Showing 20 of 20 balance changes. Percentages show the exact change to the named stat, not an overall weapon strength rating.
REWORK
damage instead of utilityBEFORE112 impact
→AFTER179 impact
Impact damage
A major shift from group debuffs toward stronger direct and damage-over-time pressure, but with less multi-target utility.
REWORK
sustain-focused dashBEFOREHealing modifiers
→AFTER15% lifesteal
On landing within 5m of at least one enemy
Changes a healing utility dash into a self-sustain option, especially relevant for solo Axe builds.
IMPROVED
damage scaling reliabilityBEFOREPer target
→AFTERAny target hit
Consecutive-hit damage ramp
More consistent damage while spinning through several enemies; one enemy avoiding a hit no longer ends scaling if others are still being hit.
−5.1%
damage per projectileDamage per bolt
Slightly less burst damage, ahead of the cloth armor resilience penetration adjustments.
SHIFTED
damage to later ticksBEFORE106 first tick
→AFTER74 first tick
Damage against players per channel tick
Reduces sudden off-screen early burst without removing full-channel damage, rewarding crowd-control coordination.
Projectile hit detection window
A hitbox correction that reduces the chance of walking into invisible lingering damage after the projectile passes.
BEFOREBleed + anti-heal
→AFTERW cooldown reset
Slit Throat follow-up effect
Trades guaranteed bleed and anti-heal for combo flexibility: re-use W to escape, chase, or deal more damage.
Maximum cast range
Dawnsong players must cast from 3 meters closer to the fight, making safe positioning harder.
Area radius around target
A larger area makes Frost Beam's damage and crowd control more reliable in group PvP.
BEFORERecast damage
→AFTER200 shield
Recast effect
Turns the recast into a defensive decision instead of a damage detonation, reinforcing the ability's support role.
Maximum cast range
Holy healers must position 2 meters closer to allies, increasing exposure to enemy pressure.
Healing across the full effect
Provides immediate healing even when allies cannot remain in the area for the entire duration.
Impact damage and root detection window
Removes the lingering invisible impact/root window without changing successful direct hits.
STUN → ROOT
first punch crowd controlBEFOREStun · 15s CD
→AFTERRoot · 12s CD
CC type and cooldown
More counterplay against the combo but more frequent opportunities to use it.
−60%
Power Punch hitbox durationSecond strike hit detection window
A hitbox fix that prevents the Power Punch from affecting enemies who enter an invisible lingering hitbox.
BEFOREFull charge only
→AFTERAll charge levels
Knockup from releasing the channel
You can release the channel earlier to interrupt or control enemies without needing a full charge.
Protection duration
Better protection against slow-heavy enemies, but with a shorter window for team engages and escapes.
REWORK
damage traded for immunityBEFORE+15% damage
→AFTERFull jump immunity
Area damage bonus and jump protection
Less damage for large-scale PvP, but a safer jump and stronger defensive reliability in smaller fights.
+15 pp
(percentage points)resilience penetrationResilience Penetration on cloth robes
A large-scale PvP damage buff meant to make cloth DPS more attractive despite its lower survivability.
−25 pp
(percentage points)defense reductionLava defense decrease against players
Lava should be less punishing, so the arena hazard is less likely to decide PvP fights.