Update log
Full Berserk High update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings, this is WrongTaken.
Extracted changes
- Balance
- Events
- Gameplay
Originally, I planned to release a small patch as a follow-up to the previous update. However, due to several core system changes and the resulting balance adjustments, this has evolved into a large-scale patch.
Here are the key changes:
Overkill System
Overkill, a core mechanic of the game, is a system that grants players a chance to face the boss—aka the formidable—if they eliminate additional enemies even after meeting the stage’s kill quota.
This gave players two options:
If you wanted to challenge the formidable, you'd push past the quota and trigger an Overkill.
If not, you could simply meet the quota and move on to the next stage.
However, I noticed some players were going for Overkill without intending to fight the formidable. Why? Likely for the bonus EXP. Once the quota was met, enemies would continue to spawn until Overkill was triggered, allowing players to farm additional experience.
That said, skipping the boss battle while farming EXP often resulted in slower character growth. And since regular enemies also provided varying EXP amounts, Overkill became less of a choice and more of an unspoken requirement.
To address this, I've removed the "additional kill count" requirement for Overkill. Now, simply reaching the stage's kill quota will automatically activate Overkill, spawning portals that allow you to either move on to the next stage or challenge the formidable directly.
While the term Overkill might feel a little out of place now, it still fits in the sense that you’ve taken down more than enough enemies. (At least, that's how I like to see it.)
Check out the new portal designs!
The left portal takes you to the next stage.
The right portal leads you straight into the fight against the formidable.
Swordforce Overhaul
Swordforce is a unique ability available only to our protagonist, Bella. It allows her to summon golden phantom blades that strike down enemies with swift, elegant force. By landing basic attacks, Bella builds up her Swordforce gauge. Once filled, it generates Swordforce Orbs—resources that fuel her powerful Swordforce skills. With extremely short cooldowns, this skill line offers a fast-paced, action-heavy playstyle (which is why Agility stat scales Swordforce damage!).
Swordforce skills also hold massive potential against the formidable. Unlike regular enemies, landing basic attacks on the formidable fills the gauge faster, enabling more frequent use of Swordforce skills. And when the formidable is staggered, Bella can unleash a barrage of these skills with zero restrictions.
Balancing Swordforce has been one of the toughest tasks. If the gauge fills too quickly, bosses go down too easily. If it fills too slowly, the high-tempo gameplay that defines Swordforce is lost.
So, I’ve adjusted key elements of the Swordforce system—fine-tuning them without compromising game balance. Here are the changes:
Swordforce System Adjustments
Max Gauge: 360 → 160
Base Gauge Gain per Hit: 45 → 40
Gauge Multiplier (vs. Formidable): 2x → 1.5x
Gauge Multiplier (vs. Staggered Formidable): 2x → 1x
Skill Adjustments: Swordforces
- PioneerCooldown 0.5s → 0.4s / Increased size
Judgment: Cooldown 1s → 0.8s
Conviction: Cooldown 0.8s → 0.7s
Severance: Cost 4 → 6
Exclusion: Damage 300% → 520% / Cooldown 1s → 0.8s
Purge: Cooldown 1s → 0.8s
- RetributionCooldown 1s → 0.6s / Increased size
Propagation: Cooldown 3s → 2s
Fury: Cooldown 9s → 15s
Inhibition: Cooldown 12s → 20s
Defiance: Knockback damage 30 → 20
Drive: Damage 960% → 880% / Knockback damage 28 → 20
Vigor: Damage 520% → 600%
Challenge: Damage
Source
