When the Wuthering Waves team published its post-CBT II developer message, it did not read like a polished victory lap. It read like a candid workshop note from a studio that had been listening hard. Players had spent Closed Beta Test II stress-testing combat feel, Echo grinding, story presentation, performance, and localization, and the developers answered with a long list of concrete fixes. For anyone checking the roadmap in 2026, the message remains a useful snapshot of what the team promised to tighten: sharper hit feedback, friendlier Echo management, cleaner cutscenes, and a smoother overall experience. The tone was appreciative, but the substance was practical.

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Combat: Feel First, Then Finesse 🎮

The first pillar was combat, and the team admitted that some of the basics needed work. Poor sound effects and weak hit feedback were called out directly, so the plan focused on revamping weapon hit sounds, Echo Skills, Resonance Skills, and other battle audio. That matters more than it might sound: in an action RPG, a sword swing needs weight, a parry needs a crisp snap, and a Resonance Skill needs a payoff that players can feel through their ears as much as their eyes. The team also planned to improve jumping by adjusting animation speed, camera transitions, and landing feedback so movement would feel more natural.

Character-specific fixes rounded out the combat pass. Lingyang and Jianxin were slated for moveset adjustments to lift their overall combat experience. Verina’s HP restoration mechanism was set to change so she could use Photosynthesis Energy more efficiently. Calcharo’s kit was also on the list, with his extra Intro Skill, Necessary Means, becoming available by default. For players who mained those characters, that was a signal that the developers were reading character feedback rather than only tuning broad systems.

Combat area Planned adjustment Why it matters
Hit feedback Rework weapon, Echo Skill, and Resonance Skill sound effects Makes attacks and skills feel more responsive
Jumping Adjust animation speed, camera transitions, and landing feedback Improves natural movement and traversal
Lingyang & Jianxin Adjust movesets Aims for a smoother, stronger combat flow
Verina Improve HP restoration and Photosynthesis Energy use Makes her support role more efficient
Calcharo Unlock Necessary Means by default Gives his kit more built-in flexibility

The team also planned new Combat Skill Practicing dungeons, where players could learn each character’s unique mechanics and practice combos. That is a smart addition for a game with so many moving parts. On top of that, the developers acknowledged camera problems, frequent lock-on loss, enemies quitting combat, and counterattack failures. Those are not glamorous bullet points, but they are exactly the kind of friction that separates a flashy combat demo from a combat system players want to live in.

Echoes: Less Grind, More Choice 🔄

The Echo system drew a mountain of feedback, and the team did not dodge it. Players had complained that Echo hunting felt too grindy, that unwanted Echoes had few disposal options, and that rolling substats could be frustrating. The response was a multi-part overhaul. Echoes would become easier to obtain through in-game events, daily activities, and other means. Unenhanced Echoes could be recycled into random new Echoes of a type the player had unlocked. When Tuned Echoes were consumed to upgrade other Echoes, a designated percentage of the Tuners used would be returned. Substats would also get friendlier: the minimum roll values would rise, and the possible roll range would narrow.

That package targets the full Echo loop rather than one pain point. Getting Echoes should feel less like a chore, clearing out the backpack should feel less wasteful, and tuning should feel less punishing. The team also planned to optimize the auto-equip Echoes mechanism and improve Inferno Rider’s Echo Skill with a new transformation mode. When equipped, players could transform into the Infernal Rider. That last detail is the kind of flashy, build-defining twist that makes Echo hunting exciting in the first place.

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Depths of Illusive Realm and Quality-of-Life 🧭

The Depths of Illusive Realm was set to receive a Tutorial Stage for beginners, more playable characters, trial characters, and new high-difficulty events with special boss mechanisms. That mix matters: new players need a clear on-ramp, while veterans need reasons to push deeper. The developers also listed smaller quality-of-life changes that add up quickly. Drops from Supply Chests and wild enemies would be picked up automatically. Co-op mode would arrive sooner at a lower Union Level. The backpack would gain a batch salvaging option for unwanted items. None of those changes are headline-grabbing on their own, but together they remove busywork and let players spend more time on the parts they enjoy.

Story, Performance, and Localization 📖

The story and animation section was refreshingly specific. The team acknowledged strange camera positioning, characters appearing at the wrong time, poorly matched lip animations, and thin story sound effects. It then outlined progress on optimized camera placement and character animation, improved lip and eyeblink animation, rearranged story quest progression for smoother flow, changed unlock prerequisites for some story quests, reworked cutscene sound effects, and improved the Skip function. That is the unglamorous polish that shapes how players remember a story. A great cutscene can be undermined by a camera that lingers a second too long or a line that does not match the character’s mouth.

Performance and localization also received attention. The team called crashes, blank screens, frame drops, and device overheating top priorities, while also promising character and environment design improvements and UI adjustments for easier navigation. Localization quality was treated seriously, with plans to add English, Japanese, and Korean voice-overs for stories and character voicelines. New events and story content were in early development.

The post-CBT II message was not a promise that every fix would land perfectly. It was a map of where the team intended to focus. In 2026, that map still reads clearly: make combat feel better, make Echoes less punishing, make stories cleaner, and make the game run more smoothly. For Rovers, that is a roadmap worth watching. 🚀