Let's start sixth TOD weekly news.
This week news will focus on upcoming KO system remade.
Anyone who have played Crusader character will have seen KO skill where enemies are sometimes killed in one hit.
The KO skill is a so-called victory skill that ends the game by inflicting damage that defeat the target monster in one shot.
However, the conditions that caused this were quite difficult.
- The target is not a boss type or a monster that is immuned from KO
- Your DEF will be higher than your opponent's ATK
- Occurs at a certain probability (default 7%) when attacked
Need to DEF had to be high, very difficult to see the KO itself for characters who grow mainly with ATK, such as witch hunter. Therefore, we want to sublimate this KO into a good game system by combining it with other feedback.
First of all, there is a new KO gauge. Start at 0/100 and collect all the gauges, will manually press the R key during combat to activate KO. It's difficult to activate right away in the combat sequence. So, it will be called in the closest processing sequence, turning it into a system that can directly intervene in the game. Similar to a smoke grenade.
Through this, I hope that many people gave me feedback about wanting to have something to intervene in battle. Auto-battle is good point for TOD, but we know some players need more control like us smoke bomb.
KO can be activated at any time to knock down the enemy in one shot. Still immune to bosses and some monster can be resist. But we considering the use of the changed KO, we are planning to use it strategically in boss fights as a ultimate skill that inflicts great damage. As long as it doesn't affect the balance too much.
The concept of the resources that fill the KO gauge is also finished to some extent. +1 per turn, +3 for defeating an enemy, +1 for completely blocking an enemy's attack (0 damage), etc. We designed the resources so that both offensive and defensive heroes can utilize KO.
In addition, by adding skills or artifacts that have effects such as adjusting the amount of resources obtained and the maximum value of the gauge itself. We are expanding many contents so that you can configure a skill tree that can actively use KO.
Lastly, KO skill have dedicated effects. It is not currently implemented, but each character class has a different KO effect. This will be applied at the same time as change. It is longer and more wonderful than other effects.
Currently, the KO system are still under discussion. It may change as posted in the news today, or it may change in a slightly different direction. If you have any opinions about the KO system, please comment.
3rd tower beta testing is ongoing. Some bugs and balance patches are also made from time to time. That are not announced separately. If you run into any issues during beta playing, please let us know through the community or comments.
Thanks for watching weekly news!
