Predecessor Hotfix V0.7.3


◆ Resolved an issue that prevented new skins from showing.



Heya Champions! o/
The V0.7.2 balance patch is just around the corner and it is shaping up to be BIG. We also hope that it’ll mark the beginning of the end of our focussed efforts to tackle Time To Kill (TTK) improvements in Predecessor. As a reminder, our goal is to create a mid-late game environment that promotes more back and forth gameplay, more tense fights and most importantly, more rewarding counterplay.
The largest part of this process is of course, fiddling with the base stats of our Heroes. A lot of our Heroes have fairly varied base stats that were once fitting, but due to the changes we’ve made throughout Early Access are now no longer suitable. Generally speaking we’ll be looking to make most Heroes more durable, even in the early game, largely due to Crest sustain decreasing in the previous update meaning that damage now sticks better. However a couple heroes will be made a little squishier for certain cases and we’ll explain this reasoning case by case.
Next up, items are also getting a big check up. Lots of passives are losing additional tack-on effects that end up contributing heavily to shorter TTK scenarios due to overloaded effects. Most of these are being trimmed off, reduced or reworked.
Finally, as stated, a few items are also getting reworked to allow Tanks to provide a more utility-focused and durable role within a team, whilst providing options to more players to deal with those Tanks with particular itemisation. Now that Tanks have their new fun Crests to play with, we want their usual items to reflect a similar behaviour. As such we’re trimming their damage, haste, and natural use cases to provide more durable and utility-oriented effects.
Upcoming patches may look to make adjustments to the changes brought about in this patch as we continue to revise and hone our balance and design towards our original goal, so expect reaction based changes rather than a new goal or purpose over the next few weeks.
- Bloodmordius, Senior Game Designer



Greetings Champions! It’s time to talk about Content Update V0.7!
As the thick fog clears around a wrathful Forest, Morigesh is revealed as the next Hero joining the Predecessor roster!
We’re practically buzzing to talk about this deadly force of nature, but first we want to go into more detail about those oft-mentioned TTK changes we’ve been promising.
V0.7 represents the first half of the large sweeping changes we’re making to fully address the TTK (Time To Kill) issues we’ve identified in Predecessor. Specifically, this week we’re resting our sights on Crests, Minion Towers and XP issues. These can all be tackled separately and should serve to lay a stronger foundation for the upcoming 0.7.X Balancing Patch that will dive deeper into Hero base stats, Abilities and Items. It’s important that we make those changes in tandem, otherwise we risk creating some rather harsh imbalances.
For now our first goal is to decrease Crest sustain and lower their overall stats. This will allow us to create a Laning environment where committing to your abilities when trading feels more meaningful, as damage will carry more significance and force opponents to return to base more often. It will also allow us to provide more base durability, making it harder for Heroes to take each other out in the early stages of the game when they commit to those all-in pushes. Lastly it also allows us to decrease Minion damage to Heroes as there will be less natural sustain to mitigate it. With these changes we’ll be taking the opportunity to rework some T3 Crests to help provide more exciting Power Fantasies for you all to enjoy.
After this we have changes to our XP gains from objectives. We’ll mostly be shifting away from global XP sources so that leads achieved on one side of the map don’t tip the balance on the other side. It can feel really unfair for a player to be winning their lane, but global XP sources catch their opponent up in spite of their efforts. This is a leading cause of team snowballing and how objectives can snowball into each other.
Finally, we’re also taking the opportunity to review our last new Hero, Phase, after lots of valuable community feedback. Her kit struggles a lot due to her former identity and legacy from Paragon, having had tools that incentivised a backline-heavy playstyle that was often quite non-interactive. Right now it’s beyond our scope and capacity to rework her playstyle into a more close-range one as it would require heavier revisions to all elements of her kit holistically. Instead we’ll be repositioning Phase into more of an enchanter role, hoping to carve out a strong identity as a Hero that can rescue her teammates from crucial mistakes.
















Heya Champions! o/
As we gear up towards the v0.7 content patch we’re tiding you over with a slightly smaller balance patch, this time decreasing the damage values of some Mage, Assassin and Bruiser itemisation to push back the raw strength of their early item spikes. The aim here is to decrease the snowball potential of non-ADC roles, while helping push towards our larger and more long term TTK goals.
We’ve also been keenly listening to your feedback - powering up Phase who didn’t quite stick the landing when she was introduced last week. Grux is also getting some help, this time to his mid-late game potential. He may have thick skin but this Rhino definitely needs a little love.
Looking beyond this week however, we’re excited to say that the v0.7 patch we mentioned just a moment ago is coming along very well, and we can’t wait to share it with you in a couple of weeks. Things could still change depending on how swamped we are but right now we're hoping to lace it with some VERY big changes that'll help us push further towards those TTK goals. Watch this space!
Thank you all as always for your ongoing support - have a lovely week!
- Bloodmordius, Senior Game Designer
New Skins
Get ready for a fresh new look with this season’s hottest new skins! Head to the store to find the following:
◆ Red Death Kallari [Common]
◆ Siege-Breaker Crunch [Common]
Find them in the store and let us know what you think!Replay Improvements
We’ve been listening to your feedback and working hard to improve the recently-added Replay system. In this update we’ve added some extra functionality to keyboard and mouse keybindings as well as improving the bindings for those of you using gamepads. This does mean that some buttons have changed functions, so please check the updated tables below to avoid confusion.![]()
As mentioned already we’re giving the Rhino some love this week, buffing his passive to help keep the bleed relevant even in the later stages of the game, which until now has become especially unnoticeable when your opponents start to pick up more sustain. We’re also pumping up his Double Pain a bit to help him retain some laning strength against matchups that he really should be winning (*stares at Sevarog*).
◆ Bloodlust Base Damage increased from 5 (+2 per level) to 5 (+3 per level).
◆ Double Pain Base Damage increased from 10/30/50/70/90 to 20/40/60/80/100.
◆ Crush Bonus Physical Power Scaling decreased from 80% to 70%.![]()
Howitzer continues to be a problem to the current meta so we’re gonna be a problem to him. We’re continuing to target his damage potential, particularly his Slow Grenades, helping decrease his zone potential and lower how reliably he can poke from a distance.
◆ Slow Grenades Base Damage decreased from 30/60/90/120/150 to 30/50/70/90/110.
◆ Slow Grenades Secondary Grenade Damage decreased from 6/12/18/24/30 to 6/10/14/18/22.![]()
It’s no big secret that Phase has struggled a little bit since her release, so we’re lending her a hand in the early laning phase with some base damage bumps and uptime changes on her Energy Lance ability. We’ll be looking into further changes for her down the road but they’ll require more testing that we could squeeze in ahead of this balance pass, so you can expect those at a slightly later date.
◆ [Bug Fix] Fixed an issue where the blind from Psychic Flare was not being affected by tenacity.
◆ Base Physical Power increased from 46 to 52.
◆ Energy Lance Base Damage increased from 40/60/80/100/120 to 60/90/120/150/180.
◆ Energy Lance Bonus Damage decreased from 40/60/80/100/120 to 30/45/60/75/90.
◆ Energy Lance Scaling increased from 40% to 50%.
◆ Energy Lance Bonus Damage Scaling decreased from 40% to 25%.
◆ Energy Lance Cooldown decreased from 20/18.5/17/15.5/14 to 18/17/16/15/14.![]()
T2:
Ruthless Broadsword: It’s always been a little awkward to shake off those pesky Corrode stacks. We’re pulling it in line with other stacking conventions and decreasing its potency to help tanks hold their ground slightly better, even when being shredded.
◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.
Crests:
Leafsong: Leafsongs uptime makes it a little harder to pick up when pitched against other options, so we’re letting it be used more leniently to allow easier engagements and disengages.
◆ Phantom Rush Cooldown decreased from 120s to 100s.
Carry:
Viper: Matching the broadsword changes above, Viper’s evolved forms are also getting the same adjustments.
◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.
Assassin:
Deathstalker: Again matching the broadsword change, Assassin’s evolved forms also need the same adjustments.
◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.
Malady: Malady is the first on the chopping block for a cut to its damage potential. Currently it’s a very powerful first buy because the item scales far too fast. We’re decreasing its infinite scaling potential so that Heroes don’t ramp up too fast on their first few procs.
◆ Demise Additional Damage per Stack decreased from 10 to 5.
Painweaver: Painweaver is also another very powerful buy for assassins and thus is getting a small nerf to its effect to stop certain purple rascals running rampant ‘round the battlefield.
◆ Splice Bonus Physical Penetration per stack decreased from 4 to 3.
◆ Splice Bonus Movement Speed per stack decreased from 4% to 3%.
Fighter:
Augmentation: Augmentation is a very powerful first item pickup for Crunch and provides too much of a spike relative to his other options. We’re toning down its damage potential which will hopefully directly affect Crunch's currently too powerful early-game.
◆ True Strike Total Physical Power Scaling decreased from 50% to 40%.
Basilisk: Matching the broadsword changes, Basilisk's evolved forms also need the same adjustments.
◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.
Mage:
Azure Core: With most first-item spikes getting taken down a notch, Azure needs similar treatment. This is to help match the item spikes a bit more so that Azure isn’t as overwhelming an option as we decrease the damage potential of other, more offensive first-buys.
◆ Arcane Magic Maximum Mana Scaling decreased from 4% to 3.5%.
Combustion: Another victim of abuse in the early game, Combustion grants a Mage too much kill threat on the first item spike and so is getting nerfs to its initial damage and uptime. The cooldown change should also stop heroes like Howitzer getting off multiple rotations of the effect easily in extended trades.
◆ Pyro Base Damage decreased from 70 to 55.
◆ Pyro Cooldown increased from 12s to 15s.
World Breaker: World Breaker is a big offender due to a lot of its interactions, but for now to wrangle it in line with other options here we’re also decreasing its damage potential.
◆ Fiend Percent Increased Magical Damage decreased from 4% per stack to 3% per stack.
Wraith Leggings: Wraith Leggings, especially alongside Combustion, is providing far too much of a burst spike for mages in the early game. So, like a few items today, it’s also taking a hit - this time to its burst potential.
◆ Carnage Percent Increased Magical Damage decreased from 20% to 15%.
Tank:
Crystalline Cuirass: Crystalline creates some challenging matchups for heroes like Shinbi and Countess, so we’re shifting some of its damage output into its defensive stats.
◆ Health increased from 200 to 275.
◆ Volatile Maximum Health Scaling decreased from 3% to 2%.
Dynamo: Dynamo is also providing too much offensive potential and sees a lot of abuse from Support roles due to its powerful shred that keeps our Tanks quaking in their booties. Decreasing both the potency and duration should give said Tanks more wiggle room when navigating fights against Dynamo users.
◆ Immobilizer Percent Shred decreased from 30% to 20%.
◆ Immobilizer Shred duration decreased from 4s to 3s.
◆ Fixed an issue where Corrode was not correctly applying on Drongo and Grux Passives.
◆ Fixed an issue where Tainted Guard Scaling was incorrect.
◆ Fixed an issue where Murdock’s Stimpack was cleansing slows.
◆ Fix a bug where Phase’s Telekinetic Link [RMB] was not playing SFX correctly.
◆ Fixed a bug where a debug sphere would appear when spectating players while dead.
◆ Fixed issues related to replays when viewed back using controller inputs.
◆ Resolved a bug related to player positioning on the mini-map.
Additional bug fixes/patch notes may be added to this post once the update is live.
That's all this week!
Let us know what you think of these changes over on Twitter, the official Subreddit or our Discord server!