Update log
Full The Quinfall update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
Hello everyone,
With this update, we are making in game combat mechanics much more fluid and completely reshaping class balance. A much more exciting experience awaits you in the Quinfall world with comprehensive changes made in the combat zone, free form melee abilities, and new reward systems.
Balance & Combat Improvements
In this update, our primary focus has been improving combat clarity, responsiveness, and overall gameplay flow.
Over time, we observed that the high density of crowd control effects across multiple classes was negatively impacting the pace and readability of combat. Encounters—especially in large-scale battles—often left little room for counterplay. With this patch, we are taking a significant step toward reducing excessive crowd control and creating a healthier, more skill-driven combat environment.
Additionally, based on valuable player feedback collected throughout the week, we’ve implemented a number of targeted improvements in the Combat Zone to better align with community expectations and gameplay experience.
Necromancer
The Necromancer has been performing beyond its intended role. While designed as a durable, frontline-capable caster, its damage output exceeded expectations, allowing it to dominate fights without meaningful trade-offs.
To better align the class with its core identity, we’ve adjusted its damage profile while reinforcing its summoner and debuff-oriented strengths:
Necro Herd
Damage behavior has been reworked: each summon now deals damage only once.
Overall damage has been adjusted accordingly.
Grave Legion
Skeleton movement speed increased by 50%.
Spawn rate increased by 50%.
Revenant’s Vengeance
Now reduces the target’s damage by 20% for 5 seconds.
Dev Note for Necromancer
Necromancer’s power was too heavily concentrated in burst damage while also maintaining high durability. With these changes, we’re redistributing its strength into sustained pressure and team utility, reinforcing its intended identity without allowing it to dominate fights uncontested.
Elementalist
The Elementalist excels in long-range area control and large-scale engagements. However, the immediacy of its abilities and the amount of crowd control available left little room for opponents to react.
To improve counterplay and reduce frustration in large fights:
Meteor
Crowd control effect removed.
Tornado
Added a 0.7-second pre-impact indicator before activation.
Ice Cage
Added a 0.7-second pre-impact indicator before activation.
All ranged AoE abilities
Maximum range reduced by 10%.
Dev Note for Elementalist
Elementalist remains a powerful area-control class, but its previous lack of counterplay created frustrating gameplay, especially in large-scale fights. These changes introduce clearer reaction windows and slightly higher positioning risk while preserving its core strengths.
Dual Crossbow
While originally designed as a high sustained DPS class, Dual Crossbow had access to excessive crowd control and chaining potential, creating an unhealthy balance dynamic.
To address this:
Explosive Arrow
Projectile speed increased by 25%.
No longer collides with friendly units.
Stun Bomb
Stun duration reduced to 0.5 seconds.
Fixed an issue where the character could get stuck mid-air during casting.
Steel Trap
Armor reduction decreased from 50% to 25%.
Dev Note for Dual Crossbow
Dual Crossbow was offering too much control alongside its already high damage output. By reducing its crowd control and defensive shredding, we’re keeping its DPS identity intact while removing its ability to lock down targets for extended periods.
Dual Dagger
Ambush
Cooldown reduced from 27s to 24s.
No longer collides with allies.
Poison Shroud
Retreat distance increased by 25%.
Dev Note for Dual Dagger
These changes are focused on improving fluidity and consistency. Dual Dagger should feel agile and precise, rewarding smart positioning and quick engagements rather than being limited
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