Taken from the developer's own announcement, quoted rather than summarised. The full post is linked at the foot of this page.
Dear Wanderers:
These path experience and balance improvements are based on real-time data and player feedback. While ensuring the stability of the path experience, we have focused our adjustments on paths whose data performance fell short of expectations and where gameplay experience still had room for improvement. At the same time, we have targeted core pain points that Wanderers heavily reported as significantly affecting the experience, alongside adjusting the balance of certain gameplay modes. We invite you to keep sharing your thoughts with us. We are listening closely and will continue to refine the development, paths, and competitive gameplay and balance with care in future versions.
Progression Optimization
- Added the \ feature to reduce negative experiences caused by accidental operations. All fully tuned Legendary gear can be recovered within 7 days after being consumed as Modulating materials. Upon recovery, all recycled materials and Modulating Stones must be returned. Optimized the \ experience by adding a source filter option in the Gear Recovery interface, allowing you to separately filter gear that was recycled, consumed via Tuning, or consumed via Modulating.
- Added the \ feature to increase the flexibility of set switching. After this version update, the initial set on each piece of gear, as well as any sets previously switched to on that gear, will be permanently unlocked (sets replaced before the update are not included; sets unlocked after Relaying will be retained). Switching between unlocked sets on that gear will no longer consume free switch attempts or Echo Jade, allowing you to freely switch sets on the same piece of gear for different Paths and combat environments.
- Optimized the acquisition experience of . Based on player preferences, the random rules for the initial affixes of newly unlocked Tier 100 gear have been adjusted as follows: Increased the drop rate of Gold Initial Affixes in all ; removed \ from the , while increasing the rates of \ and ; removed \ from the , while increasing the rate of . In addition to these affixes, drop rates for other affixes in the \ have also been slightly adjusted. Please refer to in-game effects for specifics.
- Optimized the \ and \ experience. In all Tier 100 , increased the appearance rates of , , and \ Rare Affixes, while decreasing the rates of \ and . Other affix rates have also been slightly adjusted. The appearance rates of all retunable affixes across all tiers in the \ have been balanced to equal rates.
- Optimized the \ and \ experience. The cooldown for \ and \ on all gear has been reduced from 5 days to 3 days. Gear currently in cooldown will not be affected. Optimized cooldown notification rules: After the update, checking gear upon cooldown completion will only dismiss the red dot and animated reminder; the cooldown completion prompt will remain until dismissed manually or until the gear's status changes.
- Optimized the \ experience to accommodate more customized builds and quick-switch needs. After this update, saving a build will additionally record , , and \ settings, allowing them to be switched simultaneously when changing builds. Previously, \ only recorded the attuning type; after the update, it will record the specific active Attuning Affixes. Activating historical attuning affixes consumes Echo Jade, and a prompt will notify you at that time.
- Optimized the \ catch-up experience. Characters between Lv. 96 and Lv. 99 will retain the Level Catch-up status, during which the character EXP gain rate is increased to 400%.
- Optimized the \ catch-up experience. For all gear below the current season's latest tier (Tier 100), the \ requirement for equipping has been standardized to 5 points, lowering the equip threshold for lower-tier gear.
General Experience Optimization
- Adjusted the base effects of Inner Way : Reduced the immediate Endurance recovery upon gaining , and added an effect that grants extra Endurance recovery on every hit during its duration. Reduced the damage reduction value of , and correspondingly reduced the Endurance consumption increase ratio when sprinting, jumping, and dodging. Added Tier 1 effect: Continuous hits that put Player Units into Hitstun or Control for a certain duration will reduce the effect's trigger interval.
- \ now supports practice for [3v3], , and \ combat modes.
Bellstrike - Splendor
- For Martial Art , the talent \ has been renamed to . The damage calculation multiplier layer for its Sword Energy attack's 20% bonus damage against \ has been adjusted to align with other \ multipliers, no longer being diluted by general damage boost effects.
- Adjusted the effect of the \ set: Increased the effect duration to 12s, aligning it with the effect activation interval. Synchronized the base effect of Inner Way : Increased the duration of \ to 12s, aligning it with the \ set duration.
- For Martial Art , added a new mechanism to the \ status inflicted by Special Skill : During its duration, the charge speed of Charged Skill \ of the same-Path Martial Art \ is also accelerated; the status is removed upon triggering. Adjusted the Tier 1 effect of Inner Way : Any Bellstrike - Splendor Martial Art skill now adds \ on top of the original . Added Tier 1 effect to Inner Way : Under , you can charge and release \ slashes without requiring a Qi Shield.
Bellstrike - Umbra
- For Martial Art , slightly advanced the skill cancel window of \ that can be chained after Special Skill , allowing subsequent combos to be executed more easily.
Silkbind - Jade
- For Martial Art , adjusted the \ effect inflicted by Martial Art Skill : The damage calculation multiplier layer for the 10% bonus damage dealt by projectile or heavy attack follow-up skills against \ has been adjusted to align with other \ multipliers, no longer being diluted by general damage boost effects.
- For Martial Art , when Heavy Attack Follow-up Skill \ hits a non-player enemy, it will directly enhance into , significantly increasing its base damage (the original bonus damage against non-player enemies is merged into the base damage of \ with no additional multiplier). During the cast of , it can be interrupted at any time via the second stage of Special Skill \ to blink back to the Water Clone.
- For Martial Art , the talent \ has been renamed to . When its Heavy Attack Follow-up Skill \ hits , the +30% Critical Rate effect has been adjusted to +15% Critical DMG, and the 5 extra Qi Damage per strike now only applies to . Added an effect: When \ hits , it inflicts , increasing the Qi Damage taken from the applier by 5% and inflicting the \ status during its duration.
- Adjusted the base effects of Inner Way : The damage boost of \ on heavy attacks, heavy attack follow-ups, light attacks, and projectile skills has been changed from [+15% HP Damage] to [+10 Physical Penetration and +10 Silkbind Penetration]. Adjusted Tier 1 and Tier 4 effects: The original Tier 4 effect has been moved to Tier 1, and the new Tier 4 effect grants . Added Tier 6 effect: Hitting targets afflicted with \ will also restore 1 stack of \ (the \ statuses include , , and ).
- For Martial Art , adjusted the projectile collision rules for Special Skill : It can now penetrate invisible walls in Multiplayer Dungeons and Arena mode.
Stonesplit - Might
- For Martial Art , the talent \ has been renamed to . Its effect has been adjusted from granting additional Max Physical Attack based on the higher value between Constitution and Power to increasing Max Physical Attack when Power is higher, and increasing Physical Defense when Constitution is higher (increasing Max Physical Attack when Constitution and Power are equal), allowing players to adjust attribute orientation based on their needs.
- For Martial Art , the talent \ has been renamed to . Its effect has been adjusted from granting additional Max HP based on the higher value between Constitution and Power to increasing Min Physical Attack when Power is higher, and increasing Max HP when Constitution is higher (increasing Min Physical Attack when Constitution and Power are equal), allowing players to adjust attribute orientation based on their needs.
Stonesplit - Strength
- For Martial Art , adjusted the effect of talent : The +12% HP damage taken during \ has been adjusted to a proportional increase in Physical Damage and Stonesplit Damage taken. In non-Arena modes, the duration of \ extended when \ hits multiplayer bosses has been adjusted from 6s to 10s.
- For Martial Art , added a new effect to Martial Art Skill : In non-Arena modes, while in Iron Guards status, tapping the skill again during a charge will unleash , dealing damage equivalent to \ and refreshing Iron Guards.
- Adjusted Tier 4 effect of Inner Way : The Anxi Army Assist triggered by casting \ during Inner Passion now also gains a 40% damage boost against Non-Player Units. Adjusted Tier 6 effect: The cooldown of \ has been reduced from 6s to 5.5s.
Bamboocut - Wind
- Added Tier 6 effect to Inner Way : When Special Skill Stage 2 \ hits in non-Arena environments, it will also trigger light attack on-hit effects.
- For Martial Art , adjusted the effect of talent : Martial Art Skill \ and Varied Combo Skill \ will inflict 5s/20s of \ on players/non-players. Targets in the \ state take 5%/2% increased Qi Damage from the applier, and light attacks deal an additional 40%/10% Qi Damage; if the target's Qi is below 40%, light attacks deal 5% increased HP Damage.
Bamboocut - Dust
- For Martial Art , adjusted the \ effect applied by talent : The damage calculation multiplier layer for its 20% bonus damage against \ has been adjusted to align with other \ multipliers, no longer being diluted by general damage boost effects.
- Added Tier 3 effect to Inner Way : In non-Arena environments, when Special Skill \ hits a target afflicted with Phantom Chime, it can consume all Phantom Chime stacks to continuously boost the damage of Special Skill \ for a period based on the number of stacks consumed.
Bamboocut: Kite
- For Martial Art , significantly accelerated the charge speed of Charged Skill .
- Adjusted Tier 4 effect of Inner Way : The \ refund for Charged Skill \ has been adjusted from at most once every 18s to once per cast. Added Tier 6 effect: Casting \ when \ reaches 4 bars increases the target's damage taken from your \ by 8% for 25s, stacking up to 2 times.
Arena Experience Optimization
- Adjusted the maximum consecutive Deflection count for certain martial art skills to lower the threshold and optimize consecutive Deflection experience: \ adjusted from max 4 to 3 times; \ adjusted from max 9 to 5 times; \ adjusted from max 4 to 3 times; \ adjusted from max 6 to 3 times; the 3rd/4th/5th light attack hits of \ adjusted from max 8/5/5 to 3/3/3 times; \ adjusted from max 4 to 3 times; \ adjusted from max 4 to 3 times.
- Improved the rotation tracking performance of the first light attack hit for all weapons; improved the displacement tracking performance of the first light attack hit for weapons , , and .
- Adjusted the backward dodge distance and skill cancel windows across all weapons to balance overall performance while retaining weapon identity.
- In Arena mode, added extra Endurance consumption upon successfully charging certain martial art charged skills, including , , , , , , and .
- For weapon , accelerated the animation speed of Divine Counter's second strike: If the first strike hits an enemy, it can now consistently chain into the second strike.
- Fixed an issue where the fourth light attack hit of weapon \ had a chance of missing the first strike when attacking enemies from the side or back.
- For weapon , accelerated the overall animation speed of Dual-Weapon Skills.
- For weapon , increased dodge distance and advanced skill cancel windows to close the dodge performance gap with other weapons.
- For weapon , moderately accelerated the animation speed of Dual-Weapon Skills and improved rotation tracking performance.
- For weapon , slightly increased the startup windup of the first light attack hit to align its performance with weapons \ and . Following the adjustment, low-latency players will no longer be able to chain a light attack combo after .
- For weapon , accelerated the animation speed of the first and second light attack hits, allowing the first hit to consistently chain into the second hit.
- Adjusted the interrupt priority of Mystic Skill : \ can now interrupt most enemy Martial Art skills or Mystic Skills to align with standard Mystic Skills; meanwhile, appropriately increased the tracking elevation of \ in Arena mode.
- For Martial Art , adjusted the dash skill animation to unify with other \ weapon dash skills, improving overall performance.
- Adjusted the prerequisite for Martial Art \ Skill \ to gain Endless Gale: After the adjustment, Endless Gale can only be gained when Martial Art \ is equipped simultaneously.
- For Martial Art , moderately increased the attack range of Charged Skill .
- For Martial Art , improved the rotation tracking performance of Martial Art Skill \ Stage 2.
- For Martial Art , reduced the first-stage hit area and knockback distance of Special Skill ; additionally, added brief invulnerability when blinking back to the Water Clone via the second stage of Special Skill .
- For Martial Art , added a new mechanism to Martial Art Skill : The thrown fan deals 2 consecutive strikes to surrounding enemies; in Arena mode, this move can break the enemy's defensive stance.
- For Martial Art , the charged skill \ under Hidden Sword stance no longer consumes Dew, and its rotation tracking performance has been significantly improved.
- Removed the Tenacity effect of Martial Art \ Heavy Attack Varied Combo Skill \ in multiplayer Arena modes.
- For Martial Art , increased the Stagger duration caused by Charged Skill \ to ensure more consistent follow-up combos.
- Adjusted the timing for Martial Art \ Special Skill \ to gain Tenacity: Tenacity is now gained only when the airflow gathers.
- For Martial Art , improved the rotation tracking performance of the first two thrusts of Charged Skill \ to improve combo consistency.
- For Martial Art , accelerated the overall animation speed of Light Attack Varied Combo Skill , allowing it to consistently chain into the light attack charged skill \ under Forgetfulness status.
- Except in \ mode, removed the Stagger Protection mechanism when the final hit of \ strikes an enemy, allowing it to chain into subsequent moves normally.
- For Martial Art , advanced the skill cancel window of Martial Art Skill , allowing for smoother transitions into ; meanwhile, advanced the skill cancel window of , allowing subsequent combos to be executed more reliably.
- For Martial Art , overall animation speed of Burst Skill \ has been accelerated.
- For Martial Art , the HP recovery effect of Charged Skill \ is now subject to Healing Reduction restrictions in Arena mode; meanwhile, adjusted the timing of additional Endurance consumption for : changed from consuming immediately upon skill cast to consuming upon gaining Tenacity.
- Adjusted the Attuning effect related to : reduced the Immobilize duration inflicted by \ on units with Tenacity; subsequent combos cannot be chained after the Immobilize effect ends.
- Adjusted the skill priority of Charged Skill \ for Martial Art : it can now be interrupted by dodging or other Martial Art skills to align with other standard charged skills; meanwhile, significantly accelerated the charging speed of , and increased the continuous Endurance consumption during charging.
- For Martial Art , the HP recovery effect of Charged Skill \ is now subject to Healing Reduction restrictions in Arena mode; meanwhile, slightly delayed the timing at which \ begins continuous Endurance consumption to align with Charged Skill \ of Martial Art .
- For Martial Art , reduced the Stagger duration inflicted by the second stage of heavy attacks.
- Adjusted the Passive Break Control effect of Mystic Skill : after a player breaks free from Hitstun, Control, or Silence, the decay rate of the Passive Break Control gauge is moderately slowed; meanwhile, casting \ at low altitude will significantly accelerate the landing speed.
- Mystic Skill \ now grants a brief Tenacity effect during its startup animation; meanwhile, if \ is interrupted during startup, the shield and Qi recovery effects will not be granted.
- Adjusted the skill priority of Mystic Skill \ after becoming airborne in the third stage: it can now only be interrupted by jumping.
Bug Fixes
- Fixed an issue where the second stage of Martial Art Skill \ for Martial Art \ failed to properly turn toward target units when untargeted.
- Fixed an issue where Charged Skill \ of Martial Art \ could not be interrupted by dodging or other Martial Art skills during sustained charging.
- Fixed an issue where the Formless Attack boosted by the Tier 2 effect of Inner Ways , , and \ had numerical inconsistencies with the Attribute Attack boosted by other Inner Ways of the same quality.
- Fixed an issue where Charged Skill \ of Martial Art \ could not deal damage to human walls and geese.
Guild War Experience Optimization
- Adjusted the casting effect of Skill : the effect at Lv. 3 where the final hit extends Super Armor has been changed to inflicting 5 additional stacks of the \ effect on hit enemy units.
- Adjusted the casting effect of Skill : after casting, the healing duration per level has been increased from 6/6.3/6.3/6.9/6.9s to 9/10/10/12/12s, with total healing increased to 120%/125%/125%/139%/139% of the original. However, when a unit receives healing from this skill from three different sources within 60s, this skill's healing effectiveness is reduced by 60%; for four or more sources, it is reduced by 80%.
- Enhanced the casting effect of Skill : at Lv. 3, the \ effect inflicted on enemies within the wind field not only reduces the target's Vitality recovery rate by 90%, but also increases damage dealt to them by 15% from units carrying the \ effect granted by Skill .
- Enhanced the casting effect of Skill : after casting, it additionally deals damage and applies a strong pull effect to enemies within an 11-meter radius.
- Enhanced the casting effect of Skill : after casting, it also increases damage dealt by \ to enemies by 20% for the next 15 seconds and inflicts a corresponding level of Healing Reduction.
- Adjusted the casting effect of Skill : at Lv. 3, the Silence effect inflicted on units with \ can now be dispelled by Break Control skills.
Perception Forest Experience Optimization
- Added new effect to Inner Way : during the cast of Martial Art Skill \ of Martial Art , grants self Tenacity and 60% damage reduction.
- Added new effect to Inner Way : casting Special Skill \ of Martial Art \ restores 1 \ to self.
- Added new effect to Inner Way : accelerates the time required for Martial Art Skill \ of Martial Art \ to enter the enhanced state, and increases the damage dealt by \ by 50%.
- Added new effect to Inner Way : upon equipping, grants a base effect of +10 Physical Attack.
- Optimized the effect of Inner Way : adjusted the HP threshold check to 70% of Max HP; when current HP is above 70%, Physical Attack increases by 10%; when current HP is at or below 70%, damage taken is reduced by 10%.
- Optimized the effect of Inner Way : hitting an enemy with \ refunds 1 Charge and grants an HP Shield equal to 25% of Max HP for 10s (this effect can only trigger once every 10s). While the shield is active, for every surviving enemy within 5 meters, damage taken by self is reduced by an additional 2%.
- Adjusted the effect of Inner Way : fixed an issue where the Healing Bonus provided by the Inner Way did not match its description, and adjusted its calculation multiplier layer; its 18% Healing Bonus has been adjusted to a 30% healing boost effect, which aligns with the calculation multiplier layer of the \ from .
- Optimized Mystic Skill : slightly accelerated the animation and damage delivery speed after transformation; on hit, it now also inflicts Silence for 6s, during which Mystic Skills cannot be used.
- Optimized Mystic Skill : expanded the fire zone area created after casting and extended the duration during which \ cannot be used while inside the fire zone; traversing the fire zone now also inflicts a 3s Immobilize effect once.
- Adjusted Mystic Skill : when \ is cast from above a certain height, its damage increase effect now has a cap; added a Tenacity-Break effect, allowing it to still knock down targets with Tenacity on hit.
- Optimized Mystic Skill : increased base damage by 20%; on hitting a target, additionally inflicts a 70% Healing Reduction effect for 7s.
