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Hero's Heart Day 2025: All in Your Mind!

Dove | Friday, February 14, 2025

Hey there, heroes!

Hero's Heart Day has come around once again! Of course, Big Daddy needs your help, but this time, it's serious! Well, more serious than usual, at least.

The ancient giant, Odium, is stirring, and Big Daddy needs to train a new champion to face him! And you're the best (and possibly only) candidate!

Play this year's Hero's Heart Day quest: All in Your Mind from the Book of Lore!


Also this week, a new cosmetic item is available from the DC Cosmetics shop!

You can now obtain the Chaotic ThreadWrap for 300 Dragon Coins!


Also this week, we have a few balance adjustments and updates!

First up, ShadowHunter has received several (slightly overdue) changes to reduce the dominance of Blade Prey Seeker, as well as bring it closer in line with other offensive classes.

  • Combo 2 base damage increased to 180% from 150%.
  • Combo 3 base damage increased to 240% from 200%.
  • All 3 Combo Skills now go on 3 Cooldown when a Combo expires, either naturally or when purged.
  • Finisher base damage has been adjusted to 270% + 10% per combo step, from 200 + 50% per combo step.
  • The +STR/DEX/INT from Blade Prey Seeker has been moved to Gun Prey Seeker.
  • Blade Prey Seeker duration increased to 4 from 3.
  • Gun Prey Seeker duration increased to 3 from 2.
  • Gun Prey Seeker cooldown increased to 11 from 8.
  • Tricky Prey effect reduced to +15 Boost, +25 Bonus, +25 Crit, +20 Avoidance from +25 Boost, +40 Bonus, +40 Crit, +30 Avoidance.
  • Shadowbane base damage increased to 150% up from 125%.
  • Revenantbane base damage increased to 5x30% up from 5x25%.
  • Revenantbane effect reduced to 25+5x Combo Step Health resist, from 50+5x.
  • Silvered Revenantbane effect reduced to 40+10x Combo Step Health resist, from 70+10x.
  • Silvered Evilsbane base damage increased to 350% from 300%.

Epoch has received a couple changes to reduce the effect of stacking offense to extremely high degrees while under multiple defensive effects.

  • Ultra Boost/Hex can now only be used on the second turn of a double turn again, except for DragonByte/Lament Epoch
  • Ultra Aim Hex effect reduced to -65 Bonus from -80 Bonus.

Corrupted Doom/Timeless Destiny Epoch:

  • Power Boost Overload reduced to +60 Boost, from +75.
  • Defense Boost Overload reduced to +120, from +160.
  • Power Hex Overloard reduced to -60 Boost/Crit, from -70 Boost/Crit.
  • Aim Hex Overloard reduced from -90 Bonus, from -100.

Partly in preparation for Arachnalchemy, a change to Immobilization effects has been made this week.

How stuns affect the player has changed.

The chance for a stun effect to be applied to the player remains the same, checked against Immobility + All resistance.

However, previously, stuns that applied to the player had a flat 66% chance of taking effect on the player's turn. Now, that chance has been changed to check against only your Immobility resistance (without All resist). This means that if you have 40 Immobility and 40 All, although you will have an 80% chance to not recieve the stun debuff, each turn, you will only have a 40% chance of not being immobilized (since the All resist is not counted for the chance).

This also means that if you have received a stun debuff, you can change to equipment that maximizes Immobility resistance in order to reduce the chance of being immobilized during each turn of the effect.

To help mitigate this, outside of challenge areas such as the Inn at the Edge of Time, the chance to resist immobilization taking effect is always at least 50 in Normal Mode or 75 in Adventure Mode (0 in Doomed Mode), compared to the previous flat 66%. In other words, in normal play, if you have less than 50 Immobility resist, your chance of resisting will be 50%, but if you have more than 50, say, 55, then your chance will be 55%.

Also,

  • You can also now flee battles on pet and guest turns!

Phew! Pretty big changes! But that's all for this week!

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