The First Berserker: Khazan

The First Berserker: Khazan

The First Berserker: Khazan

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请注意,本通知仅针对北美地区的《第一狂战士:卡赞》玩家。 1. 我们将更改服务条款(2025年8月14日生效) 我们正在更改服务条款,以更新与NEXON Co., Ltd.及其子公司和关联公司的争议解决方式。这些变更包括新的非正式争议解决流程、仲裁程序的更新,以及放弃参与集体仲裁的权利。 如果您不同意新的争议解决程序,您可以按照新服务条款第X节中描述的流程选择退出。根据您的居住地点,部分变更可能不适用于您,具体如服务条款中所述。我们也重新明确,若您从授权第三方处购买我们的游戏及游戏内物品,您的购买行为将受该第三方条款与条件的约束。 这些变更将在您自变更后首次访问或使用NEXON Co., Ltd.及其子公司和关联公司运营的网站、游戏、移动应用程序以及其他交互式软件产品和服务(以下简称“服务”)时生效。您可以通过点击链接查看服务条款的变更内容。 如果您不同意服务条款的变更,且不愿按照服务条款第X节所述流程选择退出,您将不得使用服务。您可以随时通过删除账户终止对服务的使用。除非您按照服务条款第X节所述选择退出,否则通过访问服务,您即同意对服务条款的变更。

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Hello Berserkers! This is Junho Lee, Creative Director of The First Berserker: Khazan. Before we dive into the details of what's coming, I'd like to address something many of you have been curious about: the recent difficulty rework. Why did we change the difficulty names? At launch, we set our intended standard experience as "Normal" and added a more accessible option labeled "Easy." We figured that if players found the game too difficult, they'd simply switch to Easy. But when we looked at the data, we saw that many players just quit the game without ever changing the difficulty. When we asked why, a lot of people said, "I'd rather quit with dignity than drop it down to Easy." Some also said that if the default had been called "Hard" instead, they would've felt okay about switching down to "Normal." Difficulty is subjective, and each player experiences Khazan's challenges differently. That's why we offered multiple difficulty options from the start. We wanted more people to enjoy Khazan, and we thought it would be better to let players freely adjust the challenge. We thought it was up to the player to lower it if it's too hard or raise it if it's too easy. That's one of the biggest lessons I've learned from all of you. So, we changed the difficulty names to give players more flexibility. The old "Easy" is now called "Normal," and the old "Normal" is now "Challenge." We also changed the default starting difficulty to "Normal." Why did we add a Beginner difficulty? Many players recommended Khazan as a good entry point into hardcore action or Soulslike games, especially since it had an Easy mode. But at the same time, we also heard a lot of feedback saying, "Sure, there's an Easy mode… but it's the hardest Easy mode I've ever played." One of Khazan's strengths is that it offers selectable difficulty levels as a hardcore action game, so we wanted to expand that range and make it a game we could confidently recommend as a true starting point. To that end, we didn't just adjust combat parameters. We also added quality-of-life features like enemy outlines when out of combat, so it's easier to recognize targets and engage at your own pace. With this Beginner difficulty, I hope more players can jump into Khazan without feeling pressured, and, once they build confidence, take on the challenge of Normal or Challenge difficulty. Why did we add a Hardcore difficulty? The truth is, Khazan's current difficulty has already been significantly toned down through extensive testing and polishing. But for those who have already completed Khazan's challenging journey, we wanted to bring back that raw, intense thrill we originally envisioned. During development, the early boss prototypes were brutally difficult, and we even considered compiling them into a separate game mode. Unfortunately, aside from the difficulty, those early versions weren't polished enough to be released. Instead, we created a new difficulty setting with a set of strict limitations designed to capture that same primal thrill. While testing, we thought, "Maybe this is a bit too much?" So we added an attack damage bonus to soften the blow. But to our surprise, many of you cleared it more easily than expected. For this patch, we're rolling it out in its pure form, exactly as we originally envisioned it. We're also preparing improvements to address some of the inconveniences tied to the camera that's exclusive to this mode. Based on many of your requests, we've added to our to-do list the option to use the Hardcore camera in other difficulties. . . . Now, let's get into the details of the June 27 update! This is probably what you've all been waiting for. The Khazan (F) DLC will be available for free to everyone, and players who log in online by 4:29 PM on June 26 UTC will receive the Pathfinder Pack as a bonus! For more information, please check out our previous announcement: [A Thank-You Gift for Joining Us at the Start of Our Journey]. Boss Exhaustion Duration Adjustment The exhaustion durations have been extended for early bosses: Yetuga, Blade Phantom, and Viper. Exhaustion is one of the core mechanics of combat. Enemies in an exhausted state take additional damage and can't put up a fight, giving you a window to unleash free attacks, including the powerful Brutal Attack. But we came to see that, since players are still getting used to the game when they're fighting these early bosses, the exhaustion window for early bosses may be too short. So we've increased it a bit. We did go back and forth on it quite a bit because this could technically be seen as a boss nerf. Ultimately, we felt it was important to give players a bit more time to engage with and learn the exhaustion mechanic early on. Combo Guide Improvements We've added tutorial guides to Stormpass that introduce each weapon's mechanics and basic combos during their respective trials. These guides are designed to help new players quickly understand each weapon's unique features, try them out, and use simple combos right away. Sprint Stamina Cost Reduction We found that adjusting Sprint Stamina cost in higher difficulties didn't actually make the game more challenging. It just made it more frustrating. To deal with this aspect of the challenge, we've lowered the Sprint Stamina cost in both Challenge and Hardcore difficulties to match the Normal setting. We also considered removing the cost entirely… but we'll need a bit more time to make that call. Spirit of Advocacy Requirement Lowered We heard a lot of feedback that requiring a Lacrima of Circulation to summon a Spirit of Advocacy often disrupted boss progression. And I completely agree. After careful consideration and multiple internal discussions, we've finally decided to remove this requirement. Augment Gear Requirement Lowered & Danjin Shop Helm Purchase Limit Removed We received a lot of feedback on the augment gear system. As I've mentioned several times on Discord, we believe this system needs a fundamental improvement. But since that kind of change would require large-scale development, we've made some interim adjustments to address the immediate inconvenience. Starting with this patch, inherited gear will receive a fixed level increase based on the grade of the material gear: Legendary: +5, Epic: +4, Unique: +3, and so on. We've also removed the one-time purchase limit on Danjin Shop rewards, allowing you to buy them repeatedly without restrictions. [Ultimate Challenge] Reward Improvements We've enhanced the performance of the set items obtainable through Great General's Crucible and Berserker's Bloodshed. Rewards earned from Great General's Crucible will also be upgraded from Epic to Legendary tier. And we've increased the drop rates for consumable crafting materials so you can gather more resources more easily. While not part of this patch, here's a quick preview of what we're working on behind the scenes: Gear Tier Upgrade System For example… you'll be able to upgrade Epic gear to Legendary. Weapon Value (Scaling) Adjustment System B, C weapon scaling values will be adjustable or upgradable. Chance to Obtain Certain Items Upon Dismantling Gear It has a chance to give you set crafting materials or grade upgrade items! Lacrima of Circulation Sales It might seem like a simple change, but replacing the existing item data in inventories will take a bit of work. We're also working to improve some of the more tedious or frustrating sections in level-based gameplay, and looking to make leveling feel more rewarding overall. And now, for an important announcement! The First Berserker: Khazan (Extended Original Game Soundtrack) will be released at 3 AM on June 27 UTC! It features 33 hand-picked tracks in addition to the original launch OST and will be available on Nepli's YouTube channel and on other music platforms. We hope everything we've prepared brings even more enjoyment to all you Berserkers out there. Thank you, truly, for your unwavering love and support for Khazan. Sincerely, Junho Lee . . . ※ Some terms may be subject to change as development progresses.

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Hello Berserkers, This is Junho Lee, Creative Director of First Berserker: Khazan. Around this time last year, I remember thinking, "By next spring, Khazan will be out…" Now, summer is already upon us here in Korea. It's been three months since launch, almost 100 days now. It hasn't been an easy journey, but thanks to your support and enthusiasm, Khazan has achieved great results so far. I'm truly grateful. And now, I can finally reveal a spoiler I've been holding onto! We're preparing a special gift as a token of our appreciation for everyone who has played the game since launch. We'll be sharing more details in a separate announcement soon, so please hang tight. Now, let's dive into the upcoming update! Gameplay Experience Improvements We're finally adding some long-awaited features! Skill Preset System added Gear Preset System added Inventory sorting by name added Storage capacity increased from 100 to 500 slots We're also updating the drop rate for set item crafting materials from main mission bosses to 100% and increasing the drop rate for the Augment of Wisdom. Combo Tutorial Added We've made it easier to learn various skill combos. You'll now find a new "Combo" tab in the Encyclopedia, with basic combo guides for each skill tree level. Try checking out combo information and practicing directly in-game. Difficulty System Improvements Big changes are coming to the difficulty system. The current "Easy" difficulty will be renamed to "Normal," and "Normal" will become the default setting when starting a new game. The current "Normal" difficulty will be renamed to "Challenge." A new difficulty "Beginner" is being added. This new setting includes added conveniences to help players who are new to action games learn Khazan's combat system in a more comfortable and less stressful way. If the difficulty feels too low, you can always switch to "Normal" or "Challenge" at any time. For those looking for a real challenge, we're adding a new "Hardcore" difficulty. "Hardcore" is a special difficulty that unlocks after completing the first playthrough on "Challenge." It can be started as a New Game, and difficulty cannot be changed mid-playthrough. As the toughest difficulty, Hardcore hides monster HP and Stamina gauges. Support systems such as the Spirit of Advocacy, Phantom Form, and Change Attributes are also disabled. Hardcore also features its own balance settings and a unique camera lock-on perspective, offering a fresh and intense way to experience Khazan. Online Demo Temporarily Suspended Following steady updates after launch and the major difficulty revamp in this patch, the gameplay experience between the demo version and the full game has grown significantly different. We have therefore decided to suspend access to the demo version for now and will reassess our future plans before providing an update. We appreciate your understanding as we strive to provide a more consistent experience across the board. . . . About Our Patch Philosophy We've consistently worked to improve the game by listening closely to your feedback both before and after Khazan's release. We believe that game design isn't something set in stone. It's something we shape and refine together with our players. That's why the most important question we ask ourselves when reviewing feedback is: "Does this expand Khazan gameplay experience?" Our goal isn't just to remove inconveniences. It's to help players better understand and enjoy the game. For example, the previous balance patch included a nerf to the "Trance" spear build. Even though this might be less fun for existing players, we made this decision because we believe it is more important to provide new players with an experience and environment where they can explore various playstyles and carve out their own paths. Before the patch, the "Trance spam" build was widely seen as the only viable option while other styles were considered inefficient or not worth using. This seemed counter to our intent, which is for players to better understand the game, discover diverse strategies, and develop their own playstyles. Our approach is to support diverse playstyles and find the in-game balance by improving underused skills and builds rather than weakening strong ones. However, in the case of "Trance," the performance gap compared to other weapons and skills was simply too large, and a nerf was unavoidable. We realize no balance patch can be perfect. Even so, we've done our best to find the most reasonable middle ground. After this patch, we'll continue to collect feedback and work toward a game experience that satisfies as many players as possible. We're deeply grateful for your continued support, patience, and willingness to share your thoughts, even if the direction of a patch wasn't what you hoped for. We're especially careful when it comes to balance-related feedback. Each comment is thoroughly reviewed, and we closely monitor gameplay data to track trends and identify where future adjustments may be needed. We'll keep pushing forward in every way we can to make this game even better. Thank you, truly, for your unwavering love and support for Khazan. Sincerely, Junho Lee . . . ※ Some terms are subject to change depending on the development progress.

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