The Quinfall: Patch v1.0.0.24

Games News

Vawraek Technology, Inc. announced the release of Patch v1.0.0.24 on Sunday via their Discord and Steam page. You can caravan your way on over to their Steam page for a look at the official patch message, here.

Get that coffee and perhaps a snack ready. This is a pretty hefty patch over all as it were. Lots of changes, quite a bit of it for the betterment of the over all game play. At least strictly from this Hobbit’s opinion.

I’ve already noted quite a few great quality of life additions to this patch myself. Of course, the class I prefer to play was not in the line of fire for the combat over hauls so to speak.

Well, at least not unless you include the fact that melee can move and auto-attack now. I’ll happily admit that, this was a much needed change to the combat of the game.

It is just taking a bit of adjustments on my part as melee are not quite as easy to out maneuver at this stage. In truth, I feel like this change probably should have been in effect at their official launch. The sheer volume of happy melee players running around in Larcbost swinging their weapons while sprinting around was hilarious!

Explore well, travel safe, and good luck collecting that water.

-Hobbit

The Quinfall – Patch v1.0.0.24

Massive Combat and Balance Update

Hello everyone,


With this update, we are making in game combat mechanics much more fluid and completely reshaping class balance.

A much more exciting experience awaits you in the Quinfall world with comprehensive changes made in the combat zone, free form melee abilities, and new reward systems.


Balance & Combat Improvements


In this update, our primary focus has been improving combat clarity, responsiveness, and overall gameplay flow.

Over time, we observed that the high density of crowd control effects across multiple classes was negatively impacting the pace and readability of combat. Encounters—especially in large-scale battles—often left little room for counterplay. With this patch, we are taking a significant step toward reducing excessive crowd control and creating a healthier, more skill-driven combat environment.

Additionally, based on valuable player feedback collected throughout the week, we’ve implemented a number of targeted improvements in the Combat Zone to better align with community expectations and gameplay experience.

Necromancer

The Necromancer has been performing beyond its intended role. While designed as a durable, frontline-capable caster, its damage output exceeded expectations, allowing it to dominate fights without meaningful trade-offs.

To better align the class with its core identity, we’ve adjusted its damage profile while reinforcing its summoner and debuff-oriented strengths:

  • Necro Herd
    • Damage behavior has been reworked: each summon now deals damage only once.
    • Overall damage has been adjusted accordingly.
  • Grave Legion
    • Skeleton movement speed increased by 50%.
    • Spawn rate increased by 50%.
  • Revenant’s Vengeance
    • Now reduces the target’s damage by 20% for 5 seconds.

Dev Note for Necromancer

Necromancer’s power was too heavily concentrated in burst damage while also maintaining high durability. With these changes, we’re redistributing its strength into sustained pressure and team utility, reinforcing its intended identity without allowing it to dominate fights uncontested.

Elementalist

The Elementalist excels in long-range area control and large-scale engagements. However, the immediacy of its abilities and the amount of crowd control available left little room for opponents to react.

To improve counterplay and reduce frustration in large fights:

  • Meteor
    • Crowd control effect removed.
  • Tornado
    • Added a 0.7-second pre-impact indicator before activation.
  • Ice Cage
    • Added a 0.7-second pre-impact indicator before activation.
  • All ranged AoE abilities
    • Maximum range reduced by 10%.

Dev Note for Elementalist

Elementalist remains a powerful area-control class, but its previous lack of counterplay created frustrating gameplay, especially in large-scale fights. These changes introduce clearer reaction windows and slightly higher positioning risk while preserving its core strengths.

Dual Crossbow

While originally designed as a high sustained DPS class, Dual Crossbow had access to excessive crowd control and chaining potential, creating an unhealthy balance dynamic.

To address this:

  • Explosive Arrow
    • Projectile speed increased by 25%.
    • No longer collides with friendly units.
  • Stun Bomb
    • Stun duration reduced to 0.5 seconds.
    • Fixed an issue where the character could get stuck mid-air during casting.
  • Steel Trap
    • Armor reduction decreased from 50% to 25%.

Dev Note for Dual Crossbow

Dual Crossbow was offering too much control alongside its already high damage output. By reducing its crowd control and defensive shredding, we’re keeping its DPS identity intact while removing its ability to lock down targets for extended periods.

Dual Dagger

  • Ambush
    • Cooldown reduced from 27s to 24s.
    • No longer collides with allies.
  • Poison Shroud
    • Retreat distance increased by 25%.

Dev Note for Dual Dagger

These changes are focused on improving fluidity and consistency. Dual Dagger should feel agile and precise, rewarding smart positioning and quick engagements rather than being limited by mechanical friction.

Two Handed Sword

The Two-Handed Sword represents a high-impact melee playstyle, built around strong engagements and sustained frontline pressure. While effective in close combat, some aspects of its kit were overly restrictive in moment-to-moment gameplay.

To improve overall combat flow and responsiveness, we’ve adjusted how the class interacts with its core mechanics:

  • Frenzy
    • Damage component removed.
    • Can now be activated while moving without entering animation lock.

Dev Note for Two-Handed Sword

Two-Handed Sword should feel powerful and fluid in close-range combat. Previously, Frenzy created unnecessary rigidity despite being a core part of the kit. By removing its damage and allowing activation during movement, we’re giving players more control and flexibility while maintaining the class’s aggressive identity.

Spear & Dual Dagger (Auto Attacks)

  • Spear and Dual Dagger
    • Auto-attack damage reduced by 25%.

Dev Note for Spear and Dual Dagger

Basic attacks were contributing disproportionately to total damage output. This adjustment emphasizes ability usage and decision-making, leading to more interactive and skill-based combat.

General Combat Changes

  • Dodge Mechanic
    • Energy cost increased from 25 → 33.
  • Power Stones
    • Critical Strike Chance reduced from 1.3% → 1%.
  • Heavy Set Bonus
    • Added +10% Critical Defense Chance.

Dev Notes

These systemic changes aim to reduce excessive burst and mobility while strengthening defensive options. Overall, this should lead to more deliberate combat pacing and greater build diversity.

Developer Commentary

Our goal with this patch is not simply to reduce power, but to improve the overall quality of combat.

By lowering excessive crowd control, toning down outlier damage sources, and introducing clearer counterplay windows, we aim to create a more balanced, fair, and engaging experience for all players.

We understand that balance changes—especially nerfs—can be sensitive. Every adjustment in this patch has been made with long-term game health in mind, ensuring that each class retains its identity while contributing to a more enjoyable and competitive environment.

We will continue closely monitoring gameplay data and your feedback as these changes go live.

System Adjustments

  • Free form melee movement has been added.
    • All melee characters can now perform basic attacks while moving, providing a more dynamic gameplay experience for melee classes.
  • Adjustments has been made to Combat Zone.
    • The entry fee for the Combat Zone has been set to 10m. The number of monsters has been increased by 3x, and the zone is now accessible only via Channel 4 (CH4).
  • A new Silver Prize Wheel Variant (Variant 2) has been added.
    • Added new rewards including 5x Tera and 1x guaranteed Tera, along with additional bonus rewards.
  • Adjustments has been made to Vorgath World Boss.
    • Vorgath World Boss HP has been reduced by 10%.
  • Adjustments has been made to PvP bonus gain in the Combat Zone.
    • The PvP bonus gained in the Combat Zone has been increased from 2x to 3x.
  • A visual stat issue related to newly added Elite accessories has been fixed.
    • This fix ensures that the displayed stats of Elite accessories now accurately reflect their actual in-game values, providing a more reliable and consistent experience for players.
  • Adjustments has been made to grindable items for Ancient Ore.
    • Equipment that can yield Ancient Ore but was previously marked as non-grindable can now be placed into the grinder.
  • Buffs obtained from the Pelthera Statue are now received as Scrolls and can be activated from the inventory.
    • This change has been implemented to provide greater flexibility and convenience, allowing players to activate their buffs at the time of their choosing directly from their inventory.
  • A new buff has been added to the Pelthera Statue.
    • Granting +15% PvP Defense for 10 minutes.
  • Alchemist and Weaponsmith NPCs have been added to the Combat Zone.
    • Longer gameplay sessions in the Combat Zone by allowing players to manage their needs without leaving the area.
  • Fall damage and damage treshold has been adjusted.
    • Fall damage has been reduced by 30%, and the minimum damage threshold has been increased by 50%.
  • Fixed an issue where players could move into safe zones from certain edge points within the Combat Zone.
    • This fix addresses unintended access to safe zones, ensuring fair gameplay and preventing players from gaining an advantage by bypassing Combat Zone mechanics.
  • Vorgath World Boss timers has been adjusted.
    • Vorgath World Boss will now spawn every 6 hours in the Combat Zone.
  • PvE Score gain has been adjusted in the Combat Zone.
    • Combat Zone mobs now grant 1000 PvE Score when defeated.
  • A guaranteed Tera Protection reward has been added for the player who deals the highest damage to the Kraken Boss (or a random member of their party). This is in addition to the existing Tera drop chance.
    • This adjustment has been made to increase the overall value of Kraken Boss rewards and ensure that top contributors are more meaningfully rewarded.
  • Tera Shards have been added to the game.
    • Collect 100 shards and right-click to obtain 1 Tera Protection. These shards are now guaranteed drops from all World Bosses and Dungeon Bosses. Additionally, Combat Zone mobs and Treasure Room Chests now have a chance to drop Tera Shards.
  • The drops from creatures in the combat zone, except for bosses, are shared equally among everyone in the party. with the upcoming patch.
    • This adjustment aims to promote cooperative gameplay in the Combat Zone by ensuring that all party members are fairly rewarded for their efforts.

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