Update log
Full TBH: Task Bar Hero update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello.
Extracted changes
- Gameplay
- Balance
This is the TBH : Task Bar Hero development team.
The Playtest has been updated to ver 0.01.03.
Detailed update contents are as follows.
Combat Balance Adjustments
Knight
Lv. 20 Passive – Add HP Per Kill: 2 → 3
Ranger
- Main Weapon Attack Damageoverall adjusted to about 1.6× the previous value
Lv. 20 Passive – Projectile Damage: 7% → 15%
Lv. 30 Passive – Attack Speed: 4% → 5%
Lv. 50 Passive – Damage Life Leech: 2% → 0.5%
Lv. 60 Passive – Projectile Speed → changed to Area of Effect Damage (15%)
Lv. 60 Passive – Cooldown Reduction → changed to Projectile Damage (15%)
Lv. 70 Passive – Attack Speed: 4% → 6%
Priest
Lv. 20 Passive – Skill Heal: 5% → 7%
Lv. 40 Passive – Block Chance: 30% → 3%
Lv. 60 Passive – Armor: 10 → 50
Lv. 80 Passive – Max HP: 10 → 20
Lv. 80 Passive – Skill Heal: 5% → 7%
Mage
10-point investment passive – Critical Chance ↔ Area of Effect Increase positions swapped
Critical Chance (Base Value) Passive: 1.5% → Critical Chance (Percentage Increase) 20%
Lv. 20 Passive – Fire/Cold Damage: +2% → +10%
Lv. 40 Passive – Attack Damage: +1 → +2
Lv. 70 Passive – Critical Chance (Base Value): 2% → 0.3%
Lv. 80 Passive – Attack Damage: +1 → +3
Hunter
- Hunter weapon Attack Damageoverall adjusted to about 1.3× the previous value
- Hunter base Attack Speedreduced by 0.1
- Sub-weapon base statchanged to Critical Damage (min 20% ~ max 300%)
Active – Explosive Bolt damage: 230% → 334% (per-level increase 20% → 31%)
Active – Quick Reload cooldown: 12s → 14s
- Active – Charged Trap (Fire) explosion damage500% → 800% / Fixed an issue where Ignite was not being applied / Explosion delay: 1s → 1.5s
Active – Charged Trap (Cold) explosion damage: 200% → 300% / Explosion delay: 2s → 0.8s
Active – Charged Trap (Lightning) explosion damage: 350% → 425% / Shock proc chance: 30% → 100%
Active – Auto Crossbow cooldown: 14s → 12s / damage: 50% → 175%
Active – Lightning Arrow damage: 400% → 270% (per-level increase 30% → 20%)
Lv. 1 Passive – Attack Damage: 1 → 2
Lv. 30 Passive – Max HP: 10 → 15
Lv. 40 Passive – Evasion → changed to Critical Chance (Base Value 3%)
Lv. 50 Passive – Attack Damage: 20 → 3
Lv. 60 Passive – Lightning Damage: 2% → 15%
Lv. 60 Passive – Critical Damage: 20% → 15%
Lv. 70 Passive – HP Per Hit: 20 → 3
Lv. 80 Passive – Critical Chance (Base Value): 2% → 0.5%
Lv. 80 Passive – Critical Damage: 20% → 15%
Slayer
- Main Weapon damage increasedoverall adjusted to about 1.1× the previous value
- Sub-weapon base statchanged to Attack Damage Percentage Increase (min 15% ~ max 200%)
Active – Smash Jump: 230% → 310% (per-level increase 20% → 25%)
Active – Crushing Blow: 160% → 620% / per-level increase 15% → 40% / required basic attack count 7 → 5 / area-of-effect radius 400 → 470
Active – General's Roar: stun duration 1s → 2s
Active – Earth Smash: 120% → 370% / per-level increase 10% → 25% / required basic attack count 10 → 9
Active – Axe Whirlwind: 50% → 100% / per-level increase 16% → 8% / cooldown 15s → 18s
Lv. 10 Passive – Add HP Per Kill: 3 → 5
Lv. 50 Passive – Area of Effect Damage Increase: 5% → 15%
Lv.
Source
