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STORY
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In a world ruled by the goddesses Lua and Lea, there were those who resisted the law of the Cycle. Possessing powers beyond mortal limits, they fought to protect humanity— and were slain by the hands of the goddesses. Yet even after their bodies perished, they remained as stars, watching over the world and passing their power on to their successors. In response, the goddesses created executioners whose purpose was to kill the Constellations— the Constellation Slayers. Having slain the Constellations, they eventually fell into slumber. But as the line of succession never ended, they have begun to awaken once more. Stars and executioners. Guardians and annihilators. The struggle begins again.
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Developer Note - [2nd CBT Feedback and Balance Adjustments, Final Part]
In this developer note, we would like to continue from our previous discussion on combat system changes and share our balance direction for heroes based on their intended concepts. 【Naila】 Naila is a Warrior hero who can unleash high DEF Penetration in short bursts while increasing her allies’ Dodge. However, during the last CBT, many players pointed out that her Skill 3, Dive Bomb, was outperforming other damage dealers in PvP. In practice, the skill’s high damage coefficient and penetration effect created burst damage that opponents had little room to respond to, causing PvP battles to swing too quickly in one direction. Our intended role for Naila is not that of a main damage dealer. Instead, she is meant to be a secondary damage dealer who disrupts and intervenes on the front line through Physical Dodge effects. That said, the efficiency of one skill went far beyond the expected range for a secondary damage dealer. Combined with a limited hero pool and Naila’s high versatility, this led to her appearing especially often in battle. We understand that this made her feel overly strong and, at times, frustrating to face. Because of this, we are conducting a full review of skill efficiency for Naila and other heroes who received balance adjustments. This will not be a one-dimensional nerf that simply lowers damage. Instead, we are reviewing each hero’s role in battle from multiple angles. By considering factors such as Mana requirements, skill uptime, and additional effects, we will continue fine-tuning balance so that each hero can perform according to their original concept. 【Epis】 We received feedback that Epis’s effectiveness as a damage dealer dropped sharply after the DEF-ignoring effect was removed from Skill 1, Absorbing Blow, and that Skill 2, Nightmare, became too difficult to use in PvP due to its increased Mana requirement and delayed activation. In particular, many players asked why Naila’s Skill 3 was allowed to retain its penetration effect while Epis’s DEF-ignoring effect was removed, creating a sense of imbalance. Our goal was for damage dealers to rely less on the same DEF Ignore or Penetration formula, and instead express strengths that fit each hero’s unique concept. With that in mind, Epis’s Skill 1 was designed around the idea of “absorption,” reducing the enemy’s ATK while increasing her own ATK so that she could grow stronger as battle continued. However, when considering the system shift toward auto-battle, we found that Epis, who had been designed with manual control in mind, had too much difficulty maintaining her own buffs during combat. We also identified several overlapping issues, including the fact that her base damage coefficients were set too low.

Developer Note - [2nd CBT Feedback and Balance Adjustments, Part 2]
【Before We Begin】 In this developer note, we would like to discuss combat system changes that affect the overall flow of battle. Early in development, our goal was to refine King’s Raid combat for the current service environment. As part of that direction, we explored ways to make manual play more rewarding, while also reducing the fatigue of repeated clears by offering a Sweep feature for content players had already completed. As a result, hero balance and content were being developed around a structure where decision-making and skill usage in manual play carried more weight. However, after reviewing player behavior and feedback from both CBTs, we determined that King’s Raid combat should be refined around auto-battle, which is more familiar to many players, rather than a manual-play-focused structure. This does not mean we are simply reverting our previous direction. Based on the play patterns and feedback from the CBTs, we are reorganizing combat so King’s Raid can preserve its familiar feel while allowing each hero to perform their role clearly in auto-battle. As part of this, we are consolidating the three previously divided hero styles and revamping the combat system so each hero’s role and strengths stand out more clearly. In this note, we will share our future direction for Reina and Morrah, two heroes who received significant feedback regarding the burden of skill management and combat sustainability. 【Reina】 Reina is a single-target damage dealer defined by fast attacks through short cooldowns and strong Critical Hit capabilities. During the 2nd CBT, we received feedback that maintaining her core buff became much more demanding after the duration of Skill 2, Sharp End, was reduced from 20 seconds to 10 seconds and its Mana cost was increased. As a result, players felt that Reina’s fast attack tempo and strength as a powerful single-target damage dealer were not being expressed as well as before.

King’s Raid Official Discord Server Now Live
Hey everyone! The official King’s Raid Discord server is now open! Join our community to get the latest updates on development news, events, and more. You’ll hear it here first, straight from the source. It’s also a space to connect and chat with fellow players from around the world who are looking forward to the return of King’s Raid. Tap the link below to join and be part of the conversation: ▶ [Join the Official King’s Raid Discord] ◀ We can’t wait to hear your thoughts. See you on Discord! ※Please check the server rules and guidelines before participating. ※The official Discord supports Korean, Japanese, Traditional Chinese, and Global (English). ※When you join, you’ll be able to access language-specific channels based on your selected role.




