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Over the past few days, we’ve been making big adjustments to the foundation of the game. These aren’t small tweaks—they’re shifts aimed at making sure Seichi stays healthy for the long run. And yes, while we’ve been tuning things, some stuff has felt a little off. That’s expected.
The biggest change you’ve probably noticed is the move away from percentage-based damage increases and reductions, and toward static damage values and heavier use of stats.
Why? Because percentages were boxing us in. They made crafting dangerous—either things were weak and pointless, or they completely broke the game. By going static, we can finally build a system where crafting actually feels good and rewarding without blowing up balance.
I know change like this can feel disruptive, and I know some of you are skeptical (or memeing about it already). But this is a foundation we can build on. It gives us room to add things like crafted equipment and imbuing crystals without sending us back to a 3–4 turn burst meta.
I’m also working on a set of guides to break down the new fundamentals—what’s really changed, what hasn’t, and how you can adjust your playstyle to take advantage of the new systems.
We moved from percentage-based damage to static values to make combat healthier and open the door for crafting. Combos and fundamentals are still the same—you just have more options now.
@8/6/2025, 6:34:58 PM
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