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S12: Sailing
Roadmap

Test Subject Records

We're adding a new tab in Archive: Test Subject Records.
This new menu features a variety of lore and information about our test subjects, something you've been asking for!
You can sequentially unlock each subject's reports and logs either by playing Normal or Ranked matches with that character, or by using Data Fragments.

Weapon Skill Improvements

Weapon Skills now count toward character skill use and hit conditions.
Effects previously triggered only by a character's Passive (P) or basic skills can now be triggered by Weapon Skills as well.

Whip
Wind Cutter

The 2 consecutive attacks has been removed, and the skill has been reworked so it can now be cast twice.

Rest Recovery Changes

In Season 12, the Rest system for Recovering HP is getting a complete overhaul.

Previously, Rest could only be used after leaving combat, which often delayed recovery when combat status was forcefully prolonged. Now, you can enter the Rest animation immediately by pressing the hotkey, regardless of your combat status.

Rest now progresses through 3 stages, instantly restoring HP upon completing each stage. Each stage has a designated recovery amount.

If Rest is canceled mid-stage, you will not recover HP for that uncompleted stage.

Rest will be canceled if you move, take damage, or are hit with crowd control effects.

New Item Skills

New Legendary items and new item skills will be added in Season 12.

Chillwind Cuirass
Gust of Wind - Frostbite

Applying immobilizing effects to an enemy character emits a vortex for a certain amount of time that periodically deals skill damage.
Enemies inside the vortex are slowed.

Multiple Chronospheres

The end-game Safe Zone system is also getting a major overhaul.

Instead of the previous Temporary Safe Zones, Season 12 introduces the "Multi-Chronosphere" system, where Chronospheres will activate in two areas simultaneously.

▲ The End-Game Showdown Across Two Areas

When the Temporary Safe Zone phase begins, Chronospheres will activate in two areas, and all other areas will turn into Restricted Areas. If only one team remains in an area, that area's Chronosphere will stop shrinking and remain at its maximum radius. After this, it narrows down to the Final Safe Zone for the final showdown.

▲ Preventing Border Crossings

You can no longer cross the border of an area with an active Chronosphere. Instead of instantly dying upon crossing the border like before, you will now be physically blocked from crossing it, allowing for more stable play.

Additionally, any players located outside of the Temporary Safe Zones when they activate will instantly die. This is designed to prevent unnecessary interference from outside the zones once they are active, allowing teams to fully focus on the battle within the Temporary Safe Zones.

Restricted Area Reopening System

We're adding a new strategic variable available through Lumi.

From Day 2 to Night 4, characters who meet Lumi can spend Credits to reopen a Restricted Area of their choice as a Safe Zone.

Reopenings are limited to a first-come, first-served basis, and can only be done during designated reopening periods, once per phase.

Use this new mechanic strategically to shift the flow of the Safe Zones to your advantage!

New Concept Arts