Update log
Full Berserk High update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Again!
Extracted changes
- Balance
- Gameplay
- Events
This update includes combat balance adjustments, with a particular focus on further improvements to the Swordforce system. In addition, a new “Encouragement Chamber” has been added, where you can obtain one piece of equipment when restarting your journey.
Here are the details:
More Is Better
Through multiple updates, the play experience of Swordforce builds has improved overall. However, one issue remained: unlike other types of skills, there was little benefit to assigning multiple Swordforce skills to quick slots.
Due to their short cooldowns and limited resource generation, players tended to rely on only one or two Swordforce skills during combat. To encourage more diverse usage, a new system has been introduced.
Now, the more Swordforce skills you assign to your quick slots, the more Swordforce gauge you gain. This effect applies starting from 3 skills, and filling all 8 slots with Swordforce skills will provide a significant boost. This should offer a completely new gameplay experience.
Number of Swordforce Skills in Quick Slots | Gauge Gain Multiplier (Auto Attacks)
0–2 | 1.0x
3 | 1.15x
4 | 1.3x
5 | 1.45x
6 | 1.6x
7 | 1.75x
8 | 1.9x
Additionally, when the Swordforce gauge exceeds its maximum, it will no longer reset to zero. Instead, the excess amount will be reapplied to refill the gauge and generate Swordforce Orbs. This removes the need to account for gauge loss during orb conversion.
However, the Swordforce gauge multiplier gained from basic attacks against the Formidable has been slightly reduced. While this change will have little impact on Art or Magic-focused playstyles, it is intended to balance Swordforce builds.
Swordforce gauge multiplier vs. the Formidable 1.5x → 1.35x
Other Balance Adjustments
Tier 1 Art skills were designed to maximize efficiency under specific conditions, which resulted in relatively low damage compared to their cooldowns. To make them more accessible for players unfamiliar with their optimal use, their damage has been slightly increased.
Echo Slider
Damage 840 → 920
Surface Slicer
Damage 1720 → 1760
Fang Pull
Damage 2840 → 2940
Energy Discharge
Cost 120 → 110
Propagation
Damage 680 → 720
Cooldown 2 → 1.5
Health Training
As ongoing updates have increased overall character durability, the risks associated with aggressive builds have been relatively reduced. To ensure defensive builds remain a compelling option, some HP-related values have been adjusted.
HP gained per level 9 → 7
HP gained from Health increases 43 → 47
Don't cry and retry
Berserk High continues to evolve its systems to allow players to overcome powerful enemies through persistent challenge. While there are no plans to introduce permanent progression through repeated runs, it is meaningful to provide players with motivation to try again after failure.
Starting with this update, if you die in the field or are defeated multiple times by the Formidable, your journey will end and you will be moved to the “Encouragement Chamber”. There, you can obtain equipment, reorganize, and begin a new journey with a slight advantage.
Don’t be discouraged and keep challenging yourself.
Closing
That concludes this update.
It has been incredibly rewarding to see the game continue to improve through your feedback. I would be truly happy if we can continue maintaining an environment that allows for ongoing updates.
This has been WrongTaken.
Thank you.
Source
