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Throne and LibertyNCSoft · Amazon Games
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October Resistance Report — max-level gear drop rises, Daggers lose free Evasion

The team admits it corrected the drop too far, prepares a real Hit Chance buff, cuts Dagger Evasion synergy and promises guaranteed Skill Core crafting

Oct 2, 20267 min read10 changesGlobal · playthroneandliberty.com

Quick summary — 5 key points

Tap each seal
Max-level gear drop rises again

Max-level gear rate increases for anyone who already hit the gear cap

Impact · High
Hit Chance stops being just anti-Evasion

Investing in Hit Chance now grants its own bonus per weapon type

Impact · Critical
Daggers lose free Evasion

Excess synergy with other weapons drops; power shifts to mobility skills

Impact · Critical
Colossus Vegamor gets more accessible

Events alternate 7 PM and 10 PM, part moves to the weekend and stages 1-3 get easier

Impact · High
Guaranteed Skill Core via crafting

Higher drop in Tumgir Hollow and Co-op, plus 3 new cores for every weapon

Impact · High
CHAPTER 01

Gear progression — the fix that killed the farm

System

The gear cap expansion launched with a mistake: drop probabilities by equipment level were applied wrong, and max-level gear was dropping far more than planned.

The team restored the original structure. Except the fix went too far — and the excess took the thrill of opening a drop down with it. The text owns the cost: "it may have cost you the momentum you had already built up".

Max-level gear drop

After hitting the gear cap
▲ Rate increased
Before
Original structure restored — farming without any thrill
After
Rate raised above the original planned level

Early progression

Before the gear cap
⚙ Kept accessible
The stated intent stays the same: reach max level without suffering and then grow through gear accumulation, not level grinding.

The change isn't immediate

⟡ Heads up
The drop adjustment is planned for November, not October. The team says it will keep monitoring and tuning after that.
CHAPTER 02

Hit Chance gets value of its own

Buff

Today Hit Chance only exists to punch through Evasion. Against anyone who hasn't invested in Evasion, every point is wasted — which makes the value of an entire stat depend on the opponent's build.

The team says flat out that a numeric tweak doesn't fix this. The solution is giving Hit Chance a return that doesn't depend on the opponent.

Hit Chance

Starting with select weapon types
▲ Extra bonus per weapon
Before
Value only against targets with high Evasion
After
Extra benefit tied to each weapon's trait

Dependence on enemy build

Trade-off between stats
⚙ Stated goal
Reduce the situations where a stat's value depends too much on the opponent's build or a specific weapon combination.
CHAPTER 03

Daggers — Evasion moves from passive to your hands

Nerf

Daggers hold onto high Evasion through skills, with low investment, even when paired with any other weapon. That free ride is what's getting cut.

The evasive identity doesn't disappear. It just moves: anyone chasing the Evasion ceiling will have to actively use the weapon's mobility skills.

Daggers — Evasion synergy with other weapons

Passive Evasion via skills
▼ Excess synergy reduced
Before
High Evasion sustained with low investment in any combination
After
Lower gain when Dagger is paired with another weapon

Daggers — mobility skills

Active use
▲ Power shifted to active use
Before
Mobility as a repositioning tool
After
Higher Evasion benefit reserved for those who use the mobility skills

Weapon identity

Stated direction
⚙ Preserved
The team states it intends to keep the Dagger's Evasion-focused identity — the cut is on cross-weapon synergy, not the concept.

November window

⟡ Heads up
Hit Chance and Daggers land in the same November package, with details locked only in the Release Notes.
CHAPTER 04

Colossus Vegamor — scheduling, fatigue and stages 1-3

PvP

Feedback on the Colossus came on three fronts: schedule accessibility, rewards falling short of the effort, and Guild Battle fatigue. The team acknowledges that the payoff doesn't match the time invested and treats it as a priority.

This is the part that arrives first — the schedule and difficulty changes ship this month.

⟡ What improves

  • Anyone who can't log in at a fixed time now catches the event every other week
  • Weekend slots make room for the whole guild to show up
  • Stages 1-3 stop eating the time that should go to the final boss

⟡ What's left open

  • The Colossus's rewards got zero numbers in this letter
  • No exact date inside October was given — just "still this month"
  • Guild Battle fatigue is acknowledged, but only the opening and mid stages were addressed

Peace and Guild events

Server local time
⚙ Biweekly rotation
Before
Fixed schedule
After
Alternates between 7 PM and 10 PM every two weeks

Part of the events move to the weekend

Less weekday commitment
▲ More participation windows
Additional schedule changes are already in the works. The whole scheduling package ships this October.

Guild Battle — stages 1-3

Difficulty and completion requirements
▼ Difficulty reduced
Before
Opening and mid stages dragging on too long, delaying the final boss
After
Lower demands in the early stages, focus shifts to the fight for the final boss
CHAPTER 05

Skill Cores — guaranteed crafting and three new ones per weapon

Skill

Skill Cores exist to rewrite how a skill works and open up build space. In practice, there's no reliable path to get the specific core you want — and the player ends up building around whatever dropped, not what they wanted to test.

The answer has two legs: more drops and a deterministic path.

Skill Core drop

Tumgir Hollow and Co-op Dungeons
▲ Rate increased
Before
Acquisition relying on luck in both pieces of content
After
Rate raised across both sources

Guaranteed Skill Core crafting

New system
▲ Deterministic path
Lets you craft the specific Skill Core you want, using materials obtained through normal play. It's the end of relying exclusively on drops to finish a build.

New Skill Cores

For every weapon in the game
▲ +3 per weapon
Before
Current core pool
After
Three additional cores per weapon, with new uses for existing skills
  • October — Colossus Peace and Guild event schedule alternates between 7 PM and 10 PM (server local time), every two weeks
  • October — additional schedule changes moving part of the events to the weekend
  • October — reduced difficulty and completion requirements for Guild Battle stages 1-3
  • November — increased max-level gear drop rate after hitting the gear cap
  • November — Hit Chance value reinforcement, starting with select weapon types, with bonuses tied to each weapon's trait
  • November — reduced excess Dagger Evasion synergy when combined with other weapons, with power shifting to active use of mobility skills
  • November — increased Skill Core drop rate in Tumgir Hollow and Co-op Dungeons
  • November — guaranteed Skill Core crafting system using normal gameplay materials
  • November — three new Skill Cores for every weapon
  • No date — details on each change arrive in the Release Notes as they're finalized; no Colossus reward numbers were disclosed in this letter
Opinion

Scaryel's take

Analysis
S

Scaryel comments

⟡ Creator's voice
“The part nobody's going to comment on is the most important one: the team admitted that a numeric tweak doesn't fix the Hit Chance problem. That's rare. It means a structural stat change is coming, not a disguised +5%. The Dagger nerf is a direct consequence of that — without cutting the free Evasion, any Hit Chance buff turns into inflation. Now what's missing is screaming at you: the Colossus got criticized for rewards, and the letter answered with schedule and difficulty. Rewards didn't get a single number.”
Final verdict⟡ Right direction, delivery only in November · Still missing the answer on Colossus rewardsConfidence: 7/10
Impact

Impact on players

Community

What changes in practice

No exact date was given within October — follow the Release Notes, that's where the numbers show up.

For guilds
Mark your calendar: the 7 PM/10 PM rotation breaks the fixed Colossus call schedule starting this month.
For solo PvP
If your build lives off Evasion with a secondary Dagger, start testing an alternative now — the cut lands in November.
For casual players
Max-level gear drops pay off again in November; until then, farming Skill Cores in Co-op is still the better use of time.
Summary

1-minute summary

System

⟡ For those in a hurry

01:00
  1. Max-level gear: the drop fix went too far; the rate rises again in November for anyone who already hit the cap
  2. Hit Chance: stops being just anti-Evasion and starts giving its own bonus per weapon type
  3. Daggers: Evasion synergy with other weapons gets cut; power shifts to the active use of mobility skills
  4. Colossus Vegamor: Peace and Guild events alternate 7 PM and 10 PM every two weeks, and part of them move to the weekend
  5. Guild Battle: stages 1-3 get easier so there's more time left for the final boss — still in October
  6. Skill Cores: higher drop rate in Tumgir Hollow and Co-op, guaranteed crafting of the specific core, and +3 cores per weapon
  7. Verdict: a letter about direction, not numbers — confidence 7.0, with the Colossus reward answer still missing