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Predecessor Hotfix v0.4.1



Hotfix V.0.4.1 is now live!

This patch fixes a handful of small issues introduced in V.0.4.0.

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[h2]STORE[/h2]
We've heard your feedback and are making adjustments to the cheapest Platinum pack that you can purchase in the new in-game store.

This base Platinum pack will now cost $5.99 or (or the equivalent in your regions currency) and will now have more Platinum than it previously did (600). The cost-per-Platinum remains the same, but now purchasers will be guaranteed to be able to buy a skin for the lowest available Platinum purchase.

It was our intention that the most affordable Platinum bundle should always provide enough Platinum for at least one skin in the store. This was not the case and is why we're making this change.

To help make this right, all players who've already purchased this pack prior to this change will have an additional 100 Platinum added to their account. Please note that this process may take up to 24 hours.

We'll be adding more new items to the shop in the future, including some which will be cheaper than what's available now. We appreciate your feedback and hope you understand the reasoning behind this change.



[h2]BUG FIXES
[/h2]◆ Fixed a matchmaking issue in the new AI mode where different parties would incorrectly be placed into the same match.
◆ Penalties were being incorrectly given to players who dodged draft or left in the new AI mode. This has been fixed.
◆ Fixed a bug that was preventing the report function from working correctly.
◆ Fixed an issue where the Platinum icon would prevent players from being able to select and purchase a skin in the store.

Predecessor Patch v0.4



Patch releasing February 21st, 2023.

Are you ready to make some noise?!

It's time to talk about Patch v0.4 dropping today [Tuesday, February 21st]! With it of course comes our headline act and the next Hero to join our roster - Shinbi

That’s not all however! This patch introduces major changes to Fangtooth and introduces Primal Fangtooth, a dangerous new version of everyone’s favourite deadly dino! This big brute provides a temporary buff to make games more dynamic whilst also providing teams more counterplay against early Fangtooth leads.

We’re also ready to open the doors to the new in-game shop, your one-stop shop for browsing awesome skins that you can spend your Platinum on.

The first version of our Player vs AI mode is also going live in this patch! You can play solo or with a party of friends, taking on Predecessor’s Artificial Intelligence. This mode is beginner friendly and will be expanded on in the future, so get stuck in and hone your skills or learn a new Hero!

On top of all of this we’re also making some slight balance changes to address some outliers, adjusting Omnivamp items and providing some support to Muriel.

Between the deadly roars of Fangteeth (Fangtooths? Fangsteeth? Fangles?) and Shinbi’s dazzling performances, the battlefield is about to sound very different.

Grab your tickets and let’s go, it’s time for The Shinbi Tour!
- alex, Lead Game Designer


Check out our video overview for patch v0.4 below!

https://www.youtube.com/watch?v=uz30ALpj7is


SHINBI


It’s time for the performance of a lifetime!

Shinbi’s sellout tour of Predecessor begins shortly - and you’ve got front row tickets! This viral pop star lights up the stage with captivating shows, playing deadly tunes that summon powerful wolves during her gigs. She never disappoints her fans!


[h2]Shinbi's Abilities:[/h2]
Passive: Biting Melody
Basic attacks deal an additional 10 (+12% Magical Power) magical damage on-hit. Periodically, Biting Melody deals 4x damage. Damaging an Enemy Hero with an ability decreases the cooldown by 1 second.

Primary Ability [Q]: Line Tempo
CD: 6/5.5/5/4.5/4
Cost: 30
Effect: Summon a Spirit Wolf that lunges in a straight line, passing through all Enemy targets and dealing 65/95/125/155/185 (+60% Magical Power) magical damage.

Secondary Ability [E]: Circle Rhythm
CD: 15/13.5/12/10.5/9
Cost: 60/65/70/75/80
Effect: Summon four Spirit Wolves that circle Shinbi for 3 seconds, granting a 40/60/80/100/120 (+35% Magical Power) shield for the same duration and after the wolves expire.

The wolves deal 12/19/26/33/40 (+12% Magical Power) magical damage per second to nearby enemies.

Alternate Ability [RMB]: Rushing Beat
CD: 18/17/16/15/14
Cost: 80
Effect: Dash forward a fixed distance dealing 40/60/80/100/120 (+40% Magical Power) magical damage to all enemies Shinbi passes through.

Rushing Beat can be retriggered within 3 seconds of casting to dash a second time.

Ultimate Ability [R]: All-Kill!
CD: 120/100/80
Cost: 100
Effects:
Passive: Dealing damage to Enemy Heroes with Abilities applies Track for 8 seconds, stacking up to 8 times.
Active: Summon a pack of Spirit Wolves to attack the Target with the most Track Stacks, dealing 50/85/120 (+18% Magical Power) magical damage per Spirit Wolf.



[h2]STORE[/h2]
The in-game store is now open! You can find it by clicking the store tab in the main menu.

Here, you can spend any Platinum you’ve earned or purchased on skins, or top up your Platinum balance by purchasing more in your local currency. At the time of launch the store will have 12 skins that can be purchased, but more will be added in future patches.



As with many features that we’re adding during Early Access, this is only the beginning for the store. We will continue to expand and improve it as time goes on, and it’ll also benefit from the UI rework that’s going on behind the scenes.

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[h2]FANGTOOTH UPDATE[/h2]

Fangtooth:

Fangtooth has had a massive overhaul bringing new layers of depth to spice up the late game of Predecessor! The passive buffs remain mostly the same, but now cap out at 3.

Fangtooth still grants the following three passive buffs based on quantity killed:
1st - Jungle Buff Duration | +50% (capped at 30 seconds)
2nd - Out of Combat Movement Speed | +8%.
3rd - Increase Physical Power, Magical Power, Physical Armor, Magical Armor | +8%.

After this, no more passive buffs can be obtained.

Once three total Fangteeth have been killed in a single game however, the new Primal Fangtooth will begin to spawn!

Primal Fangtooth:

This new variant of Fangtooth spawns after three Fangteeth have been defeated in total by both teams. It will continue to grant the passive buffs on every take (up to the 3rd), but will also grant a new temporary buff called Primordial Blaze! This should help shift the strength of Fangtooth from constant permanent advantages, to something a team needs to use within a set window. It also helps create stronger chances for a comeback - the team that is behind can still access this powerful buff rather than being forced to crawl back up the permanent buff chain.

◆ Primordial Blaze
➢ Damage dealt to Enemy Targets will be set aflame, dealing (+2 per minute of game time) true damage per second over 4 seconds.
➢ This damage is increased by 50% against Enemy Heroes below 25% maximum health.
➢ This damage is capped at 80 True Damage per second (120 against targets below 25% maximum health).

◆ Buff Duration:
➢ 2 minutes (120s), which always leads to 2 and a half minutes (150s) due to first Fangtooth buff granting +30s.

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[h2]PLAYER VS AI - BETA[/h2]

The future is now! AI is here!

Queue up solo or team up with friends to take on a brand new game mode. The difficulty level is geared towards beginner players, so it’s a good place to start when introducing your friends to the game or trying out new builds and Heroes.

Please keep in mind that this game mode is currently a beta feature and is being continuously developed, so there may be bugs and issues.

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[h2]GADGET BASE SKIN CHANGE[/h2]

We’ve made the decision to change Gadget’s base skin to her Shellshock skin. We feel this provides the Hero with more character and a more battle ready aesthetic. Her original base skin may return in a future patch as a skin.

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[h2]OTHER IMPROVEMENTS[/h2]

◆ Total Damage to Heroes will now be displayed at the top of the other Damage to Heroes stats.
◆ Heroes can now be rotated in the Hero Screen & Post Match Screen.
◆ Updated Gadget’s recommended items.
◆ Visual effects for Sentry have been updated.
◆ Visual effects for Heroes dying have been updated.
◆ Client/server delay on Ranged Basic Attacks has been reduced by 50%.
◆ Impact Decals have been updated for most abilities.
◆ Gideon’s sound effects have been updated.
◆ Visual effects for Lane Guidance Indicators have been updated.
◆ Multiple Map improvements to help increase performance
◆ Fey’s jumping and landing sound effects have been improved.


HEROES


[h2]Crunch:[/h2]

Crunch is finding himself in a decent spot following his previous nerfs, however his level 6 spike is still a bit too defining relative to his early and late game. With that in mind we’re moving strength from his mid game to these areas with some damage number shifts.

Left Crunch [Q]:
◆ Damage from 30/60/90/120/150 to 25/50/75/100/125.
◆ Total Physical Power Scaling increased from 110% to 130%.

Right Crunch [E]:
◆ Damage from 70/105/140/175/210 to 75/110/145/180/215.

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[h2]Gideon:[/h2]

With Truesilver being picked up early, Gideon is able to safely engage with his Ultimate and has felt a bit too safe and durable doing so. We’re bumping down his health a little bit to make the play pattern a little more high risk.

General:
◆ Health Growth decreased from 110 to 105.

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[h2]Muriel:[/h2]

Muriel has felt a little unloved recently, so we’re granting her some larger buffs and power shifts to help players access her more exciting moments. We’re increasing the overall values of her shields at the cost of a little cooldown so that she can prevent higher levels of burst from taking down her teammates. We’re also allowing her to access her Ultimate a bit more often and making it easier to use as a quick reaction. These buffs, alongside the Wellspring bug fixes, should help Muriel flourish a bit more in the Duo lane.

Serenity [Q]:
◆ Slow Magnitude from 25% to 35%.
◆ Slow Duration from 2s to 2.5s.

Alacrity [RMB]:
◆ Shielding Effect now has a 20% Magical Power Scaling.
◆ [Bug Fix] Now correctly scales with Heal & Shield Power.

Consecrated Ground [E]:
◆ Base Shield increased from 100/150/200/250/300 to 110/165/220/285/350.
◆ Cooldown increased from 16/14/12/10/8 to 18/16/14/12/10.

Reversal of Fortune [R]:
◆ Stun Duration decreased from 1s to 0.5s.
◆ Charge up Time decreased from 1.05s to 0.6s.
◆ Cooldown decreased from 180/150/120 to 160/130/100.

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[h2]Narbash:[/h2]

Since his recent buff, the Orc has been seeing far too much success in his early game when that Beatdrop hits. We’re looking to decrease the power of his early sustain to prevent non-interactive trades and create larger windows to punish his aggression.

General:
◆ Base Mana decreased from 480 to 420.

Beatdrop [Passive]:
◆ Nearby Ally Mana Regeneration decreased from 4 to 3.

Song Of My People Health [E]:
◆ Health Regeneration decreased from 9/13/17/21/25 to 7/10/13/16/19.
◆ Song of My People Scaling decreased from 10% to 8%.

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[h2]Rampage:[/h2]

Rampage has become an oppressive mid game force due to his innate durability and high damage output. We’re looking to take his mid to late game damage down, particularly with Rumble, to decrease his DPS and allow other Heroes a chance to fight back before he pummels them into the dirt.

General:
◆ Physical Power Growth decreased from 3 to 2.5.

Pounce [RMB]:
◆ Bonus Health Scaling decreased from 10% to 8%.

Rumble [E]:
◆ Base Damage changed from 100/140/180/220/260 to 110/140/170/200/230.
◆ Bonus Physical Power Scaling decreased from 60% to 50%.

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[h2]Revenant:[/h2]

Revenant has started to trade out his cowboy hat for a wizard hat, creating a playstyle with little counterplay due to his powerful lock-on burst. We’re going to shift a bit of power away from here to prevent the full magical power builds from snowballing too hard. We’re also buffing his late game physical damage builds a bit so he isn’t as outclassed when other carries catch up.

Bounty Hunter [Passive]:
◆ Bonus Physical Power Scaling increased from (+1% per 10% Critical Strike Chance) to (+1.5% per 10% of Critical Strike Chance).

Obliterate [Q]:
◆ Magical Power Scaling decreased from 100% to 75%.

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[h2]Riktor:[/h2]

Riktor remains at the top of the Support food chain alongside Narbash. We’re going to punish those missed hooks a little more so that he doesn’t feel like he can fish as easily without punishment.

General:
◆ Base Mana Regeneration decreased 2.3 to 2.

Riplash [RMB]:
◆ Mana Cost increased from 100 to 120.

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[h2]Sevarog:[/h2]

With Siphon’s base damage increasing, we can nudge the physical power scaling down as it will still continue to outpace his basic attacks. We’re also looking to tackle this reaper's early game sustain as the S Factor changes solidified his early game and made him a bit too safe whilst he claims the souls of your minions.

General:
◆ Health Regeneration decreased from 1.5 to 1.

Siphon:
◆ Physical Power Scaling decreased from 80% to 70%.
◆ Minion Healing decreased from 15% to 10%.

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ITEMS

[h2]Tier 2[/h2]
[h3]Divine Wreath:[/h3]

Now you can stack Wreaths to your heart's content.
◆ [Bug Fix] Heal & Shield Power is no longer unique.

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[h2]Tier 3:[/h2]

This patch we’re taking a look at omnivamp.

[h3]Nightfall:[/h3]

For Nightfall we’re moving its power into its consistent damage and putting the sustain into its passive. This will prevent players picking it up for easy additional omnivamp rather than playing for its isolation condition.

General:
◆ Omnivamp removed.
◆ Physical Penetration increased from 8 to 12.
◆ Isolation Range decreased from 600 to 500.
◆ Build Path Changed from Honed Kris+Bloodletter to Honed Kris+Honed Kris.

Dusk [Passive]:
◆ Omnivamp increased from 5% to 8%.

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[h3]Mutilator:[/h3]

Mutilator continues to Mutilate. We’re continuing to decrease Omnivamp here and put the power into its Haste instead.

General:
◆ Omnivamp decreased from 8% to 5%.
◆ Ability Haste from 20 to 25.

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[h3]Tectonic Mallet:[/h3]

Likewise, Tectonic has felt a bit out of place with the omnivamp, so we’re shifting it away and specializing it more into that bruiser magical armor option it was designed to be.

General:
◆ Omnivamp removed.
◆ Added 10 Ability Haste.
◆ Magic Armor increased from 30 to 40.
◆ Build path changed:
➢ Previously: Nullifying Mask+Bloodlust+Shortsword
➢ Now: Nullifying Mask+Temporal Ripper +Shortsword.

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[h3]Wellspring:[/h3]

Wellspring has not been working as intended. With these fixes, the item should feel far more impactful and help support players keep their teammates alive, even if they do not have access to heals or shields.

[h3]General:[/h3]
◆ [Bug Fix] Wellspring no longer ceases to work when it comes off cooldown whilst the player is dead.
◆ [QOL] Now checks if there is a target ally nearby and if they are damaged before committing the cooldown of Soothing Waters.




◆ Fixed a bug where the UI showed a pending friend request even after it had been accepted.
◆ Fixed an issue where Prophecy’s On-hit Damage was triggering Wraith Leggings movement speed.
◆ Fixed a bug where Kallari’s Death Mark would still play the ‘pop’ sound even if it was cleansed.
◆ Fixed a bug where abilities like Revenant’s Q, Howitzer’s Ultimate and Gideon’s Ultimate were not pulling tower aggro.
◆ Fixed a bug where entering stealth during Revenant’s Ultimate would apply the wrong material for other players.
◆ Free-look camera has been removed from the controller for the time being as it was interfering with the Hero level up screen.
◆ Fixed a bug where Murdock’s Stimpack would fully remove Gideon’s Passive instead of just the slow.
◆ Fixed an issue where sometimes the lock in button was not able to be pressed in draft.
◆ Fixed a bug where Heroes were not playing their death animation.
◆ Fixed a bug where minions on the main menu would be invisible when they spawn on Ultrawide Monitors.
◆ Fixed a bug where Gadget’s Sticky Mine would pass through Dekker’s Cage.
◆ Fixed a bug where Crunch’s RMB and Grux’s E were affecting targets inside Revenant’s Ultimate.
◆ Fixed a bug where Heroes reviving from using Fenix were not getting CC’d by abilities on top of their respawn location.
◆ Fixed a bug where Gideon could not basic attack when damaging Enemy Heroes with multiple abilities.
◆ Fixed a bug where Revenant would gain gold when the Enemy Core kills him.
◆ Fixed a bug where using Blink whilst using Shadow Walk would remove Camouflage as Kallari.
◆ Fixed a bug where Sevarog’s Glowing VFX would not play correctly on higher tiers of shoulder pads.
◆ Fixed a bug where the Shield effect would not apply to Steel’s Shield when using Q and RMB.
◆ Fixed a bug where Drongo’s Shrapnel Cannon would not display the Impact Decal correctly when aiming at the floor.
◆ Fixed a bug where Revenant's Q would not chase targets through walls.
◆ Fixed a bug where players would remain “knocked-up” upon respawning if multiple were removed when dying.
◆ Fixed a bug where Gadget’s basic attack VFX was not playing.
◆ Fixed a bug where the minimap and scoreboard were not updating properly when a player had high ping.
◆ Fixed a bug where Rampage would be unable to use abilities when reviving from Fenix whilst in his Ultimate.
◆ Fixed a bug where footstep sounds were incorrect in certain areas of the map.
◆ Fixed a bug where basic attack animations were not correctly blending.
◆ Fixed a bug where players using a controller could not accept or decline surrender votes.
◆ Fixed a bug where players using a controller could interact with the Play button when the ‘Match Found’ pop-up appeared.
◆ Fixed a bug where Steel’s Ultimate sometimes caused him to fall through the world.
◆ Fixed a bug where there was an invisible collision on Duo Lane.
◆ Fixed a bug affecting Hero footstep sounds on the Practice Mode map.
◆ Fixed a bug where players could fall off the map in Practice Mode.
◆ Fixed collisions at Towers that could make Minions float.
◆ Fixed a bug that allowed Wards to be placed in high areas of the map.
◆ Fixed a bug where Dekker’s recall audio would repeat.
◆ Fixed a bug with Muriel’s getting hit SFX.
◆ Adjusted the volume of Revenant's Ultimate Bell SFX.
◆ Fixed alignment issue with the party widget.
◆ Made improvements to how party members disconnecting is handled.
◆ Fixed a bug where Countess’s hair would scale correctly with Saphirs Mantle.
◆ Fixed a bug with Revenant’s cloth physics that caused performance drops.


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That's all this week!

Let us know what you think of these changes over on Twitter, the official Subreddit or our Discord server!

Predecessor Patch v0.3.2 is live!

Patch releasing February 7th 2023.

Hey all! Time for another balance update!

In this patch we’re continuing our work improving Mages and their itemization, along with reducing the viability of Mages running tank items. We’re also tuning some Tanks and Assassins, and looking to give Revenant some post-release love.

We’re also slightly increasing the length of the early game by bumping up the health and mana per level that all Heroes receive early on, but reducing the amount they receive later. Towers are also getting a slight durability boost in the first part of the game to lengthen the laning phase a bit.

So what’s next? In addition to our usual monitoring of feedback and data from this patch, as well as our upcoming release of a certain pop star, our eyes are now fixed on the Carry role as the focus for our 0.4.x balance update where we will be looking to vastly improve their itemization and build paths. This has been pushed back due to a ton of new features being implemented in patch 0.4 in a few weeks.

- Demonde, Junior Game Designer





[h2]MATCHMAKING IMPROVEMENTS[/h2]
We’ve heard your feedback regarding matchmaking and the changes we made in patch V.0.3. With that in mind, we’re looking to make further adjustments.

It's clear we over shot a bit on the party modifier - it's too aggressive, and also had a larger impact on the top end of our MMR brackets than desired. Matchmaking is a complicated beast and we were bound to slip up sooner or later. We appreciate your patience and feedback when we miss the mark like this, and hope the following changes improve the experience for all players.


◆ We’ve tightened matchmaking search parameters. Our goal as always is to increase match quality, though this change may also lead to slightly longer matchmaking times. In addition, full parties of experienced players will have longer queue times, but should allow more time for the system to find the most-fair matchup. We will be monitoring these changes closely.

◆ We’ve reduced the impact of the Party modifier, hopefully leading to better quality matches across the majority of the player base. We'll continue to monitor this change.


[h2]HERO CHANGES[/h2]

Continuing on from the above we’re increasing fountain regen to help players get back into the action quicker. Also, due to item changes, some Heroes’ recommended items have been updated to reflect recent changes.

◆ Health & Mana Regeneration in Base increased from 12.5% per second to 18% per second.
◆ Various Hero Recommended Items updated.

[h3]S-Factor:[/h3]

A Hero’s S-Factor is their Scaler. This determines how much of their stats they get from their growth. A Hero with a larger S-Factor will get more of their growth stats earlier in the game. On average, the changes made with this patch will create less variance in per level stats and increase the amount of stats Heroes are receiving in the early game. This will affect Health and Mana the most, meaning TTK should rise a little bit in the early stages of the game.

◆ Hero S-Factors compressed and increased.

[h3]Countess:[/h3]

Here we are looking to stop the Tank Countess abuse case that was causing her to become a near-unkillable force. This should return her to being the high damage, squishy, burst Mage that she is.

Blood Tithe:
◆ Magical Lifesteal per stack decreased from 2% to 1.5%.

Blade Siphon [RMB]:
◆ Base Healing per target decreased from 10/12/14/16/18 to 10/11/12/13/14.
◆ Healing Scaling increased from 5% to 6%.

Eventide [E]:
◆ Base Damage decreased from 80/130/180/230/280 to 80/125/170/215/260.
◆ Scaling increased from 70% to 75%.

[h3]Feng Mao:[/h3]

Feng Mao has been seeing slightly too much success with Bruiser builds, so we’re shifting some of the power scaling from his Ultimate into penetration. This will help retain the strength of his execute and reset playmaking capabilities with Assassin builds, all whilst keeping his Bruiser builds in check.

General:
◆ [Bug Fix] Fixed an issue where Feng Mao’s Passive stated it had a Physical Power Scaling.

Earth Shatter [R]:
◆ Physical Power Scaling decreased from 80% to 70%.
◆ Execute Physical Power Scaling decreased from 100% to 80%.
◆ Execute Physical Penetration Scaling increased from 250% to 350%.

[h3]Fey:[/h3]

Boxing with Fey’s trading pattern was a tad too difficult, so this patch she is getting a scaling increase to bring her inline with other Mages.

General:
◆ Base Health increased from 560 to 590.

Bramble Patch [Q]:
◆ Scaling increased from 55% to 60%.

[h3]Gideon:[/h3]

Gideon has been able to ignore building too much mana early game, often opting instead into the higher durability builds with little trade off. We’re increasing his costs a bit on his main damage and mobility to incentivise a little more mana in his item builds or to force more careful play when utilizing the magical Bruiser itemisation. We’re also increasing his scaling a bit like we’ve done with Fey, just to make sure he can compete in the later stages of the game.

Cosmic Rift [Q]:
◆ Scaling increased from 65% to 70%.
◆ Mana Cost increased from 80/85/90/95/100 to 80/90/100/110/120.

Torn Space [E]:
◆ Mana Cost increased from 60 to 80.

[h3]Howitzer:[/h3]

As with other Heroes, we’re increasing Howitzer’s scaling a bit to ensure that he can keep up.

General:
◆ [Bug Fix] Fixed an issue where Howitzers Slow Grenades [RMB] description was displaying the incorrect amount of bombs.

R2000 Missile [Q]:
◆ Scaling increased from 70% to 75%.

[h3]Kallari: [/h3]

Kallari’s first clear has become infamous for its speed and how quickly she can come online. We’re looking to slow it down a bit as well as slightly decrease her dagger scaling to tackle her tendency to snowball. Her Death Mark was also functioning incorrectly and is also getting fixed and her core item Malady is being targeted a bit to make her feel a little more fair to fight in normal matches.

General:
◆ Base Attack Speed decreased from 120 to 110.
◆ Attack Speed Growth decreased from 3.3 to 2.8.
◆ [Bug Fix] Fixed a bug causing Death Mark to scale with 5.5% of your Physical Power instead of 3% of your Physical Power.

Crippling Dagger [RMB]:
◆ Scaling decreased from 90% to 85%.

[h3]Lt Belica: [/h3]

Belica is needing a bit of a boost, so we wanted to give her a little more oomph in her core loop. We’re giving her a little love by increasing the uptime of her stun to benefit both support and mid, whilst also increasing her base damage on Void Drone to help her keep up with other Mages in the earlier stages of the game. As with other Mages she’s also getting some handy scaling increases too.

Seismic Assault [Q]:
◆ Scaling increased from 65% to 70%.
◆ Cooldown decreased from 16/15.5/15/14.5/14 to 16/15/14/13/12.

Void Drone [E]:
◆ Scaling increased from 20% to 30%.

Void Bomb [RMB]:
◆ Base Damage increased from 80/125/170/215/260 to 80/130/180/230/280.

[h3]Murdock:[/h3]

Murdock has fallen off a bit recently when it comes to the later stages of the game. With the aforementioned S-Factor changes we’re giving him a bit more health to help him survive the onslaught.

General:
◆ Health Growth increased from 84 to 88.

[h3]Muriel:[/h3]

A small mana buff for Muriel should help her out when she maxes her Consecrated Ground. This also helps Support Muriel stay relevant.

Consecrated Ground [E]:
◆ Mana Cost decreased from 100/110/120/130/140 to 100/105/110/115/120.

[h3]Narbash:[/h3]

Narbash has been a touch offbeat with his Song of my people ability and it has generally felt tough to invest into. With these changes he should feel more comfortable maxing out his healing either first or second, as well as helping him sustain his stacks in the mid-to-late game when he can keep that ability rolling.

General:
◆ Base Mana increased from 380 to 480.
◆ Mana Growth decreased from 70 to 60.
◆ Base Mana Regeneration increased from 1 to 1.5.

Song Of My People [E]:
◆ Mana Drain per second changed from 10/15/20/25/30 to 20.
◆ Healing per Second increased from 5/10/15/20/25 to 9/13/17/21/25.
◆ Beatdrop stacks per second increased from 1 to 2.

Thunk [RMB]:
◆ Mana Cost increased from 50 to 60.

[h3]Revenant:[/h3]

Based on feedback we’ve received from the community we’re increasing his rate of fire. We’re also looking to increase the damage on his 4th shot specifically against high health targets to emphasize his trading pattern in lane and to make sure that his 4th hit feels much more impactful. His base power and Obliterate damage have been reduced to compensate and make him more about poking with his 4th auto rather than just shoving. Alongside this comes QoL changes to make Obliterate better track your target to help avoid those pesky near misses. Speaking of Obliterate, magical power scaling has been increased and has been added to Scar to better pair with enchanters that can build Crystal Tear to increase his damage. What this means is that magical power Revenant may now be a thing if you’re feeling spicy!

General:
◆ Base Physical Power decreased from 57 to 52.
◆ Base Attack Timer decreased from 1.1 to 1.01.
◆ Base Attack Timer reduction per level decreased from 0.018 to 0.014.

Obliterate [Q]:
◆ Base Damage decreased from 60/85/110/135/160 to 50/70/90/110/130.
◆ Scaling decreased from 50% to 40%.
◆ Consecutive Missiles Modifier increased from 15% to 20%.
◆ Magical Power Scaling increased from 75% to 100%.
◆ Range increased from 1500 to 1750.
◆ Cone Angle decreased from 60 to 55.

Hellfire Rounds [RMB]:
◆ Base Missing Health damage decreased from 6% to 4%.
◆ Modified Critical Damage changed from 125/135/145/155/165/175% to 140/147/154/161/168/175%.

Scar [E]:
◆ Bonus Magical Damage decreased from 15% to 10%.
◆ Added 80% Magical Power Scaling.

[h3]Riktor:[/h3]

We’re bumping down Riktor’s health just a smidge to compensate for the S-Factor changes that are now giving him more health in the early game.

General:
◆ Base Health decreased from 560 to 540.

[h3]Sevarog: [/h3]

Sev is getting plenty of compensation in this patch due to Fire Blossom nerfs. We’re increasing his overall survivability and helping out his early Siphon damage a little bit to make stacking and trading feel less punishing.

General:
◆ Health Growth increased from 92 to 102.
◆ Base Physical Armor increased from 28 to 31.

Siphon [Q]:
◆ Base Damage increased from 25/45/65/85/105 to 30/50/70/90/110.

Phantom Rush [RMB]:
◆ Cooldown decreased from 24/21/18/15/12 to 20/18/16/14/12.

[h3]Steel:[/h3]

Steel continues to be a menace due to his easy trading pattern and powerful jack-of-all-trades kit. We’re knocking down his damage a bit and decreasing his potency when trading with Shield Bash to force him to commit a little bit more to get the value he desires.

Shield Bash [RMB]:
◆ Base Damage decreased from 50/80/110/140/170 to 40/70/100/130/160.
◆ Stun Duration decreased from 0.5s to 0.3s.
◆ Range decreased from 325 to 300.

Force Shield [E]:
◆ Base Damage decreased from 60/100/140/180/220 to 30/50/70/90/110.



[h2]ITEM CHANGES[/h2]

[h2]Crests[/h2]
[h3]Fenix:[/h3]

Due to community feedback we’re lowering down the time it takes for Fenix to expire to better allow players to wait out the effect rather than feeling like they have to force a kill.

◆ Rebirth Location Marker Duration decreased from 6s to 4s.



[h2]Tier 2[/h2]
[h3]Brimstone:[/h3]

Brimstone has been seeing abuse on more than just Tanks, so we’re bumping down its damage output whilst maintaining the jungle clear to ensure that Tanks don’t fall out of the role.

General:
◆ [Bug Fix] Fixed an issue that was causing Brimstone to draw Tower aggro.

Blaze [Passive]:
◆ Base Damage decreased from 20 to 12.
◆ Additional Damage vs monsters increased from 50% to 100%.



[h2]Assassin[/h2]
[h3]Malady:[/h3]

Malady has also seen abuse outside of its intended class, so we’re decreasing the scaling to help prevent exploitation from Carries and Bruisers as well as to stop Kallari’s first item spike being too egregious.

General:
◆ Demise Scaling decreased from 30% to 10%.

[h3]Nightfall:[/h3]
General:
◆ [Bug Fix] Fixed an issue where the Eclipse passive was granting 10% omnivamp rather than 5%.



[h2]Mage[/h2]
Mage itemization is getting a big shift to allow Mages to access more magical power in the later stages of the game without affecting their power in the early game. Some of the early game items like Azure Core have had their scalings increased for this purpose.

[h3]Astral Catalyst:[/h3]
General:
◆ Magical Power increased from 50 to 60.
◆ Mana decreased from 350 to 300.

[h3]Azure Core:[/h3]
Arcane Magic [Passive]:
◆ Scaling increased from 3% of maximum mana to 4% of maximum mana.

[h3]Combustion:[/h3]
Pyro [Passive]:
◆ Base Damage decreased from 80 to 70.
◆ Scaling increased from 10% to 18%.

[h3]Dreambinder:[/h3]

We’re shifting Dreambinder to give it more offensive applications rather than defensive ones, to make it more viable on Mages and not just magical power Bruisers.

General:
◆ Cost increased from 2900 to 3000.
◆ Magical Power increased from 60 to 80.
◆ Health decreased from 350 to 250.
◆ Build Path changes from Scepter+Tenacious Drape+Codex to Scepter+Tenacious Drape+Scepter.

[h3]Golems Gift:[/h3]
General:
◆ Magical Power increased from 60 to 70.

[h3]Magnify:[/h3]
General:
◆ Magical Power increased from 50 to 60.

[h3]Oathkeeper:[/h3]
General:
◆ Magical Power increased from 60 to 70.
◆ Health decreased from 250 to 200.

Celestial Spellblade [Passive]:
◆ Magical Power Scaling increased from 40% to 50%.

[h3]Oblivion Crown:[/h3]
General:
◆ [Bug Fix] Oblivion VFX now correctly displays on the target.

[h3]Spellbreaker:[/h3]
General:
◆ Magical Power increased from 55 to 60.

[h3]Tainted Scepter:[/h3]
General:
◆ Magical Power increased from 65 to 70.

[h3]Timewarp (Reworked):[/h3]

Timewarp has been reworked due to its problematic nature, pushing this to more of a late game tech option due to a higher statline. We understand that this will be less viable on Supports as a result and we will be looking to improve Support itemization in a future balance pass.

General:
◆ Cost: 3300g.
◆ 100 Magical Power.
◆ 15 Physical Armor.
◆ 15 Ability Haste.
◆ Ferrumancer: Casting an ability grants 6 magical power and 3 physical armor for 5s, stacking up to 5 times.
◆ Chime: Every 5s, subtract 0.5s from all current Ability Cooldowns.
Builds from: Abyssal Bracers+Chaotic Core.

[h3]World Breaker:[/h3]
General:
◆ [Bug Fix] Fixed an issue where the Fiend Passive would stack up to 5 times instead of 4.


[h2]Tank[/h2]
[h3]Dynamo:[/h3]

A small damage decrease to one of Steel’s favorite items.

Immobilizer [Passive]:
◆ Scaling decreased from 5% to 4%.

[h3]Fire Blossom:[/h3]

We’re making similar changes to Fire Blossom as we did to Brimstone. We are also blocking Brimstone from being bought in conjunction with Fire Blossom to avoid abuse cases.

General:
◆ Now blocks Brimstone from being bought whilst owned.

Blaze [Passive]:
◆ Base Damage decreased from 25 to 15.
◆ Additional Damage vs immobilized targets increased from 50% to 100%.

[h3]Raiment of Renewal:[/h3]

This is a way to reduce the potency of burst healing Heroes like Countess. Raiment now works better with sustained healing and will be better utilized on Tanks.

General:
◆ Haste decreased from 15 to 10.

Regenerator [Passive]
◆ Passive Healing from Damage Taken increased from 10% to 15%.
◆ Synthesis reworked from: Increase all Healing received by 15% to Gain Health Regeneration equal to 1% of your bonus health.


[h3]TOWER CHANGES[/h3]

While you are there to protect your towers, we wanted them to pack a little bit more of a punch themselves. We're upping the base and the max damage for all 3 turrets, while slightly adjusting their damage per level scaling. Keep an eye on those tower diving interactions and we'd love to hear feedback!

Outer:
◆ Base Damage increased from 118 to 130.
◆ Damage per Level decreased from 12 to 10.
◆ Damage Cap increased from 238 to 250.

Inner:
◆ Base Damage increased from 140 to 154.
◆ Damage per level decreased from 14 to 12.
◆ Damage Cap increased from 280 to 286.

Inhibitor:
◆ Base Damage increased from 140 to 154.
◆ Damage per level decreased from 14 to 12.
◆ Damage Cap increased from 280 to 286.



◆ Fixed a bug that caused the game to continue running even after closure.
◆ Fix improper aura stacking.
└ Offensive auras should only apply once to enemies.
└ Allied auras should apply those of the owner and one more.
◆ Legacy in game and menu description should now correctly state 40 Physical Power and 10 Ability Haste instead of 30 Physical power and 20 Ability Haste.
◆ Iceskorn in game Description now correctly states a 40s Cooldown instead of a 30s Cooldown.
◆ Wellspring in game Description now correctly states a 20s Cooldown instead of a 15s Cooldown.
◆ Fixed an issue where players could not buy Azure Core after buying Vanquisher.


That's all this week! Let us know what you think of these changes over on Twitter, the official Subreddit or our Discord server!

Predecessor Patch v0.3 is live!

Get ready, folks!
Predecessor’s first major update of 2023 is nearly here and with it comes some epic changes!
Patch v0.3 is now live and we're thrilled to share ahead of time everything you can expect to find in it.

One of our main focuses for this patch is to empower Mages. We want to make them feel stronger before they even get their first item, without changing their late game power. The goal here is to make playing Mages more impactful and rewarding, especially in the early game.

But that's not all! We've got some great new game improvements coming your way with two new post-match screens and some weekly leaderboards for you to sink your teeth into. Let’s not also overlook the bounty hunter in the room - Revenant is finally here!

Speaking of additions, we've also slipped in a new mouse sensitivity setting, so be sure to tweak this to your liking ahead of your next game.

But wait, there’s more! We're already hard at work on Patch 0.4, where we'll be making changes to ADC itemization as well as improving ranged auto attacks. Plus you'll be thrilled to hear that we're also working on adding our AI game mode! But more on that closer to the time.

Last but not least we are looking to make our update schedule more consistent. Going forwards we’re aiming to deliver patches every two weeks, alternating between Balance Patches and our bigger Content Patches. This cadence might still change, but for now our goal is to ensure a steady flow of content and improvements that you can more easily predict and plan around.

This is just the beginning of what's to come in 2023. We can't wait for you to see what we have in store and to hear your feedback! Get ready for an exciting year of updates and improvements!
- Bloodmordius, Senior Game Designer

Check out the video overview for Patch v0.3
[previewyoutube][/previewyoutube]


The ritual has been performed. The payment has been taken. The fearsome bounty hunter has been awoken, determined to pursue and punish those responsible for the destruction of his homeland.

[h3]REVENANT ABILITIES:[/h3]
Passive: Bounty Hunter
Revenant starts with a rank in Hellfire Rounds. He does not shoot faster with Attack Speed but does gain 5% (+1.5% per level)(+0.1% per 1% Critical Strike Chance) increased Total Physical Power. When Revenant kills an enemy Hero he will gain 50 (+25 per Bounty stack) additional gold.

Basic Attack [LMB]: Hand Cannon
Ranged basic attack dealing physical damage.
After four basic attacks, Revenant will automatically reload.
The final round will always critically strike.

Primary Ability [Q]: Obliterate
CD: 12/11/10/9/8
Cost: 70
Effect: Revenant unleashes 10 ethereal missiles that home in and hit random targets within a wide cone, dealing 60/85/110/135/160 (+50% Bonus Physical Power)(+75% magical power) physical damage per missile. Landing subsequent hits against Enemy Heroes deal 15% damage.

Secondary Ability [E]: Scar
CD: 20/19/18/17/16
Cost: 60/65/70/75/80
Effect: Revenant launches a dark projectile that marks the first enemy target it hits, dealing 10/25/40/55/70 (+50% Bonus Physical Power) physical damage and applying a Scar that lasts for 5 seconds. The next 6/7/8/9/10 instances of damage dealt to this target by Revenant apply a 5% stacking slow for 1.25 seconds and deal 15% bonus magic damage.

Alternate Ability [RMB]: Hellfire Rounds
CD: 2
Cost: 0
Effect:
Passive: Revenant's 4th shot always critically strikes as well as dealing 6% (+0.5% per Revenant’s Level) of the target’s missing health as bonus physical damage. Revenant’s Critical Bonus Damage is modified to 125/135/145/155/165/175%.

Active: Revenant instantly reloads his Hand Cannon. Reload time is decreased with Additional Attack Speed.

Ultimate Ability [R]: Reckoning
CD: 140/120/100
Cost: 100
Effect: Revenant pulls himself and his target into the Nether Realm for 6/7/8 seconds, rooting the target for 0.5 seconds. Killing his opponent inside the Nether Realm will double the bonus gold gained from Bounty Hunter.


[h3]Profile Tab & Early Access Icons[/h3]
Early access icons are here! You’ll notice that there is a new Profile tab on the top bar of the main menu - this is where you can change and display your profile icon, with the initial selection available to you depending on which Early Access Bundle you have. You might even spot a sneak peek at some profile-related customization features that are coming in future updates!


[h3]Creep Score Bounties[/h3]
This patch we’ll be introducing Creep Score Bounties. These are designed to remove situations where teams are not rewarded enough gold when killing an enemy Hero from a significant deficit. This is normally because the enemy Heroes have gained a significant amount of creep score (cs) relative to your team's average.

Before we only accounted for a Hero's kill streak in the bounty system. Now these enemy Heroes will also increase this same bounty through the amount of creep score (cs) they have relative to your team. This will allow us to reward players that are significantly behind in economy from multiple sources to come back into the game through enemy misplays.

[h3]New Post Match Screens[/h3]
We’re adding two post-match screens in this update. The first is a screen that will allow you to add players after a match; why not start grouping up with teammates that you enjoyed playing with after a great game? The other new screen is a post-match statistics screen, allowing you to dive deeper into those juicy statistics from your last match.


[h3]Weekly Leaderboards[/h3]
Each week we’ll be sharing a leaderboard showcasing the top 100 players! Initially, this will be shared on social media, but as we continue to develop the feature we plan to integrate it directly into the game so that players can easily compare their rankings with others. To qualify for the leaderboard, players must complete a minimum of 10 games per week.

[h3]End of Match Survey[/h3]
We are adding a short survey at the end of a match that will require you to give us some feedback on your previous game. This data will help us monitor overall and individual community responses to matches on a daily basis, something that will help us to understand what’s going well as well as what we can improve. We appreciate you taking the time to fill it out.


[h3]Matchmaking Improvements & Bug Fixes[/h3]
Since Predecessor launched we have been monitoring the matchmaking system closely and have identified multiple bugs that we believe have impacted match quality. This patch brings a number of fixes to these issues and we hope you’ll see an improvement to match quality as a result.

This patch also introduces one of our first improvements to our matchmaking system, the Party Modifier. Now, when queuing up in a group, the MMR of everyone in the party will be inflated based on the size of the party to compensate for the increased coordination and resulting win chance that parties typically have.

[h3]Matchmaking Bugs:[/h3]
● Fixed a bug where players would gain or lose large amounts of MMR after a match when the server failed to return the player’s MMR.
● Fixed a bug where players could join a queue and incorrectly enter the wrong matchmaking bracket.
● Fixed a bug where players outside of a matchmaking bracket could be pulled into that bucket during the matchmaking process.

[h3]Penalty system improvements[/h3]
Also in this patch we’re making improvements to our penalty systems. First we are separating auto-banning for dodging a queue and going AFK in game, allowing us to be harsher with the scaling bans for players that go AFK in game. Secondly we now have the ability to ban players from chat, one step among several that we’re taking to tackle in-game toxicity. We are continuing to improve these systems over time so expect to see more updates in the future.


[h3]Combating Toxicity - Chat Moderation Update[/h3]
Combating toxicity and improving chat quality is something incredibly important to us. With this in mind (and in line with your feedback) we're taking steps to improve chat moderation beginning this patch.

Part of these improvements is the implementation of a new moderation tool. This tool will not only help us to better monitor chat logs and track disruptive users, but also impose snowballing sanctions based on repeat offences. This system will take time to implement and iterate on, and we'll be actively improving it as we go using benchmarks and player feedback.

Additionally we're also reviewing the Predecessor EULA alongside a brand new Code of Conduct that we hope to share soon; a set of community guidelines that will not only lay out the core pillars that guide our own thinking but also what we expect from our players, expectations that you can reference and that we can use to guide disciplinary measures. Like our in-game features and systems, we look forward to working with our community to iterate and build on these guidelines to help deliver a sustainable, healthy and enjoyable community and gameplay experience for all.

We value and appreciate your continued patience and support while we work to make Predecessor the best experience it can be, each and every time you log in.

[h2]OTHER IMPROVEMENTS[/h2]
● Updated the decal for Murdock’s Static Trap.
● Added missing sound effects to the allied core for when it is under attack.
● Updated Dekker’s sound effects for her basic attacks, Rocket Boots, footsteps, and Stasis Bomb.
● Changed the visual effects for when a player dies.
● Added Hero names next to their portraits in draft and in collections.
● Updated Khaimera’s basic attack sound effects.
● Added a reject button to the match found prompt.
● Updated the desktop icon for Predecessor when installed via the Epic Games Store.
● Added a new sensitivity setting called (ADS).
● Countess Audio improvements
● Updated controller keybindings in the settings menu.
● Controller support now includes scrolling with Left and Right Triggers when using the virtual cursor.
● Party Overview has moved to the left of the screen. This is in preparation of a larger UI overhaul we are currently working on, but more on that another day!


[h2]HEROES:[/h2]
[h3]Countess:[/h3]

We’ve always felt that Countess should be starting Blue Buff in Jungle, so we’ve updated her recommended path accordingly.
● Recommended Jungle start updated to Blue Buff from Red Buff.

[h3]Crunch:[/h3]

Crunch is currently in a decent spot balance wise. We’re looking to make his sustain only apply from Hero combat to help address some abuse cases that can still happen.
Re-Crunch [R]:
● Passive Healing no longer benefits from damaging minions.

[h3]Fey:[/h3]

We’re giving players a little more counterplay to Fey’s ultimate so that we can increase the power budget of her overall kit. This will allow Fey to have bigger moments even without the use of Fly Trap, but also mean she has to pay more attention to her opponent’s cooldowns and ability to escape said Fly Trap.
Bramble Patch [Q]:
● Base Damage changed from 80/120/160/200/240 to 90/125/160/195/230.
Harvest Nettles [E]:
● Base Damage increased from 60/90/120/150/180 to 70/105/140/175/210.
● Scaling decreased from 60% to 55%.
● Projectile Speed increased from 11000 to 12000.
Fly Trap [R]:
● [Bug Fix] Now correctly deals increased damage based on its level.
● Tentacle Break Distance decreased from 1750 to 1100.
● Pull Delay increased from 0.6s to 0.75s.

[h3]Gideon:[/h3]

Once again considering our general goals for mages, we’re looking to increase Gideons base damage and shift it away from his scalings. This should help make his early to mid game feel a little more impactful as well as decrease his reliance on magical power. We also hope that these changes open up more build paths for him, allowing players to feel more comfortable dipping into magical bruiser items to enable those big black hole moments.
Cosmic Rift [Q]:
● Base Damage increased from 90/145/200/355/310 to 100/160/220/280/340.
● Scaling decreased from 70% to 65%.
Void Breach [RMB]:
● Scaling decreased from 60% to 55%.
● Cooldown decreased from 9s to 9/8.5/8/7.5/7s.

[h3]Howitzer:[/h3]

Howitzer's overall zoning potential has been very oppressive, especially combined with his ability to nuke out individual targets. We’re keeping his Slow Grenade damage relative but decreasing the amount of Grenades placed so that players can more easily navigate around or through them.
R2000 Missile [Q]:
● Decreased R2000 Missile Delay after firing by 0.2s.
Slow Grenades [RMB] :
● Total amount decreased from 16 to 11.
● Grenades now have a tighter formation.
● Base Damage increased from 5/10/15/20/25 to 6/12/18/24/30.
● Scaling increased from 4% to 6%.

[h3]Lt. Belica:[/h3]

Belica felt a little too clunky after casting her Seismic Assault, so we’re letting players move and cast a little quicker after casting to help her feel less like a sitting duck when fishing for big stuns.
Seismic Assault [Q]:
● [Bug Fix] Description fixed.
● Decreased lock out by 0.2 seconds.
Void Drone [E]:
● [Bug Fix] 20% Scaling now correctly applies to the damage dealt.

[h2]ITEMS:[/h2]

[h2]TIER 2:[/h2]
[h3]Alchemical Rod:[/h3]

Alchemical Rod was stacking far too fast and most players would have it fully stacked before even finishing Azure Core. We’re slowing it down a bit so that it needs to scale into a 2 item spike rather than being too strong as a 1 item spike.
Font [Passive]:
● Mana per stack decreased from 8 to 4.

[h3]Bloodlust:[/h3]

This Bloodlust shared its name with Grux’s Passive, meaning it was overdue for a rebrand. Players should now be able to better understand which they’re talking about.
● Item renamed to Bloodletter.

[h2]TIER 3:[/h2]
[h3]Mindrazor:[/h3]

This does indeed stack with Vanquisher. We’re changing this passive name so that players who came from games where unique passive names exist can better understand this interaction.
● Passive renamed to Arcane Strength (from Arcane Power).

[h3]Astral Catalyst:[/h3]

Spellslinger [Passive]:
● [Bug Fix] Description now correctly states 3 stacks instead of 4 stacks.

[h3]Azure Core:[/h3]

As previously mentioned, we’re looking to open up build options for first buys to all mages.
Font [Passive]:
● Mana per stack decreased from 8 to 4.

[h3]Combustion:[/h3]

Combustion has been overshadowed by other first-buy items due to its inability to keep a mage in lane. We’re giving it a little more mana to help players feel a little more comfortable in picking it up first.
● Mana increased from 200 to 300.

[h3]Lifebinder:[/h3]

Lifebinder again felt a bit too niche to fit into any builds reliably. Instead we’re looking to enable Magical Bruiser builds by giving them a new capstone option. This newly improved Lifebinder should find a solid place as a third or fourth slot for mages that build a bit more durable with items like World Breaker and Dreambinder. It also helps give Sevarog a new offensive option to scale into when he gains a lead.
● Magical Power increased from 50 to 60.
● Magical Lifesteal reduced from 15% to 10%.
● Tenacity removed.
● Added 10 Ability Haste.
● Recipe changed to Blood Tome + Violet Brooch + Scepter (previously Blood Tome + Blood Tome + Tenacious Drape).
Passive Changes:
● Removed Leech Passive.
New Passive:
● Vital Bond: Gain (+0.5% bonus health) Ability Haste per 50 Magical Power.

[h3]Golem’s Gift:[/h3]

We’re looking to shift some of Golems Gift’s power into its Haste, over raw power and armor. This should help it feel better as a more utility driven item in the final couple of slots for mages.
● Magical power decreased from 70 to 60.
● Ability Haste increased from 10 to 20.
● Passive renamed from Artillery Golem to Stone Skin.
Stone Skin [Passive]:
● Total Magical Power and Physical Armor decreased from 40 to 30.
● Stacks lost per physical damage instance received decreased from 10 to 6.

[h3]Oblivion Crown:[/h3]

Oblivion Crown was a bit too catch-all in its previous capstone form. It also had no downtime as a spike and so we’re transitioning it to still be a strong general use item, but with a burst damage focused niche. The item should now find a more specialised niche for heroes like Fey and Belica who look to blow a target up quickly during particular windows of opportunity.
● Annihilate magical power bonus decreased from 35% to 15%.
New Passive:
● Oblivion: Your next instance of ability damage against an Enemy Hero will deal an additional 8% of their current health as magic damage and increase their magical damage taken by 10% for 3s - 30s CD.

[h3]Prophecy:[/h3]
Hasty [Passive]:
● [Bug Fix] Collection Description fixed. (75% scaling to 60%).

[h3]Tainted Scepter:[/h3]

Most Tainted Items tend to naturally scale or have a scaling of some form that makes them generally applicable across a game. Scepter, as true damage, does somewhat naturally scale, but this scaling is fairly minimal relative to others. We’re adding a small magical power scaling to rectify this.
● Malice Base Damage per stack decreased from 6 to 5.
● Malice 1% magical power per stack Scaling added.

[h3]Viper:[/h3]

● Fixed item description.
● [Bug Fix] Gives the proper amount of Physical Power (50 from 40).

[h3]Leviathan:[/h3]

Keeping our anti-heal item names to a theme!
● Item Renamed to Tainted Bastion.


● Fixed a bug causing Steels Shield visual effects to be stretched horizontally.
● Fixed a bug causing Muriel's Alacrity visual effects to not display correctly.
● Fixed a bug causing issues with button visibility.
● Fixed a bug causing Hunt to display overhead in place of Wild Hunt when activated.
● Renamed “Gamepad” to “Controller” in settings.
● Fixed a bug causing Murdock’s Static Trap stack counter to display when the ability is unleveled.
● Fixed a bug causing Stasis Bomb to appear as if it hit when it actually did not.
● Removed “BR Potion” from the collections tab.
● Fixed a bug in Practice Mode that blocked the player on the river buff stairs.
● In Practice mode, increased the amount of "dirt" on visual assets for better environment blending.
● Fixed all surfaces in Practice Mode to have correct footstep sounds on different materials.
● Fixed multiple collision issues in Practice Mode.
● Fixed some missing textures in Practice Mode.
● All surfaces now have the correct footstep sounds based on their materials.
● Fixed an invisible wall in the duo lane which could block player movement.
● Fixed a bug where the middle lane Tower could target and hit players through walls.
● Fixed a bug that sometimes caused players to get stuck in the blue and red jungle.
● Fixed a bug where Towers could incorrectly maintain aggression when someone uses Stasis.
● Fixed a bug where destroyed Inhibitors could still grant vision of stealth targets.
● Fixed an issue with Howitzer’s Hover Flight not being correctly interrupted when the rest of the ability is interrupted.
● Fixed a bug where Tower health bars on the minimap would not reduce below 20% health.
● Fixed an issue where a Core’s health percentage on the HUD would show 0% when it had more than 0% health.
● Fixed a bug where the player keeps moving in the direction they were going if they open and close the Escape Menu whilst moving.
● Fixed a bug where some Settings descriptions were being duplicated.
● Fixed a bug where some True damage abilities were incorrectly dealing damage to structures.
● Fixed the sentry and passive items cooldown timer to use the correct visual timers.
● Fixed a bug that was making it difficult to navigate the Item menu using a D-pad on a controller.
● Updated the Sentry visual effects to use different colours for each team.
● Increased the movement speed of the virtual cursor while navigating the Shop menu.
● Settings are now properly highlighted when using a controller.
● Fixed a bug that caused the input method to be able to change when the game window is not in focus.
● Fixed a bug that caused the build info to display incorrectly when using a controller.
● Fixed a bug that caused the controller to be able to control the game when the window was not in focus.
● Fixed a bug that caused sound to not play when beginning matchmaking.
● Fixed a bug that caused "Hold [Left Ctrl] To Level Up" becoming stuck on screen when reconnecting.
● Fixed a bug that caused ability descriptions to be missing from the draft screen.
● Capped Fangtooth stacks at 20 to prevent a crash in Practice Mode.
● Fixed a bug that caused some players to have a mismatch in their graphical settings.
● Fixed a bug that caused blue visual effects to show on Kallari’s feet while camouflaged.
● Fixed a bug that caused Countess to remain immune for a short duration after her second cast of Shadow Slip.
● Fixed a bug with Strength Tonic causing it to incorrectly display 100% lifesteal on the stats page.
● Fixed a bug that caused Howitzer’s Land Mine to affect himself in stasis.
● Fixed a bug where Murdock’s Static Trap would ignore Spell Shield.
● Fixed a bug that caused Demon Edge to scale improperly with Fangtooth stacks.
● Fixed a bug that allowed Countess to be able to incorrectly re-cast Shadow Slip.
● Fixed a bug that caused Time Flux Band’s active effect to display incorrectly.
● Fixed a bug that caused shields to be capped at a certain value.

- The Omeda Studios team

Predecessor: Hotfix v0.2.3 is live!

Hey folks!

It's our first balance patch of the year and this one is primarily targeting item build diversity with a sprinkling of Hero balance.

More changes and improvements are cooking, which you can expect to see soon in future patches. Until then we've heard community feedback and hope these changes not only help level out the meta a bit but also shake things up to keep you on your toes!

-import, Game Designer

Predecessor: Patchv0.2.3

HEROES:

Countess: First up is Countess, we've mainly focused on giving her some small stat adjustments to tweak her late game durability, as well as her general slipperiness. Her healing potential is still something we're keeping an eye on, especially because we know that she'll be one of the Heroes impacted by some of the item changes that we've implemented in this patch. Rest assured that we'll be monitoring your feedback and will adjust her further if needed!

● Base Health increased from 550 to 560
● Health Growth decreased from 110 to 105
● Movement Speed decreased from 685 to 680

Shadow Slip [Q]
● Recall Duration decreased from 4s to 3.5s

Dekker: Every team needs a good Support Hero so today we're also looking at Dekker - slightly improving her damage output to help her compete in her lane.

● Base Physical Power increased from 50 to 54

Drongo:
Shrapnel Cannon [R]
● [Bug Fix] Now correctly states the CC immunity in the description

Gadget: Gadget is another Hero getting some attention this week. Specifically we've nerfed her Sticky Mine ability slightly but to compensate and level out her damage output we've also increased this ability's scaling slightly. As with all our Heroes, we'll be keeping an eye on her and making further adjustments if necessary.

Sticky Mine [Q]
● Scaling increased from 65% to 70%
● Cooldown increased from 8/7.5/7/6.5/6 to 10/9.5/9/8.5/8

Speed Gate [E]
● Root Duration decreased from 1.25s to 1s

Grux: Grux has been naturally very dominant in the Offlane, with few Heroes able to meet his overwhelming aggression. Today we're lowering his durability a smidge to make playing him more of a challenge, giving more opportunities for Enemy Heroes to punish his hostile playstyle.

● Base Health decreased from 620 to 600
● Base Physical Armor decreased from 36 to 32

Howitzer: Howitzer's Land Mine ability has been subject to some tweaks and improvements this week. We've lowered the distance an Enemy mine can knock you back to tackle some of the frustration of being mined from far away. In tandem to this we've also increased the self-inflicted knockback distance that comes from using the ability, letting Howitzer get back up to Midlane from the River. We hope you'll find these changes to be a blast to play with!

Land Mine [E]
● Knockback Distance on Enemy Targets decreased by 20%
● Knockback Distance on Self increased by 20%

Kallari: Kallari's 1-2 Item power spike has been pretty substantial compared to many other Heroes, which has led to a few changes today that we hope will better balance her on the field. As ever, we'll be monitoring her performance and your feedback to make further tweaks if needed.

Death Mark [E]
● Base Damage increased from 40/65/90/115/140 to 40/70/100/130/160
● Scaling decreased from 25% to 18%

Guillotine [R]
● Base Damage decreased from 180/350/520 to 170/330/490

Khaimera:
Spirit Regeneration [Passive]
● [Bug Fix] In game description now correctly states the duration of 2.5s instead of 3s

Narbash: Calling all Orcs! Narbash's late game healing is going up! We think this change will really help his ability to support his allies, but as usual we’ll be monitoring Narbash's performance going forward.

Song of my People [E]
● Scaling increased from 5% to 10%.

Sevarog: Poor Sevarog has really struggled lately to survive the early game thanks to his low durability; something we've addressed slightly today. The goal is to help Sevarog effectively scale to become the tank his team needs, so we've bumped up his sustainability alongside his durability to help stop wild Rhinos from running him down.

● Base Health increased from 605 to 615

Siphon [Q]
● Minion Healing increased from 10% to 15%

Steel: Everyone's favourite big orange cyborg continues to be a strong Offlaner thanks to his ability to comfortably scale into team fights. In today's balance patch we’re hitting his early game Mana pool, opening up opportunities for Enemy Heroes to punish him if he commits too hard.

Bullrush [Q]
● Mana Cost changed from 60/65/70/75/80 to 75

ITEMS: CRESTS: Rogue Crest:
● Physical Power increased from 6 to 8

Assassin Crest:
● Physical Power increased from 10 to 12

Tempest: As part of our efforts to combat the many Tank/Mage builds that have cropped up lately (while keeping Gideon's Tempest/Truesilver build intact), we've tweaked the damage numbers on Tempest.

Overcharge [Active]
● Base Damage decreased from 30 to 20
● Scaling increased from 10% to 14%

TIER 2:

Loch Shawl: Loch Shawl is getting reworked to fit larger changes to the Leviathan item, which you can find further down this page.

● Cost decreased from 1300 to 950
● Health decreased from 200 to 150
● Health Regeneration removed
● Added 15 Magical Armor

Passive Reworked
New Passive - Blighted Veil:
● Receiving magical damage reduces the Source’s Healing by 20% for 3s.

Recipe changed
● Was Vitality Crystal+Life Stream now Vitality Crystal+Wraps

TIER 3:

Astral Catalyst: Long awaited, this is for Rei.

Ravenous [Passive]
● Ultimate CDR on Takedown decreased from 25% to 20%

Augmentation: We've adjusted Augmentation's stats slightly to help it stand out from other items, giving it a more unique identity and hopefully paving the way for more unique builds with the item.

● Physical Power decreased from 30 to 20
● Attack Speed increased from 30 to 40

Demolisher: Bursty ADC builds have been taking over and Demolisher is one of the larger contributors to this. With Revenant on his way and Crit Kallari showing up more, we feel comfortable taking Demolisher down a notch.

First Strike [Passive]
● Additional Damage decreased from 50% to 35%

Dust Devil: We've given some nice quality of life buffs to Dust Devil to better emphasise the more fun perks of the item (the movement speed and attack speed). The aim is for the item to feel easier to buy, as it offers more bang for buck.

Menace [Passive]
● Attack Speed increased from 2% per stack to 3% per stack
● Movement Speed increased from 10% to 15%

Legacy: Up until this point you lost 10 Physical Power from completing Legacy, so today we've given it the correct amount of Physical Power while adjusting its haste to compensate. This item was already very potent as a 2nd or 3rd option, so this should hopefully help it fall in line as more of a niche/tech option, rather than being a necessary pick up in every game.

● Physical Power increased from 30 to 40
● Ability Haste decreased from 20 to 10.

Leviathan: Leviathan. From a design standpoint it's been problematic thanks to its potential for Mage abuse and it's positioning as a must-have item as a haste capstone for Tanks.

To combat this we're shifting its identity to new (and much needed) anti-heal magical armour item. This provides a new option for Tanks who need solutions to help them counter Heroes like Countess as well as upcoming sustain-based magical damage Heroes that we'll be adding in the future. You can expect a rebrand/rename for this item in the next patch to help it stay on theme with other anti-heal options, and as usual we'll be watching for your feedback.


● Cost decreased from 3000 to 2850
● Health decreased from 400 to 350
● Health Regeneration decreased from 225% to 150%
● Added 30 Magical Armor

Passives Reworked
New Passive - Blighted Veil:
● Receiving magical damage reduces the Source’s Healing by 40% for 3s
New Passive - Colossus:
● Gain 5% Damage mitigation, doubled vs Targets affected by Blight

Recipe changed:
● Added Wraps

Malady: Combined with other compounding effects, Malady has been one of the biggest factors behind Kallari’s recent dominance. Increasing this item's cost will hopefully alleviate this a bit.

● Total Cost increased from 2800 to 2900

Mutilator: The Mutilator’s anti-tank identity and overall stat line has made it feel like a must-buy for many characters. We’re hoping that today's nerfs open up more build paths and more diversity for more bruisers.

Mutilate [Passive]
● Damage decreased from 1.25% of the targets maximum health to 1% of the targets maximum health
Devour [Passive]
● Maximum Health Steal decreased from 8% to 5%

Nightfall: This change is actually more of a bugfix in disguise, as previously you were losing stats for completing this item before today. Nightfall now has a brand new recipe, and we've also lowered its cost a bit to make it easier to buy.

● Total Cost decreased from 3100 to 3000
Recipe changed:
● Was Honed Kris+Crimson Edge+Sabre now Honed Kris+Bloodlust

Raiment of Renewal: These Raiment changes are part of a continued initiative to combat abuse cases from characters with innate sustain.

Synthesis [Passive]
● Increased Healing decreased from 20% to 15%

Tainted Guard: Tainted Guard has been the subject of some big nerfs along with Tank itemisation and now, with the changes to Leviathan, we're looking to slot in a bit of Ability Haste to allow Tank builds to offset the overall Haste loss. This should hopefully maintain this item's usefulness as a competitive option if you need anti-heal.

● Ability Haste increased from 10 to 15

Tainted Rounds: On-hit focused builds haven’t seen as much play as we’ve wanted, so today we've adjusted Tainted Rounds to try and make it more appealing for people to buy and try out!

● Attack Speed increased from 30 to 35

Tainted Totem: This change is directly targeting abuse cases from non-support characters. That's right Crunch, Rampage & Countess, we're looking at you!

Nirvana [Passive]
● No longer applies to the holder of Tainted Totem

Tectonic Mallet: Tectonic Mallet had a major bug that meant it was almost a a deficit to pick it up. Now we've fixed this, making this mallet a very powerful item for bruisers that synergises well with items like Augmentation or Void Helm.

● [Bug Fix] Description now correctly states that Tectonic Mallet grants 5% additional Movement Speed
● Magical Armor decreased from 40 to 30
Magnitude [Passive]
● [Bug Fix] no longer factors in the combat penalty for Bonus Power

Terminus Terminus terror no longer!

Anon [Passive]
● [Bug Fix] Fixed bug the shield could be stack infinitely

Truesilver Bracelet This is another change targeting the Mage/Tank builds that have been cropping up more and more lately. We'd love for this to remain a staple pickup for Narbash and Gideon, so these changes are there to help position this item as a less enticing first buy for characters like Gadget.

● Health decreased from 250 to 200

Void Helm: Finally we have some nice quality of life improvements for Void Helm. Keep in mind that movement speed has diminishing returns, so generally while this is nice we're mindful of and will be monitoring movement speed creep.

Justicar [Passive]
● Movement Speed increased from 10% to 15%