CN Shinku changes reported by Seele
The following is from Google Translate:
Adjustments to the Combat Experience of the Character "Crimson" Dear Appraisers, Since the release of the character "Crimson," we have been closely monitoring and gathering your feedback and suggestions. Taking into account your experiences with "Crimson" in actual combat and your needs regarding her mechanics, we have optimized the stability of her mechanic triggers, her performance during combat, and her gameplay experience in the open world. These adjustments are scheduled to go live following the update on July 4. The specific optimizations are as follows:
Optimization of the detection range for the "Lone Wolf" passive We have expanded the effective detection range for the "Lone Wolf" passive. This addresses issues where the mechanic would fail to trigger due to distance, positioning, or enemy movement, resulting in more consistent passive activation.
Optimization of "Surge Accumulation" (Loop) and "Lone Wolf" trigger logic for improved mechanic stability We have optimized the trigger logic for the "Surge Accumulation" loop and the "Lone Wolf" passive. This resolves inconsistencies caused by projectile travel delays and improves the reliability and fluidity of the full damage rotation during combat.
Enhanced experience for the "Intimidating Gaze" mechanic We have adjusted the stacking rules for the "Intimidating Gaze" state, allowing stacks to accumulate automatically even when the character is out of combat. This streamlines open-world exploration and clearing enemies in the field, improving daily gameplay efficiency.
Enhanced follow-up attack capabilities in the "Ascendant Crimson" state We have expanded the effective range for follow-up attacks while in the "Ascendant Crimson" state and optimized the transition logic and handling. These changes improve the margin for error during close-quarters combat and sustained pursuit, enhancing "Ascendant Crimson's" combat adaptability and flexibility.
These optimizations refine "Crimson's" combat performance across multiple dimensions—including mechanic stability, operational forgiveness, and open-world experience—further polishing her combat feel and gameplay. We thank you for your feedback and suggestions; we will continue to monitor your experiences in the field and keep optimizing the character's combat performance.
Original:
角色「真红」战斗体验优化说明 亲爱的鉴定师: 自角色「真红」上线以来,我们持续关注并收集了各位鉴定师的游玩反馈与优化建议。结合各位鉴定师对于角色「真红」的实战体验感受与战斗适配需求,我们针对角色「真红」机制触发稳定性、实战操作表现及大世界游玩体验进行了优化。本次调整内容预计于7月4日更新后实装。具体优化内容如下:
被动「独行」判定范围优化 扩大被动「独行」的判定生效范围,解决因距离、站位、怪物位移导致的机制触发断档问题,让被动触发表现更加稳定。
「盈蓄」环合、被动「独行」触发逻辑优化,提升机制稳定性 优化「盈蓄」环合和被动「独行」的触发逻辑,改善创生花弹道延迟带来的触发波动问题,提升实战中整套输出循环的判定一致性与衔接流畅度。
「威慑凝视」机制体验升级 调整「威慑凝视」状态叠加规则,角色在非战斗状态下亦可自动叠加层数。简化大世界探索与野外清怪操作流程,提升日常游玩效率。
「升腾之赤」状态下的追击能力强化 扩大真红「升腾之赤」状态下的追击生效范围,优化追击衔接逻辑与操作手感,提升近身缠斗、持续追击的操作容错,让「升腾之赤」状态下的实战适配性与作战灵活性提升。
本次优化从机制稳定性、操作容错、大世界体验多维度打磨角色实战表现,进一步完善真红战斗手感与游玩体验。感谢各位鉴定师的反馈与建议,后续我们也将持续关注大家的实战反馈,不断优化角色战斗体验。