Enemy Design: The "red light/blue light" parry system is getting repetitive.
Old Characters ("老角色"): Many launch-day characters (like Anby) are being "power crept" and are no longer useful in new, high-end content.
Enemy Design Solution: Xiao Y agrees and says they are working on new interactions between characters and enemies that go beyond simple parries, aiming for more depth and a "sense of oppression" from bosses

Ok what the fuck does this mean, i hope it means breakable limbs and more focus on positioning