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NOTICE [GM]IDOL's AMA Response 13. Apr. 2026 Views 2694

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Hello, this is [GM] IDOL.

 

 

First of all, I would like to sincerely thank everyone who showed great interest in and participated in this AMA. We fully understand that each and every opinion you shared carries real weight, and I would like to take this opportunity to express our gratitude once again.

 

Through this AMA, we were able to hear your voices directly. Above all, we clearly felt that the fatigue, frustration, and disappointment you are experiencing are by no means insignificant.

 

We have carefully reviewed every message you left without exception. While the ways in which they were expressed may have differed, the emotions and messages conveyed were fully understood, and we fully recognize the seriousness of the current situation. We also acknowledge that there were shortcomings on our part in making you feel that your voices were not fully heard, and we will strive to communicate better moving forward.

 

All questions and feedback collected through this AMA have been thoroughly delivered and shared with both the operations and development teams. In addition, each item has been directly reviewed and examined by key decision-makers, including team leads, department heads, PD, and executives, and we have prepared responses to the fullest extent possible.

 

However, for some topics, there are areas that are difficult to confirm definitively at this time, and as a result, there may be parts where we are unable to provide the level of clarity you expect. This is not an attempt to avoid answering, but rather because there are aspects that cannot be conclusively addressed at this stage.

 

Nevertheless, your feedback will continue to serve as a key foundation for our internal discussions, and we will actively reflect it in the direction of our service.

 

In particular, I believe it is also my role to reduce any gaps that may arise in how information is conveyed during this process. As I have now returned to Eyedentity Games, I will stay closer than before to personally listen to and deliver your voices.

 

Additionally, the AMA will not end as a one-time event; we plan to continue it on a more regular basis moving forward. While it may be difficult to resolve every issue at once, we will work toward creating real change through ongoing communication.

 

We are well aware that changes may not be immediately noticeable. That is precisely why we will continue communicating consistently, so that even small aspects can lead to tangible improvements.

 

We believe this AMA is not just about providing answers, but serves as a starting point for changing direction so that the frustrations you have felt will not be in vain.

 

Now, before we move on to the detailed responses, we will first go over the main topics that many of you commonly raised during this AMA.

 

In order to deliver the development team’s perspective as accurately as possible, the following has been prepared based on responses provided directly by the development team.

 


1. Skill Balance

 

We have carefully reviewed every single piece of feedback regarding skills submitted during this AMA.

 

We fully understand that beyond simple requests, your comments reflect the frustration and dissatisfaction you are experiencing in actual gameplay. Today, we would like to candidly share the current situation and our future direction based on your voices.

 

The development plan for the first half of 2026 has already been largely finalized, and balance adjustments have also been completed. However, for the second half of the year, we plan to re-establish our direction based on your feedback from this AMA as well as actual gameplay data. For reference, we are also planning a partial rollback of PvP-related balance adjustments soon.

 

 

The development team is currently prioritizing the following areas for review:

 

First, adjustments to certain classes that are showing excessive performance.

- Some top-performing classes, including Silver Hunter, are already under review for nerfs, with the goal of applying these changes within the second half of the year. In particular, for Silver Hunter, we recognize that the efficiency relative to risk was set excessively high at the time of release, and the lack of timely follow-up adjustments constitutes a clear failure in both balance design and response. Additionally, while adjustments were handled somewhat conservatively due to concerns about disrupting the gameplay experience when reverting balance after release, this resulted in a prolonged period of noticeable imbalance, which we also acknowledge as a clear issue.

 

Next is the direction for buffs and reworks.

- For Moonlord, balance adjustments have previously been approached cautiously due to concerns about negatively impacting control responsiveness. However, given the continued requests for improvement, we now consider it a class in need of adjustment and are targeting balance improvements within the second half of the year.

- Ray Mechanic currently maintains a structure aligned with its intended concept, but there have been consistent reports that its gameplay feels lacking or uncomfortable in practice. We are therefore reviewing improvements with a focus on these aspects.

 

We are also aware of the many concerns raised regarding balance for less popular classes.

- It is true that during the balance adjustment process, requests from classes with larger player populations tend to be prioritized. While the development team aims to maintain balance across all classes, we recognize that this can result in some classes feeling relatively neglected. To address this, we will continue monitoring data and work toward reducing overall damage distribution gaps and perceived disparities. For reference, since the second half of 2025, numerical adjustments based on overall reductions have been applied across all classes, achieving theoretical balance compared to the past. However, differences in playstyle and mechanics between classes can still lead to perceived gaps during actual gameplay.

 

We have also received many questions regarding healer and tanker classes.

- Healer and tanker classes still have distinct and important roles, and it is inherently limited to approach balance simply by equalizing damage output. However, regarding the relative sense of deprivation caused by damage differences, we believe it is more appropriate to address this not only through numerical increases but also through improvements in content structure and role contribution. If necessary, we will also review balance adjustments within skill structures that align with each role.

 

Lastly, regarding the future direction of skill balance adjustments:

- Moving forward, unlike before, we intend to prioritize your gameplay experience and needs more heavily in our balance approach. Your feedback based on actual gameplay has become increasingly important, and we aim to establish balance directions based on the voices of adventurers across all regions globally. Additionally, if you submit objective feedback through 1:1 inquiries at any time, we will further strengthen the process of delivering it to the internal development team, so that the voices of adventurers in Southeast Asia can be reflected more actively

 


2. Progression Structure, RNG System, and Monetization

 

We are taking the issues raised by many of you regarding the progression structure, RNG systems, and monetization very seriously. In particular, the combination of probability-based progression, long-term farming, and accumulated failure has led to increased fatigue, while differences in spending levels have created disparities in gameplay experience—these are core issues that must be addressed.

 

From our analysis, the core problem lies not simply in the probabilities themselves, but in how those probabilities function within the system. The high requirements, extended farming periods, and accumulated burden of failure have been set simultaneously at high levels, resulting in a structure where the rewards do not feel proportional to the effort, and excessive stress is generated.

 

Accordingly, rather than merely adjusting probability values, we are preparing improvements that are tied to the overall progression structure. Progression through gameplay will be adjusted to be achievable within a shorter timeframe than it is now, and the RNG elements will also be redesigned to align with this faster progression pace, ensuring that excessive variance does not occur.

 

In addition, we plan to gradually expand the application of pity systems so that accumulated effort is reliably rewarded. While it is difficult to implement this across all stages immediately, we will introduce it step by step to ensure a clearer connection between effort and reward.

 

Failure penalties such as item destruction were originally designed to maintain rarity and value in certain stages. However, we fully recognize that in actual gameplay, these systems significantly increase perceived stress. Therefore, we will manage the scope of such mechanics more carefully and improve the overall enhancement process to reduce the burden of progression felt by players.

 

In particular, we are prioritizing reducing entry barriers and minimizing excessive reliance on RNG, so that casual players who support Dragon Nest do not feel blocked in their progression. Through this, we aim to stabilize the overall player base, while gradually easing monetization pressure and pay-to-win elements in the endgame.

 

In conclusion, our goal is to restore the balance between effort and reward, reduce progression burden and stress, while still protecting the value of investment. All changes will be applied gradually and carefully, but delivering improvements that players can genuinely feel remains our top priority. We will also strive to share both the process and direction as transparently as possible.

 

In addition to the topics covered above, we have prepared responses to a wide range of additional questions submitted through this AMA. In the following sections, you will be able to review how we have addressed your feedback and inquiries in detail.

 

 

Question # 1


boost physician 
Can you bring previous raids and adjust difficulties like in TDN area? so players can choose difficulty and play whatever previous raids they want (as for loot just update the loot). 
Also maybe add more ways to earn DNP just like in the recent social event.

 

A- 1) Physician class balance

- Following the tank/healer reworks in 2019 and 2025, Physician has been positioned more as a damage-oriented support rather than a traditional support role. While this direction was intentional to some extent, we are also aware that many long-time Physician players would like to see stronger support capabilities. We will review this feedback and work towards delivering a more satisfying balance update.
 

A- 2) Reintroducing previous raids with selectable difficulty

- We understand the interest in replaying previous raids with adjustable difficulty options. However, operating too many active contents at the same time can lead to issues such as party fragmentation, matchmaking difficulties, and increased complexity in progression paths. In addition, expanding older content in this way may also increase overall game complexity due to associated systems and rewards. At this time, we believe it is more effective to focus on new content to fulfill player demand. Therefore, we do not have plans to reintroduce previous raids in this format for now.
 

A- 3) Expanding ways to earn DNP

- We are currently reviewing the possibility of expanding DNP acquisition methods. However, since DNP functions as a secondary premium currency, making it widely available through repeatable systems may lead to potential abuse. That said, we are considering expanding its availability through selected channels such as competitive content rewards, community events, and web events in the future.

 

 

Question # 2


What do you think about artillery now compare with old artillery before rework.

 

A- When we reworked Artillery, the goal was to strengthen the concept of “Magic Barrage” and allow the class to deliver both wide-area damage and pinpoint damage. However, the current state has not fully met that vision. In particular, we significantly changed familiar skills like Tracking Arrows and the core mechanics, but unfortunately, these changes did not lead to a more satisfying gameplay experience for many players. We are continuously collecting feedback and ideas to make Artillery more enjoyable to play. Similar to the Abysswalker balance update two years ago, where we rolled back some mechanics and actions to their previous forms due to accumulated complexity, we are also reviewing options to restore certain skill features that players preferred.

 

 

Question # 3


will there be more barbarian buff ?

 

A- Barbarian has experienced some updates that, while intended to improve balance, have reduced the class’s signature impact feel and increased the complexity of its damage rotation, leading to higher control fatigue. If additional balance adjustments are scheduled in the future, we plan to focus on easing the control difficulty (damage rotation) while adjusting damage and attack range to better match the class’s action style. Of course, we will ensure that these changes do not make the class feel too slow or introduce excessive post-attack delays that would disrupt the current meta.

 

 

Question # 4


Question About Class especially for Ray Mechanic. 

Question 1 RM has 2nd char ??? 

Why Ray Mechanic is the only class that has 2nd char on it? Alfredo Frontier Mk2 have its own skill set, and have different system than other which named Ride system. This very weird indeed no? While other spin off class can freely able to use non transform skill, RM Afredo Frontier only able to use its own skill, which exclude things that can recover HP or buff, such as self recover HP skill, recovery potion, or skill plate, but FTG pot can. Weird no??? and since it was different, should have special debuff right ? why removing it ? Other class have 2 Debuff, why RM only have 1? despite the limitation on Alfredo Frontier MK 2. And also due this limitation, if RM get poison / burn, cant recovery hp and only can from atomic shield and Erossion jade, which have long CD. Ark tresendance is a suicide mode, even though have Update at March 2026 which RM Alfredo MK2 able to use pot, sadly this function still bugged... 

Question 2, Remastered / 2nd Remake For RM 

Is Ray Mechanic also included to be remastered Since Ray Mechanic get Re make early on 2018? Currently Alfredo Frontier MK2 mostly have long animation skills and long cooldown, would be better if had changes. Even though the skill dmg increase a lot since may 2025, huge dmg but requires lots of hits, this kinda hard to dps since need to wait until the cd for Ancient power, if Ancient Power not ready, the skill would be wasted due not increasing the gauge. 

Electricity consumption also, 30 sec seems very very short, even though Plasma spark now give extra 9 electricity, which is 9 sec +, but still the cd are 48 sec, 48 - 30 = 18 sec, need to wait 18 sec to be able to use Ride Skills. Those 18 sec of punching and kicking, losing lots of dps especially in ranking mode. 

Question 3 Rebalance adjustment. 

Seems so far i see, its not equaly rebalance, some clases get huge boost on atk stats, but some get very few, some even didnt get boost for long time. Why is that?? 

Question 4 Bugs 

Some bugs still appear on most of the class, especially spin off class such as Ray Mechanic. 

Alfredo Frontier MK 2 have lots of bugs and disadvantages in some random cases, such as sometime 70% dmg reduction not in effect / ignored, heavy swing / punches from boss like Prof K, suddenly get huge dmg. Also in Chaos Awakening , get hit by Cerberus Breath from full HP can also suddenly died.... 

Currently March 2026 RM Alfredo Frontier MK2 suppose can use pot, but sadly it still bugged. Its basicly Suicide Mode when using Alfredo Frontier MK 2 due cant recover HP, if get poison and burn then 💀. 

Transforming sometimes can get canceled / suspended if get debuff such as electrocute, frozen, knock back, and stun. Seems invincibility during riding is not working properly. Using Ulty also can suddenly suspend such as in non transform, moving away after using ulty, it suspend. Using during Ride mode, jump > singularity during mid air if had something at below or close to the boss body, it will somehow suspend the animation like suddenly get down. 

Question 5 body size on some class 

RM Alfredo Frontier MK2 have Huge Body, and seems kinda heavy? Sometime can get stuck on narrow places like Typhoon Kim after 2nd stages boss, have quite narrow circle entrance. And wont get jump high enough on trampoline to pass, such as Lost Sanctuary stage, can get stuck on the wall, and need to eject / repeat the jumping for many times. Is there any adjustment for that? Since need to eject if cant pass using Alfredo Frontier MK 2. 

And also Walking and jump is very very slow 

such as Jumping Mech on BDN Time atk, must always eject, due slow motion on moving through platform.

 

A- 1) Why does Ray Mechanic operate like a “second character”?

- The goal was to maximize the concept of the academic engineer, allowing players to experience commanding Alfredo Frontier MK2, a future-tech combat rig, on the battlefield. If this system feels awkward or disconnected from the core mechanic identity, it is due to incomplete refinement. We recognize that the gameplay experience has been inconvenient at times, and we are working to better balance and improve this unique system.

 

A- 2) Why does Ray Mechanic only have 1 debuff while other classes have 2?

- For classes where control complexity is high, sometimes only one debuff is applied to ease playability. The main concern here is not the number of debuffs itself, but rather that the combat experience for Ray Mechanic has not felt fully satisfying. We will continue to work toward a more balanced and enjoyable update.

 

A- 3) Will Ray Mechanic be included in remaster or rework plans?

- Yes, Ray Mechanic is included in our review and improvement plans for future updates.

 

A- 4) How is balance adjustment prioritized?

- Our balance adjustment priorities follow these steps:
  - Identify abnormal signals in player data.
  - Confirm underperformance in internal combat tests.
  - Review skill design or mechanics that significantly impact player experience.
This helps us determine which skills and classes require priority adjustments.

 

A- 5) Bugs in Ray Mechanic and Alfredo Frontier MK2

- We acknowledge that various bugs still occur, especially in spin-off classes like Ray Mechanic. We apologize for the delayed response and are taking steps to improve bug handling and provide more timely support.

 

A- 6) Alfredo Frontier MK2 feels very large and heavy. Will there be improvements?

- We have received significant feedback regarding the size and weight of Alfredo Frontier MK2. We are currently reviewing potential updates to address movement and accessibility issues, and will implement improvements when feasible.

 

 

Question # 5


Is there a plan to boost and remake forgotten classes like Gear Master?

 

A- Yes, classes that have been underrepresented, including Gear Master, are included in our review and improvement plans for future updates.

 

 

Question # 6


hi @[GM]IDOL when the Arch Heretic Remaster?

 

A- We apologize that we cannot provide a specific timeline at this moment. However, we are continuously reviewing plans to remaster spin-off classes, including Dark Avenger, Silver Hunter, and Arch Heretic.

 

 

Question # 7


What are the plans on all of the forgotten class? it seems like the balancing only happens to the common class

 

A- Since two years ago, our balance updates have aimed to improve as many classes as possible. We are not neglecting underrepresented or less popular classes, and we will continue to prepare updates carefully to ensure it doesn’t feel like only popular classes are being prioritized.

 

 

Question # 8


Majesty and Smasher Classes 
Some of us have been waiting for buffs to Majesty and Smasher for a long time, and judging by the March patch on the Korean server, we have finally seen them. However, there is an important issue. 

Question 1: Why didn’t you change the “Beyond Time” buff? These classes have many problems specifically because of it, not because of skill percentage values. In the current meta, where most top-tier classes can build up their hero skill in a matter of seconds, we have a buff with effects that essentially slow this process down. Why does this mechanic still remain? 

Question 2: Why can’t the “Beyond Time” buff be applied to party members? Previously, this was possible, and this functionality still exists on the classic server. This could increase interest in Force User classes. Right now, we are observing a long-term decline of these classes. On our server, there are only about 8–10 players in the ranking, which is extremely low compared to Elemental Lord classes. Are there any plans to address this? 

Enhancement Rates 
Question 3: Why is the success rate for upgrading skill jades and equipment set at around 3–5%? Do you really consider such values acceptable for the current state of the game? We understand that systems like this are used to extend gameplay and exist in other projects. However, in a situation where the game’s population is declining year by year, such a system tends to demotivate players rather than retain them. 
 Are there any plans to revise these rates or change the enhancement system? 
 
Dragon Nest Difficulty 
Question 4: Why was the strategy for introducing difficulty modes for new dragons changed? Starting from Bone Dragon Nest and now with Golden Dragon, you first release the normal mode, then hardcore, and only after 6–8 months add the Light version. 
Question 5: Are there any plans to return to the previous system, where Light mode was introduced first, followed by normal and hardcore?

 

A- 1) Is there a plan to improve the “Beyond Time” buff? 

- The “Beyond Time” skill was adjusted with the Ancient Power skill. At the time, we had two options:
  - Beyond Time” grant an explosive amount of gauge. Without the buff, using Ancient Power would be nearly impossible.Let “
  - Keep the average gauge gain the same even with “Beyond Time,” which can feel restrictive when the buff is active.
We chose option 2 to prevent Ancient Power usage from dropping significantly when the buff wasn’t active.However, we recognize that this penalty feels a bit too harsh, and we are considering adjustments in future updates.

 

A- 2)  Why can’t the “Beyond Time” buff be applied to party members?

- The “Beyond Time” skill was changed to a self-buff in a past update that converted most party buffs into personal buffs. Since then, the current specification has been maintained. We have been receiving ongoing feedback requesting party-wide effects, and enabling it again is under consideration. - However, because this would have a significant impact on combat balance, we cannot provide a confirmed timeline for such a change.

 

3) Why is the success rate for skill crystals and equipment enhancement set at around 3–5%?

Enhancement rates are designed considering overall playtime and material farming speed. We balance the system so that players neither reach target levels too quickly nor get stuck for too long, taking into account resource consumption and average progression time. That said, we recognize that player experience has changed, and we will continue to review these rates based on gameplay data for potential adjustments.

 

4) Why was the launch method for new Dragon Raids changed? Why is the Light mode released later?

The 8-player Dragon Nest content is the ultimate challenge of Dragon Nest, so we initially aimed to release it at the highest difficulty. However, player power levels now vary much more widely, and releasing Normal first can lead to low participation or player dropout. We are now actively considering releasing both Normal and Light modes simultaneously to preserve the raid’s challenge while allowing more players to participate from the start.

 

 

Question # 9


When will you nerf Defensio? too OP on PVE

 

A- We are currently reviewing potential nerfs to the overpowered (OP) classes that have been identified.

 

 

Question # 10


Hi! I’d like to highlight several mechanical issues that currently make Soul Eater an unoptimized choice for endgame content: 
Underwhelming Scaling & Skillset: Hero skill damage lags significantly behind other classes. Specifically, Specter of Pain lacks utility, and Phantom Avenger (Dark Summoner) remains the superior choice over the SE’s own specialized options. 
Setup & Burst Incompatibility: The SE’s debuff setup is significantly slower than the current meta’s burst windows. By the time the SE is ready, the party's damage peak has often passed. 
Synergy Inconsistency: There is a notable stacking issue where Duelist debuffs fail to sync with Soul Eater, despite working with other classes like Inquisitor. This makes the SE a liability in optimized party compositions. 
Request: Is there a balance pass planned to address hero skill charging speeds, rune skill effectiveness, and debuff stacking consistency?

 

A- Soul Eater is included in our review and improvement plan. While there are many aspects that require a full rework, we will prioritize applying meaningful balance adjustments as quickly as possible to improve gameplay experience.

 

 

Question # 11


Would you guys commit to balancing dead classes first before coming up with new characters/classes? I don't even care if you release cash mission box for some of the non-spinoff dead classes as long as they get balanced or reworked for the more troubled classes like smasher and impactor, etc.. Some of impactor's awakening passives do not even synergize with the DMJ and ODJ.

 

A- We are actively preparing to bring classes that need balance back onto a healthy track. New classes will continue to be developed, but our priority is to ensure underperforming or “dead” classes are reworked and balanced first, so no class feels neglected.

 

 

Question # 12


Is ex skill also available in Arta in near future or her skill already completed?

 

A- The current update reflects Arta’s finalized skill specifications. That said, future balance updates or potential reworks may introduce changes or additional skills.

 

 

Question # 13


Hello @[GM]IDOL @[GM]IDOL , 
Just wanna ask since I dont think the devs care much about Arch Heretic after the latest KDN "buffs" on March patch if they can just swap the ODJ and non ODJ effects? The non ODJ skill animation of Arch Heretic is so much better vs. with ODJ.

 

A- 1) Since the latest March KDN patch “buffs” for Arch Heretic, it feels like the devs haven’t focused much on this class. Can you comment?

- We are working to provide a more satisfying balance update for Arch Heretic. It is also included in the remaster/rework plans for spinoff classes. Additionally, we will review and improve any action specifications that cause inconvenience when using otherworldly runes.

 

A- 2) Is it possible to swap the effects between otherworldly Dragon Jade and normal Dragon Jade?

- Each Dragon Jade is designed with unique roles and growth paths in mind. Allowing effect swaps could impact their value and farming structure, so this requires careful consideration.

 

 

Question # 14


is it possible to make every class has their own unique buff like old school DN? if its not possible, can you bring back the importance of Tank in raid/nest?

 

A- 1) Is it possible to make every class have their own unique buff like old-school Dragon Nest? 

- We understand the nostalgic appeal of role differentiation and cooperative play in classic Dragon Nest. We are exploring ways to bring that feeling into the modern game structure. Some attempts in this direction are already being prepared in Gold Dragon Zero Mode. While it may not be identical to the past, we aim to give each class a distinct presence and make team composition feel meaningful.

 

A- 2)  If not, can you bring back the importance of tanks in raids/nests?

- Current Dragon Nest content needs to balance solo and party play, so simply increasing tank priority in a typical 4-player nest is not a top priority. However, in large-scale 8-player Dragon Nest content, where role differentiation is critical, tanks will maintain clear and meaningful roles. We do not plan to revert to a model where tanks only hold aggro without contributing to damage. Instead, tanks will have defined roles appropriate to the current combat structure, with expanded responsibilities that fit modern gameplay.

 

 

Question # 15


Question1 : Can you lock the changing of CLASSES during NSTG event? 
 -for the sake of Class Balancing, for y'all able to know what needs boost or nerf, another to look for is ARK Past Present Future rankings 
 
 Question2: Can you adjust the time clear needed on ARK Hero titles on ARK Past/Present/Future? 
 -even classes that has good gears cannot clear lower ark floor in 50seconds or 1minute, plus adjust the spawning rate of each mobs and stop counting the countdown on CLEAR TIME of ARK (waiting time of 10sec before mobs spawn) 
 
 Question3: When will we see another unique skill balancing like on what you did on Tank Classes? 
 -DN needs to bring back the uniqueness of each class, their sense of importance, we should balance the unique side of skills of each classes 
 
 -Suggestion: yall should implement nerfs on skill balancing too 
 
 Question4: What are your answers on addressing the big RNG system on the game? 
 -people quitting due to much more rng inside the game, someone says, paying should make it smoother or ease the hardship of gears, but no, it became more agonizing to them, they are still not satisfied about the current RNG system 
 
 -Suggestion1 : Why not put all rerollers (such as Relic/Essence/Pakiha/Conversion cubes) as rewards on clearing dungeons, nests or raids. or high amount of rerollers on monthly pass and rewards from monthly events. or sell rerollers on low price at cash shop 
 -Suggestion2 : You should put some pity bar on rerolling items, to stop the pain of rerolling for greater stats endlessly, pity bar on upgrading or slightly higher the chance of sucess rate on all equipments 
 -Suggestion3: Put item/s that will give you the stats you want on RNG items on an affordable price or in a more convincing price

 

A- 1) Can you lock the changing of classes during the NSTG event?

- This is a matter that requires careful consideration of both operational policies and player experience. Locking class changes can help maintain fairness, but it could also raise the barrier to participation or create inconvenience. We are reviewing player feedback alongside our operational goals and will coordinate internally before making any decision.

 

A- 2) Can you adjust the Ark Hero titles’ clear time in Ark Past/Present/Future? 

- We understand that current ARK Hero title clear times feel tight compared to the pace of combat. We believe that, given adequate gear, players should be able to achieve the target through actual play. We are reviewing both monster spawn pacing and clear time measurement methods to reduce situations where the waiting period leads to an unfair sense of failure.

 

A- 3)  When will there be another unique skill balancing like what was done for tank classes?

- We recognize that the unique concepts of some classes have weakened over time. Strengthening these unique roles requires caution, as some classes without special party effects could otherwise feel sidelined, and combat difficulty could be unintentionally affected. The past tank/healer balance updates, along with the upcoming Gold Dragon Zero Mode, are signals that the team remains committed to preserving both party play and class uniqueness. We aim to deliver updates that reflect meaningful balance improvements.

 

A- 4) How are you addressing the RNG system in the game?

- Instead of removing randomness entirely, we see it as more important to make the contexts in which RNG operates less punishing. This involves not only adjusting probability numbers but also the amount of resources required, farming duration, and the stress of repeated failures. Currently, these factors can be overly harsh, and we plan to improve the overall progression system to balance growth and reduce frustration.

 

Suggestion1 : Why not put all rerollers (such as Relic/Essence/Pakiha/Conversion cubes) as rewards on clearing dungeons, nests or raids. or high amount of rerollers on monthly pass and rewards from monthly events. or sell rerollers on low price at cash shop

A-  The decision to sell or price such items involves business and operational considerations. From a planning perspective, we agree that meaningful in-game sources of these materials should exist. Actual implementation and methods will be reviewed with relevant teams.

 

Suggestion2 : You should put some pity bar on rerolling items, to stop the pain of rerolling for greater stats endlessly, pity bar on upgrading or slightly higher the chance of sucess rate on all equipments

A- A pity system can certainly reduce stress from repeated failures. However, implementing it requires rebalancing total resource consumption, expected costs, and success probabilities—it’s not a simple addition. Our goal is to balance total resource requirements with player experience, and we will continue reviewing high-frustration areas to see what improvements can be applied.

 

Suggestion3: Put item/s that will give you the stats you want on RNG items on an affordable price or in a more convincing price

A- This is closely tied to operational and business policy, so final decisions rest with those departments. That said, the planning team supports providing players more reasonable access to desired options, and any potential implementation will be coordinated with relevant teams.

 

 

Question # 16


Hello GM, i have a question, or more like inquiry actually 
 
Considering how the game state right now is "just Silver Hunter" it, any other future class balancing? That's actually balanced, not in terms of damage output, but class utility. 
 
For example : 
Sniper's Hero Skill not acting like a "Sniper" 
Assassin being actual assassin that they got some sort of bonus if hitting from the back? 
Since Silver Hunter skill tree has both ground and flight, maybe nerf flying so they be on ground? So like alternate flying and ground in a single gameplay instead of picking one? 
It is kind of ridiculous Sniper and Artillery has higher aggro than Dark Avenger when we are supposed to play from far range???? 
 
So many more but those are just examples o/

 

A-  Balance adjustments for Silver Hunter are currently under internal review. We also plan to continuously refine each class’s unique concept and the detailed combat system to improve overall class utility.

 

 

Question # 17


Why ED never nerf silver hunter given this class is apparently destroying the game and demotivating players to spend? (except archers since they can change job to silver hunter, just other classes suffer) 
 
This class is dominating all the game contents not only raid and nstg. This class can dodge most of the skills by staying in mid-air, and simultaneously dealing ridiculously high skill damage especially the hero skill (1 min for at least 4 hero skills with 300000% ATK) 
Other classes they need to be very cautious on dodging boss attacks but SH can continue dps when other classes need to stop dps to dodge skills. What kind of unfairness is it? 
How to spend more if such a class inbalance exists? Flexibility in gameplay should be compensated with lower dps, however, SH gets both super high flexibility and ridiculously high dps. How to spend more wheb but ny raid dps is way lower than silver hunter with much lower gears? 
You and ED developers never notice the game is destroyed by this class? Every server every nstg every new raid clear team would have 1-2 SH, you think it is normal and ok to do nothing? 
What is the point of having new contents and raid? If all the contents can be easily broken by silver hunter? 
Noted that recently the KR developer mentioned ED will not nerf any strong class but the approach is to buff weaker classes. What is the rationale behind? Silver hunter is apparently a BUG. If you insist this approach, my suggestion to you is to buff double/triple dps on other classes to compensate the level of ridiculous silver hunter design. 
 
 As a dn player who has spent at least 80m cc in this game over the years (you can pm me for evidence), I would not be willing to spend “any”more if the game has been destroyed like this. 
 
 I love this game and never quit from disgusting rng over rng, but now I hope all high spending players stop spending on this game anymore unless you are ok to play and spend in such an imbalanced environment.

- - - - - - - - - - 

When transfer all classes to silver hunter except healers? It is a very good suggestion to ED: 
since silver hunter is so all-rounded and unbeatable in every game contents, to make it fair to everyone just transfer all dps class to SH. 
It can save your company’s time and cost to do class rebalancing since only one dps class left 
Able to answer all the issues and suggestions addressed by all players from other classes. 
No need to spend money to design new raid or new skills, since everyone can stay in the mid-air to enjoy dps bosses without getting hit and never need to dodge 
With the above cost and time saved, you can focus on designing more cash item to motivate players to spend more.

 

A- We understand the concerns regarding Silver Hunter’s current performance and its impact on overall game balance. The class is currently under internal review, including its damage output, survivability, and gameplay flexibility. Our goal is to ensure that no single class overwhelmingly dominates content while maintaining each class’s unique identity and playstyle. We are carefully evaluating the situation and will make adjustments where necessary to improve overall balance.

 

 

Question # 18


Is there any plan to improve the Ark clear time challenge? Currently, 1 minute is too hard for certain classes with low AoE or high skill cooldowns. 
Is there any plan to implement rejoin party on dungeon/solo run like classic? 
Why does SEA server get worse event reward than other server?

 

A- 1) Is there any plan to improve the Ark clear time challenge? Currently, 1 minute is too hard for certain classes with low AoE or high skill cooldowns. 

- We understand that the current 1-minute requirement may feel too strict for certain classes, especially those with limited Area of Effect(AoE) or longer cooldowns. We are reviewing the clear time criteria to ensure that differences in class design do not create unfair gaps in performance.

 

A- 2)  Is there any plan to implement a rejoin system for dungeons/solo runs like in the past?

- Rather than reintroducing a rejoin system, we are focusing on improving stability to minimize disconnections, so that re-entry is not necessary during dungeon or solo play.

 

A-3) Why does the SEA server have worse event rewards compared to other servers?

- Based on our current review, SEA server event rewards are not being operated at a lower level compared to other servers. However, certain tradable items may be adjusted depending on factors such as abuse prevention and in-game economic balance. We will continue to review server conditions and reward structures to ensure stable and fair operation.

 

 

Question # 19


when will you release a new healer? i hope you release a new healer from arta or sorc that is a main healer.

 

A-  There are currently no immediate plans for a new healer class. However, when introducing new classes, we will positively consider incorporating clear roles and unique class concepts, including the possibility of a dedicated healer.

 

 

Question # 20


Hi ED, instead of releasing normal raids first , why not release light->normal->hardcore . For the past few years, most raid is like cause the normal content release then after that light and HC comes out. It should be easier contents release first , not hard then easier content. No progression at all ah.

 

A- The current release structure has been used for a long time, and both its strengths and limitations have been observed. As Dragon Raids are considered the pinnacle content of Dragon Nest, we have traditionally introduced them first at a difficulty level that matches their status. Light and Hardcore modes are then added later to expand participation over time. However, we also recognize that the current player environment has changed significantly, with a much wider gap in player progression than before. In some cases, releasing only higher difficulty modes first can limit early participation or prevent players from experiencing the content altogether. Because of this, we believe the existing approach has certain limitations in the current service environment. While maintaining the identity and challenge of Dragon Raids, we are actively considering ways to improve accessibility—such as releasing both Normal and Light modes together—so that more players can participate from the beginning.

 

 

Question # 21


Hi @[GM]IDOL , I want to ask why created the weekly ticket system? 
 
 The weekly ticket system forces players to always succeed on every weekly nest/raid. If they fail, the punishment is having to wait until the next week to try again. This creates a negative gaming experience because players are forced to wait and fear failure. 
 
 In games, especially action MMORPG, players need to experience many failures to improve and understand areas for improvement. 
 
 For example, if a team goes on an nest/raid and they fail, they have to wait a week to try again. They fail again and have to wait another week. How many times a month have they TRY TO LEARN MECH AND REMEMBER in nest/raid? Only FOUR TIMES in a month. 
 
 While the game requires strong teamwork, practice is very limited. This will put pressure on some members of that team due to the prospect of further failure, causing them to leave and find another team. 
 
 I know this system was created to limit reselling of services, but it needs improvement to suit all players. 
 
 And as time goes on, why hasn't the Dev taken any action to improve the player experience?
 

A- We understand that in an action MMORPG, repeated attempts are important for learning mechanics and improving performance. Systems that allow players to retry content without excessive penalties, like certain nests, are something we plan to continue expanding. At the same time, the weekly reward structure is designed to serve specific purposes, so we aim to find a better balance between reward limits and opportunities for repeated challenges. This is something we will continue to review moving forward.

 

 

Question # 22


half of the people playing hasn't even cleared normal bone dragon and you dev added a new nest that probably required a lb higher than dlb 4. 
i dont even know if these fker actually listen to its community lmao

 

A-  We understand that the new Dragon Nest content is aimed at endgame players, which can feel out of reach for many lighter-spending players. That’s why we also operate a Light Mode to let more players experience the content. However, we recognize a structural issue: the player spec spectrum is very wide, and progression stagnation can make high-end content feel inaccessible. Addressing this growth stagnation is a priority, and we are exploring ways to ease the progression curve. Improving this flow should allow more players to challenge new Dragon content in the future.

 

 

Question # 23


Hello GM Idol, I want to strongly urge your team to reconsider the direction current content design has taken. The amount of busywork being added is becoming unreasonable. The Dimensional level alone is already difficult to keep up with — it practically forces us to run multiple subs through the same repetitive daily maps just to gather enough mats. This design philosophy makes the game disproportionately punishing players like me who plays multiple accounts. The excessive repetition and chores create an unhealthy gameplay loop that ultimately harms the long‑term health of the game. This is not sustainable. 
 
 Now even the new carnival event, which should be enjoyable and refreshing, are falling into the same trap. Requiring us to do 200+ Dimensional Shifts this month just to complete this event to get that reward is not engaging gameplay. It’s tedious, time‑consuming busywork with no meaningful content or creativity behind it. 
 
 Please stop pushing content that prioritizes grind over fun. This direction is exhausting us, not motivating it.

 

A- We have received a lot of feedback that the amount of resources and repetition required for Dimensional level growth is excessive. We also understand that when maintenance burdens become significant, it cannot be considered a healthy gameplay loop. We will adjust the requirements and structure to make it appropriate for more players and ensure that the same issue does not repeat in future content design.

 

 

Question # 24


Hello [GM]IDOL, 
 I have a few questions I would like to ask you. I hope you can provide answers regarding these matters. 
 
 1.Rushing patch updates to catch up with other servers 
 For this question, I would like to give a bit of context first. I understand your intention to reduce the gap between servers for the sake of fairness in some aspects, and I have no issue with that. 
 
 However, I am wondering: why don’t you include everything that will be updated in the SEA patch notes, even though their purpose is to inform players about upcoming changes? What is preventing you from doing this, when this should be basic information that players deserve to know—rather than having to guess based on other servers or discover changes ourselves after testing? 
 
 Examples: 
 In the March patch, party skill effects were reduced so that we only see effects relevant to ourselves, but this was not mentioned in the patch notes. 
 Changes to item drops in Decaying Root Cave: after removing pets from entry, rewards were changed from direct drops to chest boxes, making NB ineffective. Neither of these changes was ever stated in the SEA patch notes, yet they impacted players. 
 Bug fixes for S2 Gold Dragon Nest and the Destroyer’s Brotherhood skill were implemented without any announcement. Players had to discover these fixes themselves. (I’m not saying fixing bugs is wrong, but they should be officially communicated like in other servers.) 
 
 2.Item drops in outdated farming zones 
 It’s good that the game continues to move forward with updates. However, the impact of those updates should also be considered. Some items become harder to obtain, while others become easier. 
 
 I believe that items still commonly used by players in everyday gameplay should remain easily accessible. These considerations should be made before updates, not after. So my question is: is it possible to balance item accessibility properly from the beginning? 
 
 Examples: 
 Constellation Stones disappeared from the game for a period of time without any announcement. Many players asked in Discord but received no answers. This item is still required to unlock talisman slots, which are essential. Currently, it can only be obtained from certain cash items with random drops, which should not be the case—it should be accessible to all players. 
 High Grade Garnets mainly drop from Lucky Zone, but no one farms LZ anymore because the game pushes players toward Dimension Shift zones. Yet this item is still heavily needed for upgrading Bone Armor, Bone Weapons, and all 6 types of talismans. 
 Lapis has the same issue as High Grade Garnet. It is used for Nest entry tickets and upgrading Variant Dragon Jades. 
 Gold Lotus Crown is still farmable but in extremely low quantities, while new players require a large amount. This mismatch is made worse by rumors that it will be needed even more after removing the enhancement limit for Erosion Jade. The current solution—selling it in the cash shop—makes the game feel increasingly pay-to-play. 
 DMJ was unavailable for about 2–3 months due to the shift from Lucky Zone to Dimension Shift farming. This made it extremely difficult to obtain, despite being a newly introduced jade. The fix came much later, even though the impact should have been considered beforehand.

 

A- 1) Why aren’t all upcoming updates included in SEA patch notes?

- Patch notes should serve as a clear guide for players to understand upcoming changes. It is not ideal for players to have to check other servers or test changes themselves to discover updates. We will improve the completeness of patch notes to ensure nothing is omitted and all relevant information is communicated.

 

A- 2) Is it possible to properly balance item accessibility from the beginning?

- Item accessibility is something that should be balanced carefully from the initial design stage. We acknowledge that there were shortcomings during actual service, and going forward, we will more closely consider the balance between acquisition difficulty and growth value from the very start of new content.

 

 

Question # 25


@[GM]IDOL I know this might not be the right place to discuss this, but I think we should clearly distinguish the content between DN Classic and DN SEA. Right now, Classic is catching up to the live server ( dnsea ) slowly but surely which makes it difficult for new players to decide which version to play. 
 
 While many prefer Classic, we should also consider that a new player could be a potential 'new whale' for the game. Currently, it feels like the population in DN SEA consists mostly of the same veterans playing on multiple characters, rather than a fresh influx of new users.

 

A- Dragon Nest Classic and Original (DN SEA) are separate projects with different goals and purposes. Classic continues the core content updates of Original while addressing feedback and improving aspects that were pointed out as inconvenient in previous services, sometimes including features or operations tailored specifically to Classic players’ experience. Original, on the other hand, is the central project for expanding the future of Dragon Nest, focusing on continuous scenario expansion, new content, and new systems that shape the next generation of the game. Because of these different roles, updates naturally differ in pace and scope. Classic can update relatively quickly by building on existing content, whereas Original requires more preparation time to design and verify entirely new content and directions. We understand that this can cause concerns, such as feeling that Classic updates faster or being unsure which server to choose. However, Original is not “behind” in value—it provides content and features unique to its project. Moving forward, Original will continue to showcase new experiences and future expansion, while Classic will reliably provide improved, familiar gameplay. Both projects complement each other rather than replace one another, and we will improve communication to make these differences clearer to all players.

 

 

Question # 26


What is the vision of ED as a whole? 
How many people are actually working on the game or is it just copying and pasting patch notes from KR to SEA? 
I do not see this game becoming sustainable for players or the company as a whole, the solution to your financial reports is to constantly have cash sales - but thr solution to have a playerbase is still back to gameplay. Where do you see DN in the next 2 years - still chasing limited sales to get more dps or having a more holistic system where players actually see a point in staying logged on for a longer period of time for the gameplay? (And i dont mean spamming alts to do illegal RMT farming)

 

A- 1) What is the vision of EYEDENTITY GAMES?

- “16 years of heritage, a commitment to sustainable uniqueness.” Since its founding, EYEDENTITY GAMES has aimed to be a high-quality independent developer with its own color and tradition. The focus is not merely on chasing novelty, but on preserving the unique action and deep lore that only Dragon Nest can provide. While resources are more limited than in the past, the company remains committed to maintaining its distinctive identity, and every team member strives to achieve maximum efficiency within these constraints. All efforts are ultimately intended to benefit the players.

 

A- 2) How many developers are actually working on the game?

- We cannot disclose the exact number of developers, but it is true that the physical resources are lower compared to the peak period many players remember. Nevertheless, the team continuously strives to find the optimal balance between maintaining stable service and ensuring long-term sustainability, doing their best within the available resources to deliver reliable results.

 

A- 3) What are the plans for Dragon Nest over the next 2 years? Will it focus only on DPS increases through limited monetization, or on systems that make playing fun?

- We recognize that Dragon Nest has sometimes felt pay-to-win, and that this has affected the sense of fairness. Over the next two years, our focus will not be on monetization aimed at increasing DPS, but on restoring the core fun of gameplay itself.

  - We will strengthen systems so that mid-level players can feel meaningful growth.

  - We will reduce repetitive, “homework-style” content and expand content centered on play and enjoyment.

  - While monetization gaps will remain, we will eliminate disparities that make meaningful play impossible.

In short, our goal is to transform Dragon Nest into a game where every player can enjoy it at their own pace and level, regardless of spending.

 

 

Question # 27


Can SEA/NA management team actually be able to make changes regarding the core mechanics/systems that belongs to KR dev team (like character balance, UI/QoL, new contents/products, price)? Because, despite of other teams do their best, if the core dev team doesn't listen to regardless...then well...

 

A- With GM IDOL’s return, communication with the development team has become more active. In addition, we are actively advocating and relaying players’ suggestions, and the development team has responded that they will carefully review these matters. We will continue to work diligently to represent the voice of the players and help make the game better.

 

 

Question # 28


Is there any plan to start making proper roadmap that reveal what is upcoming?
What happened in 2025 that the update is very slow? Both content and balancing because those 2 should be on different team.
Do GM have control or any connection to developer? In which if you hear feedback or bug report you cam directly report/relay to them, because right now some of critical bugs/feedback are heavily ignored.
Will there be any event organized by you the GM? PVP or PVE
There is no incentive program for content creator which causes lack tutorial/video/event related to the game, are there any discussion about it?
How do you plan on reducing rng in this game? As of right now every part of this game is rng. (Ex: armor,jades,talisman,heraldry,dungeons,critical rate, runes, brooch, literally almost every pouch)
They added drop pity system but only for subscription only why is that? This could reduce alot of rng for non paid player
How often do you plan on doing this AMA?

 

A- 1) Is there any plan to start making proper roadmap that reveal what is upcoming?

- We are reviewing the possibility of releasing an update roadmap. While development proceeds based on an annual direction, actual implementation may be adjusted according to player experience and service conditions, so providing a fixed long-term roadmap has limitations. For now, we are considering disclosing major update directions at least on a quarterly basis.

 

A- 2) Both content and balance are handled by different teams, so why are both updates slow?

- That is correct—content and skill balance are handled by different teams. However, skill balance is not just about adjusting numbers; it also affects class play experience, party composition, and existing content difficulty. Even small changes require extensive testing and verification. With many classes and complex skill interactions, one adjustment can lead to other issues, making it difficult to move quickly. We are currently improving this process by splitting balance work into smaller units and optimizing testing and verification.

 

A- 3) Can GMs directly communicate with the development team or have influence?

- GMs are in constant communication with the development team and continuously relay players’ feedback. However, due to the nature of operating a global, multi-region service, not all feedback can be implemented immediately or uniformly. We will continue to share and review major feedback internally.

 

A- 4) Will there be any event organized by you the GM? PVP or PVE

- PvE events have been gradually held since March, with additional events planned for April. PvP events require more consideration due to various factors, but we are exploring the possibility of conducting PvP events in the future.

 

A- 5) There is no incentive program for content creator which causes lack tutorial/video/event related to the game, are there any discussion about it?

- Yes, a content creator support program is currently being prepared. Details will be shared soon, and we plan to begin recruitment in the near future.

 

A- 6) How do you plan on reducing rng in this game? As of right now every part of this game is rng.

- Rather than simply removing the RNG system, we recognize that previous implementations caused issues. Excessive mid-to-long-term farming combined with RNG-based growth significantly increased player fatigue and burden. Player progression through gameplay will now be achievable in a faster timeframe, and RNG elements are being redesigned to align with the faster growth rhythm, ensuring that excessive variance does not occur. Sudden changes could confuse players, so adjustments are being implemented gradually. The upcoming Artifact system is designed to follow this approach.

 

A- 7) How often do you plan on doing this AMA?

- This AMA collected a wide range of feedback on multiple topics. Moving forward, we plan to hold AMAs regularly, focusing on specific topics or adjusting the format for efficiency as needed, allowing flexibility to adapt the schedule and style.

 

 

Question # 29


Any timeline / roadmap for the mentioned changes in ⁠👑┃cm-board⁠ ? 
We see no actual commitment/signs of change at this point.

 

A-  The roadmap for the changes mentioned on the ⁠👑┃cm-board⁠ is being shared on an ongoing basis. For updates that are ready, we will make sure to share them as quickly as possible.

 

Question # 30


Why not address any of the suggestions and bug report section first instead of this channel? 
At least respond with "okay team already create a ticket for this issue" or "We already have similar idea about your suggestion, please wait for the release :)"

 

A- We are also reviewing the existing suggestion categories. However, some of the accumulated feedback from before [GM]IDOL’s return does not align with the current specifications or update directions, so it cannot be acted on immediately. To ensure more accurate communication with the development team, we are consolidating the latest feedback and handling it separately.

 

 

Question # 31


Hi! @[GM]IDOL, this my take in all over the years playing the game. 
How is it that private servers like Project Duck and God Game Dragon Nest have already fixed issues the official game still struggles with after all these years? They clearly show that proper balance, engaging progression, and fresh, non-repetitive content are possible. If smaller teams can deliver this kind of experience, what’s stopping the official server from doing the same? 
  
Why does it still feel like we’re getting recycled events labeled as “unique content”? Where are the meaningful updates, the real class balance changes, and the innovation players have been asking for? Do you actually listen to the community, or are these concerns just being ignored? 
 
It’s been 6 years+ since the transition from Cherry Credits—so what has truly improved? Players already found better experiences elsewhere, and many have stayed there. How much longer before the official server takes this seriously and finally make real changes? 
 
That's all. we hope we see the Promised of DN Operation team promise of changes and revitalized once again the game.

 

A- 1) How is it that private servers like Project Duck and God Game Dragon Nest have already fixed issues the official game still struggles with after all these years?

- We fully understand your concern. The reason private servers appear to improve faster is that they selectively modify only certain elements based on existing live server resources, so decision-making and implementation are quicker. On the other hand, the official server must consider the entire user base, economic systems, service stability, and future updates, so every change requires more verification and adjustment. That said, we recognize that the pace of improvement can feel slow from a player perspective, and internally, we are working on ways to accelerate tangible improvements in gameplay experience. We also want to clarify that private servers operate without authorization of official resources, while the official server is developed and maintained with sustainable service and responsible operations in mind.

 

A- 2) Why does it still feel like we’re getting recycled events labeled as “unique content”? Where are the meaningful updates, the real class balance changes, and the innovation players have been asking for? Do you actually listen to the community, or are these concerns just being ignored?

- We fully understand this feedback. The concern that updates feel repetitive and not genuinely new has been recognized internally. Previously, to maintain stable service and meet update schedules, many updates extended or reused existing content, which led to a lack of perceived “freshness.” Additionally, updates focused on improvements or balance changes may feel less impactful than new content, contributing to the perception that “nothing has changed.” However, we acknowledge the high demand for meaningful updates and real class balance adjustments. Moving forward, we plan to gradually increase changes that meaningfully alter the play experience rather than just repeating or expanding old content. Balancing new content and improvements is important, but currently, we recognize that improvement and balance changes are not sufficiently felt by players, so we will prioritize addressing this gap.

 

 

Question # 32


Why has your design/dev team been stagnating? 
 
Ever since the game was created, Raids needed coordinated teamwork to clear. The gear requirement to clear was not that steep to clear raids back then. The only exception was probably Red Dragon Nest (80 cap) which also needed teamwork to clear until it got nerfed in 90 cap . Now you even ignore many bug reports which still exist and doesn't even need a complicated fix. 
Bone Dragon Nest released October 2024, had a lot of bugs especially with the Ancient skillstone: Use Device item used for various mechanics not working, causing countless fails. February 2026, dev team obviously gave up trying to fix, if they even tried to, and made it so the use device skillstone was no longer needed. 1.5 years fix 
Gold Dragon Nest barely even has any mechanics. Based on own experience doing Honor runs, it was mostly just a DPS race. 
 
Why has the gear requirement to clear endgame content suddenly become so steep? 
 
Bone Dragon Nest Hard was released May 2025. It was released with a DLB4 difficulty rating. Most high spenders are DLB3. Dolphins are DLB1 at best. Gold Dragon Nest released at February this year with a DLB10 requirement. Yet people still find it very hard to reach this requirement even by spending a lot on this game. 
 
Why did bots suddenly appear after the turnover from CherryCredits to Eyedentity? 
 
You really thought people wouldn't notice this? Not even a week after, bots started appearing ingame using clerics and warriors. 
 
Why this channel? Is this even necessary? 
 
⁠💡┃question-and-answer already exist. Even ⁠💭┃suggestions already exist. So why this? 
 
Why keep releasing new classes when you can't even balance the existing ones? 
 
This already started a long time ago and it keeps getting worse. Recently, Silver Hunter remains on top by doing ridiculous amounts of damage and staying safe 90% of the time in midair while other classes suffer risking more and doing less.

 

A- 1) Why has the gear requirement to clear endgame content suddenly become so steep?

-  We agree that the sudden increase in endgame gear requirements over a short period was excessive. The higher difficulty of Gold Dragon Nest was partly due to aligning balance standards across global servers. Differences in growth speed and player specs between regions caused inconsistencies in perceived difficulty and fairness. To standardize, we set difficulty according to the upper range, which led to sharp jumps in some segments. That said, we recognize that some requirements became too difficult relative to the usual progression. We are currently mitigating this gap through gradual adjustments to difficulty, gear requirements, and growth progression, and we will continue to fine-tune perceived difficulty.

 

A- 2) Why did bots suddenly appear after the turnover from CherryCredits to Eyedentity

- Based on current information, there is no confirmed direct link between the operational change and the sudden appearance of bots. Bot-related issues can arise from multiple factors, including individual abuse attempts, certain event timings, and changes in account creation environments. We are continuously monitoring these activities, and if abnormal behavior is detected, we will respond according to our operational policies.

 

A- 3) Why this channel? Is this even necessary? ⁠💡┃question-and-answer already exist. Even ⁠💭┃suggestions already exist. So why this? 

-  We are still reviewing feedback in existing categories. However, some feedback accumulated before [GM]IDOL’s return did not align with current specs or update directions and couldn’t be applied immediately. This channel allows us to organize the latest opinions and communicate more accurately with the dev team.

 

A- 4) Why keep releasing new classes when you can't even balance the existing ones? 

- We fully understand this concern, and we acknowledge dissatisfaction with balance. New class development and balance are handled by separate teams, so introducing new classes does not directly delay balance work. However, the main issue has been the speed and quality of balance adjustments not meeting expectations. For example, Silver Hunter’s efficiency versus risk was set excessively high, and post-release adjustments were not implemented quickly enough, resulting in prolonged imbalance. Conservative adjustments were also applied to avoid disrupting player experience, but this led to long-term perceived imbalance. Moving forward, regardless of new class releases, we will prioritize fairness and perceived balance among existing classes and implement faster corrective measures when issues are identified.

 

 

Question # 33


Do the gm or even the devs even play the game? 
Sure maybe CN/KR Team do, I dont know I'm not sure, but im talking about SEA here. 
not the kind where activity can be seen after update making the world chat alive type ah. The kind who actually tries to progress the game's features trying to experience what the players experience. Heck, even try to spend at least how an average mid-late game player do. 
 
that's it, as a lot of your lovely and beautiful players have already shared their sentiments with the direction of the current game.

 

A- Both GMs and developers actively play Dragon Nest, and we operate the service based on our love for the game and a deep understanding of it. However, we acknowledge that, for the global servers, playtime by the team may not always be sufficient. We are continuously working to better experience the game firsthand and reflect that understanding in our decisions. Moving forward, we will keep combining actual gameplay experience with players’ feedback to provide a better service.

 

 

Question # 34


Please do optimization on your game system, my desk specs can run a AAA smoothly at the highest settings. I, but maybe us wanna play Dragon Nest with a stable FPS at the highest graphic settings without experiencing extreme FPS drop :archer5:

 

A- This issue has been continuously monitored internally. Unlike newer games, Dragon Nest is based on an older engine and legacy resources, which creates structural limitations that can cause FPS drops even on high-end systems. Situations where many character effects, monster patterns, or objects appear simultaneously can overload the CPU-heavy processing structure, leading to framerate drops regardless of GPU performance. Since the 64-bit client update, we have been continuously optimizing the game and are improving content creation to reduce excessive effects and inefficient resource usage. Additionally, we are conducting R&D on AI-based optimization and resource lightening. That said, without a full overhaul of the engine itself, achieving AAA-level performance across the board will have inherent limitations. Nevertheless, our goal remains to reduce noticeable FPS issues during gameplay, and we will continue ongoing improvements to achieve this.

 

 

Question # 35


also im not being biased XD but is there a way to ban those china player piloting sea account? cause clearing honor gold 20mins after it opens is nonsense, how we enjoy it if they cleared faster then all sea players combined? i mean its OBVIOUSLY china player who got full experience because no matter how much you watch guide or youtube u cant clear it instantly, please consider this because this is for the future sea players also, i know if u do this meaning ban those top account but better u ban them instead all sea players quit.. think for the future please cant let 8 man ruined the whole game.

 

A- In the SEA region, players come from various nationalities and backgrounds, so eligibility cannot be determined simply by language or superficial information. Operational checks focus not on ethnicity but on whether the account meets the service country requirements, account usage patterns, and compliance with our policies. While it’s difficult to fully monitor VPN or other bypass methods, we investigate abnormal activity and any evidence of Terms of Service violations and take action based on these findings.

 

 

Question # 36


When implement HWID banning for bots?

 

A- We are continuously reviewing various measures to strengthen bot account countermeasures. However, implementing methods like hardware ID banning requires careful consideration of technical feasibility, false positives, possible workarounds, and impact on legitimate players. For this reason, we cannot provide a confirmed implementation timeline at this moment. We are continuously evaluating the effectiveness and operational stability of such measures to determine a feasible approach.

 

 

Question # 37


It is good if add a live reporting system to the player information ? 
Ex: Bot, AFK, Toxic

 

A- We fully understand that issues caused by bots, AFK players, or toxic behavior are important for overall service quality. Adding a reporting feature directly in the player info panel is technically feasible. However, simply adding a button does not automatically solve the problem. We also need to consider false reports, emotional or mistaken reports, and how to fairly verify and process them after submission. Different types of misconduct—like bots, AFK, or toxic behavior—require different verification and evaluation methods, so a simple “report” button may not be fully effective on its own. While there are currently no immediate plans to implement this, we recognize the importance of making reporting more accessible in-game and improving the operational process. From a service quality perspective, this remains an important area for review and future improvement.

 

 

Question # 38


Hello @[GM]IDOL @[GM]IDOL , 
 
 why do you not implement phone verification on accounts to combat bots

 

A- Phone verification can be one method to address bot accounts, but applying it in a live service requires careful consideration of regional differences in authentication systems, user accessibility, operational costs, and personal data handling. In particular, a global service faces varying verification systems by country, making a single solution difficult to apply, and it could also create a barrier for legitimate users. For this reason, we currently focus on detecting abnormal usage patterns and applying operational sanctions rather than relying solely on phone verification. We continue to review the effectiveness of different anti-bot measures while balancing service impact, and aim to improve our approach over time.

 

 

Question # 39


Add JP Voice on DN Sea

 

A- Adding Japanese voiceovers to DN SEA is currently difficult due to copyright and licensing issues. Voice data is not something that can be added through a simple setting; it requires careful review of usage rights and contractual agreements. For this reason, we are unable to commit to implementing Japanese voiceovers at this time.

 

 

Question # 40


Could you add all available language packs to all Dragon Nest regional servers so players can choose their preferred language?

 

A- Providing all language packs across all regional servers is currently difficult to implement immediately. Each regional service operates under different policies and coverage, and some language resources may have region-specific restrictions or separate licensing conditions. For these reasons, offering all language packs freely across every server is limited by practical constraints. However, we fully recognize the importance of improving player convenience and will continue to review ways to enhance language options within feasible limits.

 

 

Question # 41


From Trainer Lindsay, in [Mount Shop], when will Brownie Joker and Mocha Sugar be attainable? It's been there since ever. Any plans to remove it or make it purchasable because I want to have them!

 

A- We understand players have been waiting a long time for Brownie Joker and Mocha Sugar. We will work to make them available as soon as possible and are targeting a May update for their release.

 

 

Question # 42


can i ask about the streamer perks?

 

A- We are currently preparing a streamer support program, and we will share the exact details as soon as possible.

 

 

Question # 43


Can we choose any gender for each class in the future?

 

A- We are aware of the ongoing demand for a class gender selection feature. However, Dragon Nest’s original design ties each class’s model, animations, voice, and equipment resources to a specific gender. Adding a gender option isn’t just a simple toggle—it effectively requires developing a new class version, which is resource-intensive. For this reason, applying gender selection across existing classes is currently challenging in terms of development efficiency and update priorities. That said, we are exploring new class designs that allow greater choice in appearance and playstyle, and we will share more details through official channels soon.

 

 

Question # 44


I quit dn in 2021, came back in 2024, and because of your poor game management, quit again in Feb 2026. 
 
 The first time I quit was due to, as many people mentioned, the rng over rng over rng aspect of the game. Variant helm came out in 2021, I spent 2k sgd and walked away with not a single variant helm jade at +10, after returning I see most items don’t get destroyed anymore through enhancement. Come 2026, gold dragon jades can be destroyed after +5. My question is, why are you still punishing players like this? An item dropping when you attempt to enhance is cruel enough, why are you letting things break again? Till date dn is the only game I know that punishes both whales and f2p via rng. I know of people who’ve spent a huge sum just to get no improvement to their stats. This is just tone deaf on your part as developers as this has always been a huge pain point. 
 
 Another huge issue is class balancing. You’re pushing them out too slowly and you’re doing a very bad job. Honestly does your skill designer even play the game or the characters that you’re balancing? Previously it was sniper nest, and now it’s silver hunter nest. Clearly the balancing hasn’t worked out at all, since no class is on par with silver hunter in terms of output. Till date even in the most recent balancing in kdn majesty still has useless awakening skills in the form of focus gravity and gravity trap awakening. My question is do the developers even play the game? Will you guys continue to push out balancing patches as a priority? 
 
 Lastly I saw that you’ve mentioned that you’ll be hastening our release schedule to match with kdn/cdn in terms of content, with ideally about a month delay. How are you going to implement this? I hope you understand that the recent launch of gold dragon was a huge slap to the faces of actual SEA players. Because cdn players/pilots cleared both honour and normal almost immediately on launch. Unless it’s a uniformed release, you’re not going to solve anything.

 

A- 1) why are you still punishing players like this? An item dropping when you attempt to enhance is cruel enough, why are you letting things break again?

- The item destruction mechanic is designed to maintain the value and rarity of fully upgraded items in certain areas. However, we understand that it causes significant stress for players. Going forward, this system will be applied only where necessary, and we will ensure it is not overly punitive in areas where it’s not essential.

 

A- 2) Honestly does your skill designer even play the game or the characters that you’re balancing?

- The development team conducts extensive testing. The main issue is that standard spec assumptions often differ from the actual player environment, which can distort balance outcomes. Small adjustments can unintentionally disrupt overall balance if the baseline is off. We are currently revising standard specs and verification criteria, and moving forward, balance updates will be based on real gameplay experience to ensure more stable results.

 

A- 3) Lastly I saw that you’ve mentioned that you’ll be hastening our release schedule to match with kdn/cdn in terms of content, with ideally about a month delay. How are you going to implement this?

- This has already been reviewed internally. The April update will include content from the March updates of JP, CN, and TW servers. Moving forward, KR will serve as the primary baseline, with other regions receiving updates roughly one month later. For SEA/NA, monthly update cycles may make the delay feel closer to two months in practice. This is due to differences in implementation timing and operational schedules rather than actual delay. We will continue to improve communication so update schedules are clear and transparent.

 

 

Question # 45


Hi @[GM]IDOL , the most thing i want to ask is RNG system in DN, especially enhance gear progress, the most reason player quit this game cause so stress. 

WHY SO LOW ?!?!?!? rate 1-5 % ?!?!?! ARE YOU GUY SERIOUS ?!?!?1 

I know some ppl are still got success enhance but this is ridiculous. Farm whole day to have gold buy material/jelly and go enhance all fail, mean all the hard work becomes meaningless. Make player dont have reason to farm anymore.  

So any plan to change that RNG system ? for some UNLUCKY player have chance get what they want from hard work ? like 50 turn fail and turn 51 have 100% guaranteed success ? Mean can make UNLUCKY player have reason to keep play - farm and get the goal.

 

A- 1) any plan to change that RNG system ?

- We consider RNG not just as the probability numbers themselves, but also in combination with required materials, farming duration, and cumulative failure stress. Currently, long farming periods and high material requirements, combined with low success rates, make the experience feel very punishing. Moving forward, we plan to adjust probabilities, durations, and requirements together, reflecting player feedback.

 

A- 2) for some UNLUCKY player have chance get what they want from hard work ? like 50 turn fail and turn 51 have 100% guaranteed success ?

- We agree that a “pity system” should be applied to more areas. While it cannot be applied uniformly across all growth mechanics, we aim to gradually expand its use where cumulative effort should reasonably lead to guaranteed rewards.

 

 

Question # 46


I've been playing DN since cap 40, quitted many times due IRL responsibilities while growing up and some others due heavy spending required, after 2 years since returning, I've been hoping for many changes in the favor of players regardless of their spending capabilities, NA's population is already quite low as many players feel that progression is impossible, I've dedicated spare time into building a community that can withstand the rough situation in NA and I would like to keep advocating for a better situation overall in game for a more enjoyable experience 
 
 ☻ Why did we stop getting disclosure of enhancement rates like we used to do in patch notes when a new item was introduced? 
 
 ☻ Why did the game shift into being so limited into farming (FTG enforcement) and requiring exorbitant amounts of materials which often need to be boosted when the item is about to be discontinued, any plans into reworking this FTG system? 
 
 ☻ What are the expected enhancements made from feedback? or is this just a fancy way to introduce what the CN server already announced? 
 
 ☻ Are there any plans to revive older raids in a "catch up" fashion such like it was with Desert dragon & Gust dragon? 
 
 ☻ Are there any plans to lower the cost of NA's dollar to game cash ratio? SEA's cash is 20% cheaper than its NA counterpart; thus making the game more expensive in NA than it already is 
 
 ☻ Are we getting QoL improvements like DPS meter for parties and reconnecting in dungeon like classic did? 
 
 ☻ Is there a roadmap to be announced to share to the community? unlike the team roadmap presentation that is about talking a lot but saying nothing 
 
 ☻ What happened to the jade combination system announced over 2 years ago? where you would be able to use all skill jades, is this still going to be implemented or is it something that was scrapped?

 

A- 1) Why did we stop getting disclosure of enhancement rates like we used to do in patch notes when a new item was introduced?

- Patch notes are currently aligned across regions to maintain fairness. Moving forward, we will make efforts to ensure that essential information, such as enhancement rates, is disclosed as clearly as possible.

 

A- 2) Why did the game shift into being so limited into farming (FTG enforcement) and requiring exorbitant amounts of materials which often need to be boosted when the item is about to be discontinued, any plans into reworking this FTG system? 

- The fatigue system is designed to prevent excessive growth concentration for players with more playtime and allow users with different play styles to enjoy the game together. We acknowledge that fatigue limits can cause inconvenience or stress. While there are no immediate plans to overhaul the system itself, we will review and improve problematic constraints per content more carefully.

 

A- 3) What are the expected enhancements made from feedback? or is this just a fancy way to introduce what the CN server already announced? 

- The enhancements are based on global player demand and service direction, not simply copied from the CN server. However, due to different service environments and schedules per region, the implementation timing may vary.

 

A- 4) Are there any plans to revive older raids in a "catch up" fashion such like it was with Desert dragon & Gust dragon? 

- Some current Dragon Nest content already serves as catch-up content. We are also discussing ways to enhance rewards and broaden their use.

 

A- 5) Are there any plans to lower the cost of NA's dollar to game cash ratio? SEA's cash is 20% cheaper than its NA counterpart; thus making the game more expensive in NA than it already is

- Prices are based on KR development policy and regional exchange rates, which can result in perceived differences. We will continue to review this and adjust policies if needed.

 

A- 6) Are we getting QoL improvements like DPS meter for parties and reconnecting in dungeon like classic did?

- The DPS meter is not planned; while informative, it could increase stress and competition. Currently, dungeon reconnection is applied to Nest and Dragon Nest, and we will consider expanding it to other content.

 

A- 7) Is there a roadmap to be announced to share to the community? unlike the team roadmap presentation that is about talking a lot but saying nothing

- We are considering it. While development follows an annual plan, timing may adjust based on player experience and service status. We are checking the posibility to share major updates at least quarterly.

 

A- 8) What happened to the jade combination system announced over 2 years ago? where you would be able to use all skill jades, is this still going to be implemented or is it something that was scrapped?

- We fully understand the anticipation for this system and sincerely apologize for not being able to release it as originally planned due to internal development circumstances. Currently, the system is being reworked, and we are preparing to launch it once it reaches the intended level of completeness. While the exact release schedule will be announced later, we aim to make it available in the near future.

 

 

Question # 47


Hi, I think it's important that I point out the things that I pointed out many years ago when I first quit, many of the issues that I pointed out way back in 2019 is still very, if not, much more prominent. 
My guild mainly consists of both F2P and P2W players, so I think I can speak for them including myself. I would like to know the following reasons as to why the following keeps on happening: 
 
RNG over RNG over RNG gearing system 
I understand that it's important that players have something to work on and look forward to every single day, be it clicking their equipment and trying their luck, if anything, this is just a way for players to keep logging in every single day. However, what was failed to be understood is that the players will get frustrated overtime and eventually, if they don't what they want, they will quit just due to frustration despite some of them actually genuinely loving the game. It becomes a sorrowful moment. 
 
Some players cannot play actual endgame content with their friends 
How do you think it would feel for players who are behind to play an older raid? It would feel that they could just finish it more efficiently by buying service from more highly geared players than playing with their friends. Even if they do have the choice to play together, they still need to take time and potentially money just to reach a suitable level to clear at the level the raid was balanced at (Example: BDN HC). 
 
This is also an issue that even some whales suffer with. Some of them may have friends that do not have sufficient spending power to play at the same level, this forces the whale to find other whales and to potentially leave their friend behind. With this kind of monetization in gearing, the game is hurting friendships and relationships indirectly. I don't think anyone wants this game to be 'the game that hurts people' in that regard. 
 
This also creates a high amount of stress for both lower and more highly geared players. Lower geared players will permanently play the catch up game without any end in sight, highly geared players will have to continually gear up to make sure they do not fall behind, which increases the cortisol level of both spectrums of players, which also ends up leading to high spending pressure. 
 
2019? What about it. 
Because of the trend that DN was going with back in those days, starting with Goddess Equipment, I had no choice but to leave DNSEA despite being well geared at that point in time. It was frustrating to me, very frustrating. I had a close-knit team, we cleared content together, we were good at what we did. Yet, just because of spending pressure, I had to give in and leave. This had hurt so MANY of my friendships and relationships both in-game and irl, which is why despite coming back to DN in late 2024, I could not put my passion back into the game in any shape or form. I hope you guys really do take it seriously this time. Even if I do not manage to get my passion back, please do not hurt the remaining playerbase anymore. 
 
Dragon Nest IS a good game honestly, it has such a good combat system but has monetization broken beyond repair - Change it too much and people who spend a lot will complain, don't change it and your early to mid game players will continue to suffer, your endgame players' wallet will continue to suffer. I hope you guys will really take the feedback that people are putting in here seriously.

 

A- We fully understand and empathize with the concerns you raised, and we take seriously the fact that many of these issues have persisted over a long period. The RNG-centric progression system, the difficulty for players to enjoy content together due to gear disparities, and the ongoing pressure to continuously progress are all core challenges that Dragon Nest is currently facing. Historically, the game has been designed to encourage both player engagement and monetization, but we recognize that this approach has led to excessive fatigue and stress for many players. As you pointed out, structures that make it hard to play with friends and environments that separate players by spending level are areas that need clear improvement for both gameplay experience and community health. While a complete overhaul of these systems would significantly impact existing players and the game economy, we are currently working on gradual improvements aimed at reducing progression burden and expanding opportunities for players to enjoy content together. Transforming the system entirely is not simple, but our ongoing focus is to alleviate pressure and restore the joy of playing, step by step.

 

 

Question # 48


Hi @[GM]IDOL , here's my follow-up question regarding another aspect of the game, one that all players have complained about before: the RNG (Random Number Generation) system, or what we should call the RNG wall. 
 
Did the developers actually test the RNG rate before releasing it to the game? With rates below 5%, or even below 0%? This is an extremely unreasonable rate, coupled with the limited amount of materials that can be obtained in the game through the FTG system. (And obviously, this forces players to spend money buying materials through F11 – a truly toxic design.) 
 
Especially, the RNG wall affects player progress in character building. Players spend hours and days accumulating money and materials hoping their character will become stronger after each enhancement, but what they get is often failure, and everything goes back to zero. Is this really worth continuing to play? 
 
Besides the enhancement RNG wall, players also have to use real money for RNG materials. Think about it: if a player spends 100k CC or more, they have to use the RNG to obtain the materials, then use those materials to enhance their equipment, but still get no good results or nothing at all, is it worth buying? 
 
This makes grinding and spending money meaningless because they can't be sure of what they'll get. 
-> RNG wall is a punishment for both free and cash players. 
 
Players want to get what they earn through their hard work and spending money. That's why most people are always willing to spend money on outfits because it's something they're sure to get. Honestly, I would readily spend 20k-30k CC on an outfit if it matches my aesthetic. 

What always puzzles me and other players is whether the developers are trying to build a good game or simply trying to create a casino by copying the gacha system in China? 
 
Many countries have already implemented regulations regarding gacha systems to protect consumers. Therefore, developers should consider this

 

A- Extremely low success rates are sometimes used for rare rewards or symbolic items within a server that are not intended to be widely obtained by all players. However, we are fully aware that the pursuit of such rarity can lead to excessive stress for players. Moving forward, we will carefully assess how much fatigue and frustration these systems actually cause, and we will design success rates and their application more thoughtfully to balance rarity with player experience.

 

 

Question # 49


Hi IDOL. 
 
The fact that the game is entirely based on an RNG system is pure torture for players. Will the RNG system be removed? 

 

it intended that CC, Cash Shop, and spending events are only for P2W players, leaving F2P players without any benefit? F2P players should be able to use the cash shop and similar features through a point system, just like before.   

 

What are the devteam and you planning to do about the imbalance between classes, RNG, and the huge difference between P2W and F2P? 

 

Are DevTeam unwilling to listen to players' requests and instead, acting like children, trying to lose players and bring about the end of the game by making updates they don't want? 

 

F2P and P2W players can't share in-game content, a seasoned F2P player is forced to farm like a slave without any experience or knowledge of raids, a testing system for understanding the mechanics and training is essential, materials are almost non-existent or sold with CC, xtreme enchantment costs... don't you want to change this unfair system? 

 

Are you aware that this game is unsuitable for a beginner F2P player and that it is entirely P2W (pay-to-win)?  

 

I wonder if DEVTeam wants to end the game or keep it alive.

 

A- 1) The fact that the game is entirely based on an RNG system is pure torture for players. Will the RNG system be removed? 

- Rather than removing the RNG system entirely, we believe it is more important to make the context in which RNG operates less punishing. This means adjusting not only the success rates, but also the required quantities, farming duration, and the cumulative burden of failures. Currently, all of these factors together create excessive stress, and moving forward, we plan to improve the overall progression structure in a more balanced way.

 

A- 2) What are the devteam and you planning to do about the imbalance between classes, RNG, and the huge difference between P2W and F2P?

- The development and operations teams are fully aware that class balance, RNG structures, and the gap between free-to-play and pay-to-win players are key issues. The developers themselves also experience these challenges firsthand through playing the game. However, multiple systems are interlinked, so resolving everything at once is difficult, and we recognize that the pace of improvements may not have been sufficiently noticeable. While we cannot fix all problems immediately, we are prioritizing a step-by-step approach that includes improving balance adjustment cycles, making RNG systems feel fairer, and reducing progression gaps. We will also strive to communicate these improvement plans and their rationale to players as transparently as possible.

 

 

Question # 50


Is it possible to bring this feature from the classic server to the SEA server, where players can reconnect to a dungeon after logging in if they were disconnected during the game?

 

A- We recognize that reconnecting to a dungeon after being disconnected is an important feature for player stability. While Classic and live servers share some core technologies, differences in server structure and content environment mean that this feature cannot be immediately implemented and requires further evaluation. We are currently conducting technical verification to see if it can be applied to live environments, including the SEA server, while ensuring stability. At the same time, we are also focusing on improving overall dungeon stability to minimize disconnections so that players may not need to rely on a reconnect feature in the first place. We will provide updates on the progress as soon as they become available.

 

 

Question # 51


when soloing Conquest please make us can loot item even when we die

 

A- We have identified the inconvenience regarding being unable to loot items when dying while soloing Conquest. We will review this matter internally to explore possible improvements so that players may still be able to loot items even if they die during solo play, and will share any updates once available.

 

 

Question # 52


HI They can add auto-loot in raids? 
and fast loot in dungeons, nests, and EFMs? 
It's possible they'll create an item that can be bought with CC cash that can add 1 RC to another RC0 item.? 
ty

 

A- 1) They can add auto-loot in raids?

- High-tier dungeons and 8-player Dragon Nests are designed around the current loot structure, and there are no plans to introduce auto-loot.

 

A- 2) fast loot in dungeons, nests, and EFMs?

- Considering the reward structure and player experience in high-tier content, there are no plans to add fast-loot systems at this time.

 

A- 3) It's possible they'll create an item that can be bought with CC cash that can add 1 RC to another RC0 item.? 

- There are no plans for this. Rebinding count is a core rule that determines an item’s trade value and circulation. Increasing it post-creation would severely disrupt the existing item economy and value standards.

 

 

Question # 53


can make the conversion fragment boxes from bestie star daily quest open 10 at once? everyday need to click 30times

 

A- In the April update, we applied the first round of improvements to Conversion Fragments. The opening process remains the same, but now all fragments in a box are unified for use across all equipment parts. Additionally, they will be tradable, so look forward to that. Convenience improvements for opening multiple boxes at once are under review for future updates.

 

 

Question # 54


All I want from the game right now is you to make the protect and threat variant jade cube to work on Ancient grade threat and protect variant jade. Can you make that happen?. Will I spend more? my answer is yes because I understand the game has to earn for it to survive and people not spending means EOS.

 

A- We will positively consider extending the Protect/Threat Variant Jade Cubes to Ancient-grade Jades. Expanding to Ancient-grade would improve the continuity of progression and usability, so we will review the feasibility while taking into account overall balance and the impact on in-game currency value.

 

 

Question # 55


Why Stage Entrance option after clearing Chaos Duel Nest still missing? It's a feature that's been there since the first release. Why is it missing now after Chaos Awakened release?

 

A- This was temporarily disabled due to an issue where Chaos Duel Nest’s exclusive buffs/debuffs were not resetting properly. Once the functionality is improved, the Stage Entrance option will be restored.

 

 

Question # 56


Hi ED, is it possible if you can make besties levels to be account wide instead of character based? 

 

Also possible for you to have something in cash shop without any expiry that is probably maybe 2m -3 mcc to allow iona to be server storageable without any limitations ,instead of having to use special storage tix to transfer iona? To enable people with multiple characters in one account to conserve money.

 

A- 1) Is it possible to make Bestie levels account-wide instead of character-based?

- Unfortunately, the Bestie system was designed from the start to have character-specific progression, so changing it to account-wide isn’t feasible at this time. That said, your suggestion will be actively reviewed, and we’ll consider other improvements to make Bestie growth more enjoyable.

 

A- 2) Could Iona be stored in the account-wide server storage without limits, instead of using special storage tickets to transfer her?

- Iona is designed as a character-specific core accessory. Allowing unlimited sharing could undermine the intended differentiation between characters’ growth. Special storage tickets were created to assist players when changing characters (e.g., switching main characters) while keeping items transferable in a controlled way. This system preserves item uniqueness and in-game fairness. We appreciate your understanding and will explore giving special storage tickets through events when possible.

 

 

Question # 57


Will there be a gear convert/converter for those who want to try different classes?

 

A- At this time, there are no plans to introduce such a system. Due to the current structure of Dragon Nest, implementing a gear conversion system is technically challenging. The game’s design encourages experiencing other classes by creating and leveling new characters. That said, we understand that starting a new character from scratch can feel burdensome or tiring. We will continue working to make character progression and entry smoother, so trying out new classes feels more accessible and enjoyable.

 

 

Question # 58


Why are the newer mounts(e.g. Sword mount, roly poly) hide your weapons now? Would there be an option to display your weapons while riding on the said mounts?  

Would I need to be willing to spend more to unlock that option? 

What is the thought process of the devs in balancing the classes?

 

A- 1) Why are the newer mounts(e.g. Sword mount, roly poly) hide your weapons now? Would there be an option to display your weapons while riding on the said mounts? Would I need to be willing to spend more to unlock that option?

- Some mounts’ models can overlap with weapons or other parts, which can cause visual clipping. To provide the most stable experience, these mounts were configured so that weapons are hidden. As for a “weapon display option,” we cannot confirm a timeline yet, but we are continuously reviewing whether a technical solution is possible.

 

A- 2) What is the thought process of the devs in balancing the classes?

Priority for skill balance adjustments is as follows: 

1. Identify abnormal signals from player data and gameplay metrics.

2. Confirm suboptimal combat performance through internal testing.

3. Assess whether skill design or mechanics significantly disrupt player experience through multiple review channels.

 

 

Question # 59


Hello GM idol 

Can I suggest for removal of bound system (materials)on items so the market flows again like before but don't remove the reseal system. 

Gold and item is too limited to the point that many players stuck on same gears (f2p). I hope for your consideration. I really enjoys this game to be honest even the classic release again . is just the time that we need to consume is to long to level up our gears. If gold flows again, market value decrease but many player will gonna have access on material items that help improve there characters. Maybe it's time for the former glory return This time in this server. 

Sorry for my direct criticism. I truly love this game since 2013. Many games appeared but I always back here. 

I wish for more years to come in this server and to all players that choose to stay here.

 

A- Thank you for your long-standing support of Dragon Nest and for sharing your sincere feedback. We take the issues you raised regarding the bound system and item/trade structure very seriously. As you mentioned, the current limitations on currency and item flow can cause growth stagnation for some players. Both tradable and bound systems have their own advantages and disadvantages. An active market can positively impact item value and economic activity, but it may put players who focus on play-based progression at a relative disadvantage. On the other hand, bound items strengthen progression through gameplay, but reduce market liquidity and can make it harder for new or mid-tier players to catch up. Because there is no perfect solution, we are exploring ways to balance tradable and non-tradable elements to provide a healthier economy while still rewarding play-based progression. We are particularly focused on ensuring that players who progress through gameplay alone can continue to grow without excessive limitations. We will continue to review currency flow, item access, and progression paths to make improvements in these areas. Your feedback will remain a key reference as we aim to create a more balanced and enjoyable experience for all players.

 

 

Question # 60


when are you gonna put emoticons in the ingame chat? i think its more fun and can communicate properly with each other espcially if we are just tryng to chill and showcase our characters fashion.

 

A- As Dragon Nest is serviced across multiple regions, the design and content of emoticons require careful review to ensure they are appropriate for all players. We will positively consider adding this feature so that everyone can enjoy more fun and expressive communication in-game.

 

 

Question # 61


Why I just rework pvp reward system and make it worth to grind? Hear me out. Pvp in DN is actually good. But abandon coz nothing to gain there so why u just rework if I guess😅

 

A- Currently, we do not have plans to revamp the PvP reward system. Activating PvP involves more than just adjusting rewards—it’s closely tied to character balance and gameplay fairness. Simply increasing rewards would not be sufficient to ensure meaningful play, so we consider it a matter that requires comprehensive review of the overall balance environment rather than just a reward change.

 

 

Question # 62   


I’m really happy this game is still around, especially after they announced it would shut down permanently due to the publisher transfer in 2018. Most of the other Dragon Nest mobile games have already shut down, but DN SEA stands on a whole different level, it’s the best MMORPG for me. 

I’m one of those players who started back at the level 60 cap, took a break, and then came back, and I’m genuinely enjoying it now. I really hope they bring back PvP in the next patch, especially since it’s summer in SEA (though I’m not too optimistic 😅). I know PvE is the heart of the game for adventurers, but PvP is the fire that drives players to push their limits. 

I’m confident the team is doing their best to give us a great experience while keeping the game sustainable. I’m excited for upcoming events and free costumes and hope they continue to get creative with them! 

All feelings and feedback are valid, and I truly appreciate that the GMs, Devs, and creators are giving their all. Kudos to the DN SEA team!

 

A- We sincerely appreciate your long-time support and your kind words about Dragon Nest. As you mentioned, the continued service is possible thanks to players like you who keep showing interest and care for the game. Moving forward, we aim not just to maintain the service but to grow and improve in ways that truly reward the love and dedication players have given over the years. In particular, we are committed to strengthening Dragon Nest’s core features—PvP, action gameplay, and cooperative experiences—so that players can enjoy new challenges and fun content. We are working to make upcoming updates, including the PvP you’re looking forward to, as complete and polished as possible. We hope you continue to look forward

 

 

Question # 63


Is there still a chance to make massive changes to PvP? 

As a PvE player who also enjoys playing PvP, I find PvP in this era quite frustrating; BigBang 1.0 PvP ruined everything 

Extremely unbalanced class mechanics 

By disabling Awakening Skills, this patch has effectively killed off several remade classes. Some of these remaked classes have become overly reliant on Awakening Skills, making them unplayable without them 

Respawn Rooms not functioning properly 

Respawn rooms have become nothing more than chat rooms right now; we just hope the GMs can restore EXP in non-mission rooms so players can play in other rooms and still earn EXP 

 
Ladder Shop 

The Ladder feels dead right now, you need to replace the items in the Ladder Shop with something useful for gearing up 

 

Game Stability and Optimization 

The game often feels laggy at night, and it’s not uncommon for players to frequently disconnect when entering portals (e.g., from Saint Haven to the Anu Carcila portal), 

Random stuttering in the game—this is understandable since Dragon Nest is an older game, but that doesn’t mean you can ignore it, you must optimize the game to make it more playable 

 

BOTS 

There are way too many bots, and it’s really annoying. Can’t you revamp the game account registration system? For example, by adding a phone number requirement, or even better requiring phone number verification when logging into the game 

 

Blue Bird / Red Bird 

Sometimes people spam this item. Is it possible to modify the [Block] system so that Red Birds from blocked users aren’t displayed? 

I’d like to ask if the developers could implement a cooldown on the [Blue Bird] item to prevent spamming? 5-second cooldown for each [Blue Bird] use would be good enough, in my opinion

 

A- 1) Is there still a chance to make massive changes to PvP? 

- PvP balance adjustments are scheduled to resume starting from July this year.

 

A- 2) The Ladder feels dead right now, you need to replace the items in the Ladder Shop with something useful for gearing up 

- This is being considered in a similar direction to PvP activation. The reward structure of Ladder content is closely tied to the PvP environment and class balance, so we believe simply adding gear progression items would not create the intended gameplay value. Therefore, rather than adjusting rewards alone, we see this as an area that requires a comprehensive review including overall PvP balance and content structure.

 

A- 3) Can’t you revamp the game account registration system?

- Thank you for your inquiry. Phone verification can be one of the measures to address bot accounts. However, when applying it to a live service, we need to consider regional differences in authentication systems, user accessibility, operational costs, and personal data regulations. In particular, for global services, authentication systems differ by country, making it difficult to apply a unified approach. It may also create barriers for legitimate users. For these reasons, rather than relying solely on phone verification, we are currently addressing the issue through abnormal behavior detection and operational sanctions. We will continue to review possible improvements while considering both effectiveness and service impact.

 

A- 4) Is it possible to modify the [Block] system so that Red Birds from blocked users aren’t displayed? 

- We understand the desire to avoid seeing messages from blocked users and reduce chat spam. We will review improvements to the block system as well as the possibility of applying a cooldown to the Blue Bird item.

 

 

Question # 64


Player from cap16 here, has been playing this game on and off over the years. 

Spending and paid contents have grew exponentially, however the contents being introduced seem to be shrinking exponentially. Where is the money Lebowski? 

Consider pity system for RNG enhancement? (If you are not familiar with the term Pity System, it means guaranteed success after certain number of clicks). 

When will yall keep the wiki updated and being transparent about the rates in game?

 

A- We agree with the direction that pity systems should be applied more broadly across the game. While it may not be feasible to implement it uniformly across all progression systems, we believe that accumulated effort should lead to meaningful rewards. Based on this principle, we will gradually expand its application to areas where it is appropriate.

 

 

Question # 65


As a player who play for a long time.... I realised monetization is getting more and more.... Before this we don't have pass... Now have pass and subscription..... Iona+15, lower body jade+50 

 .....earring variant jade geraint and barnac legend plate..... What makes you think the game is fun when 90% is based on spending....the amount of effort to farm the pay to win item is insane... Takes like almost 1 year and wait to be replaced by that time..... I stopped spending when u guys introduced legend conversion and didnt compensate for the huge amount of old conversion fragment I accumulated since I spend on +10 unique conversion quite early.....if u want to make a change... Start by reducing pay to win item and allow other player to farm the item but not for 1 year.... Maybe 4 mths would be reasonable.... Anyway for now, the reward is not worth for the effort.... Boring and repetitive

 

A- We deeply empathize with the concerns you’ve shared. While there are differences across regions, currently more than 70% of Dragon Nest players are free-to-play or low-spending users. We believe these players are essential in maintaining the game’s ecosystem, regardless of their direct contribution to revenue. At the same time, we clearly recognize that in the current structure, monetization has a significant impact on progression, and it is difficult to close that gap through gameplay alone. In particular, we understand that the perceived rewards compared to effort, as well as the long-term farming structure, can make the progression process itself feel exhausting. We consider this to be a critical issue. To address these concerns, we are currently reviewing the overall system with a focus on improving the efficiency of gameplay-based progression, reducing farming time, and preserving the value of existing investments. However, as these systems are closely tied to the overall service rather than a specific server, careful consideration is required, and we ask for your understanding that immediate changes may be difficult to implement. Nevertheless, we will prioritize these issues and continue working toward meaningful improvements that players can truly feel.

 

 

Question # 66 ~ 68


Greetings, ED. 

I already played DNSEA and sold my soul for it around 14 years. 
I don't really participate this kind of survey like this since your answers for the update and progress mostly invalid. But I'll just drop mine even though I already quitted 3 months ago. 

[Causes] 
So, why do I left? Most answers you already knew. Monetization, yes but that's only one of the cause. I'm not sure who giving you idea to increase the gear cost and bring the new type of gear every single or two year. Then it'll became absolute useless after some time. Back then we only have armor/weapon equipment, 1 slot jade, accessories, heraldry and talisman, that's really enough and fun. And now we have 

Skill jades - Biggest problem one skill addiction and reason why we don't utilize other skill 
Runes - Also one skill nest~ 
Multiple unnecessary slots of jades - Why?? just why u do that?? You could just put one jade enough for each equipment~ 
Pet that has buff and resistance - You kidding me~ right? 
Mount - Ok you put stats on it... i get it 
Brooch - Who invented this trash, oh my~ u know how useless it were. Remove it honestly. 
VIP accessories - look I really love back then when we farming epic grade on trial nest drop, dragon nest dropped unique/legend accessories or even genesis accessories that we can flex our effort. That's what I like. But you guys put Geraint, Argenta and even Iona that is not farmable at all, plus do you guys think we having fun paying for gears? Do you think we love Iona accessories? No...its the thing that not even categorized as Dragon Nest nature, where it came from?? Gears and it's specialty should be obtained by our own efforts and not by our money. 
Legend Conversion - I've said enough... i wouldn't mind if its stay as unique grade. 
Cosmetics/Costume - To be honest "I'm willing to spend more" on it rather than gears. Fashion nest is my soul !! You can take reference from other game, they only sell cosmetics and NOT gear. Gear are temporary in Dragon Nest. 
Artifact - Just stop it already...what even is that??! You gonna add more problems. 

Let's talk about Skill balancing, nope. It's totally outrageous. Silver hunter here, there, even my friend loved his main character so much for years~~ but he had to changed. What's the point of having many dead characters while you can use the ridiculous one with bare geared. You guys too afraid to bump other class damage. Even though you did, you improved the useless skill that we don't even use or it will cause any damage. 

Bug and disconnection, oh well. It's a feature from the game, never try to fix it. You guys tried probably but it's not even fully settled. 
You see, every single update/patch, always there will be an issue or more problems. Every single time I saw, "we truly apologize and we'll fix it after next maintenance/update." The game keep having problem yet you try to fix it on next week or another cycle month and what do you know, same problem repeated again and again. 

[What I love] 
It couldn't get more hurt that your favorite game is ruined and everything you love is falling apart. Because of DN, I met a lot of friends. I'm having fun playing it because the game is unique with its combat and style. You can use many types of skill to perform and not just 2 or 3. Honestly I spent a lot of my money on this game. I even not sleep and wandering around during my excitement day on DN. I love to collect costumes even its expensive, because its the thing that is "rare" and permanent. Flash those bright and sexy outfits for my lancea never be a boredom. But its different now, one by one my friend quitting, one of my friends died due to cancer, he also one of the reason why I still play this game. But slowly~ ED convince me to leave the game and return my soul back. It's terrible moment. I wish you show love to your players and not greed. 

Sincerely by A thorn valkyrie, 
LuceaRoyal.

--------------------------

I quit aug 2025 because a lot of reasons 
monetization - i was a dolphin spender but realized my spending was useless since i never was able to catch up with new raids and whales. what i spend now would be useless in 3 months. I spent over 3k usd total (over 2y) which is low compared to other whales but is relatively big sum for me. Realized could spend better things in life than a game, could definitely spend in other games. 
qol - ui is bad. some qol just got fixed in more recent updates and those are small and trivial. Example: adding comma to numbers is so easy to do, not hard at all for devs lol should have been a small patch years ago. Still not being able to recon when getting dc in normal dg? People lost items over that, should have been fixed years ago lol 
ftg - remove this, most people here have jobs. Some can only play on weekends. A game should not be a job. Of course reward those who login daily, but players who only play a few times a week should not feel left out and should be able to catch up. 
better content that is not gated by spend - BONE, BDNHC, now new Gold dragon. Only the top whales can play those content. I believe 90% of players cant. SHS when released was good imho, i liked learnings mechs and clearing with teams.

--------------------------

Dear @[GM]IDOL 
 
I feel like the game has become heavily pay-to-win, where progression is no longer about effort but about how much I’m willing to spend. I find it difficult to keep up if I don't spend money because a lot of important things are locked behind cash systems. The RNG system is really annoying to me. Getting supplies, improving equipment, and even avoiding item destruction all seem to depend on luck. My time and effort frequently feel wasted because of the low success rates, and there's no assurance that I'll ever advance. 
 
The distribution of classes seems incredibly unjust. While some classes dominate everything, others are neglected or fall behind. It makes me feel forced to switch classes instead of playing what I actually enjoy. Progression barriers make it difficult for me to enjoy content. Weekly restrictions make it even more difficult to learn and get better, and I can't play endgame content with my friends unless we're at the same level or spend the same amount. 
 
There is a clear bot issue. It has an impact on the economy, server performance, and overall experience, and it doesn't seem to have received enough attention. 
 
In addition, I'm having problems with both performance and quality of life. The game feels antiquated and frustrating due to lag disconnections, and outdated systems. I believe that player input is not being taken into consideration. 
 
Over the years many recommendations and issues have been brought up, but the developers have not communicated or been transparent, making it difficult to have faith that things will get better. 
 
I've been playing for a long time, and I feel exhausted. I still adore the combat system in the game, but I find it hard to keep playing because of the mounting financial pressure, unfair systems, and lack of significant advancements. 
 
Lovingly with respect, 
MeliJoySan 
#ArthenaryIsRecruiting

 

A- First of all, we sincerely thank you for being with Dragon Nest for such a long time and for taking the time to share such detailed feedback with us. Regarding the various systems and item structures you pointed out, we do not believe it is a coincidence that many of these elements are commonly perceived as issues. Over the course of long-term service, the game has accumulated a wide range of systems—often driven by short-term responses and external factors rather than a consistent direction. As a result, the overall structure has become increasingly complex, and the level of fatigue experienced by players has grown. In this process, we clearly recognize several areas that require improvement:

 

- The excessive expansion of equipment and progression systems
- The increased reliance on monetization over gameplay
- The insufficient protection of existing investment value

 

Additionally, issues related to balance, bugs, and connection stability are not isolated incidens, but rather recurring problems rooted in the overall development structure and operational approach. As you mentioned, we deeply agree that the core strengths of Dragon Nest—such as diverse skill usage, the enjoyment of action-based combat, and progression through gameplay—should be given greater importance than they are now. To address these structural issues, we are currently reviewing the game as a whole, with a focus on reorganizing systems and reducing unnecessarily accumulated elements. While it may be difficult to revert everything in a short period of time, we will continue working toward restoring the fundamental fun of the game and establishing a healthier progression structure. We fully understand the disappointment and frustration you must have felt after spending so much time with the game. Your feedback will not go to waste, and we will reflect it as we work to set a better direction moving forward.

 

 

Question # 69


in the latest Korea patch note this are mentioned in the new artifact system any thoughts? i just want to hear your opinion especially after the DN SEA announce publicly about "A Message from the Dragon Nest Operations Team" 
 
Step-by-step information on Zeraint's sacrifice enhancement 
Cloudy Hope can be purchased from the Cash Shop. 
 
Step-by-step information on Zeraint's sacrifice crafting 
Dragon Scale Crafting Plates can be purchased from the Cash Shop. " 
 
The Purification Fountain Pen can be obtained from the Royal Ruins EX Nest and Cash Shop. 

and in that announcement the letter did not mention about reducing RNG or P2W aspect of the game only adjust/review/improve value which doesn't address the issue. is the letter just used to damage control the bleeding player count?

 

A- We understand that there may be a disconnect between the recent announcement and the direction seen in actual updates, and it’s completely reasonable that this could come across as “damage control.” However, the purpose of that message was not simply to defend the current situation, but rather to share the overall direction first, given that it is difficult to fundamentally change the existing structure in a short period of time. That said, we also recognize that the lack of noticeable changes and the continued perception of a monetization-focused structure is an issue that needs to be addressed. As Dragon Nest operates across multiple global regions, there are practical limitations in applying an ideal structure uniformly and at the same pace across all servers. Even so, our direction toward easing RNG-related pressure and reducing over-reliance on monetization remains unchanged. New systems will continue to be adjusted based on each service environment, with gradual improvements over time. We understand that these changes may not yet feel significant, but we will continue working toward more meaningful improvements through future updates and system expansions.

 

 

Question # 70


Why is the game so dependent on P2W features? Especially those special accessories and such. Will the game developers ease in on the P2W aspect of the game and try to create more F2P pathways for players who cant spend?

 

A- As many players have pointed out, we clearly recognize that the game has been leaning more heavily toward pay-to-win elements. However, this is a structural issue that cannot be resolved through simple short-term adjustments. We believe a gradual approach is necessary to transition toward a healthier and more balanced system. As a first step, our priority is to lower entry barriers so that light-spending or free-to-play players can progress naturally without being blocked by paywalls. For mid-tier players, we aim to reduce over-reliance on RNG and ease excessive progression hurdles. Once a more stable foundation across the overall player base is established, we plan to gradually address the heavy monetization pressure and pay-to-win elements in the endgame as well. Rather than short-term changes, our goal is to deliver structural improvements that players can meaningfully feel over time.

 

 

Question # 71


im just gona asking some few question about this game and furthur content will be appear ahead 
 Number 1 Question 
 is it possible for us to play like old era where everything is not relies on heavy grinding spending especially on paying content 
 
 Number 2 Question 
 does the Reguler player have a chance to reach Intermediated to Advance without getting fomo and actually enjoying the rest of content without actually getting left behind 
 
 Number 3 Question 
 does all Remaster is applies to all Spin off as we know there is Dark lord for Dark avenger and Silver Queen for Silver Hunter in short time because if we does 1 for each year that would be pretty much takes another 8 year and most of us not sure will be still around and waiting that long also does it allso there is chance we gona get all class the 3rd tree job 
 
 Number 4 Question 
 can we get more affordable cash item without actually spending so much because we want equal pay equal content also equal price not some boring spending box with monotnous and outdate content with no value 
 
 Number 5 Question 
 does most of role still applies like old DN where all class have their own role also all other outdate class that really need and deserve the boost can get the chance appear sooner compare same meta class over and over because seriously this is unfair and its always boring same class and job that gain the fame and the rest is getting abandoned, forsaken and getting the secound child treatment as we know there is A LOT and we demand Fair and square treatment 
 
 Number 6 Question 
 can we actually getrid this bot that basically always appear and make everything bad either from DN economy itslef and make server heavy and bad for most of us here suffering like server delay often dc also is this possible to make additional login method so this bot wont appear on server again 
 
 Number 7 Question 
 Does there is a chance we can make gold valueble & normal again so we have meaning to girnding everyday.

 

A- 1)  is it possible for us to play like old era where everything is not relies on heavy grinding spending especially on paying content 

- We fully understand and agree with the direction you’ve mentioned, and the development team also considers this a key issue. Currently, we are approaching this in two tracks. For the live service, we are gradually improving the structure by reducing reliance on RNG and easing excessive progression systems and monetization dependency over time. However, as this is a structural issue, it is difficult to normalize it to a noticeable level in the short term. At the same time, we are also preparing alternative service formats, such as the Classic server, to provide an environment that can be enjoyed with less burden. Rather than focusing on speed, we aim to ensure the direction is correct and stable, and we will gradually build a healthier game structure that players can truly feel.

 

A- 2) does it also there is chance we gona get all class the 3rd tree job 

-  It is part of our plans; however, we are unable to confirm an exact timeline at this time.

 

A- 3) does all Remaster is applies to all Spin off as we know there is Dark lord for Dark avenger and Silver Queen for Silver Hunter in short time because if we does 1 for each year that would be pretty much takes another 8 year and most of us not sure will be still around and waiting that long

- Reworks and remasters can be applied to all classes, including spin-offs.

 

A- 4)  can we actually getrid this bot that basically always appear and make everything bad either from DN economy itslef and make server heavy and bad for most of us here suffering like server delay often dc also is this possible to make additional login method so this bot wont appear on server again 

- Thank you for your question. We are continuously reviewing measures to strengthen our response to bots, as they impact both the in-game economy and server environment. Previously, we attempted to introduce the same automated sanction system used in the Classic server to the Original server. However, during stabilization, some performance-related issues such as lag were observed, so the system was temporarily removed. Further investigation showed that the issue could not be attributed solely to the security system, and we are currently preparing to reintroduce it in a more stable form. Our goal is to reapply this system as soon as possible.

 

 

Question # 72


Can decrease the prices of gold goblin pass for us fishes?

 

A- Thank you for your question. At this time, it is difficult for us to provide a definitive answer regarding a price adjustment for the Gold Goblin Pass. This product is structured with consideration for overall service operation and in-game monetization balance. As such, rather than adjusting a single item in isolation, it requires a broader review of the overall system and direction. That said, we fully recognize concerns regarding pricing, and we will continue to review ways to improve overall value, package composition, and delivery methods to better meet player expectations.

 

 

Question # 73


Could you give us more info on how you guys plan to change the prices inside the CC shop, what are your metrics or data that you will use? can you show us spending trend? what month do usually DNSEA players actually spend a lot? are you successful with your packages or do you plan to make more packages different from what is offered in KR?

 

A- 1) Could you give us more info on how you guys plan to change the prices inside the CC shop, what are your metrics or data that you will use?

- The current Cash Shop pricing policy is aligned with maintaining consistency in product value across global regions. However, since market conditions and player perception differ by region, we are reviewing the possibility of adjusting pricing structures in SEA to better reflect a relatively lower burden compared to other regions. Any actual price adjustments will be determined by comprehensively evaluating multiple factors, including exchange rates, player purchasing patterns, product value balance, and overall service operation conditions.

 

A- 2) can you show us spending trend? what month do usually DNSEA players actually spend a lot?

- Detailed data regarding player spending trends and patterns is considered internal operational information, so we are unable to share specific figures. That said, spending behavior generally varies depending on major updates, seasonal events, and periods where progression demand is high. In the SEA region as well, we observe relatively higher engagement during major content updates or when rewards feel more impactful. We will continue to use these patterns as reference when planning future packages and events.

 

A- 3) are you successful with your packages or do you plan to make more packages different from what is offered in KR?

- Current packages are designed based on the scale of each server and player behavior, with a focus on reflecting player demand and feedback as much as possible. While the Korean server has a relatively smaller player base compared to other global regions, package operations are being reviewed and managed without major issues, based on ongoing player feedback and demand. In addition, we are not strictly limited to mirroring KR packages. We are continuously reviewing the possibility of introducing different package structures tailored to each region. Moving forward, we will continue to prepare more suitable offerings by considering both player demand and regional characteristics.

 

 

Question # 74


when cc package got drop price for SEA and contents all events servers make it fair rewards like KR and CN for SEA ?

 

A- 1) when cc package got drop price for SEA

- The current Cash Shop pricing is set to maintain consistency in product value across all regions. However, because market conditions and player perception differ by region, we are reviewing the possibility of adjusting SEA pricing to make it relatively more affordable compared to other regions. Any actual changes will be determined after evaluating multiple factors, including exchange rates, player spending patterns, product value balance, and overall service conditions.

 

A- 2) contents all events servers make it fair rewards like KR and CN for SEA ?

- Based on our current review, SEA event rewards have not been operating at a lower level compared to other servers. That said, some tradeable items may be adjusted to prevent abuse and avoid negative impacts on the in-game economy. We will continue to consider server conditions and reward balance to ensure fair and stable operation in the future.

 

 

Question # 75


Dear ED/Admin/Whoever reading this, 
 
I've been playing your Dragon Nest ever since beta testing for selected 200 cherry credit players. 
Based on my 16 years of DN gaming, I will say this game still has the best combat system that is way ahead of many games when it first release. Most of us can agree to that. 
 
It's just that as times goes by, things started to be more expensive, things like events/dungeons/raids started to recycle & becomes repetitive which eventually people will get tired & drained both mentally & financially. 
 
Most of us rather have good package or events that cost us 10k~50k cc per month which most players can afford. 
If the packages are really good & affordable, it can easily 4,000+ players to spend 10k~50k cc monthly and yield 200m cc monthly especially during CherryCredit days. It could be more than 10,000 players. 
 
There were many times I wanted to quit because it's starting to take a toll on me both mentally & financially but I also couldn't bear to give up my account after pouring in over 150m cc worth of money in the span of 16 years. So I really hope there's an actual changes as what was promised in the last post. Please don't let us down again, there were many times you let us down & we rant about how bad/dead the game it is but deep down, we still holding on to that hope. 
 
I agree to most of the long posts in here, despite having bad rng like 3-6x the amount of materials than average. Screw RNG/Destroy item System. I still love the real-time combat gameplay and it is irreplaceable in my heart as DN has been part of my life for more than half my life. 
 
Your friendly neighborhood Guardian, 
MrZanto

 

A- Thank you for being with Dragon Nest for such a long time and for sharing your heartfelt feedback. We truly appreciate your support from the beta testing days to now, as well as your high regard for the unique appeal of Dragon Nest’s combat system. We take your words very seriously. As you mentioned, over time, the increasing costs and the repetitive nature of events, dungeons, and raids have caused fatigue, which we also recognize as an important issue. We understand that reasonable package pricing and event structure, excessive RNG systems, material consumption with high variance, and item destruction mechanics are concerns that many players empathize with. Your feedback is not just a complaint, but a sincere suggestion from a long-time player, and we will use it as an important reference when reviewing future service improvements. We are committed to ensuring that the recent changes are not just one-time announcements, but that they actually reduce gameplay burden and fatigue, allowing players to enjoy the unique fun of Dragon Nest for longer. We will continue to listen to our players’ voices and work toward better improvements. Thank you again for being with us for so long, and we will do our best to ensure that upcoming changes are felt in practice, not just in words.