This patch centers on a full rework of Chill Trace and a broad pass over skills that were falling behind. Chill Trace is no longer just a small slow on hit — landing active-skill damage now builds chill stacks, and a full stack detonates for burst damage and a stun. On top of that, a handful of skills got faster cooldowns, more damage, or bigger hitboxes. There's also a change to how Guardians handle slows: crowd control resistance now weakens the slow instead of blocking it outright. Have fun freezing things solid!Balance
Skill: Chill Trace (Reworked)
Slow duration: 2s → 5s, and now refreshes every time you deal magic damage
Dealing damage with an active skill now adds 1 chill stack (max once per cast); each stack adds an extra -10% movement speed
At 4 stacks, the stacks are consumed to deal 100/140/180/220/260/300 magic damage and stun for 1.5s
Because the slow now scales by strength rather than duration, it also applies to crowd-control-resistant Guardians
Skill: Backlash Force
Damage: 30/42/54/66/78/90 → 40/56/72/88/104/120
Range increased by roughly 33%
Skill: Shock Blink
Damage: 70/98/126/154/182/210 → 100/140/180/220/260/300
Skill: Fireball
Cast time: 0.2s → instant
Cooldown: 5s → 4s
Skill: Frostwind
Cooldown: 7s → 5s
Skill: Bolt Barrage
Cooldown: 10s → 8s
Skill: Blizzard
Cooldown: 10s → 9s
Skill: Fire Wall
Hitbox enlarged (1.5×6 → 2×7)
Skill: Flame Surge
Area of effect increased by roughly 50%
Skill: Concentrated Slash
Range increased by roughly 33%
Skill: Battle Instinct
Bonus: 15/20/25/30/35/40% → 20/28/36/44/52/60%
Skill: Equilibrium
Effect: 8/11/14/17/20/24% → 10/14/18/22/26/30%
Skill: Momentum Shift
Effect: 2.0/2.8/3.6/4.4/5.2/6.0% → 3.0/4.2/5.4/6.6/7.8/9.0%
Improvements
Skill: Spell Echo
Echoed Triple Slash and Concentrated Slash now replicate the original cast's hit count and charge (including the just-frame charge)
Guardian Soul: Wind Barrier
The barrier now follows the player instead of staying where it spawned
Projectiles that have already passed the player and are flying away are no longer counted when choosing the barrier's direction
Guardian CC Resist
Crowd control resistance now reduces the strength of slows rather than their duration, so slows still land on resistant Guardians at a weakened effect (100% resistance fully negates them). Pure crowd control such as stun still has its duration reduced as before.
Bug Fixes
Fixed passive skill slots appearing as if they could be rearranged