Hello, Bonfire developers. I am a tester from the South Korean region on the Asia server who has been playing Arkheron and maining Rynshi for nearly a year.
I am truly glad that this forum exists, providing a direct channel to share feedback with you. I sincerely appreciate your hard work in creating a game that is so engaging and rewarding to dive deep into.
As a Rynshi player, I hesitated quite a bit over whether I should change “was rewarding” to the past tense.
Currently, after a series of patches and changes to his passive conditions (specifically the combined 100 limit), Rynshi’s unique playstyle and core identity have been severely diluted.
Although I continue to research and play him out of sheer dedication, Rynshi currently lacks competitiveness in almost every aspect—skill value, base stats (EHP), and risk-to-reward ratio—when compared to other Eternals in similar roles (brawlers/chargers). The high-risk playstyle that was once unique to Rynshi has completely vanished. I am certain that a situation where playing a beloved Eternal makes a player feel guilty toward their teammates is far from healthy. I would like to offer this feedback based on the system mechanism conflicts and quantitative data that have accumulated over recent patches.
1. Structural Issues: Metric-Driven Patches and the Release of Tsubo
From my perspective, the current downfall of Rynshi’s viability stems from adjustments made during v0.16, which were heavily reliant on metrics from a very specific meta environment.
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Balance Issues Arising from Shared Risk Mechanisms
Rynshi’s core mechanic—“high return conditioned on maintaining low HP”—was identically applied to the new Eternal, Tsubo. This created a specific synergy line (“Tsu-Shi”) that proved overly dominant when paired together. However, in the process of tuning down this specific combination, Rynshi’s individual passive conditions and base stats were heavily penalized. Consequently, solo Rynshi players suffered a massive hit to both their fundamental durability and the fun of playing him.
You might wonder why I am bringing this up only now. Having played the “Tsu-Shi” combination myself back then, I am fully aware of how destructive it was. The v0.16 hotfix was entirely understandable, and as a Rynshi player, even if it felt a bit disappointing, it seemed like a necessary sacrifice for overall game balance. Even though solo Rynshi was already difficult to run at that point, I fondly remember continuing to research various builds out of affection for the character.
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Metric Illusions Caused by the Absence of Counter-Eternals
The reason Rynshi’s metrics appeared inflated during v0.16 was largely due to environmental factors: Leodin and Lava, who directly counter Rynshi with basic attack armor penetration, were temporarily excluded from the rotation. Because nerfs were executed based on metrics recorded in an environment lacking his natural counters, Rynshi’s standing has severely collapsed now that those counters have returned, alongside additional weapon nerfs and weakened passive values.
2. Mechanical Conflicts Proven by Objective Data
I am attaching a link to a detailed Notion page prepared in Korean. While I am unable to provide a full translation due to AI context limits, it should be easily readable using browser translation tools:
[Notion Link: https://app.notion.com/p/ac64ba9f19e94a50858f08363aca234e?t=new] (Korean language, translated views available via browser)
Rynshi’s current passive structure (the combined 100 HP+Fortitude restriction) creates a logical contradiction: it demands extreme risk-taking through “low HP maintenance” without offering any proportional return.
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Insufficient Return for Maintaining Low HP
In a 3v3 environment dominated by heavy focus-firing, holding under 100 HP while engaging in combat is an extraordinarily difficult task that carries constant lethality risk. Even if a player manages to pull off a flawless low-HP infusion play at 50 HP—taking on a 1.5-second cast time and extreme vulnerability while using health potions—the maximum payoff reaches 1,000.0 EHP, which is exactly equal to Leodin, who achieves the same stat without any risk conditions at all.
If the reward for executing high-risk mechanical acrobatics is merely “parity with a zero-risk character,” there is no reason for players to maintain low HP, nor any value in picking Rynshi. The core mechanic of low-HP maintenance can only function if accompanied by an overwhelmingly high return.
3. Performance Gap Compared to Same-Role Eternals
In the past, even if Rynshi’s Eternal Skill value was noticeably low, he could maintain his identity and survivability by leveraging the synergy between set bonuses and weapon performance to pull off his high-wire playstyle.
However, as passive and set bonuses have been nerfed and standardized, the inherent limitations of his Eternal Skill have been fully exposed.
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Gap in Ultimate Performance: Compared not only to other brawler Eternals but to almost all Eternals in the game, Rynshi’s ultimate severely lacks impact in terms of teamfight influence, variable creation, and overall return. In the Korean community, there is even a running joke that buying two Crown of Fortitude items is identical to Rynshi’s Eternal Skill.
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Utility and Quality of Life (QoL): His basic skill set provides relatively inferior value in utility—such as post-engagement survivability, CC chaining, and overall combat convenience—compared to other characters.
Conclusion
Currently, Rynshi is facing a clear design flaw.
His reworked set bonus (passive) yields low returns relative to the amplified risks. Even when pulling off high-efficiency, high-difficulty plays, the reward offers little difference compared to the bonuses of zero-risk Eternals.
Comparing his Eternal Skill to those of Dalla, Grimworld, or Leodin highlights just how underwhelming his current impact is.
Navigating a perilous low-HP tightrope now yields the same durability as zero-risk characters, while his unique playstyle centered around Fortitude Shards has been effectively sealed. This structure completely strips away Rynshi’s unique fun and reason to exist.
Sharing a unique high-risk mechanic with a new Eternal—resulting in stacked returns for the combination—was a design oversight that disrupted the game’s broader balancing ecosystem. I strongly request that future character design processes thoroughly evaluate such systemic ripple effects, and that Rynshi’s original identity—an overwhelming high-return playstyle built on low-HP maintenance—be restored as soon as possible.
I genuinely love this Eternal’s design and playstyle, and I still believe that you, the developers, can make Rynshi fun to play once again. Personally, I would love to see his previous passive rolled back, but it is completely fine even if that isn’t the case. However, I firmly believe that separating his activation condition from Tsubo’s is the right direction. Having two returns sharing the exact same risk will always cause balance issues whenever they aren’t strictly separated by rotation.
Feeling a sense of guilt simply for picking my main Eternal is truly painful. I deeply appreciate all the hard work you put into this game, but as gamers, once players feel that the game has become hostile toward them, it becomes very difficult for them to stay. Because I trust you, I know it won’t come to that for me, but the sentiment among the player community around me is becoming increasingly concerning. If you could pay closer attention to preventing these systemic mechanism conflicts and refining overall balance design, I am certain it will bring about a very positive response from the community.
Wishing you the very best in the successful development and balancing of the game. Thank you for reading.
(P.S. As this feedback was translated from Korean to English, please kindly understand that there may be slight nuances or translation inaccuracies, though I have tried my best to convey my thoughts as clearly as possible.)