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Dev Stream | v1.5 First Look

Champions,

Update v1.5 releases next week on Tuesday 29th April! Tune in to Twitch and join our team as we take a look at everything coming up in the next update.

TUNE IN - https://www.twitch.tv/predecessorgame

V1.4.5 is LIVE! | Patch Notes | Balancing Changes | Improvements

Greetings, Champions!
It doesn’t feel like long since we last wrote these words — oh wait, that’s because it wasn’t! The mini balancing patch was only two weeks ago, wasn’t it? Well, we hope you’re ready for another set of patch notes, because we’ve got some more for you!

This balancing update is, well, all about balance — we’re making further adjustments to the big Hero makeovers introduced in 1.4. But we also have a few features we want to tell you more about, such as:
  • Discord Integration Improvements
  • Game Server Location Changes
  • In-Game Tips
  • Minimap Update
  • Anti-Toxicity Measures
Store News

[h2]New Skins[/h2]
Archangel Muriel [Uncommon]
Striking as always, this time in copper.



Construction GRIM.exe [Uncommon]
Sorry, 's'cuse me, this is a construction site y’know! No, we won’t be excavating anytime soon, we’re on break.



[h3]New Bundles[/h3]
Archangel Muriel Bundle
  • Muriel [Hero]
  • Archangel Muriel [Skin]
  • Angelic Love [Overhead Emote] 
  • Archangel Muriel [Banner] 
  • Archangel Muriel [Icon] 

[h2]Discord Integration Improvements[/h2]
We’ve been thrilled by your positive feedback on our Discord integration and we’re taking it even further!

You can now link your Discord account to unlock expanded chat functionality. This allows you to send and receive private messages from your Discord friends even when they’re outside the game. You’ll also be able to message your party as early as the queue, or reach out to individual players directly.
You can still use in-game comms as usual, but with Discord linked, communication becomes even more seamless.

Coming soon: Linked Discord accounts in the future will also let you import your Discord friends directly into your Predecessor friend list — making it easier than ever to party up.

[h2]Game Server Location Changes[/h2]
A long-awaited change has finally arrived — as of April 8th, the NA-EAST and NA-WEST servers will merge into a single server location: NA-CENTRAL. That means no more splitting our North American player base — and potentially shorter queue times? Count us in!

We’re also happy to confirm that OCE servers with location in Australia are staying - permanently!
We’re also aware of the questions about servers in other regions of the world - all we can say for now is watch this space!

[h2]In-game Tips[/h2]
To support new players in learning the game more effectively, we’ve introduced a series of in-game tips aimed at improving awareness of core mechanics and gameplay concepts.

These tips will appear contextually during matches, most often after deaths, offering timely guidance to help players make more informed decisions next time. While primarily intended to ease the learning curve for newcomers, we believe even experienced players may find some of these reminders useful.

[h2]Minimap Update[/h2]
If you’ve been following our social channels, you might be aware that we’ve been working on a minimap redesign to improve overall visibility. The first iteration of these changes will be introduced in this patch, and we hope the updated map will make in-game information clearer and easier to read.

We hope you’ll notice the following improvements:
  • Increased lane visibility
  • Objectives are now marked with the colour of the buff they provide, making them easier to identify
  • A new outline helps the minimap stand out more clearly
  • The increased minimap size makes icons and pings easier to see and interpret

This is just the beginning — further improvements to the minimap are planned for future updates, so stay tuned.



[h2]Toxicity[/h2]
More tweaks have been done to our anti-toxicity measures. Hopefully you’ll see that toxicity will become less prevalent with this update. As always, if you witness undesirable behaviour in the game, please let us know about it through the in-game reporting system.

Gameplay Balance Changes

[h2]General:[/h2]
  • [Bugfix] Fixed an issue where various Item Effects and Ability Damage instances would unintentionally draw Minion and Tower Aggression.

[h2]Death Timers:[/h2]
To begin with, Death Timers will be an ongoing topic that we will continue to monitor feedback towards. To provide some brief context, while it is important for kills to be convertible into Objectives for the structure and pacing of a match, we wish to be careful with early deaths not being too punishing to be on the receiving end of. 

For example, if Death Timers are overly long in the early-game, in scenarios where you kill your opponent at Level-2 due to a single mistake, are then able to easily crash a wave and reset into a wave bouncing back into you, secure the freeze on an opponent who is down on items and experience, just to kill them again - this can quickly cascade into an aggressive snowball that can be both unenjoyable and incredibly difficult to come back from.

While there are many other factors such as Objective/Tower TTK relative to Death Timers and how convertible they post-kill, the relationship of recalling and death, or how Death Timers can contribute to games ending too quickly or too slowly, etc; as a general note, we wish for the pace of the average Predecessor to be engaging and exciting for all parties, with healthy doses of snowballing, comebacks, and strategy all present in any given match, with matches ending in a satisfying manner. With this in mind, we’re being conscious of not accidentally undoing many of the pacing improvements the community has generally responded well to with the v1.4 changes by overshooting too hard on Death Timer adjustments in the short-term while the balance ecosystem continues to stabilise with each update.

While we may make additional adjustments again in the near future, for now, Death Timers are seeing another small increase in the early levels to further increase the ability for Players to convert a kill into a subsequent objective, with further adjustments to be considered in the future as more feedback comes in.
  • Death Timers at Levels 1-8 increased from 6/9/12/14/16/18/20/22 to 7/10/12/14/17/19/21/23.

[h3]Jungle:[/h3]
Alongside some minor durability increases for various Objectives to provide a greater window to contest, we’re pushing back the initial spawn time of Fangtooth to provide some additional breathing room in the early-game for teams to navigate before the Objective rush begins. 

Additionally, the respawn timer of Mini/Orb Prime is being increased to better desync their uptime from Fangtooth, thereby reducing the frequency at which they can simply be traded for one another if the disadvantaged team chooses to avoid fighting over them. 

Finally, Fangtooth and Mini-Prime are seeing a reduction in the amount of Global Experience they award on death, decreasing the ability for a team to get ahead by taking them off cooldown and providing more of an opportunity cost should too many resources be thrown at them in the earlier stages of a match.

Fangtooth:
  • Initial Spawn Time increased from 4m to 5m.
  • Experience decreased from 120-400 (+20 per Level) to 80-290 (+15 per Level)
  • Physical Armor increased from 30 (+5 per Level) to 30 (+6 per Level).
  • Health increased from 5400 (+600 per Level) to 5600 (+650 per Level).
Mini Orb:
  • Respawn Time increased from 4m 30s to 5m 30s.
  • Experience decreased from 150-290 (+10 per Level) to 120-260 (+10 per Level).
  • Health increased from 5000 (+500 per Level) to 5000 (+550 per Level).
  • Physical Armor increased from 45 (+1 per Level) to 45 (+2 per Level).
Orb Prime:
  • Respawn Time increased from 4m 30s to 5m 30s.
  • Damage increased from 100 (+7 per Level) to 110 (+12 per Level).
  • Physical Armor increased from 100 (+3 per Level) to 100 (+4 per Level). 

[h2]Towers:[/h2]
[h3]General:[/h3]
Tower Gold Drops have a habit of flying out of view when dropped and can often be missed by Players as a result. We’re making some small adjustments to their travel trajectory, alongside taking the opportunity to speed up their decent time, which should ultimately have Gold Drops feeling snappier and more enjoyable to collect.
  • Gold Drop Projectile Speed increased from 325 to 385.
  • Gold Drop Gravity increased from 1 to 1.28.
  • Gold Drop Projectile Pitch decreased from 75 to 60.
Outer Towers:
Minor adjustments are being made to the durability of Towers in the early-game, making the ability to take the first Plate or two more achievable, while ensuring the Outer Towers later segments still remain durable and more difficult to chain together back-to-back.

  • Bonus Armors pre-8m decreased from 40 to 35.
  • Plated Segments Bonus Armors while at 4/3/2/1 Remaining changed from 10/25/40/55 to 0/20/40/65.
  • Temporary Armors On Plate Destruction:
  • 2 Nearby Enemy Heroes increased from 140 to 150.
  • 3 Nearby Enemy Heroes increased from 200 to 220.
  • 4 Nearby Enemy Heroes increased from 280 to 300.

For a deep dive into balance, Hero and Item changes, as well as bug fixes, please visit our website.

V1.4.4 is LIVE!

Greetings Champions!

You might be a little surprised to see another set of patch notes so soon, but with V1.4 being such a major update that touched on many aspects of the game, it’s only fair we follow it swiftly with a balancing pass to address community feedback and reign in some of the more egregious outliers.

While the usual, larger 1.4.X balance patch is still on the way, we’ve decided to release some changes early. We’ve been closely monitoring the impact of the recent changes to ensure the game remains fair, fun, and functioning as intended, and the updates listed below address the most pressing things identified since V1.4’s release.

Without further ado, let’s jump in!


Gameplay Balance Changes:

[h2]Overview:[/h2]
  • Death Timers increased between Levels 3-14.
  • Minions tweaked to make Last-Hitting more consistent.
  • General reductions in Hero and Item Sustain.
  • Various Outlier Heroes adjusted.
  • General Hero and Item balance
  • And more…!

[h3]Death Timers:[/h3]
Lower Death Timers in the early game have resulted in the feeling of an inability to cleanly convert a won fight into Objectives such as Fangtooth or Tower Damage. While we continue to monitor and adjust Death Timers moving forward, for now they have seen a moderate increase pre-20m to allow for more breathing room between fights.

  • Base Death Timers at Level 1-18 increased from 6/9/10/11/12/14/17/20/23/26/29/32/35/37/39/40/41/42 to 6/9/12/14/16/18/20/22/25/28/31/34/37/38/39/40/41/42.

[h3]Jungle:[/h3]
Fangtooth: Objectives such as Fangtooth are currently dying relatively quickly, leading to a strong sense of first-movers advantage where the objective falls before a Team has adequate time to react. The increase to Death Timers may further contribute to this feeling, so a small increase to Fangtooth’s durability is being given to provide for more reaction team by teams looking to contest. We will continue to monitor the Objective Durability situation and consider further durability adjustments for any and all Objectives in subsequent balance passes.

  • Fangtooth Physical Armor increased from 25 to 30.
Mini Prime: The Mini Prime Buff received a relative incidental increase in power seeing with the increase in Hero Armors offered in v1.4. A reduction to the Bonus Armors it offers is being levied to ensure that contesting and fighting a Mini-buffed Hero is not as steep of a challenge to overcome.

  • Mini Prime Buff Bonus Armors decreased from 20% to 10%.


Minions: Melee and Ranged Heroes are seeing a small increase to their Health, and a small reduction in the damage they deal to each other. This is being done to provide a more natural damage cadence when Minions fight each other, making the ability for Players to last-hit more consistent and less frustrating.

Melee Minion:
  • Health increased from 650 (+40/50 per Level) to 650 (+46/58 per Level).
  • Minion Damage Modifier decreased from 95% to 90%.
Ranged Minion:
  • Health increased from 380 (+25 per Level) to 380 (+29 per Level).
  • Minion Damage Modifier decreased from 115% to 110%.


[h2]Heroes:[/h2]
[h3]Argus: [/h3]
While Argus’ damage potential is meaningful, his restricted Mana economy can be too difficult to manage, especially in the early game.To help resolve this, his Particle Shredder is receiving a significant Mana Cost reduction, better allowing Argus to stay present on the map.

Dread Nova [Secondary]:
  • Cooldown decreased from 17 to 16.
Particle Shredder [Alternate]:
  • Cost decreased from 14/16/18/20/22 to 10/12/14/16/18.

[h3]Boris:[/h3]
Boris’ arrival to the battlefield has left many Heroes cowering in fear before his might. With his overall strong performance since his addition, some general hits are required to ensure he falls more in-line with other Heroes, with reductions to his Healing and early-game gank potency being the most notable areas adjusted.

Tesseract Device [Passive]:
  • Canister Healing decreased from 1 (+0.35 per Level) to 0.8 (+0.3 per Level).
  • Canister Healing Bonus Physical Power Scaling decreased from 4% to 3.5%.
  • Core Healing decreased from 3 (+0.75 per Level) to 2.5 (+0.7 per Level).
  • Core Healing Scaling decreased from 12% to 10%.
  • Core Healing Minion and Monster Modifier decreased from 30% to 20%.
Detection Protocol [Primary]:
  • Movement Speed decreased from 50%/60%/70%/80%/90% to 45%/55%/65%/75%/85%.
  • Slow Duration decreased from 1.5 to 1.25s.
  • Primeval Roar [Secondary]:
  • Max Fear Duration decreased from 1.25s to 1.15s.

[h3]Countess:[/h3]
Countess is another Hero receiving adjustments, with a large focus on decreasing her general Healing capabilities and the strength of her Blood Tithe Passive to reduce the feeling of immovability she possesses in lane, and offering more chances for hero opponents to fight back and lock her down before she runs away with a match.

General:
  • Physical Armor Growth decreased from 4.2 to 3.9.
  • Mana decreased from 400 to 360.
Blood Tithe [Passive]:
  • Percent Health Damage decreased from 8% to 6%.
  • Cooldown Refund decreased from 25% to 20%.
Shadow Slip [Primary]:
  • Cooldown decreased from 20/18.5/17/14.5/13 to 19/17.5/16/14.5/13.
  • Momentum on Teleport, while grounded, normalized.
Eventide [Secondary]:
  • Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70.
Blade Siphon [Altnerate]:
  • Healing decreased from 10/12/14/16/18 to 8/10/12/14/16.
  • Hero Healing Multiplier decreased from 600% to 500%.

[h3]Crunch:[/h3]
With the reduced distance of Forward Crunch's dash, Crunch has struggled to feel as relevant and struggles to keep up with many of the other Heroes. Some general increases to his cooldown uptime, as well as his Cross Crunch Passive damage, are being offered to reinforce Crunch’s baseline loop and provide him with more windows to succeed in duels.

General:
  • Mana increased from 290 to 320.
Cross Crunch [Passive]:
  • Total Physical Power Scaling increased from 20% to 25%.
  • Magical Power Scaling increased from 20% to 25%.
Right Crunch [Secondary]:
  • Cooldown decreased from 12/11/10/9/8 to 11.5/10.5/9.5/8.5/7.5
Forward Crunch [Alternate]:
  • Cooldown decreased from 18 to 16.

[h3]Feng Mao:[/h3]
The general durability changes of v1.4 have left Assassins such as Feng Mao struggling to be able to dish out enough damage to keep pace with the increased Physical Armor that Heroes possess unless he secures an early snowball. A small but meaningful increase to his damage profile is being offered to better bridge the damage to durability gap.

General:
  • Attack Speed increased from 100 to 105.
Hamstring [Secondary]:
  • Bonus Physical Power Scaling increased from 28% to 32%
  • Isolation Bonus Physical Power Scaling increased from 16% to 18%.
Earth Shatter [Ultimate]:
  • Bonus Physical Power Scaling increased from 90% to 95%.
  • Execution Bonus Physical Power Scaling increased from 90% to 95%.
  • Execution Bonus Physical Penetration Scaling increased from 400% to 450%.

[h3]Gideon:[/h3]
Gideon's ability to keep himself safe while having some of the best lane-bully tools among the Mid-lane roster leaves him feeling too consistently powerful compared to other Heroes. Some small hits across his kit are required to bring him closer to other Mages.

General:
  • Attack Speed decreased from 135% to 130%.
Cosmic Rift [Primary]:
  • Magical Power Scaling decreased from 90% to 85%.
Torn Space [Secondary]:
  • Cooldown increased from 20/18/16/14/12 to 22/19.5/17/14.5/12.

[h3]Greystone:[/h3]
With other Heroes being adjusted around him , Greystone is receiving a small set of pre-emptive changes to ensure his early laning strength is not too powerful, providing a better chance for opponents to control him before he unlocks his Ultimate.

General:
  • Health decreased from 765 to 750.
  • Health Regeneration decreased from 2 to 1.7.


Assault The Gates [Alternate]:
  • Damage decreased from 120/165/210/255/300 to 110/155/200/245/290.

[h3]Grim.exe:[/h3]
Some quick adjustments to Grim, better enabling his Magical Build variant in the Mid-lane. and toning down the amount of free Attack Speed offered by his Assault Mode to bring his Carry strength down a notch.

Pulsefire [Passive]:
  • Magical Power Scaling increased from 15% to 22%.
Assault Mode [Secondary]:
  • Attack Speed decreased from 6%/9%/12%/15%/18% to 5%/7.5%/10%/12.5%/15%.
G.T.F.O [Ultimate]:
  • Magical Power Scaling increased from 80% to 95%.
  • Cooldown changed from 90 to 100/85/70.

[h3]Grux:[/h3]
Grux’s ability to dominate the battlefield with his incredible healing and his new-found reach with his improved Smash & Grab has left him feeling difficult to deal with. For now, some general reductions to both his Double Pain Healing and uptime are occurring, as well as a reduction to his Armors to ensure Enemies have a better chance at trading against him and killing him before he gets off too many successive Heals. While it is not part of this changelist, in a subsequent patch we will be looking further into Smash & Grab.

General:
  • Physical Armor decreased from 38 to 35.
  • Physical Armor Growth decreased from 5.5 to 5.
Smash And Grab [Primary]:
  • Mana Cost increased from 60 to 70.

    Double Pain [Secondary]:
  • Missing Health Healing decreased from 18% to 15%.
  • Cooldown increased from 9/8/7/6/5 to 9.5/8.5/7.5/6.5/5.5.


[h3]Howitzer:[/h3]
Howiter’s Slow Grenades currently output damage comparable to a direct hit from his R2000 Missile and are receiving a hit to their base damage to make it less oppressive when maxed.

Slow Grenades [Alternate]:
  • Subsequent hit damage decreased from 10/20/30/40/50 to 10/18/26/34/42.

[h3]Iggy & Scorch:[/h3]
Iggy’s Flame Turrets tend to soak up too much damage in fights. A small reduction in their durability is occurring to give opponents a better chance at picking them off, should Iggy place them too carelessly.

Flame Turret [Primary]:
  • Health decreased from 120 (+20 per Level) to 100 (+18 per Level).
  • Health Magical Power Scaling decreased from 30% to 26%.

[h3]Kallari:[/h3]
Like Feng Mao, Kallari’s damage potential struggles to keep up with the general amounts of Physical Armor Heroes Possess. An increase to her general Attack Speed and Dagger Scaling is being granted to give her a better chance at fighting on parity with other Heroes in scenarios where she has not achieved as large of a snowball. Likewise, consistent with the theme of Healing reductions, her Shadow Walk Healing is receiving a small reduction to increase the ability for Enemies to poke-her out in late-game scenarios.

General:
  • Attack Speed Growth increased from 2 to 2.5.
Shadow Walk [Primary]:
  • Health Regeneration Physical Penetration Scaling decreased from 175% to 150%.
Crippling Dagger [Alternate]
  • Bonus Physical Power Scaling increased from 100% to 110%.

[h3]Khaimera:[/h3]
Despite Khaimera's reliance on Overlord or Sky Splitter to clear his Jungle, he can still struggle to keep pace with other Junglers. To help make his clearspeed more competitive, some additional Cleave damage is being granted to his Unleash.

Unleash [Primary]:
  • Cleave increased from 75% to 100%.
Cull [Ultimate]:
  • Final hit damage increased from 100/225/350 to 125/250/375.
  • Total Damage increased from 180/385/590 to 205/410/615.

[h3]Morigesh:[/h3]
Similar to other Heroes, Morigesh is receiving a shift to her Healing capabilities, no longer gaining as much raw healing from her Mark. In return, she is gaining higher Mark up-time for better in-fight DPS, as well as healing up for a larger amount when she is able to run through a Minion Wave with Swarm.

Swarm [Secondary]:
  • Minion Healing increased from 20% to 25%.
Mark [Alternate]:
  • Healing Magical Power Scaling decreased from 60% to 45%.
  • Cooldown decreased from 9/8/7/6/5 to 8.5/7.5/6.5/5.5/4.5.

[h3]Mourn:[/h3]
Mourn is receiving a few small changes to his Basic Attacks, with more Attack Speed from match-start to make his Basic Attacks feel smoother to use, as well as higher Passive uptime to offer him more trading and wave-shoving opportunities.

General:
  • Attack Speed increased from 105 to 110.
Extract [Passive]:
  • Cooldown decreased from 9 to 8.

[h3]Murdock:[/h3]
Murdock had an issue affecting his Movement Speed, with it being far lower than intended. This has now been resolved.

General:
  • [Bugfix] Movement Speed increased from 615 to 670.

[h3]Muriel:[/h3]
Muriel’s general Shielding capabilities have benefited largely from them now factoring in Armors and have emerged as being too difficult to blow through. Some general reductions to her Shielding values are needed to ensure they do not lead to overly-inflated durability in fights. Consecrated Ground [Secondary]:
  • Damage Magical Power Scaling increased from 40% to 50%.
  • Shield decreased from 90/130/170/210/250 to 80/120/160/200/240
  • Shield Magical Power Scaling decreased from 45% to 40%.
Alacrity [Alternate]:
  • Shield decreased from 80/110/140/170/200 to 70/100/130/160/190.
Reversal Of Fortune [Ultimate]:
  • Shield decreased from 275/500/725 to 250/470/690.
  • Shield Duration decreased from 4s to 3.5s.

[h3]Rampage:[/h3]
Rampage has been seen as one of the top performers of v1.4, boasting an incredible combination of damage and durability on top of his new-found tools. His general power is undoubtedly too high, and various hits are required to knock him back down to a happier medium. For starters, his general healing capabilities are seeing a reduction to provide opponents with a better chance at dueling him, with his Passive especially offering less incidental healing. Likewise, given his durability, his general damage output is also taking a hit, ensuring the combination of attack patterns such as a Rock-dunk into a Basic/Rumble/Basic combo is not as burst heavy, giving squishier opponents a better chance at surviving his engage attempts.

General:
  • Attack Speed decreased from 125 to 120.
Swipe [Basic Attack]:
  • Bonus Physical Power Scaling decreased from 75% to 70%.
King Of The Jungle [Passive]:
  • Immobilized Max Health Healing decreased from 5% to 3%.
  • Max Health Regeneration decreased from 0.25% (+0.015% per Level) to 0.15% (+0.015% per Level)
Boulder Throw [Primary]:
  • Damage decreased from 125/165/205/245/285 to 115/155/195/235/275.
Rumble [Secondary]:
  • Total Physical Power Scaling decreased from 65% to 60%.
  • Max Health to Physical Power conversion decreased from 1.5%/1.75%/2%/2.25%/2.5%. To 1.25%/1.5%/1.75%/2%/2.25%.
Pounce [Alternate]:
  • Damage decreased from 100/135/170/205/240 to 85/120/155/190/225.
  • Bonus Health Scaling decreased from 6% to 5%.
Behemoth [Ultimate]:
  • Healing decreased from 2%/3%/4% to 1.8%/2.7%/3.6%.

[h3]Riktor:[/h3]
Riktor is another Hero gaining some baseline Attack Speed, better allowing him to secure last-hits and keep up the pressure with his Basics. Likewise, a small bump to his Riot Shield’s effectiveness is being granted, better allowing him to lead the charge with engage-attempts while having the durability to soak up return damage should he succeed.

General:
  • Attack Speed increased from 100 to 110.
Riot Shield [Passive]:
  • Shield Max Health Scaling increased from 4%/6%/8%/10% to 5%/7%/9%/11%.

[h3]Serath:[/h3]
Serath’s currently struggles to dish out enough damage and survive many engagements given her relative fragility to other Heroes. To better enable her hyper-carry capabilities and offer her a better chance at securing a reset when diving into the thick of battle, a range of benefits are being received across the board.

General:
  • Health Growth increased from 122 to 125.
The Nephilim [Basic Attack]:
  • Physical Power Scaling increased from 90% to 100%.

[h3]Heaven’s Fury [Primary]:[/h3]
  • Cooldown decreased from 16/14.5/13/11.5/10 to 14/13/12/11/10.
  • Additional Strike Damage increased from 30% to 35%.
Chastise [Alternate]:
  • Damage increased from 90/120/150/180/210 to 90/125/160/195/230.
Heresy [Ultimate]:
  • Bonus Attack Speed increased from 20%/35%/50% to 20%/40%/60%

[h3]Sevarog:[/h3]
Sevarog is another Hero that contributes to the sense of Sustian-creep, with his Passive Omnivamp offering significant healing at Tier 1 that can leave him suddenly able tank through and bully out various matchups. As with many other Healers, he too is seeing a reduction in this department.

Reaper Of Souls [Passive]:
  • Omnivamp decreased from 15% to 10%.

[h3]Sparrow:[/h3]
Sparrow’s Inner Fight can often feel like it is not providing enough punch, even when used on an opportune moment. As a result, some general damage increases to the Ultimate are being offered to better let her thrive in her ideal scenarios.

Inner Fire [Ultimate]:
  • Total Physical Power Scaling increased from 75% to 80%.
  • Side Arrow Total Physical Power Scaling increased from 40% to 60%.
  • On-Hit Modifier increased from 25% to 30%.

[h3]Steel:[/h3]
Given his durability, Steel currently outputs too much damage, largely thanks to his Shield Bash. A reduction to both its damage and uptime is occurring, giving opponents a better chance of taking trades against him, and his all-in attempts now being less unreasonably burst-heavy.

Shield Bash [Alternate]:
  • Damage decreased from 60/105/150/195/240 to 60/100/140/180/220.
  • Cooldown increased from 8/7.5/7/6.5/6 to 8.5/8/7.5/7/6.5.

[h3]Terra:[/h3]
Terra’s ability to bully-out her lane opponent and maintain pressure has seen a fall from grace with the v1.4 changes, with her even struggling to maintain an edge in match-ups she should be positioned to succeed in such as when playing against tanks. Some general increases to her kit are being offered, with Ruthless Assault dealing more damage, Highland Hurl having more uptime, and Wild Rush boasting a larger shield when more defensive output is required.

General:
  • Attack Speed increased from 110 to 115.
Ruthless Assault [Primary]:
  • Damage increased from 40/60/80/100/120 to 40/65/90/115/140.
  • Empowered True Damage Bonus Physical Power Scaling increased from 125% to 135%.
Highland Hurl [Secondary]:
  • Cooldown decreased from 16/14/12/10/8 to 14/12.5/11/9.5/8.
Wild Rush [Alternate]:
  • Shield changed from 10/65/120/175/230 to 5/65/125/185/245.
  • Shield Max Health Scaling increased from 12% to 13%.

[h3]The Fey:[/h3]
Like many other Mages, The Fey is also receiving a small bump down in her damage output, ensuring she stays on parity with the other Mages being adjusted around her.

Bramble Patch:
  • Damage decreased from 100/140/180/220/260 to 100/135/170/205/240.
  • Cooldown increased from 11/10.5/10/9.5/9 to 12/11.25/10.5/9.75/9.
Harvest Nettles [Secondary]:
  • Damage decreased from 85/120/155/190/225 to 80/115/150/185/220.

[h3]Zarus:[/h3]
As with the other non-sustain Physical Bruisers and Assassins, Zarus also finds himself unable to keep up with the current durability and pace of the game. To better bridge this gap, Zarus too is receiving some adjustments aimed at granting him better dueling capabilities and a stronger ability to burst through his target before they have a chance to heal through his all-in attempts.

Deflect [Primary]:
  • Cooldown decreased from 22/20.5/19/17.5/16 to 20/18.5/17/15.5/14.
Spear Of Nyr [Alternate]:
  • Damage increased from 75/105/135/165/195 to 75/110/145/180/215.
  • Bonus Physical Power Scaling increased from 120% to 130%.
Coliseum [Ultimate]:
  • Damage increased from 200/300/400 to 225/325/425.
Items:

[h2]Miscellenious:
[/h2][h3]Lucky Feather:[/h3]
A small bump in Kill Gold for feather, granting higher potential rewards for aggression to those that risk its purchase.
  • Gold on Hero Kill increased from 30 to 40.

[h2]Crests:[/h2]
[h3]Obelisk:[/h3]
With a faster general match-pace, Obelisk struggles to become relevant before a match ends. A lower cooldown for its Condemn effect is being offered in return for less damage per stack gained, providing it with more up-time throughout a match.
  • Cooldown decreased from 20 to 15.
  • Condemn Damage per stack decreased from 8 to 6.

[h3]Tempest:[/h3]
Tempest is one of many sources of Healing that is being tuned down this pass, better ensuring that its healing does not feel as difficult to fight past.
  • Healing decreased from 60% to 45%.

[h2]Carry:[/h2]
[h3]Ashbringer:[/h3]
A small bump up to Ashbringer’s cooldown capabilities, better cementing it within its niche for Users looking to dish out more abilities.
  • Chrono Strikes Cooldown Reduction increased from 12% to 15%.
  • Chrono Strikes Non-Hero Cooldown reduction increased from 5% to 8%.

[h3]Onixian Quiver:[/h3]
Less lifesteal for Quiver, thereby reducing the ability for Lifesteal to be stacked across a build.
  • Lifesteal decreased from 10% to 8%.

[h3]Resolution:[/h3]
To help it keep up with the general Physical Armor baseline and feel like a more meaningful spike in power, Resolution is receiving a small increase to its Physical Penetration.
  • [Physical Penetration increased from 6 to 7.

[h3]Sky Splitter:[/h3]
Sky Splitter’s anti-tank capabilities paired with its Lifesteal have led it to standing tall as one of the must-buy items as of late. While it is important for strong counter options to exist within the Item Shop to ensure the balance landscape self-regulates in the event scenarios such as too many Tanks and Bruisers are present on one team, the Lifesteal Sky Splitter provides is contributing to the sense of sustain-creep within the ecosystem and is receiving a bump down.
  • Lifesteal decreased from 8% to 7%.

[h3]Spectra:[/h3]
Some On-Hit Items have fallen out of favor in v1.4, with Spectra especially feeling like it does not provide enough bang for its buck. A general increase in its effectiveness is being offered, better opening up On-Hit builds again and better allowing it to be slotted into Mage builds that might wish to make use of it.
  • Ability Haste increased from 10 to 12.
  • Radiant Strikes On-Hit Damage increased from 25 to 30.
  • Prisma Damage per Level increased from 3 to 4.

[h3]Stormbreaker:[/h3]
Stormbreaker also feels like it lacks significant return for the investment it requires, with both its statline and Zap effect not feeling impactful enough despite the higher cost. Some general increases to its effectiveness are required to bring further synergy to On-Hit builds.
  • Attack Speed increased from 30% to 35%.
  • Electric Momentum Damage increased 25 to 40.
  • Electric Momentum Total Physical Power Scaling increased from 20% to 30%.

[h3]Vanquisher:[/h3]
As with Resolution, the increases to Base Armors have left Vanquisher feeling a little too underwhelming as a power spike, and therefore some additional penetraiton is being offered to better suit those Heroes looking to secure early leads.
  • Physical Penetration increased from 8 to 9.

[h2]Assassin:[/h2]
[h3]Demon Edge:[/h3]
In a world where Shields are more effective, so too should their counter be for the Assassins that are largely shut down by them!
  • Demonic Shield Bonus Damage increased from 30% to 35%.

[h3]Envy:[/h3]
With Envy being changed to a reduced Critical Strikes in the previous pass, it now feels too expensive to easily justify slotting into a build. A reduction in cost is being granted, better allowing Assassins to invest in the item when requiring the Silence offered by its effect to shut down a pesky Mage or Support.
  • Cost decreased from 3300 to 3100.

[h3]Mindrazor:[/h3]
A small increase to Mindrazor's Cleave capabilities given that it no longer applies on Abiliites, better allowing the likes of Feng Mao to maintain pressure when it is purchased.
  • Razor Cleave Total Physical Power Scaling increased from 35% to 40%.

[h2]Fighter:[/h2]
[h3]Absolution:[/h3]
Given its niche use-cases, Absolution continues to feel underwhelming as a defensive tool when purchased. Some additional Magical Armor is being offered to bridge the defensive gap and better allow it to serve as a valid response for Bruisers looking to deal with Magical Damage sources.

  • Magical Armor increased from 30 to 35.

[h3]Aegis Of Agawar:[/h3]
Agawar’s impact on the game has been noticed by many, with it enabling many Health-stacking builds to thrive since its inclusion. While this is intended by design, the value it currently offers is on the higher-end, and needs pulling back to better ensure it is not as valuable early on in builds, or in non-Health builds.
  • Physical Power decreased from 25 to 20.
  • Agawar’s Protection Low Health Bonus Armors decreased from 30% to 25%.
Rapture: Rapture is another Item taking a hit to its sustain to combat the general levels of Healing present in the average match and bring it down to a more acceptable level.

  • Omnivamp decreased from 9% to 8%.

[h3]Tyranny:[/h3]
A small discount for Tyranny, making it a little easier to purchase as a Haste-injection for Fighters that appreciate its effect.

  • Cost decreased from 3100 to 3000

[h2]Mage:[/h2]
[h3]Astral Catalyst:[/h3]
Similar to Demon Edge, Astral Catalyst is also receiving an increase to its anti-shielding capabilities, better allowing it to shine for those Mages looking to respond to a Shield-heavy team.

  • Event Horizon Shield Bonus Damage increased from 30% to 35%.

[h3]Magnify:[/h3]
Magnify is receiving an increase to its Shredding capabilities to better allow many of the Magical Bruisers to consistently threaten the bulkier tanks that stack Magical Armor when it is purchased.

  • Arcana Magical Armor Shred increased from 20% to 25%.

[h3]Megacosm:[/h3]
Another hit to Megacosm’s Magical Power is being levied to ensure it is bought in response to Health-heavy compositions and to be less of a catch-all damage source for Mages to utilise against other classes.

  • Magical Power decreased from 65 to 60.

[h2]Support:[/h2]
[h3]Warp Stream:[/h3]
While the change to Warp Stream’s cooldown has helped it become easier to utilise in a match, it still feels lacking in the stat and cost department compared to other options and is in need of a bump to its Haste and Cost to feel more attractive

  • Cost decreased from 2500 to 2450.
  • Ability Haste increased from 10 to 12.



As mentioned, this mini-patch focuses solely on the most pressing issues. You can expect a broader set of changes in our regular balancing patch, scheduled to arrive on April 8th.
We hope the adjustments in this update make for a smoother and more enjoyable experience. Your feedback played a key role in shaping this patch, so please don’t hesitate to share your thoughts after giving it a try.
See you soon, Champions,
Rei, Omeda_Zuzu & Kari
Game Design,and Community @ Omeda Studios

V1.4 Patch Notes

It’s TIME!
It’s been a while since our last patch notes, but the wait is almost over! The release of V1.4 is almost upon us, and this update is packed with content.

We’re introducing a new Hero, a Battle Pass, a Shadow Ops story update, and several highly requested features.

This is going to be a long one, folks, so polish your reading glasses and let's jump in!

[h2]Here’s what’s coming in V1.4:[/h2]
  • A new Hero joins the roster: Boris! 
  • Shadow Ops – Skins, Battle Pass and Lore!
  • Lootcores, Opals and the Opal Store!
  • Kit adjustments for all Heroes!
  • Discord Integration (Voice Chat!)
  • More Custom Match Options 
  • Ranked Mode Toxicity Improvements
  • Major Balance Changes
  • Various Tweaks & Fixes 


New Hero: Boris - The Augmented Attacker

Boris is finally here, playable for the very first time!

An ancient spirit killed by a new god, Boris is a ferocious, cybernetically enhanced bear that was reanimated by a mysterious organisation.

An expert tracker who packs one hell of a punch, sniff out your foes and pummel them into oblivion!

[previewyoutube][/previewyoutube]

[h2]Stats:[/h2]
  • Health: 730 (+126 per Level)
  • Health Regen: 1.3 (+0.2 per Level)
  • Mana: 300 (+40 per Level)
  • Mana Regen: 1.2 (+0.15 per Level)
  • Physical Power: 59 (+3 per Level)
  • Attack Speed: 110 (+1.4 per Level)
  • Physical Armor: 29 (+4.2 per Level)
  • Magical Armor: 30 (+1.8 per Level)
  • Movement Speed: 705
  • Basic Attack Range: 300u
  • BAT: 1.15


[h2]Abilities: [/h2]
[h3]Tesseract Device [Passive]:[/h3]
Effect: Every 2nd Basic Attack On-Hit grants Boris a Canister for 5s, up to a maximum of 4. 
Each Canister grants Boris 6/9/12/15% Attack Speed and 1 (+0.35 per level)(+4% Bonus Physical Power) Healing On-Hit.
Upon reaching 4 Canisters, Boris unleashes his Tesseract Core. The Tesseract Core Zaps Enemies On-Hit, dealing 4 (+20% Total Physical Power) Magical Damage and Healing Boris for 3 (+0.75 per Level)(+12% Bonus Physical Power). 
Tesseract Core’s Healing is reduced to 30% against Minions and Monsters.

[h3]Maul [Basic Attack]:[/h3]
Effect: Boris’ Basic Melee Attack, dealing 59 (+85% Bonus Physical Power) physical damage.

[h3]Detection Protocol [Primary]:[/h3]
CD: 50
Cost: 50
Effect: Boris Sniffs the air, Marking the closest Enemy Hero to his reticule within 6500u. Upon success, Boris generates a scent trail to their location for 7s, granting him 50/60/70/80/90% Bonus Movement Speed while running along it towards the Target.
If Boris damages the Marked Target with Hero Damage, the Mark is consumed, ending the trail effect, Slowing the Target by 35% for 1.5s and granting Boris a Canister. 
If Detection Protocol does not locate an Enemy Hero, 40% of the Cooldown is refunded.

[h3]Primeval Roar [Secondary]:[/h3]
CD: 15/14/13/12/11.
Cost: 60.
Effect: Boris envelops himself in a Barrier that grants him 20/25/30/35/40% Damage Reduction 2.5s. Boris then lets out a large Roar, exploding the Barrier, ending the Damage Reduction effect and damaging all Enemies within a 425u radius for 80/105/130/155/180 (+60% Bonus Physical Power) magical damage.
Enemies hit are Feared for 0.5-1.25s, based on Barrier Duration.
Boris may manually detonate the Barrier after 0.5s.
Note: Feared Targets lose control and run away from Boris in the opposite direction for the duration of the effect.

[h3]Chrono Swipe [Alternate]:[/h3]

CD: 10.5/9.5/8.5/7.5/6.5.
Cost: 60/65/70/75/80.
Effect: Boris lunges forward 550u, Passing through Enemy Units and swiping twice. 
Each swipe deals 20/30/40/50/60 (+50%/55%/60%/65%/70% Total Physical Power) physical damage to Units he passes through and applies On-Hit effects.

[h3]Ursine Burst [Ultimate]:[/h3]

CD: 130/105/80
Cost: 100
Effect: Boris activates his thrusters for 0.3s, hovering in the air or on the ground, before dashing 1500u forward and Grabbing the first Enemy Hero he collides with.
Boris then launches into the sky 1350u with the Grabbed Target, before slamming them down into the ground and sending out a shockwave at the landing location that deals 280/390/500 (+180% Bonus Physical Power)(+25/35/45% of the Target’s Bonus Health) physical damage to all Enemies in a 800u radius, and Slowing them by 75% for 1.25s.


The Mysterious Shadow Ops Organisation Are Here!

A mysterious collective of powerful warriors has appeared in Predecessor. What could their arrival mean?
Learn more about these dangerous individuals by taking part in our newest Battle Pass!

[h2]Shadow Ops Battle Pass [/h2]
Get ready to grind—a new Battle Pass is dropping!




The full Shadow Ops Battle Pass experience features 50 levels*, each offering a reward. It will be available from V1.4’s release on March 11th until May 27th, and levels can be unlocked by earning XP as you play Predecessor.

This Battle Pass includes rewards such as the Shadow Ops Serath Skin, an exclusive Crimson variant, Opals, Quantum Cores, Ion Cores, Amber, and a variety of exclusive cosmetics.
While the full 50-level experience is part of the premium track, a free version is available to all players at no additional cost.

We learned a lot from the Winterfest Battle Pass—not only was it a welcome addition that encouraged more playtime, it also highlighted the need for more content across different Heroes (apparently, not everyone loves Argus…? Madness!).

With 1.4's Shadow Ops Battle Pass, we’ve made it easier to preview all available content before you commit. Additionally, we’ve improved the way paid and free rewards are displayed, ensuring clear differentiation between the two.

The Shadow Ops Battle Pass includes rewards for dedicated Heroes while also featuring plenty of Loot Cores - Loot Cores contain a huge variety of content - including skins for every Hero in the game - so you are guaranteed to unlock a range of diverse items as you climb the Battle Pass ladder. Additionally, some levels grant you our new currency Opals (more on them below) , allowing you to purchase any reward of your choice the new Opal Store!

Here is a compiled list of everything that can be unlocked with Shadow Ops Battle Pass:
  • Shadow Ops Serath Skin
  • Exclusive Crimson Shadow Ops Serath Skin
  • 2000 Opals (400 Free)
  • 12 Quantum Cores (2 Free) 
  • 4 Exclusive Sprays (1 Free)
  • 4 Exclusive Overhead Emotes (1 Free)
  • 10 Ion Cores (Free Track)
  • 10k Amber (Free Track)
  • 4 Exclusive Icons & Banners (Free Track)


* This number has changed from our previously communicated estimate of 60 levels. After considering community feedback and the amount of time required to complete the pass we decided to combine some of the currency rewards together to create a better overall experience.

Store News

[h2]Skins[/h2]
[h3]Shadow Ops Boris [Rare][/h3]
Uncontented with their initial reanimation of Boris, the mysterious Shadow Ops group have further weaponised this ancient creature with cutting edge armoured plating.



[h3]Shadow Ops Greystone [Epic][/h3]
A new dawn for the knight as he joins the mysterious Shadow Ops organisation.



[h3]Shadow Ops Yin [Rare][/h3]
Whipped into shape by her new employers, Yin joins the joins the mysterious Shadow Ops organisation.



[h3]Shadow Ops Serath [Rare][/h3]
Submitting herself to a greater cause, Serath joins the joins the mysterious Shadow Ops organisation.



Shadow Ops Twinblast [Rare]
This skin might not be new, but we like a matching set. Shadow Ops TwinBlast is back, and now with a whopping 40% discount.



[h2]Bundles[/h2]
[h3]Shadow Ops Boris Bundle[/h3]
  • Shadow Ops Boris [Skin]
  • Let’s Go! [Spray]
  • Shadow Ops Boris [Banner]
  • Shadow Ops Boris [Profile Icon]
  • Boris [Hero]
  • Boris Premium Affinity


[h3]Shadow Ops Greystone Bundle[/h3]
  • Shadow Ops Greystone [Skin]
  • Thumbs up! [Emote]
  • Shadow Ops Greystone [Banner]
  • Shadow Ops Greystone [Profile Icon]
  • Greystone [Hero]


[h3]Shadow Ops Yin Bundle[/h3]
  • Errr? [Emote]
  • Shadow Ops Yin [Banner]
  • Shadow Ops Yin [Profile Icon]
  • Yin [Hero]


[h3]Twinblast Shadow Ops Bundle[/h3]
  • Shadow Ops Twinblast [Skin]
  • I See You [Emote]
  • Twinblast [Hero]


[h3]Shadow Ops Mega Bundle[/h3]
  • Shadow Ops Boris [Skin]
  • Shadow Ops Greystone [Skin]
  • Shadow Ops Yin [Skin]
  • Shadow Ops Twinblast [Skin]
  • Let’s Go! [Spray]
  • Shadow Ops Boris [Banner]
  • Shadow Ops Greystone [Banner]
  • Shadow Ops Boris [Profile Icon] 
  • Shadow Ops Yin [Banner]
  • Thumbs Up! [Emote]
  • Errr? [Emote]
  • I See You [Emote]
  • Shadow Ops Greystone [Profile Icon]
  • Shadow Ops Yin [Profile Icon]
  • Boris [Hero]
  • Greystone [Hero]
  • Yin [Hero]
  • Twinblast [Hero]


Loot Cores & Opals

You might have heard about Loot Cores already - we announced them a few weeks ago and they were just mentioned in the Shadow Ops Battle Pass section.

For a full breakdown of what they are and what they contain, check out our dedicated web page here: Loot Cores Overview.

But if you’re looking for the TL;DR:
  • Loot Cores are free chests containing random loot.
  • Each Core drops cosmetic items or currency
  • Cores can contain: Skins, Banners, Profile Icons, Sprays, Overheads, Recalls VFX, Jump Pad VFX, Platinum, Amber and Opals. Rarity can range from Common to Legendary.
  • Duplicate drops are converted into Opals
  • Opals are a new currency that let you purchase exclusive rewards from the Opal Store!


Alongside Loot Cores, we’re introducing a massive wave of new content!

Every Hero now has at least two new skin recolours, with one for each hero available for Amber. In addition, each Hero has received a new banner and icon, along with many new sprays and overhead emotes. There’s plenty to unlock - you’re not going to run out anytime soon!

With the introduction of Loot Cores we are making some adjustments to how rarity works on cosmetic items. Currently Rarity has mainly represented Quality, with a lot of content set to Common (sprays and Overheads for example). We are expanding rarity to also represent availability, meaning a lot of cosmetics in the game have had their rarity adjusted based on their pricing. In short: content that is available for Amber and Platinum has a low rarity than the same type of content that can only be brought with Platinum.

  • Banners were Common and are now either Common or Uncommon
  • Profile Icons were Common and are now either Common or Uncommon
  • Sprays were Common and are now either Uncommon or Rare
  • Overhead Emotes were Common and are now either Uncommon or Rare


We've made some changes to Loot Cores since their original reveal, incorporating feedback from the community. Players pointed out that Quantum Cores shouldn’t drop common content, as it wouldn’t feel rewarding—and we agreed.

Originally, common content had a lower drop rate than Uncommon or Rare items, but we’ve decided to remove it entirely. Now, Quantum Cores will only contain cosmetics available for Platinum, with the exception of the Encore Recall VFX and Jump Pad VFXs, which can still be obtained from Quantum Cores.
  
When the patch goes live you will be able to see all the content in the Loot Cores and their exact drop chance on the Loot Cores Overview webpage.

Skin Variants

We’ve made a small change to how skin variants work meaning you now no longer need to own the base skin to equip its variant!

If a colour variant of a skin is available for purchase separately and you prefer it over the original, you can get it without needing the base version. Enjoy more freedom in choosing the skins you love!

Additionally the remaining Skin Variants that were timed exclusive have now returned and will be remaining permanently. This does not include any Event skins from Shadow’s Eve or Winterfest which will only be available during their event period along with the base skins.

Discord Integration - Voice Chat

We can say that again, in voice chat! You’ve asked for it repeatedly, and with V1.4, it’s finally here!

We've partnered with Discord to deliver Voice Chat in Predecessor. You can now communicate with your friends and teammates throughout the game: just enable it in the social screen, and you're good to go!

New Custom Game Options

With this update, we're expanding custom match functionality!

Instead of the default 5v5 setup, you can now create 1v1, 2v2, 3v3 and 4v4.

This gives you the perfect opportunity to train, coach others, test new Heroes, or simply humble your friends without anyone else getting in the way!

Hero Kit Adjustments and Reworks


We’ve carried out an extensive gameplay pass, looking to improve every Hero in the Predecessor roster!

Many of these changes are aimed at providing more depth, allowing for new and exciting ways to play your favourite Hero! 

These range from:
  • Larger changes to Heroes such as Kallari and Lt. Belica who have received brand new abilities and/or large-scale functionality changes to their existing abilities.
  • Moderate changes to Heroes such as Rampage and Wraith who have received adjustments and new layers to their current Abilities
  • Smaller changes to Heroes such as Dekker and Argus which are primarily Balance and Quality of Life orientated.


You can find the full details of all the new Hero Kits listed in the balance section!

Ranked Mode Toxicity Improvements

We've further tweaked our Toxicity systems, fine-tuning them specifically for Ranked Mode to be considerably more active in detecting and punishing players who AFK and similar.

New Item
[h2]Fighter:[/h2]




  • Cost: 3150
  • 25 Physical Power
  • 450 Health
  • 15% Critical Chance
  • Recipe: Stone Of Strength + Crossbow + Banded Emerald + 500g
  • Bludgeon (Passive): Gain Physical Power equal to 2.5% of your Bonus Health.
  • Passive: Agawar’s Protection: Gain 10% Total Phys Armor and 10% Total Magical Armor. While below 40% Max Health, gain 30% Total Physical Armor and 30% Total Magical Armor instead.


Gameplay Changes - Summary
  • There's a LOT of changes, so here's the TLDR.
  • Reworks, Adjustments, and Large-Scale Balance Adjustments to all existing Heroes.
  • Default Ranged Basic Attack Range increased from 1300 to 1500.
  • Default Jump Height and Gravity slightly increased.
  • Combat Penalty for Melee and Ranged Increased from 20%/25% to 25%/30%.
  • Default Movement Speed for all Heroes increased by approximately 5%.
  • Blink Proxy added:  Blink can now be used during the wind-up/cast Animation for various Abilities.
  • Blink Range decreased by approximately 10%.
  • Ward and Sentry Radius increased by 50%.
  • Shields now benefit from a Hero’s Armors, rather than taking full damage.
  • Minions now spawn earlier at match-start (45s instead of 60s).
  • Generic Jungle Camps now spawn at an earlier initial time (60s, instead of 85s).
  • Minion Damage and Durability adjusted.
  • Minions are no longer fully executed by DoT and Multiple Damage Instance damage, and are instead only executed at a lower threshold.
  • 3 Ranged Minions are now present in every Wave from match start.
  • Adjustments to Minion Gold Values, and Hero Kill Comeback XP.
  • Added a new Comeback XP Mechanic when players are excessively under-leveled.
  • Movement Speed Buffs when stacked to high amounts now have less Diminishing Returns.
  • Death Timers have been adjusted to be faster in the early-game.
  • Gateways now become active at 8m and grant bonus Movement Speed on arrival.
  • Enhanced River Bugs now Initially Spawn at 16m.
  • Fangtooth now Initially Spawns at 4m.
  • Default Critical Strike Damage increased from 155% to 165%.
  • On-Hit Effects now benefit from Lifesteal, instead of Magical Lifesteal.
  • Soft-Reworks to various existing items, such as Overlord and Mindrazor.
  • New Fighter Item: Aegis Of Agawar.
  • And more…!


For a deep dive into gameplay, balance, Hero and Item changes, please visit our website.

V1.3.2 Patch Notes

Greetings Champions!

If you’re reading this, it means two things: one, January is over, and two, V1.3.2 is launching next week!

Our last update introduced a host of new changes, items, and mechanics—so it’s only fair to follow it up with the necessary balancing adjustments to ensure these features perform as intended.

And don’t forget the new skins! They’re certainly something to look at.

We’re preparing for V1.4, step by step, ensuring everything is in place for the exciting things ahead… but that’s a story for another day.

For now, let’s dive into V1.3.2 and see what’s in store!

Store News

[h2]New Skins[/h2]
Galactic Raider Steel [Rare]
We didn't need to put Steel in even more badass armour, but we did it anyway.



Renegade Drongo [Common]
Drongo decided he would try wearing more neutrals. He’s still donning the iconic orange scarf, though. What an icon.



Kingpin Lt. Belica [Epic]
What if Belica never got her job as a corporate enforcer and had to turn to less savoury means to make a living? We might never know for sure… but we think she’d dress spectacularly.



[h2]New Bundles[/h2]
Galactic Raider Bundle

  • Steel [Hero]
  • Galactic Raider [Skin]
  • Gasp [Spray]
  • Galactic Raider [Banner]
  • Galactic Raider [Icon]


Kingpin Lt. Belica Bundle

  • Lt. Belica [Hero]
  • Kingpin Lt. Belica [Skin]
  • One Shot, One Kill [Overhead Emote]
  • Kingpin Lt. Belica [Banner]
  • Kingpin Lt. Belica [Icon]


Community Coaching

Looking to get good but don’t know where to start? Or maybe you have friends who need coaching, but teaching isn’t your strong suit? This is where our brand-new Community Coaching program comes in!

Community Coaching is a new offering available on our community Discord server where you can get personalized advice and private coaching from hand-selected and highly-experienced Predecessor players!

Each Coach is an expert at different parts of the game, and are available to review gameplay replays, discuss tactics and gameplay over VC, or help in anyway you need it.

Better yet you can earn exclusive Overhead Emotes, Profile Icons and Banners, and even free Hero unlock codes for taking part, so it's well worth a look!

You can join the program by joining our official Discord server and selecting the Student Role during the server onboarding experience or through the Channels & Roles tab.

Other

As part of our ongoing efforts to welcome more new players to Predecessor, we’ll shortly be testing several different elements of our new player onboarding journey.

Want more?
You can find full list of changes on our website.