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Predecessor News

Early Access Balance Patch 0.12.2



Introduction

Greetings Champions!

The V0.12.2 Game Update is shipping with a bunch of changes to projectiles which we think are a blast. We're also helping out those who are newer to Predecessor with a small XP boost to make the new player experience a little more rewarding.

That's enough babbling on for now though - let's jump right in to next week's game update!



Projectile Improvements

Take cover Champions, the long awaited projectile rework is here!

Almost all projectiles in the game have been completely rebuilt from the ground up to pretty much guarantee perfect and consistent basic attacks every time. Likewise, other special case abilities, such as Gideon’s Void Breach [RMB], are now much easier to smooth out on our end which means they'll feel much better and more consistent to use in-game too!

With a change as large as this there are naturally far too many modifications to list out on a Hero-by-Hero basis. So instead of boring you with a long list of minor details we’re letting you dive right on in to try out our changes for yourselves.

Of course, with any large system change such as this there will always be a potential risk for fallout and bugs affecting gameplay and balance. Rest assured, further tweaks will be made to any problem cases where required. Keep the feedback coming and we hope you'll enjoy!



New Accounts Experience Boost

Let’s talk about new accounts!

Off the back of introducing our recent Hero Acquisition system, we have been hard at work on alternative ways to improve the new player experience with additional onboarding systems.

Though it may not be arriving this year, one such initiative we are working on is a Quest system. One of the goals of Quests will be to further support the onboarding process by offering rewards for completing various objectives with a Hero, simultaneously developing gameplay knowledge for newer Predecessor players whilst helping them build up their Hero arsenal at a slightly accelerated rate.

In the meantime however we've added an XP boost to new accounts, offering them a little extra Hero Unlock XP at the end of a match (until they hit Account Level 14), to better help them along on their journey!



Store Update

Casual Friday Rampage
If, like Rampage, you've got that Friday Feeling - we've got the perfect skin for you!



Rampage’s new Casual Friday skin [common] is available with V0.12.2. Pants are optional but definitely recommended - it's cold out there after all!



Player Support

Despite our best efforts, every now and then you might encounter a bug while playing Predecessor. You might run into an account problem, have had some connectivity issues, or perhaps you've found a hilarious new graphical glitch that replaces Narbash's drumsticks with literal chicken drumsticks. Anything can happen in an Early Access game.

With that in mind we're excited to launch our new Player Support Hub on our new website, the new home for all things help!

Read through a bunch of articles covering all sorts of exciting topics, from wrongful mutes to finding game logs, and if you're still up the creek you can easily submit a support ticket directly to the team for even more support.

With the Player Support Hub being so new we fully expect that not every issue is going to be covered by the articles we've written up ahead of time, so please check back regularly for more help on more topics. Likewise please be patient and considerate when sending in support tickets. We'll do our best to get back to you as soon as possible!

Go explore our new Player Support Hub now!


Predecessor Newsletter

With console just around the corner, we've made it easier than ever to sign up to get the latest Predecessor news delivered straight to your inbox.

Head over to our Newsletter Page now to be the first to hear about upcoming PlayStation news and more!



Hero changes

[h2]Crunch[/h2]
[h3]General[/h3]
Given Crunch’s overall mobility arising from his double dash, he currently possesses too much baseline Movement Speed and can prove overly difficult to hunt down, even when he’s caught out of position. To reduce this, we’re granting him slightly less Movement Speed.

Movement Speed has been decreased from 685 to 680.

[h2]Dekker[/h2]
[h3]General[/h3]
Some quick hits to Dekker’s early game pressure via base stats as she currently finds too much success in early basic attack trades due to her inherent safety and damage. In exchange, we’re granting Dekker some additional uptime on Stasis Bomb to help her feel slightly less tied to stacking Ability Haste.

Health Regen has changed from:
1.5 to 1.2 at level 1.

[h3]Energy Orb[/h3]
Basic Armor has changed from:
28 to 25 at level 1.

Damage has changed from:
54 to 52 at level 1.

[h3]Stasis Bomb[/h3]
Cooldown has changed from:

18 to 17 at level 1.
17 to 16 at level 2.
16 to 15 at level 3.
15 to 14 at level 4.
14 to 13 at level 5.

[h2]Drongo[/h2]
[h3]General[/h3]
Similar to Dekker, Drongo's early game pressure and ability to shove allows him to coast through lanes, and due to the uptime on Boomerang, windows of punishment are few and far between. Some hits to this early strength will provide his opponents more opportunities to punish him between casts should he get too reckless.

Health has changed from:
620 to 605 at level 1.

Max Health has changed from:
620 to 605 at level 1.

[h3]Old Rusty[/h3]
Cooldown has changed from:

10.5 to 11 at level 2.
9 to 10 at level 3.
7.5 to 9 at level 4.
6 to 8 at level 5.

[h2]Greystone[/h2]
[h3]General[/h3]
The ‘Stone has a hard time keeping up with many mobile Heroes in the offlane, and in many matchups his Leap’s cooldown is on parity with other dashes, giving him no real way to pressure Heroes such as Sevarog, Shinbi, and Zarus, who can all immediately dash away from him.

To help with this, we’re granting Greystone the ability to reduce his Leap cooldown when jumping on a Hero. This allows him access to a second Leap faster when using it aggressively, thereby catching his foes on cooldown with more success!

[h3]Assault The Gates[/h3]
Cost has changed from:
60 to 70 at level 1.
60 to 70 at level 2.
60 to 70 at level 3.
60 to 70 at level 4.
60 to 70 at level 5.

Dealing damage to an enemy Hero with Assault The Gates now refunds 35% of the Cooldown (once per cast).

[h2]Kira[/h2]
[h3]General[/h3]
A subtle nudge to Kira’s Dusk ability to provide it with more upfront damage at a single stack, making her better able to take short trades if she chooses, in exchange for the associated mana cost.

Likewise, while it won’t affect her much in her conventional loops, the duration on Kira’s Passive has been slightly decreased to provide less moments of confusion and frustration for opponents who managed to escape her, just to die to a last-minute Dusk hit.

[h3]Vengeance[/h3]
Duration has changed from:

4 to 3.5 at level 1.
4 to 3.5 at level 2.
4 to 3.5 at level 3.
4 to 3.5 at level 4.
4 to 3.5 at level 5.
4 to 3.5 at level 6.
4 to 3.5 at level 7.
4 to 3.5 at level 8.
4 to 3.5 at level 9.
4 to 3.5 at level 10.
4 to 3.5 at level 11.
4 to 3.5 at level 12.
4 to 3.5 at level 13.
4 to 3.5 at level 14.
4 to 3.5 at level 15.
4 to 3.5 at level 16.
4 to 3.5 at level 17.
4 to 3.5 at level 18.

[h3]Dusk[/h3]
Base Damage has changed from:

30 to 40 at level 1.
35 to 55 at level 2.
40 to 70 at level 3.
45 to 85 at level 4.
50 to 100 at level 5.

Damage has changed from:
10 to 9 at level 1.
15 to 13 at level 2.
20 to 17 at level 3.
25 to 21 at level 4.
30 to 25 at level 5.

Max Damage has changed from:
90 to 94 at level 1.
125 to 133 at level 2.
160 to 172 at level 3.
195 to 211 at level 4.
230 to 250 at level 5.

[h2]Narbash[/h2]
[h3]General[/h3]
Narbash is punished heavily for missing a Thunk during the lane phase, and has a hard time keeping the pressure up on opponents outside of his Heals. To help him have a smoother transition throughout the laning phase (and not feel so passive), we’re granting some early cooldown buffs to his Thunk. In exchange, he’s receiving some durability reductions while Channelling his Ultimate, making CC slightly less of a “must” when dealing with his Crash Bang Boom! as there is a better chance of slaying him with focus fire before he gets it off.

[h3]Thunk[/h3]
Cooldown has changed from:

17 to 15 at level 1.
16 to 14.5 at level 2.
15 to 14 at level 3.
14 to 13.5 at level 4.

[h2]Phase[/h2]
[h3]General[/h3]
Alongside tuning up the timings of her basic attacks and Psychic Flare, we’re giving Phase a slightly faster Basic Attack Timer so that she can benefits more from Attack Speed boosts, such as her Ultimate or Marshal!

[h3]Pulse Bolt[/h3]
Basic Attack Time has been decreased from 1.4 to 1.25.

[h2]Wraith[/h2]
[h3]General[/h3]
As a result of his high skill-ceiling, Wraith’s strength can feel rather polarising. On the one hand, he hits extremely hard when ahead and can feel difficult to interact with without taking heavy damage from his Snipe combo. On the other, if Wraith falls behind he can feel like a sitting duck and struggle to keep pace.

To help smooth out Wraith’s curve and make him less prone to a feast or famine dynamic we’re increasing some of his baseline Carry strength with increases to his Physical Power throughout a match, and granting him some extra Physical Penetration at rank 1 of his Surprise, Surprise (which he often levels last anyway). Likewise, we’re dropping some of Wraith’s Scalings on his abilities to ensure his upfront burst is more reasonable and will not snowball as hard with a gold lead, alongside cutting some of his baseline Magical Armor to reduce his effectiveness in lane against Mages.

[h3]Bang![/h3]
Ability Armor has changed from:
30 to 28 at level 1.

Damage has changed from:
2.12 to 2.54 at level 2.
2.17 to 2.60 at level 3.
2.21 to 2.66 at level 4.
2.26 to 2.71 at level 5.
2.31 to 2.77 at level 6.
2.35 to 2.83 at level 7.
2.40 to 2.88 at level 8.
2.45 to 2.94 at level 9.
2.5 to 3 at level 10.
2.54 to 3.05 at level 11.
2.59 to 3.11 at level 12.
2.64 to 3.16 at level 13.
2.68 to 3.22 at level 14.
2.73 to 3.28 at level 15.
2.78 to 3.33 at level 16.
2.82 to 3.39 at level 17.
2.87 to 3.45 at level 18.

[h3]Knock, Knock![/h3]
Total PP Scaling has changed from:
0.95 to 0.9 at level 1.
0.95 to 0.9 at level 2.
0.95 to 0.9 at level 3.
0.95 to 0.9 at level 4.
0.95 to 0.9 at level 5.

[h3]Peekaboo![/h3]
Scaling has changed from:
0.8 to 0.65 at level 1.
0.8 to 0.65 at level 2.
0.8 to 0.65 at level 3.
0.8 to 0.65 at level 4.
0.8 to 0.65 at level 5.

Cooldown has changed from:
13 to 14 at level 1.
12.5 to 13.5 at level 2.
12 to 13 at level 3.
11.5 to 12.5 at level 4.
11 to 12 at level 5.

[h3]Surprise, Surprise![/h3]
Physical Penetration has changed from:
0.92 to 0.9 at level 1.
0.89 to 0.87 at level 2.
0.86 to 0.85 at level 3.
0.83 to 0.82 at level 4.

Item changes

[h2]Witchstalker[/h2]
A quick hit to the Physical Power of Witchstalker given its strength as a defensive option.

Attack Damage has been decreased from 12 to 10.

[h2]Hunt[/h2]
Physical Junglers can sometimes struggle to keep pace in the clearing department compared to Tanks and Mages due to their lower Burn damage. We’re granting Hunt slightly more Physical Power Scaling to ensure the Burn damage is more relevant and in closer contention with other classes for Assassins and Bruisers.

Bonus Physical Power Scaling has been increased from 0.05 to 0.08.

[h2]Soul Chalice[/h2]
Less Haste to lower Chalice’s initial strength on pick-up.

Cooldown Reduction has been decreased from 0.1 to 0.05.

[h2]Mindrazor[/h2]
Mindrazor serves as too strong of a catch-all item, granting scaling alongside a ton of Haste. We’re nudging it down to ensure abilities aren't spammed as frequently by its users, given it already provides ample wave clear and scaling throughout a match.

Cooldown Reduction has been decreased from 0.2 to 0.15.



Bug Fixes

Additional bug fixes may be added before the update is released.

  • Fixed a bug where Wraith’s Back It UP! [R] VFX would not display upon death.
  • Fixed a bug where Howitzer’s R2000 [Q] was spawning from the incorrect socket.
  • Fixed a bug in Practice Mode where Steel would call it a day after repeat deaths and just... disappear.
  • Fixed a bug where Shinbi’s Line Tempo Wolf [Q] would visually disappear for the user.
  • Fixed a bug where users could type into the Crest prompt window.
  • Fixed a bug causing some Emotes to play incorrectly in the Victory Cinematic.
  • Fixed a bug where Zarus would basic attack automatically after using Spear Of Nyr [RMB].
  • Fixed a bug where basic attacks would automatically trigger when an ability was interrupted.
  • Fixed a bug where equip tick markers would not disappear on the Hero Affinity screen when no longer hovered.
  • Fixed a bug where equipping unlocks from the Hero Affinity rewards would be delayed.
  • Fixed a bug where prompts would not show on the Hero Affinity track on Controller.
  • Fixed a bug where Friends List navigation would disappear on Controller.
  • Fixed a bug where attempts at unlocking a Hero would show the incorrect prompt on Controller
  • Fixed a bug causing linework to be missing on the “Add Friend” prompt.





That's all this week!

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

Hotfix 0.12.1 Release Notes

Champions!

We've just released a new hotfix to resolve a number of issues you've reported since the last update. Take a look at the notes below for more information.



[h3]Hotfix 0.12.1 Release Notes:[/h3]

◆ Fixed an issue on Countess' Shadow Slip [Q] where it could target wards and other unintended units
◆ Fixed an issue where Countess would become stuck after being stunned during Shadow Slip [Q]
◆ Fixed an issue where the ability tab could become stuck on screen
◆ Fixed an issue on Khaimera's Ambush [RMB] where it could target wards and other unintended units
◆ Fixed a visual issue with Morigesh's doll after killing a marked enemy
◆ Fixed an issue where Phase's Telekinetic Link [RMB] ability failed sound could be heard by allies
◆ Fixed an issue where Crunch's Forward Crunch [RMB] could still stun after the ability is cast
◆ Fixed an issue with Greystone's Sacred Oath [E] VFX while a Crown is equipped
◆ Fixed an issue where Greystone's Stoicism [Passive] would not activate correctly
◆ Fixed an issue where using a basic attack would cause other abilities to instant cast
◆ Fixed an issue where basic attacks could cause charged abilities to loop basic attacks
◆ Fixed an issue where Revenant will not reload when using Obliterate [Q] after his fourth basic attack
◆ Fixed an issue where certain Heroes with cooldown Passive abilities could sometimes go invisible
◆ Fixed an issue where the scoreboard would stay open when using a controller
◆ Fixed an issue where the Ability panel could get stuck while using a controller
◆ Fixed an audio issue where pings were too quiet
◆ Fixed an issue that prevented the scoreboard opening in Replay Mode
◆ Added the ability to see Gold for each player in Replay Mode
◆ Fixed an issue that blocked players from purchasing the Premium Affinity track after being notified of insufficient funds

This hotfix is available to download right now. Have fun, and we'll see you out there!

Update v0.12 is LIVE!

Knock, knock, Champions!

Update v0.12 is here, with the latest Hero to sneak up on our roster, as well as the all-new Hero Affinity system, some slick audio additions and of course, lots of balance adjustments!

Before we jump in, a quick note to keep in mind when you next log in - Profile Cosmetic selection has been reset to default due to a server change, so you might notice your usual icons and effects aren't what you would usually have selected. So please head to the Profile tab in-game to re-select the ones you'd like again. Apologies for the inconvenience.

Let’s dive in!




[h2]Wraith reporting for duty![/h2]
Your favourite special-ops ADC sneaks his way onto the battlefield, scouting ahead and sniping enemies from range to secure the win!



[h2]Watch Wraith In Action![/h2]
Want to see what Wraith can do? Check out the Ability Overview for a detailed guide.

[previewyoutube][/previewyoutube]

[h2]Abilities: [/h2]

[h3]Who’s There? [Passive]: [/h3]
Effect: Wraith's Vision item becomes a Sonar Drone that can be thrown. Sonar Drone becomes Camouflaged upon landing and will pulse every 3s, Revealing all Enemy Heroes within 1000 units for 3s, both in the area and through Terrain.

Additionally, Sonar Drone will Reveal Invisible targets for the first 2 pulses at level 6.

Sonar Drone cannot be Swapped and blocks Vision Item purchases in the Store.

Sonar Drone will Evolve into “Solstone Drone” upon completion of a T3 Support Crest.

Solstone Drone has improved functionality, with Revealing Invisible Units on every Pulse, its charges refilling in base, and the maximum Drones placeable at once increasing from 3 to 4.


[h3]Bang! [LMB]:[/h3]
BAT: 1.4
Effect: Ranged basic attack dealing 53 (+75% Bonus Physical Power) physical damage.


[h3]Peekaboo! [Q]:[/h3]
CD: 13/12.5/12/11.5/11
Cost: 60/65/70/75/80
Effect: Wraith launches a nanite grenade from his wrist launcher which pierces through Enemy Units and Explodes upon hitting Terrain. Deals 60/90/120/150/180 (+80% Bonus Physical Power) physical damage and Slows by 35% for 0.75s.

Enemies struck by Peekaboo! are Marked and Revealed for 5s. If Wraith snipes a Marked target with “Knock, Knock!” they take an additional 6%/7%/8%/9%/10% (+2.5% Magical Power) of their maximum health as bonus magical damage.


[h3]Surprise, Surprise! [E][/h3]
CD: 16/15/14/13/12
Cost: 60
Effect: After a short delay, Wraith enters Camouflage and gains 25% movement speed for 5s. Takedowns will reset the cooldown of Surprise, Surprise!

Wraith’s basic attacks and ability casts will not interrupt the Camouflage fade-in transition.

Passive: Wraith gains 8%/11%/14%/17%/20% Physical Penetration.


[h3]Knock, Knock! [RMB]:[/h3]
CD: 12/11/10/9/8
Cost: 60
Effect: Fire a long-range sniper shot up to 2600 units that pierces Terrain and deals 25/55/85/115/145 (+95% Total Physical Power)(+65% Magical Power) physical damage to the first Enemy Unit hit. Enemy Minions take 75% increased damage.

Killing an Enemy Unit, or damaging a Marked Target with “Knock, Knock!”, refunds 50% of its Mana cost and reduces its cooldown to 1s.


[h3]Back it Up! [R][/h3]
CD: 120/100/80
Cost: 100
Effect: Wraith can choose an Enemy Hero he can see, up to 1350/1450/1550 units away, marking their location from 2s prior. After a 2.3s delay, the Target enters Limbo for 0.15s, after which they will be Teleported back to the marked location.



[h2]Lunar Ops Wraith[/h2] Sure, sniping your foes is cool, but it’s even cooler when you do it in style with Wraith’s new Lunar Ops skin [Common]!





[h2]Hero Affinity:[/h2] You may have seen our fiery Affinity skins going around on social media for the last week to show off our brand new Hero Affinity system coming in v0.12!

There's a lot of content to chew through here, and we've made some recent changes in response to community feedback, so we've made a dedicated blog post to show you exactly how you can get your hands on the new skins, as well as all the other awesome cosmetics you can earn.


Check out the Hero Affinity blog post here!



[h2]Hero Emotes:[/h2] Hero Emotes are arriving with v0.12 too, for now they are only rewarded from the Affinity system, but we will be adding more ways to obtain them in the future. Once unlocked, they are automatically equipped and can be triggered during a match via the Communication Wheel.

◆ Press C [D-pad Right] to bring up the Communication Wheel
◆ Press V [R1] to switch to the Emote Wheel
◆ Use the mouse [Face-buttons] to select the emote

In the future we plan to add a loadouts system so it's easier to configure all of your cosmetics items.



[h2]Banners:[/h2] Banners are a new type of cosmetic system arriving with the Affinity system, once unlocked players can equip a Banner from the Profile Tab to customise their Player Card.


[h2]End of Match Cinematic:[/h2] We’re always looking at ways to increase the overall quality and immersion of Predecessor. So with v0.12, we’ve added an awesome new end of match cinematic experience! Once the core is taken down, you’ll feel a new sense of epicness as the new cinematic shows an exploding core with the winning team poised in-front of it, ready to jump into the fight again! This is another place you can show off your Skins, Crowns and Emotes!

[previewyoutube][/previewyoutube]

[h2]Music Changes[/h2] We're excited to announce our collaboration with Pawel Blaszczak, the talented composer behind notable titles such as "Dying Light," "Dead Island," and "The Witcher." Pawel has crafted a mesmerizing main theme that now graces the main menu music of our game. Building on our recent updates, we've also introduced fresh soundtracks for both the victory and defeat screens. Plus, we've revamped the audio and style for our hero overviews and trailers, ensuring a more cohesive and immersive experience for our players.

[h2]Minor Improvements[/h2]
◆ Time on the Scoreboard increased from 15 secs to 30, but now includes a Continue button to skip
◆ Lane minions will now move more smoothly
◆ Core rings will now go down when vulnerable and raise again when the core is invulnerable
◆ Added social notification for friends activity (online, party joining and invites)
◆ Added a way to accept invites directly on the notification
◆ Added a way to leave a party directly on the social tab



[h3]General:[/h3]

◆ Recommended Roles for Heroes have been updated in Hero Draft.
◆ Various Recommended Item builds have been updated in-game.





Crunch’s ability to build tanky while still having access to extreme healing makes him overly durable given his general damage output. We’re shifting the Scaling and Base values around on his Ultimate’s 3rd-hit Healing Passive to reward aggressive Crunch’s that build for damage, while Tankier Crunch’s will notice a drop in its base value. Alongside this, we’ve improved Forward Crunch’s [RMB] hit-detection to be smoother!

[h3]Forward Crunch [RMB] [/h3]
◆ [QoL] Improved Hitbox detection and responsiveness.

[h3]ReCrunch [R]: [/h3]
◆ Healing decreased from 20/80/140 to 10/55/100.
◆ Healing Scaling changed from 10% Total Physical Power to 35% Bonus Physical Power.
◆ Healing Magical Power Scaling increased from 10% to 25%.



Drongo’s combination of early game pressure, single target damage, and overall utility & safety makes him a jack of all trades that thrives in too many scenarios. Rather than remove power from his unique utility aspects, we’ve opted to bump down Drongo’s overall burst potential to ensure it’s more appropriate for the inherent safety he possesses.

[h3]Rad Rounds [E]: [/h3]
◆ Additional Shot Bonus Physical Power Scaling decreased from 40% to 35%.

[h3]Shrapnel Cannon [R]: [/h3]
◆ Bonus Physical Power Scaling increased from 80% to 85%.
◆ Base Damage decreased from 200/325/450 to 200/310/420.



Some quick compensation buffs to Feng to offset Nex’s nerfs and allow alternative Feng Mao builds to shine more while better allowing him to reach his lethal windows with, or without the need of a Nex in the bag.

[h3]Earth Shatter [R]: [/h3]
◆ Bonus Physical Power Scaling increased from 70% to 75%.
◆ Execute threshold increased from 220/375/530 to 220/385/550
◆ Execute Bonus Physical Power Scaling increased from 80% to 85%



Similar to Feng Mao, Kallari is also getting some compensation buffs due to the nerfing of Nex, better allowing her to reach lethal thresholds on her opponents with or without it; alongside allowing her kit to shine further in the late-game due to some improved Scalings.

[h3]General:[/h3]
◆ Attack Speed Growth increased from 2.8 to 3.1.

[h3]Crippling Dagger [RMB]: [/h3]
◆ Bonus Physical Power Scaling increased from 85% to 90%.
◆ Range increased by 5%.



Currently, Sevarog has too flat of a power curve despite his theoretical identity of a ramping late-game monster that wishes to stack his way to victory. In spite of this, Sevarog is currently too hard to keep down and punish, and his presence as a late-game menace often becomes a question of “when he gets there”, rather than “if he gets there”.

For this balance pass we’re skewing Sevarog’s power curve to rely more on his Passive Tier completions if he wishes to gain access to his maximum potential. This can be seen in the removal of the Total Physical Scaling on his Siphon [Q] (with level 1 damage being roughly equivalent to before), less Siphon Healing, less Health gain per stack, but greater benefits per Passive Tier that he achieves. As a result, Sevarogs that farm up and stack well may find even greater success when they snowball, but Sevarogs who are kept down by their opponents will find themselves struggling to keep pace and feeling more vulnerable without their shoulderpads.


[h3]General:[/h3]
◆ Base Health increased from 615 to 630.
◆ Health Growth increased from 92 to 95.
◆ Base Health Regeneration increased from 1 to 1.2.
◆ Physical Power Growth increased from 2.8 to 3.3.

[h3]Reaper Of Souls [Passive]:[/h3]
◆ Siphon Damage per Tier increased from 8 to 15.
◆ Health per Stack decreased from 2 to 1.
◆ Health per Tier increased from 50/100/150/200 to 55/110/165/220.

[h3]Siphon [Q]: [/h3]
◆ Damage increased from 40/65/90/115/140 to 75/90/105/120/135.
◆ 60% Total Physical Power Scaling removed.
◆ Cooldown decreased from 6/5.75/5.5/5.25/5 to 7/6.25/5.5/4.75/4.
◆ Hero Healing decreased from 25% to 15%.

[h3]Colossal Blow [R]: [/h3]
◆ Cooldown increased from 100/80/60 to 110/85/60.



Shinbi’s reliance on Obelisk as a Crest prevents her from being able to shine as a solo act. To compensate her for the Obelisk nerfs we’re granting her some increased sticking power via more dash uptime, alongside some additional damage Scaling to help her stay relevant as a late-game threat.

[h3]Biting Melody [Passive]:[/h3]
◆ Cooldown decreased from 20-9.8s to 16-7.5s.
◆ Magical Power Scaling increased from 12% to 15%.

[h3]Rushing Beat [RMB]:[/h3]
◆ Magical Power Scaling increased from 45% to 50%.
◆ Cooldown decreased from 18/17/16/15/14 to 18/16.5/15/13.5/12.



Inner Fire [R] tends to not feel meaningful enough as a buff when activated so we’re granting Sparrow a little extra speed to help her feel agile in those pop-off moments.

[h3]Inner Fire [R]: [/h3]
◆ Movement Speed increased from 3% to 5%.



TwinBlast has been granted a fun new upgrade to his Rocket Dash [E], and now combat rolls instead when the ability is used on the ground!

[h3]Rocket Dash [E]:[/h3]
◆ [New] While on the ground, Twinblast now combat rolls in his chosen direction instead.
◆ While airborne, Twinblast uses his thrusters to dash through the air.



Despite his relatively strong early-game, the mighty Lizard has a tendency to not feel so mighty in the late-game, often struggling to keep pace unless he is able to Snowball excessively. To bridge this gap, we’re making Zarus less reliant on securing early stacks from his early Ultimate casts and granting him some more inherent late-game Scaling in his Evade [E] and Spear Of Nyr [RMB] abilities, better allowing him to stay a meaningful threat in the end game outside of his Coliseum’s utility.

[h3]Evade [E]:[/h3]
◆ Bonus Attack Speed changed from 15/17.5/20/22.5/25% to 14/18/22/26/30%.
◆ Cooldown decreased from 16/15/14/13/12 to 15/14/13/12/11

[h3]Spear Of Nyr [RMB]: [/h3]
◆ Damage changed from 70/100/130/160/190 to 75/100/125/150/175
◆ Bonus Physical Power Scaling increased from 110% to 125%.

[h3]Coliseum [R]: [/h3]
◆ Takedown Physical Power Gain decreased from 6/8/10 to 4/7/10.



[h2]Crests:[/h2]

[h3]Nex:[/h3]
Nex provides too much excess burst for its users, allowing too many Assassins overkill potential regardless of game state. As a result, we’re bumping down the damage:charge conversion to ensure the eventual Nex burst stays meaningfully high, but more reasonable.

◆ Sow Single Target Damage Store decreased from 30% to 20%.
◆ Sow AoE Damage Store decreased from 15% to 10%.

[h3]Saphir’s Mantle:[/h3]
Saphir’s Mantle is another culprit of providing too much upfront durability to its users when combined with its general utility of increasing your Heroes size and range. To combat its general strength and make it less of a “better Razorback” we’re once again hitting its percent Health gain and opting to give a little more damage potential so that it can be stacked faster throughout a match.

◆ Atlas Maximum Health temporary gain decreased from 15% to 12%.
◆ Atlas Damage increased from 40 to 55.

[h3]Obelisk:[/h3]
Obelisk scales too hard throughout a match and provides much overkill potential, in part due to its inherent scaling that is not reliant on stacking. Similar to Nex, we’re bumping down the raw burst of the item to make it less oppressive.

◆ Condemn Magical Power Scaling decreased from 25% to 15%.

[h2]T2:[/h2]
Barbed Pauldron is too strong of a standalone item and becomes especially potent on some of the beefier Supports. We’re reducing the effectiveness of Pauldron by reducing its Attack Speed reduction Passive to ensure the durability spike remains reasonable.

[h3]Barbed Pauldron:[/h3]
◆ Stickle Max Stacks decreased from 6 to 5
◆ Stifle Attack Speed Slow per Stack decreased from 4% to 3%.
◆ Stifle Renamed to Lesser Stifle.

[h2]Carry:[/h2]
[h3]Dust Devil:[/h3]
Dust Devil struggles to fit into many builds due to the competing options. While by no means a silver bullet to making the item bought more, by decreasing the stacks needed to trigger its Passive, Dust Devil should feel a bit more attractive to slot in for some builds

◆ Cost decreased from 3200 to 3150.
◆ Menace max stack count decreased from 8 to 6.

[h2]Assassin:[/h2]
[h3]Nightfall: [/h3]
A quick damage bump for Nightfall to help it compete with other options in the Assassin class.

◆ Physical Power increased from 35 to 40.

[h2]Mage:[/h2]
[h3]Golem’s Gift:[/h3]
Golem’s Gift doesn’t provide enough durability compared to the damage you give up from other options. Increasing its base armor will allow its users to feel like the purchase is more efficient and justified when looking for extra durability against physical damage dealers.

◆ Physical Armor increased from 30 to 40.

[h3]Tainted Sceptre: [/h3]
Discount Season.

◆ Cost decreased from 3100 to 3050.

[h3]Life Binder: [/h3]
After the changes to Healing mechanics and the 33% effectiveness for AoE damage, Lifebinder predictably has fallen out of favour. To help bring it back to greater parity as a standalone curve option, we’re granting it slightly more Magical Lifesteal and raw Health.

◆ Health increased from 275 to 300
◆ Magical Lifesteal increased from 15% to 18%.

[h3]Dreambinder: [/h3]
Similar to other Mage items, Dreambinder currently is not justifiably to slot into many builds due to its overall niche effect and the opportunity cost of foregoing other damage or Haste options. A quick power bump will help it feel more worthwhile as a purchase.

◆ Magical Power increased from 80 to 90.

[h3]Wraith Leggings:[/h3]
Less zoom for the leggies.

◆ Spectre Movement Speed decreased from 100 to 80.

[h3]Magnify:[/h3]
Though Magnify struggles to find its place in the item shop right now, in the few scenarios it is an attractive choice, it still lacks on the damage front. Like Dreambinder, a small bump in Magical Power will help it feel more potent in on-hit Mage builds.

◆ Magnifying Strikes Bonus Magical Power increased from 6 to 8.

[h3]Prophecy:[/h3]
Same as Magnify & Dreambinder - another quick Power bump for another niche Mage Item to make it more attractive, as Prophecy currently does not provide a hard enough spike upon completion given its investment.

◆ Magical Power increased from 70 to 75.

[h2]Fighter:[/h2]
[h3]Draconum:[/h3]
Draconum users such as Khaimera, Grux & Crunch often do not find enough durability is offered by it compared to other choices, despite liking its effect and stat profile. Some additional armor for Draconum will help it better justify its place in builds and have Fighters considering it further instead of defaulting to Tank options.

◆ Physical Armor increased from 40 to 45.

[h2]Support:[/h2]
[h3]Hexbound Bracers:[/h3]
Hexbound is too close in price to competing Tank items, making it feel unattractive compared to items such as Frostguard and Raiment as their completion window is extremely close together. Therefore, a quick discount to extend the gap between it and Tank options helps to further differentiate it as a cheaper Haste spike.

◆ Cost decreased from 2800 to 2750.

[h2]Tank:[/h2]
[h3]Frostguard:[/h3]
Frostguard strength has been underappreciated for many moons, and now that it has increased in popularity and its strength is more widely acknowledged, it's time to drop the overall power level of this item.

◆ Cost increased from 2900 to 3000
◆ Chilling Presence Application Interval increased from every 0.5s to 1s.
◆ Stifle Stacks are now applied every 1s instead of every 0.5s from the aura.
◆ Stifle Max Stacks decreased from 6 to 5.

[h3]Stonewall:[/h3]
Stonewall is great at dealing with Ability-heavy compositions, but the Stun from Shockwave can often impact a fight too hard. The ability to run into an enemy and rely on Shockwave as a follow up engage tool is unnecessary power and goes against its purpose as a disengage effect, adding to CC overload. Taking a slice out of the Stun’s duration will help it to feel less oppressive while keeping the item’s identity intact.

◆ Shockwave Stun Duration decreased from 1s to 0.75s.

[h3]Unbroken Will:[/h3]
Unbroken Will in its current form may as well be called “Broken Will”. I know it, you know it. This is due to the item being balanced around the previous “bugged” values, which were subsequently patched not too long ago. To bring it back down to acceptable strength we’re opting to reduce the Healing aspect from Persistence instead of the temporary Armor gain from Undying. This is to ensure the item remains attractive as an anti-CC/anti-Burst option, but does not completely hard counter and unfairly outheal the damage from Heroes such as Crunch, Grux and Steel, who often have little choice but to CC their targets.

◆ Magical Armor increased from 30 to 35.
◆ Persistence Max Health Healing decreased from 6% to 3%.
◆ Persistence Healing duration decreased from over 4s to over 3s.



◆ Fixed a bug where Serath could avoid damage from Revenant’s Obliterate (Q) with Heaven's Fury (Q)
◆ Fixed a bugged interaction between Revenant and Saphirs Mantle
◆ Fixed a bug causing Phase’s Telekinetic Link (RMB) to become invisible
◆ Fixed an issue where Recall was uninterruptible during the first frame of the animation
◆ Fixed a bug causing towers to sometimes become un-damageable
◆ Fixed a bug where Morigesh’s Curse [R] SFX is not played for the player
◆ Zarus' Coliseum [R] Now correctly grants stacks regardless of who gets the kill
◆ Zarus now has a button prompt for cancelling Spear of Nyr [RMB]
◆ Fixed a bug causing Zarus’ Spear of Nyr to become un-cancellable
◆ Fixed issues with Zarus' landing audio
◆ Fixed a bug with Twinblast’s Vortex Grenade [RMB] having inconsistent audio when launching it
◆ Fixed a bug where Riktor’s Skewer’s [R] ready voice line would play twice
◆ Fixed a bug causing Kira to not play audio on landing
◆ Fixed a bug causing Fey’s Fly Trap [R] to sometimes not pull Heroes
◆ Fixed a bug causing Seraths hair to scale with FPS
◆ Fixed a bug causing Grux’s Crush [E] to not play hit SFX
◆ Fixed a bug causing Grux’s Jump land audio to not play
◆ Fixed VFX issues with Sparrow’s Ascended and Autumn Fire skins
◆ Fixed a bug causing Hero ability animations to break the jump pads
◆ Fixed issues with Serath using Heaven's Fury [Q] playing hit sounds out of sync
◆ Fixed Serath’s Heavens Fury [Q] impact audio during Heresy [R]
◆ Fixed a bug causing Gideon to play two voice lines during Black Hole [R]
◆ Fixed SFX for Phase’s Telekinetic Link [RMB] when at max range
◆ Fixed SFX for Belica’s Void Drone [E] incorrectly playing firing audio
◆ Fixed Steel’s Aegis Skin missing ability textures
◆ Fixed an issue causing Feng Mao not to play hit sounds
◆ Fixed a bug causing Hero level start voice lines to be heard by ally players
◆ Fixed a bug with the location of projectile audio
◆ Fixed a bug causing Dread’s Shield VFX to show through camouflage
◆ Fixed various map collision issues
◆ Fixed a bug causing Towers to play their target acquisition sound incorrectly
◆ Fixed a bug causing Towers to continue shooting after Core destruction
◆ Fixed the volume of players death and ping sounds
◆ Fixed Hero selection audio in draft
◆ Fixed a bug causing the scoreboard to not show items that are being hovered
◆ Now correctly grey's out the Play button when a player is banned
◆ Fixed the kill feed not displaying in Replay Mode
◆ Fixed various issues with the UI and Social Tab
◆ Fixed a bug causing players to appear to be in queue when they aren’t
◆ Fixed a bug causing the Hero Overview button to be hidden sometimes
◆ Fixed issues with the ambient audio slider
◆ Fixed a bug causing voicelines to play multiple times for Hero if switching skins
◆ Fixed an issue causing incorrect button prompts being displayed in-game when set to Dualsense
◆ Fixed an issue where the controller would work incorrectly when switching the hardware setting
◆ Fixed the camera losing focus on the target when skipping time while in Hero Chase in Replay Mode
◆ Fixed a bug causing the Core rotation to be out of sync in Replay Mode
◆ General UI cleanup



That's all this week!

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

~ Rei & Steggs (Game Design and Community Teams)

Hotfix V 0.11.3 Patch Notes

Hotfix V 0.11.3 justhas been released!
It contains the following changes:

  • Fixed an issue where the player could get stuck in the post-match screen.
  • Fixed an issue where players could amplify movement abilities via opening and closing the shop.
  • Steam players will be prompted to select the preferred version of DirectX upon the launch of the game.

Early Access Balance Patch 0.11.2



Hello Champions,

Get ready, the first balance patch notes of Season 3 (V0.11.2) are here! 

This update will include some exciting mix-ups to the Jungle, with changes to Camp respawn timers and general Camp durability at the forefront. The broader goal of these Jungle changes is to improve the overall gameplay loop for Junglers in the form of additional pathing choices and a greater opportunity cost when opting for too many ganks - but you can read all about this in further detail below!

While the Jungle changes are the meat of this patch and will require further tuning over-time, you can also expect a range of Hero adjustments and bug fixes, including some light nerfs to the our newest addition, Serath; as well as the ability for Zarus to gain Ultimate stacks on Takedown; and some UI adjustments! The patch is available to download right now.

Let’s dive into it!

~ Import (Game Design)





[h2]Revenant Raven Quill Skin[/h2]
Halloween is just around the corner where all things creepy and spooky come out to play… You can too, with Revenant’s new Raven Quill skin [Rare]!


Stun your enemies with your eldritch good looks, first available in V0.11.2!





[h2]Design Time - Developer Livestream[/h2]



On Wednesday 4th October at 19:00 BST, we’ll be live on our Twitch channel with three members of our design team to discuss topics like balance, gameplay and lots more, as well as answering some community questions submitted on Reddit. If you would like to post a question, just drop it in the comments section of this post here.

You can expect lots more livestreams as Season 3 progresses, ranging from informational streams like this to more play oriented ones. So keep an eye out for a schedule coming soon!









Drongo’s Boomerang allows him to apply a lot of pressure in the early lane stage, granting him the deadly combination of strong wave clear and extreme burst when paired with his Rad Rounds. To help slow him down and give more windows of weakness, we’re increasing Old Rusty’s cooldown in the early stages of a match. Likewise, we’ve remedied a bug with his Ultimate’s Shred effect, and have lowered the Shred to compensate for its overall increase.


[h3]Old Rusty [RMB]: [/h3]
◆ Cooldown increased from 10/9/8/7/6 to 12/10.5/9/7.5/6.

[h3]Shrapnel Cannon [R]:[/h3]
◆ Physical Armor Shred decreased from 35% to 25%. 
◆ [Bugfix] Shred now applies for the correct amount. (23% > 25%)



In Offlane, Feng Mao’s ability to take short trades with his Shield and accompanying Basic Attack Reset gives him too much strength in the early game - especially when paired with his high Health Regeneration. We’re pulling back on this early strength to ensure he does not run-down his opponents as easily while being more prone to chip damage as a result of having less inherent regeneration.

[h3]General:[/h3]
◆ Base Health Regeneration decreased from 2.7 to 2.
◆ Basic Attack Timer (BAT) increased from 1.1  to 1.15.

[h3]Safeguard [Q]:[/h3]
◆ Mana Cost increased from 50 to 60.
◆ Shielding changed from 90/125/160/195/230 to 80/120/160/200/240.



Greystone overperforms in the Jungle due to his general durability and capacity to run down opponents and hard reset a fight with his Ultimate’s healing. To help mitigate this, we’re dropping the potency and uptime on his ultimate in the early stages of the match, while granting his Make Way a lower cooldown in the earlier stages of a match to help him keep better pace in the Offlane where he sees far less success. 

[h3]Make Way [Q]:[/h3]
◆ Cooldown decreased from 14/13/12/11/10 to 12/11.5/11/10.5/10.

[h3]Sacred Oath [E]:[/h3]
◆ Duration decreased from 6s to 5s. 

[h3]Stone Forged Soul [R]:[/h3]
◆ Cooldown increased from 150/125/100 to 160/130/100.
◆ Minimum Healing decreased from 14%/17%/20% to 14%/16%/18%.
◆ Maximum Healing decreased from 42%/51%/60% to 42%/48%/54%.



The health regeneration offered by Kallari’s Shadow Walk can be difficult to utilise as a sustain tool in the earlier stages of a match and can be difficult to extract value from. We’re giving it an extra kick in the earlier stages of the match to feel more meaningful, while ensuring her Regeneration capabilities do not become too overbearing in Offlane with a small increase in Mana cost on the ability. 

[h3]General:[/h3]
◆ Base Mana increased from 265 to 275.

[h3]Shadow Walk [Q]:[/h3]
◆ Health Regeneration increased from 6/7/8/9/10 to 8/9/10/11/12.
◆ Mana Cost increased from 50 to 60.



Khaimera’s general durability as a match progresses can become overbearing when he’s allowed to sit in a fight undisturbed. By dropping down the overall healing offered by his Spirit Regeneration stacks in the later stages of a match, Khaimera will find himself more susceptible to burst damage should he dive too deep into the fray.

[h3]General:[/h3]
◆ Physical Armor Growth decreased from 3.6 to 3.4.

[h3]Spirit Regeneration [Passive]:[/h3]
◆ Health Regeneration per stack at levels 1-18 decreased from 0.7-5.5 to 0.7-4.6. 

[h3]Ambush [RMB]:[/h3]
◆ Stacks on use increased from 3 to 5. 



A quick bump down in Slow duration for Muriel’s Serenity to reduce her ability to set up a run-down scenario for her Allies. 

[h3]Serenity [Q]:[/h3]
◆  Slow duration decreased from 2.5s to 2s.



Rampage has fallen out of favor since his previous round of adjustments. While he may benefit from the Jungle adjustments, providing a bit more upfront damage to Pounce will help him better convert his engagements into winning plays.

[h3]Pounce [RMB]: [/h3]
◆ Damage increased from 80/110/140/170/200 to 90/120/150/180/210.
◆ Bonus Health Scaling increased from 8% to 9%. 



Riktor’s ability to be an immovable object in lane, in the Support role, offers him too much presence when combined with the threat of his hook. We’re dropping down his Level 1 base stats to make him more punishable should he overstep, while shifting around some of his damage values to ensure he is not overly impacted in the Jungle or Offlane. 

Additionally, with the new adjustments to Jungle Camps, Riktor no longer needs his bonus damage to keep up his clear speeds so we’ve opted to remove it.

[h3]General:[/h3]
◆ Base Physical Power decreased from 55 to 52.
◆ Base Health decreased from 610 to 590.
◆ Health Growth increased from 102 to 104.
◆ Base Physical Armor decreased from 31 to 28.
◆ Base Health Regeneration increased from 1 to 1.2.

[h3]Shock Therapy [Q]:[/h3]
◆ Magical Power Scaling increased from 40% to 50%. 
◆ Damage increased from 60/95/130/165/200 to 65/100/135/170/205.

[h3]Electrocute [E]:[/h3]
◆ Damage decreased from 110/155/200/245/290 90/140/190/240/290.
◆ 20% Bonus Monster Damage removed.



Serath seems to be performing in-line with her high risk; high reward identity. However, her ability to blow through targets and run down opponents can prove too overwhelming should she secure a gold lead. Alongside decreased movement speed while her Ultimate is active, a reduction in the scalings on Serath’s Heaven’s Fury and Chastise abilities will see her having a harder time securing that all-important reset. 

[h3]Heaven’s Fury [Q]:[/h3]
◆ Damage increased from 45/65/85/105/125 to 50/70/90/110/130.
◆ Total Physical Power Scaling decreased from 60% to 45%. 

[h3]Chastise [RMB]: [/h3]
◆ Chastise Bonus Physical Power Scaling decreased from 80% to 75%

[h3]Heresy [R]:[/h3]
◆ Movement speed decreased from 15% to 12%. 



We’ve fixed a bug on Zarus’ ultimate so that he can now gain stacks from his Ultimate Target, as long as he gains a Takedown on them while in the Coliseum. This will allow his stacking potential to become more consistent and better reward him for using the ability to make plays without needing to personally secure the kill. 

[h3]Coliseum [R]: [/h3]
◆ [Bugfix] Now correctly grants stacks on Takedown.



[h2]Crests:[/h2]
A quick shift in stat profile for Nex to make it less pen heavy and more comparable to other Assassin Crest choices.

[h3]Nex:[/h3]
◆ Physical Power increased from 12 to 15.
◆ Physical Penetration decreased from 15 to 12.



Jungle currently falls behind other roles in regards to farming and relies heavily on getting kills and interacting with the map to get any sort of advantage. Our initial pain points are that Jungle Camps are too durable too early relative to Hero and itemization strength. This makes the time investment required to kill a camp relative to its reward very hard to tune.

Our goal is to make the Jungle role play faster and allow for more Jungle versus Jungle interaction in the form of invading and counter jungling, while also allowing for more Hero diversity in the Jungle. Additionally, making Jungle camps less durable allows for other roles to be able to take Jungle Camps more frequently, thereby allowing other roles to interact with Junglers more easily.

We are always looking to improve each role’s general experience and loop, and in the case of Jungle, this is the first of several balance changes aimed at nudging the role’s gameplay loop and diversity in a healthier direction. 


[h2]Hunt/Wild Hunt:[/h2]
For those unaware, Hunt provides Junglers with a Burning damage over time (DoT) effect when they damage Monsters as part of its “Jungler” Passive. This damage was previously magical, but we’re shifting it to true damage to normalise its damage against all Monster types while also allowing it to apply on Melee Cleave damage, making it easier to spread and further normalising clear speeds for different Jungler Class-types such as Tanks and Melee Mages.

On top of this, Hunt’s Burn effect now scales with additional stat types, ensuring that all Classes of Jungler can better keep pace in their clears throughout a game, be that a Health and Armor stacking Rampage, or a Magical Power Assassin such as Countess. 

◆ Jungler Monster DoT damage type changed from magical to true damage.
◆ Jungler Monster DoT is now applied on Melee Basic Attack Cleave damage.
◆ Jungler Monster DoT Magical Power Scaling increased from 15% to 30%.
◆ Jungler Monster DoT Bonus Health Scaling increased from 3% to 4.5%.
◆ Jungler Monster DoT now Scales with 15% Bonus Physical Power.
◆ Jungler Monster DoT now Scales with 22.5% Bonus Physical Armor.
◆ Jungler Monster DoT now Scales with 22.5% Bonus Magical Armor.

[h2]Jungle Scaling/Respawns:[/h2]
Not only have we adjusted the Base Stats and Growths of various Camps, but the Generic Jungle camps no longer level up their selected base stats as deep into a match, instead stopping at around 22m game-time (level 11), rather than at around 30m game-time (level 15). This further enables all Heroes to more swiftly pick them off for additional gold as a match unfolds into the late-game, and will result in less excessive time commitments needed when clearing camps deep into a match.

Additionally, Normal Jungle Camp respawn timers have been reduced by 15s, and when paired with their general durability changes, farming camps will now feel faster at most stages of a game, as well as allow for new pathing and invading opportunities for Junglers now that the uptime is high and time commitment lower. This will help provide greater parity to the benefits of committing to playing a more farm-heavy style compared to spam-ganking. 


[h3]General:[/h3]
◆ Black, Grey, White and Brown Camps now stop gaining Health, Armor and Physical Power at level 11 instead of level 15.
◆ Black, Grey, White and Brown Camps respawn time decreased from 135s to 120s.
◆ Red and Blue Buff Camp Respawn Timers increased from 240s to 250s.

Black Camp (2):
Large:
◆ Base Health changed from 1782 to 1632.
◆ Health Growth changed from 150 to 175.
◆ Base Physical Power changed from 24 to 20.

Medium:
◆ Base Health changed from 1032 to 1072.

Grey Camp (3):
Large:
◆ Base Health changed from 1740 to 1350.
◆ Health Growth changed from 85 to 150.

Small:
◆ Health Growth changed from 60 to 100.

White Camp (4):
Medium:
◆ Base Health changed from 972 to 1112.
◆ Health Growth changed from 130 to 150.
◆ Base Physical Power changed from 16 to 13.
◆ Physical Power Growth changed from 7 to 6.

Small:
◆ Base Health changed from 648 to 718.
◆ Health Growth changed from 70 to 120.
◆ Base Physical Power changed from 10 to 8.

Brown Camp (5):
Medium:
◆ Base Health changed from 1080 to 1180.
◆ Health Growth changed from 100 to 125.
◆ Base Physical Power changed from 12 to 10.
◆ Base Magical Armor changed from 15 to 0.

Small:
◆ Base Health changed from 660 to 705.
◆ Health Growth changed from 60 to 90.





◆ Fixed a bug that increased post-match Main Menu load-in time.
◆ Fixed a bug where EasyAntiCheat could cause issues loading the game after patches.
◆ Fixed a bug where Oathkeeper was scaling with Base Physical Power, not Total Physical Power.
◆ Fixed a bug where Oathkeeper’s description did not state its Total Physical Power Scaling in-game.
◆ Fixed a bug where Warrior Crest was not gaining stacks at level 1.
◆ Fixed a bug where Twinblast’s Vortex Grenades [RMB] was listed as physical damage instead of magical.
◆ Fixed a bug where Zarus would not gain Movement Speed on Ultimate use with Augmentation.
◆ Fixed a bug causing Murdock’s Basic Attack VFX to not play on every shot.
◆ Fixed a bug causing Quick Cast to not function correctly with items such as Wards.
◆ Fixed a bug causing Basic Attack SFX to cut off when shot around walls.
◆ Fixed a bug where Users could join a party that was already in matchmaking queue.
◆ Fixed a bug where Users were listed in an active Party when queuing Solo for a match.
◆ Fixed a bug where the post-match XP bar on the User Interface was misaligned.
◆ Fixed a bug where the post-match XP bar on Hero Unlocks was not displaying the correct progression.
◆ Fixed a bug where Hero Unlock progression was misaligned on the Hero Collection screens.
◆ Fixed a bug where the Heroes Store screen was missing a confirm prompt.
◆ Fixed a bug where Hero Portraits would become squashed on their Purchase Confirmation prompt.
◆ Fixed a bug causing in-game Item icons to shake when bound to specific keys.
◆ Fixed a bug causing online players to appear offline/online incorrectly.
◆ Fixed a bug where the in-game Shop would not display Items correctly on reconnect with Auto-open.
◆ Fixed a bug where Controllers would get stuck in a Basic Attack loop when the in-game Shop opens/closes.



That's all this week!

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