This game had already been experienced by many players in its beta version before the official release, but after the public test, multiple adjustments were made to the character system. So, what are the changes to the characters in the public test of Outbound Fury? The main focus is on optimizing character balance, changing skill mechanisms, and adapting to combat rhythm. This article will bring you the key changes:

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1. Global Adjustments: Redesign of Movement Speed Mechanism
Overall reduction in movement speed
The public test version significantly lowers the movement speed of characters, shifting from the "high mobility combat" in the beta to a gameplay that emphasizes tactical positioning. For example:
The switching between running, walking, and sliding states now emphasizes strategy, weakening the brainless "jump-pull-ambush" tactics.

The change in movement speed has caused some characters to become unbalanced, such as Exxon (shotgun character) and Swift Light (dash assassin), whose ambush capabilities have been significantly weakened (of course, other skills and attack range of Swift Light have also been nerfed).

Different movement speeds for different modes
To balance entertainment and competitiveness, the team battle mode retains higher movement speed, while the bomb defusal mode further reduces it, attempting to alleviate the issue of "overly advantageous positioning."
2. Character Skills and Balance Adjustments
Nicole (turret-building character)
In the infection outbreak mode, she becomes the optimal choice for the human side due to her ability to deploy four turrets and defensive walls, but the public test did not target the strength of her skills, leading to a prominent issue of single-lineup in this mode.

Fate (stealth reconnaissance character)
Stealth mechanism adjustment: During stealth, all attack capabilities are completely blocked, avoiding the unbalanced design of "stealth instant kill," but reducing the benefits of sneak attacks.

Electroswamp (trap control character)
The trigger range of the electric traps is reduced, balancing the control abilities of the defending side.

Midnight (portal support character)
The cooldown time for portals is increased, limiting the abuse of quick repositioning tactics.

3. Impact of the Card System on Character Strategies
Adjustments to card and character synergy
The power of the [Big Head] card has skyrocketed due to the reduction in movement speed, with the expanded head hit area making sniper characters (like Meteor) overly effective, requiring specific counter strategies (such as melee cards).

The [Jump Master] card, when combined with Swift Light's dash skill, can still achieve short-term high-mobility ambushes, becoming one of the few combinations that retain the "jump-pull" playstyle.
Optimization of the card BP mechanism
A new card banning phase has been added to ranked matches, limiting the appearance rate of powerful cards like [Medical Prohibition] and [Ice Bullets], indirectly affecting character pairing strategies.
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4. Player Feedback and Controversies
Balance Controversies
Some players believe that the changes in movement speed make the bomb defusal mode too focused on "positioning," weakening the unique characteristics of certain roles (such as the assassin role of Swift Light) and failing to adjust map structures (like the narrow "Sunrise Gate" area), leading to an imbalance between offense and defense.
Character Diversity Issues
In the entertainment mode, Nicole's dominant performance has squeezed out the playing space for other characters, and the development team has not yet responded with adjustment plans.

5. Predictions for Future Adjustments
According to developer interviews, future optimizations for character experience may include:
Differentiated balance: Fine-tuning character strengths for different modes (such as reducing turret damage in infection mode).
Iteration of skill mechanisms: Adding environmental interaction skills to low-play-rate characters (like Sand Scorpion) to enhance their tactical value.
Movement speed compensation mechanism: Providing temporary movement speed boosts through the card or equipment system to alleviate core players' discomfort.

The character changes in the public test of Outbound Fury have been introduced here. Overall, these changes aim to find a balance between "entertainment enjoyment" and "competitive depth," but some adjustments still need further optimization. Players can continue to follow our site for the latest information on balance patches.