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DevNote #7: Path of Glory Ranked System, Withered Knight's New Weapon & Full Balance Patch Notes

DevNote #7: Path of Glory Ranked System, Withered Knight's New Weapon & Full Balance Patch Notes

·metamist editorial

Bellring Games' seventh Developer Update, published days before launch, confirms the new Path of Glory ranked system, the Withered Knight's Polearm & Shield weapon, Season 1 details, and class balance changes across all six classes.

Performance optimization

Bellring Games dedicated significant resources to performance ahead of launch: resolved loading stutters caused by Unreal Engine shader precompilation, completed device tiering for tailored default graphics settings, added dedicated tuning for consoles and low-end PCs, finalized 2K/4K display adaptations, optimized frame rate in Camp areas, improved UI responsiveness for inventory and map, and reduced combat micro-stutters. Actual improvements will vary by hardware — Bellring says it will monitor performance closely post-launch and deploy fast follow-up patches.

Withered Knight's new weapon: Polearm & Shield

The Withered Knight is getting a second weapon branch, launching in Season 1: Polearm & Shield. Where the Greatsword branch is offense-first, Polearm & Shield adds team utility and a hybrid offense/defense playstyle. The polearm has major reach advantage but demands precise timing — turn rate was deliberately tuned down on some skills to keep that range advantage in check. The kite shield lets you charge power while actively blocking, building toward a devastating counterattack, and several skills grant Super Armor-like block protection for a stable counter window.

Two talent paths are confirmed: Quick Shield Bash (aggressive vanguard — fast shield-charge stacking via shield-raise dodges, using polearm reach to break enemy lines) and Enhanced Shield Bash (team-defensive — a charged heavy strike triggers an AoE knockback that peels enemies off allies). Skills and talents from Greatsword and Polearm & Shield can be mixed freely. The new weapon adds 6 skills total, plus a unique ability to revive downed teammates from range.

Path of Glory: the new ranked system

The beta's Hunt Ranking, Gylden Hunt, and Demon Hunt leaderboards are being retired at launch in favor of a single unified ranked ladder: Path of Glory. It unlocks at character Level 6, is opt-in per match, and spans 7 tiers from Duskborn up to Zenith. A separate Server-Wide Points Leaderboard also launches alongside it, tracking lifetime account points.

Season 1: Soul Hunt

Season 1 is officially named Soul Hunt, built around a central narrative concept called the Fate Chart. Its core gameplay feature, Soul Harvest, rolls out progressively after launch and introduces a new elite monster, the Soulgnawer — a serpentine, human-faced creature that actively disrupts the ritual and must be defeated to complete it, all while rival Gyldhunters may ambush you mid-ritual.

The Season 1 Battle Pass, 'Slumbering Contract,' unlocks for free after 7 days of cumulative login, and staying active lets you roll that free unlock into the next season's pass too. The fan-favorite 'Slumbering Servant' outfit from Steam Next Fest has been added as a Battle Pass reward, redeemable with tokens earned through normal play.

Class balance changes

Withered Knight (Greatsword): Parry unlocks earlier with a longer counter window; Thorn Guide's pull collision issues fixed; Breakthrough Charge's 2nd-stage branch attack no longer has heavy knockback; the 'Legacy' talent grants more healing on knockdowns; light/heavy strike hitboxes slightly enlarged to match visuals; 'Endless Flow' cooldown reduction slightly lowered ahead of Polearm & Shield sharing it.

Sorcerer: Fire Bolt, Thunderstrike, and Meteor Charm can now fast-cast even when Energy is depleted; Arcane Armor channel time reduced; Windcraft AoE and cast speed increased; Deep Freeze and Flameblade wind-up sped up; Crystal Icebolt cooldown slightly reduced but can no longer be spammed via Arcane Charge; Thunderstrike hitbox/radius expanded; Thunder Pierce cooldown up but damage up; Stardust Tempest cooldown down and damage up.

Blackarrow: Mysticfly Arrow True Damage scaling reduced; Paralysis Arrow's Exhausted duration reduced; Shadow Step's charge-speed boost toned down; Splatter Arrow's 'Sepsis' talent now requires a full charge to trigger its (increased) splash bonus; Featherlight Arrow's 'Power Infusion' talent no longer requires a full charge and has expanded range.

Seer (Catalyst/Reverent): Healing Rune and Punishment Rune channel times reduced; the Support talent 'Ebb and Flow' now fires enhanced orbs with a larger hitbox for more reliable healing.

Seer (Mace/Blasphemer): Shapeshift duration and speed bonus reduced; Thorn Sigil slow effect reduced; Paralysis Curse cast window restricted and max range slightly reduced; Rune: Drain lifesteal vs. players increased; Rune: Corruption healing-reduction effect lowered and shortened; the 'Relentless' Super Armor talent's bonus duration per hit slightly nerfed.

Shadowstrix: weapon-specific damage bonuses now only apply while wielding the matching weapon; Shadow Wheel Slash hitbox improved for consistency; 'Lurking Blow' damage boost reduced; new 'Ambush Momentum' talent added for Shadow Strike; Fang Rush hitbox improved; Crow Storm can no longer stack on already-stunned targets and its damage was reduced; Pursuit Strike/Jumping Pursuit Strike mobility toned down.

Mercenary: Perfect Parry window extended; 'Shockwave Strike' and 'Block Damage Boost' talents buffed in PvE; Skullcrusher's mid-air steering on Lv.2 charge improved and PvE damage increased; Warhammer Sling's Lv.1 charge hitbox detection sped up.