 seconds) after defeating another Hero.  

 

l Shield of Heidel (RMB) 

- Changed so that Sprint cannot be used while Super Armor is in effect. Sprint can be used once the Super Armor effect ends.  

 

Yeonwha’s Head Shot (1) couldn’t be used after waiting to charge the skill unlike other Heroes with similar charging mechanism. Therefore, this skill was changed so that you can wait while drawing your bow.  

Invincibility effect was changed to a Super Armor for Clairvoyance. This is same the change we did for the rolls. We intend to remove as much invincibility effects from normal skills, besides Dark Shift.

 

l Head Shot (1) 

- Improved so that it can be fired with left click from desired viewpoints. However, stamina will be consumed when charging the bow for an extended amount of time. Also, it will now be fired automatically when her stamina goes below 10%. 

  

l Clairvoyance (2) 

- The invincibility effect when defending against opponent’s skill and swinging the sword has been changed to Super Armor effect. 

 

Yeonwha’s Head Shot (1) couldn’t be used after waiting to charge the skill unlike other Heroes with similar charging mechanism. Therefore, this skill was changed so that you can wait while drawing your bow.  

Invincibility effect was changed to a Super Armor for Clairvoyance. This is same the change we did for the rolls. We intend to remove as much invincibility effects from normal skills, besides Dark Shift.

 

 

l Resonating Shadow (2) 

- Attack range of Level 1-3 is decreased by 10% 

- Attack range of the Ultimate level is decreased by 14%. 

- Changed the Ultimate level effect in the skill description from “15% Attack Range increase” to “10% Attack Range increase”  

 

Due to the change in roll invincibility, Resonating Shadow (2) has been changed so that it cannot be interrupted by just rolling unless the distance is too great or the direction is different. Therefore, we have decreased the distance of Resonating Shadow (2) so that you would need to gauge the attack range more carefully.  

 

l Bestial Howl (4) 

- Changed the damage per hit count as below.  

Hit Count 

Current 

After 

1 

1 

1.8 

2 

1 

1.8 

3 

1 

1.3 

4 

1 

1.3 

5 

1 

0.8 

6 

1 

0.8 

7 

1 

0.4 

8 

1 

0.4 

9 

1 

0.4 

 

Bestial Howl (4) has a consecutive stun count, but this strength has been largely diminished in the last July 23 update where the attacked target can stack temporary DP buffs.  

With the double hit count change, we have moved some damage numbers from the initial hits around so that the overall damage actually applied has been increased.  

However, the consecutive stun count remains the same and combo actions after Bestial Howl (4) will be applied with the decreased strength. 

 

- Added Stiffness effect of 0.1 second to the ambush attack when used after a crouching position, same as other Heroes. 

 

l Uproot (2) 

- Fixed an issue where only one hit from Uproot’s damage hits was being applied to the Down Attack, so the actual damage applied has been increased by 6%.  

- Added information regarding the additional damage to knocked down opponents in the skill description. 

 

l Thunder Rip (3) 

- Fixed an issue where Super Armor effect lasted longer than actual Super Armor time.   

 

While changing the double hit count, we discovered a long-running bug where only one of Haru’s Uproot (2)’s additional hits applied additional damage to knocked down opponents.  

With this fix, there will be small damage increase when landing Uproot to knocked down opponents. 

 

- Fixed an issue where the 10% movement speed buff wasn’t applied when the “accelerating” wind effect appears.  

 

- Fixed an issue where abnormal action will executed when maintaining [A] + [S] + [Space] + RMB 

 

l Natural Marksman (RMB) 

- Fixed an issue where using the skill while standing still sometimes appeared abnormally to the opponent. 

- Twin Fairy Arrow (3): Removed “Reduce Cooldown“ from the list of Skill Up Effects in the skill description to reflect the actual effect of leveling up the skill. 

 

l Low Kick(F) 

- Fixed an issue where Super Armor effect remained even after Super Armor effect has ended.  

 

l Blood Flurry (4) 

- Fixed the max HP consumption listed in the skill description from 120 to 200. 

 

- Sprint Dash Attack’s Stiffness effect has been reduced from 0.5 to 0.1 seconds.  

 

Thunder Breaker (3) 

- Reduced the damage by 25% when hit from melee range. 

- Added Super Armor to the skill description. 

- Changed the Skill level up effects from “Super Armor” to “Increased Super Armor Duration” 

 

l Golden Gate (4) 

- Fixed the skill description to match the actual max Thunder Breaker damage with the Golden Gate enhancement. 

 

After the last update, it was good to see Badal having a revival, but we felt that his 200% damage when landing Thunder Breaker in melee range was too much. So, we have reduced the melee range damage. 

 

 

l Sword of Judgment (Courage Stance 1) 

- Changed the blowback effect upon landing the 1st and 2nd hit to a Stun (0.6 seconds). 

- Changed so that out of the 2nd and 3rd hits, the Stun effect will not apply on Venslar’s striking animation. 

 

l Sacred Barrier (Endurance Stance 2) 

- Increased max damage as shown below and changed to apply damage immediately when the skill is used.  

  > Level 1: 335 

  > Level 2: 435 

  > Level 3, Ultimate Level: 602 

- Changed so that upon a successful hit, Super Armor effect will be ignored and the target will be inflicted with 7 seconds of DP down debuff. 

  > Level 1: Decrease DP by 10% 

  > Level 2: Decrease DP by 20% 

  > Level 3, Ultimate Level: Decrease DP by 30% 

- Fixed an issue where back attack was being applied when hitting the Scared Barrier. 

 

Venslar relies too much on a small list of skills while the rest of them doesn’t get used much. This goes against our original concept of an all-rounded Hero that wields a large variety of skills with 2 different stances. 

We have restructured her overall skills so that Sword of Judgment (Courage Stance 1) and Sacred Barrier (Endurance Stance 2) can be utilized in different ways.

 

 

l Orchid's Dance (RMB) 

- Fixed an issue where sometimes the 2nd and 3rd hits did not land after the 1st hit lands due to the increased distance of the 2nd and 3rd hits. 

 

l Nimbus Stride (4) 

- Fixed an issue where the attack buff wasn’t applied when using LMB after using the skill. 

- Added knockdown in the skill description. 

 

- Added a 0.1 second Stiffness effect to the crouching attack. (Same as other Heroes.) 

 

- Fixed an issue where basic attacks from a crouching position dealt the same amount of damage as normal basic attacks.  

- Fixed an issue where the 10% movement speed buff wasn’t applied when the “accelerating” wind effect appeared. 

- Fixed the sprint animation to appear more smoothly. 

l Avalanche (1) 

- Fixed an issue where Ultimate Skill Effects of Increase Travel Distance wasn’t applied. 

- Fixed an issue where damage would not apply sometimes when used against a wall. 

l Volcanic Leap (2) 

- Lowered the height of the jump. This will help with an issue where using the skill makes you jump over your opponent. 

l  Thunder Strike (3) 

- Adjusted to change direction more quickly when attacking with the axe after the thunder lands. 

- Fixed an issue where switching from using a matchlock to another action took too much time. 

l Low Kick (F): 

-  Increased damage by 57% 

> Before: 82.5 → After: 130 

Igrid has received lots of love since her release last week, but there were some bugs that we discovered. This week, we focused mostly on fixing bugs and quality of life changes. 

 

■ Dark Fog 

- Increased the HP decrease per second while in Dark Fog from 100 to 110. 

- Fixed an issue where Hungry Black Spirit could not land hits normally when moving against the environment, such as trees and fences.  

- Fixed the buff icon to display when you acquire 30% movement speed buff while in the Dark Fog. 

- Fixed the incorrect movement speed of 50% listed in the the Dark Fog effect description to 30% 

 

 

■ Monsters 

- Changed all attacks of AI Bots that hit consecutively within 0.1 second (counted as a double hit) to be counted as a single hit.  

- Monsters that can be affected by status effects will now have the same status effect duration as Heroes.   

- Doubled the chance of monsters spawning near Mage Tower and Pumpkin Farm at the start of the match. 

- Weapons and Sub-weapons of blue grade or higher can be obtained when defeating Shadow Knights and the spawn rate has been increased by 20%. 

- The HP of Elite Shadow Knights that appear in Dark Fog during early game has been decreased by 20% and the spawn rate has been increased by 30%.  

- Changed the name of the buff upon defeating a Demi River Stoneback Crab from “River Stoneback Crab” to “Demi River Stoneback Crab” 

- Increased the buff effect upon defeating Demi River Stoneback Crab from 30% Stamina Increase to 50%   

 

 

■ Specter System Changes 

- Changed Jump Gates to no longer spawn Specters when activated.  

  > The first Specter will spawn at 3 minutes 30 seconds in the center of the Shrine after the match starts.   

  > There will be message stating “Specters will spawn around the Blackstar.” when the Specter spawns.  

  > Afterwards, specters will spawn every 2 minutes near the Blackstar after the Blackstar stops moving for a total of 4 times.   

  > There may be an approxmiately 10-second margin of error for Specter spawns after the Blackstar stops moving.  

(3 min 30 sec / 5 min 20 sec - 40 sec / 7 min 20 sec - 40 sec / 9 min 20 sec - 40 sec / 11 min 20 sec - 40 sec) 

  > Stronger Specters will spawn as time passes.  

  >  Defeating a Specter will grant at least yellow-grade gear, Skill Book x1, and 200 Skill Points.   

- Doubled the speed the Blackstar travels when moving towards the center of the Dark Fog.  

 

There were many changes to the monsters in this update. 

Firstly, the northern region has been redeveloped and the number of monsters north of the Demi River has increased. Additionally, humaonoid monsters that spawn in village areas have been changed to drop only weapons to give farming in village areas a clearer purpose.  

Specter change is intended to give more value to fighting in the middle area and Specters now spawn regularly around the Blackstar located in center of the Dark Fog.  

Now it is impossible to use the Jump Gates to specifically farm Specters and we have increased the Specter rewards to encourage new opportunities of playing the game around the middle of Dark Fog. 

 

■ Ancient Weapons 

- Reduced the HP of Laytenn from 15,000 to 10,000. (Duration changed from 2 min 30 sec -> 1 min 40 sec)  

- Reduced the HP of Puturum from 24,000 to 15,000. (Duration changed from 2 min 24 sec -> 1 min 30 sec)  

- Reduced the speed of Laytenn’s Basic Attack (LMB) and Laser Attack (RMB) by 10%.  

- Fixed an issue where Laytenn would sometimes get stuck in the terrain and be unable to move when jumping forward.  


The Ancient Weapons were designed to give players a chance to come back from a rough start. However, we saw a lot of feedback saying that the Ancient Weapons were too strong after the buffs given on August 6, so we’re nerfing their duration and attacks.  

 

■ Other Fixes and Improvements 

- Changed King of the Hill mode to now start after 1 minute from 2 minutes once 2 or more players have entered.  

- The game will now display a UI asking you to change resolution if you enter the main lobby with an unsupported resolution.  

- Changed the size and design of the World Map.  

- Improved the World Map to adjust its size according to the screen resolution. 

- The amount of points needed to open a sealed item can now be viewed before you enter a match.  

- Added the option to minimize the game to the tray on the pop-up window that appears when trying to close the game.  

- Game masters will now be displayed with a “GM” tag in the front of their names when chatting. 

- Fixed a bug where the average tier of a game session was displayed incorrectly.  

- Changed the Heroes Introduction screen to change the story according to the skins.  

- Improved selecting loot to take from battlefield to display the requirements to obtain the loot.  

- A visual effect for the 5 second Kill Buff will now appear when defeating Heroes. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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