1. Predecessor
  2. News

Predecessor News

Predecessor Hotfix V.0.6.1






◆ Resolved an issue that meant party invites weren't properly working for EGS players.
◆ Fixed an issue that caused the game to crash during initial loading.

Predecessor Patch V.0.6



Patch releasing 12.00 GMT April 18th, 2023.

This update will result in a period of downtime (likely a few hours) due to size and content of the patch. This may change, so keep an eye on our social channels for the latest. We thank you for your patience and ongoing support.







Phase makes her appearance!



The Psychic Stray, Phase, is the newest Support Hero joining the Predecessor line up! Her telekinetic talents allow her to psychically connect with her allies, all while skillfully manipulating the battlefield in her team’s favour!


ABILITIES:

Essence Catalyst Effect: After Phase finishes casting an ability, she gains 20-37% attack speed, 10 (10%) magic damage on hit and 5 mana on successful basic attacks for 3 seconds.

Pulse Bolt [LMB]
Effect: Ranged basic attack dealing physical damage.

Psychic Flare [Q] CD: 13/12/11/10/9
Cost: 60/65/70/75/80
Effect: Blast a flare of psychic energy around Phase and her Linked ally, dealing 75/115/155/195/235 (70%) magic damage. Enemies take 20% damage from a second flare.

Targets hit that are also facing the flare are blinded for 1/1.1/1.2/1.3/1.4s.

Energy Lance [E] CD: 20/18.5/17/15.5/14
Cost: 80/90/100/110/120
Effect: Channels a beam of pure energy dealing 40/60/80/100/120 (40%) magical damage over 2.5s. Each instance of damage applies a stacking 4% slow that lasts 0.8s.

Upon reaching 8 stacks the target is rooted for 1.25s. The next instance of damage (excluding Energy Lance) will deal 40/60/80/100/120 (40%) magic damage to the target.

Telekinetic Link [RMB] Pull CD: 24/22/20/18/16
Pull Cost: 50
Effect: Applies a Link to targeted Ally granting them 2/4/6/8/10 physical power while linked.If reactivated, Phase will Pull the Linked target towards her.

The link will be broken if the target goes out of range or if Phase gets hit by Silence or hard CC, excluding root.

Hyperflux [R] CD: 120/105/90
Cost: 100
Effect: Phase overcharges herself and her Linked Ally, granting both 60/90/120% attack speed, 110/115/120% movement speed, and 10/15/20% Omnivamp for 8s.






[h2]Season 1 Rewards[/h2]

The first season of Predecessor has officially ended, which means it’s time to collect your end-of-season rewards. Your Player Level when the patch goes live will determine the rewards you'll receive as follows:

◆ Player level 10 = Countess EA Season 1 Icon
◆ Player level 20 = Purple Hex Countess skin
◆ Player level 30 = Kira EA Season 1 Icon
◆ Player level 40 = Occult Kira Skin
◆ Player level 50+ = 300 Platinum per 10 Levels



With the start of Season 2, your Player Level will be reset. We'll release more information about Season 2 soon, including the much anticipated roadmap, so stay tuned for more.


[h2]Competitive Nights[/h2]

We’re excited to introduce Competitive Nights to Predecessor! Starting April 27th we’ll be opening up the Competitive Nights queue for 3 hours every Thursday evening for Europe and NA East regions. To participate, players will need to form a party of 5 and go head-to-head against the most skilled teams in the game.

All players will start each week with the same matchmaking score, so it's a great opportunity to see how high you can climb on the leaderboard before the week is out. Grab four friends and get ready to compete in the ultimate test of skill and teamwork!


[h2]Replay System [BETA][/h2]

This week we’ve added the first iteration of the much awaited Replay and Spectator feature. With this feature you can now watch back recent matches as well as matches your friends have played. The goal is to empower the community to create more content and support community-run events.

Currently the Replay keybinds are not displayed in-game but will be in the future. For now you can find them listed below for both Keyboard & Mouse, and Gamepad.





This is just the first implementation so we understand that it might still need some polish. Please do share your feedback to help us make this feature as useful as possible.


[h2]Public API[/h2]

We're excited to announce that V.0.6 will see the official release of our Public API, which has been developed with the support and collaboration of several community partners. The API provides community developers with the necessary tools to create new applications and features that support, expand and enrich both Predecessor and the wider community.

Starting tomorrow these initial community partners will have live access to the Public API, which will become more broadly available for other developers in the coming days. Look out for a separate blog post for specific details on how you can gain access and use this functionality for your own tools and events!

As always our team would like to extend a massive 'thank you' to the community members who helped us deliver this feature. We're excited to see how it's used!


[h2]Community Event - The Hunt[/h2]
We're pleased to announce that a special Profile Icon featuring Kira - the winner of our first community event, The Hunt - has been added to the game. All players will receive this reward upon logging in.



Thank you all for taking part in this event. As with everything during Early Access, we look forward to expanding and improving on community events in the future and we hope you'll take part in the next one!


[h2]NEW SKINS[/h2]

Another update means more new skins! The following new looks are available now in the store:

◆ Opaline The Fey [Common]
◆ Shadow Lynx Phase [Common]
◆ Grand Oracle Sevarog [Common]



Be sure to check them out and let us know what you think!


[h2]OTHER IMPROVEMENTS[/h2]
◆ Changed Sparrows portrait to help her stand out from the rest of the cast.
◆ Improved map collision.
◆ Improved the way that targeted abilities snap to targets.
◆ Recommended items now include Tonics. These items will now be suggested when at full build.
◆ Improved some visual effects on Sparrow’s bow.
◆ Toned down some visual effects on some heroes when closer to the camera.
◆ Adjusted animations for Belica’s Seismic Assault and Kira’s Mercy.
◆ Various map improvements.






[h2]General Changes/Fixes:[/h2]

Critical Strike Damage: Carries specifically have a tendency to dish out too much raw damage in the later stages of the game once they have their Crit builds online, so we’re hitting the damage multiplier of Critical Strikes. While this won’t entirely resolve TTK feeling too fast for many players as it is purely a Crit-centric change, this is the first step of many towards redistributing damage away from basic attack potency and elevating damage windows through other means.

◆ Base Critical Strike Damage decreased from 165% to 160%.


Basic Attack Scaling adjustments: We’re redefining the way Basic Attacks scale with Bonus Physical Power for many Heroes. In essence, all Heroes have a Basic Attack scaling which increases their Basic Attack damage as they acquire more Physical Power as any other ability might, but until now this information was not clearly visible to players.

While we already use this mechanic in several places as a balancing lever for many classes such as Mages to reduce their effectiveness when committing to Physical Power builds (encouraging them to stay within the general confines of their archetype, leaving them unaffected when built conventionally), we believe there is a greater opportunity to provide differentiation between Heroes and their Basic Attacks through these scalings. Likewise, we want to provide greater transparency regarding this mechanic, so the updated Basic Attack scalings will now be reflected in the ability tooltips so that players can see the impact these ratios have on their Hero, and therefore make more informed itemisation decisions in-game.

The end result of the Critical Strikes Damage and Basic Attack Ratio adjustments is that Heroes and Classes who invest in Physical Power and/or Crit will see a general reduction in their Basic Attack damage output as the game progresses, better pulling them in line with our TTK goals.

Balance adjustments via Ability tuning have been granted to many Heroes that are heavily impacted by these changes in a bid to better define their trading loops and general play patterns, with the intent of rewarding smart ability usage and playing to each Heroes strengths further as opposed to relying on raw Basic Attack damage to run down an opponent.


◆ Basic Attack Scalings have been adjusted for various Heroes (those affected listed below).
◆ Ability Descriptions for all Heroes now state their Base Basic Attack Damage and Basic Attack Damage from Scaling.


Slice [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.


Crunch [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Cross Crunch [Passive]
◆ Physical Power Scaling increased from 10% to 15%.
◆ Magical Power Scaling increased from 10% to 15%.


Pistol Shot [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Gag Grenade [Q]
◆ Radius decreased from 350 to 300.

Rad Rounds [E]
◆ Cooldown decreased from 14 to 14/13/12/11/10.
◆ First Shot Damage decreased from 40/60/80/100/120 to 40/55/70/85/100.

Old Rusty [RMB]
◆ Cooldown changed from 9/8.5/8/7.5/7 to 10/9/8/7/6.
◆ Mana Cost decreased from 60/65/70/75/80 to 60.

Shrapnel Cannon [R]
◆ Base Damage increased from 175/300/425 to 200/325/450.
◆ Physical Armor Shred Duration decreased from 8s to 4s.
◆ Self Knockback Distance decreased from 1000 units to 800 units.


[General]
◆ Base Mana Growth increased from 50 to 55.

Sweep [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Guardian Shield [Q]
◆ Mana Cost decreased from 60 to 50.


Cosmic Rift [Q]
◆ Magical Power Scaling decreased from 70% to 65%.

Void Breach [RMB]
◆ Magical Power Scaling increased from 55% to 60%.


[General]
◆ Base Mana Growth increased from 40 to 50.

Chop [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Double Pain [RMB]
◆ Total Physical Power Scaling increased from 110% to 120%.


R2000 Missile [Q]
◆ Magical Power Scaling decreased from 75% to 70%.


Slash [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.


Hack [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 80%.

Unleash [Q]
◆ Scaling increased from 35% to 40%.
◆ Cleave increased from 50% to 70%.

Ambush [RMB]
◆ Base Damage increased from 50/75/100/125/150 to 60/85/110/135/160.


Bolt [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.

Dusk [Q]
◆ Damage type changed from Magical to Physical.
◆ Added 30/35/40/45/50 Base Damage to.
◆ Damage per Additional Stack decreased from 16/22/28/34/40 to 10/15/20/25/30.
◆ Scaling Per Stack increased from 20% to 25%.
◆ Max Damage changed from 96/132/168/204/240 to 90/125/160/195/230.

Shadow Glide [E]
◆ Lockout Window decreased.

Mercy [RMB]
◆ Lockout Window decreased.


Void Drone [E]
◆ Gold on Destroy decreased from 20 to 10.


Single Fire [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.

Static Trap [Q]
◆ Root Duration decreased from 1.25s to 1s.
◆ Radius decreased from 150 to 135.

Stimpack [E]
◆ Slow Immunity Removed.

Buckshot Damage [RMB]
◆ Falloff Range decreased from 60% to 50%.
◆ Damage increased 75/112.5/150/162.5/200 to 75/110/145/180/215.
◆ Total Physical Power Scaling decreased from 112.5%/125%/137.5%/150%/162.5% to 110%/120%/130%/140%/150%.
◆ Cooldown decreased from 14/13/12/11/10 to 13/12/11/10/9.


Wallop [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.


Swipe [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.


Bounty Hunter [Passive]
◆ Base Kill Gold gain decreased from 50 to 25.
◆ Bonus Physical power decreased from 6.5-15% to 5.75-10%.

Obliterate [Q]
◆ Base Damage decreased from 50/70/90/110/130 to 40/60/80/100/120.
◆ Range decreased from 1750 to 1550.

Hellfire Rounds [RMB]
◆ Critical Strike Multiplier changed from 140/147/154/161/168/175% to 145/150/155/160/165/170%.


[General]
◆ Base Health Regeneration decreased from 1.4 to 1.
◆ Base Mana increased from 280 to 320.
◆ Base Mana Growth increased from 40 to 50.
◆ Base Mana Regeneration decreased from 2 to 1.6.

[Passive]
◆ Riot Shield Scaling increased from 12% to 15%.

Whip [LMB]
◆ Bonus Physical Power Scaling decreased from 100% to 90%.

Electrocute [E]
◆ Mana decreased from 60/70/80/90/100 to 60/65/70/75/80.
◆ Now deals 20% additional damage to Monsters.


Crush [LMB]
◆ Bonus Physical Power Scaling decreased from 70% to 60%.

Siphon [Q]
◆ Minion Healing decreased from 10% to 5%.


Biting Melody [Passive]
◆ Now applies a stack of Track on the Empowered Basic Attack.

Cutting Edge [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.


Bow Shot [LMB]
◆ Bonus Physical Power Scaling decreased from 90% to 80%.


Battering Barrier [Passive]
◆ Shield Duration decreased from 5s to 3.5s.

Punch Bonus [LMB]
◆ Physical Power Scaling decreased from 100% to 90%.


Harvest Nettles [E]
◆ Mana Cost decreased from 80 to 60.




Vision:
Sentry:
◆ Duration decreased from 15 to 12s.

Crests:
Consort/Guardian/Keeper/Warden Crest:
◆ Passive Gold per Charge decreased from 25 to 20.
◆ Evolve Gold Required decreased from 300 to 240.

Brutallax:
◆ Physical Power decreased from 25 to 20.
◆ Health increased from 125 to 200.
◆ Purifying Rage Attack Speed Removed.

Eviscerator:
◆ Rending Strikes Scaling decreased from 18% to 15%.

Liberator:
◆ Lifesteal decreased from 8% to 5%.
◆ Purifying Guard Shield Level Scaling removed.

Pacifier:
◆ Adrenalize bonus damage can no longer Critically Strike.
◆ Bonus Power Scaling increased from 20% to 25%.

Witchstalker:
◆ Physical Penetration increased from 4 to 6.
◆ Omnivamp decreased from 6% to 4%.


T1:
Codex:
◆ Magical Power decreased from 15 to 12.


T2:
Ironwood Warbow:
◆ Physical Power decreased from 25 to 20.
◆ Attack Speed increased from 10 to 15.
◆ Zap Base Damage decreased from 20 to 15.

Ruthless Broadsword:
◆ Cost decreased from 1400 to 1300.
◆ Physical Power increased from 20 to 25.
◆ Removed Ability Haste.


Carry:
Absolution:
◆ Cost decreased from 3300 to 3150.
◆ Bravery Damage Mitigation decreased from 25% to 20%.
◆ Determined Passive Removed.

Breach:
◆ Cost increased from 2900 to 3000.

Demolisher:
◆ Cost increased from 2900 to 3000.

Lightning Hawk:
◆ Physical Power decreased from 50 to 45.
◆ Chilling Zap Scaling decreased from 75% to 50%.
◆ Chilling Zap Slow Magnitude decreased from 30% to 25%.

Kingsbane:
◆ Chaos Damage type changed from Magical to Physical.
◆ Chaos Base Damage decreased from 15 to 10.
◆ Chaos Scaling increased from 10% to 15%.
◆ Order Base Healing decreased from 15 to 10.

Resolution:
◆ Physical Power decreased from 45 to 40.

Sky Splitter:
◆ Attack Speed increased from 30 to 35.
◆ Rend Damage decreased from 3% to 2.5%.

Viper:
◆ Ability Haste Removed.

Tainted Rounds:
◆ Wicked Strikes Physical Power Scaling changed from (+12% Total Physical Power) to (+15% Bonus Physical Power).
◆ Wicked Strikes Critical Strike Chance Scaling decreased from 25% to 20%.

Terminus:
◆ Endless Passive Removed - No longer grants a Shield on Takedown.

Vanquisher:
◆ Physical Power decreased from 50 to 45.
◆ Physical Penetration increased from 10 to 12.


Assassin:
Deathstalker:
◆ Cost Decreased from 3100 to 3000.
◆ Physical Power increased from 40 to 45.
◆ Ability Haste decreased from 20 to 10.


Fighter:

◆ Health increased from 250 to 300.
◆ Recipe changed from Ruthless Broadsword+Sabre+Vitality Beads to Ruthless Broadsword+Violet Brooch+Vitality Beads.

Draconum:
◆ Physical Armor increased from 35 to 40.
◆ Surge changed from Dealing and Receiving any damage from any source to dealing damage with Basic Attacks and Abilities to Enemy Heroes or Monsters.
◆ Surge Duration changed from until Out of Combat to 5s.


Mage:
Tainted Sceptre:
◆ Blight Duration increased from 3s to 4s.


Jungle:
Cyan Buff:
◆ XP Growth per minute decreased from 20 to 15.

Gold Buff:
◆ Health Growth decreased from 90 to 70.
◆ Gold Growth per minute decreased from 8 to 4. (Max Gold decreased from 200 to 140.)





◆ Fixed a Bug where Prophecy’s Hasty passive was incorrectly stating 75% scaling instead of 60%.
◆ Fixed a Bug where Basilisk was incorrectly granting 350 max health instead of its intended amount.
◆ Fixed a Bug causing vision to break after disconnecting.
◆ Fixed a Bug causing players to be unable to reconnect.
◆ Fixed a Bug causing Revenant to be pulled out of the nether realm leaving the target trapped inside.
◆ Fixed a bug causing Augmentation's Overclocked Passive to work improperly.
◆ Fixed Rogue and Magician Crest to correctly stack with Kira’s Mercy.
◆ Fixed Kira’s Mercy to always correctly refund half the cooldown when hitting a target.
◆ Fixed the Shift modifier bind blocking re-binding to Shift.
◆ Fixed Crunch’s Re-Crunch not triggering Augmentation’s Overclocked passive.
◆ Fixed a Bug causing Hunt to not show its evolution in the Items Tab.
◆ Fixed an issue where Scalding Scepter and Caustica descriptions were not displaying the Magical Penetration as % Magical Penetration.
◆ Tonics on Core Items + Middle Recommended slot once player has full Tier 3 items.
◆ Fixed an issue where Feng Mao’s Earth Shatter bonus Movement Speed was being applied to Tectonic Mallet’s Power Conversion passive.
◆◆ This Movement Speed is intended to improve the feel of the ability and does not count towards conventional Movement Speed.
◆ Fixed a rare bug that sometimes caused Basic Attacks to incorrectly trigger with no player input.

Predecessor Balance Patch | V.0.5.4



Happy Tuesday, Champions!

The Community Hunt may be over but Patch V.0.5 continues with our upcoming balance update!

Balance Patch 0.5.4 brings with it the usual smattering of balance changes as well as a couple of snazzy new skins for you to find in the shop.

We had initially hoped to sneak a few bonus features into this patch but decided instead to hold off until V.0.6, which is shaping up to be a doozy of an update!

See you then!

- alex, Lead Game Designer




New Skins

As promised, we’re continuing to add new skins with every major game update.

This week’s new skins are:
◆ Autumn Fire Sparrow [Common]
◆ Obsidian Rampage [Rare]



Find them in the store and let us know what you think!

Early Access Feedback Survey Ends

We want to thank everyone that took the time to fill out our recent feedback survey. We’ll be closing the survey on Tuesday, so if you haven’t filled it out yet you have until then!

Community Event - The Hunt

Last Friday we launched our first ever community event, pitting Kira against Countess in a battle to see who could score the most kills. The event wrapped up just a few hours ago, resulting in a landslide victory for newcomer Kira!


Over the 7 day event period Kira killed 176,862 other Heroes - that’s over 25,000 per day! It’s been fantastic to see so many of you taking to the battlefield with our first original Hero.

With Kira winning The Hunt, we’ll be adding a new Profile Icon featuring the Shadow Huntress herself to the game in a future game update (on top of the Season 1 reward icon)!

Thank you all for taking part in this event. As with everything during Early Access we look forward to expanding and improving on community events in the future and we hope you’ll take part in the next one!





Drongo’s definitely fallen into a better place since his previous nerf, but we feel he’s still a bit too tricky for melee Heroes to tackle. We’re making his Gag Grenade a little easier to disengage from and position around to grant other players more opportunities to outplay Drongo in all-in engagements.

Gag Grenade [Q]:
◆ Radius decreased from 400 to 350.

As the meta shifts certain Heroes inevitably pick up strength. Howitzer has combined the safety of Gideon with some high burst gameplay, raining down rockets from afar. We’re flicking some switches on his mech to crank down the production of Land Mines, keeping Howitzer on his toes - especially during the laning phase.

Land Mine [E]:
◆ Cooldown increased from 20/18/16/14/12 to 22/20/18/16/14.

Slow Grenades [RMB]:
◆ First Grenade Scaling decreased from 25% to 20%.
◆ Grenades beyond the first Scaling decreased from 6% to 4%.

Kira came in swinging for Countess and ended up being charged for collateral damage. Following your feedback, we’re going to shift her Dusk scaling down significantly to decrease the potency of both her Purge combos and her finisher potential in the mid-late game. We’re also decreasing her ultimate damage to minions to prevent nasty interactions with sustain and to decrease the potential surprise wave clear. She’ll also be impacted by some of the item nerfs below, so we’re not swinging too harsh a bat yet.

Dusk [Q]:
◆ Scaling Per Stack decreased from 30% to 20%.

Purge [R]:
◆ Now deals 30% damage to minions.

Muriel continues to be a safe pick who continues to scale well. We’d like to keep her general laning strengths safe due to her lack of hard CC, so instead we’re opting to decrease her mid-late game shielding potential a bit with a small bump down on Alacrity builds.

Alacrity [RMB]:
◆ Shield Magnitude decreased from 50/80/110/140/170 to 40/65/80/105/130.

The King of the Jungle has been showing off his crown a bit too much these past few weeks. We’re looking to decrease his early-game damage potential and mobility so he doesn’t feel too overwhelming in the earlier stages of the game.

General:
◆ Base Physical Power decreased from 57 to 54.

Pounce [RMB]:
◆ Cooldown increased from 18/17/16/15/14 to 20/19/18/17/16.




T2:

Stalwart Gauntlets: These handy gauntlets have been a bit too powerful of a curve for Tanks in the laning phase. Combined with Titan Crest they can lead to a significant sustain boost that creates non-interactive laning. To address this we’re bumping down the regen - just a smidge.

General:
◆ Health Regeneration decreased from 125% to 100%.



Carry:

Lightning Hawk: The Hawk got a healthy bug fix last patch that led to a slightly unhealthy scaling problem. We’re bumping it down alongside the Slow Duration to lessen the run down potential when ADCs acquire this item early.

Chilling Zap [Passive]:
◆ Scaling decreased from 100% to 75%.
◆ Slow Duration decreased from 0.75s to 0.5s.


Tainted Rounds: Blight items are always tricky to balance due to the fine line of wanting to keeping them open while also maintaining a strong reason to purchase them. Tainted Rounds have fallen off that line and are a bit too cost efficient, especially when combined with crit oriented builds, so we’re taking it down a notch.

General:
◆ Physical Power decreased from 30 to 25.

Wicked Strikes [Passive]:
◆ Critical Strike Scaling decreased from 30% to 25%.


Terminus: Terminus has been a bit too potent of a sustain option for our ADCs, relative to Kingsbane. We’re bumping down the lifesteal and power to decrease the amount of situations ADCs can power through, particularly in the early game.

General:
◆ Physical Power decreased from 50 to 45.
◆ Lifesteal decreased from 15% to 12%.


Vanquisher: Vanquisher has led to absurd amounts of burst, especially as a first or second buy for heroes like Murdock or Revenant. We’re bumping down its all-in burst potential through its passive and penetration.

General:
◆ Physical Penetration decreased from 12 to 10.

Annihilate [Passive]:
◆ Execute decreased from 7% to 6%.


Viper: Viper is a great all-rounder for ADCs and currently provides a few too many stats alongside its powerful Shred effect. We’re keeping it a little more specialised by knocking down its power a tad.

General:
◆ Physical Power decreased from 40 to 35.



Tank:

Galaxy Greaves: Moon Boots are a super fun item to pick up sometimes, but they also have a lot of practical application. Currently tankier Heroes and supports often lose out on a few too many stats to justify picking this up relative to full tank items. So we’re bumping up the physical armor a bit to keep it an open option for games where the effect could just turn a situation around.

General:
◆ Physical Armor increased from 30 to 40.


Raiment of Renewal: Raiment has become too strong of an initial pickup for offlaners and supports. It ends up becoming a very snowball heavy option that causes poor interaction during the laning phase. We’re going to shift its numbers around a bit to decrease its early strength particularly on sustain/scaling heroes such as Rampage and Sevarog.

Synthesis [passive]:
Percentage of Health Regeneration gained from Bonus health decreased from 1% to 0.5%.

Regenerator [Passive]:
Percentage of health Regenerated from damage taken over 5s from 12% to 10%.






◆ Fixed some specific scenarios where inputs could sometimes stop working.
◆ Fixed a visual issue impacting how certain key icons are displayed in-game.
◆ Fixed an issue where Kira's Ultimate ability was not working correctly with Spellbreaker.
◆ Fixed some clipping issues with Kira's coat.
◆ Improved the way that some loss of connection scenarios are handled.
◆ Fixed a few bugs with camp vision after dying/respawning.

Additional bug fixes/patch notes may be added to this post once the update is live.





That's all this week!

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

Predecessor Hotfix V.0.5.3



Happy Friday Champions!

Earlier this week we launched Patch V.0.5.0 which brought some controller changes that aimed to try and fix some of the more annoying bugs that we know some of you have been facing (such as Narbash thunks randomly snapping away etc.), while also changing up some aspects of our input system.

As with many things during Early Access we’re still ironing out some of these interactions, but many of you noted that aim-assist and aiming as a whole felt different, and not necessarily in a good way. We’ve looked into this and are pleased to be pushing out this hotfix to help improve the controller experience as quickly as possible. Specifically this hotfix should improve general aiming for gamepad users in relation to aim-assist.




◆ Fixed a bug which caused aim-assist to function incorrectly, causing inconsistent aiming for gamepad users.

Predecessor Hotfix V.0.5.2



Hotfix V.0.5.2 is now live.




◆ Fixed an issue where players could partially enter into a wall near Fangtooth.
◆ Fixed targeting issues with Muriel's Ultimate ability.
◆ Fixed an issue with Dekker's passive being incorrectly activated while jumping once and holding LMB.
◆ Fixed issues causing auto-run to not activate/stop correctly.