“Starward” Character Balance Adjustment Notice on June 6

Starward

《星之翼》是一款融合了机甲美少女与经典GVG格斗玩法的3D竞技游戏,玩法以1V1、2V2对战为核心。在《星之翼》中,玩家可操纵个性鲜明、战斗风格迥异的机甲少女,通过格斗射击、敏捷操作、战术制定,感受不止于地面的三维战斗体验。

Dear Commander: To provide a better gaming experience, we will perform a balance adjustment for some characters after the game maintenance at 12:00 on June 6. The changes are as follows: [Character Nerfs] Convallaria: 1. Basic performance adjustment: Total HP decreased: 3003→2723, Red lock distance decreased: 37→33 meters, Minimum dodge action time: 0.099→0.132 seconds 2. Fixed an issue where the shield HP would not be deducted when both the remote skill and the Red Flower Guard in defense mode hit simultaneously in Bloom state Hikari: 1. Reduced the shortest attack raise time of [Forward + Main Melee]: 0.165 seconds→0.198 seconds (Melee extension part minimum duration: 0.099 seconds→0.132 seconds) Elfin: 1. Added vertical angle limit for [Sub Melee] aiming: 60 degrees up and down [Character Buffs] Katerina: 1. Lock-on range increased: 31 meters→33 meters 2. Enhanced [Sub Melee]: No longer limited by ammo count, reduced action time after landing: 0.660→0.5 seconds, energy fully replenished immediately after action ends (Skill text also updated accordingly) Roland: 1. Adjusted [Main Shoot]: SHikarily reduced inertia displacement, removed backward displacement, added interrupt route: [Any direction + Sub Melee] can interrupt [Main Shoot] 2. Enhanced [Sub Shoot]: Paralysis duration increased: 1→1.5 seconds, shooting action duration reduced: 0.66→0.396 seconds 3. Adjusted [Backward + Sub Shoot] in Liberation state: Optimized damage structure, overall damage sHikarily reduced by 10~20 points 4. Adjusted [Forward + Sub Melee]: Normal state dash speed increased: 20→25 meters/second, duration reduced: 0.825→0.66 seconds, Liberation state duration reduced: 0.825→0.660 seconds, added interrupt route: [Forward + Sub Melee] can interrupt [Forward + Sub Melee] 5. Enhanced [Left/Right + Sub Melee]: Usable with empty gauge, reduced energy consumption for lateral movement, normal speed increased: 15→20 meters/second, Liberation state speed increased: 18→24 meters/second, damage detection time reduced: 0.066→0.033 seconds, hitting target in normal state will immediately enter Liberation state, final hit in Liberation state can trigger melee derivation 6. Enhanced [Sub Melee]: Removed upward jump displacement, hitting target will immediately enter Liberation state, damage detection time reduced: 0.165→0.066 seconds, minimum melee search time reduced: 0.33→0.165 seconds 7. Enhanced Liberation state [Main Melee][Left/Right + Main Melee]: Final hit will not exit Liberation state, can trigger melee derivation, no longer forcefully knock down target. Synchronized adjustment of derivation damage structure, significant increase in melee damage in Liberation state 8. Enhanced [Main Melee + Sub Melee Derivation][Main Melee + Sub Shoot Derivation]: Strengthening time advanced by 0.033 seconds, subsequent pose action time shortened by 0.33 seconds Zakharova: 1. Enhanced [Sub Melee]: Increased aiming angle limit: 35 degrees up and down→50 degrees up and down Aliz: 1. Enhanced dual-form [Main Shoot]: SHikarily increased inertia 2. Adjusted [Backward + Sub Melee]: Removed camera effects 3. Enhanced [Backward + Sub Melee]: Added automatic ammo recovery effect, 1 round every 0.8 seconds 4. Enhanced [Shooting] in Cinder state: Changed shooting ammo recovery method, no recovery→recovery after depletion 5. Adjusted [Sub Melee + Sub Melee Derivation]: Optimized damage structure, overall damage sHikarily increased by 20 points 6. Adjusted [Main Melee] in Azure Flame: Third stab can also trigger melee derivation, synchronized adjustment of main melee and derivation damage structure, sHikari increase in derivation damage by 20~30 points in Cinder state [Universal Character Adjustments] Scorpion: 1. Fixed an issue where the second hit displacement distance was too long when the first hit of [Left/Right + Main Melee] missed Aida: 1. Fixed an issue where [Left/Right + Main Melee] would not perform correctly on certain terrains Griffin: 1. Fixed an issue where [Sub Shoot] bullets would be cleared after using [Main Melee + Sub Shoot] derivation in winged state Cherub: 1. Fixed an issue where subsequent attacks might not be effective when using [Main Melee + Sub Melee] derivation 【General Adjustments】 1.【Defense】Added a 0.495-second raise time. If defense is successful within this time, both parties will retreat with the same stiffness time (excluding Xiaoling and Virtues's defense). 2.【Defense】If defense is successful after the 0.495-second raise time, a counterattack can still be made immediately, but the shield-striking party will accumulate a 10% damage reduction effect (excluding Xiaoling and Virtues's defense). 3.【Defense】No longer generates an additional 10 energy points when interrupted by dodging. 4. Now 【Defense】 can interrupt skills even in a zero-energy state. 5. Reduced the initial stiffness time of 【Defense】: 0.66 seconds → 0.33 seconds (excluding Xiaoling and Virtues's defense). 6. Weakened the minimum stiffness time after a successful 【Defense】: 0.165 seconds → 0.33 seconds. 7. Optimized the command buffering function during the initial stiffness time and the stiffness time after a successful 【Defense】. 8. Reduced the ammo recovery time of 【Defense】: 7 seconds → 2 seconds (excluding Xiaoling and Virtues's defense). We have been listening to player feedback regarding 【Defense】, which mainly focuses on its benefits outweighing the risks, leading to a poor offensive experience. Therefore, we have attempted a minor rework of defense, reducing the benefits of short-term defensive combat, hoping to reduce the negative experience for the offensive side while minimizing the impact on new players' counterattack experience. This change has a significant impact on combat, and we will monitor feedback and environmental changes in real-time to make timely balance adjustments. 9. Added a new feature for Melee Star Power Burst: After entering shield collision stagger, it will automatically exit stagger and recover, restoring 20 energy points (added to core description). 10. Increased the ammo recovery speed bonus for Shooting Star Power Burst: 100%→200% (core description updated). 11. Added a new trait for Shooting Star Power Burst: Increases shooting damage by 10% (added to core description). 12. Reduced the tracking speed of all characters' regular melee skills by 15% and tracking time by 10%. 13. Survival-type Star Energy Burst lock-on distance reduced from 13 meters to 35% 14. Initial falling speed increased: 5 m/s → gradually increases from 5 m/s to 10 m/s over 0.33 seconds 15. When sprinting away from the target, initial energy consumption will have an additional 20% cost; (current version only applies the 20% extra cost to continuous energy consumption) 16. Reduced command buffer time for [Dodge]: 0.33 seconds → 0.198 seconds (optimized to prevent double dodging when quickly pressing [Dodge] twice) 17. Trigger a [Dodge] effect when recovering in mid-air 18. New air energy penalty: After depleting energy, if staying in the air for more than 15 seconds or using 5 stop skills, all actions except Star Energy Burst will be disabled until the energy gauge is replenished