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Steam News15 May 20261mo ago

☕Tomo’s Teatime(◡‿◡) #12

Steam post image Tomo's Teatime - Shall We Talk? Hello, everyone. Today I wanted to talk about the issues we’ve identified regarding PVP balance adjustments and how we intend to improve it moving forward.

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changedSteam post image Tomo's Teatime - Shall We Talk? Hello, everyone. Today I wanted to talk about the issues we’ve identified regarding PVP balance adjustments and how we intend to improve it moving forward. As PVP has had relatively few changes to its content over time, various balancing issues have accumulated over the years. We truly appreciate you continuously providing feedback and patiently waiting despite the frustrations you may have experienced. We’d like to apologize for how long it has taken us to address these issues. To be transparent, there were very few PVP balance adjustments for an extended period of time. Even when adjustments were made, it often took a long time before further improvements followed. Because of this, we understand that many players have built up concerns and frustrations regarding the direction of PVP balance. When I first became the director, one of my biggest concerns was how to rebuild trust with the players. I believed it was important to continue being transparent about the issues we were seeing, why we came to those conclusions, and how we planned to improve them moving forward. Even if there are shortcomings or mistakes in the balance adjustment process, we believe we can continue improving things as long as we listen to your feedback, avoid being constrained by fixed ideas, and stay focused on the direction that best fits GrandChase. In fact, we believe we’ve continued refining our direction in recent updates by actively reflecting your feedback. PVP balance won’t be solved with a single patch, but we believe that as long as we continue improving it without giving up, we can eventually reach the direction we’re aiming for, even if progress is slow. ───────────────────────────── ■ What issues have been identified? The key issues we’ve been focusing on is as follows. Attack hitboxes being larger than their visible range or lingering longer than intended. Large differences in damage output between characters despite having similar difficulty, cost, and attack properties. Certain loopholes and unnatural behaviors within the combo down system. Differences in how Invincibility, Hyper Armor, and Super Armor are applied between characters. Differences in MP Recovery amounts between characters caused by MP Recovery buffs. Performance gaps in the early game caused by differences in Starting MP. In particular, issues related to attack hitboxes and starting MP disparities are topics the community has consistently continued to raise, and they are areas we are also paying close attention to. However, since attack hitbox issues affect a wide range of characters and skills, we plan to address them more extensively in the second phase after first establishing a set of common standards. ───────────────────────────── ■ How do you plan to adjust these issues? We also considered focusing on quickly fixing the most frustrating issues first. However, if we adjust things one by one without clear standards in place, some areas may feel better temporarily while the underlying problems remain unresolved. On the other hand, making large-scale changes to everything at once would make it difficult to determine which adjustments had meaningful impact and could also lead to unexpected issues. Due to this, we plan to approach these adjustments by first establishing a set of common standards, then improving things step by step based on those standards moving forward. Rather than buffing or nerfing specific characters, we are approaching this by first establishing a shared set of standards and rules. I believe the most important goal for this current balance adjustment is to keep each character’s uniqueness intact while maintaining a sense of ‘fairness’. At this stage, we believe the most important goal is to create a combat flow that feels fair and understandable regardless of which character you face, while also reducing the baseline gaps between characters. Of course, with so many characters and jobs in the game, it will be difficult to perfectly account for every case right from the start, even after establishing these standards. In fact, even throughout the adjustment process, new issues continue to be identified through your reports and feedback. That is also why we believe it is important to explain the standards and direction behind these changes. Once the foundation becomes more stable and these standards are firmly established, we believe we’ll be able to move beyond simply equalizing performance and begin balancing in ways that better preserve each character’s unique identity and gameplay style. Right now, we see this as being closer to the stage of gradually building the overall approach to balance and establishing shared standards one step at a time. We understand that today’s explanation alone may still leave many concerns unanswered. Some of you may still feel uncertain or worried about why certain changes are being made, or whether adjustments can be reverted if they turn out to be the wrong direction. If we determine that a decision was mistaken, we will thoroughly review the situation and consider adjusting the direction or rolling back the changes if necessary. Moving forward, we will continue doing our best to explain the intent behind these adjustments, our plans going forward, and the results of those changes in as much detail as possible. ■ Patch Order and Schedule Phase 1: Utility System Adjustments (Scheduled for May 20, 2026) → Phase 2: Attack Range/Hitbox Adjustments (Scheduled for June 10, 2026) → Phase 3: Damage Adjustments (Scheduled for July 1, 2026) → Phase 4: Additional Adjustments and Finishing Touches In Phase 1, we plan to first address the following elements. Hyper Armor/Super Armor/Invincibility Application Rules Standardization MP Recovery Adjustments Starting MP Value Adjustments We chose to adjust utility skills first because we believe that even if attack ranges or damage values are adjusted beforehand, it would be difficult for those changes to result in meaningful gameplay improvements while these systems remain inconsistent. The reason damage adjustments are planned for a later stage is because the combo down system currently exists in PVP. We do not believe this system is currently in a completed state, and we plan to review and address some of its issues alongside these adjustments. In addition, because the combo down system already has a significant impact on the flow of combat in the current PVP environment, simply adjusting damage values first could make it difficult to properly identify the root causes of balance issues, even if overall damage feels somewhat high. For example, even if damage values are identical, depending on who engaged first, who can use skills more safely, and who secured more MP first, actual performance can greatly vary. Therefore, we are planning to establish and renew the core structure and standards of PVP, then adjust damage values on top of that afterwards. ───────────────────────────── The roadmap is split into 4 phases, but we don’t plan on finishing the balance adjustments in a short period of time. We believe that PVP balancing cannot be perfected in a single patch. We will continue to improve things by monitor data and the playing experience until we reach a level that feels fair and understandable to players. In the long term, we also plan to build an environment where both PVP and PVE balance can be continuously reviewed and improved over time. Once a decent balance is achieved, we would also like to explore improvements beyond simple numerical adjustments. We want to create a system that provides platers with ongoing goals and reasons to continue engaging with PVP. We don’t believe that PVP can be enjoyed for a long time by only adjusting numbers. Rather than being a mode focused solely on wins and losses, we want PVP to become something where players can pursue goals to grow, have their skill recognized, and continue feeling motivated to challenge themselves. We will continue improving PVP with that long term vision in mind. After each stage of these adjustments, we will continue sharing the changes and their results through patch notes and Teatime updates. ───────────────────────────── If you have any feedback or frustrations you’ve experienced while playing PVP, please continue sharing them with us through Discord. We will carefully review the feedback you send and continue reflecting it in our direction moving forward. Going forward, we will continue making steady improvements so you can directly feel those changes while playing. Thank you! ☕ Sincerely, Tomo

GrandChase changes

changedSteam post image Tomo's Teatime - Shall We Talk? Hello, everyone. Today I wanted to talk about the issues we’ve identified regarding PVP balance adjustments and how we intend to improve it moving forward. As PVP has had relatively few changes to its content over time, various balancing issues have accumulated over the years. We truly appreciate you continuously providing feedback and patiently waiting despite the frustrations you may have experienced. We’d like to apologize for how long it has taken us to address these issues. To be transparent, there were very few PVP balance adjustments for an extended period of time. Even when adjustments were made, it often took a long time before further improvements followed. Because of this, we understand that many players have built up concerns and frustrations regarding the direction of PVP balance. When I first became the director, one of my biggest concerns was how to rebuild trust with the players. I believed it was important to continue being transparent about the issues we were seeing, why we came to those conclusions, and how we planned to improve them moving forward. Even if there are shortcomings or mistakes in the balance adjustment process, we believe we can continue improving things as long as we listen to your feedback, avoid being constrained by fixed ideas, and stay focused on the direction that best fits GrandChase. In fact, we believe we’ve continued refining our direction in recent updates by actively reflecting your feedback. PVP balance won’t be solved with a single patch, but we believe that as long as we continue improving it without giving up, we can eventually reach the direction we’re aiming for, even if progress is slow. ───────────────────────────── ■ What issues have been identified? The key issues we’ve been focusing on is as follows. Attack hitboxes being larger than their visible range or lingering longer than intended. Large differences in damage output between characters despite having similar difficulty, cost, and attack properties. Certain loopholes and unnatural behaviors within the combo down system. Differences in how Invincibility, Hyper Armor, and Super Armor are applied between characters. Differences in MP Recovery amounts between characters caused by MP Recovery buffs. Performance gaps in the early game caused by differences in Starting MP. In particular, issues related to attack hitboxes and starting MP disparities are topics the community has consistently continued to raise, and they are areas we are also paying close attention to. However, since attack hitbox issues affect a wide range of characters and skills, we plan to address them more extensively in the second phase after first establishing a set of common standards. ───────────────────────────── ■ How do you plan to adjust these issues? We also considered focusing on quickly fixing the most frustrating issues first. However, if we adjust things one by one without clear standards in place, some areas may feel better temporarily while the underlying problems remain unresolved. On the other hand, making large-scale changes to everything at once would make it difficult to determine which adjustments had meaningful impact and could also lead to unexpected issues. Due to this, we plan to approach these adjustments by first establishing a set of common standards, then improving things step by step based on those standards moving forward. Rather than buffing or nerfing specific characters, we are approaching this by first establishing a shared set of standards and rules. I believe the most important goal for this current balance adjustment is to keep each character’s uniqueness intact while maintaining a sense of ‘fairness’. At this stage, we believe the most important goal is to create a combat flow that feels fair and understandable regardless of which character you face, while also reducing the baseline gaps between characters. Of course, with so many characters and jobs in the game, it will be difficult to perfectly account for every case right from the start, even after establishing these standards. In fact, even throughout the adjustment process, new issues continue to be identified through your reports and feedback. That is also why we believe it is important to explain the standards and direction behind these changes. Once the foundation becomes more stable and these standards are firmly established, we believe we’ll be able to move beyond simply equalizing performance and begin balancing in ways that better preserve each character’s unique identity and gameplay style. Right now, we see this as being closer to the stage of gradually building the overall approach to balance and establishing shared standards one step at a time. We understand that today’s explanation alone may still leave many concerns unanswered. Some of you may still feel uncertain or worried about why certain changes are being made, or whether adjustments can be reverted if they turn out to be the wrong direction. If we determine that a decision was mistaken, we will thoroughly review the situation and consider adjusting the direction or rolling back the changes if necessary. Moving forward, we will continue doing our best to explain the intent behind these adjustments, our plans going forward, and the results of those changes in as much detail as possible. ■ Patch Order and Schedule Phase 1: Utility System Adjustments (Scheduled for May 20, 2026) → Phase 2: Attack Range/Hitbox Adjustments (Scheduled for June 10, 2026) → Phase 3: Damage Adjustments (Scheduled for July 1, 2026) → Phase 4: Additional Adjustments and Finishing Touches In Phase 1, we plan to first address the following elements. Hyper Armor/Super Armor/Invincibility Application Rules Standardization MP Recovery Adjustments Starting MP Value Adjustments We chose to adjust utility skills first because we believe that even if attack ranges or damage values are adjusted beforehand, it would be difficult for those changes to result in meaningful gameplay improvements while these systems remain inconsistent. The reason damage adjustments are planned for a later stage is because the combo down system currently exists in PVP. We do not believe this system is currently in a completed state, and we plan to review and address some of its issues alongside these adjustments. In addition, because the combo down system already has a significant impact on the flow of combat in the current PVP environment, simply adjusting damage values first could make it difficult to properly identify the root causes of balance issues, even if overall damage feels somewhat high. For example, even if damage values are identical, depending on who engaged first, who can use skills more safely, and who secured more MP first, actual performance can greatly vary. Therefore, we are planning to establish and renew the core structure and standards of PVP, then adjust damage values on top of that afterwards. ───────────────────────────── The roadmap is split into 4 phases, but we don’t plan on finishing the balance adjustments in a short period of time. We believe that PVP balancing cannot be perfected in a single patch. We will continue to improve things by monitor data and the playing experience until we reach a level that feels fair and understandable to players. In the long term, we also plan to build an environment where both PVP and PVE balance can be continuously reviewed and improved over time. Once a decent balance is achieved, we would also like to explore improvements beyond simple numerical adjustments. We want to create a system that provides platers with ongoing goals and reasons to continue engaging with PVP. We don’t believe that PVP can be enjoyed for a long time by only adjusting numbers. Rather than being a mode focused solely on wins and losses, we want PVP to become something where players can pursue goals to grow, have their skill recognized, and continue feeling motivated to challenge themselves. We will continue improving PVP with that long term vision in mind. After each stage of these adjustments, we will continue sharing the changes and their results through patch notes and Teatime updates. ───────────────────────────── If you have any feedback or frustrations you’ve experienced while playing PVP, please continue sharing them with us through Discord. We will carefully review the feedback you send and continue reflecting it in our direction moving forward. Going forward, we will continue making steady improvements so you can directly feel those changes while playing. Thank you! ☕ Sincerely, Tomo

Steam post image Tomo's Teatime - Shall We Talk? Hello, everyone. Today I wanted to talk about the issues we’ve identified regarding PVP balance adjustments and how we intend to improve it moving forward. As PVP has had relatively few changes to its content over time, various balancing issues have accumulated over the years. We truly appreciate you continuously providing feedback and patiently waiting despite the frustrations you may have experienced. We’d like to apologize for how long it has taken us to address these issues. To be transparent, there were very few PVP balance adjustments for an extended period of time. Even when adjustments were made, it often took a long time before further improvements followed. Because of this, we understand that many players have built up concerns and frustrations regarding the direction of PVP balance. When I first became the director, one of my biggest concerns was how to rebuild trust with the players. I believed it was important to continue being transparent about the issues we were seeing, why we came to those conclusions, and how we planned to improve them moving forward. Even if there are shortcomings or mistakes in the balance adjustment process, we believe we can continue improving things as long as we listen to your feedback, avoid being constrained by fixed ideas, and stay focused on the direction that best fits GrandChase. In fact, we believe we’ve continued refining our direction in recent updates by actively reflecting your feedback. PVP balance won’t be solved with a single patch, but we believe that as long as we continue improving it without giving up, we can eventually reach the direction we’re aiming for, even if progress is slow. ───────────────────────────── ■ What issues have been identified? The key issues we’ve been focusing on is as follows. Attack hitboxes being larger than their visible range or lingering longer than intended. Large differences in damage output between characters despite having similar difficulty, cost, and attack properties. Certain loopholes and unnatural behaviors within the combo down system. Differences in how Invincibility, Hyper Armor, and Super Armor are applied between characters. Differences in MP Recovery amounts between characters caused by MP Recovery buffs. Performance gaps in the early game caused by differences in Starting MP. In particular, issues related to attack hitboxes and starting MP disparities are topics the community has consistently continued to raise, and they are areas we are also paying close attention to. However, since attack hitbox issues affect a wide range of characters and skills, we plan to address them more extensively in the second phase after first establishing a set of common standards. ───────────────────────────── ■ How do you plan to adjust these issues? We also considered focusing on quickly fixing the most frustrating issues first. However, if we adjust things one by one without clear standards in place, some areas may feel better temporarily while the underlying problems remain unresolved. On the other hand, making large-scale changes to everything at once would make it difficult to determine which adjustments had meaningful impact and could also lead to unexpected issues. Due to this, we plan to approach these adjustments by first establishing a set of common standards, then improving things step by step based on those standards moving forward. Rather than buffing or nerfing specific characters, we are approaching this by first establishing a shared set of standards and rules. I believe the most important goal for this current balance adjustment is to keep each character’s uniqueness intact while maintaining a sense of ‘fairness’. At this stage, we believe the most important goal is to create a combat flow that feels fair and understandable regardless of which character you face, while also reducing the baseline gaps between characters. Of course, with so many characters and jobs in the game, it will be difficult to perfectly account for every case right from the start, even after establishing these standards. In fact, even throughout the adjustment process, new issues continue to be identified through your reports and feedback. That is also why we believe it is important to explain the standards and direction behind these changes. Once the foundation becomes more stable and these standards are firmly established, we believe we’ll be able to move beyond simply equalizing performance and begin balancing in ways that better preserve each character’s unique identity and gameplay style. Right now, we see this as being closer to the stage of gradually building the overall approach to balance and establishing shared standards one step at a time. We understand that today’s explanation alone may still leave many concerns unanswered. Some of you may still feel uncertain or worried about why certain changes are being made, or whether adjustments can be reverted if they turn out to be the wrong direction. If we determine that a decision was mistaken, we will thoroughly review the situation and consider adjusting the direction or rolling back the changes if necessary. Moving forward, we will continue doing our best to explain the intent behind these adjustments, our plans going forward, and the results of those changes in as much detail as possible. ■ Patch Order and Schedule Phase 1: Utility System Adjustments (Scheduled for May 20, 2026) → Phase 2: Attack Range/Hitbox Adjustments (Scheduled for June 10, 2026) → Phase 3: Damage Adjustments (Scheduled for July 1, 2026) → Phase 4: Additional Adjustments and Finishing Touches In Phase 1, we plan to first address the following elements. Hyper Armor/Super Armor/Invincibility Application Rules Standardization MP Recovery Adjustments Starting MP Value Adjustments We chose to adjust utility skills first because we believe that even if attack ranges or damage values are adjusted beforehand, it would be difficult for those changes to result in meaningful gameplay improvements while these systems remain inconsistent. The reason damage adjustments are planned for a later stage is because the combo down system currently exists in PVP. We do not believe this system is currently in a completed state, and we plan to review and address some of its issues alongside these adjustments. In addition, because the combo down system already has a significant impact on the flow of combat in the current PVP environment, simply adjusting damage values first could make it difficult to properly identify the root causes of balance issues, even if overall damage feels somewhat high. For example, even if damage values are identical, depending on who engaged first, who can use skills more safely, and who secured more MP first, actual performance can greatly vary. Therefore, we are planning to establish and renew the core structure and standards of PVP, then adjust damage values on top of that afterwards. ───────────────────────────── The roadmap is split into 4 phases, but we don’t plan on finishing the balance adjustments in a short period of time. We believe that PVP balancing cannot be perfected in a single patch. We will continue to improve things by monitor data and the playing experience until we reach a level that feels fair and understandable to players. In the long term, we also plan to build an environment where both PVP and PVE balance can be continuously reviewed and improved over time. Once a decent balance is achieved, we would also like to explore improvements beyond simple numerical adjustments. We want to create a system that provides platers with ongoing goals and reasons to continue engaging with PVP. We don’t believe that PVP can be enjoyed for a long time by only adjusting numbers. Rather than being a mode focused solely on wins and losses, we want PVP to become something where players can pursue goals to grow, have their skill recognized, and continue feeling motivated to challenge themselves. We will continue improving PVP with that long term vision in mind. After each stage of these adjustments, we will continue sharing the changes and their results through patch notes and Teatime updates. ───────────────────────────── If you have any feedback or frustrations you’ve experienced while playing PVP, please continue sharing them with us through Discord. We will carefully review the feedback you send and continue reflecting it in our direction moving forward. Going forward, we will continue making steady improvements so you can directly feel those changes while playing. Thank you! ☕ Sincerely, Tomo

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Steam News / 15 May 2026

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