VGN GM Jordan Posted December 18, 2025 VGN GM Report Posted December 18, 2025 Christmas Event? Hey everyone, due to time constraints we have canceled Christmas! Just kidding... We will be finishing it off over the next few days and will be releasing it next week with an earlier maintenance as for the next two weeks maintenance will be scheduled for Monday due to the holidays. For now we have put up the decorations in Aven! Major Class Update We have made adjustments to every single awakened class in the game! Wait Wait! Before you flame me, let me explain... This update isn't about buffing a certain class or nerfing another. This update is about fixing some fundamental issues the game has. Issue number 1 There seems to be a need to play a combination of classes and changing even one of those classes is unacceptable. This issue covers things from you must have a Trainer in the party or the whole concept of a Slash Party or Pierce Party. This has been a growing issue since the release of Dragonridge Sanctuary and has continue to grow until what it is today. It's unwelcoming to new players and returning players or just players who aren't very clued in with the game. Issue number 2 While related to issue 1 the next issue is that its hard to balance bosses health because you have the top end of the game with their perfect party setup who can kill a boss within a minute while you have the peer parties of the game taking 10-20 minutes to kill the same boss. Which leads to less game activity and a reluctance to help people. Again new players, returning players and the lower end of the playerbase struggle to even progress and something has to change before we can progress the games content. Solution So whats the solution? Well we want to neutralize the damage across the game. Lower the power curve between the best parties and the lower parties. So the first change we have made is for the most part we have removed DMG Taken debuffs from most places and in the places it has been kept it has been in a very small amounts where it is appropriate. In addition to the DMG Taken changes we have also changed the math behind how the DMG Dealt stat works in the game. Before the damage would exponentially grow with the amount of DMG Dealt buffs you had. Now all the damage dealt is added together and then is multiplied at the end. This is the same way that things such as Feather of Lightness DMG Dealt + 3% would work in the past. More info in the spoiler below! Spoiler The example : Your total spell damage is 100,000. Buff A : DMG Dealt +10%. Buff B : DMG Dealt +15%. Buff D : DMG Dealt +10%. Before the change this would work like this: 100,000 + 10% + 15% + 10% = 139,150 After the change this would work like this: 100,000 + (10% + 15% + 10%) = 135,000 Next we have introduced a new system called the Targeted Resistance system. Targeted Resistance basically a replacement for all resistance based debuffs in the game. It works the same way resistance works now except the only person who benefits from the resistance debuff is the person who applied it to the target. This should remove the entire concept of stacking slash / pierce / fire / dark classes together and opens up the concept of just playing any class you want to play. Important to note that summon pets and normal pets are linked to their owner, so any debuffs they apply will work for you and them aswell as any debuffs you apply directly. Finally we have rebalanced every single class. This includes all the above changes considered to make every class be in a similar position and have spent many hours testing the classes against a test dummy with a specific setup to try and remove as many x factors as possible. Now I cannot promise that every class is balanced perfectly that would be silly. But atleast as far as the testing data goes most classes are balanced accordingly.We have MDPS classes in the top 5 classes which was before unheard of unless the conditions where perfect. As a disclaimer we cannot guarantee perfection as testing in a test environment and in a live environment is two different beasts. So do not panic if a class seems way over tuned or another class seems way under tuned. We will be making some tweaks over the next few weeks based on feedback you provide us with. We're not posting information about the classes on this post as it would take far more time doing so than you just simply logging into the game and checking it out for yourselves! Other Class News We will be performing a complete Class Talent reset with this update. While we didn't necessarily need to do this we felt like it was the right thing to do. As even if you could still use your old Class Talent page it wouldn't matter in the end because of how much changes where made you'd more than likely want to change your Class Talent page so why bother making you waste your Memory Tomes. We have removed RNG modifiers from the Awaken Class spells. We have gone through every single class and fixed the text of every spell to follow a similar standard across all classes. We went into this patch knowing that we didn't want to change classes drastically in the case of we wanted classes to feel like the did before the patch from an identity point of view. However, we have done some bigger updates which we will list below with a small summary of the changes. Paladin We have provided the healing aspect of this class with some much loved Quality of Life changes. Less punishment on the Move SPD and increased debuff prevention. The single healer mode of this class has had significant buffs and adjustments to make it a powerful personal healer in pvp environments. The DPS mode of this class has had quite the overhaul. It may not be a top 10 DPS but it's not too far behind and can be a menace to society. Kage While the idea behind the old kage was nice the execution was subpar at best. We have kept the element swapping melee magic dps with 4 semi-unique stances while being a lot more simplistic in nature so you don't have to remember almost 40 different skills. This class is definitely a top 10 dps class and has often been in the top 5. Master Fencer This class was a bit of a miss. It didn't really do anything special and was only really used as a running class as it has a massive aoe spell for pulling monsters and decent damage. Since the updated Blood Knight update this class slowly fell out of existance and I bet half the players who play right now don't even know what the class does. So we have completely revamp the skill set in the hopes to make it both an aoe threat but also a damage threat. With a much more streamlined gameplay we hope this class feels like a homage to its pre-awaken version. Just like kage it is definatly a top 10 dps class when played correctly and has often performed in the top 5 classes during testing. Druid This class was all over the place. Simply put when trying to plan out its changes it gave me a headache. So what was the answer, start from scratch see what we have left to work with. We have tried to hone in on the transformation selection to make this class feel right. While I'm still not 100% sold on it based on testing result top dps in the Monkey mode and healing feels good. So far so good! Battleground Adjustments We have reduced the HP of both the Crystals and the Guardians. The Defence Crystal Guard passive has been adjusted (The Crystals Passive) Spoiler Defence Crystal Guard DMG Taken. 5 Players = DMG Taken -3%. 8 Players = DMG Taken -6%. 11 Players = DMG Taken -9%. 14 Players = DMG Taken -12%. 17 Players = DMG Taken -15%. 20 Players = DMG Taken -18%. Defence Crystal Guard DMG To players -20% -> -15%. Misc. Changes We have added a Max Level button to the Skill Interface so it's easier to level your skills. We have added a punching bag to guild towns. Fixed a bug where skills over level 120 would not show the next level version when hovering them. We have adjusted the health of bosses in the following content: Angelic Temple & Demonic Fortress Viridian Gorge Abyss & Deep Abyss Celestial Corridor Level 130 Trial's World Bosses Elemental Battlefield All normal class skills, pet skills and gear have been moved over to the Targeted Resistance system mentioned above. Removed all class skill bonuses from level 85 and level 95 weapons. This was done because it adds so much work to update any time there is a class update and these weapons are for the most part unused now. We have updated several racial based passives and racial based skills. We have tried to create better balance and have remove malice passives and made some dull passives better. Have a good day! 3 3
Recommended Posts