1. Predecessor
  2. News

Predecessor News

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!

Predecessor Hotfix V0.11.1



◆ Added the missing Season 2 Ascension Reward skins for The Fey, Narbash and Sparrow.
◆ Fixed a rare issue that was causing Murdock's Shots Fired ability to skip its cooldown.

Early Access Patch V0.11

Patch releasing 12.00 GMT September 12th, 2023


You've read the roadmap. You've waited patiently. Now it's finally here. Season 3 begins now!

Welcome to the first Game Update of Season 3, Champions!

We're kicking things off with a powerful new Hero - one with a storm inside her that blurs the line between good and evil!

That's not all however! We're finally pushing live our new user interface - a complete visual overhaul of how you navigate and interact with Predecessor outside of gameplay, as well as sharing the new ways in which you'll acquire Heroes now that Season 2 has ended.

No more delays - let's jump right in!





[h2]Serath wages war on evil![/h2]

The steely soldier Serath joins the conflict, wrestling with darkness on the battlefield as well as within her own heart.



Serath may appear angelic at first, but don't be fooled! She hides a ferocious dark side that if unleashed, can burn anyone to the ground!



[h2]Watch Serath In Action![/h2]

Want a head start before jumping into the battlefield? Check out how Serath plays in our latest Hero Ability Overview video.





[h2]Abilities: [/h2]

[h3]Fallen Grace [Passive]:[/h3]

Taking down an Enemy Hero will spawn a demonic visage that lasts for 10s at the site of execution. Serath can step through it to consume it.

Upon consuming the visage, Serath activates her Heresy ability (regardless of cooldown or level) and reduces her current basic ability cooldowns by 75%. This does not affect the cooldown of Heresy.

[h3]Angelic Smite [LMB]:[/h3]

Cleave: 25%
BAT: 1.15
Effect: Melee basic attack dealing 58 (+90% Bonus Physical Power) physical damage.

[h3]Heaven's Fury [Q]:[/h3]

Cooldown: 16/15/14/13/12
Cost: 50/55/60/65/70
Effect: Serath marks a Target and vanishes, striking Enemies at the Target's location 5 times, with the first and final strike guaranteed to hit her mark. Each slash deals 45/65/85/105/125 (+60% Total Physical Power) physical damage and applies on-hit effects at 75% effectiveness. Additional strikes against the same Target deal 20% damage.

On her final strike, Serath will teleport to the marked Target's location based on her current position.

If the marked Target dies, Serath teleports immediately.

[h3]Ascend [E]:[/h3]

Cooldown: 18/17/16/15/14
Cost: 80
Effect: Serath rises into the air and hovers for 1.8s. During this time she can target an area up to 1350 units away. Upon confirmation or at the end of this time, Serath dives down and deals 80/115/150/185/220 (+60% Bonus Physical Power) physical damage in the area.

[h3]Chastise [RMB]:[/h3]

Cooldown: 10/9/8/7/6
Cost: 50
Effect: Serath claps her wings in front of her, dealing 80/120/160/200/240 (+80% Bonus Physical Power) physical damage and applying a 35% Slow for 1.25s.

Chastise cast speed increases with additional attack speed and resets Serath's basic attack cooldown on use.

[h3]Heresy [R]:[/h3]

Cooldown: 90
Cost: 100
Effect: Serath takes on a demonic form, dealing 60/110/160 (+50% Bonus Physical Power) and setting them ablaze.

For the next 7s, Serath gains 15% movement speed, 20/30/40% attack speed, and empowers her basic attacks with Infernal Strikes.

Infernal Strikes sets Enemy Units ablaze on-hit, dealing 30/45/60 (+30% Bonus Physical Power) true damage over 4s. Stacks with successive applications.






[h2]Morning Star Serath[/h2]

Things aren't always as clear as night and day. Wield your weapon and conquer the crimson skies with Serath's new Morning Star skin [Common]!



Crack skulls at the crack of dawn, available from V0.11!






[h2]User Interface (UI):[/h2]

You've waited patiently and we're pleased to finally deliver it. Our new user interface is here!

As already discussed in a number of other blogs (check out July's Predecessor Report or our more recent Season 3 Roadmap blogs for more), the user interface reflects the visual identity of Predecessor. It dictates everything from menu layout to colours, store functionality to Hero Acquisition

As with all things during Early Access we'll be reviewing and building upon this first implementation of the new UI, tweaking and polishing with every passing update. We're excited to hear your feedback as we cross this massive milestone in our development!



[h2]Hero Acquisition:[/h2]

Speaking of Hero Acquisition, we're implementing a new system through which you'll permanently unlock Serath.

That's right - Serath is the first Hero that won't be included for free in your Early Access Bundles, meaning if you want to keep her after V0.11 you'll need to unlock her!

All new Heroes will be unlockable in two ways, either by earning XP towards their unlock requirements or by purchasing them outright with Platinum. You can do either of these options at any time and with any locked Hero, regardless of who's currently on free rotation.

Free rotation is what we're calling the period during which a Hero will be freely available to everyone, regardless of whether they're unlocked. We'll change up which Heroes are available for free every now and then to ensure everyone gets a chance to play with a variety of Heroes, helping you narrow down which ones you might want to work towards unlocking.

Serath will be on free rotation for two weeks following the V0.11 game update, meaning everyone can try her out without needing to purchase or earn her.

To reiterate, you can unlock any locked Hero regardless of whether they're currently playable for free or not.

The amount of XP needed to unlock a Hero varies, with some (like Serath) having multiple 'unlock stages'. These are mini milestones that you'll need to reach in order to fully unlock the Hero. Alternatively you can skip this process entirely by simply buying the Hero with Platinum, which will become cheaper depending on how many of the 'unlock stages' you've already achieved.

Either way once you've earned enough XP or you've skipped the process with Platinum, Serath will be permanently added to your roster of unlocked and playable Heroes, forever!

We'll be going in depth with Hero Acquisition in a dedicated blog later in the month, outlining exactly what you can expect from V0.12 onwards.

For now though we hope you'll enjoy playing with Serath and working towards permanently adding her to your roster!



[h2]Match XP Changes:[/h2]

With the Hero Acquisition system being added we've needed to rebalance how much XP is earned per match to ensure that the time it takes to unlock a Hero like Serath feels fair and right.

Rest assured however, that the overall time it takes to earn all of those end of season rewards we shared in our Season 3 roadmap blog will remain consistent with previous seasons.



[h2]Downtime:[/h2]

We're anticipating a fairly large period of downtime during this Game Update as we deploy possibly our biggest update yet, alongside running the necessary checks and distributions to deliver rewards for your final player levels of Season 2.

We expect this downtime to last for up to 4 hours, but hope to complete it sooner. For more information please keep an eye on our social feeds or join our Discord server where you can find the latest news.








[h2]General:[/h2]

[h3]Lifesteal Mechanics:[/h3]

We're changing the way that healing is calculated when Area of Effect (AoE) and Damage over Time (DoT) damage is converted into healing via Lifesteal, Magical Lifesteal, or Omnivamp.

Previously, AoE and DoT damage sources would benefit from the full value of lifestealing effects when dealing damage to Heroes, resulting in excessive healing potential in Hero to Hero combat if multiple targets were struck at once by someone stacking sustain items (we're looking at you, Crunch & Countess).

To tackle cases of over-the-top healing we are now implementing a penalty resulting in 33% effectiveness for lifestealing effects when triggered by AoE or DoT abilities against Heroes, matching the existing penalty that's already enforced on Minion/Monster healing. Effectively you'll now get ⅓ the value from lifestealing effects on these damage types.

These changes will have a significant impact on the efficacy of the affected Heroes/Items. Before making too many follow up compensation adjustments to the fall out, we're interested in seeing how matches flow in a less healing heavy environment first. After this, if and where needed, we can better redistribute the lost healing either back into the Hero's kits and make them less reliant on specific Items, or provide Items such as Lifebinder and Mutilator a little more love if they underperform, as well as having the option of introducing more healing items into the game now that stacking them is less effective.

[h3]Change:[/h3]

◆ When dealing damage to Heroes, Area of Effect and Damage over Time sources now heal for 33% effectiveness when benefitting from Lifesteal, Magical Lifesteal, or Omnivamp.






Dekker's ability to become rather durable in the later stages of the game can make her overly difficult to punish when paired with her natural elusiveness. To better accentuate her strengths and weaknesses we're dropping some of her natural durability via Armor Growth, while also shifting some of her damage output in the early game to her Photon Disruptor to emphasise her wave clear and a more dodgeable spell.

[h3]General:[/h3]

◆ Armor Growth decreased from 3.8 to 3.5.

[h3]Photon Disruptor [Q]:[/h3]

◆ Damage changed from 80/125/170/215/260 to 90/130/170/210/250.

[h3]Stasis Bomb [RMB]:[/h3]

◆ Damage decreased from 75/110/145/180/215 to 70/105/140/175/210.




Drongo's general versatility leads to a strong early game as a result of his ability to clear waves, duel, and blast out of danger, making him difficult to keep up with. By increasing the cooldown on his Shrapnel Cannon we're looking to provide slightly longer windows of vulnerability between Ultimate casts, better allowing him to be caught out in those intervals.

[h3]Shrapnel Cannon [R]:[/h3]

◆ Cooldown increased from 100/90/80 to 110/95/80.




Feng Mao's ability to bully his opponent in the Offlane with short trades can be very oppressive in the early game and allows him to frequently snowball too easily. To slow down his early pace we're shifting his Passive damage to now scale with level (above its previous potential), providing a healthier damage curve while still allowing him to pack a punch in the late game. Likewise, we're also levying a small hit to his Guardian Shield durability to offer his opponents a better chance at blasting through it and reciprocating damage.

[h3]Precision Strike [Passive]:[/h3]

◆ Percent Current Health Damage changed from 8% to 6/7/8/9% at levels 1/6/11/16.

[h3]Guardian Shield [Q]:[/h3]

◆ Shield decreased from 100/135/170/205/240 to 90/125/160/195/230.




We're delivering a quick bump in Cosmic Rift scaling to better allow Gideon to stay relevant as a damage threat in the later stages of a match given his comparatively short range to other Mages.

[h3]Cosmic Rift [Q]:[/h3]

◆ Magical Power Scaling increased from 65% to 70%.




Staying true to his namesake, Khaimera is a little too effective in hunting down his foes. We're taking away some of the raw power offered to his Unleash strikes, thereby reducing the short-term burst potential he possesses and giving squishier targets a better chance at surviving his opener.

[h3]Unleash [Q]:[/h3]

◆ Damage decreased from 10/17/24/31/38 to 10/16/22/28/34.




Purge fails to act as a significant enough threat in the later stages of a match, despite the risk Kira puts herself in when using it. By offering Kira slightly more Purge scaling, alongside a small bump in mobility uptime, we should see her keeping better pace and becoming better able to find those pop-off moments.

[h3]Shadow Glide [E]:[/h3]

◆ Cooldown decreased from 20/18.5/17/15.5/14 to 18/16.5/15/13.5/12.

[h3]Purge [R]:[/h3]

◆ Total Physical Power Scaling increased from 330% to 360%.




Lt. Belica's dominance in both the Mid and Support roles is often supplemented by her ability to maintain pressure on a wave. By hitting her Drone's Mana cost, Belica will have to be a little more selective with its usage when looking to push and box between waves, while also not nuking as hard in the late game in the event she lands a Stun as a result of the scaling decrease.

[h3]General:[/h3]

◆ Base Physical Power decreased from 54 to 53.
◆ Physical Power Growth decreased from 3.2 to 2.9.

[h3]Seismic Assault [Q]:[/h3]

◆ Magical Power Scaling decreased from 70% to 65%.

[h3]Void Drone [E]:[/h3]

◆ Mana Cost increased from 60/70/80/90/100 to 80/85/90/95/100.




Similar to Dekker, Phase's durability is slightly too high relative to her ability to remain elusive so we're lowering her Armor Growth. Alongside this, we're shifting down her early Mana Regeneration to make her run out of gas slightly faster in the earlier lane.

[h3]General:[/h3]

◆ Base Mana Regeneration decreased from 1.8 to 1.6.
◆ Armor Growth decreased from 4 to 3.6.

[h3]Psychic Flare [Q]:[/h3]

◆ Magical Power Scaling increased from 70% to 80%.




While it's important for Revenant to be able to burst a target due to his unique ammo system, his ability to blow through an opponent in a single rotation occurs too often, too quickly. To reduce the frequency of one-shot scenarios, we're pulling back on a previous change to Rev's 4th shot damage, alongside his general DPS output as a match progresses, meaning he will have to be more selective and creative when choosing how to approach a fight.

[h3]General:[/h3]

◆ Basic Attack Time at levels 1-18 increased from 1.01-0.78 to 1.01-0.84.
◆ Physical Power per level decreased from 2.8 to 2.4.

[h3]Obliterate [Q]:[/h3]

◆ Cooldown increased from 12/11/10/9/8 to 14/13/12/11/10.

[h3]Hellfire Rounds [RMB]:[/h3]

◆ Missing Health Damage Scaling per level decreased from 0.7% to 0.5%.

[h3]Reckoning [R]:[/h3]

◆ [Bugfix] Root duration now correctly lasts 0.5s instead of 1s.




TwinBlast has been seeing too much success with Physical Penetration itemisation, resulting in a burst loop that is both oppressive and difficult to interact with. Killing the viability of all Pen' options is not the explicit goal here, but to help remedy the oppressiveness of the general build path we're shifting TB's damage profile to further encourage On-Hit itemisation as it struggles to keep pace. This can be seen in his Vortex Grenade's shift to a Magical Damage typing thereby not being as reliant on Physical Penetration builds to remain relevant (due to baseline Magical Armor being around half of Physical Armor in the late-game), alongside more aggressive tuning of his scaling values, particularly to his Ultimate.

On the flip side, to ensure TwinBlast remains relevant as he progresses into the mid-game, we're improving his level 7-13 window by redistributing his Growth Scalar. Previously, his lower Scalar resulted in his general base stats and durability being significantly lower in the mid-game compared to other Heroes, which resulted in many polarizing insta-death scenarios due to his extremely low durability. The combination of these changes should reduce the frustrating elements of being on the receiving end of TwinBlast's arsenal, while still ensuring he remains a fun and engaging Hero among the roster that better fulfills his theme of a Gunslinger, rather than an Assassin.

[h3]General:[/h3]

◆ Growth Scalar at levels 1-18 increased from 59%-141% to 73%-127%.
◆ Base Mana Regeneration decreased from 1.8 to 1.5.

[h3]Doubleshot [LMB]:[/h3]

◆ Basic Attack Bonus Physical Power Scaling decreased from 100% to 90%.

[h3]Vaporize [Q]:[/h3]

◆ Mana cost increased from 40 to 50.

[h3]Evade [E]:[/h3]

◆ Cooldown decreased from 18/17/16/15/14 to 18/16.5/15/13.5/12.

[h3]Vortex Grenade [RMB]:[/h3]

◆ Damage type changed from Physical to Magical.
◆ Total Physical Power Scaling decreased from 90% to 75%.

[h3]Ventilate [R]:[/h3]

◆ Base number of bullets decreased from 25 to 22.
◆ Damage per bullet decreased from 12/21/30 to 12/20/28.
◆ Number of bullets Attack Speed Scaling decreased from 6% to 4%.
◆ Bonus Physical Power Scaling per bullet decreased from 16% to 12%.
◆ Magical Power Scaling decreased from 15% to 10%.




[h2]Crests:[/h2]

[h3]Witchstalker:[/h3]

Witchstalker's ability to stack its bonus damage from multiple Debuffs being Cleansed could result in scenarios of extreme burst and healing. We're limiting the bonus damage on Cleanse to a single debuff to make Purifying Strike's damage potential less variable and overwhelming in scenarios where multiple Debuffs are removed.

◆ Purifying Strike additional bonus damage now limited to 1 debuff cleansed.


[h3]Saphir's Mantle:[/h3]

Saphir's provides too much durability on activation when it already comes with the powerful benefit of increasing a Heroes size, and therefore general range. Once again, we're pulling back on some of this durability to bring its strength into greater parity with other Crest choices.

◆ Atlas: Maximum Health temporary gain decreased from 18% to 15%.



[h2]Carry:[/h2]

[h3]Ashbringer:[/h3]

Ashbringer has seen minimal play, typically as a result of its high Gold cost and how unappealing it is to the majority of the roster when weighed against other options. To better define its identity we're shifting it back to a Critical Strike option for Carries to utilize and streamlining its Passive effects and statline. This allows us to make the item cheaper and more accessible, as well as making it a relevant DPS choice for anyone looking to pump out more abilities such as the Serath's and "Critmeras" of the world.

◆ Cost decreased from 3400 to 3000.
◆ Physical Power decreased from 45 to 35.
◆ Attack Speed increased from 20 to 30.
◆ 25% Critical Strike Chance added.
◆ Ability Haste removed.
◆ Recipe Changed from Temporal Ripper + Sabre + Composite Bow to Claymore + Rune Bow.
◆ Accelerate Passive renamed to Chrono Strikes.
◆ Chrono Strikes cooldown reduction per Clockwork stack increased from 0.15s to 0.2s.
◆ Chrono Strikes on-hit damage removed.


[h3]Kingsbane:[/h3]

A light bump in Omnivamp for Kingsbane as one of the only compensation buffs arising from the Lifesteal Mechanic changes.

◆ Omnivamp increased from 5% to 6%.


[h3]Sky Splitter:[/h3]

Sky Splitter is a little too cheap given its overall strength. Time for a small price increase.

◆ Cost increased from 2800 to 2900.


[h3]Stormbreaker:[/h3]

Stormbreaker does not function well as a first buy clearing option for Junglers due to its reliance on other item pairings and relatively low AoE damage output. To help it stay attractive compared to options such as Overlord or Malady and better facilitate on-hit heavy Heroes such as the newly arrived Serath, we're giving its Zap effect a little extra kick against Monsters. As a result, Stormbreaker will serve as a better standalone option and better fill the void where you lack the gold to get your new item online.

◆ Chain Zap's damage effect now deals 100% additional damage to Monsters.



[h2]Assassin:[/h2]

[h3]Infernum:[/h3]

Infernum's burn damage scales slightly too well into the late game, so we're dropping it down another peg.

◆ Cinder Bonus Physical Power Scaling decreased from 100% to 90%.



[h2]Fighter:[/h2]

[h3]Bonesaw:[/h3]

Bonesaw provides too much durability and health scaling, especially when paired with other items. We're shifting around its stat profile to be more power heavy, better complimenting ability scalings rather than its damage output being overly carried by Colossal Sunder's on-hit effect - especially when stacked with other Health items.

◆ Physical Power increased from 20 to 25.
◆ Health decreased from 600 to 550.
◆ Colossal Sunder Maximum Health Scaling decreased from 3% to 2.5%.



[h2]Support:[/h2]

[h3]Hexbound Bracers:[/h3]

A slight shift in Hexbound's durability and more towards its Mana generation abilities to prevent its users from becoming too tanky in the early game given how much Haste it provides.

◆ Armor decreased from 60 to 50.
◆ Mana Reactor mana conversion increased from 10% to 15%.






◆ Fixed a bug where Unbroken Will would not heal or grant bonus armors on various Immobilizing effects.
◆ Fixed a bug where Dread's VFX would stop working upon death.
◆ Fixed a bug where Heroes could stand on top of archways near Gold and Cyan Buffs, and Orb Prime.
◆ Fixed a bug with various ability descriptions damage values would not match the actual output.
◆ Fixed a bug where Narbash could cast March [Q] while recalling.
◆ Fixed a bug where Morigesh could no longer use Jump Pads after casting Swarm [E].
◆ Fixed a bug where Minions could get stuck on Dusk T2 Towers.
◆ Fixed a bug where Tectonic Mallet would lose all its stats if its owner died.
◆ Fixed a bug where Gold and Cyan Buff minimap timers would not display on death.
◆ Fixed a bug where some targeted abilities could be cast on Heroes in Stasis.
◆ Fixed a bug where Leafsong's VFX would fail to play on activation.
◆ Fixed an error with Typhoons description not stating On-Hit as a trigger.



[h2]Known Issues[/h2]
◆ Friends may sometimes incorrectly show as offline, despite being online.
◆ When you queue for a game you might show as in a party to your friends, even when you're not.
◆ The prompt to play Player vs AI sometimes shows when it shouldn't.
◆ Some controller functionality isn't working as expected.
◆ Various issues and oddities with the New UI that will be fixed soon.





That's all this week!

Let us know what you think of this update over on Twitter, the official Subreddit or our Discord server! If you don't, after all, we'd have no eye deer what you're thinking!

~ Rei & Kari (Game Design and Community Teams)

Early Access Balance Patch V0.10.2



A new day, Champions, a new balance pass!

With Season 2 drawing to a close we’re keeping it short and sweet this week, so let’s jump right in and take a look at what you can expect from Predecessor V0.10.2!

For starters, as is tradition, our latest addition Zarus is receiving a quick balance pass alongside some quality of life improvements to smooth out his gameplay. Likewise, on the balance front we’re looking to elevate some of the less represented Heroes in the roster, such as Sparrow and Grux, while also taking a moment to re-examine Kallari who’s health regeneration mechanic makes an exciting comeback!

So what’s next? Well we expect this update to be the last major patch of Early Access Season 2, meaning next time you’re reading one of these it’ll be all about Season 3! We won’t spoil some of the big plans we’ve got in the pipeline here, so keep your eyes peeled for Patch V0.11, the Season 3 roadmap, and much, MUCH more!

First though, let’s go over all those changes we mentioned coming to Predecessor with this game update.

~ Rei & Kari (Game Design & Community Teams)






[h2]New Skin - Midnight Muriel[/h2]

Make a lunar landing with the stellar Midnight Muriel!



Glide the night skies with the new Midnight Skin [common] for Muriel, available in V0.10.2 in the store!




It recently emerged that Greystone was suffering from a rather nasty bug that prevented his Deflect cooldown from decreasing throughout a match. We’ve fixed the issue and hope to see a glorious return to form for him.

[h3]Stoicism [Passive]:[/h3]
◆ [Bugfix] Deflect Cooldown now correctly reduces with level.
◆ [Bugfix] Deflect is no longer affected by Ability Haste.



Grux struggles to keep pace at various stages of the match so we’re offering him a few buffs to bring him up to speed in the form of some additional scalings and some Smash & Grab efficacy. These changes are primarily targeting Grux’s late-game where he tends to struggle the most, and should not overly impact his early game potency. 

[h3]General:[/h3]
◆ Attack Speed Growth increased from 1.5 to 2.

[h3]Smash And Grab [Q]:[/h3]
◆ Mana Cost decreased from 100 to 90.
◆ Bonus Physical Power Scaling increased from 70% to 80%.

[h3]Crush [E]:[/h3]
◆ Damage increased from 70/100/130/160/190 to 70/105/140/175/210.



Kallari’s ability to quickly clear the Red Jungle due to her high single-target damage allows for fast level 3 ganks that can prove overwhelming. To reduce the pace at which she can gank we’re lowering her early clear speed while conversely we’re bringing back her classic health regeneration mechanic during Shadow Walk to further facilitate Kallari’s presence throughout a match. This should allow her to stay healthy between camps and recover after a fight should she manage to slip away.

[h3]General:[/h3]
◆ Base Physical Power decreased from 61 to 58.
◆ Physical Power Growth increased from 2.8 to 3.
◆ Base Mana increased from 250 to 265.
◆ Base Health Regeneration decreased from 2 to 1.5.

[h3]Shadow Walk [Q]:[/h3]
◆ Mana Cost increased from 40 to 50.
◆ Movement Speed decreased from 20% to 15%.
◆ Now gains 6/7/8/9/10 (+20% Physical Penetration) health regeneration while Camouflaged. 

[h3]Crippling Dagger [RMB]:[/h3]
◆ Damage decreased from 65/85/105/125/145 to 60/80/100/120/140.
◆ Bonus Monster Damage decreased from 100 to 65.




Shinbi’s ability to default to playing at range in lane with Line Tempo overly rewards passive gameplay. To better encourage her to dash into the thick of it we’re moving some of her damage potential and sticking it into her Circle Rhythm, as well as shifting around her mana economy to punish her for becoming overly reliant on Line Tempo alone. 

[h3]General:[/h3]
◆ Mana Regeneration increased from 0.9 to 1.1.
◆ Mana increased from 380 to 390.

[h3]Line Tempo [Q]:[/h3]
◆ Damage changed from 65/95/125/155/185 to 75/100/125/150/175
◆ Magical Power Scaling decreased from 60% to 55%.
◆ Mana Cost increased from 30 to 40.
◆ Hitbox improved.

[h3]Circle Rhythm [E]:[/h3]
◆ Magical Power Scaling increased from 18% to 22%.



Sparrow found good value from her previous round of mana-focused changes which increased her ability to trade and keep the pressure up. Despite this though she’s still falling slightly short as a Carry due to how long it takes her to ramp up. 

To better facilitate her high DPS identity and general trading potential, we’re increasing the damage on her passive to make her more threatening in longer, more drawn out engagements, while also juicing the execution potential of her Piercing Shot when focusing a single target.
 

[h3]Relentless [Passive]:[/h3]
◆ Max Health Damage per stack increased from 0.5% to 0.55%.
◆ Stack duration decreased from 5s to 4s.
◆ [Bugfix] Description now correctly states 6 stack maximum. 

[h3]Piercing Shot [RMB]:[/h3]
◆ Damage decreased from 90/135/180/225/270 to 70/110/150/190/230.
◆ Bonus Physical Power Scaling increased from 150% to 175%.
◆ Damage Multiplier per Relentless stack increased from +5% to +8%.
◆ Cooldown changed from 13/12/11/10/9 to 14/12.5/11/9.5/8.



The dust has settled since the Deathstalker rework and TwinBlast is still seeing too much success with physical penetration builds, overkilling targets with his Ultimate from afar. To that end we’re bumping down Ventilate’s physical power scaling once more to not overly impact attack speed itemisation but to instead guide the ability into a more reasonable spot.

[h3]Ventilate [R]:[/h3] 
◆ Bonus Physical Power Scaling per bullet decreased from 18% to 16%.



The true impact of Zarus’ arrival to the arena is still being assessed, as player mastery of our powerful new Hero continues to grow. 

That said, however, we’ve received some great community feedback that we’re keen to act on in this patch, as we further refine the timings of his abilities to make them more intuitive and generally improve his overall gameplay flow a bit. Alongside this we’re shifting around some of Zarus’ mana costs to better facilitate short, ability-based trades in lane, while also hitting the frequency at which he can run down his opponents with basic attacks alone as a result of well-times Evades in the earlier stages of a match.


[h3]General:[/h3]
◆ Improved the timing of damage instances on Basic Attacks, Barricade and Spear of Nyr.  

[h3]Barricade [Q]:[/h3]
◆ Mana Cost decreased from 80 to 60/65/70/75/80.

[h3]Evade [E]:[/h3]
◆ Attack Speed changed from 20% to 15%/17.5%/20%/22.5%/25%.
◆ Mana Cost increased from 40 to 50. 

[h3]Coliseum [R]:[/h3]
◆ Bonus Physical Power Scaling decreased from 150% to 100%.
◆ Now displays permanent physical power gained as a notifier on the HUD.




[h2]Crests:[/h2]
[h3]Rogue:[/h3] 
The Rogue crest offers too much early physical penetration and can result in overly oppressive trading loops in the first few levels of the lane phase. Time it was nudged down.

◆ Physical Penetration decreased from 8 to 6.





Additional bug fixes may be added to this blog after the patch is live. 

◆ Fixed a bug where Kallari would lose her Camouflage when receiving magical damage if Dread was on cooldown.
◆ Fixed a bug where Zarus’ evade would state Movement Speed as its buff notifier.
◆ Rectified an issue with Oathkeeper & Truesilver Bracelet Descriptions.
◆ Fixed an API issue with Rune Bow and Wild Hunt sharing the Item IDs of Bloodletter and Hunt.
◆ Fixed a bug where Feng Mao’s Reaping Dash would not gain the correct cooldown at rank 4.






That's all this week!

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