Hello, Leaguers! This is GM XiangYu.
Here I bring to you (finally!) our next developer's notes for our upcoming patches. Let's take a look!
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2.5.0 Developer's Note
Our upcoming updates focused on two points: Improving our in-game convenience and hero/combat item balances. We have a long way to go, and more specific details will be discussed in our patch note.
1. Redesign of Achievements: Daily Missions
Our biggest changes here is the redesign of the Achievement panel. The original achievements of the Iron League were the types that would rather fit well into the RPG game rather than the MOBA genre. Not only they were tedious to acquire but also its reward was too low and unsatisfying. So we got rid of all those achievements and implemented new Daily Missions! Those who were working hard for the original Achievements will be rewarded for their effort.

As the title shows, there will be four daily missions that will change day by day. Before you go right into the game, please check your missions so that you can play accordingly and get the rewards for completing them!
2. Ironsides Price Adjustment
Next, we adjusted some ironsides' prices. We have received tons of feedback from the users about the pricing of our game, and now it is the time to take action.

We will apply the new prices to these Ironsides with our 2.5.0 patch. For those planning to buy them, we strongly recommend you to make your purchase AFTER the patch.
3. Replay Improved
Replay is where new users can learn other's moves and old users be proud of one's own gameplay. The replays of the Iron League was somewhat inconvenient and only showed limited information of the game. So we have made it more convenient and knowledgeable.

1) Ironside/Target Panel
When you click the Ironside, the panel will show his/her skill levels, cooldown time, spells, HP, and stats. When you click minions or objects, the panel will show its HP and stats only.
2) Ironside Info Panel
You can check the Ironsides' stat panel. These stats will be updated real-time as the game progresses. Turn on/off this panel by clicking the arrow next to the portrait.
3) Timeline
The replay timeline has been divided for each team. If the Ironside is killed, it will be displayed in red/blue line. If the object is destroyed, it will be displayed as icons.
4) Scoreboard
The scoreboard will show the gold acquired by EACH Ironside.
4. Observer(Spectator) system added in Competition Mode
Thanks to our user's suggestion, we enabled the main manager of the Competition game to invite multiple observers. Enjoy the tournament with a bigger audience!


1) Invite players
As usual, you can invite users who will play the Competition Mode. This is separated from observer invitation.
2) Invite observers
You can invite users as "observers" (with the invitation icon that looks like an eye). Maximum 6 observers can enter the game.
3) How to switch players and observers
Only the main manager of the Competition game can switch players and observers. Observers can become players freely. In contrast, players can only be "exchanged" to observers. If there are no observers, players have to get out of the room and be invited as observers.
4) How to switch teams
The original team switch system remains. Additionally, the main manager can switch the players' team by drag&drop on the player's list.
5) Observer list
You can open/close the observer list by clicking the "Observer List" button at the center.
6) Observers also can post the replay of the game.
※Attention: If you are invited as the observer of a game, you cannot start your own match until that game ends.
5. Ironside/Combat item Rebalance
Before we start with this topic, we will briefly explain by what standard will the characters and items be balanced. Our main focus of balancing work is
- to enhance the supporter class Ironsides,
- to modify stats and skills to strengthen each Ironside's unique aspects
- to let the Ironsides make synergy even within the same class role.
Based on these principles, this time we concentrated on modifying some stats and skills for the overpowered and the weak Ironsides.
Please be aware that the balancing work is constantly in progress and the stat adjustments displayed below may also change again. When they do so, we will notify you further with additional notes.
Rebalanced Ironsides:
Alpha, Pong, Baku, Alexander, Kampe

Alpha
Alpha was too versatile, strong in both attack and defense. The boomerang had a too good attack stat buff and its damage was overly powerful. More than that, his passive skill lasted so long (1 minute!) that Alpha could stay on his battlefield with much less healing items. So we nerfed him, simply speaking.
- Power-up(Passive): Every stat bonus from the passive has decreased except the defense. - Attack +30, Attack speed +0.3, Defense +20, Movement Speed +0.3, HP regen +3 / Passive skill's cooldown time decreases by 1 second for every basic attack. => Attack +20, Attack speed +0.2, Defense +20, Movement speed +0.3, HP regen +2 / Passive skill's cooldown time decreases by 0.5 second for every basic attack.
- Super Boomerang(Q skill): Attack bonus of the boomerang decreased. Don't be obsessed with holding it! - Attack bonus: 25/35/45/50 => 10/20/30/40
- Lightning Kick(W skill): Alpha's knee kick was fast and stunning, just like lightning. Now, the skill's stun effect duration decreased. - Stun duration: 1 => 0.75 sec.

Pong
We expected cute Pong to show his prowess with his useful crowd control skills. However, his pick&win rates were both low. It is time for the curious beastkin to show his talent!
- Wind Elixir(Q skill): The elixir becomes lighter and is fermented a lot faster, but its healing effect decreases a little bit. - Cooldown time: 10 => 7 sec. - HP healed: 100/150/200/250 => 50/75/100/125 - Elixir duration: 30/30/30/35 => 25 sec. - Time for fermentation: 15 => 5 sec.
- Sweeping Tornado(W skill): Looks like Pong's fan got bigger! The wind's damage increased. - Damage: 25/75/125/175(80%) => 75/125/175/225(100%)
- Raging Twister(E skill): The wind's damage increased. However, the enemies airborne will fall faster. - Damage: 0/100/200/300 (140%) => 150/250/350/450 (150%) Airborne duration: 1.3/1.3/1.3/1.5 => 1/1/1/1.3 sec.

Baku
Baku's pick&win rate was not very high in contrast to his strong appearance. Back from his training, the Sankrinian martial artist has mastered his skills to higher level.
- The Deranged Wolf(Passive): We fixed an error with the damage stat bonus. - Per 100 damage received, next skill damage +20% => 10
- Wave Attack: Baku can use his wave attack more frequently. The skill cooldown decreased. - Cooldown time: 10 => 8 sec.
- Overwhelming: Baku can suppress his opponents more frequently. The skill cooldown decreased. - Cooldown time: 60 => 50 sec.

Alexander
Although Alexander showed up a lot in games, his win rate among the uppe- rank users was relatively low. We enhanced one of his ability so that he could be a better Ironside for top-tier Leaguers.
- Power smash Area of effect increased - Basic damage stat added: 0(40/60/80/100%) => 30/50/70/100(20/40/60/80) - Skill effect added: When activated, Alexander's movement speed increases by 0.5/1/1.5/2

Kampe
Although he was a competent general, Kampe also suffered from his low pick&win rate. Now he has come back as a seasoned warrior with a devastating firepower.
- Expertise(Passive): Based on his experience, Kampe can spot the enemy's weak spot easier. His defense penetration effect increased. - Def. Penetration: Character Level*2 => Level*3
- Vulcan Punch(W skill): Kampe restructured his handcannon. The area of effect increased.
- Barrage(E skill): Kampe also enlarged his ballistic cannonball. It became easier for him to target his prey.
Rebalanced Combat Items:
Curse of Blood, Shape of Madness
To help the range dealers to deal with tankers and bruisers, we increased the Defense Penetration stat for both items.

Curse of Blood
- Def. Penetration: 3/7/12/18/25 => 8/12/17/23/30

Shape of Madness
- Def. Penetration: 7/14/21/28/35% => 8/16/24/32/40%
Stat upper limit established
Until now the HP drain was very, and sometimes overly, effective in battle. This was because there was no upper ceiling for stats.
Now, the HP drain's upper limit is set so that users may have to choose different runes and items for survival.
- HP drain's upper limit: 50%
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Thank you for reading so far. We have much more to tell you, but we had to briefly introduce the change in our upcoming patch. For more update details, please check our patch notes. And if there is any change in our balancing, we will notify them.
See you all in our 2.5 updates!
