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Predecessor Patch V.0.7



Patch releasing 13.00 BST May 16th, 2023.


Greetings Champions! It’s time to talk about Content Update V0.7!

As the thick fog clears around a wrathful Forest, Morigesh is revealed as the next Hero joining the Predecessor roster!

We’re practically buzzing to talk about this deadly force of nature, but first we want to go into more detail about those oft-mentioned TTK changes we’ve been promising.

V0.7 represents the first half of the large sweeping changes we’re making to fully address the TTK (Time To Kill) issues we’ve identified in Predecessor. Specifically, this week we’re resting our sights on Crests, Minion Towers and XP issues. These can all be tackled separately and should serve to lay a stronger foundation for the upcoming 0.7.X Balancing Patch that will dive deeper into Hero base stats, Abilities and Items. It’s important that we make those changes in tandem, otherwise we risk creating some rather harsh imbalances.

For now our first goal is to decrease Crest sustain and lower their overall stats. This will allow us to create a Laning environment where committing to your abilities when trading feels more meaningful, as damage will carry more significance and force opponents to return to base more often. It will also allow us to provide more base durability, making it harder for Heroes to take each other out in the early stages of the game when they commit to those all-in pushes. Lastly it also allows us to decrease Minion damage to Heroes as there will be less natural sustain to mitigate it. With these changes we’ll be taking the opportunity to rework some T3 Crests to help provide more exciting Power Fantasies for you all to enjoy.

After this we have changes to our XP gains from objectives. We’ll mostly be shifting away from global XP sources so that leads achieved on one side of the map don’t tip the balance on the other side. It can feel really unfair for a player to be winning their lane, but global XP sources catch their opponent up in spite of their efforts. This is a leading cause of team snowballing and how objectives can snowball into each other.

Finally, we’re also taking the opportunity to review our last new Hero, Phase, after lots of valuable community feedback. Her kit struggles a lot due to her former identity and legacy from Paragon, having had tools that incentivised a backline-heavy playstyle that was often quite non-interactive. Right now it’s beyond our scope and capacity to rework her playstyle into a more close-range one as it would require heavier revisions to all elements of her kit holistically. Instead we’ll be repositioning Phase into more of an enchanter role, hoping to carve out a strong identity as a Hero that can rescue her teammates from crucial mistakes.


- Bloodmordius, Senior Game Designer




Morigesh emerges from the eerie swamp!



Grab your insect repellent Champions, Morgiesh arrives from the swamp to join the Predecessor roster! 

This fierce force of the forest has been added to the Early Access bundles, meaning she’ll be unlocked for free, for everyone, immediately.



[h2]ABILITIES:[/h2]

[h3]Pestilence [Passive]:[/h3]
Effect: Morigesh's damaging abilities apply Pestilence for 3s, dealing 0.5% (+0.15% per 75 Magical Power) of the target's maximum health as magical damage every 0.5s.
Subsequent damaging abilities against a target affected by Pestilence will refresh the duration and spread the effect to nearby enemy targets.

[h3]Dagger [Basic Attack] [LMB]:[/h3]
Ranged basic attack dealing physical damage.

Hive [Primary Ability] [Q]:
Cooldown: 14/13/12/11/10
Cost: 80/85/90/95/100
Effect: Morigesh throws a hive of insects that explodes dealing 60/105/150/195/240 (+45% Magical Power) magical damage.
Damaging a Marked Enemy Target slows them by 20% for 3s.

[h3]Swarm [Secondary Ability] [E]:[/h3]
Cooldown: 16/15/14/13/12
Cost: 50/60/70/80/90
Effect: Become the swarm, gaining 20% movespeed for 3s. Passing through Enemy Targets deals 80/115/150/185/220 (+60% Magical Power) magical damage and restores 5/10/15/20/25 (+5% Magical Power) health.
Passing through a Marked Enemy Target restores 8x more health.

[h3]Mark [Alternate Ability] [RMB]:[/h3]
Cooldown: 6/5.5/5/4.5/4
Cost: 50/60/70/80/90
Effect: Select an enemy hero to deal 70/105/140/175/210 (+45% Magical Power) magical damage and transform your Voodoo Doll into their image.
Abilities have additional effects vs your Marked Target and they may be targeted by Curse.

[h3]Curse [Ultimate Ability] [R]:[/h3]
Cooldown: 120/100/80
Cost: 100
Effect: After a brief channel, summon a horde of insects to stab the Marked target, dealing 250/400/550 (+75% Magical Power) magical damage.
The Mark is removed upon casting this ability.


[h2]TUTORIAL MODE[/h2]

Alongside Morigesh, we’re excited to introduce the Tutorial feature in this update, marking our commitment to improving the onboarding experience for new players. This feature plays a vital role in helping new players familiarize themselves with the core and fundamental gameplay elements they need to succeed in Predecessor. Upon launching the game, some new players will be dropped directly into the Tutorial, where they will be guided through core mechanics; including Abilities, Experience, Leveling Up, Gold, Minions, Towers, Enemy Heroes, and the overall goal of the game. The Tutorial can be revisited repeatedly and accessed by everyone from the Game Mode menu.

It's important to note that this initial implementation of the Tutorial focuses on providing a solid foundation of knowledge. While it covers many essential elements, there is still much more to be learned by playing through Predecessor. We are committed to supporting new players with additional tutorials and onboarding features in the future to help address more advanced gameplay.


[h2]NEW SKINS[/h2]

More skins are hitting the store including an Omeda Studios-original Corporate Enforcer Lt. Belica!
◆ Inner Fire Feng Mao [Common]
◆ Corporate Enforcer Lt. Belica [Rare]
◆ Dark Heart Morigesh [Rare]



[h2]OTHER IMPROVEMENTS[/h2]
◆ Improved various Map collisions and made a number of minor visual improvements.
◆ Made improvements to Map/Ward logic.
◆ Replay Mode - Players can now use number keys to snap the Chase Camera to specific heroes. 
◆ Replay Mode - Players can now click on specific Hero portraits to snap the Chase Camera to said hero.
◆ Replay Mode - Added a sphere of non-essential terrain deletion around the camera.
◆ Replay Mode - Various control fixes.
◆ Heroes can no longer attack after the core has been destroyed.
◆ AI Heroes are now correctly blinded by Phase Psychic Flare.





Kicking things off with Phase, we’re looking to increase the value of linking to your allied target by providing a scaling, more substantial power buff that benefits all Heroes. We’ll also be increasing her early game durability to help out her weaker laning phase. Her passive will also be reworked to better place her in the Enchanter playstyle. We know some players are worried about the implications of Phase having access to healing again due to her performance in Paragon, however we feel that we have substantial checks and balances in place to prevent abusive interactions, and will be monitoring it carefully. To start with, healing will not be based on her own health regeneration, as this can reach vastly different levels of impact based on item effects that can create hard-to-balance scenarios whilst making it still feel impactful without those interactions. Lastly we’ll be shifting the healing away from her ultimate ability and granting Haste instead. This should make the ultimate vastly superior when cast with a linked Mage. These changes should help reinforce Phase as a one-on-one protector with powerful single target heals and enhancements, whilst still lacking team wide effects. This will make her a powerful laner and skirmisher without having her outshineother supports in teamfights.

General:
◆ Base Health increased from 550 to 595.
◆ Health Growth decreased from 100 to 94.

Essence Catalyst [Passive]:
◆ Casting an Ability restores 20 (+8 per level)(+10% Magical Power) health over 3s. Linked allies receive the same healing. This effect does not stack.

Telekinetic Link [RMB]:
◆ When tethered to an Allied Hero, you and they both gain + 6/7/8/9/10% increased Physical Power and Magical Power.

Energy Lance [E]:
◆ [QOL] Time to start firing the beam decreased by 43%.
◆ [QOL] Can now be cancelled as soon as the beam spawns (0.6s instead of 1.9s).
◆ Now allows Phase to hover for the duration.

Hyperflux [R]:
◆ Omnivamp removed.
◆ Attack Speed decreased from 60/90/120 to 50/75/100
◆ Grants 30/50/70 Ability Haste for the duration.
◆ Movement Speed changed from 10/15/20% to 25%.
◆ Movement Speed now decays over the duration.





 

[h2]CRESTS:[/h2]
All crests will be receiving around a 50% decrease to healing and broadly speaking more equalization across completion times. We’ll also be enhancing Crest Identity and opening up more paths for every role/class to choose from.

[h3]Marksman Crest:[/h3]
◆ Attack Speed increased from 5 to 6.
◆ Physical Power Removed.
◆ Health restored on Unit Kill decreased from 6 to 3.
◆ Evolve Threshold decreased from 300 to 150.

[h3]Sharpshooter Crest:[/h3]
◆ Physical Power Removed.
◆ Added 5% Lifesteal.
◆ Health restored on Unit Kill decreased from 6 to 3.
◆ Evolve Threshold decreased from 300 to 150.

[h3]Eviscerator:[/h3]
We’re making Eviscerator a more consistently powerful Crest by giving it a very high uptime, at the cost of its larger power spike potential. This will make the Crest a bit easier to use in skirmishes and still a threat for Tanks to avoid, whilst not making it an all-or-nothing Tank-shredder.
◆ Physical Power Removed.
◆ Rending Strikes Scaling increased from 15% to 20%.
◆ Rending Strikes Ramping Damage Removed.
◆ Rending Strikes Cooldown decreased from 90s to 30s.

[h3]Liberator:[/h3]
Liberator is being honed as a sustain-based Crest, but will lack damage as a consequence. This should make the choice more meaningful and also make it harder to pick up alongside other sustain options as doing so could lead to a lack of damage.
◆ Physical Power Removed.
◆ Lifesteal Increased from 5% to 8%.

[h3]Pacifier:[/h3]
We feel Pacifier is in a healthy spot however want it to interact better with our more ability based Heroes.
◆ Physical Power decreased from 20 to 10.
◆ Adrenalize Bonus Damage now occurs on any non-item/dot Physical Damage instead of just Basic Attacks.

[h3]Rogue Crest:[/h3]
◆ Added 8 Physical Penetration.
◆ Physical Power Removed.
◆ Ability Haste Removed.
◆ Health restored on Ability Hit decreased from 4 to 3.
◆ Health restored on Unit Kill decreased from 6 to 4.
◆ Evolve Threshold decreased from 300 to 200.

[h3]Assassin Crest:[/h3]
◆ Physical Power decreased from 12 to 8.
◆ Physical Penetration increased from 4 to 8.
◆ Ability Haste Removed.
◆ Health restored on Ability Hit decreased from 4 to 3.
◆ Health restored on Unit Kill decreased from 6 to 4.
◆ Evolve Threshold decreased from 300 to 200.

[h3]Nex:[/h3]
◆ Physical Power decreased from 20 to 12.
◆ Physical Penetration increased from 10 to 15.
◆ Ability Haste Removed.

[h3]Ortus:[/h3]
◆ Physical Power decreased from 15 to 10.
◆ Physical Penetration decreased from 10 to 8.
◆ Ability Haste decreased from 15 to 10.

[h3]Witchstalker:[/h3]
◆ Physical Power decreased from 15 to 12.
◆ Physical Penetration increased from 6 to 8.
◆ Ability Haste Removed.

[h3]Warrior Crest:[/h3]
◆ Health Removed.
◆ Health Restored Scaling changed from 3% maximum health to 8% Total Physical Power.
◆ Health Restored Duration decreased from 15s to 10s.
◆ Evolve Threshold decreased from 400 to 200.

[h3]Champion Crest:[/h3]
◆ Physical Power decreased from 10 to 8.
◆ Health decreased from 100 to 80.
◆ Health Restored Scaling changed from 3% maximum health to 8% Total Physical Power.
◆ Health Restored Duration decreased from 15s to 10s.
◆ Evolve Threshold decreased from 400 to 200.

[h3]Brutallax:[/h3]
◆ Physical Power decreased from 20 to 12.
◆ Health decreased from 200 to 100.

[h3]Fenix:[/h3]
◆ Physical Power decreased from 30 to 15.
◆ Health increased from 100 to 150.

[h3]Iceskorn Talons:[/h3]
◆ Physical Power decreased from 15 to 10.
◆ Health decreased from 150 to 100.
◆ Ability Haste decreased from 15 to 10.

[h3]Magician Crest:[/h3]
◆ Mana increased from 50 to 120.
◆ Magical Power Removed.
◆ Mana restored on Ability Hit decreased from 5 to 4.
◆ Mana restored on Unit Kill decreased from 8 to 5.
◆ Evolve Threshold decreased from 400 to 300.

[h3]Wizard Crest:[/h3]
◆ Mana increased from 120 to 150.
◆ Magical Penetration Removed.
◆ Mana restored on Ability Hit decreased from 5 to 4.
◆ Mana restored on Unit Kill decreased from 8 to 5.
◆ Evolve Threshold decreased from 400 to 300.

[h3]Epoch:[/h3]
◆ Magical Power increased from 25 to 35.
◆ Health Removed.
◆ Magical Penetration Removed.

[h3]Soulbearer:[/h3]
◆ Magical Power increased from 15 to 25.
◆ Magical Penetration Removed.

[h3]Time Flux Band:[/h3]
◆ Magical Power increased from 20 to 25.
◆ Ability Haste Removed.

[h3]Occult Crest:[/h3]
◆ Health Removed.
◆ Health restored on Ability Hit decreased from 4 to 3.
◆ Health restored on Unit Kill decreased from 6 to 4.
◆ Evolve Threshold decreased from 300 to 200.

[h3]Warlock Crest:[/h3]
◆ Magical Power increased from 12 to 25.
◆ Magical Penetration Removed.
◆ Health Removed.
◆ Health restored on Ability Hit decreased from 4 to 3.
◆ Health restored on Unit Kill decreased from 6 to 4.
◆ Evolve Threshold decreased from 300 to 200.

[h3]Obelisk:[/h3]
Obelisk, as a Crest, is very accessible. This means it should not easily break the rule of a Hero who’s fallen behind providing value when killed. Negative bounties exist to prevent a behind-Hero providing a harsh snowball to the enemy team. Obelisk gaining Magical Power on generic takedowns broke this and led to some very unfair scenarios.
◆ Health Removed.
◆ Condemn stack forgiveness window decreased from 4s to 3s.
◆ Condemn Scaling from 30% to 20%.
◆ Cooldown decreased from 30s to 20s.
◆ Soul Stealer no longer grants Souls on Takedown.

[h3]Tempest:[/h3]
◆ Magical Power increased from 15 to 25.
◆ Health decreased from 150 to 120.
◆ Ability Haste decreased from 15 to 10.
◆ Magical Penetration Removed.

[h3]Typhoon:[/h3]
Typhoon is being repositioned to provide more value in its attack speed and dash mechanic as well as gaining some valuable sustain. This should start to open up some playstyles for Heroes that revolve around magical power and on-hit itemisation whilst using basic attacks to carry the weight of their damage. This will open up a more sustainable damage-oriented playstyle for Heroes that didn’t have access to it before.
◆ Magical Power increased from 20 to 25.
◆ Health Removed.
◆ Magical Penetration Removed.
◆ Added 4% Omnivamp.
◆ Cyclone Base Attack Speed per Stack increased from 2 to 3.
◆ Cyclone Attack Speed Scaling per Stack increased from 2% to 3%.
◆ Cyclone Max Stacks decreased from 6 to 4.
◆ Mirage Cooldown Reduction Removed.
◆ Mirage Cooldown decreased from 30s to 20s.

[h3]Titan Crest:[/h3]
◆ Health decreased from 80 to 60.
◆ Scaling increased from 0.75% maximum health to 1% maximum health.
◆ Health Restored Duration decreased from 15s to 10s.
◆ Base Healing Removed.
◆ Health Restore Doubling on Unit Kill Removed.
◆ Evolve Threshold decreased from 400 to 300.

[h3]Goliath Crest:[/h3]
◆ Health increased from 150 to 160.
◆ Health Regeneration removed.
◆ Scaling increased from 0.75% maximum health to 1% maximum health.
◆ Health Restored Duration decreased from 15s to 10s.
◆ Base Healing Removed.

[h3]Nyr Warboots:[/h3]
Warboots always provided an advantage that was unclear to both the user and the opposing Heroes. We’re shifting the sustain to benefit an all-in playstyle, making it more readable and have the potential to last long periods of time if the user can keep up the fight.
◆ Health increased from 175 to 180.
◆ Health Regeneration Removed.
◆ Resilience Changed:
◆ Resilience: Gain 40% decaying movement speed and regenerate 1.5% of your maximum health per second for 4s. After the duration, continue regenerating 0.75% of your maximum health per second until exiting combat - 90s CD.

[h3]Razorback:[/h3]
Razorback has many frustrating cases as the counterplay becomes “Don’t hit him”. We want to push this element back a bit and make the Crest’s potential reflection far weaker, whilst making it interact better with larger amounts of armor instead of simply raw HP. This allows us to provide durability and less reflection in one fell swoop. Sometimes you might still want to avoid hitting the target, but more often you can now power through - especially if you have access to sustain or have a substantial lead.
◆ Health increased from 150 to 160.
◆ Physical Armor decreased from 15 to 10.
◆ Magical Armor increased from 8 to 10.
◆ Health Regeneration Removed.
◆ Echidna Damage Reflect Magnitude decreased from 50% to 20%.
◆ Echidna Duration increased from 4s to 6s.
◆ Echidna Damage Reflect now reflects Pre-Mitigated Damage.
◆ Gain 25% increased Physical Armor and Magical Armor when Echidna is active.

[h3]Saphirs Mantle:[/h3]
Saphirs Mantle often felt underwhelming thanks to its power fantasy being overshadowed by Razorback. With its sister Crest now being more specialized, we’re doing the same here. We’re shifting Saphirs identity more towards being a big HP stick that provides Tanks a more offensive option when diving into teamfights. We’re also pushing it towards that infinite stacking potential that other classes have access to to give Tanks the option to scale harder.
◆ Health increased from 200 to 300.
◆ Health Regeneration Removed.
◆ Physical Armor Removed.
◆ Magical Armor Removed.
◆ Sturdy Active Changed:
Atlas: Increase your size and maximum health by 20% for 6s and Deal 40 (+1.5% maximum health) true damage to Nearby Enemy Heroes. After the duration, permanently increase your maximum health equal to 20% of the damage dealt - 75s CD.

[h3]Consort Crest:[/h3]
◆ Mana Regeneration increased from 25% to 50%.
◆ Magical Power Removed.

[h3]Reclamation:[/h3]
Purify is having its healing removed to better specialize and separate it from Tranquility.
◆ Physical Armor Removed.
◆ Purify Healing Removed.

[h3]Silentium:[/h3]
◆ Added 100 Health.
◆ Magical Armor Removed.
◆ Ability Haste Removed.

[h3]Tranquillity:[/h3]
◆ Added 10% Health and Shield Power.
◆ Ability Haste Removed.

[h3]Guardian Crest:[/h3]
◆ Health Removed.
◆ Health Regeneration increased from 25% to 50%.

[h3]Wardens Crest:[/h3]
◆ Health decreased from 120 to 100.

[h3]Leafsong:[/h3]
◆ Health increased from 120 to 180.
◆ Health Regeneration decreased from 75% to 50%.
◆ Physical Armor Removed.
◆ Magical Armor Removed.
◆ Added 10 Ability Haste.

[h3]Rift Walkers:[/h3]
◆ Health decreased from 150 to 120.
◆ Health Regeneration decreased from 100% to 50%.
◆ Magical Power Removed.
◆ Mana Removed.
◆ Added 10 Physical Armor.
◆ Added 10 Magical Armor.

[h3]Sanctification:[/h3]
◆ Mana Regeneration Removed.
◆ Health Regeneration decreased from 75% to 50%.
◆ Added 10 Heal and Shield Power.



[h2]MAGE:[/h2]

[h3]Dreambinder:[/h3]
◆ Chilling Spell Slow Magnitude adjusted to 10% for DoT Abilities.



[h2]MINIONS:[/h2] 
With lane sustain decreasing on average, we can now lower the damage delivered by Minions so that trades between Heroes themselves feel far more meaningful.

[h3]Melee:[/h3] 
◆ Hero Damage Modifier decreased from 55% to 40%.

[h3]Ranged:[/h3] 
◆ Hero Damage Modifier decreased from 40% to 30%.

[h3]Siege:[/h3]
◆ Hero Damage Modifier decreased from 70% to 50%.



[h2]TOWERS:[/h2]
T1 and T2 towers are having their XP yields shifted to a local amount. This means Heroes will still gain significant leads when winning their lanes but will not be strengthening their teammates across the map which can lead to unfair or unearned comebacks. We’re also bumping down the Core damage to Heroes to help players feel a little more comfortable closing out games, particularly without the Orb Prime Buff.

[h3]T1:[/h3]
◆ Global XP Reward changed to Local XP Reward.

[h3]T2:[/h3]
◆ Global XP Reward changed to Local XP Reward.

[h3]Core:[/h3]
◆ Core Hero Damage Modifier decreased from 140% to 100%


[h2]JUNGLE:[/h2]

[h3]Fangtooth:[/h3]
Fangtooth is getting the same treatment as Towers to help take more of that XP out of the game and slow down team snowballing.

◆ Global XP Reward changed to Individual XP Reward.

[h3]Mini Orb:[/h3]
Mini Orb is changing to a purely individual reward. This is to reinforce the strategy of pouring multiple buffs into one person to reinforce and strengthen them the most. This should make the decision to hand it off to solo laners far greater for the Jungler.

◆ Global XP Reward changed to Individual XP Reward.
◆ XP Reward decreased from 150 (+20 per level) to 150 (+10 per level).

[h3]Primal Fangtooth:[/h3]
Primal Fangtooth can remain as a global XP advantage as laning should have ended by this period and most fights over it will likely take place in a 5v5 environment. That said, we are decreasing the XP a bit as the current yields are very large and can provide too much of an XP lead, particularly for teams that are already ahead.

◆ Global XP Reward decreased from 590 (+15 per level) to 400.






The full list of bugs fixes included in this release will be added before or shortly after the game update is released.

Predecessor Balance Patch | V.0.6.5



Heya Champions! o/

As we gear up towards the v0.7 content patch we’re tiding you over with a slightly smaller balance patch, this time decreasing the damage values of some Mage, Assassin and Bruiser itemisation to push back the raw strength of their early item spikes. The aim here is to decrease the snowball potential of non-ADC roles, while helping push towards our larger and more long term TTK goals.

We’ve also been keenly listening to your feedback - powering up Phase who didn’t quite stick the landing when she was introduced last week. Grux is also getting some help, this time to his mid-late game potential. He may have thick skin but this Rhino definitely needs a little love.

Looking beyond this week however, we’re excited to say that the v0.7 patch we mentioned just a moment ago is coming along very well, and we can’t wait to share it with you in a couple of weeks. Things could still change depending on how swamped we are but right now we're hoping to lace it with some VERY big changes that'll help us push further towards those TTK goals. Watch this space!

Thank you all as always for your ongoing support - have a lovely week!
- Bloodmordius, Senior Game Designer




New Skins

Get ready for a fresh new look with this season’s hottest new skins! Head to the store to find the following:

◆ Red Death Kallari [Common]
◆ Siege-Breaker Crunch [Common]



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

Replay Improvements

We’ve been listening to your feedback and working hard to improve the recently-added Replay system. In this update we’ve added some extra functionality to keyboard and mouse keybindings as well as improving the bindings for those of you using gamepads. This does mean that some buttons have changed functions, so please check the updated tables below to avoid confusion.









As mentioned already we’re giving the Rhino some love this week, buffing his passive to help keep the bleed relevant even in the later stages of the game, which until now has become especially unnoticeable when your opponents start to pick up more sustain. We’re also pumping up his Double Pain a bit to help him retain some laning strength against matchups that he really should be winning (*stares at Sevarog*).

◆ Bloodlust Base Damage increased from 5 (+2 per level) to 5 (+3 per level).
◆ Double Pain Base Damage increased from 10/30/50/70/90 to 20/40/60/80/100.
◆ Crush Bonus Physical Power Scaling decreased from 80% to 70%.

Howitzer continues to be a problem to the current meta so we’re gonna be a problem to him. We’re continuing to target his damage potential, particularly his Slow Grenades, helping decrease his zone potential and lower how reliably he can poke from a distance.

◆ Slow Grenades Base Damage decreased from 30/60/90/120/150 to 30/50/70/90/110.
◆ Slow Grenades Secondary Grenade Damage decreased from 6/12/18/24/30 to 6/10/14/18/22.

It’s no big secret that Phase has struggled a little bit since her release, so we’re lending her a hand in the early laning phase with some base damage bumps and uptime changes on her Energy Lance ability. We’ll be looking into further changes for her down the road but they’ll require more testing that we could squeeze in ahead of this balance pass, so you can expect those at a slightly later date.

◆ [Bug Fix] Fixed an issue where the blind from Psychic Flare was not being affected by tenacity.
◆ Base Physical Power increased from 46 to 52.
◆ Energy Lance Base Damage increased from 40/60/80/100/120 to 60/90/120/150/180.
◆ Energy Lance Bonus Damage decreased from 40/60/80/100/120 to 30/45/60/75/90.
◆ Energy Lance Scaling increased from 40% to 50%.
◆ Energy Lance Bonus Damage Scaling decreased from 40% to 25%.
◆ Energy Lance Cooldown decreased from 20/18.5/17/15.5/14 to 18/17/16/15/14.





T2:

Ruthless Broadsword: It’s always been a little awkward to shake off those pesky Corrode stacks. We’re pulling it in line with other stacking conventions and decreasing its potency to help tanks hold their ground slightly better, even when being shredded.

◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.



Crests:

Leafsong: Leafsongs uptime makes it a little harder to pick up when pitched against other options, so we’re letting it be used more leniently to allow easier engagements and disengages.

◆ Phantom Rush Cooldown decreased from 120s to 100s.



Carry:

Viper: Matching the broadsword changes above, Viper’s evolved forms are also getting the same adjustments.

◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.



Assassin:

Deathstalker: Again matching the broadsword change, Assassin’s evolved forms also need the same adjustments.

◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.


Malady: Malady is the first on the chopping block for a cut to its damage potential. Currently it’s a very powerful first buy because the item scales far too fast. We’re decreasing its infinite scaling potential so that Heroes don’t ramp up too fast on their first few procs.

◆ Demise Additional Damage per Stack decreased from 10 to 5.


Painweaver: Painweaver is also another very powerful buy for assassins and thus is getting a small nerf to its effect to stop certain purple rascals running rampant ‘round the battlefield.

◆ Splice Bonus Physical Penetration per stack decreased from 4 to 3.
◆ Splice Bonus Movement Speed per stack decreased from 4% to 3%.



Fighter:

Augmentation: Augmentation is a very powerful first item pickup for Crunch and provides too much of a spike relative to his other options. We’re toning down its damage potential which will hopefully directly affect Crunch's currently too powerful early-game.

◆ True Strike Total Physical Power Scaling decreased from 50% to 40%.


Basilisk: Matching the broadsword changes, Basilisk's evolved forms also need the same adjustments.

◆ Corrode Physical Armor Shred Magnitude decreased from 5% per stack to 4% per stack.
◆ Corrode Duration increased from 2s to 3s.
◆ Corrode stacks now fall off altogether rather than one at a time.



Mage:

Azure Core: With most first-item spikes getting taken down a notch, Azure needs similar treatment. This is to help match the item spikes a bit more so that Azure isn’t as overwhelming an option as we decrease the damage potential of other, more offensive first-buys.

◆ Arcane Magic Maximum Mana Scaling decreased from 4% to 3.5%.


Combustion: Another victim of abuse in the early game, Combustion grants a Mage too much kill threat on the first item spike and so is getting nerfs to its initial damage and uptime. The cooldown change should also stop heroes like Howitzer getting off multiple rotations of the effect easily in extended trades.

◆ Pyro Base Damage decreased from 70 to 55.
◆ Pyro Cooldown increased from 12s to 15s.


World Breaker: World Breaker is a big offender due to a lot of its interactions, but for now to wrangle it in line with other options here we’re also decreasing its damage potential.

◆ Fiend Percent Increased Magical Damage decreased from 4% per stack to 3% per stack.


Wraith Leggings: Wraith Leggings, especially alongside Combustion, is providing far too much of a burst spike for mages in the early game. So, like a few items today, it’s also taking a hit - this time to its burst potential.

◆ Carnage Percent Increased Magical Damage decreased from 20% to 15%.



Tank:

Crystalline Cuirass: Crystalline creates some challenging matchups for heroes like Shinbi and Countess, so we’re shifting some of its damage output into its defensive stats.

◆ Health increased from 200 to 275.
◆ Volatile Maximum Health Scaling decreased from 3% to 2%.


Dynamo: Dynamo is also providing too much offensive potential and sees a lot of abuse from Support roles due to its powerful shred that keeps our Tanks quaking in their booties. Decreasing both the potency and duration should give said Tanks more wiggle room when navigating fights against Dynamo users.

◆ Immobilizer Percent Shred decreased from 30% to 20%.
◆ Immobilizer Shred duration decreased from 4s to 3s.






◆ Fixed an issue where Corrode was not correctly applying on Drongo and Grux Passives.
◆ Fixed an issue where Tainted Guard Scaling was incorrect.
◆ Fixed an issue where Murdock’s Stimpack was cleansing slows.
◆ Fix a bug where Phase’s Telekinetic Link [RMB] was not playing SFX correctly.
◆ Fixed a bug where a debug sphere would appear when spectating players while dead.
◆ Fixed issues related to replays when viewed back using controller inputs.
◆ Resolved a bug related to player positioning on the mini-map.

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





That's all this week!

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

Predecessor Hotfix V0.6.4





◆ Added some extra code to the game to help combat those pesky Steam login issues (we're looking at you, AB-400 errors!)
◆ Fixed an issue that could occur for players who rather ambitiously competed in both EU and NA Competitive Night events in the same day (take that, P-1000 error!)

Predecessor Hotfix V0.6.3





◆ Fixed a bug related to Competitive Nights ahead of it going live.

Predecessor Hotfix V0.6.2





◆ Fixed an issue with Murdock's Ultimate not firing and going on cooldown after a specific input sequence.
◆ Fixed an issue with Phase's Telekinetic Link stopping working when trying to link to a dying teammate.
◆ Fixed a crash while scrubbing through replay that has wards placed on the map.