Patch V1.0 | Predecessor (2024)

Greetings Champions!

The moment we’ve all been waiting for, the culmination of nearly two years in Early Access and countless additional years of closed development is about to come to fruition. Predecessor’s full release, V1.0 is here!

We couldn’t release an update this big on our own though. We still need a little… Support!

That's right, Zinx is pouncing into battle, ready to help her allies with her incredible healing abilities!

That's not all though, V1.0 is our most feature heavy game update to date, packed full of exciting new features. Whether that’s tutorial improvements, new loading screens, comms wheel improvements or gameplay automations, there’s something for everyone.

There’s no time to paws though, so let’s at long last dive into the V1.0 patch notes!

New Hero: Zinx - The Augmented Ally!

Biotech Prodigy, Zinx, bursts into battle!

An expert in giving others a taste of their own medicine, Zinx joins Predecessor, ready to help and hurt in equal measure!

A capable medic, Zinx is a potent healer able to top up her allies health pool in even the direst of circ*mstances. She’s also anything but powerless however, capable of prescribing deadly doses of pain on top of being able to resurrect fallen allies using her cutting edge medicinal might!

Abilities:

Triage Protocol [Passive]:

CD: 17 (-0.75 per Level)

Zinx gains a stack for 5s when damaging Enemy Heroes with Basic Attacks or Abilities, up to a maximum of 5.

At maximum stacks, Triage Protocol activates granting Zinx 40% decaying movement speed and 50% increased Infuse Healing for 5s.

Stacks cannot be gained while Triage Protocol is on cooldown.

Refibrillator [Basic Attack]:

BAT: 1.2
Effect: Zinx’s basic Ranged attack, dealing 50 (+60% Bonus Physical Power) physical damage.

Ricochet [Primary]:

CD: 15
Cost: 75
Effect: Zinx throws an electromagnetic disk dealing 80/110/140/170/200 (+40% Magical Power) magical damage and Stunning for 1.1/1.15/1.2/1.25/1.3s.

The disk can ricochet to the closest nearby target within 650u, up to 5 times, dealing its damage again and Stunning each Target for 50% of the original duration.

The disk will not ricochet to previously hit Targets.

Bad Medicine [Secondary]:

CD: 10/9/8/7/6
Cost: 60
Effect: Zinx shoots the ground, forming a pool of radiation that deals 35/50/65/80/90 (+25% Magical Power) magical damage and Slows by 30% for 0.75s.

After 0.75s, the radiation erupts dealing 50/80/110/140/170 (+45% Magical Power) magical damage and Slowing all Enemies hit by 50% for 0.75s.

Infuse [Alternate]:

CD: 10/9/8/7/6
Cost: 80/90/100/110/120
Effect:
Zinx fires a healing bolt at an Ally that restores 50/70/90/110/130 (+40% Magical Power) health, increased by up to 50% based on their missing health.

Passive: Zinx’s Basic Attacks deal an additional 12/18/24/30/36 (+15% Magical Power) magical damage over 3s.

Neural Regenesis [Ultimate]:

CD: 140/120/100
Cost: 100
Effect: Apply cellular restructuring to Yourself or an Ally Hero, granting 40% decaying movement speed and Revival for 4.5s.

If the Target takes lethal damage within this time, they Resurrect with 40%/50%/60% Health and Mana after 2.5s.

More Uses for Amber

At long last Premium Hero Affinity tracks can now be purchased with Amber!

Visit the Affinity tab of any of your favourite Heroes and click ‘Purchase Affinity’ where you’ll be prompted to pick your preferred payment method, Platinum or Amber!

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In addition to Hero Affinities, you’ll also now be able to buy two select bundles using Amber too! Scroll down to the Bundles section to see more.

New Skins

Star Queen Zinx [Uncommon]

Guard the galaxy and take your healing to the stars above, with the Zinx’s debut Star Queen skin!

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Undertow Riktor [Legendary]

Embrace the Eldritch forces of the deep as you swap chains and gears for terrifying tentacles and rotting ropes with Riktor’s stunning new Undertow skin! Complete with all-new visual effects, sound effects, voice over and a tentacular recall animation!

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Undertow Feng Mao [Legendary]

Breach the briny depths with Feng Mao’s undead new Undertow skin! Swing your sea-stained anchor to summon a surge of salty suffering, complete with all-new visual effects, sound effects, voice over and a bone-chilling recall animation!

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Undertow Gideon [Legendary]

A fearsome fan-favourite captain crosses the threshold, with Undertow Gideon at last making his debut voyage in Predecessor! A skeleton dredged from the murky wrecks, Undertow Gideon brings stunning unique visual effects, sound effects, voice over and a rib-ripping new recall animation!

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Undertow Zarus [Rare]

Conquer the seven seas from the turbulent tides and creeping currents below, with Undertow Zarus! Bask in his sinister subaquatic style!

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Undertow Rampage [Rare]

Bite back at the bitterness of the brine beneath, with Undertow Rampage! Prey on all who dare to swim too far from the safety of the shallows!

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Undertow Grux [Rare]

The shoreline offers no reprieve thanks to Undertow Grux’s snapping new skin! Just try not to get too shell-ous of his belt or backpiece!

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New Bundles

Different Bundles may be available for different amounts of time. Limited availability Bundles are marked in Store, and will be removed in a future update.

Star Queen Zinx Bundle

Get everything you need to protect the cosmos, all in one handy bundle!

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Bundle Contents:

Zinx [Hero]

Zinx [Hero Premium Affinity]

Star Queen Zinx [Skin]

Star Queen Zinx [Spray] (Exclusive)

Star Queen Zinx [Banner] (Exclusive)

Star Queen Zinx [Profile Icon] (Exclusive)

Undertow Bundles

Grab one of our assorted Undertow Bundles and build your motley crew of pirates and plunderers!

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Undertow Riktor Bundle

Riktor [Hero]

Undertow Riktor [Skin]

Undertow Riktor 1 [Spray] (Exclusive)

Undertow Riktor [Banner] (Exclusive)

Undertow Riktor [Profile Icon] (Exclusive)

Undertow Feng Mao Bundle

Feng Mao [Hero]

Undertow Feng Mao [Skin]

Undertow Feng Mao 1 [Spray] (Exclusive)

Undertow Feng Mao [Banner] (Exclusive)

Undertow Feng Mao [Profile Icon] (Exclusive)

Undertow Gideon Bundle

Gideon [Hero]

Undertow Gideon [Skin]

Undertow Gideon 1 [Spray] (Exclusive)

Undertow Gideon [Banner] (Exclusive)

Undertow Gideon [Profile Icon] (Exclusive)

Undertow Zarus Bundle

Zarus [Hero]

Undertow Zarus [Skin]

Undertow Zarus 1 [Spray] (Exclusive)

Undertow Rampage Bundle

Rampage [Hero]

Undertow Rampage [Skin]

Undertow Rampage 1 [Spray] (Exclusive)

Undertow Grux Bundle

Grux [Hero]

Undertow Grux [Skin]

Undertow Grux 1 [Spray] (Exclusive)

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Undertow Spray Bundle*

These sprays are different to the sprays included in the individual Undertow Hero Bundles!

Undertow Riktor 2 [Spray] (Exclusive)

Undertow Feng Mao 2 [Spray] (Exclusive)

Undertow Gideon 2 [Spray] (Exclusive)

Undertow Zarus 2 [Spray] (Exclusive)

Undertow Rampage 2 [Spray] (Exclusive)

Undertow Grux 2 [Spray] (Exclusive)

Undertow Skin Bundle

Riktor [Hero]

Feng Mao [Hero]

Gideon [Hero

Zarus [Hero]

Rampage [Hero]

Grux [Hero]

Undertow Riktor [Skin]

Undertow Feng Mao [Skin]

Undertow Gideon [Skin

Undertow Zarus [Skin]

Undertow Rampage [Skin]

Undertow Grux [Skin]

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Undertow VFX Bundle

Undertow Recall [VFX]

Undertow Jump Pad [VFX]

Undertow MEGA Bundle

Riktor [Hero]

Feng Mao [Hero]

Gideon [Hero

Zarus [Hero]

Rampage [Hero]

Grux [Hero]

Undertow Riktor [Skin]

Undertow Feng Mao [Skin]

Undertow Gideon [Skin

Undertow Zarus [Skin]

Undertow Rampage [Skin]

Undertow Grux [Skin]

Undertow Riktor [Banner] (Exclusive)

Undertow Feng Mao [Banner] (Exclusive)

Undertow Gideon [Banner] (Exclusive)

Undertow Riktor [Profile Icon] (Exclusive)

Undertow Feng Mao [Profile Icon] (Exclusive)

Undertow Gideon [Profile Icon] (Exclusive)

Undertow Riktor 1 [Spray] (Exclusive)

Undertow Feng Mao 1 [Spray] (Exclusive)

Undertow Gideon 1 [Spray] (Exclusive)

Undertow Zarus 1 [Spray] (Exclusive)

Undertow Rampage 1 [Spray] (Exclusive)

Undertow Grux 1 [Spray] (Exclusive)

Undertow Recall [VFX]

Undertow Jump Pad [VFX]

Summer Spray Bundle*

Spooky undead pirates and aquatic predators not your thing? Why not check out our ad-orb-able new Summer Spray bundle!

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Bundle Contents:

Summer Floatie [Spray] (Exclusive)

Sunglasses [Spray] (Exclusive)

Sunbathing [Spray] (Exclusive)

Life Guard [Spray] (Exclusive)

Ice Cream [Spray] (Exclusive)

Bundles marked with a * can be purchased with either Platinum or Amber.

Price Changes

Just over a year on from his Predecessor debut, we're making some price adjustments to Zarus in the Hero Store.

Hero

Old Price

New Price

Zarus

1000 Platinum
or
8,600 Amber

800 Platinum
or
6,020 Amber

Exclusive Skins

That’s right, 1.0 brings even more skins than we've already mentioned!

These skins won't be available in the store however; each will be made available in unique and exclusive ways!

Ace Mechanic Gadget [Skin]

The original tinkerer returns!

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This skin will be exclusively available as a FREE reward for connecting an email address to your Predecessor account! For more information scroll down to the Account Linking section.

Lumin Undertow Rampage [Skin]

Light the depths with deadly and dazzling luminescence!

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This skin will be made available as part of a platform collaboration. Keep an eye on our socials for more information!

Hunter Shadow Ops TwinBlast [Skin Variant]

Who said covert couldn’t also be colourful?

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This skin will be made available as part of a platform collaboration. Keep an eye on our socials for more information!

Availability

With 1.0 arriving we're expanding the availability of Ranked Mode. The following will be the new hours for Ranked Mode as of August 20.

EU:

  • Weekends 10 UTC – 00 UTC (14 hours total)

    +1hr before and +1hr after

  • Weekdays 13 UTC – 00 UTC (11 hours total)

    +1hr before and +2hr after

NA

  • Weekends 15 UTC – 06 UTC (15 hours total)

    +1hr before and +2hr after

  • Weekdays 18 UTC – 06 UTC (12 hours total)

    +1hr before and +3hr after

Improvements

Following our recent hotfix, we're still working on ironing out some small bugs in the Ranked game mode.

1.0 will address another of these issue, this time rebalancing VP values at certain ranks, to remove cases where players losses a lot more VP then they gained.

Account Linking

Our first implementation of Account Linking is finally here!

Shortly after our 1.0 update you'll notice a new button on the Predecessor website; "My Account".

Clicking this button will take you to the Predecessor Social Portal, our first iteration of your player account portal. As time goes by and we add more features we'll also work on polishing it up a bit.

For now all you'll be able to do is add an email address to your account, and connect it to Discord and Twitch.

Doing so will unlock exclusive rewards:

  • Connecting to Discord will grant you the highly anticipated Early Access Support role if you purchased an Early Access Bundle.

  • Connecting to Twitch will let you earn Twitch rewards, granting you exclusive sprays, icons, skins and more just for watching your favourite creators.

  • Connecting your email will sign you up to the Predecessor mailing list, and grant you access to the exclusive original Gadget skin, Ace Mechanic.

The team are still hard at work adding the option to link game accounts between Xbox, Steam, Epic and PlayStation. We weren't able to deliver this in time for 1.0 but we hope to update the Account Linking portal with this extra functionality soon.

The first decision many of us make in Predecessor is which role we want to play. It’s crucial therefore that players feel informed at this early stage of gameplay, especially for new players who might need a little more information.

We’ve overhauled the Role Select process, making the whole thing much more visual and informative. You’ll now be told which side of the map you’ll be playing for, and be presented with an interactive map overview showing which lane each role is associated with and some of the more important objectives and buffs you should be considering.

Additionally we’ve added handy tips to make it easier to understand each role’s play styles, and when playing against AI newer players will be prompted to first ‘unlock’ (at no cost) the Jungle and Fill roles to make it clearer that these roles are more complicated than others.

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Draft Improvements

New MOBAs can be tricky to wrap your head around, especially if you’re new to the genre. We’ve used this opportunity to make a number of improvements to the Hero selection process, such as:

  • Recommended Heroes

  • Clearer class categories (Mage, Tank etc)

  • Better Hero sorting

  • Tabs to replace filters

  • New icons for Heroes on free rotation

  • Simplified information about Hero Abilities

  • Added controller support for easier navigation

  • Added flavour text for each Hero

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We do our best to ensure Predecessor loads nice and quickly, but inevitably there’s going to be times when you’re faced with a, gulp.. loading screen!

We want these screens to be helpful for new players and existing players alike, giving you the information you need alongside handy tips and an estimate of how long until you’ll get into the match.

Here’s some of what we’ve done:

  • Added tips specific to the role you’re playing

  • Added a loading bar and text to explain what’s going on behind the scenes

  • Added the map, so you can see which lane you need to focus and relevant objectives

  • Added which side you’ll be playing on

  • Added the map name and game mode

  • Added which role each player is playing in and who they’re up against

  • Added new loading backgrounds that change based on the game mode you’re playing

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Map Improvements

When you spend as much time on a game map as we do you know it’s important to feel immersed in it.

All game maps now have official, canon names.

  • Classic 5v5 = Sanctuary

  • Brawl = Canyon

  • Practice = Sirio

We’ve also been busy making some improvements to the Sanctuary map!

  • We’ve removed many invisible boundaries that previously blocked traversal above many of the internal walls. Characters with high mobility can enjoy more freedom and verticality than ever!

  • We’ve overhauled the foliage across the map! The Jungles now feel more vibrant and densely vegetated, with specific prominent flowers to help differentiate each one. Not a fan? You can toggle this feature off too!

  • We’ve added a new tree in the rivers to provide a little more protection and vision blocking from those pesky Middle to Side-lanes!

  • There’s been some minor adjustments to the map in a few places to help with traversal and gameplay flow.

  • We’ve improved some of the textures and lighting to really let the map shine like never before!

There's various other improvements to reflections, textures and more, so head in game and check it out!

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As previously mentioned, MOBAs like Predecessor can pose quite the learning curve for new players. We’re excited to release new gameplay automations that’ll take the edge off of that learning experience, letting new players instead focus on learning the map, their character and the overall controls and gameplay of Predecessor.

Added new gameplay automations

  • Automatic Hero Levelling

  • Automatic Crest Selection

That’s not all though, we’ve made these automations much more visual than ever before. Now you’ll now get notified in game with fancy little pop ups every time the game takes an action on your behalf. Respawned and noticed your Gold count just went down? You’ll now be told exactly what has been bought and for how much!

Added new pop ups to communicate the gameplay automations

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These new automations are on by default for new players and can be toggled individually in the settings menu.

Assist Indicator

We think it’s important that everyone gets fairly credited for their contributions in a fight, even if all Muriel did was poke at the enemy and then run for the hills after.

1.0 adds little indicators after a kill to show you who helped secure the takedown, giving you not only more opportunities to celebrate your own teamwork, but handy game knowledge if you’re keeping tabs on who in the enemy team left their lane to help kill one of your own…

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It’s great to play with friends, but sometimes you can find yourself hurtling into the fight with someone you’ve never met before, with no time to type in chat.

Enter the ping wheel!

Many of you already make good use of this feature, so we’ve taken the opportunity to give it a little more oomph, adding complete voice over support for each of the messages you can select, as well as adding a few new ones too for communicating key information like Blink availability!

Worried about hearing GOOD JOB spammed passive aggressively over and over? Fret not! There’s cooldowns on the voiceover to reduce spam and you can turn it off altogether in the settings.

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In-game System Chat Messages

Knowing what’s going on is crucial to making informed decisions in the heat of the moment. With this in mind, we’ve added a bunch of helpful new chat messages that pop up each time a player does something noteworthy that we think you might need to know about.

Slayed another Hero? That’s going in chat, along with how much Bounty you earned doing it.

Enemy taken one of your towers? That’s going in chat too, specifically detailing which one too.

Fangtooth spawned? You’d best believe that’s also going in chat. Never lose track of when Objectives spawn in, or what they do thanks to handy new messages.

Obviously there’s a great deal more to be found so we encourage you to keep an eye on the chat logs in your next match to see how much handy information you can find there now.

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Post-Match Improvements

The post match sequence is also getting some love in 1.0, with a clearer breakdown of who you played with and what roles they played.

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That’s not all however, you can also now select a player in this screen and report them as you would normally do in game!

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There's more visual improvements to be found in these screens, with polish and upgrades across the board to the players and stats screens you encounter after each game. Take a look and let us know what you think!

We’ve added Twitch Drops functionality to Predecessor!

Now you can unlock in game rewards just for supporting your favourite content creators on Twitch!

Our first collection of Twitch Drops will become available on August 20 alongside the game update, and will feature the highly anticipated Blueberry Punk Countess Skin Variant featured in a previous key art but never released until now!

This skin, alongside a spray and profile icon, will be exclusive to Twitch Drops, so be sure to tune in if you want to get your hands on these freebies before they’re gone!

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We’ll be making a dedicated webpage here on predecessorgame.com with more information on how to participate in Twitch Drops, so watch our socials for more and go follow some of our awesome Predecessor streamers over on Twitch!

Additional Features

The Tutorial now has additional Voice Over and Narration.

We hope this will help make the tutorial more accessible, memorable and more easily understood by new players joining us for 1.0.

This is just the start of our improvements to our tutorials, so keep an eye out for more improvements in the coming months!

Attack Range Text Improvements

Attack Range “Out of Range” Text now dynamically scales and changes to “Move Closer” with subsequent misses.

Minimap Size Options

The Minimap may now be scaled larger or smaller in the Settings menu.

Targeting Visual Improvements

Target outline boldness has been increased, and can now be scaled in the Settings menu.

Code Redemption

We’ve added a new menu to the Store where you can put special codes in to get free goodies! Follow our socials, play community tournaments and become a positive influence in the Predecessor community to earn codes!

Xbox Achievements

Xbox Achievement hunters assemble! 1.0 brings official support for Achievements, letting you rack up that all-important Gamerscore just for playing Predecessor!

PlayStation trophies didn’t quite make it in in time for 1.0, but rest assured Trophy hunters, you’ll be able to earn a Predecessor Platinum Trophy soon!

Xbox Localisation

We’ve brought Xbox up to parity with PC, adding localisation options for languages such as French, German and Italian! More languages are coming, as well as support for PlayStation, so watch this space for more!

Performance & Connection Stability Improvements

We've been hard at work under the hood to make Predecessor more stable and performative than ever before!

Overview:

Jungle Monster Durability decreased slightly in the mid/late-game.

Minion Movement Speed increased in the mid-game.

Outlier Hero and Item Adjustments.

Support Item Cost reductions.

New Stat allocations for: Ashbringer, Nuclear Rounds, Earthshaker and Mistmeadow Buckler.

And more!

Minions:

General:

We’re changing the way Minions ramp up their Movement Speed throughout a match, with them now becoming slightly faster from approximately the 20-minute mark onwards. This will reduce the waiting time for a Minion Wave to progress through the Map, better allowing teams to capitalise on their advantageous windows when looking to push into Enemy territory.

  • Minion Movement Speed changed from 695/710/730/760/790 at Levels 1/7/10/13/15 to 695/710/730/750/770/790 at Levels 1/7/9/11/13/15.

Melee:

Melee Minion Physical Armor Growths could result in some unnatural scenarios under Towers where the normal last-hitting patterns would not play out as expected, with Melee Minions requiring an additional hit. By reducing the Physical Armor present on Melee Minions in the early game we are reducing the likelihood of this occurring, bringing further consistency back to last-hitting behaviour under Towers.

  • Physical Armor decreased from 0 (+1 per level) to 0 (+0.55 per level).

Super:

Super Minions are seeing an increase to their Magical Armor, meaning Magical Heroes can not as easily clear them, especially in those late-game siege scenarios where wave-stalling can become too effective.

  • Magical Armor increased from -65 to -40.

Towers:

Towers possessed an issue where their ramping damage would be “forgotten” if the Target managed to get outside of their range upon being hit, such as Blinking out at the last moment. This has now been resolved, bringing greater consistency to the damage Towers can dish out in dive scenarios.

  • [Bugfix] Fixed an issue where ramped-up Tower Damage would instantly reset if the Target is hit while out of range.

Jungle:

The Majority of generic Jungle Monsters are receiving decreases to their Health as a match progresses, allowing Junglers some increased speed when clearing them, better allowing them to juggle their time between keeping up in farm and being present on the map as the mid/late-game rolls around and Objectives become more relevant to contest.

Red Buff:

  • Health per Level decreased from 150 to 120.

Blue Buff:

  • Health per Level decreased from 150 to 120.

Black Camp (2):

Large:
  • Health per Level decreased from 95 to 80.

Small:
  • Health per Level decreased from 70 to 55.

Grey Camp (3):

Large:
  • Health per Level decreased from 100 to 85.

Small:
  • Health per Level decreased from 45 to 40.

White Camp (4):

Large:
  • Health per Level decreased from 95 to 80.

Medium:
  • Health per Level decreased from 70 to 60.

Small:
  • Health per Level decreased from 30 to 25.

Brown Camp (5):

Medium:
  • Health per Level decreased from 85 to 70.

Small:
  • Health per Level decreased from 40 to 35.

Hero Balance Changes

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Argus is receiving a slight reduction to his early Particle Shredder cooldown, allowing him more windows to swap between the Minion Wave and Heroes when looking to take trades.

Particle Shredder [Alternate]:

Cooldown decreased from 6/5/4/3/2 to 5/4.25/3.5/2.75/2.

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Aurora has been a strong performer since her release, largely due to her general damage output, and at higher levels of play, the strength of her Ice Wall and all the ways it can disrupt fights. Alongside some general damage hits, to ensure Aurora does not over perform at higher levels of play, Glacial Charge is having its Cooldown adjusted, now triggering once the Ice Wall has disappeared from the world, rather than on cast. This means she will have more limited uptime on the ability and must be more selective with its use, no longer getting an effective 5s reduction each time she casts the ability, and reducing the overall effectiveness of Ability Haste in her builds.

Glacial Charge [Primary]:

Cooldown decreased from 26/24/22/20/18 to 25/23/21/19/17.

Cooldown now starts when the Ability Ends.

Cryoseism [Ultimate]:

Damage decreased from 120/240/360 to 120/210/300.

Explosion damage decreased 60/120/180 to 60/105/150.

Cooldown increased from 130/120/110 to 145/130/115.

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Countess currently struggles in the Mana department, even in the mid-late game where Mana should no longer be as scarce. To ensure Countess is not forced to invest in Mana Itemisation, we’re granting her some general increases to her Mana economy, especially in the case of Blade Siphon, which tends to eat up a lot of her budget due to its frequent use both in lane and in teamfights.

General:

Mana Regen Growth increased from 0.12 to 0.2.

Shadow Slip [Primary]:

[Bugfix] Fixed an issue where Countess could be unable to reactivate Shadow Slip if Disrupted mid-way.

[Bugfix] Fixed an issue where Countess could get stuck in her invisible return loop if Disrupted mid-way.

Blade Siphon [Alternate]:

Mana Cost decreased from 60 to 50.

Crunch struggles to survive in many teamfight scenarios, especially in the later stages of a match where he is often bursted down before he has a chance to unleash his combos. Some additional scaling durability in the form of Health and Physical Armor Growth is being granted to allow him a greater chance at contributing in the end game.

General:

Health Growth increased from 127 to 130.

Physical Armor Growth increased from 3.15 to 3.4.

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Dekker’s general damage profile currently has her functioning more as burst Mage, rather than the disruptor/catcher she’s intended to be. Some additional damage and uptime is being taken out of her kit to ensure her damage contribution is not overly high, given the amount of utility she already provides to her team.

Stasis Bomb [Alternate]:

Damage decreased from 90/120/150/180/210 to 80/110/140/170/200.

Ion Strike [Ultimate]:

Damage decreased from 180/290/400 to 170/275/380.

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

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Drongo’s combination of general safety, burst damage potential and Tank shredding capabilities currently allows him to serve as a strong jack of all trades. While we wish to maintain his general burst damage profile as a more ability-centric Carry, some general ability uptime and damage is being stripped back. This will result in less one-shot scenarios when Shrapnel Cannon is thrown into the mix and better allowing Tanks to hold up to the damage when focused by him.

Wastelander [Passive]:

Max Health Damage decreased from 2.5% to 2%.

Monster Max Health Damage Cap decreased from 0.4% to 0.3%.

Shrapnel Cannon [Ultimate]:

Damage decreased from 200/320/440 to 180/290/400.

Cooldown increased from 110/95/80 to 120/100/80.

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Feng Mao has struggled to find presence in the Jungle Role, often preferring to exist in the Offlane instead. To better facilitate him in the Jungle without impacting Offlane too heavily, his Hamstring is receiving some damage increases, allowing for faster Jungle Clears and a stronger early game damage spike. In return, his general Mana efficiency is taking a hit in the early levels, meaning he cannot overwhelm opponents in the Offlane with repeated Hamstrings as easily due to a smaller Mana budget.

General:

Mana decreased from 375 to 350.

Mana Growth decreased from 55 to 50.

Mana Regen decreased from 1.6 to 1.5.

Mana Regen Growth increased from 0.1 to 0.2.

Hamstring [Secondary]:

Damage increased from 90/120/150/180/210 to 95/130/165/200/235.

Patch V1.0 | Predecessor (35)

Gadget has risen as a strong performer as of late, with her possessing a suite of tools such as strong wave clear tools, control, anti-dive, long range and strong general damage output and scaling. In many cases it can feel too difficult to punish Gadget, even when she mis-positions. As a result she is receiving a range of small individual nerfs, with the overall result being a decrease in her survivability with less uptime on her Shock Absorber Shield allowing for more windows of punishment, and a lower general damage output and ability uptime throughout a match.

Additionally, Seek and Destroy had an issue where it would not always deal the correct 10 instances of damage. This has been rectified and its damage has been further adjusted to ensure she does not receive any free damage from the fix.

General:

Health Growth decreased from 125 to 123.

Shock Absorber [Passive]:

Cooldown increased from 30-9.6 (-1.2 per Level) to 45-14.4 (-1.8 per Level)

Sticky Mine [Primary]:

Magical Power Scaling decreased from 80% to 75%.

Security Gate [Secondary]:

Damage decreased from 100/145/190/135/280 to 100/140/180/220/260

Seek and Destroy [Alternate]:

[Bugfix] Now correctly always deals 10 ticks of damage, instead of 9.

Damage decreased from 140/190/240/290/340 to 120/170/220/270/320.

Magical Power Scaling decreased from 110% to 100%.

Cooldown increased from 14/13/12/11/10 to 15/14/13/12/11.

Tesla Dome [Ultimate]:

Total Magical Power Scaling decreased from 220% to 210%.

Magical Armor Shred decreased from 5% to 4%.

Cooldown increased from 120/100/80 to 130/115/100.

Patch V1.0 | Predecessor (36)

Similar to Gadget, Gideon has suffered from an issue where his Ultimate would not always deal the correct 10 instances of damage. This has now been rectified and the damage values have been shifted around to ensure there is no meaningful gain or loss in damage output, with a largely neutral final result.

Black Hole [Ultimate]:

[Bugfix] Black Hole now correctly deals 10 instances of damage, instead of 9.

Damage per Instance decreased from 45/65/85 to 41/58/75.

Magical Power Scaling per instance decreased from 29% to 26%.

Total Damage changed from 405/585/765 to 410/580/750.

Total Magical Power Scaling decreased from 261% to 260%.

Patch V1.0 | Predecessor (37)

Greystone can struggle to reliably land his Assault the Gates on Enemy Heroes due to the lower radius the ability covers and how difficult it can be to predict enemy movement accurately. To help bring some greater consistency and aggression to the ability, Assault The Gates is receiving a small hitbox increase, as well a higher refund amount on successful Hero hits, alongside some other small changes.

Sacred Oath [Secondary]:

Bonus Physical Power Scaling increased from 20% to 25%.

Assault The Gates [Alternate]:

Cooldown Refund On Hit increased from 35% to 40%.

Damage Radius increased by 8%.

[QoL] Impact VFX increased to better match hitbox size.

Stone Forged Soul [Ultimate]:

Cooldown increased from 160/130/100 to 160/135/110.

Patch V1.0 | Predecessor (38)

Grim stands tall as one of the strongest lane bullies in the game. While this is in-theme, currently it can feel on the oppressive side and needs stripping back. As a result, Grim is receiving decreases to his general early game damage output and stats to ensure his early-game is more manageable to fight against, with less potential for Slowing his targets and running them down, as well reduced poke potential with a more limited Mana Pool. On top of this, with Grim uniquely dealing significant amounts of consistent Magical Damage, his BAT is increasing, meaning his general Attacks per Second will not scale as aggressively with Attack Speed purchases, therefore lowering his general Basic Attack DPS.

General:

Physical Power decreased from 62 to 60.

Health decreased from 780 to 770.

Mana decreased from 420 to 380.

Mana Growth increased from 35 to 38.

BAT increased from 1.15 to 1.25.

Displacement Blast [Primary]:

Damage decreased from 110/150/190/230/270 to 100/140/180/220/260.

Assault Mode [Secondary]:

Slow decreased from 10/12.5%/15%/17.5%/20% to 8%/11%/14%/17%/20%.

Energy Shield [Alternate]:

Shield Duration decreased from 1.5s to 1.25s.

Howitzer can struggle to succeed in the early game unless he routinely lands his R2000 Missile and Land Mine. Likewise, his Slow Grenades can feel underwhelming as a disruption tool until the later stages of a match due to the low potency of the Slow at rank one. Due to these factors, we’re shifting around some of Howitzer’s strength, slightly increasing his physical durability and increasing the value of smart Slow Grenade usage to bring more emphasis to the ability and a more accessible early game, while decreasing the upfront damage of Land Mine to ensure his raw damage output is in check.

General:

Physical Armor increased from 19 to 22.

Land Mine [Secondary]:

Damage decreased from 115/145/175/205/235 to 100/130/160/190/220.

Magical Power Scaling increased from 35% to 40%.

Slow Grenades [Alternate]:

Slow increased from 15%/20%/25%/30%/35% to 20%/25%/30%/35%/40%.

Kallari is receiving some additional Guillotine damage in the earlier ranks to allow her for greater early game all-in threat, providing her a better chance at securing a lead as she can often find herself struggling to make a significant impact before the mid-game rolls around.

Guillotine [Ultimate]:

Damage increased from 200/350/500 to 220/360/500.

Khaimera has significant impact in the earlier stages of a match, but has a tendency to struggle in the later stages as his durability begins to fall off, often relying on Orb Prime and Primal Fang to reliably close out a match. To help offset this, Khaimera is receiving some late-game improvements, with increased survivability and more Ambush and Invigorate uptime, thereby being less Ability Haste reliant in his Itemization and better able to dip into alternative options. In return, his early game efficacy is taking a hit, providing a more levelled power progression through a match.

General:

Health Growth increased from 120 to 124.

Physical Armor decreased from 25 to 24.

Physical Armor Growth increased from 3.25 to 3.4.

Unleash [Primary]:

Damage increased from 10/16/22/28/34 to 13/19/25/31/37.

Total Physical Power Scaling decreased from 45% to 40%.

Invigorate [Secondary]:

Cooldown decreased from 22/20/18/16/14 to 22/19.5/17/14.5/12.

Max Health healing changed from 8%/9%/10%/11%/12% to 7%/9%/11%/13%/15%.

Ambush [Alternate]:

Damage decreased from 85/110/135/160/185 to 80/105/130/155/180.

Cooldown changed from 10/9.5/9/8.5/8 to 11/10/9/8/7.

Kira thrives in multiple ways, possessing significant early game all-in threat thanks to the follow-up threat of Dusk, as well as strong late-game Scaling. However her Ultimate often feels underwhelming to use due to its lower relative damage output compared to her Basic Attacks. To provide for more counterplay, we’re reducing Kira’s early-game all-in threat with reductions to her durability and Dusk damage, while offering Purge some additional punch, increasing its general use-cases.

General:

Health decreased from 760 to 750.

Attack Speed Growth decreased from 2 to 1.7.

Dusk [Primary]:

Damage per stack decreased from 10/14/18/22/26 to 10/13/16/19/22.

Max Damage decreased from 95/129/163/197/231 to 95/123/151/179/207.

Purge [Ultimate]:

Total Damage increased from 240/345/450 to 240/405/570.

Total Physical Power Scaling increased from 345% to 360%.

Patch V1.0 | Predecessor (43)

Lt. Belica struggles to keep pace in the Mid Lane, often out pressured and struggling to reach her later power spikes. Rather than simply buffing up her early laning strength, we believe there is room to reinforce her mid-game spike and further double down on her strong scaling, offering her a more significant mid-game spike from Seismic Assault and Neural Disruptor to better bridge the damage gap between early and late-game.

Seismic Assault [Primary]:

Damage increased from 100/145/190/235/280 to 100/150/200/250/300.

Neural Disruptor [Ultimate]:

Damage increased from 190/280/370 to 190/300/410.

Magical Power Scaling increased from 55% to 60%.

Morigesh is receiving some changes to her general mobility with a decrease to her base movement speed, but additional movement speed being granted to Swarm to better differentiate windows of strength based on the Swarm’s availability in the later stages of a match.

General:

Movement Speed decreased from 665 to 660.

Pestilence [Passive]:

Passive Max Health Damage decreased from 0.5% to 0.4%.

Swarm [Secondary]:

Bonus Movement Speed increased from 20% to 20%/22.5%/25%/27.5%/30%.

Patch V1.0 | Predecessor (45)

Murdock is receiving some small durability increases in the early game to better allow him to stand his ground during the laning phase.

General:

Health increased from 735 to 745.

Physical Armor increased from 20 to 22.

Patch V1.0 | Predecessor (46)

Following the trend of decreasing early game ability damage among Carries and Supports in the previous few patches, Muriel is receiving a small damage reduction to Serenity, ensuring she also does not contribute to too much poke or all-in threat from one or two casts.

Serenity [Primary]:

Damage decreased from 90/130/170/210/250 to 85/125/165/205/245.

Patch V1.0 | Predecessor (47)

A quick bump up in Ability Haste granted by Phase’s Ultimate, better allowing her to pair up with other Heroes that do not benefit from Attack Speed as heavily.

Hyperflux [Ultimate]:

Ability Haste increased from 35/55/75 to 40/60/80.

Rampage has struggled to keep up with other Heroes since the transition to Six Items, with his general durability, build paths and damage potential lacking compared to others. To remedy this, not only are we offering an increase to his bonus Health and Regeneration while under the effects of Behemoth, we are also granting him a Health Scaling on his Rumble. While this is about neutral in the early game in terms of damage output, the new Health Scaling better incentivises tankier builds paths, further allowing Rampage to scale up from investing in Health. Naturally, this is met with a decrease in Physical Power Scaling to ensure Fighter itemisation does not become too strong as it typically possesses a combination of Health and Physical Power.

Rumble [Secondary]:

Damage increased from 40/70/100/130/160 to 55/85/115/145/175.

Total Physical Power Scaling decreased from 90% to 65%.

Damage now Scales with 6% Bonus Health.

Damage Radius increased by 8%.

Behemoth [Ultimate]:

Bonus Health increased from 200/400/600 to 200/450/700.

King Of The Jungle Health Regeneration modifier increased from 4x to 4.5x.

Patch V1.0 | Predecessor (49)

Revenant, while strong in his own right, lacks the consistency to be able to succeed in many matches, often being too fragile to deal with tankier divers or hold his own in a 1v1 box scenario, alongside frequently running out of Mana prematurely in the mid-game. To further resolve this, we’re granting Revenant some additional Health and Mana Growth throughout the match which allows for some additional individual agency, as well as offering some additional Hellfire Rounds damage to ensure he’s adequately rewarded for landing a well-timed final shot.

General:

Health Growth increased from 124 to 128.

Mana Growth increased from 40 to 50.

Hand Cannon [Primary]:

[Bugfix] Fixed an Issue where Revenant would not automatically reload if Scar or Reckoning were used immediately after using his final shot.

Hellfire Rounds [Alternate]:

4th Shot Missing Health Damage increased from 4.5% to 5%.

A quick bump to Riktor’s Attack Speed, better allowing him to last-hit in the Offlane, take trades, or keep pace in his Jungle Clears.

General:

Attack Speed increased from 105 to 110.

Similar to Riktor, Sevarog is also gaining some additional Attack Speed with the primary goal of providing him with a smoother experience when prepping Minions and Monsters for Stacks.

General:

Attack Speed increased from 100 to 105.

Patch V1.0 | Predecessor (52)

Since her release, Terra has been seen to dominate many Offlane matchups, especially in the early levels thanks to the combination of offence and defence offered by Ruthless Assault and Wild Rush. As a general theme, Terra will be receiving reductions in her early game potency to ensure her Offlane opponents are not unfairly pressured in the first few recalls, thereby reducing the ease at which she can achieve a snowball and run over a match.

Ruthless Assault [Primary]:

Damage decreased from 45/65/85/105/125 to 40/60/80/100/120.

Empowered Damage decreased from 55/85/115/145/175 to 50/80/110/140/170.

Wild Rush [Alternate]:

Max Charge Damage decreased from 120/180/240/300/360 to 100/150/200/250/300.

Base Bonus Physical Power Scaling increased from 75% to 80%.

Max Charge Bonus Physical Power Scaling decreased from 225% to 200%.

Mana Cost increased from 70 to 80.

Shield Duration decreased from 4s to 3.5s.

Unstoppable Force [Ultimate]:

Cooldown increased from 130/110/90 to 140/120/100.

TwinBlast’s Physical Power Growth is on the lower end, contributing to the feeling of a low Basic Attack damage output compared to other Carries - made more relevant due to the fact he must track and hit 2 individual shots to receive full value. A small increase is therefore being granted to close the gap.

General:

Physical Power Growth increased from 2.8 to 3.2.

Wraith demands a high level of mastery in order to fully excel, but even when this condition is met, he can still struggle to make an impact due to his lower survivability and self-peel. Alongside some general stat increases, the Slow Duration of Peekaboo! Is increasing, providing Wraith with a longer window to snipe Marked Targets, with the added benefit of it stifling aggressive Enemy plays for longer.

General:

Attack Speed Growth increased from 1.8 to 2.

Physical Armor Growth increased from 3.05 to 3.2.

Peekaboo! [Primary]:

Slow Duration increased from 0.75s to 1s.

Knock, Knock! [Alternate]:

Damage increased from 95/120/145/170/195 to 100/125/150/175/200.

Patch V1.0 | Predecessor (55)

Zarus’ Coliseum uptime allows him to overly thrive in the Jungle Role, allowing for plenty of high-impact gank opportunities. The rank one cooldown is seeing an increase to ensure his map presence does not remain as overwhelming, and combined with the subsequent hit to Augmentation described later on, he should become less of a pick-priority.

Coliseum [Ultimate]:

Cooldown changed from 145/125/105 to 160/130/100.

Crests:

Titan and Goliath Crest now evolve 20 stacks faster, saving Tanks an additional minute of time before their final Crest comes online and better matching the progression of other Crest types.

Patch V1.0 | Predecessor (56)

  • Stacks to Evolve decreased from 300 to 280.

Patch V1.0 | Predecessor (57)

  • Stacks to Evolve decreased from 300 to 280.

Patch V1.0 | Predecessor (58)

A small decrease in Brutallax’s cooldown to make it more attractive compared to other Fighter Crests when an answer is needed to CC-heavy compositions.

  • Purifying Rage Cooldown decreased from 150 to 135.

Patch V1.0 | Predecessor (59)

Epoch provides incredible safety and can stifle many aggressive plays by Enemies. A hit to the cooldown is needed to ensure Mages cannot as frequently use it as a get out of jail free card in fights.

  • Stasis Device Cooldown increased from 120 to 135.

Patch V1.0 | Predecessor (60)

Liberator is receiving a small hit to its Shield, reducing the overall safety the Crest provides given its Cleanse already provides significant safety for Carries.

  • Purifying Guard Shield Bonus Physical Power Scaling decreased from 150% to 135%.

Patch V1.0 | Predecessor (61)

Similar to Brutallax, Witchstalker is receiving a small decrease to its cooldown to make it more attractive compared to other Assassin Crests when an answer is needed to CC-heavy compositions.

  • Purifying Strike Cooldown decreased from 150 to 135.

T2:

Patch V1.0 | Predecessor (62)

Nether Shard is receiving some additional Monster Damage, allowing it to be serve as power spike for Junglers looking to farm the map more efficiently. Alongside this, we’re squashing both the Cost and Magical Power, allowing it to be purchased with more ease on a first recall.

  • Cost decreased from 1250 to 1100.

  • Magical Power decreased from 35 to 30.

  • Monster Slayer Bonus Damage increased from 8% to 10%.

Carry:

Patch V1.0 | Predecessor (63)

Absolution does not provide enough Magical Armor to serve as a singular bump in Magical Defence, often needing to be paired with another Magical Armor Item. We’re granting it some additional Magical Armor to function better as a standalone defensive purchase.

  • Magical Armor increased from 20 to 25.

Patch V1.0 | Predecessor (64)

Ashbringer is having its Stat profile adjusted, now granting Attack Speed on top of its existing Stats. This will better allow it to function as a bridging option for Heroes such as Drongo that are both ability reliant and looking to add some Attack Speed to their build, opening up new build possibilities.

  • Physical Power decreased from 45 to 20.

  • Ability Haste decreased from 25 to 15.

  • 30% Attack Speed added.

  • Recipe: Robust Arbalest + Temporal Ripper.

Patch V1.0 | Predecessor (65)

Nuclear Rounds is also receiving Stat adjustment, no longer granting Attack Speed or Mana and gaining some Ability Haste in return, better defining it as an Item for Ability-heavy Carries. In terms of build order, the Mana granted by Nuclear Rounds often fell off in relevancy by the time many builds pick it up, and the Attack Speed, while nice as a bridging Stat, muddies the identity of the item as it is doing too many things at once.

There is more work to be done when it comes to providing clearer Item identifies and Stat profiles, especially in the Carry Item subgroup where it is not always obvious why you might wish to buy Item A over Item B. But for now, Nuclear Rounds will be one of the first to receive a clearer identity, and will be tuned accordingly as an alternative to Imperator for Ability Heavy Heroes until we can dive into further improvements for the entire suite of Carry items.

  • Cost decreased from 3200 to 3100.

  • Physical Power increased from 40 to 45.

  • 15 Ability Haste added.

  • 250 Mana removed.

  • 20% Attack Speed removed.

  • Recipe: Claymore + Temporal Ripper.

Patch V1.0 | Predecessor (66)

Resolution is gaining some additional Attack Speed, bringing more emphasis to its power spike when purchased, while also letting it serve as a better 1-stop purchase to satisfy a Hero’s Attack Speed needs.

  • Attack Speed increased from 15% to 20%.

Patch V1.0 | Predecessor (67)

Once again we’re hitting Sky Splitters Current Health damage effect, bringing it even closer into parity with other damage options, thereby reducing it’s “must-buy” status and ensuring tankier targets do not get unnaturally melted.

  • Rend Current Health Damage decreased from 3.5% to 3%.

Patch V1.0 | Predecessor (68)

Stormbreaker is receiving an increase in cost to better match up with its general strength, and ensure the Power Spike it provides requires appropriate investment relative to Crit’ options.

  • Cost increased from 3000 to 3100.

Patch V1.0 | Predecessor (69)

We are reverting the increase to Vanquisher’s physical Penetration that was recently granted. While it was initially done to offset some of the additional Physical Armor all Heroes were granted to keep the item feeling like a relevant spike in power, it has become apparent it was unneeded, with the additional Penetration contributing to too much all-in power in the early game.

  • Physical Penetration decreased from 9 to 8.

  • [Bugfix] Fixed an issue where Annihilate would not Execute its Target when they were damaged by other Item effects, such as Infernum or Malady.

Assassin:

Patch V1.0 | Predecessor (70)

Even when needed, Dread can feel difficult to slot into builds partly due to its price point. It is receiving a small reduction in cost to make it feel more accessible for those matchups where it is required.

  • Cost decreased from 3000 to 2900.

Patch V1.0 | Predecessor (71)

Envy’s ability to Silence its Target is incredibly potent and has too much up-time for how strong the effect is. As a result Hush’s cooldown is receiving an increase to ensure there is adequate downtime between activations.

  • Hush Cooldown increased from 45 to 60.

Patch V1.0 | Predecessor (72)

Infernum, though intended to be a strong anti-Tank tool for Assassins and Duelists to opt into, contributes heavily to the feeling of Tanks not being durable enough. In large-part, this is due to Cinder having the ability to be reapplied while it is already burning its Target, leading to a buildup of excessive damage over a short fight for the Heroes that can apply it quickly (TwinBlast and Morigesh).

The intention for the item is not to serve as a consistent DPS tool, but supplementary damage to short trades. As a result, Cinder can no longer be reapplied if the Target is already affected by its burn effect, creating more downtime between activations, skewing it closer towards its intention of supplementary burst, and allowing us to buff it in future if needed without as much concern for unhealthy Hero interactions.

  • Cinder Max Health Damage decreased from 4% to 3.5%.

  • Cinder Max Health Damage Bonus Physical Power Scaling increased from 1.25% to 1.5%.

  • Cinder No longer generates stacks of Kindling against a Target while they are currently affected by Cinder’s Damage effect.

Patch V1.0 | Predecessor (73)

Mindrazor is trading some of its Cleave strength for additional Physical Power, reducing its unhealthy wave-clear interactions in return for more raw Combat strength.

  • Physical Power increased from 45 to 50.

  • Razor Cleave Total Physical Power Scaling decreased from 30% to 25%.

Patch V1.0 | Predecessor (74)

Nightfall also struggles to find its place within many Item builds, with its effects not providing enough bang for their buck to justify their purchase. There is room to increase its defensive capabilities, allowing it to serve as an alternative to Mutilator when Assassins are looking for a sustain option.

  • Eclipse Ability Healing increased from 10% to 12%.

  • Dusk Reaver Shield on Takedown increased from 200-400 to 200-450.

Patch V1.0 | Predecessor (75)

Omen also sits in the “difficult to buy” category compared to other options. While this is partly due to cooldown reduction capabilities not providing enough impact (a problem to address in the future), in the short-term we are decreasing its cost to ensure it is more competitive.

  • Cost decreased from 3100 to 3000.

Patch V1.0 | Predecessor (76)

Trident is an exceptionally strong anti-heal option in the late game once enough Physical Penetration is purchased but struggles to hold up as an earlier purchase due to its Woundseeker’s reliance on Scaling. Some additional Ability Haste is being offered to let it serve as a nicer bridging stat-stick if purchased in the earlier stages of a match.

  • Ability Haste increased from 10 to 15.

Patch V1.0 | Predecessor (77)

Some additional Physical Penetration is being granted to Perforator to better differentiate it from Demolisher, and further suit it to the needs of its Assassin buyers.

  • Physical Penetration increased from 6 to 7.

Fighter:

Patch V1.0 | Predecessor (78)

Since the return to Total Physical Power Scaling, Augmentation True Strike effect has overperformed in the damage department. A small decrease is needed to ensure that Time To Kill is not overly shortened in the fights where Augmentation is present.

  • True Strike Total Physical Power Scaling decreased from 40% to 35%.

Patch V1.0 | Predecessor (79)

Berserker’s Axe is another item that contributes to high burst-damage in the earlier stages of a match. Following the loose trend of decreasing the incidental damage offered by Item effects and letting Hero kits drive combat more, it is also receiving a small bump down to Blitz’s damage.

  • Blitz Damage decreased from 40 to 30.

Patch V1.0 | Predecessor (80)

A quick cost reduction for Draconum alongside some additional Takedown Healing, making it more attractive to its buyers and better allowing it to facilitate chain-kill scenarios.

  • Cost decreased from 3050 to 3000.

  • Flow Missing Health Healing increased from 4% to 5%.

Patch V1.0 | Predecessor (81)

Earthshaker is also receiving a Stat shift, now granting some extra Ability Haste and better allowing it to fit into various build paths. In return it is losing some Health and Attack Speed, which were previously inflated to make up for the lack of Haste.

  • Health decreased from 400 to 300.

  • Attack Speed decreased from 30 to 25.

  • 10 Ability Haste added.

  • Recipe: Ironwood Warbow + Violet Brooch.

Patch V1.0 | Predecessor (82)

Small reduction in Cost for Legacy to better match competing options.

  • Cost decreased from 3050 to 3000.

Patch V1.0 | Predecessor (83)

Mistmeadow Buckler is the final item receiving a Stat shift. Though strong, it suffered from the same problem as Earthshaker, with many Heroes wanting to pick it up but struggling to fit it into their build until the late-game due to the absence of Ability Haste. Now that Mistmeadow grants Haste, it can better act as a defensive option against heavy magical burst when required without stifling build paths. In return, the Omnivamp has been removed to provide for a clearer identity.

  • Cost decreased from 3100 to 3000.

  • Physical Power decreased from 45 to 40.

  • Magical Armor increased from 30 to 35.

  • 15 Ability Haste added.

  • 6% Omnivamp removed.

  • Recipe: Temporal Ripper + Sabre + Nullifying Mask.

Mage:

Patch V1.0 | Predecessor (84)

The strength of Azure Core’s Shield effect could often result in Mages being more durable than intended, with low room for punishment even when they mispositioned. A hit to its potency is required to ensure focusing a Mage remains a viable option in fights.

  • Spirit Shield Max Mana Scaling decreased from 25% to 20%.

Patch V1.0 | Predecessor (85)

Flowing over from the changes to Nether Shard, Spirit Of Amir also gains the increase to Monster Damage.

  • Monster Slayer Damage increased from 8% to 10%.

Patch V1.0 | Predecessor (86)

Soul Binder struggles to compete with other first-buys, even for the Mages that are best suited to activating its condition such as Howitzer, Grim.exe and Gadget. To improve its consistency, we’re not only granting it some additional Arcane Salvo damage to better compete with the likes of Combustion, but also reducing its activation range to allow for more consistent stack gains.

  • Arcane Salvo Damage increased from 8% to 10%.

  • Arcane Salvo Activation Range decreased from 1500+ to 1450+.

Patch V1.0 | Predecessor (87)

Tainted Scepter is another item that contributes to high burst damage scenarios in the early game, especially when picked up by a Support. To combat this, Malice is receiving a decrease to its upfront damage, but is receiving some additional Magical Power Scalings to ensure it still remains attractive to Mages that invest in additional damage itemization.

  • Malice Damage per Stack decreased from 4 to 3.

  • Malice Magical Power Scaling per Stack increased from 1% to 1.5%.

  • [Bugfix] Malice no longer draws Minion aggro when damaging Enemy Heroes.

Support:

Several Support Items are receiving price cuts ranging from 50-150g, alongside some Stat shifts. The goal is to better differentiate the cost-point of Support Itemisation away from other subclasses, increasing the price jump between them and reducing the need for Supports, especially Frontliners, to invest in more expensive Items to stay on curve. On the Stat side of things, some of the less common Items have received mild increases, and others have received decreases to reflect the power granted when accessing their Passive Effects faster.

Patch V1.0 | Predecessor (88)

  • Cost decreased from 2600 to 2500.

Patch V1.0 | Predecessor (89)

  • Cost decreased from 2650 to 2550.

Patch V1.0 | Predecessor (90)

  • Cost decreased from 2600 to 2500

  • Health decreased from 300 to 250

  • Base Health Regen increased from 75% to 100%.

  • Crusader Bonus Attack Speed increased from 20% to 25%.

Patch V1.0 | Predecessor (91)

  • Cost decreased from 2600 to 2500.

  • Physical Armor increased from 20 to 25.

Patch V1.0 | Predecessor (92)

  • Cost decreased from 2650 to 2600.

Patch V1.0 | Predecessor (93)

  • Cost decreased from 2700 to 2550.

  • Health decreased from 400 to 350.

  • [Bugfix] Fixed an issue where Frostwave would not correctly go on cooldown when it activated but did not deal damage to an Enemy Hero.

Patch V1.0 | Predecessor (94)

  • Cost decreased from 2600 to 2550.

Patch V1.0 | Predecessor (95)

  • Cost decreased from 2650 to 2550.

  • Base Health Regen increased from 100% to 125%.

Patch V1.0 | Predecessor (96)

Lunaria specifically was an Item designed with Heroes like Zinx in mind. Now that she has arrived to the battlefield, it became apparent through internal testing that Lunaria synergizes extremely well with her and some decreases to Incandescence’s potential healing output were needed. This lost healing is partially being redistributed to Heal & Shield Power to make Lunaria more relevant to other Enchanters Heroes.

  • Cost decreased from 2650 to 2600.

  • Heal & Shield Power increased from 8% to 10%.

  • Incandescence Additional Healing decreased from 100-360 to 100-300.

Patch V1.0 | Predecessor (97)

  • Cost decreased from 2700 to 2550.

  • Magical Power increased from 40 to 45.

Patch V1.0 | Predecessor (98)

  • Cost decreased from 2700 to 2650.

Patch V1.0 | Predecessor (99)

  • Cost decreased from 2650 to 2550.

Patch V1.0 | Predecessor (100)

  • Cost decreased from 2600 to 2500.

  • Magical Power increased from 45 to 50.

Tank:

Patch V1.0 | Predecessor (101)

Since the previous changes to Fire Blossom’s Passive, it has struggled to justify its spot in builds compared to other Tank options. To bring it in closer contention, some additional Health Scaling is being granted to Heatwave to provide for better synergy with tankier builds.

  • Heatwave Damage Bonus Health Scaling increased from 1% to 1.25%.

Patch V1.0 | Predecessor (102)

Void Helm does not meet the mark when it comes to providing enough Magical Armor in a single slot, especially for the healing Heroes that should synergize well with it. Some additional Magical Armor is being granted to ensure the likes of Rampage and Khaimera can access it as a valid alternative defensive choice instead of needing to always rely on the likes of Crystalline or Bastion, and not feel the need to stack multiple Magical Defense options when facing a singular Magical threat.

  • Magical Armor increased from 35 to 40.

Bug Fixes

  • Fixed a range of localisation issues for various languages.

  • Fixed an issue where Terra’s “Hoorah!” Emote had the incorrect Rarity.

  • Fixed an issue where Terra’s Prestige Skin had the incorrect Rarity.

  • Fixed an issue where in-game Player names could disappear after reconnecting.

  • Fixed an issue where Impact SFX on Monsters could incorrectly play after reconnecting.

  • Fixed an issue where selecting multiple elements in quick succession during Draft could sometimes cause drops in frame rate.

  • Fixed an issue where viewing different tabs on frontend and on the settings menu could sometimes cause significant drops in frame rate.

  • Fixed an issue where Wraith’s Back It Up! Would not go on cooldown when used on Spell Immune targets.

  • Fixed an issue where Wraith’s Sonar Drone would not display the correct VFX when first walking over it.

  • Fixed an issue where Narbash’s Wallop would display the incorrect description when purchasing some Critical Strike Chance.

  • Fixed an issue where Iggy’s Inferno Menu description would incorrectly state it knocks back all Targets.

  • Fixed an issue on Consoles where Blocking existing Friends would have no effect.

  • Fixed an issue where unlocking a Premium Affinity on Controller would duplicate the selection indicator.

  • Fixed an issue where Aurora’s Frozen Simulacrum would not deal increased damage with Wroldbreaker’s Fiend effect.

  • Fixed an issue where Aurora’s Glacial Charge could spawn its Wall without committing the cooldown when interrupted mid-cast.

  • Fixed an issue where Aurora’s Cryoseism could affect Enemies who were under a Stasis effect.

  • Fixed an issue on PlayStation where sending an invite via the New PS5 Game option would not send a notification.

  • Fixed an issue where Drongo’s Gag Grenade could be thrown under floors.

  • Fixed an issue where Crests could be used during Stasis Effects, such as Greystone’s Stone Forged Soul.

  • Fixed an issue where Objective Healthbars could become stuck on the HUD after dying.

  • Fixed an issue where the Social Tab would not show the correct number of Online Friends.

  • Fixed an issue where Users would continue to appear as Online when leaving the game via Console closure.

  • Fixed an issue where Console Users would not appear as Online correctly to Friends already in the game.

  • Fixed an issue where incoming Friend Requests could incorrectly show the sender’s status as “In Menus”.

  • Fixed an issue where Objective Healthbars could disappear when rejoining a match.

  • Fixed an issue where The Fey’s Nature’s Vengeance would trigger on suicide.

  • Fixed an issue in Brawl where disconnected players could get stuck in a pathing loop into the Jump Pad.

  • Fixed an issue where repeated Kills against the same target would not count towards Multi-kills.

  • Fixed an issue where Dekker’s Stasis Bomb could bounce off of Minions and Monsters.

  • Fixed an issue where Projectiles would visually keep travelling when dealing the killing blow to a target.

  • Fixed an issue where HUD Objective/Tower Health Bars could overlap with one another.

  • Fixed an issue where Hero Portraits would show in the incorrect order on the HUD upon reconnecting to match.

  • Fixed an issue where Shinbi’s Line Tempo would not state the correct Cooldown decrease on rank-up.

  • Fixed an issue where Sevarog’s Subjugate would not state the correct Mana Cost increase on rank-up.

  • Fixed an issue where Recall SFX would continue to play for Spectators when they Respawn.

  • Fixed an issue where Drongo’s Gag Grenade would not state its Damage increase on rank-up.

  • Fixed an issue where Grux’s Bloodlust was granting 2x damage on the first stack.

  • Fixed an issue where Steel could Shield Slam through the Dawn Base Floor (we’ll get them all, eventually!)

  • Fixed an issue where Explosive Flowers would not interrupt Movement Abilities when Knocking Up targets.

  • Fixed an issue where Ambient SFX could stop playing when reconnecting to a match.

  • Fixed an issue where Users would be unable to interact with the Play widget if they disconnected during the loading screen in Player vs AI.

  • Fixed an issue where Phase’s Energy Lance would continue to shake the Users Camera if cancelled mid-way.

  • Fixed an issue where Phase’s Energy Lance reticle would display as Red even if the Target is out of range.

  • Fixed an issue where Narbash’s Song Of My People would not always display its VFX correctly.

  • Fixed an issue where refreshing Slow effects would not correctly update the Status Bar duration on Hero Healthbars.

  • Fixed an issue where Crest Menu text could become incorrectly aligned.

  • Fixed an issue where Kwang’s Judgement of the Heaven’s Tether effect would extend further on vertical targets.

  • Fixed an issue where Fangtooth and Orb Prime would be invisible to Spectating Players while dead.

  • Fixed an issue where Muriel’s Reversal Of Fortune animation could break when confirmed repeatedly.

  • Fixed an issue where Howitzer could Displace himself with Land Mine while in his Make It Rain state.

  • Fixed an issue where Kwang could activate his Ultimate while Tehtered/Rooted, breaking the animation.

  • Fixed an issue where Highlight Focus could be lost in the In-Game Settings when scrolling up.

  • Fixed an issue where Iggy’s Inferno SFX could sometimes fail to play.

  • Fixed an issue where Kwang’s Abilities would gain extended range while under Hero enlargement effects.

  • Fixed an issue where Murdock’s Shots Fired range indicator did not match actual range.

  • Fixed an issue where Pings could appear in the incorrect location when attempting to ping objects at a distance.

  • Fixed an issue where the Scoreboard could be unable to be closed when swapping between Controller and Keyboard inputs types.

  • Fixed an issue where the Mini Prime Buff Timer would display the incorrect value upon reconnecting.

  • Fixed an issue where Dekker’s Stasis Bomb Targeting could be interupted when using Rocket Boots.

  • Fixed an issue where Dusk Offlane Inhibitor could be shot from outside of its Attack Range.

  • Fixed an issue where Serath’s Heaven Fury would show her as Visible mid-cast.

  • Fixed an issue where Serath’s Heaven’s Fury would not always cancel when her Target enters an Unselectable state.

  • Fixed an issue where Items Icons in the Inventory could jitter when long keybinds were assigned.

  • Fixed an issue where Hero Names could replace Player Names on the loading screen when reconnecting to a match.

  • Fixed an issue where Revenant’s Hellfire Rounds Ability Icon could become briefly distorted after reloading.

  • Fixed an issue where Active Item pop-ups could play twice for a single activation.

  • Fixed an issue where the Skin Select SFX could play twice on selection.

  • Fixed an issue where the Online and Offline Friend Count would not show.

  • Fixed an issue where the On My Way Left Ping SFX was inconsistent to other similar commands.

  • Fixed an issue where Kira’s Purge Decal could remain in the world if immediately Stunned on use.

  • Fixed an issue where The Fey’s Targeting SFX would not always play correctly.

  • Fixed an issue where Respawn VFX would not play correctly for certain Heroes when returning to base.

  • Fixed an issue where Primal Fangtooth’s Buff Notifier stated the incorrect text.

  • Fixed an issue where Buff Description Prompts would display before killing them when in their proximity.

  • Fixed an issue where Kallari’s Death Mark SFX would trigger even if the Mark was Cleansed.

  • Fixed an issue where Sentry’s range would increase with size enlargement effects.

  • Fixed an issue where Gadget’s Seek and Destroy would incorrectly play an Explosion VFX when observed at long-distance.

Lastly We recently put up a poll inviting feedback on the idea of adding bundles in game to make it so that console players who were unable to purchase the Early Access bundles due to technical limitations, could do so post-1.0 (along with other new players). We'd like to share a small update with you all now that the polls have concluded.

This decision is very nuanced and we knew that the solution proposed would not appeal to all players. Thanks to your feedback however we've identified some potential solutions that address the desire for console players to get additional skins without compromising the value of the exclusive skins offered in the original bundles.

We've been unable to action the feedback in time for 1.0 but we hope to share an update soon. Until then however the Early Access Bundles will be removed from sale on Epic and Steam as of August 20.

We appreciate the time and enthusiasm of everyone who chipped in to the conversation. Thank you!

Phew, not a bad haul for 1.0 right?

As we’ve discussed before, we do not see Predecessor as finished, and look forward to continuing to bring you more and more features, improvements and bug fixes for a long time to come.

Please be vocal with your feedback and let us know what you’re most looking forward to in our 1.0 update!

Lastly we wanted to take the time to thank each and every one of you for your love and support over the years. Predecessor wouldn't be here today if it weren't for your enthusiasm and passion. We're proud to be celebrating our 1.0 milestone with the most incredible community we could have hoped for, and we're even more excited to continue developing Predecessor alongside you long into the future!

Until next time!

Kari

Community Lead @ Omeda Studios

Patch V1.0 | Predecessor (2024)

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