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Wuthering Waves Hsin Rotation Guide–––– Use this rotation to decrease Hsin's overall rotation Ult-BA123 E E UBA12 Dash UBA12 Dash UBA1 HA Ult2 Bookmark for later use!! #WuWa #WutheringWaves #Hsin

73,497 次观看 • 10 天前 •via X (Twitter)

6 条评论

Silverberg 的头像
Silverberg10 天前

Rotation so fast bro wasted the ult. The mobs haven't even spawn

Riju 的头像
Riju10 天前

thats fine i am just doing timing difference lol, not a full clear

Hotaru 的头像
Hotaru10 天前

Thanks man maybe now I can get 4500 point

Motivated™ 的头像
Motivated™10 天前

Do you niggas just like hate playing the game or something? Is it like ADHD? I wanna play with the god fox mommy on field all the time, not hot swap like I’m a toddler trying to knife “run” in CS:GO

Riju 的头像
Riju10 天前

then play your way, why you so hurt lil bruh

Aeon ★ Antille 💫 的头像
Aeon ★ Antille 💫10 天前

Bad rotation, u didn’t maximize your heart stacks from illuminating form

相关视频

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 次观看 • 8 个月前

🌟Classic WhiteMage skill pack-DT edition has released! 📼Full Video: ⬇️Download via kofi: ⬇️Download via XMA: v3.0.0: ◆New Skill Effects Added:【Glare IV】【Regen】 ◆Old Version Remade & Upgraded:【Glare III】【Dia】【Assize】【Afflatus Misery】【Cure III】 ◆Detail Adjustments for Adaptation:【Tetragrammaton】 The design inspiration for the VFX in this update of the classic White Mage 7.0 still adheres to the theme I originally established for the White Mage: — "Crystal." Since the White Mage can use Earth Mage and later evolved into a light-based Shining Mage, I felt that crystal was the perfect element to combine both earth and light attributes. Thus, most of the effects in this update incorporate crystal elements. Additionally, although White Mages are actually proficient in multiple attributes—light, water, wind, and earth—the water, wind, and earth elemental magics have gradually been forgotten. To return to this setting, I created multi-attribute versions for both Glare III and Assize, and this time, I also added a randomly triggered element to alleviate the monotony of the healer’s primary rotation having only one skill. Healing skills such as Regen and Cure III also incorporate imagery of "water"—the source of life. For the design of Dia, based on its name(mainly from CN translated name), I conceptualized it as "diamond-like radiance from the sky." As for Afflatus Misery, it retains the floral element because lilies, as the White Mage’s healing resource, symbolize healing allies’ pain and suffering. The crystalline spikes emerging from the flowers represent the crystallization of that suffering. May you enjoy it as always~

Papachin/怕怕

29,778 次观看 • 1 年前

Desveaux’s Theory of Helix Fields Tweet 1 of 2 For decades, we treated the universe like a giant stage where particles act out their lives. What if the stage itself isn't empty? What if the "void" of space is a structured, rotating medium that is constantly twisting & turning? We have been looking at the pieces of the puzzle, but ignoring the board they sit on. It’s been hiding in plain in sight? My idea on Helix Fields suggests everything we see, from the smallest atom to the largest galaxy, is actually a "corkscrew" in the fabric of reality. In standard physics, we think of particles like tiny billiard balls. In Helix Field Theory, we rethink them as solitons - essentially stable, high-energy "whirlpools" or "corkscrews" made of space itself. Imagine a ribbon. If you pull it straight, it’s flat and simple. But if you twist it, you create a spiral. That twist is what we call Torsion. My theory says that what we perceive as "matter" is simply a place where the vacuum of space is rotating so tightly that it creates a "density core." To explain how this all works, we use a mathematical roadmap called a Lagrangian. Think of it as a master recipe or cookbook for the universe. It combines four key ingredients: 1. Electricity and Magnetism: How light and energy move. 2. Scalar Fields: The underlying "pressure" of the vacuum in space itself 3. Matter: The physical "stuff" we can touch. 4. Torsion: The "twist" or rotational force of space. By looking at the universe through this "helix" lens, we can solve two of the biggest headaches in modern science: The Hubble Tension - Astronomers are currently arguing over how fast the universe is expanding because different measurements give different answers. My theory suggests this "tension" exists because we haven't accounted for the universal rotation (torsion) affecting our measurements. The Dark Sector - We know there is "Dark Matter" and "Dark Energy" out there, but we can't find it. Helix Field Theory suggests these aren't invisible particles, but rather geometric artifacts - ripples and shadows created by the rotating vacuum itself. We are moving away from a universe of "things" and toward a universe of geometry and motion. If the vacuum of space is a structured, rotating medium, then we aren't just living in the universe - we are part of its physical rotation. The "Quantum Substratum" isn't just a theory; it’s a new way to understand the very "twist" of existence. - Protons: tiny rotating black hole-like cores anchoring the scalar field - Neutrons: stabilisers that prevent proton cores from decaying - Quarks & Gluons: the deepest torsion knots; the strong force is intrinsic torsion - Electrons: corkscrew-shaped solitons producing microscopic magnetic vortices - Neutrinos: ultra-light messenger waves traveling along the field’s “communication lines.” - Photons: instruction ripples traveling at light speed - Dark Photons: the “torsion messengers” of the Helix Field. They carry the twist, regulate the twist, and stabilize the twisting motion - W and Z bosons: on/off switches and stabilising nodes in the neutrino network - Higgs field: the local density of the scalar field, giving solitons their effective mass - Dark energy: the gentle outward push caused by the field’s overall rotation - Entropy: friction in that rotation, giving time its arrow - Cosmic Microwave Background: the universal “sustain pedal” like on a guitar or piano, keeping the field’s vibrations in phase. In this vision, dark matter isn’t missing matter - it’s the gravitational echo of the scalar field itself. Exploring antiparticles further: they may regulate the flow of time itself. In a rotational and torsional universe Time is a neutral observer: the past and future are fixed, but the present - our free will - is the point where choices echo into fate. Time is the “God” of the universe: ever-present, ever-aware, never interfering - just watching, as we decide which thread to follow.

Clinton Desveaux

23,492 次观看 • 9 个月前

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Shannon Birt

16,259 次观看 • 10 个月前

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Rebel News

37,362 次观看 • 9 个月前