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FANGS SHUTTING DOWN

As of today, we’re going to officially sunset Fangs to focus on our next title, “Project Soulforge”, which will be a spiritual successor to Fangs. It’s difficult to share this news as our team has poured our hearts and soul into the success of Fangs but we didn’t feel like we could reach our goals with the challenges that we faced with the original version of Fangs.

We appreciate all the support the community has provided in the development and launch of Fangs, we made amazing memories with you as we got our studio’s first title out the door. We can’t thank you enough and the feedback and passion you provided tremendously helped with the development of Fangs.

Please read here for more information: https://playfangs.com/posts/update120523


Finally, on behalf of the entire development team, we want to thank you for all the support, feedback and passionate discussion you have provided us over the years. We will continue building this new title with community feedback in mind and look forward to y’all joining our upcoming playtest.

-Bao and David

Patch 05/03/2023

WHAT’S NEW?

New Artifact: Latent Ascension
You gain 5% bonus energy for every kill/assist you’ve had this game
Bug Fixes
Fixed bug where Wylde couldn’t shoot E and SHIFT through walls
(Maybe) fixed bug where Ishir was getting hit during dash
Slapp’n Paddle should be fixed
Balance Changes
Small tweaks



















BALANCE CHANGES




BELROTH

Tanky engager with high CC
NOTE: Last week’s nerf was successful in pulling back his damage. He went from 4th highest damage dealer to 9th. Despite that his winrate is still one of the highest in the game with one of the highest pick rates as well. I think damage is still too high for how much damage he’s able to soak up so we’re going to be a little bit more drastic and try reducing his LMB power a bit.



LMB
60 >>> 55 Damage





WYLDE
Mid range shooter
NOTE: Last week’s buff wasn’t nearly enough to make him competitive. Right now most players just focus on LMB and SHIFT so I’m going to give RMB some power to make it a bit more viable. The increased range some give more incentive to have more reliable hits to attack groups, finish off low HP or poke safely from afar. Also going to give some power to some what I call “bait augments” which are augments that have really high pick rate but really low win rate (Ironmelt + Balthazar). Also going to give Shieldshatter some more power to make it less situationally good and more overall good.



RMB
1120 >>> 1220 Range
Ironmelt Holster
3% >>> 4% Armor Shred
Shieldshatter Hollows
100% >>> 200% Damage of current Shield
Balthazer’s Lasso
1 >>> 2 seconds of slow





ISHIR
Shadow assassin who backstabs for big damage
NOTE: Ishir is now leading the pack in kills but his win rate is still a touch too low. Giving some quality of life buffs to make him a bit more survivable. I heard the feedback to give +0.5s on his stealth because his paths are too predictable, but I think there needs to be a portion of his gameplay that is predictable, otherwise his stealth starts getting out of control with no counterplay.


SHIFT
Hitbox increased
SPACE
iFrame fixed (hopefully, if not then post videos of how it’s breaking)
Passive
1 >>> 1.3s Stealth




SOMNIA
Long range damage dealer
NOTE: Adjusting some what I call “best in slot” augments which are augments that have a super majority pick that also have the highest win rate.


Shielding Sash
70 >>> 65 Shield
Mindrender
15 >>> 12% bonus Range




ZOEY & BOO

Immobile healer with long range
NOTE: Zoey had a low winrate with high pickrate. I’ve always felt like her Ult is a little bit underwhelming on the heal side. For someone who’s main theme is healing, her ultimate didn’t heal for that much. This might be too much but let’s test and see.


Ultimate
150 >>> 225 Heal


FIORNE
High mobility, high survivability, low to mid threat nuisance
NOTE: Fiorne had a high winrate and starting to become a threat again. I don’t want to strip her of power too much because maybe it’s just a case of players have to get used to it. Just some small touching down some of her “best in slots”



Stabbers
1 >>> 0.9s duration
Bossblade
2 >>> 1.8x multiplier


ROSE
Piercing ranged DPS that specializes in pulling swords back for damage
NOTE: One of the highest winrate with one of the highest pick rates. Her damage and kills are mid for ranged so reducing that damage takes away what she’s supposed to be good at. Instead, I want to reduce her HP to make her a bit more risky to play (higher skill floor/ceiling)




Max HP
850 >>> 800



YANARI
Hybrid AOE brawler and healer
NOTE: Highest winrate, mid pickrate. Her augment diversity is really good, but two of her augments have an abnormally high win rate, both RMB augments. I’m nerfing one first to see where she lands after this patch.




Warding Incense
80% >>> 70% Shield

03-29 Update


**SERVERS ARE UP**
Not much balance changes but some BIG NEW GAME changes in this one

NEW: HERO LEVELS
I want to try experimenting with a sense of scaling and in game progression for a few reasons.
1. It gives early/mid game more meaning when you have more permanent consequences. Previously the only real permanence was captain deaths which was never really a threat until 5 minutes into the round. Increasing death timers was impactful but it’s a little bit too indirect as you’re dead. Now with the addition of Hero Levels, there should be a little bit more meaningful decisions on what to do.
2. It will lead to more player agency and high high moments. If you’re on fire this round then you will be rewarded with more power and thus able to affect the game in a greater way than a player who isn’t doing so well. Chasing this power fantasy is also a way to create more game to game diversity. Even with the same map and team comps, a different person might be “fed” this round which makes the game play a little differently than the last.

HOW DO I GAIN LEVELS AND WHAT DOES IT MEAN?

Right now gaining a level is dependent on using your ult. We started off with this iteration because it’s clean and intuitive. When you ult you gain a level. Simple as that. Ults are typically indicative to how well you’re doing no matter the role (soaking up damage as tank, healing as support or damaging as carry).

So what does gaining a level do? Thats kind of up to you. For most heros you can choose how you want to grow in power. Do you want to get more cooldown reduction to cast abilities more often or just go with more permanent damage?

This system isn’t quite perfect yet. There’s some tuning flaw where we can’t give too much power for each ult or it will be objectively better to just waste ults for the power (hopefully it’s not there yet). The UI and clarity is lacking at the moment on what level each character is (coming soon TM)

OTHER NON HERO LEVEL BUT IMPORTANT STUFF
-map layout changes to differentiate gameplay between maps more
-4 captain lives to 3 because many games weren’t feeling the pressure of captain victory

03/01/23 Patch Notes

WHAT’S NEW?
Shards are more powerful but have a spawn time of 1 minute
Death timers have been adjusted to be more consistent
Aspect speed is faster in the beginning
Hitboxes to be more accurate to projectile/model/aiming UI
(e.g. Kiona SHIFT and E having a huge hitbox)

DESIGN

SHARDS
Last week the shards were too frequent but also didn’t give enough power to make it worth it. The Ult charge is strong, but the cost of returning a relic was too high. It wasn’t worth the risk/damage your team would take fighting a 3v4 to capture the shard.
We’ve now made shards spawn much less frequently, but give more power. This should move this objective more akin to Dragon/Baron in League, where it should be more of a powerful teamfight objective rather than a sneak behind enemies noses objectives.
15 >>> 60 second spawn timer
0 >>> 50% Heal
15% >>> 20% Bonus Damage
15% >>> 20% Bonus Armor
0% >>> 20% Bonus Healing

DEATH TIMERS
Death Timers were a little bit off, and as a result the pacing of the game would be drastically different depending on how many deaths you had. We’ve moved death timers to be more consistent. They increase based on the number of deaths you’ve had in the round AND increase based on the round time. Overall death timers have increased which should lead to shorter round times as you’re able to capture more objectives with more people dead on the field.

ASPECT SPEED
We’re looking to balance two parts of the game here. We want to make sure that games don’t end in 30 seconds from 1 or 2 team wipes, and we want to make sure that there’s a clear advantage to winning team fights. The solo push speed of Aspect has been increased while the team speed has been decreased. This should give an increased amount of threat/pressure to moving the Aspect, but also prevent super short games from happening if one team just deathballs the Aspect. This new curve should also feel much smoother instead of a sudden increase at 4 minutes.
There are some other game mechanics we want to try out to make early game feel more meaningful, but this is the first iteration of the changes.

HEALING AT SPAWN
There are two issues that we’re trying to solve here:
-Preventing players from getting spawn camped / stuck in staggered respawns
-Making sure the optimal move isn’t to die
For the first issue, staggered respawns can lead to a feeling of helplessness and snowballyness that makes a team feel unbeatable, even if the team isn’t that much better. Healing and turret damage was supposed to resolve this as it gives players an opportunity to coordinate their healths in a more controlled manner. Unfortunately, this lead to some other negative consequences like players wasting their time going back to base to heal. When we tuned this low, to reduce the benefit of it so it wouldn’t be worth it, but unfortunately it led to a lot of players inherently just going back to base to heal anyways, and stay in there for an even longer amount of time. When we tuned it high the pacing of the game felt a lot slower because fights that would normally end in a kill, would now allow players to retreat and heal up.
We want to try out a variation where there is no heal in base anymore. Instead, there is now one extra Health Relic near the South Shard. This should prevent any players from wandering back to base, and hopefully give players more chances to heal up that still engages with the rest of the map. This should also help out with the “it’s better to die than to live low” because it gives more chances for a player to heal back to full. The increased death timers should also help with that issue because the cost of dying is higher.

60 >>> 0 Health per second


BALANCE CHANGES




ASTRADA
Mobile control mage with mid level AOE threats






Flame Cage (Skill 2)
0.3 >>> 0.45s cast time




BRUTUS
Hybrid tank/damage bruiser that can set up engages
UPDATE: Brutus still felt too much of a poke/positioning hero than a jump and engage hero so we gave him some better engaging tools



Earthquake (SHIFT)
Removed the 0.25s stun
Mighty Leap (SPACE)
Added
55 Shield plus 55 for each enemy hit, lasting 2 seconds
Removed
50% slow for 1 second



ETHRYN
Tanky peeler and engager with high CC
NOTE: Her passive was mostly used to win duels rather than peeling and targeting damage threats so we removed it to simplify it.




Pummel (Passive)
Removed
9% reduced damage per Bash Stack on opponent
Talon Strike (Basic Attack)
50 >>> 45 Damage
Knightseeker (SPACE)
1.5 >>> 1s Root for pushing enemies into a wall



FIORNE
High mobility, high survivability, low to mid threat nuisance
NOTE: Added more damage on SPACE that should be for deciding between “lethal engages” and “surviving mobility”, and reduced some of her more consistent damage.





Swift Strike (Basic Attack)
35 >>> 32 damage
Nimble Thrust (SPACE)
25 >>> 55 damage
Retaliate (RMB)
1.5 >>> 1s counter
Grand Finale (Ultimate)
Removed
iframe during dash



ISHIR
High mobility, high threat killer






Ghostly Flicker (E)
1.5 >>> 1s counter
1.5 >>> 1s iframe







TUFTS
Tanky peel and engager with high CC




Nourshing Feathers (Passive)
7.5 >>> 10 armor
5 >>> 3 second armor duration
4 >>> 5 second cooldown
Sky Smack (RMB)
75% >>> 25% Movement Speed while casting
Wing Dive (SPACE)
0.25 >>> 0.5 second minimum cast




ZOEY & BOO

Immobile healer with long range





Cat Latch (Passive)
15 >>> 12 HP per second


Patch Notes 02/22/23

WHAT’S NEW?
Old Shards are back! Try them out and see how you feel compared to New Shards
Focus on Combat Design and Balance for Base Heros

DESIGN

SHARDS
Use tomorrow’s Playtest to feel out how Shards feel. Old Shards have been reverted back except for the fact that the Shard just gives the benefits of the New Shard. Focus on the pacing and engagement of the macro strategy.


AUGMENTS (Tomorrow’s playtest won’t have Augments but I added this bit in here because someone requested it in Devstream)
We just finished up doing a design pass on the Augments and now we’re onto the implementation. So far, we’ve narrowed down the Weapons/Armor Augments to a total of 12 per Hero. We found that having MORE Augments didn’t lead to Augment diversity. Instead, unsurprisingly, it was the quality of the Augments that mattered more than quantity. But what does that mean exactly, “quality”? In our attempt to make Augment higher quality, we want to go through our framework with you: Playstyles, Choices and Synergy.

For Playstyles, we started off by giving each Hero 3 different playstyles they could do. This playstyle definition is a bit broad on purpose. For some Heros like Yanari that are more versatile, it meant breaking into Damage, Control, Heal. For others like Rose who have a more singular purpose, it meant breaking into categories like Damage: Attack Speed, Damage: Pull Back, Control. We want to find a balance where the playstyles were very different, but also intuitive enough so that a player could understand how to play differently in their first game. This means that we probably wouldn’t create a category like Tank Rayo because that’s the complete opposite of how any Rayo should be playing.

Once we got these playstyles, we looked at our Augments and made sure there were about 4 Augments that could fit into that playstyle. Since most rounds, a Hero has a choice of 1 Weapon, 1 Armor and 1 Flex, this means that even if players find the playstyle they want, they have to choose 3 of the 4 choices. This should add more play diversity since, if balanced properly, people should be choosing different Augment sets, even if they have the same playstyle preference on the same Heros.

Finally, let’s talk about Synergy. This is the harder design to talk about, and even harder to capture correctly. In essence, Augment synergy should have an ebb and flow of what benefits they provide. These are all levers that should affect the power and playstyle of a Hero. For example, Astrada Augments that synergize well with each other might play around with her Passive. Some Augments might make her Passive more powerful, like adding more damage or a heal to it. Some Augments might make her Passive more reliable, like adding a slow to other abilities. Some Augments might make her Passive more frequent, like making Passive trigger twice on an ability. These are all levers that should be pulled around with. Some might want a big impactful ability that’s harder to hit. Some might want to trade the power for frequency. But it’s this ebb and flow of benefits that make Augments feel like there’s limitless synergy to the different situations of a changing meta that we’re trying to capture.




BALANCE CHANGES




ASTRADA
Mobile control mage with mid level AOE threats






Flame Cage (Skill 2)
1.25 Root >>> 1.5 Incapacitation








BRUTUS
Hybrid tank/damage bruiser that can set up engages







Cleave (Basic Attack)
*NEW* 40 Heal per Enemy hit on LMB3




ETHRYN
Tanky peeler and engager with high CC






Shield Toss (Focus Attack)
65 >>> 55 damage


FIORNE
High mobility, high survivability, low to mid threat nuisance





Health
900 >>> 850
Swift Strike (Basic Attack)
30 >>> 35 damage
Grand Finale (Ultimate)
150 >>> 180 damage


ISHIR
High mobility, high threat killer





Health
900 >>> 850
Wraith Slash (Basic Attack)
55 >>> 45 Damage
1.5 >>> 2x Bonus Damage on Backstab





ROSE
High threat AOE damage




Summon Blades (Skill 2)
30/45 >>> 35/45 damage
Demonic Union (Ultimate)
75% >>> 65% Heal










SOMNIA
Immobile long range high damage high CC threat





Night Blast (Focus Attack)
65/105 >>> 70/110 damage
Delirium (Skill 2)
35 >>> 40 damage per second
50% >>> 40% slow on Empowered





ZOEY & BOO

Immobile healer with long range





Shield of Hope (Focus Attack)
45 >>> 55 shield
1.5 >>> 2 second shield duration
Duoblast (Skill 1)
5 >>> 6 second cooldown
Spirit Scratch (Skill3)
65 >>> 55 Damage
1.3 >>> 1 Root






BELROTH

Tanky engager with high CC



Ageless Aegis (Focus Attack)
75 >>> 55 shield
60 >>> 40 shield
5 >>> 5.5 second cooldown
2 >>> 0.5 second CDR per enemy hit