Early Access Balance Patch V0.13.3
Hotfixes
V0.13.4 | Released (21.12.2023)
Fixed a bug relating to Elafrost and re-enabled it.
Fixed a bug the caused the game to freeze if the player used the in-game chat in the shop menu.
Patch released at 17.15 GMT December 20th, 2023.
Introduction
Season’s greetings Champions!
Welcome to the last update of 2023, Balance Patch V0.13.3!
As is often the case, our newest Hero (Iggy & Scorch) is getting a bit of a glow up following player feedback and observations, and on top of the usual sweep of additional balance tweaks and changes this final update of the year also brings a flood of awesome new skins to the store letting you ring in 2024 in style! Winner!
Thank you for all of your continued support this year. Predecessor wouldn’t be where it is today without our fantastic community, and we’re excited to continue to serve you in 2024 and beyond!
Now without further ado, let’s go!
Store Update
To celebrate the holiday season we’re adding a veritable snowstorm of fantastic new skins to the store!
Phase | Panda Power
We’re calling it right now - 2024’s fashion will be all about pandas. Get ahead of the curve with Phase’s extremely cute Panda Power skin [common]!
Khaimera | White Tiger
Embody the hunt, with the Khaimera’s striking new White Tiger [common] skin!
Drongo | Alien Invader
Talk about out of this world! Invade the battlefield in style, with the new Alien Invader [rare] skin.
Howitzer | Hardcase
Prepare for an epic blast off, with Howitzer’s new Hardcase [rare] skin! Seatbelts not included.
Controller Changes
In-Game Shop
The in-game shop has had some time to cook and the new version which is optimised for the controller is now here!
The focus of this update is to make the in-game shop more controller-friendly. The biggest changes are for controller players, as we've done away with the pesky virtual cursor making the putting the D-Pad in charge of navigation. For PC users the experience hasn't changed for the most part.
The in-game shop is also now split into sections that each have a dedicated keybinds attached to them. This will allow you to quickly access different portions of the shop with a simple press of a keybind!
A few more QOL changes have been made:
You can now double click/press X on items in the All Items tab to buy as many components as you can afford for that item, reflecting the functionality in the recommended tab.
The order of the items in the All Items tab has been swapped, meaning you will now find the T3 items at the top of the grid.
Auto-buy and Auto-open have been relocated to the middle section of the shop for easier access on controller.
When you focus the builds into section on controller, you can now toggle between the item tree and the builds-into item section.
Control Layout:
We’ve made some small adjustments to the default controller layout thanks to your feedback.
Recall:
Moved from L3 to D-down.
Spray:
Moved from D-down to L3.
Communication wheel
We've slightly increased the time needed when holding R3 to bring up Team Communication wheel, to reduced incorrect inputs when trying to ping in world.
Ability Buffering:
With the new Ability Buffering system getting rigorously tested in the live game environment, a handful of issues cropped up that we wanted to address. Please note that the following changes are short-term solutions that should hopefully remedy some of the larger issues we’ve noticed while we continue to improve the system for the future.
Blink can no longer be buffered.
Max buffer duration before an input buffer is “forgotten” reduced by 50%.
Dashes, when buffered, will now take the currently held movement input at the point of activating.
Hero changes
A quick description fix for Countess to reflect the real values of her Passive.
[Bugfix] Main menu description now correctly states 1% Magical Lifesteal per stack.
We’ve received feedback that Dekker’s Stasis Bomb wasn’t quite feeling up to scratch compared to how it felt pre-projectile rework, so we’ve tidied it up to feel better when initially cast.
[QoL] Improved responsiveness on cast.
Feng struggles to keep pace in the Jungle early game. We’re granting some additional rank 1 damage to help him progress through to the mid game at a smoother rate and keep up with other Heroes in the role.
Damage has changed from:
65 to 70 at level 1.
95 to 100 at level 2.
125 to 130 at level 3.
155 to 160 at level 4.
185 to 190 at level 5.
Damage has changed from:
80 to 85 at level 1.
120 to 125 at level 2.
160 to 165 at level 3.
200 to 205 at level 4.
240 to 245 at level 5.
Greystone tends to burst down his foes too fast when maxing out his Sacred Oath, so we’re dropping the efficacy of investing in the ability over his Make Way.
Damage has changed from:
25 to 20 at level 1.
40 to 34 at level 2.
55 to 48 at level 3.
70 to 62 at level 4.
85 to 76 at level 5.
Grux can now utilise the healing portion of his Passive again Jungle Monsters, bringing new possibilities for his presence in the Jungle role. Additionally, we’ve removed the bonus movement speed gained from hitting maximum stacks on his Passive, making him far less oppressive when it comes to running down his opponent in lane.
Omnivamp can now be gained against Monsters.
Bonus Movement Speed at max stacks decreased from 10% to 0%.
Bleed Bonus Physical Power Scaling increased from 10% to 15%.
Bonus A D Scaling has changed from:
0.1 to 0.15 at level 1-18.
Bonus A D Scaling Per Tick has changed from:
0.02 to 0.03 at level 1-18.
Our favourite pyromaniacs have been cooking up a storm since their release. As it stands however, the general damage output of Iggy’s Flame Turrets and Inferno can feel a little underwhelming at times, so we’re providing some higher baseline damage in both departments. This comes with the trade-off though of slightly less durability, as well as less burst damage in those moments he chooses to opt into the tradeoff of using his Ultimate for the instant boop-back and disruption rather than risking a full channel of fire breath.
Health has changed from:
620 to 605 at level 1.
Max Health has changed from:
620 to 605 at level 1.
Cooldown has changed from:
8.5 to 9 at level 1.
8 to 8.5 at level 2.
7.5 to 8 at level 3.
7 to 7.5 at level 4.
6.5 to 7 at level 5.
Damage has changed from:
10 to 12 at level 1.
16 to 19 at level 2.
22 to 26 at level 3.
28 to 33 at level 4.
34 to 40 at level 5.
Damage has changed from:
270 to 300 at level 1.
360 to 400 at level 2.
450 to 500 at level 3.
Healing Magical Power Scaling has changed from:
1.35 to 1.5 at level 1-3.
Belch Damage has changed from:
75 to 40 at level 1.
150 to 55 at level 2.
225 to 70 at level 3.
Belch Scaling has changed from:
0.65 to 0.5 at level 1-3.
Kallari’s ability to suddenly appear and burst down her target with her Ultimate alone lacks effective counterplay, especially given how quickly the sequence can occur. To remedy this we’re shifting some of her damage potential from her Guillotine to her Daggers, making her less Ultimate-reliant and more effective at mid-range combat, while increasing the skill-check of her combos as she now has to hit both daggers on her desired target to reach a similar damage output as before.
Damage has changed from:
80 to 85 at level 2.
100 to 110 at level 3.
120 to 135 at level 4.
140 to 160 at level 5.
Damage has changed from:
200 to 180 at level 1.
370 to 340 at level 2.
540 to 500 at level 3.
Total Healing Bonus Physical Power Scaling has changed from:
1.35 to 1.3 at level 2.
1.5 to 1.4 at level 3.
Kira’s ability to scale into the late game alongside her general safety and mobility makes her a force to be reckoned with. To help shift her power back towards parity with other Carries, we’re hitting some of the raw power she gains throughout a match.
Damage has changed from:
2.20 to 2.06 at level 2.
2.30 to 2.15 at level 3.
2.40 to 2.24 at level 4.
2.50 to 2.33 at level 5.
2.60 to 2.43 at level 6.
2.70 to 2.52 at level 7.
2.80 to 2.61 at level 8.
2.90 to 2.70 at level 9.
3 to 2.8 at level 10.
3.09 to 2.89 at level 11.
3.19 to 2.98 at level 12.
3.29 to 3.07 at level 13.
3.39 to 3.16 at level 14.
3.49 to 3.26 at level 15.
3.59 to 3.35 at level 16.
3.69 to 3.44 at level 17.
3.79 to 3.53 at level 18.
Bonus Physical Power has changed from:
10 to 5 at level 1.
15 to 10 at level 2.
20 to 15 at level 3.
25 to 20 at level 4.
30 to 25 at level 5.
Since the Megacosm nerfs in the previous balance pass, Morigesh has struggled to keep pace thanks to her general reliance on the item. To remedy this, we’re compensating her with additional Scaling on her Hive to bring her damage output up to a more respectable level.
Explosion Scaling has changed from:
0.5 to 0.6 at level 1-5.
Muriel’s ability to shield through an Enemy team's burst can feel overwhelming in the later stages of a match, especially when she pulls ahead and gains access to some additional Healing & Shielding power to roll off of. To ensure she does not scale too hard when in the lead, her shields are receiving a drop in baseline efficacy to make these compounding values less extreme in the late-game.
Shield decreased from 100/150/200/250/300 to 100/145/190/235/280.
Shield decreased from 400/650/900 to 400/600/800
The Orc has reigned supreme in the Support role for quite some time. Despite the general weakness of his laning strength, his ability to max out his Song Of My People ability for maximum heals, encourages overly safe and passive gameplay in the early-game, while also providing him exceptional presence in mid-game fights. By hitting the baseline scaling on his heals we’re hoping to discourage Narbash from passive healing gameplay, instead encouraging him to engage more with riskier Thunk and March-based gameplay if he wants to continue to have a powerful impact.
Mana has changed from:
420 to 400 at level 1.
Max Mana has changed from:
420 to 400 at level 1.
Mana Cost has changed from:
60 to 50 at level 1-5.
Health Per Second has changed from:
10 to 9 at level 2.
13 to 11 at level 3.
16 to 13 at level 4.
19 to 15 at level 5.
Some quick mana tuning for Phase to create more chances to run dry should she recklessly spam her abilities for heals in lane, as well as some small range adjustments to her Telekinetic Link cast range to make it feel a little more natural to attach to an ally on-cast, at the cost of some max range when already tethered.
Health has changed from:
595 to 585 at level 1.
Max Health has changed from:
595 to 585 at level 1.
Mana has changed from:
43.88 to 36.86 at level 2.
44.64 to 37.50 at level 3.
45.41 to 38.14 at level 4.
46.17 to 38.78 at level 5.
46.94 to 39.43 at level 6.
47.70 to 40.07 at level 7.
48.47 to 40.71 at level 8.
49.23 to 41.35 at level 9.
50 to 42 at level 10.
50.76 to 42.64 at level 11.
51.52 to 43.28 at level 12.
52.29 to 43.92 at level 13.
53.05 to 44.56 at level 14.
53.82 to 45.21 at level 15.
54.58 to 45.85 at level 16.
55.35 to 46.49 at level 17.
56.11 to 47.13 at level 18.
Max Mana has changed from:
43.88 to 36.86 at level 2.
44.64 to 37.50 at level 3.
45.41 to 38.14 at level 4.
46.17 to 38.78 at level 5.
46.94 to 39.43 at level 6.
47.70 to 40.07 at level 7.
48.47 to 40.71 at level 8.
49.23 to 41.35 at level 9.
50 to 42 at level 10.
50.76 to 42.64 at level 11.
51.52 to 43.28 at level 12.
52.29 to 43.92 at level 13.
53.05 to 44.56 at level 14.
53.82 to 45.21 at level 15.
54.58 to 45.85 at level 16.
55.35 to 46.49 at level 17.
56.11 to 47.13 at level 18.
Cast Range increased by 1350 to 1400
Break Range decreased from 2050 to 2000
Cost has changed from:
80 to 70 at level 1-5.
Riktor deals significant damage for how durable he is. To help ease how oppressive his trades can be in the event that he gets on top of you, he’s losing some additional damage scaling on his Electrocute.
H P Scaling has changed from:
0.08 to 0.07 at level 1-5.
H P Scaling Per Tick has changed from:
0.00 to 0.00 at level 1-5.
Serath’s ability to run through squishier targets as a result of her Heaven’s Fury can provide little room for response due to the nature of her turning untargetable for the duration. The intent for the ability is to be used as either a gap-closer or as an i-frame to avoid damage, not as a burst tool. In line with this goal, we’re dropping the damage efficacy of both her Heaven’s Fury and Heresy to ensure she does not deal as much damage in those moments of immunity, and redistributing it into her Chastise to create for a more readable damage cadence and more skill-based gameplay.
Damage has changed from:
120 to 125 at level 2.
160 to 170 at level 3.
200 to 215 at level 4.
240 to 260 at level 5.
Total Physical Power Scaling decreased from 45% to 40%.
On-hit Modifier decreased from 75% to 60%.
Burn Bonus A D Scaling has changed from:
0.3 to 0.25 at level 1-3.
Burn Bonus A D Scaling Per Tick has changed from:
0.06 to 0.05 at level 1-3.
Slightly less Health Regen’ for Steel to make him a little easier to work down with poke in the early game.
Health Regen has changed from:
2 to 1.75 at level 1.
TwinBlast’s ability to default to passive farming with Vortex Grenades provides for too safe of a fallback loop where he no longer needs to risk combat to keep up. As a result, we’re increasing their cooldown so there’s a little more downtime between casts, as well as trimming off some of their damage scaling.
Cooldown has changed from:
16.5 to 16 at level 2.
15 to 14 at level 3.
13.5 to 12 at level 4.
12 to 10 at level 5.
Total Physical Power Scaling decreased from 75% to 70%.
Healing Bonus Physical Power Scaling has changed from:
0.75 to 0.7 at level 1-5.
Charge Cooldown has changed from:
7 to 8 at level 1.
6.5 to 7.5 at level 2.
6 to 7 at level 3.
5.5 to 6.5 at level 4.
5 to 6 at level 5.
Zarus’ ability to bully his foe with repeated Spear poking in the Offlane can be overbearing, so we’re hitting his mana pool and Spear damage to punish him further in the early game in the event that he’s being too reckless with his mana.
Mana has changed from:
350 to 325 at level 1.
Max Mana has changed from:
350 to 325 at level 1.
Base Damage has changed from:
75 to 70 at level 1.
100 to 95 at level 2.
125 to 120 at level 3.
150 to 145 at level 4.
175 to 170 at level 5.
Item changes
Eviscerator has too much uptime relative to other Crests so we’re bringing its cooldown in-line with other options.
Rending Strikes Cooldown has been increased from 30 to 90.
Sanctification’s Shield scales too well throughout a match and can single-handedly swing a fight. To make it a little more manageable it’s getting a slight reduction to its Scaling.
Shield Max H P Scaling has been decreased from 0.12 to 0.1.
Tier 2 Blight items are all having their Healing Reduction effects increased from 20% to 25% to make them better standalone choices against Healing heavy comps, should you need them.
Blight has been decreased from 0.8 to 0.75.
Blight has been decreased from 0.8 to 0.75.
Blight has been decreased from 0.8 to 0.75.
Blight has been decreased from 0.8 to 0.75.
A quick hit to Dust Devil’s mobility offering to ensure Carries do not become overly mobile under its effect.
Bonus Movement Speed has been decreased from 1.18 to 1.15.
A small damage bump for Quiver to make it feel a little more punchy as a damage choice.
Multishot A D Scaling has been increased from 0.12 to 0.13.
Nightfall doesn’t quite hit the mark in the healing department so we’re giving it some additional love.
Base Ability Healing has been increased from 0.05 to 0.06.
Enhanced Ability Healing has been increased from 0.1 to 0.12.
Painweaver provides too much movement speed to its users, especially when the majority of them already have movement speed enhancing effects or mobility in their kits. To combat movement speed creep, we’re stripping back on some of the mobility it offers.
Bonus Move Speed has been decreased from 1.03 to 1.02.
Cloak provides abnormal levels of healing in Tankier builds so we’re cutting it back.
Camo Health Regen has been decreased from 0.02 to 0.01.
A quick bump in Health for Tainted Blade to allow it to better compete with other Fighter items in the event you need access to sacrifice another item for some anti-heal.
Health has been increased from 250 to 300.
The Axe struggles to find its place in many Bruiser builds. The addition of some Ability Haste should help it feel more accessible to the Heroes that like it the most.
10 Ability Haste added.
Recipe: Changed from Stone Of Strength + Sabre + Stone Of Strength to Stone Of Strength + Vitality Beads + Temporal Ripper
Attack Damage has been decreased from 45 to 40.
Health has been decreased from 350 to 300.
Citadel provides too much upfront durability while also offering damage potential and utility thanks to its Shred effect. We’re pulling back on the Physical Armor offered on the item to make it less of a “must-buy” while also ensuring bruisers are forced to trade off some defensive capability in return for its Shred.
Armor has been decreased from 45 to 40.
Armor Gained Per Hero has been decreased from 8 to 6.
Magus Percent Magic Penetration has been increased from 0.2 to 0.4.
Percent Magical Penetration has been increased from 0.2 to 0.4.
Similar to Prophecy, Magnify can feel a little too pricey to pick up, especially with its limited range of users. Time for a seasonal discount!
Cost decreased from 3150 to 3050.
The previous round of nerfs to Megacosm’s burn from 4% to 3% were a little too heavy-handed and resulted in many Mages struggling against high health targets. We’re pulling back the changes to a more reasonable middle-point.
Disintegrate Max Health Damage increased from 3% to 3.5%.
Burn Percent has been increased from 1 to 1.16.
Spellblade A P Scaling has been decreased from 0.6 to 0.5.
A reduction in cost to make Prophecy more accessible to those that want it.
Cost decreased from 3250 to 3100.
Say hello to an old friend! We’ve brought back the old stat-profile and functionality of Tainted Sceptre, moving it back to Ability Haste and True Damage instead of Magic Penetration and Magical Damage. The reason for this is that Mages and Supports alike felt too punished when trying to round out and slot it into their builds due to the absence of Haste, making it feel inaccessible even in matches where its effect is needed and a less satisfying pick-up in general.
10 Magical Penetration Removed.
Added 15 Ability Haste
Recipe: Diffusal Cane replaced with Chronomatic Wand
Malice damage decreased from 75 to 60.
Malice damage type changed from Magical Damage to True Damage.
Malice Magical Damage Per Stack has been decreased from 5 to 4.
A quick shift in efficacy for Orb, with more upfront Mana but less Healing.
Mana has been increased from 200 to 250.
Health Restore has been decreased from 0.04 to 0.03.
The pondered Orb is losing a little additional Mana scaling on its Enlightened Passive to offset the upfront increase.
Mana increased from 200 to 250.
Art Of Fortitude Health Restore decreased from 4% to 3%.
Mana Per Level has been decreased from 20 to 15.
Fire Blossom is too cheap and efficient and can be purchased too fast into a match compared to other options. We’re bumping up the cost to ensure there is more of a trade-off in choosing it over other options, and that the power spike doesn’t occur quite as quickly.
Recipe: Tunic added.
Cost increased from 2700 to 2950.
[Bugfix] Now correctly grants 45 Armor instead of 40.
Armor has been increased from 40 to 45.
Exchanging some Armor for a cheaper cost to make the Moon Boots more accessible to Supports given their overall lower economy.
Cost decreased from 2800 to 2650.
Armor has been decreased from 40 to 35.
Less Health Scaling for Frostblade to make the damage more reasonable in full Tank builds.
Passive Health Scaling has been decreased from 0.04 to 0.03.
Stonewall is too effective at shutting down Physical ability casters, even when bought on a non-Tank. We’re reducing its upfront damage reduction and offering more scaling to ensure it leans more towards Tank users, rather than being good on Tanks and Carries alike.
Physical Damage Ability Reduction has been increased from 0.9 to 0.92.
Physical Damage Ability Reduction Scaling has been increased from 0.05 to 0.06.
Unbroken Will’s Healing when Immobilized created far too many moments of non-interaction, with Heroes such as Grux and Steel being entirely hard countered by its existence because their Abilities would often Heal more damage than they dealt, even when playing fights correctly and CCing the right target for the scenario. Due to this, we’ve opted to remove the Persistence Passive. Even without it, Unbroken Will still serves its purpose as an effective Anti-CC tool, just without the free healing.
Persistence Removed
Magic Resist has been increased from 35 to 40.
Tenacity has been decreased from 0.85 to 0.8.
Void Helm is also proving slightly too efficient for its price so we’re reducing its health to balance out its overall value.
Health has been decreased from 450 to 425.
Some quick nerfs to the Cost and Health of Giant’s Ring as it provided too much value as a standalone option.
Cost increased from 3000 to 3050.
Health has been decreased from 325 to 300.
A quick shift in damage potential for Lure to make it less about its damage output, and more about the shielding and disruption it provides.
Health has been decreased from 325 to 300.
Passive Damage has been increased from 40 to 60.
Passive Health Scaling has been decreased from 0.07 to 0.05.
Shield Percent has been increased from 1.2 to 1.4.
Nyr Warboots provides too much passive healing in extended fights and the ability for its healing to persist for extreme amounts of time in extended teamfights leads to abnormal durability for its users in those moments. It now no longer persists until the end of combat. In return, its initial activation is more powerful as a gap closer and healing tool.
Resistance no longer persists until leaving combat.
Resilience Bonus Movement Speed increased from 40% to 50%.
Resilience Duration increased 4s to 5s.
The changes to Stormbreaker have increased its pick-rate significantly and seems to be enjoyed by many. While this is great to see, it is scaling a little too hard in the damage department and is outshining other options, so we’re stripping back its maximum damage potential in the later stages of a match to bring it closer to parity.
Chain Zap Bonus Physical Power Scaling decreased from 40% to 35%.
Chain Zap Damage increased from 20 to 25.
Chain Zap Critical Strike Scaling decreased from 80% to 0%.
Static Max stacks decreased from 200 to 150.
Caustica has been unnecessarily punishing Mages for using their abilities to wear down a beefier Hero’s health pool by dropping their damage output on low mana. To ensure Mages can maintain meaningful damage against the bulkier targets, its Penetration no longer falls off below 50% Max Mana.
Magus now always grants 40% Magical Penetration.
Jungle Changes
Fangtooth:
Some small durability nerfs to 1st Fangtooth to make it slightly easier to take on in the early-game.
Health decreased from 5800 (+480 per level) to 5400 (+500 per level)
Base Armor increased from 20 to 22.
Orb Prime
We’ve reduced Orb Prime’s damage as well as changing the order of its Special Attacks. Orb tends to use its Knockback ability around the time it’s within Hunt range, causing fights to be chaotic and securing the objective too random. To remedy this, it now uses it’s special attacks in a different order, bringing greater consistency to Orb engagements.
Basic Attack damage decreased from 120 (+8 per level) to 110 (+7 per level)
Special Attack order changed from Slam > Missiles > Knockback to Missiles > Knockback > Slam.
Bug Fixes
Additional bug fixes may be added nearer to the game update.
Fixed a bug where Kallari’s Spawn In voiceline would cut out prematurely.
Fixed a bug where Gadget’s Speed Gate SFX would not play at the correct location.
Fixed a bug where the News Widget would not redirect users to the correct page.
Fixed a bug where switching from Legacy to Default Controller Layout in Spectator would break Bindings.
Fixed a bug where Hexbound Bracers description would incorrectly state Hero damage only.
Fixed a bug where players could become soft-locked in the Tutorial when recalling during the Health Potion section.
Fixed a bug where players flagged as AFK once would not be shown in the Surrender player count.
Fixed a bug where Attribute Icons could change in the Ability level-up panel.
Fixed a bug where Notification Icons would permanently appear on Menu Unlocks.
Fixed a bug where Jingle Bombs Iggy could become blocked from purchase.
Known Issues
We're aware of a bug that can sometimes cause the shop menu to freeze. We might be putting out a hotfix for that tomorrow, so follow our socials or join our Discord for more news!
That's everything this time Champions, what do you think?
Let us know your feedback over on our Discord server or the Predecessor Subreddit.
Until next time!
Rei, Juli & Kari
Game Design, UX/UI Design & Community @ Omeda Studios