1. The Gauntlet is not just a balance issue, but a state where the 'class function has collapsed'
The Gauntlet currently has the following fundamental problems.
-Low basic attack power and low combat power compared to equivalent weapons
-Skill structure that makes it difficult to perform the role of supporter in large-scale battles (small increase in attack power/defense power, short-duration shields, etc. have low contribution to battles)
-Inferior in all aspects of motion, judgment, and hunting speed
-In-game weapon appearance not implemented
These problems have already exceeded the level that can be solved by simple numerical adjustments.
Even though there is a class with such serious accumulated problems, the development team has not yet expressed any official intention to respond in any form.
---
2. Announcing the development of new weapons while existing classes are neglected is inappropriate
The release of new weapons itself can be positive in terms of game expansion.
However, in the following situations, it rather becomes poison to user trust.
-Existing classes are not functioning properly
-Related improvement requests have been unanswered for weeks
-Gauntlet users currently classify the class itself as completely marginal
In this situation, prioritizing the announcement of a new ranged weapon
can only be interpreted as the following message.
"There are no plans to fix the Gauntlet."
"Creating a new class is more important than fixing a problematic class."
"Acquiring new users takes precedence over the inconvenience of current users."
This can seriously undermine trust in the game's operational direction.
---
3. Prioritize normalizing existing classes over new weapons
The Gauntlet is currently in the following situation.
-Lowest solo play efficiency
-Poor support function performance
-No contribution to PvP or large-scale battles
-No sense of equipment growth due to unimplemented appearance
In other words, no matter how much users invest, performance, visual satisfaction, and role performance are all impossible.
An operation that proceeds with the development of new weapons while neglecting such weapons
is an act of ignoring the experience and investment value of existing users, which is more important than content expansion.
---
4. Requirements
1. Before introducing the new ranged weapon, please be sure to clearly disclose the Gauntlet improvement plan and schedule.
2. Please provide official feedback on the Gauntlet issue.
3. Please recognize that normalizing existing classes should take precedence over new weapon development.
4. Please recognize that the Gauntlet needs a complete redesign, not just simple adjustments.
---
5. Conclusion
What is more important than announcing new weapons is making sure that the currently existing classes can perform their roles.
Gauntlet users are not opposed to adding new content,
but are pointing out that prioritizing the development of new weapons while neglecting existing classes undermines operational trust.
We request a clear statement and responsible action regarding the improvement of bare hands and gauntlets.



This game has lost the concept of getting items from field hunting ㅠㅠ
It's been a long time since the concept of getting rare legendary armor disappeared
The bigger problem is that the higher and stronger the hunting grounds, the higher the drop rate or the ability to get items.
The higher the hunting grounds, the less items come out ㅋㅋ
It's meaningless to pay to go to higher hunting grounds and get good items
And increase the world hunting ground experience or drop rate a bit
Damn it~



Hello! Stove members! This is Mojo Games.
We would like to share a little about the development status of our next game, [Flower Survivors].의 개발상황을 조금 공유하려고 합니다.
1. Added companion strengthening and animation!
2. Added re-roll function when selecting talents and skills!
3. Added buff item types and ranged enemies!
In addition to these, there are dozens of changes and additions,
and we will occasionally post development logs.
[Flower Survivors]Please look forward to it.
Thank you!



The best reason why roguelite games like Slay the Spire and Darkest Dungeon can be played frequently is because you can start a new game that feels fresh and exciting. Even if you lose immediately, you start over and it's fun.
CZN does not allow that. It pushes you to play the same few characters/team by limiting potential and growth exp. It pushes you to play same map for grinding items. You rarely lose Chaos run because you are always optimizing to get more resources. Losing Chaos run does not encourage you to start over for "fun". This makes game boring long-term and more of a chore, not a game.
CZN needs to either go more towards roguelite gameplay. I would recommend significantly reducing grind for new characters level up so people can at least have fresh ways to play the game. Or provide additional incentives for people to try less used strategies (Ex: Marvel Snap has optional missions/rewards for strange clear conditions).



Hi H8




I couldn't get the All-in-One Workshop copy to proc, but it finally did at the end ㅠㅠ




My computer broke down two days ago
After checking with a repair shop, I found that there was a problem with the computer's graphics card
and I couldn't access Road Nine because the D: drive (external hard drive) where Road Nine was installed was not recognized.
After replacing the graphics card and re-connecting the D: drive, I tried to run Road Nine,
but it kept failing to connect, so I deleted and reinstalled Road Nine.
However, the installation failed with a message saying that the drive could not be found,
so I contacted the customer center and received a reply saying 'reset the drive,' which I did, but the installation still failed.
When I inquired again, I was told not to use Korean for the folder name, but to use English, which was so absurd that I'm posting here.
I'm asking in case anyone knows how to do it.
The same message appears even when installing on the C drive or D drive,
and it doesn't work even after following the help instructions.




I fell for the charm of Guardian Knight yesterday.
I love the actions and skills so much...
['Guardian Knight' Super Awakening Skill Casting Capture]
#로스트아크 #로아 #7주년 #가디언나이트 #용녀 #맘에들어 #맘에듬 #좋아해 #행복하자 #또보자_1부 #반가워_2부



There are a lot of newbies
and a lot of returning players,
so it's bustling after a long time.
Well, it's not like it didn't exist before...
It feels cozy in winter after a long time.
But the reality is that it's cold right now..
[Afraid Roa Corn]
Well, let's work hard on Loa today!!
[Let's go]




1000 * 1
It didn't come out well today


Top Model Luluca
EE : SPD+10
Victory Pose (S2) - Grants the caster Skill Nullifier after use this skill
*** . . . Celine
Architect Laika
EE : CRI+12%
Laying the Groundwork (S2) - Seals the enemy for 2 turns after dispelling buffs
*** Just Seal annoying ML Ilynav, Celine, A.Yufine, Politis . . . some one who counter her penetrate DEF, CR push or non-attack skill punisher.
Closer Charles
EE : SPD+10
Closer (S2) - Increases Evasion granted to the caster cannot be dispelled. When this skill activated (+40% Readiness), grant Cascade to the caster.
*** He is easy be kill with 50% Evasion and easier after buff dispelled. As SPD opener build, he can push himself and S1+Cascade or S2 > S3 AOE Cascade for slower build.
Little Queen Charlotte
S3 - Smashes the enemy with a sword and attacks. When the enemy is defeated, inflicts extinction. Penetrates Defense by 50%. When the target's a Dark elemental Hero, ignores damage reduction, damage sharing effects, increases damage dealt and inflicts additional damage proportional to the caster's Attack to all enemies except for the target. Recovers Health of the caster proportional to damage dealt.
Soulburn (10 souls) S1 - Increases damage dealt
EE : ATK+15%
The Will of La Mare (S3) - Grants an extra turn to the caster when the enemy is defeated by The Will of La Mare.
*** I really want to remove her 50% Penetrate Defense because of ML Ilynav and just increase multiplier like ML Hwa but it's too alike. Extra turn after kill the target for more S1 attack and faster cycle S3 isn't bad.
Astromancer Elena
Imprint Concentration : Attack +18% >>> SPD+12
S1 - Attacks the enemy with a punishing melody. When the target has a debuff, increases damage dealt. When the caster is granted Star's Blessing, decrease Combat Readiness of the target by 20%.
EE : ATK+15%
Enraged Star's Retribution (S3) - Extend duration of Star Blessing by 1 turn
*** Many times I want to pick her for safety from counter attack but I risk to lose by speed contest. She will go with cleave team so speed is important. Most of the time I pick 4* Cidd, higher damage, kill 2 targets or holy sac target, no AOE/non attack skill punishment ,speed imprint. Her skills is fine but she isn't good enough to pick. Imprint SPD+12 alone will make her become OP.
Assassin Coli
S2 passive - When the caster is free of debuffs, has a 100% chance to be granted increase Attack for 1 turn at the beginning of turn. Grant stealth for 1 turn at the end of the turn. When the caster is stealthed, cannot trigger a counterattack when attacking.
EE change : S1 - Removes 3 Souls from the enemy after using Ambush. >>>
EE S3 - Grants a barrier to the caster for 2 turns. Barrier strength increases proportional to the caster's Attack.
*** Single target S.Tenebria. Also remove free of debuff condition from Stealth (if ML Choux EE can why her S2 can't).
Kitty Clarissa
S3 - Wiggles tail cutely, decreasing debuff duration on all allies by 2 turns, grant all allies immunity for 2 turns and granting the caster immunity and loveliness for 3 turns. Granting an extra turn.
Loveliness : Decreases damage suffered by 20%. When more than one damage reduction effect is granted, only the strongest effect is applied.
*** Just add more sustain for her. She is cute & lovely so, enemy hit her softer.
Great Chief Khawana
S1 - Cuts the enemy, with a 100% chance to restrict for 1 turn. When using this skill as dual attack, Increases damage dealt.
S2 (passive) - Increases Critical Hit Chance by 30%. When someone is Dual Attacking, increases Attack of the caster by 20%. Increased Attack effect can stack up to 4 times.
S3 - Releases power to dispel two debuffs from all allies, grant increased Speed and a barrier for 2 turns and enhanced Dual Attack to the caster. Barrier strength increases proportional to the caster's Attack. Grants an extra turn and extends the duration of buffs granted to the caster by this skill.
EE - ATK+15%
S1 - Damage dealt is increased by 10% when using Vertical Cut.
S2 - When someone is Dual Attacking, increases Combat Readiness of the caster by 15%.
S3 - Grant increase Attack to the caster for 2 turns after using Great Chief's Devotion.
*** With this changed, she can be use as meme dual attack queen and also PVE boss hunter. The buff extend after S3 is something she should has since released because her buff are barrier and speed that isn't much useful for attacker's turn, it's a waste of buffs duration.
Celestial Mercedes
S2 - Attacks all enemies with a massive light sphere, Increases Attack of the caster for 2 turns and increases Combat Readiness by 25% according to the number of critical hits made.
S3 - Attacks all enemies by releasing spells of The Last Spellbook. When the enemy is defeated with this skill, increase Combat Readiness of all allies except the caster by 20%. Damage dealt increases proportional to the target's lost Health.
EE - CRI+12%
S1 - Attacks two enemies with a Divine Bolt
S3 - Grant the caster increase Critical Damage for 2 turns after using Finale
S3 - Increase damage dealt by 15%
*** Her S3 named "Finale" so, use S2 first and end battle with Finale!


TM.Luluca needs her stable S1 double hit back.
I'd change her Skill 1 into: When used for the first time in a battle, cast this skill again.
So she can counter SE.Celine again.
And change LQC S2 to:
[ Do Not Challenge ]
The caster is not affected by any damage, debuffs or negative effects from Dark Elemental enemy heroes.
After the caster ends her first turn, dispel this effect.
So she always kills Harsetti, and with Sathe Ithanes her team always goes first against Harsetti teams.

Having more units to handle SE.Celine is good, I guess, it helps with game balance and prepares for next upcoming damage threshold units.
Everything looks good overall. small tweak, but a good one. Except for LQC, for me I think she needs more damage. Her EE should give her an attack buff before attacking. The penetration should be removed and her multiplier should be increased instead. (Including ignore mitigation)
Buffing her a little or making her feel less like a copy-paste unit is good, but what she really needs is a decisive buff. So SG can focus on buffing other units, not just her again and again in every Balance Note.
For A.Laika, I want +10 speed. (Straze too)
Celestial Merc. is not a typo right? Getting Crit Damage buff after full combo?

Everyone EE SPD+10 seem odd. She isn't that good for speed contest and also not opener sup like TML & Closer.
For C.Merc, no mistake. Her S2 already give self ATK buff so, it's surely too much to buff both by herself except change to S2 grant CDMG buff and ATK buff from her allies instead. The CDMG here is for PVE build or clear survive enemy so, just use DMG+15% for PVP.
LQC is very hard to buff because of Harsetti and ML Ilynav except you add game breaking buff like dotaplayer's idea. S3 pure DMG no pen is surely the best buff so, she can chop ML Hwa first. I'm not sure how other players build her these days. I think speed DMG is better than tanky build. So if I want to buff her can don't care how other use her maybe change her S2 passive DMG reduction and CR push after damage taken into offensive passive against Dark heroes like :
- Add ignore sharing & reduction in S2 and add Hit chance +100% in S3 vs Dark
- At the end of someone turn CR push if opponent has Dark hero

Haha, the speed thingy is only my preference. realistically her speed is the same as Tomoca 121, SG would never give extra 10 speed for hero that already have good speed.
LQC I think need that extra CR push. She is Libra, have balance stat, low attack, semi bulk, medium speed, hard to build her speedy, and she can't kill anyone because of her lackluster damage..
She need something like this:-
S3 : everytime someone end their turn and this skill is not in cooldown, increase combat readiness by 10%.
CR push same as Light Achates.
When she deal damage with S3, increased the damage dealt if attacking a dark elemental unit. ignore damage sharing and reduction.
S2 passive should change to:-
"everytime someone turn end, increase damage by 5% stack 10 times, removed all stack after attacking."
