Early Access Patch V0.19
Early Access Patch V0.19

Early Access Patch V0.19

Introduction

Greetings Champions! 

V0.19 is here and with it comes our latest defensive powerhouse of a Hero, Terra!

Terra excels at sticking around, shrugging off damage and crowd control effects like it's nothing, before hitting back seriously hard.

It's not just Terra in the spotlight this week though, as our stores are jam-packed full of savings thanks to our Summer Skin Sale (which handily coincides with Steam's own Summer Sale). On top of this our gameplay team have been ridiculously busy addressing a number of balance changes and tweaks following on from our previous major balance updates.

There's no major new features in this update, but Ranked Mode continues as ever each week with the current opening times being Thursday, Saturday and Sunday. This availability is being expanded each week, but keep an eye out for a separate blog discussing this topic and more later next week.

Right, let's bring it back to the here and now and Highland Hurl ourselves into this week's patch notes!

New Hero: Terra - The Steadfast Bulwark

Cursebreaker Terra charges into battle! 

Built like a bastion and hitting like a freight train, Terra finally makes her highly anticipated Predecessor debut!

An indomitable force of pure power, Terra effortlessly charges through hordes of enemies while delivering powerful blows with her ancestral axe. Her impeccable defences allow her to brush off even the most devastating of enemy attacks before hitting back with enough force to make you think twice about crossing her lane!

Abilities: 

Hersir [Passive]:

Effect: Terra gains stacks of Hersir when damaging Enemies with her Basic Attacks and Abilities, up to a maximum of 5.

At maximum stacks, Terra's next Basic Ability is empowered and gains additional effects.

Entering the Base grants Terra maximum Hersir stacks instantly.

Carve [Basic Attack]:

BAT: 1.15
Effect: Terra’s basic Melee attack, dealing 61 (+80% Bonus Physical Power) physical damage.

Ruthless Assault [Primary]:

CD: 11/10.25/9.5/8.75/8
Cost: 55/50/45/40/35
Effect: Terra spins her axe, striking all enemies around her before slashing forwards a second time. Each strike deals 45/65/85/105/125 (+80% Bonus Physical Power) physical damage.

Hitting an Enemy Hero refunds 10% of the Cooldown per strike.

Empowered: Terra strikes an additional time (for a total of three strikes), with the third strike dealing 55/85/115/145/175 (+120% Bonus Physical Power) true damage to all enemies in front of her.

Highland Hurl [Secondary]:

CD: 11/10.5/10/9.5/9
Cost: 50/55/60/65/70
Effect: Terra throws a spectral axe, dealing 100/135/170/205/240 (+90% Bonus Physical Power) magical damage and slowing targets hit by 20/28/36/44/52% for 1.25s. 

Pierces Minions and Monsters.

Empowered: Roots Enemies hit instead for 1.25s.

Wild Rush [Alternate]:

CD: 14/13/12/11/10
Cost: 70
Effect:
Terra raises her shield, channeling for up to 4s before dashing forward and dealing 40/60/80/100/120 (+70% Bonus Physical Power) physical damage to all enemies in her path, knocking back and stunning them for 0.25s.

While channeling, for the first 1.25s her dash range and damage increases, dealing up to 120/180/240/300/360 (+210% Bonus Physical Power) physical damage.

If the Channel times out or is interrupted, this ability’s cooldown is refunded by 50%.

Empowered: On enemy hit, gain a 20/100/180/260/340 (+15% maximum health) shield for 4s.

Unstoppable Force [Ultimate]:

CD: 130/100/70
Cost: 100
Effect: Terra’s helmet slams down, cleansing all debuffs affecting her and granting her maximum Hersir stacks instantly. 

For the next 6/7/8s, Terra becomes Unstoppable (Immune to Crowd Control) and doubles the passive bonus armors gained from this ability (see below).

Passive: Gain 10/18/26 Physical Armor and Magical Armor.

Store News

New Skins

Gryphon Knight Terra

Don the mighty armor of the Gryphon Knights and charge into battle with near-mythical ferocity, with Terra’s ornate Gryphon Knight skin [Rare]!

Terra Gryphon Knight Hero Art 1920x1080

Mecha Terror Iggy & Scorch

There’s more than one terra/or on the battlefield and Iggy and Scorch are here to prove it with their latest Mecha Terror skin [Epic], hot out the blast furnace!

Iggy Scorch Mecha Terror Hero Art 1920x1080

Ruby Scarab Serath

A fiery redhead with a temper? It can only be Serath, in her striking new Ruby Scarab skin [Common]!

Serath Ruby Hero-Art 1920x1080

New Bundles

Gryphon Knight Terra Bundle

SoMe Bundle Terra Gryphon Knight 4k

Bundle Contents:

Terra [Hero]

Terra [Hero Premium Affinity]

Gryphon Knight Terra [Skin]

Gryphon Knight Terra  [Spray] (Exclusive)

Gryphon Knight Terra  [Banner] (Exclusive)

Gryphon Knight Terra  [Profile Icon] (Exclusive)

Mecha Terror Iggy & Scorch Bundle

SoMe Bundle Iggy Mecha Terror 4k

Bundle Contents:

Iggy & Scorch [Hero]

Mecha Terror Iggy & Scorch [Skin]

Mecha Terror Iggy & Scorch [Spray] (Exclusive)

Mecha Terror Iggy & Scorch  [Banner] (Exclusive)

Mecha Terror Iggy & Scorch  [Profile Icon] (Exclusive)

Occult Kira Variant Bundle

GIF SoMe Kira Occult Variant Bundle

Bundle Contents:

Kira [Hero]

Occult Kira [Skin]

Ice Occult Kira [Skin Variant]

Sakura Occult Kira [Skin Variant]

Ruby Scarab Serath Bundle

SoMe Serath Ruby Scarab Bundle

Bundle Contents:

Serath [Hero]

Ruby Scarab Serath [Skin]

Ruby Scarab Serath [Spray]

Ruby Scarab Grux Variant Bundle

GIF Grux Ruby Scarab Variant Optimize

Bundle Contents:

Grux [Hero]

Ruby Scarab Grux [Skin]

Hypernova Ruby Scarab Grux [Skin Variant]

Onyx Ruby Scarab Grux [Skin Variant]

Ruby Scarab Bundle

SoMe Ruby Scarab Bundle

Bundle Contents:

Serath [Hero]

Grux [Hero]

Ruby Scarab Serath [Skin]

Ruby Scarab Grux [Skin]

Ruby Scarab Serath [Spray]

Summer Sales

The sun is out and the drinks are on ice, so what better way to celebrate Summer than with some hot discounts!

Skin Sales

Over the next couple weeks we’re slashing prices on skins across the in-game store, with up to 50% off some fan favorites! 

Sales are on a weekly rotation, so don’t miss your chance to pick up popular skins like Obsidian Rampage and Royal Gideon and ensure you win your next match in style!

Week 1 (June 27th - July 4th)

Summer Skin Sale Week 1

Week 2 (July 4th - July 11th)

Summer Skin Sale Week 2

Steam Summer Sale

For those of you on PC, we’re excited to share that Predecessor is once again on offer as part of the Steam Summer Sale!

While we are completely free to play, this is a great chance to pick up the Rare, Epic and Legendary game bundles which are 50% off, 10% off and 10% off respectively, letting you top up on Heroes, skins and Platinum this Summer!

Click the banner below to grab your discount!

Steam Sale 2024 3

Gameplay Balance Changes

Overview:

  • Jungle XP increased in the Mid-game.

  • Jungle Objectives gain additional Physical Armor.

  • Critical Strike Damage increased from 150% to 155%.

  • All Heroes gain additional Physical Armor Growth.

  • Outlier Hero Adjustments, including Grim.exe, Muriel, Gideon, and more.

  • Further On-Hit Item adjustments.

  • A general reduction in damage for various Item effects.

  • Frontline Support Item stat increases.

  • And more…!

General:

Critical Strike Damage is seeing an increase due to its relatively low efficiency and efficacy.

Critical Strike Damage increased from 150% to 155%.

Minions:

Minion AI improvements are planned for the future which will help resolve many of the frustrating interactions that can occur when interacting with them. In the meantime, balance tuning of Minion vs. Minion damage is ongoing with the goal of further improving a wave’s ability to bounce back and forth as naturally and intuitively as possible. 

Melee

Minion Damage Modifier increased from 90% to 100%.

Ranged:

Minion Damage Modifier decreased from 115% to 110%.

Jungle:

Objectives

Objectives such as Fangtooth and Orb Prime can be slain too quickly, resulting in a reduction of the amount of fights that can naturally occur around these objectives, often rewarding the team with initial positioning too heavily as they melt through the objective. As a result, they are seeing increases to their Physical Armor, ensuring they stay alive for a few extra seconds, giving more time for the opposing team to counter-engage and attempt a steal.

Fangtooth:

Physical Armor increased from 25 (+2 per level to 25 (+3 per Level)

Primal Fangtooth:

Physical Armor increased from 60(+1 per Level) to 70 (+2 per Level)

Orb Prime:

Orb Armor increased from 90 (+3 per Level) to 100 (+3 per Level)

Blight Debuff increased from 40% to 50%.

Buffs

Red Buff

Both Red and Blue Buff’s Health Pool has proven too high since the v18 changes, with the time investment required to kill them being too high and feeling like a bit of a chore for some Heroes. As a result we’re reducing their Health Growths further, better allowing Jungler’s uptime on the map, while also fixing a nasty bug that was affecting Red Buff’s XP, with it now scaling correctly throughout a match.

Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)

[Bugfix] Now correctly scales its XP across the game instead of being stuck at Level 1.

Blue Buff

Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)

Gold Buff

Both Gold Buff and Cyan buff tend to be slain too quickly after their first few capture. Some additional Health Growth is being granted to them to increase the window of interaction available when either team attempts to kill them.

Health increased from 1100 (+80 per Level) to 1100 (+100 per Level)

Cyan Buff

Alongside the Health increases mentioned in the previous section, Cyan Buff is also receiving a decrease in XP offered, further reducing the ability for a one-sided snowball to occur when an Offlaner captures the majority of them uncontested. 

Health increased from 1150 (+80 per Level) to 1150 (+100 per Level)

XP decreased from 70 (+12 per Level) to 65 (+10 per Level).

Camps

All Common Camps have received XP increases, starting from approximately 7m onwards. This is to better allow Junglers to keep up in experience during the mid-game when farming their Camps efficiently as Junglers have a tendency to fall too far behind in experience and be overly reliant on successful ganks to not fall behind.

Black Camp (2)

Large XP increased from 150/152/160/174/174/220/252/290 to 150/152/165/190/210/235/260/290.

Medium XP increased from 80/81/85/92/100/110/121/133 to 80/82/87/97/107/117/127/137

Grey Camp (3)

Large XP changed from 75/77/84/96/113/135/162/194 to 75/77/85/105/125/145/165/185.

Small XP changed from 45/46/50/57/68/83/120/125 to 45/46/51/65/79/79/93/107/107/120.

White Camp (4)

Large XP increased from 92/94/102/116/136/162/194/232 to 92/95/105/128/151/179/207/235

Medium XP changed from 54/55/60/68/79/93/110/130 to 54/55/65/77/89/101/113/125.

Small XP changed from 30/31/33/37/43/51/61/73 to 30/31/35/43/49/57/65/73.

Brown Camp (5)

Medium XP increased from 65/67/72/80/91/105/124/147 to 65/67/75/90/105/120/135/150.

Small XP increased from 25/26/28/32/37/43/50/50/58 to 25/26/29/35/41/47/53/59.

Hero Balance

General:

General Time To Kill (TTK) has proven too fast in many scenarios, especially in the case of Physical Damage output from the likes of Carries and Bruisers. While further balance adjustments to the damage offered by Heroes and Items are ongoing, to help offset this we’re once again increasing the amount of Physical Armor Heroes possessed when levelling up, better bringing us to a happy medium where punishes can still occur should an opponent step out of position, but not to the extent they blow up with little room to react.

  • All Melee Heroes Have gained 0.35 additional Physical Armor Growth

  • All Ranged Heroes have gained 0.25 additional Physical Armor Growth.

Web Banner Argus

Argus currently tends to find more success in the Support Role, with his Dread Nova offering more than enough damage and utility to unfairly bully our enemy Duos. As a result, Dread Nova is seeing a reduction in efficacy, while Particle Shredder is gaining further Damage increases, better allowing the Dwarf to take trades and keep pace in Mid.

Dread Nova [Primary]:

Damage decreased from 100/125/150/175/200 to 90/115/140/165/190.

Mana Cost increased from 80 to 80/85/90/95/100.

Particle Shredder [Alternate]:

Damage increased from 20/28/36/44/52 to 20/30/40/50/60.

Web Banner Aurora

Aurora’s ability to build durable and still dish out heavy damage when paired with her having the faster Jungle Clear among the roster allows for her to navigate the map with ease and possess too much disruptive presence in fights. While further changes are likely needed, for now Aurora is seeing a reduction to her base damage and ability uptime, further slowing down her ability to run over the map and burst through the backline.

Frozen Simulacrum [Passive]:

Monster Damage Cap decreased from 10 (+4 per Level) to 6 (+3 per Level)

Hoarfrost [Secondary]:

Cooldown increased from 14/13/12/11/10 to 14/13.25/12.5/11.75/11.

Boreal Sweep [Alternate]:

Damage decreased from 45/60/75/90/105 to 40/55/70/85/100.

Magical Power Scaling increased from 35% to 40%. 

Explosion Damage decreased from 75/105/135/165/195 to 70/100/130/160/190.

Cryoseism [Ultimate]:

Damage decreased from 130/250/370 to 120/240/360

Magical Power Scaling increased from 50% to 55%.

Explosion Damage decreased from 65/125/185 to 60/120/180.

Explosion Magical Power Scaling increased from 25% to 27.5%.

Cooldown increased from 120/110/100 to 130/120/110.

Web Banner Countess

Countess has a difficult time surviving in the early game, especially in Midlane where she can be aggressively poked out with ease. Some additional trade potential and sustain is being offered to better allow her to weather the storm in the early game and give her a more consistent curve when looking to come online in the mid-game. 

Shadow Slip [Primary]:

Damage increased from 85/115/145/175/205 to 95/125/155/185/215.

Blade Siphon [Alternate]:

Healing increased from 10/13/16/19/22 to 12/15/18/21/24.

Web Banner Crunch

Crunch is receiving some hitbox adjustments to his Right Crunch, with the default version gaining some additional range top better match hit Basic Attack range, and the Empowered version seeing a reduction in range to reduce the frequency that he uppercuts you from unnatural distances.

Right Crunch [Secondary]:

Hitbox Range increased by 10%

Empowered Hitbox Range decreased by 15%.

Web Banner Drongo

Some additional Attack Speed is being offered to Drongo to improve his presence in the early-game, while making him a little less reliant on rushing an Attack Speed item first.

General:

Attack Speed increased from 120 to 125.

Wastelander [Passive]: 

[Bugfix] Now correctly applies when Rad Rounds are active and a Critical Strike occurs.

Web Banner Feng Mao

Feng Mao’s ability to secure a snowball due to his early game strength frequently leads to game states where he becomes out of control. Once this occurs, not only does he possess a significant damage threat, but he becomes incredibly difficult to catch out due to his mobility. As a result, Feng is receiving further decreases to his laning strength with a reduction to his Safeguard’s shielding, while no longer receiving as much of a cooldown refund on Reaping Dash, better allowing him to be punished if he should dash in carelessly.

Safeguard [Primary]

Shield decreased from 100/150/200/250/300 to 80/135/190/245/300.

Hamstring [Secondary]:

Reaping Dash Cooldown Refund decreased from 25% to 20%.

Earth Shatter [Ultimate]:

Execute Threshold decreased from 300/500/700 to 300/480/660.

Hitbox Height decreased by 40%.

Web Banner Gideon

Gideon has served as arguably the best all-around Mage for quite some time now, possessing both strong laning presence alongside incredible teamfight potential. On top of this, ever since we moved Gideon’s Black Hole over to its new instant-activation functionality, his ability to lock down opponents in skirmishes and teamfights improved as the Pull became overly reliable, further reinforcing his strength. To combat this, Gideon is seeing further reductions in his early Damage output and Mana Regen, alongside his Black Hole seeing a reduction in uptime and Pull Strength, allowing for a better chance of escape by his foes.

General:

Mana Regen decreased from 1.4 to 1.2.

Cosmic Rift [Primary]:

Damage decreased from 135/180/225/270/315 to 130/175/220/265/310.

Magical Power Scaling decreased from 75% to 70%.

Black Hole [Ultimate]:

Cooldown increased from 110/95/80 to 120/105/90.

Pull Strength decreased by 10%.

Now has a 0.5s delay before it begins to Pull Enemies.

Web Banner Grim

Let’s not beat about the bush here - Grim.exe is too strong. Not only are they able to bully out their opponents in the lane and never run low on Mana, but their damage output in the late-game also skyrockets, easily able to shred through any opponent. A range of nerfs are occurring to bring them back to parity, with less upfront damage on many of their abilities, a reduction in the overall Mana Restore and Scaling of their Assault Mode, alongside an increase to the cost of their Assault Mode to ensure they must think twice about their Mana consumption. 

Pulsefire [Passive]:

Damage decreased from 15 to 10.

Displacement Blast [Primary]:

Damage decreased from 115/155/195/235/275 to 110/150/190/230/270.

Assault Mode [Secondary]:

Total Physical Power Scaling decreased from 20% to 12%.

Magical Power Scaling decreased from 15% to 10%.

Mana Cost increased from 12/14/16/18/20 to 20.

Mana Restore changed from 6/7/8/9/10 to 4/6/8/10/12.

G.T.F.O [Ultimate]:

Damage decreased from 320/440/560 to 280/415/550.

Web Banner Grux

Grux’s general laning strength and mid-game skirmish potential has proven too high as of late, bolstered further by the amount of healing offered by his Passive in extended trades. General reductions in his Healing and damage output are being seen, alongside a hit to his Ultimate’s cooldown, thus ensuring his windows of strength are fewer and that his opponents have a better chance of fighting back and bursting him down.

Bloodlust [Passive]:

Omnivamp decreased from 12%/18%/24%/30% to 10%/15%/20%/25%.

Smash And Grab [Primary]:

Damage decreased from 115/145/175/205/235 to 100/130/160/190/220.

Double Pain [Alternate]:

Total Physical Power Scaling decreased from 120% to 110%.

Warlords Challenge [Ultimate]:

Physical Power Steal decreased from 5/7/9 to 4/6/8.

Cooldown increased from 110/85/60 to 120/95/70.

Web Banner Howitzer (3)

Howitzer tends to perform well in the higher brackets of play, possessing exceptional poking strength while still being able to keep up in wave clear. An increase to R2000 Missile’s cooldown is being given to ensure Howitzer has more of a window of downtime when looking to commit his Missile on the wave or his opponent.

R2000 Missile [Primary]:

Cooldown increased from 10/9/8/7/6 to 11/10/9/8/7.

Web Banner Iggy&Scorch

Iggy’s tendency to become an unmovable object in lane while simultaneously slamming waves into his opponent leads to low interaction. Pair this with his general scaling and strength when locking down an area of the map with his Turrets and it results in very few Heroes being able to successful skirmish with him or punish his mistakes. While further changes may be needed, for now Iggy is seeing a reduction in his laning strength and waveclear, alongside general reductions in his damage output in skirmish scenarios. Alongside this his, in exchange for higher uptime, his Turrets are seeing a reduction in durability making them easier to pick off and interact with.

General [Primary]:

Health decreased from 775 to 765.

Mana decreased from 400 to 380.

Flame Turret [Primary]:

Cooldown decreased from 20/19/18/17/16 to 20/18.5/17/15.5/14 

Turret Health Magical Power Scaling decreased from 28% to 25%.

Magical Armor decreased from 10-34 to 10-22.

Oil Spill [Secondary]:

Burn Damage decreased from 14/19/24/29/34 to 10/15/20/25/30.

Molotov [Alternate]:

Explosion Magical Power Scaling decreased from 45% to 40%.

Inferno [Ultimate]:

Damage decreased from 360/450/540 to 330/420/510.

Web Banner Kallari (1)

Kallari is receiving some improvements to her Attack Speed, better allowing her to clear Jungle camps as the match progresses.

General:

Attack Speed increased from 115 to 120.

Attack Speed Growth increased from 1.6 to 2.

Web Banner Kira

Kira is currently one of the more performant Carries, possessing strong duelling potential in lane, alongside her damage scaling extremely well into the later stages of match. She is seeing a reduction in the damage offered by Vengeance and Mercy, better limiting her ability to blast through opponents in extended trades at all stages of a match, while also seeing a shift to Dusk’s cooldown, better differentiating it from Mercy when she decides which ability to max out first.

Vengeance [Passive]:

Bonus Damage per Stack decreased from 1.5% to 1.2%.

Dusk [Primary]:

Cooldown changed from 12 to 14/13/12/11/10.

Mercy [Alternate]:

Damage decreased from 15/25/35/45/55 to 10/20/30/40/50.

Total Physical Power Scaling decreased from 85%/87.5%/90%/92.5%/95% to 80%/82.5%/85%/87.5%/90%. 

Purge [Ultimate]:

On-Hit Modifier decreased from 25% to 20%.

Web Banner Kwang

Kwang’s early game duelling potential allows him to stand tall as one of the best early game picks. However, he has a tendency to fall-off hard into the late-game due to his lower durability and reliance on his Sword when looking to contribute to fights with combos. To better harmonise these two extremes, Kwang is being met with a reduction in early game trading strength with less Passive Damage and Shielding, better allowing other Heroes to scrap with him, while receiving increases to his late-game durability and threat through increases scalings and uptime on his Judgement of the Heavens. 

General [Passive]:

Mana Growth increased from 44 to 50.

Strike of the Heavens [Passive]:

Damage decreased from 18 (+5 per Level) to 14 (+5 per Level)

Judgement of the Heavens [Primary]:

Cooldown decreased from 16/15.25/14.5/13.75/13 to 16/15/14/13/12.

Light of the Heavens [Alternate]:

Shield decreased from 85/110/135/160/185 to 65/95/125/155/185.

Shield Magical Power Scaling increased from 55% to 65%.

Shield Max Health Scaling increased from 6% to 7%.

[Bugfix] Now correctly grants 2 Passive Stacks when used immediately after throwing Judgement of the Heavens.

Fury of the Heavens [Ultimate]:

Damage increased from 240/360/480 to 240/370/500.

Magical Power Scaling increased from 85% to 90%.

Web Banner LT Bellica

Lt. Belica has recently struggled to find a home in the Midlane, not able to match the damage output or pressure of other Mages. While other Heroes are being changed around her, she still requires additional laning strength to ensure she can ramp up into the late-game without falling too far behind. This is being granted in 

General:

Health increased from 750 to 760.

Void Bomb [Alternate]:

Magical Power Scaling increased from 55%/70% to 60%/75%.

Cooldown decreased from 7 to 6.5.

Web Banner Morigesh

Morigesh currently trades too successfully by simply applying a single Mark to the enemy, especially when paired with various Item effects. By reducing the raw damage scaling offered, as well as the uptime of the ability, Morigesh’s trading loops are made to be more deliberate, with less one-shot potential and more downtime for the opponent to conjure a response. 

Mark [Alternate]:

Cooldown increased from 6/5.5/5/4.5/4 to 7/6.5/6/5.5/5.

Magical Power Scaling decreased from 40% to 35%.

Web Banner Muriel

Muriel currently overperforms in a myriad of ways: From her ability to act as a bully in lane due to her high damage, or how potent her Shields are throughout a match. Not only does this leave her feeling overly strong, but it also prevents other Heroes such as Riktor from being able to easily function against her due to pairing of offensive and defensive pressure she exerts. She is receiving a range of adjustments to bring down her strength, with reductions to her early game poke and damage output, as well as reductions to her general shielding potency, making trades against her have a higher chance at a positive outcome, and all-in attempt in the late-game have an easier time penetrating through her defensive utility.

General:

Mana Regen decreased from 2 to 1.8.

Sentinel [Passive]:

Damage decreased from 10 to 8.

Magical Power Scaling decreased from 15% to 12%.

Serenity [Primary]:

Damage decreased from 100/140/180/220/260 to 90/130/170/210/250

Consecrated Ground [Secondary]:

Shield decreased from 130/180/230/280/330 to 105/155/205/265/305.

Damage decreased from 100/120/140/160/180 to 80/100/120/140/160.

Reversal Of Fortune [Ultimate]:

Damage decreased from 150/225/300 to 125/175/225.

Magical Power Scaling increased from 50% to 60%.

Shield decreased from 450/700/950 to 380/620/860.

Cooldown increased from 160/130/100 to 160/140/120.

Knockup Height decreased by 10%.

Web Banner Phase

Phase is receiving some minor changes aimed at reducing her early game potency should she engage in more long-range, passive gameplay. With increases to her Link cooldown, she will have more room to be punished should she use it carelessly. Likewise her oine-two punch poke is being reduced, reducing her laning threat unless she exposes herself at closer ranges with Basic Attacks.

Energy Lance [Secondary]:

Additional Damage decreased from 40/65/90/115/140 to 35/60/85/110/135.

Telekinetic Link [Alternate]:

Cooldown increased from 24/21.5/19/16.5/14 to 26/23/20/17/14.

Web Banner Rampage

Rampage has struggled to find relevance since the switchover to Six Items. This is combination of factors, including the potency of damage across the game. As damage is being stripped back further from many outlier Heroes and Item effects, Frontline Heroes such as Rampage should naturally find themselves having an easier time contributing to fights without dying too quickly. On top of this, he is also receiving some further boons to his Bould Toss and Rumble, allowing him to not just function as a wall of meat, but as a disruptive threat alongside it should he be ignored in a fight.

Boulder Toss [Primary]:

Cooldown changed from 17.5/16/14.5/13/11.5 to 17/15.5/14/12.5/11.

Mana Cost decreased from 100 to 80.

Rumble [Secondary]:

Damage decreased from 45/75/105/135/165 to 40/70/100/130/160.

Total Physical Power Scaling increased from 80% to 90%.

Web Banner Revenant

Revenant is another Carry struggling to find impact in many of his matches., heavily outcompeted in damage previously by many of the On-Hit Carries. With other Carries losing strength around him via nerfs and itemisation adjustments, as well as further improvements to his Attack Speed and Crit’ Damage multiplier, Revenant should have an easier time dishing out has damage and remaining a respectable threat in the 1v1 duels he favours the most.

General:

BAT at Levels 1-18 decreased from 1.05-0.9225 to 1.05-0.88.

Hellfire Rounds [Alternate]:

Critical Strike Damage Modifier increased from 135%/140%/145%/150%/155%/160% to 145%/150%/155%/160%/165%/170%.

Web Banner Riktor

Riktor is largely outshone by the various Enchanters among the roster, as well as struggling in alternative roles to the generally high damage output occurring within games. Similar to Rampage, with various damage sources being stripped back further, Riktor will have an easier time simply existing in matches as a durable threat. On top of this, he is receiving further Damage and Scaling improvements, better allowing him to capitalise on a Hook, or clear camps and waves in his alternative roles.

General [Primary]:

Mana Growth increased from 55 to 60.

Shock Therapy [Primary]:

Damage increased from 80/125/170/215/260 to 85/130/175/220/265.

Electrocute [Secondary]:

Magical Power Scaling increased from 60% to 70%.

Bonus Health Scaling increased from 8% to 9%.

Skewer [Ultimate]:

Damage increased from 120/200/280 to 130/220/310.

Web Banner Sevarog

Sevarog is largely held back by his reliance on Mana to allow him to navigate through the early lane. With improvements to his general damage and Mana economy when stacking up Souls with Siphon, Sevarog should find himself having an easier time functioning in the early-game. 

Siphon [Primary]:

Mana Cost decreased from 35 to 30.

Damage per Tier increased from 15 to 20.

Colossal Blow [Ultimate]:

Damage increased from 270/420/570 to 280/435/590.

Web Banner Shinbi

Shinbi tends to get a little too durable giving the damage output and mobility she possesses, making her difficult to lock down in the later stages of a match. She is receiving some small tuning to her Passive and Shielding to ensure her overall threat in late-game scenarios is less oppressive.

Biting Melody [Passive]:

Magical Power Scaling decreased 16% to 15%.

Circle Rhythm [Secondary]:

Shield Magical Power Scaling decreased from 55% to 50%.

Web Banner Sparrow

Sparrow is another Carry benefitting from On-Hit itemisation and general Tank-busting ability. While the previous set of balance changes helped knock her down a peg, she still requires further reductions to her damage potential to ensure she does not unfairly blast through opponents in such a short amount of time.

Relentless [Passive]:

Max Health Damage decreased from 0.4% to 0.35%.

Piercing Shot [Alternate]:

Damage decreased from 100/145/190/235/280 to 90/135/180/225/270.

Inner Fire [Ultimate]:

Side Arrow Damage decreased from 50%/65%/80% to 50%/60%/70%.

Web Banner The Fey

Fey is receiving a small hit to her Harvest Nettles, reducing her ability to dominate certain matchups via the box in the early levels.

Harvest Nettles [Secondary]: 

Damage decreased from 95/125/155/185/215 to 90/120/150/180/210

Web Banner Wraith

Wraith is receiving further improvements to the Damage potential and Scaling of his Peekaboo! and Knock, Knock!, Allowing him to stay a relevant threat in the mid-game and better deal with the bulkier targets that can easily shrug off his damage.

Peekaboo! [Primary]:

Mark Max Health Damage changed from 6% to 6%/6.5%/7%/7.5%/8%.

Mark Magical Power Scaling decreased from 2.5% to 2%.

Knock, Knock! [Alternate]:

Damage increased from 90/115/140/165/190 to 95/120/145/170/195.

Bonus Physical Power Scaling increased from 125% to 135%.

Web Banner Zarus

Zarus stands tall as an incredible threat, both in lane and in teamfights. In general, it can feel as if he lacks sufficient counterplay to many of his trading patterns, especially in the late-game where he can Cage an opponent for an extended duration and burst them down. Due to the control offered by Coliseum, its duration is being decreased, better offering a chance of survival to his target. Likewise his general durability and sustain are receiving hits, reducing the general potency of his laning while also reducing the ability for him to ramp-up and burst through targets in the later stages of a match.

Thrust [Basic Attack]:

Bonus Physical Power Scaling decreased from 85% to 80%.

Gladiator [Passive]:

Max Health Healing per Stack decreased from 0.5%/1%/2%/3% to 0.4%/0.8%/1.6%/3.2%.

Barricade [Primary]:

Damage Mitigation decreased from 60%/65%/70%/75%/80% to 50%/55%/60%/65%/70%.

Evade [Secondary]:

Mana Cost increased from 50 to 60.

Spear Of Nyr [Alternate]:

Bonus Physical Power Scaling decreased from 120% to 110%

Coliseum [Ultimate]:

Duration decreased from 6 to 5.5.

Item Balance Changes

Web Banner Items Judgement

Judgement is overperformance in many Assassin builds, dealing higher than intended damage and contributing to abnormal burst scenarios. As a result, it is having its Damage Type changes to Magical, meaning Physical Penetration builds will no longer benefit it as much, while also receiving a Scaling redistribution to ensure it remains relevant, but not as oppressive. 

  • Thunder Cleaver Damage Type changed from Physical to Magical.

  • Thunder Cleaver Damage changed from (+120% Total Physical Power) to 70 (+40% Total Physical Power).

Web Banner Items Dust Devil

Attack Speed is being reduced across several Carry items due to it being overly efficient and contributing strongly to DPS curves, especially when paired with On-Hit effects. Therefore, Dust Devil is receiving a decrease in the stat in return for less Cost.

  • Cost decreased from 3250 to 3150.

  • Attack Speed decreased from 30% to 25%.

Web Banner Items Equinox (1)

Less Attack Speed and a new Recipe to match its stats.

  • Attack Speed decreased from 35% to 30%.

  • Recipe: Sabre + RobustArbalest + Longbow

Web Banner Items lightning hawk

Lightning Hawk is doubling back and exchanging some of it’s attack Speed for Physical Power, better reducing Attack Speed bloat while letting it still fulfil its Physical Power quota in the formation of various builds.

  • Physical Power increased from 35 to 40

  • Attack Speed decreased from 30 to 25.

Web Banner Items Nuclear Rounds (1)
  • [Bugfix] Havoc now correctly amplifies True Damage Abilities.

Web Banner Items Onixian Quiver

Quiver tends to burn through Melee range target’s too effectively, and often contributes to abnormal TTK scenarios when it shotguns an opponent. As a result, it’s close-range damage is taking a hit. 

  • Multishot Damage changed from 15%-45% to 16%-40%.

Web Banner Items Plasma Blade (1)

A quick stat shift to Plasma Blade, blistering it’s Power stats in exchange for less Attack Speed.

  • Physical Power increased from 25 to 30.

  • Magical Power increased from 40 to 45.

  • Attack Speed decreased from 35% to 30%.

Web Banner Items Sky Splitter

Sky Splitter has been one of the main contributors to excessive Anti-Tank gameplay, while also serving as an all-around strong choice. Once again it is seeing a reduction in Rend’s damage output, better allowing bulkier Target’s to survive its threat and reducing the overall spike it provides when paired with Stormbreaker. 

  • Rend Current Health Damage decreased 4% to 3.5%.

Web Banner Items StormBreaker

Stormbreaker is once again taking a hit to its Attack Speed. This change alongside the changes to Sky Splitter and baseline Critical Strike Damage will have Carries less likely to invest in On-Hit builds that should otherwise be suboptimal for their kits.

  • Attack Speed decreased from 30% to 25%.

Web Banner Items Tainted Rounds

Similar to Lightning Hawk, less Attack Speed, more Power. 

  • Physical Power increased from 25 to 30.

  • Attack Speed decreased from 30% to 25%.

Web Banner Items Vanquisher

With the increases to Physical Armor growths, Vanquisher is receiving a small increase to its Physical Penetration to offset it slightly and still feel relevant as a burst option. 

  • Physical Penetration increased from 8 to 9.

Web Banner Items Envy

Envy tends to contribute to abnormal damage spikes when it is acquired and is receiving a reduction in Physical Penetration as a result.

  • Physical Penetration decreased from 8 to 7.

Web Banner Items Malady

Similar to Vanquisher, Malady is gaining an additional point of Physical Penetration to ensure Assassins are not too heavily impacted by the Physical Armor Growth increases. 

  • Physical Penetration increased from 6 to 7.

Web Banner Items Infernum

Infernum has continued to contribute to faster TTK scenarios against Tanks and is once again seeing a reduction in its damage output.

  • Cinder Bonus Physical Power Scaling decreased from 1.5% to 1.25%.

  • Furnace Bonus Cinder Damage decreased from 0.75% to 0.5%.

Web Banner Items Mesmer

Once again, another Penetration increase to offset some of the Growth changes in those scenarios Mesmer is required.

  • Physical Penetration increased from 7 to 8.

Web Banner Items omen

Omen struggles to find its place in many builds currently, not offering enough Cooldown reducing effects while simultaneously struggling on the damage front. For now, Omen is receiving some general stat increases, improving its efficiency and making it a more desirable pickup when considering options. 

  • Cost increased from 3050 to 3100.

  • Physical Power increased from 40 to 45.

  • Physical Penetration increased from 7 to 8.

Web Banner Items Bonesaw

Bonesaw possessing Tenacity allowed for strong build combinations with the likes of Gaia Greaves where the stat could be stacked up to 40% or even 60% with ease. This results in many scenarios where Disruptive Heroes, especially Tanks, could no longer fight them or lock them down due to the lack of efficacy of their CC and the damage output Bonesaw provides. As a result, Tenacity is being removed in exchange for more Power. 

  • Physical Power increased from 25 to 35.

  • 20% Tenacity Removed

  • Recipe: Stone Of Strength + Banded Emerald.

Web Banner Items Mutilator

Mutilator, like Sky Splitter, contributes too heavily to Anti-Tank gameplay and is also receiving a reduction in its effect. 

  • Devour Max Health Damage decreased from 3% to 2.5%.

Web Banner Items Combustion

Combustion's initial damage spike when acquired contributes to excessive burst scenarios and is seeing a reduction in the Penetration and raw damage it provides. 

  • Magical Penetration decreased from 8 to 7.

  • Pyro Damage decreased from 60 to 50.

Web Banner Items Dreambinder

Some additional Health is being granted to Dreambinder, allowing it to serve as a better durability source for Magical Bruisers.

  • Health increased from 300 to 350.

Web Banner Items Noxia (1)

Noxia is another item that possesses strong burst capabilities that contributes to many of the faster TTK scenarios. It is receiving less Magical Power and a higher Cooldown to ensure its potency as a power Spike is more in-line with other options, and it’s trading patterns less frequent. 

  • Magical Power decreased from 85 to 80.

  • Dark Matter Cooldown increased from 8 to 10.

Web Banner Items Prophecy

Prophecy currently offers too much raw On-Hit Scaling for its users in late game scenarios and is seeing a reduction as a result. 

  • Magical Strikes Magical Power Scaling decreased from 22% to 20%.

Web Banner Items Soulbinder (1)

Soul Binder, while incredible in theory, can be rather difficult to reliably stack. A reduction in Arcane Salvo’s cooldown is being given to offer more frequent poke windows, as well as a more reliable stacking cadence. 

  • Arcane Salvo Cooldown decreased from 12 to 10.

Web Banner Items World Breaker

One more increase, World Breaker is receiving another increase to its Health conversion as it continues to struggle to justify its place in many tanky builds.

  • Maya Bonus Health to Magical Power increased from 4.5% to 5%.

Web Banner Items Dawnstar (1)

Dawnstar, while strong in isolation, does not offer enough raw durability to the Melee Supports that use it well. More Health is being granted to further close the gap between Enchanter Supports and their Melee counterparts. 

  • Health increased from 250 to 300.

Web Banner Items Dynamo

Dynamo is also receiving a small increase to its Health, providing more durability to aggressive threats looking to get into the thick of the action. 

  • Health increased from 275 to 300.

Web Banner Items Everbloom (1)

Everbloom has become a staple for many Enchanter builds, with its effect providing  meaningful durability to those it affects. However, in the case of Enchanter’s that wield it, it reduces the tactical option of focusing them down even if they mis-position. To rectify this, Divine Protection will no longer benefit the owner, and only their Allies, meaning the likes of Narbash and Muriel will have to be more careful with their position should the enemy team choose to focus them down.

  • Divine Protection now only applies to Ally Heroes, not yourself.

Web Banner Items frosted lure

Lure is also receiving some additional durability, sweetening the pot and further allowing its owners to get in the middle of a fight and survive. 

  • Health increased from 350 to 400.

Web Banner Items Hexbound Bracers

Hexbound is also receiving an increase to its Physical Armor, following the trend of Tank Support itemisation receiving some love. 

  • Physical Armor increased from 35 to 40. 

Web Banner Items Marshal

Marshal is another source of Attack Speed in the game that is overly efficient while contributing to abnormal DPS from Carries. As a result, it also losing some of the Attack Speed its Aura offers. 

  • Sheriff Attack Speed decreased from 20% to 15%.

Web Banner Items Frostguard

Despite its strong Statline, Frostguard struggles to feel impactful enough as a response to fast-attacking physical threats. It is gaining some additional Physical Armor to better serve this purpose, while also receiving an increase in its Health Regeneration to make it a better response against matchups possessing heavy poke. 

  • Physical Armor increased from 45 to 50.

  • Base Health Regen increased from 75% to 100%.

Web Banner Items Tainted Guard

We’re reverting the change to Tainted Guards damage, better allowing it to offset many Healing effects in the game, as many other Tainted Items do.

  • Blighted Thorns Damage increased from 50 to 60.

Web Banner Items Wardens Faith

With the increase to Critical Strikes, Warden’s is receiving an increase to its Critical Strike reduction to serve as a more relevant counter, especially in the event too many stray Carries are running around on a single team. 

  • Stalwart Critical Damage Reduction increased from 12% to 15%.

Bug Fixes

  • Fixed an issue where Sparrow’s Basic Attack Description incorrectly stated Melee.

  • Fixed an issue where there was an unintended collision at Dusk T1 Tower.

  • Fixed an issue where Revenant’s Basic Attack would show an incorrect Text String at 100% Crit.

  • Fixed an issue where Blocking a Friend on Console would have no effect. 

  • Fixed an issue where switching Language could cause Users to be unable to Log-in.

  • Fixed an issue where Rank-up animations would not display their visuals correctly.

  • Fixed an Issue where the Enemy Team’s Countdown Bar would not animate in Ranked Draft.

  • Fixed an issue where Zarus’ Basic Attack would not play SFX after using Spear Of Nyr.

  • Fixed an issue where Vibration would fail to play when using a Dualsense Controller on Steam/EGS.

  • Fixed an issue where Sound would pass through the River Bug Wall.

  • Fixed an issue where Users could not Ban Heroes they do not own in Ranked Draft.

  • Fixed an issue where the sixth item slot should show a SHIFT symbol in replay mode.

  • Fixed an issue where Quantum Belica’s Ready VFX clipping through her hand and appeared too bright.

  • Fixed an issue where Gideon would fall to the ground if Rooted during his Ultimate.

  • Fixed an issue where Howitzer’s Ultimate would be canceled if hit by a Root.

  • Fixed an issue where River Bugs would play their Spawn animation upon entering their render distance in Arena.

  • Fixed an issue where Post-match details would carry over from a previous session.

  • Fixed an issue where Kallari’s Passive Jump VFX and SFX would play on normal Jumps.

  • Fixed an issue where Belica’s Void Drone displayed the incorrect material when using her Polar Strike Skin.

  • Fixed an issue where Phase’s Energy Lance could sometimes not affect Revenant if used as he leaves the Nether Realm.

  • Fixed an issue where Iggy’s Flame Turret would not attack the Core.

  • Fixed an issue where Revenant could be killed by Targeted abilities as he transitioned into the Nether Realm.

  • Fixed an issue where Wraith’s Sonar Drone did not count towards the Wards Placed statistic.

  • Fixed an issue where Gadget’s Seek and Destroy Ability Decal would not show its timer.

  • Fixed an issue where Objective Health would not display their Health Bars correctly.

  • Fixed an issue where Shinbi’s Line Tempo hitbox was bigger than her targeting indicator suggests.

  • Fixed an issue where Jump Pad’s would not appear to work correctly for Reconnected Players.

  • Fixed an issue where Basic Attack Impact SFX would not play correctly when a target is Shielded.

  • Fixed an issue where Feng Mao’s Ultimate Indicator would not appear correctly at Rank 2/3.

That's everything for now Champions, what do you think?

Let us know your feedback over on our Discord server or the Predecessor Subreddit.

Until next time!

Kari

Lead Community Manager @ Omeda Studios