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Predecessor News

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%

Predecessor: Hotfix v0.2.1 is live!

Hotfix 0.2.1 is now live and addresses a few issues that came with yesterday's update. We've also seen that some players are concerned about our newly introduced ban scaling, so we are slightly adjusting it and will monitor the changes closely.

Predecessor: Hotfix v0.2.1

BUG FIXES
  • Fixed a bug where the center kill feed would show numbers instead of player-names
  • Fixed a bug where Gadget's Seek And Destroy [RMB] decal had the incorrect team colour
  • Fixed a rare bug that could cause the Server to crash
  • Fixed a bug where Feng Mao's movement speed was increasing above its intended value
  • Fixed a bug where Custom Matchmaking without a code would show an incorrect error
  • Fixed a bug where Howitzer's abilities were incorrectly triggering Mutilator's passive Mutilate multiple times
  • Penalties for AFKing or Dodging Draft were incorrectly using player data from previous game versions. This has been fixed; incorrect bans have now been removed and future penalties will now only be calculated using data from V0.2.1 onwards


BAN ADJUSTMENTS
The penalty scaling for AFK/Draft Dodging has been adjusted to be less punishing.
  • 1st penalty results in a 30 seconds ban
  • 2nd penalty results in a 5 minute ban
  • 3rd penalty results in a 15 minute ban
  • 4th penalty results in a 30 minute ban
  • 5th penalty results in a 30 minute ban
  • 6th penalty results in a 30 minute ban
  • 7th penalty results in a 1 hour ban
  • 8th penalty results in a 1 hour ban
  • 9th penalty results in a 1 hour ban
  • 10th penalty results in a 12 hour ban
  • 11th penalty and onwards results in a 24 hour ban

We will continue to monitor this ban system and adjust accordingly

Predecessor Patch v0.2 is live!

Hey everyone! Our first major update for Predecessor, Patch v0.2, is going live on Thursday the 15th of December 2022 and we wanted to outline all of the changes we’ll be shipping.

This update includes a range of new features and improvements as well as a range of balance changes that Bloodmordius will share below. This update is typically larger than we’d normally expect as many of these changes were mid-development or in testing as our Early Access launched.

This will be our last major update for 2022 so from everyone at Omeda Studios we wish you a great winter break and a happy 2023. See you in January for patch v0.3!
- alex, Lead Game Designer

Check out the video overview for Patch v0.2
[previewyoutube][/previewyoutube]

[h2]NEW HERO ARRIVES[/h2]
Our wonderful Vampiric Matriarch is here to feast upon her enemies! We find her most optimal in offlane or midlane, but feel free to try her out in the Jungle too!


[h3]COUNTESS:[/h3]
Passive: Blood Tithe
Unique Hero Takedowns permanently grant her an additional 2% Magical Lifesteal, stacking up to 10 times.

Primary Ability: Shadow Slip
CD: 12/11/10/9/8
Cost: 70
Effect: Countess targets a nearby enemy and blinks to it, leaving behind a shadow, dealing 70/100/130/160/190 (+30% Magical Power) magic damage and slowing them by 40% for 1.25s. If the target is a Minion or non-epic Monster, it takes 300% increased damage. Retrigger within 4 seconds to return to the shadows position.

Secondary Ability: Eventide
CD: 12/11/10/9/8
Cost: 60/65/70/75/80
Effect: Countess sends out a cloud of darkness dealing 80/130/180/230/280 (+70% Magical Power) magical damage.

Alternate Ability: Blade Siphon
CD: 9/8/7/6/5
Cost: 50/55/60/65/70
Effect: Countess spins, dealing 70/105/140/175/210 (+80% Magical Power) magic damage to nearby Enemies and healing herself for 10/12/14/16/18 (+6% Magical Power) for each Enemy hit. Against Heroes the healing is increased by 400%.

Ultimate Ability: Feast
CD: 120/100/80
Cost: 100
Effect: Countess jumps to a nearby Enemy Hero, forcing them to look at her and suppressing them for 0.75 seconds before dealing 150/225/300 (+10%(+5% Magical Power) of the target’s maximum health) magic damage, as well as healing Countess for 50% of the damage dealt.

[h2]MAJOR GAME IMPROVEMENTS[/h2]
Added Custom Matches selectable via the change game mode. Only supports 5v5 and all players need the same custom key to play together. This is our first version of custom games and we plan to add more features to it so players can customise games further.

Players can now report other players via the in-game scoreboard, during the game.
It's currently not possible to report players after the game has ended, but we will be adding this in a later update.


The Camera has been moved back and up away from all heroes.
Based on community feedback we have adjusted the camera to enhance the experience and give a better view of the action, we will continue to monitor feedback so be sure share your thoughts on the changes.


Changed the name of Coins to Platinum and updated the icons in the game.
Coins are the currency gained from the EA bundles and the currency that will be sold in the store for real money. We changed the currency to Platinum to better distinguish the currency from the gold gained inside a match used to purchase items.


Added Hero voice lines when a Hero’s ultimate is ready for all heroes.
We want the personality of our heroes to shine so over time we will be adding in more and more of their voice lines into the game.

In-game team chat is now disabled by default but can be enabled in the options menu.
We have decided to disable in-match chat by default based on feedback from the community but it can be re-enabled through the options menu. Chat will still be available in draft as we have seen it used as a helpful tool to get players through Hero and role selection. We will continue to improve the overall chat experience over time with additional features.

A Hero selection will be automatically locked in if a player has already selected them during the draft and they are still available when the lock in timer reaches 0.
This change should reduce the amount of times a draft is dodged when someone is not focused on the game. We have also fixed some bugs that caused the sound effects in the draft screen to not play. We hope both these changes improve the draft experience and make it more likely a draft succeeds.

Added automatic scaling penalties for players that dodge draft or AFK in game.
Scaling Matchmaking Ban:
» 1st penalty results in a 30 second ban
» 2nd penalty results in a 5 minute ban
» 3rd penalty results in a 15 minute ban
» 4th penalty results in a 30 minute ban
» 5th penalty results in a 1 hour ban
» 6th penalty results in a 12 hour ban
» 7th penalty and onwards results in a 24 hour ban
When receiving a new penalty the system checks how many penalties have been given in the last 7 days to determine the new total.
To address players that are leaving games or going AFK we will automatically apply matchmaking bans to players. Reporting players that are AFK help to drive the process that identifies persistent AFK'ers so please report anyone AFK you see!

Fixed a bug where ranged auto attacks were desynced, this should improve the feeling of all ranged basic attacks. We have fixed a range of bugs that should improve the feel of ranged auto attacks, including sound adjustments. Let us know how you feel about the changes.

[h2]GAMEPAD IMPROVEMENTS[/h2]
  • Gamepad users can now press the Y/Triangle button to activate the Play button without using the virtual cursor.
  • Gamepad users can now press B/Circle to go back to the previous menu whenever the Back button is available.
  • Gamepad users can now press LB/L1 & RB/R1 to switch tabs in menus.
  • The Communication Wheel now displays the gamepad buttons used to navigate it.
  • Added Gamepad vibration feedback when a hero takes damage from a tower.


[h2]OTHER IMPROVEMENTS[/h2]
  • Added a Social Banner and a link to our Patch Notes on the Main Menu.
  • The in-game search bar now searches item descriptions as well as item names.
  • Sentry now has a new VFX.
  • Surrender vote now ignores AFK players.
  • Added shop keybinding to the Hints panel on the left of the HUD.
  • Added a sound when your party changes size.
  • Muriel’s & Murdock’s Ultimate Ability are now forced to Normal Cast as they are unusable with Quick and Instant cast.
  • Improved SFX for Sparrow Basic Attacks and Piercing Shot.
  • Increased the base volume of all sounds.
  • Adjusted the volume of Hero voice lines.
  • Updated the recommended items for Sevarog.
  • Melee Heroes now have the offset health bar by default to accommodate the new camera position, which can be changed to centre in the menu.
  • Updated the error message a player receives when they are banned from match making, to better reflect the new bans.
  • Added Kill Notifications to the centre of the screen, can be disabled in the Settings menu.
  • Esc on the keyboard now goes back to the previous menu whenever the Back button is available.


[h2]BALANCE UPDATE[/h2]
Hey guys o/, overall our win rates for our Heroes have been fairly solid, with no-one dipping below 47% and no-one creeping above 54% (looking at you orange man). For balance we’re looking to tackle some of our larger outliers amongst our current cast. Be aware that some item nerfs and changes (such as increased anti-heal) will also heavily impact the balance of our heroes and thus we expect to see a fairly large shift towards normality amongst the Heroes' win rates.
- Blood, Senior Game Designer

General:
Heroes with magical power scaling deal 50% of their magical power as tower damage instead of using a Hero's basic attack scaling.

Crunch:
Crunch has been a terror since EA hit, however we want to retain his high uptime playstyle to keep his unique flair among the roster bright. We’re opting to heavily decrease his overall damage output and specifically target his healing when building physical power. Alongside this we’re shifting some of his magical scaling into his Right Crunch to allow a more utility/crowd-control oriented play when opting into high magical power itemisation.
Bear in mind, with these changes come anti-heal buffs and Mutilator nerfs (check item section). These should further decrease his effectiveness.
  • Cross Crunch Physical Power Scaling decreased from 20% to 10%
  • Cross Crunch Magical Power Scaling decreased from 20% to 10%
  • Left Crunch Physical Power Scaling decreased from 115% to 110%
  • Left Crunch Magical Power Scaling decreased from 65% to 50%
  • Right Crunch Base Damage decreased from 70/110/150/190/230 to 70/105/140/175/210
  • Right Crunch Magical Power Scaling increased from 40% to 60%
  • Re-Crunch Physical Power Scaling decreased from 25% to 10%
  • Re-Crunch 10% Magical Power Scaling added.
Dekker:
Dekker has been extremely disruptive, as is her nature. We’re looking to decrease her uptime, especially in the early to mid stages of the game. Additionally we opted into making her a little less durable in the later stages of the game, to better reward people who (somehow) catch her out.
  • Physical Armor Growth decreased from 4 to 3.5
  • Stasis Bomb Cooldown increased from 16/15/14/13/12 to 18/17/16/15/14.
Drongo:
Drongo has been on the weaker side of our roster, let alone our ADCs. We’re giving him a large QOL buff on his ultimate to stop it getting cancelled out too early and granting him some skill expression in teamfights. Additionally he's been given some buffs to his cooldown allowing his abilities to be available more often.
  • Rad Rounds Cooldown decreased from 16 to 14
  • Shrapnel Cannon Cooldown decreased from 110/100/90 to 100/90/80
  • Shrapnel Cannon now provides 0.5s of CC immunity when casting.
Feng Mao:
Lil oopsie on Feng Mao’s descriptions, we’ll keep monitoring him balance wise but feel he has landed in a good spot thus far! There is also a strong QOL buff for his safeguard that will increase his burst potential when utilised by our skilled players.
  • Hamstring Description now correctly states a 25% reduction of Reaping Dash Cooldown.
  • Feng Mao’s Safeguard now resets his basic attack timer.
Howitzer:
Howitzer is the only mid laner we currently feel heavily out performs the rest of the roster. His abilities are not the hardest to hit and deal damage with, so we’re opting to decrease his scalings a little bit so he doesn’t snowball as viciously.
  • Land Mine Scaling decreased from 50% to 45%
  • Make it Rain Scaling decreased from 108% to 96%.
Muriel:
Muriel is one of our harder to play supports, but has also fallen a little flat on her defensive side. With Prophecy getting a little nerf, we’re comfortable buffing up her shields to better protect her ADCs. We’re also increasing the size of her Serenity to lend a bit more forgiveness in lane when attempting to poke skinnier targets.
  • Serenity Projectile Radius increased by 33%
  • Consecrated Ground Base Shield increased from 90/135/180/225/270 to 100/150/200/250/300
  • Alacrity Base Shield increased from 40/65/90/115/140 to 50/80/110/140/170.
Riktor:
Riktor plays have been had left and right and we love to see it! However the big ol’ 2 chains is a bit too durable in the later stages of the game, so we’re bumping down his health growth and reducing his early mobility. Alongside this comes a huge QOL change making his ultimate a suppression over stun, meaning tenacity will no longer affect it. If he’s CC’d they have to be too!
  • Health Growth decreased from 110 to 102
  • Electrocute Cooldown increased from 8 to 10/9.5/9/8.5/8
  • Skewer Stun changed to a Suppression.
Sevarog:
Sevarog is mostly getting some bump downs through his itemisation, however we’re pushing some of his health scaling from Reaper of Souls towards the late game and reducing it just a tad to keep him from coming online too fast. We’re hoping changes to his item recommendations also provide a more forgiving build path for fresh Reapers.
  • Recommended Items Updated.
  • Reaper of Souls Health per tier decreased from 60/80/100/120 to 40/70/100/130.
Sparrow:
Sparrow has been hard bound to Eviscerator as she needs the DPS to function. We’re bumping down Eviscerator and buffing her Heightened Senses so she may opt into more defensive crest options. Alongside this comes a lil QOL buff to her Piercing Arrow to make it match our current Basic Attack projectile speeds.
  • Heightened Sense Attack Speed increased from 20/25/30/35/40% to 30/35/40/45/50%
  • Piercing Arrow Projectile Speed Increased from 11000 to 18000.
Steel:
Steel is an overwhelming force in the mid game (largest win rate btw). He will be hit a bit from our itemisation nerfs but we’re also going to take down his mid-late game physical armor and shields a smidge to keep him in check.
  • Physical Armor Growth decreased from 4.4 to 4
  • Battering Barrier Scaling decreased from 2/5/8% to 2/4/6%.

[h3]ITEMS[/h3]
Anti-heal items are all getting a bump up to counteract our high lifesteal and omnivamp builds that are being utilised by those pesky bruisers and ADCs. We’re opting for a 20/40% line instead of 15/30% which will also bump down our sustain based heroes that are overwhelming the meta (looking at you Crunch & Rampage).

General:
  • Diminishing returns for Hunt and Support Crests has been removed at 20 minutes

[h3]CREST[/h3]
Eviscerator:
As stated with Sparrow, we’re bumping down Eviscerator’s Attack Speed to remove it from her must-have acquisitions. Instead we’re bumping up the initial power scaling a bit so it isn’t too harsh when utilised with the rest of our cast.
  • Rending Strikes Bonus Attack Speed decreased from 25% to 10%
  • Rending Strikes Initial Power Scaling increased from 10% to 15%
Obelisk:
Obelisk has been a hidden power source for some sneaky mages. We’re decreasing its power scaling to stop it getting out of control too quickly when players opt to use the active to stack every time it’s available.
  • Soul Stealer Magical Power per Stack decreased from 2 to 1

[h3]TIER 2[/h3]
Horned Plate:
  • Blighted Skin Healing Reduction increased from 15% to 20%
Loch Shawl:
Loch Shawl is an incredible T2 item for value. We don’t mind tanks sitting on it for a while but it scales up too fast and is not punishable by opposing Laners and Junglers before it turns the user into a towering goliath, including our mages.
  • Colossus Health per Stack decreased from 4 to 2
  • Colossus Maximum Stacks increased from 100 to 200
  • Colossus Ability Haste at Maximum Stacks increased from 10 to 15
Serrated Blade:
  • Blighted Strikes Healing Reduction increased from 15% to 20%
Spiked Birch:
  • Blighted Spells Healing Reduction increased from 15% to 20%

[h3]CARRY[/h3]
Ashbringer:
Ashbringer is a little underutilised as its stat line is fairly low for what an ADC requires, so we’re bumping up its attack speed a smidge to make it a more appealing option for attack speed based ADCs looking to burn down tanks.
  • Attack Speed increased from 20 to 25
Tainted Rounds:
  • Blighted Strikes Healing Reduction increased from 30% to 40%

[h3]ASSASSIN[/h3]
The Perforator:
Perforator is also getting a small buff to its anti-tank capabilities to better allow heroes like Kallari and Feng Mao to deal with tanks when they get ahead.
  • Calamity Bonus Damage increased from 0-35% to 0-40%

[h3]FIGHTER[/h3]
Mutilator:
Mutilator is getting pseudo nerfed by the anti-heal changes, but we’re also looking to decrease its raw power to help prevent it being a catch-all pick up for bruisers.
  • Physical Power decreased from 45 to 40
  • Devour Percent Health Damage decreased from 1.5% to 1.25%
Tainted Blade:
  • Blighted Strikes Healing Reduction increased from 30% to 40%

[h3]MAGE[/h3]
Lifebinder:
Lifebinder has been problematic on our tankier heroes, so we’re reworking its passive to better synergise with our current Magical Bruiser itemisation.
  • Leech Passive reworked:
"Damaging an Enemy Hero with an ability heals you over 5s based on your maximum health and magical power." to "Slowing or Immobilising an Enemy Hero restores (+30% magical power) health and grants 200 movement speed for 3s - 6 CD."

Megacosm:
We will monitor Gadget and Feys win rates after this fix :)
  • [Bug Fix] Disintegrate DoT Damage Cap vs Monsters now works correctly (was previously uncapped)
Prophecy:
A small nerf to stop prophecy being an easy slot in for high DPS in standard mage builds (also to prevent Muriel abuse as she was buffed).
  • Hasty Ability Haste Scaling decreased from 75% to 60%
Tainted Scepter:
  • Blighted Spells Healing Reduction increased from 30% to 40%

[h3]SUPPORT[/h3]
Tainted Totem:
Tainted Totem is an all around solid option for supports due to its double armor stat line. We’re opting to take down its physical armor a bit and decrease the effectiveness of its healing increase to flatten its effectiveness with the coming anti-heal buff.
  • Physical Armor decreased from 40 to 35
  • Chilling Blight Healing Reduction increased from 30% to 40%
  • Nirvana Healing and Shielding increase decreased from 20% to 15%

[h3]TANK[/h3]
Fire Blossom:
The most reliable first option for tanks is providing a little too much beef with that fire. So we’re opting to hurt its defensive capabilities to keep it a strong offensive option.
  • Health decreased from 275 to 225
Leviathan:
Same adjustments as Loch Shawl but we’re also opting to shift a little of the ability haste into the items stack completion goal to delay the strength of rushing Leviathan and overall decrease its effectiveness with high health pools.
  • Colossus Health per Stack decreased from 4 to 2
  • Colossus Maximum Stacks increased from 100 to 200
  • Colossus Ability Haste at Maximum Stacks increased from 10 to 15
  • Hasty Colossus Ability Haste decreased from 1% of maximum health to 0.5% of maximum health
Tainted Guard:
Tainted Guard has been a little too effective at reflecting damage back at aggressive ADCs, especially when combined with Razorback. We’re bumping down its late game scaling but also reducing the health to keep it a more offensive option for tanks.
  • Health decreased from 400 to 350
  • Blighted Thorns Physical Armor Scaling decreased from 30% to 21%
  • Blighted Thorns Healing Reduction increased from 30% to 40%
Warden’s Faith:
Wardens Faith is not only a great tank option, but a great tech option for Bruisers and ADCs. Increasing the price will let it be a bit more of an investment and less easy to knee-jerk buy vs snowballing ADCs.
  • Cost increased from 3000 to 3200

[h3]JUNGLE[/h3]
Fangtooth:
Fangtooth has been far too easy to take down across the entire game, so we’ve fed him a new brand of cheerios so that he’s ready to bulk up and take on whoever enters his pit.
  • Health increased from 4200-9800 to 5800-12870
  • Physical Armor increased from 20-34 to 20-48
  • Magical Armor increased from 20 to 30
Mini Orb:
Mini Orb has been a challenge for many of our Junglers to survive, so we’re decreasing its basic attack damage a smidge to prevent any unlawful executions!
(TIP: you can dodge his knockback by walking backwards a little bit).
  • Physical Power decreased from 60-340 to 60-270


[h2]BUG FIXES[/h2]
Crunch
  • Fixed a bug where Crunch’s Empowered Left Crunch dealt true damage to Towers
  • Fixed a bug where Crunch’s basic attack animations would not play correctly with high Attack Speed
  • Fixed a bug where Crunch’s jet back VFX would not trigger correctly when using Forward Crunch
  • Fixed a bug where Crunch’s Re-Crunch would go on cooldown incorrectly when cancelled by Crowd Control
Dekker
  • Fixed a bug where Heroes could get on top of Dekker’s Containment Fence
Drongo
  • Fixed a bug where Drongo’s Boomerang didn’t play an impact sound when returning
  • Fixed a bug where Drongo’s recall camera was offset incorrectly
Feng Mao
  • Fixed a spelling mistake with Feng Mao’s Hamstring
  • Fixed a bug where Feng Mao’s Earth Shatter would not grey out in the HUD when there wasn’t enough mana to cast it
Fey
  • Fixed a bug with Fey’s Menu Ability Descriptions
  • Fixed a bug where Fey’s Fly Trap was not interacting with spell shields correctly
  • Fixed a bug where Fey’s Harvest Nettles targeting would turn red on targets through walls
Gadget
  • Fixed a bug where Gadget's Seek & Destroy decal was not displayed while it was travelling
  • Fixed a bug where Gadget’s Sticky Mine would not deal damage to Orb Prime or Fangtooth when slightly offset from the target
  • Fixed a bug where Gadget’s Security Gate is not triggering Astral Catalyst’ Spellslinger passive
  • Fixed a bug where Terminus’ passive Anon shield effect would not be removed if stacked with Gadget’s Shock Absorber
Gideon
  • Fixed a bug where Gideon’s Torn Space was not correctly slowing enemies that used the portal
  • Fixed a bug where Gideon would be offset when using Black Hole directly after Torn Space while on high ping
Grux
  • Fixed a bug where Grux’s belly would show through the armour of the EA Galactic Raider Skin
  • Fixed a bug where Mutilator triggers too many times on Grux's Double Pain
  • Fixed a bug where Grux’s abilities would lock up when using Crush and Hunt’s Active: Slay together
Kallari
  • Fixed a bug where Kallari would fly into the sky after using Guillotine into a Gideon’s Torn Space portal
  • Fixed a bug where Kallari’s Death Mark was incorrectly removed when recalling
  • Fixed a bug where Kallari breaks stealth when placing a Ward or using Sentry
  • Fixed a bug where Kallari’s Death Mark activated state was not being shown
Khaimera
  • Fixed a bug where Khaimera’s Cull would not interact correctly with some items
Lt Belica
  • Fixed a bug where Lt Belica’s Void Drone was affecting heroes through walls
Murdock
  • Fixed a bug where Murdock’s Long Arm of the Law would not remove ally nameplates and health bars
Muriel
  • Fixed a bug where Muriel’s Reversal of Fortune could be used while rooted
Rampage
  • Fixed a bug where Rampage Boulder was permanently scaling when using Saphir Crest’s activation
Riktor
  • Fixed a bug where Riktor’s Shock Therapy now correctly functions as an AoE ability, it was functioning as an AoE previously but some subsystems believed it was a single target ability
Steel
  • Fixed a bug where Steel’s Bull Rush would keep momentum in the air as opposed to being returning to Steel’s correct speed
Sevarog
  • Fixed a bug where Sevarog’s Phantom Rush was not cancelled by root abilities
Items
  • Fixed a bug where Heroes in Stasis could still be selected by targeted abilities
  • Fixed a bug with Hunt’s Description
  • Fixed a bug where Demolisher on-hit effect dealt too much damage when Critically Striking
  • Fixed a bug where Terminus’s Anon passive was activating in some cases
  • Fixed a bug where Rift Walker’s Active: Rift Snatcher caused Heroes to be displaced incorrectly
  • Fixed a bug where Demolisher 'red hands' VFX was on permanently after getting a kill
Other
  • Fixed a very rare crash that could sometimes happen when an Ability went on cooldown
  • Fixed a bug for Gamepad where Aim Assist would cause the camera to move incorrectly
  • Fixed a rare crash caused by aiming at certain camps on a gamepad
  • Fixed a bug where wards would be displayed on top of all elements in the minimap
  • Fixed a bug where the hero's health bars would appear above all other health bars
  • Fixed a bug where the Play button would stay highlighted after being selected
  • Fixed a bug where some settings would show the wrong options
  • Fixed a bug where some abilities would ignore Silence
  • Fixed a bug where the Blue Buff or Red Buff could get stuck on the stairs of their camp
  • Fixed a bug where the wrong footsteps SFX played on marble
  • Fixed a bug with clipping landscape near Red buff
  • Fixed clipping issues with the stairs near Orb Prime and Fangtooth pits
  • Fixed a bug where draft sounds are not playing correctly
  • Fixed a bug where draft would load heroes on a black screen when a player failed to connect to draft
  • Fixed a bug where Death Spectator Hud overlapped with the level up notification
  • Fixed a bug where selling an item could cause the game to crash
  • Fixed a bug where some settings descriptions were using the wrong font
  • Fixed a bug where the health bar of heroes hiding behind a tower would flicker
  • Fixed a bug where a Crest’s details tooltip was not displayed on the Crest screen when using a controller
  • Fixed a bug where the damage types on enemies would not display in the correct colour
  • Fixed a bug where Tenacity was not being capped correctly
  • Fixed a bug where Hero stats wouldn't be displayed in the in-game shop until after buying an item
  • Fixed a bug where players were unable to interact with other players in their party
  • Fixed a bug on the practice mode map where the hero would get stuck when climbing stairs
  • Fixed a bug where the Green River buff shield wasn't refreshing when collecting a 2nd Green River buff
  • Fixed a bug where you could send friend requests to someone who already had a pending request
  • Fixed a bug where Heroes spawn facing the wrong way
  • Fixed a bug where players would only see 10/10 players while waiting to connect to the game
  • Fixed a bug where a hero could teleport outside the map
  • Fixed a bug where the Reset to Default button wouldn't appear after changing a setting
  • Fixed a bug where the settings for Rebind a Key would not work correctly
  • Fixed the practice mode map where some assets were missing in the lane
  • Fixed a bug where players could not level up abilities while dead
  • Fixed the practice mode map where the hero would get stuck when climbing stairs
  • Fixed a bug where fangtooth would use melee attacks instead of range when a hero was at max range
  • Fixed a bug where the scoreboard would not correctly update at the end of a match
  • Fixed a bug where the Objective Kill Notification was sometimes not displaying
  • Fixed a bug where the Core Under Attack Voice-Over was not playing correctly