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V1.8.3 Patch Notes
V1.8.3 Patch Notes

V1.8.3 Patch Notes

Everything you need to know about V1.8.3!

Patch Notes17. Sept. 2025
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Summary

Welcome, Champions!

V1.8 has been quite the ride! As expected with our most ambitious update yet, there’s plenty to follow up on. So without further ado, let’s get into the balancing changes and updates coming your way.

In V1.8.3, you can look forward to:

  • New skins, including Redeemer Kwang and a expansion of our esport collection
  • Balancing changes for the game, Heroes and Items
  • Bug fixes

Let’s dive in!

Store News

New Skins

Redeemer Kwang [Rare]

Kwang joins the Ranks of the Redeemers in the most fine, celestial armor.

Maskless Redeemer Kwang [Rare]

And if you feel like the helm obstructs too much of Kwang's fabulous look, there’s also a maskless skin for you to choose.

Note:
Both of those skins are full price initially; however, once you purchase one, you can get the other at a lower price, much like a variant.

New Bundles

Redeemer Kwang Bundle

  • Redeemer Kwang [Skin]
  • Maskless Redeemer Kwang [Skin]
  • Onyx Redeemer Kwang [Skin Variant]
  • Onyx Maskless Redeemer Kwang [Skin Variant]
  • Feel The Power [Spray]
  • Redeemer Kwang [Banner]
  • Redeemer Kwang [Icon]
  • Kwang [Hero]

Victorious Bundle 2025 V2

This is the second edition of the esports bundle, featuring a brand-new set of recolored skins!

All proceeds from purchasing Victorious items go towards funding Predecessor Competitive Events. All Victorious items are only available for a limited time but will return again in the future.

  • Victorious Apocalyptic Khaimera [Skin]
  • Victorious Snakebite Murdock [Skin]
  • Victorious Archangel Muriel [Skin]
  • Victorious Mecha Terror Iggy [Skin]
  • Victorious Angelic Sevarog [Skin]
  • Victorious Icon [Profile Icon]
  • Victorious Banner [Banner]
  • Victorious Spray [Spray]
  • Khaimera [Hero]
  • Murdock [Hero]
  • Muriel [Hero]
  • Iggy & Scorch [Hero]
  • Sevarog [Hero]

Balance Changes

General

In-Base Regen

The new lingering regeneration effect while in the Base that was added in v1.8 has helped reduce the frequency of players accidentally leaving their Base without fully restoring their Health and Mana. However, this added time saved while leaving the Base has contributed to the feeling of opponents being able to reset during the laning phase too quickly when min-maxed, so we’re trimming off a little bit of time to extend the time back to lane to healthier levels.

- Regen Buff Duration decreased from 2s to 1.5s.

Recall Timers

In v1.8, we reduced recall duration from 8s down to 6s, hoping to remove a little moment of being stuck in place, while still keeping the game balanced and keeping the experience fair and strategic.

Since the change went live, both our data and your feedback showed it didn’t quite land as we intended. With that in mind, we’re reverting the change.

Your thoughtful discussions - especially around map size and return-to-lane timing - were incredibly helpful in shaping this decision. Thank you so much for sharing your feedback with us!

- Recall Time increased from 6s to 8s.

Jungle

Hunt

With the addition of the Seedling and Shaper, many Junglers have found it difficult to have their Hunt available to them in times of need due to the increased number of valuable targets that need to be vanquished. As a result, we’re reducing the cooldown between Slay charges, better allowing Junglers to have access to it when needed.

- Slay Cooldown decreased from 90 to 80.

Seedling

Seedling is receiving a few smaller tuning changes, primarily aimed at reducing its baseline rewards when killed, while also decreasing its general damage output so that non-healing Junglers have a healthier remaining Health pool after killing it.

- Gold decreased from 120 (+20 per Level) to 120 (+10 per Level).- [Qol] Reward CS increased from 5 to 5/6/7/8/9/10, based on level to better represent its Gold Reward.- XP decreased from 250 (+20 per Level) to 200 (+15 per Level).- Damage decreased from 30 (+6 per Level) to 30 (+5 per Level). - Pulse Damage decreased from 100 (+15 per Level) to 80 (+12 per Level).

Shaper

Shaper is also receiving some changes. Firstly, we are increasing its respawn time to ensure that the overall pace of a match feels less hectic and diminish some of the feelings of too many Objectives being present on the map at once, and the reduced moments of planning and downtime that contributes towards. Likewise, we’re reducing the Global Gold reward to make a single early Shaper kill less of a swingy snowball moment, especially given the map-wide pressure it provides the killing team thanks to the Lane Seedlings.

- Respawn Time increased from 240s to 315s.- Global Gold decreased from 300 to 250.- Reward CS decreased from 15 to 12.

Heroes

Akeron is receiving a range of balance changes, primarily aimed at rounding out his gameplay loop to feel more satisfying, while tuning some of his stats to create a more tailored experience. These changes should have Akeron feeling a little less sluggish to play in the Basic Attack department, while also adjusting his general Mana economy in the early game to allow him to use more Crushing Maws. Additionally, we’ve redistributed some of his damage to better shape his damage output based on his chosen build, and we have granted Crushing Maw the ability to generate additional Hunger stacks when used to last hit a Minion or Monster, thereby allowing him to manage his Hunger more deliberately as he chooses. Overall, you can expect these changes to result in either a neutral or slight increase in strength for Akeron, and we will continue to monitor him moving forward.

General:- Attack Speed increased from 105 to 115.- Attack Speed Growth increased from 1.2 to 1.45.- BAT increased from 1 to 1.1.- Health Regen decreased from 1.8 to 1.6.- Health Regen Growth decreased from 0.28 to 0.25.- Mana decreased from 360 to 345.- Magical Armor Growth decreased from 1.8 to 1.6.- Movement Speed increased from 715 to 720.
Flay [Basic Attack]:- Bonus Physical Power Scaling decreased from 85% to 80%.
Hellfire [Primary]:- Damage per Hit decreased from 15/35/55/75/95 to 15/30/45/60/75.- Bonus Physical Power Scaling increased from 9% to 12%.- Magical Power Scaling increased from 12.5% to 18%.- Slow decreased from 10% to 8%.- Slow Duration decreased from 2s to 1.75s.- Mana Cost changed from 60 to 50/55/60/65/70.
Web Lash [Secondary]:- Web Shot Damage increased from 45/80/115/150/185 to 70/100/130/160/190.- Web Shot Magical Power Scaling decreased from 80% to 60%.- Web Shot Bonus Physical Power Scaling decreased from 60% to 45%.- Leap Bonus Physical Power Scaling decreased from 80% to 70%.- Leap Magical Power Scaling decreased from 50% to 40%.
Crushing Maw [Alternate]:- Damage increased from 70/90/110/130/150 to 70/95/120/145/180.- Magical Power Scaling decreased from 50% to 45%.- Physical Power Scaling decreased from 80% to 75%.- Mana Cost decreased from 40/45/50/55/60 to 40.- Killing an Enemy Minion or Monster with Crushing Maw now grants 8 Hunger stacks.

Argus, while possessing great lane-pushing strength, can sometimes struggle in the dueling department. He is receiving an increase to the speed of his Particle Shredder’s bolts, better providing consistency to the ability in trading scenarios. Additionally, he is receiving a small but meaningful increase to the damage of Disintegrate, which will have Argus melting his foes at greater speeds in an extended fight, should he manage to stack it up on a target.

Disintegrate [Passive]:- Damage increased from 4 to 5.- Magical Power Scaling increased from 2.5% to 2.75%.
Particle Shredder [Alternate]:- Damage changed from 17/24/31/38/45 to 15/22/29/36/43.- Projectile Speed increased from 3800 to 4100.

Aurora’s general mobility is high, but her ability to proactively engage into the enemy team is often diminished by the need to use her Double Jump and Glacial Charge to close the distance, leaving her with a large amount of downtime before she can get out. To help with this, we’re now allowing her to reduce the cooldown of her Double Jump each time she immobilizes a target, thereby rewarding her for aggressive teamfight plays as she now has far greater potential to get a second Double Jump in a fight to help her reposition. Additionally, she is gaining some damage increases to her Frost Storm, better allowing her to work down tankier targets, especially in the Offlane where she relies on it the most.

Frozen Simulacrum [Passive]:- Max Health Damage increased from 1% (+0.1% per Level) to 1% (+0.15% per Level).- Double Jump’s Current Cooldown is now reduced by 3s each time Aurora Immobilizes an Enemy Hero.
Hoarfrost [Secondary]:- Damage increased from 80/120/160/200/240 to 80/125/170/215/260.

Boris is receiving some small shifts to his general output, with his inherent healing and Chrono Swipe damage taking a hit, reducing his ability stick through a fight and kill his targets as quickly. On the flip side, he is receiving some increases to his Mana economy, making him less Mana hungry throughout a match when using Chrono Swipe back-to-back, and is receiving an increase to the Bonus Health damage of Ursine Burst, further rewarding him for dunking a Tank into the enemy team.

General:- Mana increased from 300 to 320.
Tesseract Device [Secondary]:- Non-Hero Healing Effectiveness decreased from 20% to 15%.
Chrono Swipe [Secondary]:- Total Physical Power Scaling decreased from 50%/55%/60%/65%/70% to 45%/50%/55%/60%/65%.- Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70.
Ursine Burst [Ultimate]:- Bonus Health Damage increased from 30%/40%/50% to 30%/45%/60%.

Countess is receiving some changes with the aim of increasing her viability in the Midlane, without overly benefitting her Jungle or Offlane strength. This can be seen through the reduction of her Eventide’s cooldown and Mana cost, better allowing her to play at range in the early levels and her increase in Magical Armor. To offset this, Countess is receiving some hits in the Physical Armor department and general base damage, making her slightly weaker in the early game when taking short trades, especially against Melee Heroes.

Blood Well [Augment]:- Total Healing decreased from 39.6% to 36%.
General:- Physical Armor decreased from 32 to 28.- Magical Armor increased from 30 to 34.- Magical Armor Growth decreased from 1.4 to 1.25.
Eventide [Secondary]:- Damage decreased from 100/140/180/220/260 to 90/130/170/210/250.- Cooldown decreased from 12/11/10/9/8 to 10/9.5/9/8.5/8.- Mana Cost decreased from 50/55/60/65/70 to 50.
Blade Siphon [Alternate]:- Damage decreased from 85/105/125/145/165 to 80/100/120/140/160.
Feast [Ultimate]:- Cooldown changed from 120/100/80 to 130/100/70.

Alongside some increases to her Mana economy to offer Dekker more freedom in using her abilities, her Stasis Bomb is also receiving a small increase in its size, providing it with a small consistency boost to better allow it to keep up with the base movement speed of Heroes across the game.

General:- Mana Regen increased from 1.4 to 1.55- Mana Regen Growth increased from 0.12 to 0.15.
Stasis Bomb [Alternate]:- Projectile Size increased by 10%.

Drongo’s Old Rusty is another ability receiving a size increase, making it easier to visualize and appreciate when thrown, while also granting it a small consistency and range boost in general to be a more valuable poke tool.

Old Rusty [Alternate]:- Projectile Range increased from 1800 to 1950.- Projectile Size increased by 9%. 

Imperial Duelist is currently overperforming relative to Feng’s other augments, and is seeing a small drop in potency to ensure his 1v1 dueling potential isn’t overly high.

Imperial Duelist [Augment]:- Damage Dealt and Taken decreased from 6% to 5%.

The changes Greystone received a few patches prior too a lot of the strength out of his Sacred Oath, especially given the strength it possessed with Augmentation in the past. Now that Augmentation has received some changes, Greystone can stand to receive a small damage boost to the ability.

Sacred Oath [Secondary]:- Bonus Health Scaling increased from 2% to 3%.

Grim is receiving some small tuning to his Augments to increase his diversity, with System Restore seeing a drop in potency due to its general strength and safety in lane, and Reboot.exe receiving an increase to its cooldown refund, better enabling a more poke-heavy playstyle.

System Restore [Augment]:- Healing decreased from 30 to 20.- Decaying Movement Speed decreased from 25% to 20%.
Reboot.exe [Augment]:- Ability Cooldown Reduction against Heroes increased from 20% to 25%.

Grux is consistently able to dominate the vast majority of matchups in the Offlane and currently offers little downside in the role. Some general reductions to his strength, especially the strength of his early lane, are needed to reduce his potency and give other Heroes more room to shine in the lane.

Crush [Secondary]:- Damage decreased from 90/120/150/180/210 to 80/110/140/170/200.- Bonus Physical Power Scaling decreased from 100% to 90%.
Double Pain [Alternate]:- Max Health Healing decreased from 4% to 3%.- Cooldown increased from 10/9/8/7/6 to 11/10/9/8/7.
Warlords Challenge [Ultimate]:- Attack Speed decreased from 35%/65%/95% to 30%/60%/90%.

Howitzer has crept up a force in the Midlane, often possessing overwhelming damage once the mid-game rolls around. Given his safely and ability to play at longer ranges, we’re reducing the general damage output from various sources, while also decreasing the time that his Slow Grenades remain alive in the world. The combination of these changes should have Howitzer feeling on a more equal playing field with other Mages, while also providing more options to his opponents when it comes to the choice of absorbing Slow Grenades’ damage, or waiting them out.

Armed Salvo [Passive]:- Magical Power Scaling decreased from 40% to 32%.- Mana Restore vs Heroes increased from 75% to 100%.
R2000 Missile [Primary]:- Direct Hit Magical Power Scaling decreased from 40% to 35%.
Slow Grenades [Alternate]:- Initial Hit Damage decreased from 30/60/90/120/150 to 30/50/70/90/110.- Additional Hit Magical Power Scaling increased from 7% to 8%.- Mine Lifetime decreased from 8s to 7s.

Iggy has largely fallen out of favour in recent times, and often struggles have a meaningful amount of agency in a match. Now that Flame Turrets are less durable and more able to be picked off by his opponents thanks to previous balance changes, Iggy can stand to gain some additional uptime on his turrets, and gain some additional potency from his Passive in order to allow him to stick to and burn down enemies faster in those drawn out engagements he favors most.

Badlands Critter [Passive]:- Damage increased from 2.5 to 3.- Magical Power Scaling increased from 3% to 3.5%.- Slow increased from 2% to 2.5%.
Flame Turret [Primary]:- Cooldown decreased from 20/19.5/19/18.5/18 to 20/19/18/17/16.

Kallari currently lingers on the fringes of feeling strong, but unless she is significantly ahead, can struggle to maintain her momentum as a match progresses and her opponents become more durable. As a result, we’re granting Guillotine some additional damage in the later levels, better allowing its damage to keep pace with durability in the late game. Additionally, Deadly Finesse is seeing an increase in strength, further increasing the Augments value and further unlocking the potential for Kallari aficionados to experiment in the Offlane or Midlane, should they desire.

Deadly Finesse [Alternate]:- Crippling Dagger Cooldown Refund increased from 1.5s to 2.s.
Guillotine [Ultimate]:- Damage increased from 130/240/350 to 130/255/380.

Kira is also receiving some Augment tuning. Dusk’s Embrace is seeing a reduction to its damage to reduce the intensity of burst she can dish out with it, while Siphoning Purge is receiving more Purge healing, further increasing its effectiveness when playing against low-CC divers such as Serath and Greystone where it shines best.

Dusk’s Embrace [Augment]:- Missing Health Damage decreased from 6%//7%/8%/9%/10% to 6%/6.5%/7%/7.5%/8%.
Siphoning Purge [Augment]:- Purge Healing increased from 20% to 25%.

Kwang’s general effectiveness and presence currently allows him to serve as a strong catch-all hero, especially in the Jungle. Alongside some general efficacy changes to help tone him down, reductions to his general durability and burst potential - especially when opting for a more magic-heavy build -  are needed to bring him closer to the power-level of other Heroes in the role. 

Judgement Of The Heavens [Primary]:- Damage decreased from 80/110/140/170/200 to 80/105/130/155/180.- Mana Cost increased from 55 to 60.
Light Of The Heavens [Alternate]:- Shield Magical Power Scaling decreased from 45% to 40%.
Fury Of The Heavens [Ultimate]:- Magical Power Scaling decreased from 90% to 85%.- Cooldown increased from 120/100/80 to 130/105/80.

Morigesh’s ability to cause chaos, particularly in the Offlane, can leave her feeling overwhelming for many Heroes to face. We’re targeting some balance adjustments towards mitigating some of these more frustrating elements, with her early laning strength receiving a meaningful hit to ease up her pressure vs Melee Heroes and allow them more opportunities to fight back in lane, while also dropping some of her physical durability and healing potential in the later stages of the match so that she is a little easier to dispatch off if she is caught off guard.

General:- Physical Power decreased from 56 to 53.- Health decreased from 690 to 675.- Health Regen decreased from 1.3 to 1.- Physical Armor Growth decreased from 4.7 to 4.4.- Movement Speed decreased from 690 to 685.
Mark [Alternate]:- Damage decreased from 80/90/100/110/120 to 70/80/90/100/110.- Healing Magical Power Scaling decreased from 35% to 30%.

Mourn's general durability and presence across the game makes him feel difficult to deal with, especially with the frequency at which he can Charm his foes, or spit out contagions to poke and stay healthy in the early lane. To reduce his general effectiveness, changes in these departments are occurring, allowing for more room for his opponents to push him out and duel him during the early lane phase, while also trimming off some of that excess durability and utility in the later stages of a match.

General:- Health Growth decreased from 120 to 118.- Health Regen Growth decreased from 0.2 to 0.15.
Contagion [Primary]:- Cooldown increased from 12/11.25/10.5/9.75/9 to 13/12/11/10/9.
Beguile [Secondary]:- Cooldown increased from 16/15/14/13/12 to 16/15.25/14.5/13.75/13.
Abduct [Alternate]:- Damage decreased from 100/150/200/250/300 to 90/140/190/240/290.

Murdock has largely fallen out of favour relative to other Carries, often struggling to match up to their overall strength. Due to this, there’s some room to increase his potency, with increases to his movement speed, Shots Fired damage, and Static Trap uptime in the early game, all combining to allow him to provide more room for success when seeking to poke, control and kite out his opponents.

General:- Movement Speed increased from 675 to 680.
Shots Fired [Passive]:- Total Physical Power Scaling increased from 25-55% to 30-60%.
Static Trap [Primary]:- Cooldown decreased from 24/20/16/12/8 to 22/18.5/15/11.5/8.

Narbash, while incredibly powerful in the later stages of a match, can struggle heavily to find success in the earlier stages of a match. He’s receiving some changes aimed at fortifying this early game strength, overall making him more compelling to play from match start, rather than needing to wait for the later stages of the match to roll around before he can have impact.

Berserker Beat [Augment]:- Attack Speed increased from 12%/15%/18%/21%/24% to 15%/18%/21%/24%/27%.
Rhythmic Recharge [Augment]:- Damage Taken Mana Restore increased from 10% to 12%.
March! [Primary]:- Cooldown decreased from 16/14/12/10/8 to 14/12.5/11/9.5/8.- Mana Cost decreased from 60 to 40/45/50/55/60.
Thunk [Alternate]:- Damage increased from 100/140/180/220/260 to 110/150/190/230/270.

Alongside a Mana cost to her Blink to enable more proactive movement, Phase is also receiving some bugfixes that prevented her Telekinetic Link from interacting correctly, with it now no longer being able to pull allies out of Fear and Charm effects, but also no longer being blocked by pull effects from the likes of Gideon’s Black Hole.

Essence Catalyst [Passive]:- Blink Mana Cost decreased from 50 to 40.
Telekinetic Link [Alternate]:- [Bugfix] Phase can now correctly Pull Allies that are within other Pull effects such as Gideon’s Black Hole or Renna’s Mortal Coil.- [Bugfix] Can no longer Pull Allies out of Fear and Charm effects.

Rampage continues to show presence on the battlefield, especially when he can function successfully in not just the Jungle, but Support and Offlane too. On the laning front, he’s receiving reductions to his early game strength, reducing the potency of his early all-ins trades that hit exceptionally hard, while also trimming off some of the durability at his level-6 spike. On the more general front, his Boulder uptime can become too frequent in the later levels once a few Haste items are acquired, so an increase to its cooldown is needed to ensure there’s greater downtime between them.

Rock & Awe [Augment]:- Boulder Throw Damage Amplifier decreased from 80% to 70%.
Boulder Throw [Primary]:- Damage decreased from 115/155/195/235/275 to 110/150/190/230/270.- Cooldown increased from 18/16.25/14.5/12.75/11 to 18/16.5/15/13.5/12.
Pounce [Alternate]:- Damage decreased from 85/120/155/190/225 to 80/115/150/185/220.
Behemoth [Ultimate]:- Temporary Health decreased from 220/480/740 to 200/470/740.

Though she possesses a relatively vulnerable and weak early-game that various Mages can punish, Renna’s ability to become an overwhelming threat should she manage to safely scale is a little much to deal with in fights. As a result, she is receiving some general hits to her late-game strength, especially in the later levels of Abyssal Rift, better allowing opponents to hold their ground and navigate teamfights that she is present within.

General:- Physical Armor Growth decreased from 4.4 to 4.2.
Mortal Coil [Primary]:- Execute Threshold decreased from 8% to 6%.
Stupor [Secondary]:- Mana Cost increased from 70 to 80.- Current Health Damage Soul Threshold increased from 20 to 25.
Abyssal Rift [Ultimate]:- Damage per hit decreased from 42/58/74 to 42/54/68.- Low Health Target Damage Amplification decreased from 50% to 40%.

Alongside some increases to the efficacy of Obliterate in the later stages of a match to ensure it remains a meaningful ability to use, Revenant’s Spectral Bounty Augment is not only receiving a bugfix, but further changes to reinforce its strength as a dueling augment that can enable an early snowball if he wishes to risk it the consistent strength of his other options. This can be seen through it not only stealing more of the opponents power, but it now also granting an additional flat amount of power, helping to get that ball rolling  in the earlier stages of a match when his opponents lack significant power to steal.

Spectral Bounty [Augment]:- [Bugfix] Should now correctly grant Physical and Magical power when killing a target in the Nether Realm.- Now also permanently grants +4 Physical Power and +4 Magical Power when killing a target in the Nether Realm, plus the stated Stolen Stat amount.- Power Steal increased from 6% to 10%.- Percentage of Stolen Enemy Power Gained on Kill decreased from 50% to 25%.
Obliterate [Primary]:- Bonus Physical Power Scaling increased from 40%/48%/56%/64%/72% to 40%/50%/60%/70%/80%.- Magical Power Scaling increased from 70% to 80%.- Additional Hit Damage increased from 9% to 10%.

Serath currently struggles to find impact in the Offlane and is receiving some small adjustments to better let her navigate laning duels. Not only will the increased Health Regen help her keep pace with more durable opponents, but the decrease in the early cooldown and mana cost of  Heaven's Fury and Ascend will allow her to utilise her mobility and safety more frequently to outplay her opponent in these shorter lane trades.

General:- Health Regen increased from 1.5 to 1.7.
Heaven’s Fury [Primary]:- Cooldown decreased from 13.5/12.5/11.5/10.5/9.5 to 12/11.25/10.5/9.75/9.
Ascend [Secondary]:- Mana Cost decreased from 80/70/60/50/40 to 70/60/50/40/30.

Shinbi’s ability to stand her ground in the early levels of the lane thanks to her durability can make her difficult to take winning trades against for many opponents. As a result, we’re chipping off a small amount of this durability to allow more room for her lane opponent to delay her power spikes and keep control of the matchup.

General:- Health decreased from 740 to 730.
Circle Rhythm [Secondary]:- Shield decreased from 50/70/90/110/130 to 45/65/85/105/125.

Terra is another Offlaner struggling to keep pace in the Offlane, with many of her matchups feeling lackluster compared to threats such as Crunch and Grux that she struggles to keep down and duel once the later stages of the lane roll around. Some increases to Ruthless Assaults’ damage, as well as the durability offered to her in the late-game are being granted, better allowing her to navigate the space and remain relevant in a match.

Ruthless Assault [Primary]:- Damage increased from 40/70/100/130/160 to 50/80/110/140/170.- True Damage increased from 50/75/100/125/150 to 50/80/110/140/170.
Unstoppable Force [Ultimate]:- Bonus Physical Armor increased from 8/12/16 to 8/14/20.- Bonus Magical Armor increased from 8/12/16 to 8/14/20.

The Fey is another hero receiving some Augment tuning. Currently, Verdant Embrace is outputting too much healing in the late-game, contributing to too much sticking power of her team and the inability for her opponents to come back from a deficit through utilising superior range and poke. On the flip side, Natural Infusion isn’t quite living up to providing a strong dueling gear for The Fey to play in and is receiving some nudges up in power to grant it greater consistency and payoff in extended fights.

Natural Infusion [Augment]:- Ability Haste increased from 8 to 10.- Duration increased from 5.5s to 6s.
Verdant Embrace [Augment]:- Healing Magical Power Scaling decreased from 36% to 32%.

Currently, it’s a little too easy for TwinBlast to chill back in lane and farm himself out of bad scenarios from afar with Vortex Grenades, especially when he uses his Grenadier Augment and can spam them more frequently. To provide for a sharper trade-off here, a hit to the cost of Vortex Grenades is needed to encourage him to be conscious of his mana in the earlier stages of a match, and reduce the time at which he can safely farm from afar.

Vortex Grenades [Alternate]:Mana Cost increased from 35 to 40.

Similar to TwinBlast, Wraith is another Hero that can opt into a low interaction playstyle should he choose to sit back and farm from afar with his snipes. As a result we’re trimming off some of the range of his snipe, forcing him to have to walk slightly closer and put himself at a little more risk if he wishes to farm or interact with his opponent.

Knock, Knock! [Alternate]:- Projectile Range decreased from 2800 to 2600.

A lot of Yin’s current strength can be found in her Storm Of Salvation Augment thanks to the uptime and healing it provides, making her feel rather oppressive in specific matchups. However, Yin’s general impact in the Jungle can be difficult to feel until the late-game. As a result, we’re normalizing some of this strength by providing more room for her to take fights with her Ultimate in the early-game, alongside further rewarding her for playing aggressive with her Lash Kick and leaping onto her opponents in gank scenarios, in exchange for less efficacy and reliance on her Augment’s strength.

Storm Of Salvation [Augment]:- Non-Hero Healing Modifier decreased from 20% to 15%.- Windburn Duration extension decreased from 2s to 1.5s.
General:- Mana decreased from 380 to 370.
Lash Kick [Primary]:- Rising Storm Stacks on Hero Hit increased from 3 to 4.
Quelling Gale [Ultimate]:- Cooldown decreased from 130/105/80 to 120/100/80.

The previous round of changes to Yurei have afforded her with greater combat consistency, but have pushed her slightly too far in terms of strength when operated by a skillful player thanks to her ability to remain elusive in fights with multiple dashes and leaps. To combat this, we’re decreasing the general damage output of successive dashes to further ensure her burst potential is on the lower-end of assassins, while also increasing the cooldown of Anima Burst, providing for a greater window of punishment for opponents to capitalise on should she prematurely use it in a fight. 

Anima Burst [Primary]:- Cooldown increased from 10 to 11.
Severance [Secondary]:- Bonus Physical Power Scaling decreased from 110% to 100%.

Zinx currently falls short of the strength of other Supports, and can often feel like she lacks significant agency to impact a match unless she is already in a winning position. To help with this, we’re granting her some general strength and utility increases, making her less reliant on being ahead to operate fights, while also granting her Bad Medicine some additional Slowing utility in fights to better enable her to control the flow of battle and utilize its explosion damage.

General:- Health Growth increased from 113 to 115.
Bad Medicine [Secondary]:- Initial Damage increased from 40/55/70/85/100 to 40/60/80/100/120.- Initial Slow increased from 30% to 35%.- Explosion Slow increased from 30% to 35%.
Infuse [Alternate]:- Damage Over Time Magical Power Scaling increased from 12% to 15%.

Items

Tier 2

- Physical Armor increased from 15 to 20.

Stone Of Strength is now able to be built from a Shortsword, meaning items such as Augmentation have a healthier build path should you wish to rush the item first with a Physical Power purchase. 

- Cost decreased from 1350 to 1300.- Recipe changed to: Shortsword + Vitality Beads + 600g.

Crests

A small tuning of stats for Eviscerator, with us shifting its strength slightly from healing to Attack Speed, ensuring that its healing is not too bloated across a fight.

- Rending Strike Attack Speed increased from 18% to 20%.- Rending Strikes Omnivamp decreased from 12% to 10%.

Carry

- Chrono Strikes Non-Hero Current Basic Ability Cooldown Reduction decreased from 6% to 5%.

Storm Breaker and On-Hit builds in general have fallen out of favour compared to other Carry options. To bring back some diversity, it is receiving a shift in power, granting it more upfront power and bang for its buck as an early-game option, but losing a little bit of attack speed in the process. 

- Physical Power increased from 40 to 45.- Attack Speed decreased from 35% to 30%.- Electric Momentum damage increased from 40 to 55.- Electric Momentum Total Physical Power Scaling increased from 30% to 35%.

Similar to Storm Breaker, Viper is another On-Hit item that isn’t being utilised too frequently, A small bump in its effect damage is needed to better round out and enable On-Hit builds.

- Diligence Bonus Ability and On-Hit damage increased from 10% to 12%.

Assassin

Dread is receiving a shift to its statline, with it no longer possessing the temporary power from Scourge while its effect is active, and instead having that strength redistributed into its baseline stats, making it both less bloated in effects, and more generically powerful as a strong anti-magic option for assassins that doesn’t hinder their damage throughput too heavily.

- Physical Power increased from 45 to 50.- Physical Penetration increased from 8 to 10.- Magical Armor increased from 35 to 40.- Scourge +15 Temporary Physical Power removed.

Spear still isn’t quite hitting the mark for those Assassins that should feel good about opting into a more ultimate-centric build. Another bump in efficacy should have it feeling more on parity with other options, and unlock more combinations of builds for Assassins such as Yurei and Kallari to try (or Greystone, if you’re feeling spicy…).

- Cost decreased from 2950 to 2900.- Physical Penetration increased from 9 to 10.- Final Hour Damage Amplification increased from 8% to 10%.

Synonic Echo is receiving a change in its stats, no longer possessing Physical Penetration, but in return specializing its states more into Physical Power, Ability Haste and Lifesteal. Likewise its Duplicity effect now increases Total Attack Speed, meaning it now benefits from additional Attack Speed purchases or Hero buffs. This is being done to better solidify its identity, better suiting it to Heroes that possess Attack Speed boosts in their kit while not having Physical Penetration Scalings, such as Yurei and Boris, as Feng Mao and Kallari would rarely consider picking it up anyway.

- Cost increased from 2900 to 3000.- Physical Power increased from 45 to 50.- 7 Physical Penetration removed.- Ability Haste increased from 10 to 15.- Lifesteal increased from 12% to 15%.- Duplicity changed from 45% Attack Speed to 35% Total Attack Speed.- Recipe changed from Honed Kris to Temporal Ripper.

Fighter

A quick shift in stats for Gaia, allowing it to better hold up as a durability option for frontliners, while trimming out some of the Haste that many Supports can overly benefit from.

  • Physical Armor increased from 40 to 45.
  • Ability Haste decreased from 15 to 10.

Mistmeadow, while powerful in various scenarios, can sometimes feel lacking as a standalone durability option for Fighters desiring some protection from magical damage in the later stages of a match. A quick bump is needed to have it better justify its slot in builds.

- Magical Armor increased from 35 to 40.

Overlord is receiving a significant change, with its cleave effect now also damaging the primary target hit for some additional damage. This will help bring the item back into relevance for the likes of Khaimera and Greystone that desire its clearing effect, and better allow it to keep up with the other alternatives available to them.

- Colossal Cleave now deals (+1.5% Max Health) physical damage to the primary target. This damage is affected by On-hit modifiers.

Mage

- Health decreased from 325 to 300.
- Magical Strikes On-Hit Damage decreased from 20 to 18.

Support:

- Moonblade Magical Power Scaling decreased from 25% to 20%.
- Health decreased from 300 to 250.- Physical Armor increased from 25 to 30.- Crusader Attack Speed increased from 25% to 35%.- Crusader Attack Speed Duration increased from 2.5s to 3s.
- Immobilizer Damage Amplification increased from 8% to 10%.

Similar to other Magical Armor items. Galaxy Greaves is receiving a boost to its Magical Armor, better allowing it to serve as a standalone Magical Armor item for Supports, rather than them feeling like they need to stack multiple of them to reach a reasonable level of magical protection.

- Cost increased from 2500 to 2600.- Magical Armor increased from 20 to 30.

Tank

Elafrost continues to struggle to feel as relevant as Fire Blossom for the Heroes it should be suited best to, such as Sevarog and Aurora. To help with this we’re increasing its general potency and making it stronger as a standalone Physical Armor item, making subsequent non-Physical Armor options more flexible, as well as increasing the general potency of its Slow effect to feel more impactful.

- Cost decreased from 3000 to 2900.- Health decreased from 350 to 300.- Physical Armor increased from 35 to 40.- Frostblade Slow Duration increased from 0.75s to 1s.- Frostblade Bonus Health Scaling increased from 2% to 2.5%.

Similar to Elafrost, Fire Blossom is also receiving a slight stat shift, making it more potent as a standalone Physical Armor choice, and further diminishing the need to get a 2nd Physical Armor option as early. 

- Health decreased from 375 to 350.- Physical Armor increased from 40 to 45.

Stonewall currently struggles to feel uniquely defined as the anti-burst/anti-poke Physical Armor option for tanks when compared to options such as Warden’s Faith. To help differentiate the two further, we’re granting it Health Regen again, further reinforcing its strength against ability-based physical Heroes that frequently have moments of downtime between their bursts of damage, allowing the Regen to add up meaningfully over time.

- 80% Health Regen added.- Recipe: Vigorous Amulet + Life Ring + 800g.

Bug Fixes

  • Fixed an issue with various text strings not being localized correctly to Japanese.
  • Fixed an issue where the Draft Chat widget could become dysfunctional, also resulting in controller inputs not registering.
  • Fixed an issue where Skin Variant Input Prompts would be visible for Skins that did not have Variants.
  • Fixed an issue where Yurei’s Soulstorm VFX could linger in the world for XSX/XSS users.
  • Fixed an issue where Renna’s Charm Screen Effect could linger on the screen for XSX/XSS users.
  • Fixed an issue where the Daily Loot Core notification icon would not disappear after being inspected by a User.
  • Fixed an issue where the New Game Mode notification icon would not disappear after being inspected by a User.
  • Fixed an issue where the purchase prompt for Ion Cores could appear unresponsive when attempting to buy them.
  • Fixed an issue where the Dawn Side Gold Plant in the Blue Waterfall area would only drop one Gold Orb.
  • Fixed an issue where the Dusk Side Gold Plant in the Red Cave area would spawn before World Shift has occurred.
  • Fixed an issue where Hero AI could become stuck on the Jump Pads in their Base.
  • Fixed an issue where Owned Skins would not be removed from the Store’s front-page carousel menu.
  • Fixed an issue where the Main Menu Input Prompt could flicker when scrolling through various Menus.
  • Fixed an issue where The Shaper’s Spawn SFX was not correctly playing for all players across the map.
  • Fixed an issue where a white background would show behind the Rejoin Prompt when attempting to reconnect to a game.
  • Fixed an issue where damage numbers would not appear correctly for players using Arabic language settings.

Other News

In Patch 1.9, we’ll be making some small adjustments to both Ion Loot Cores and Quantum Loot Cores. We’re mentioning it here in order to give you a heads-up so you can decide how to handle any unopened Loot Cores before they’re affected by these changes.

Opals

Firstly, we’ll be removing the random chance to receive Opals from Quantum Cores and instead introducing a new reward track that grants Opals at predictable milestones as you open Quantum Cores.

This will make it much clearer to know when you can expect to earn a bunch of Opals, making things more transparent and increasing player agency over the currency.

Platinum

On the subject of currencies, we've also made the difficult decision to take Platinum out of both Quantum and Ion Loot Cores as it was having a larger impact on the wider economy than we intended. We're always working hard to ensure that we strike a healthy balance between delivering a highly rewarding player experience while also minding our sustainability as a company, and we feel that this change helps us ensure that both these points remain met.

As such there's been various revisions to a number of drop rates to reflect and accommodate the removal of Platinum and the increased availability of Opals. Hence in the 1.9 update, all unopened Loot Cores will begin using the following adjustments.

Ion Cores

The following Drops are changing

  • Uncommon Banner Drop increased from 4% to 5%
  • Uncommon Profile Icons Drop increased from 4% to 5%
  • Uncommon Sprays Drop increased from 7% to 7.5%
  • Rare Sprays Drop increased from 3% to 4.5%
  • Uncommon Overhead Emotes Drop increased from 7% to 7.5%
  • Rare Overhead Emotes Drop increased from 3% to 4.5%
  • Rare Drop Quantum Cores reduced from 5.5% to 4%
  • It will be no longer possible to receive 30 Platinum from an Ion Core

Quantum Cores

The following Drops are changing

  • NEW FEATURE - You'll receive 300 Opals every 8 Quantum Cores - this will be a repeating reward.
  • You'll have a 5.5% of dropping more Quantum Cores
  • Uncommon Skins Drop increased from 7% to 8%
  • Legendary Recalls Drop reduced from 1% to 0.5%
  • Legendary Skins Drop reduced from 2% to 1%
  • It will be no longer possible for 100 Opal to drop
  • It will be no longer possible to receive Platinum from a Quantum Core
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Thank you for reading - and for being part of the community that helps us shape the game and its updates. We have so much in the works for the future, so stay tuned and keep an eye on our socials!

Rei & Zuzu

Game Design, and Community @ Omeda Studios

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