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Patch Notes: 1.13.2
Patch Notes: 1.13.2

Patch Notes: 1.13.2

Everything you need to know about Balance Patch v1.13.2!

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Summary

Hey Champions!

It’s time for another balance update, so let’s dive straight in and see what’s changing with update v1.13.2.

Store News

The Victorious skins are back for a limited time to support the Nations League Event. All profits from the skin sales go towards supporting competitive Predecessor events!

Regent Countess [Rare]

Dynasty Feng Mao [Rare]

Bundles

Regent Countess Bundle

- Regent Countess [Skin]
- Starlight Regent Countess [Skin Variant]
- Moonlight Regent Countess [Skin Variant]
- Oceanic Regent Countess [Skin Variant]
- Volcanic Regent Countess [Skin Variant]
- Verdant Regent Countess [Skin Variant]
- Sunlight Regent Countess [Skin Variant]
- Bored [Overhead Emote]
- Starlight Regent Countess [Profile Icon]
- Starlight Regent Countess [Banner]
- Countess [Hero]

Dynasty Feng Mao Bundle

- Dynasty Feng Mao [Skin]
- Moonstone Dynasty Feng Mao [Skin Variant]
- Duhhhh [Overhead Emote]
- Moonstone Dynasty Feng Mao [Banner]
- Moonstone Dynasty Feng Mao [Icon]
- Feng Mao [Hero]

Ink Undertow Grux Bundle

- Undertow Grux [Skin]
- Ink Undertow Grux [Skin Variant]
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- Urchin Undertow Grux [Skin Variant]
- Foam Undertow Grux [Skin Variant]
- Just Keep Swinging [Spray]
- Ink Undertow Grux [Banner]
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- Grux [Hero]

Ink Undertow Rampage Bundle

- Undertow Rampage [Skin]
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- Oh My [Spray]
- Ink Undertow Zarus [Banner]
- Ink Undertow Zarus [Profile Icon]
- Zarus [Hero]

Nations League

The community run event Nations League 3 kicks off this weekend, with the reigning champions Team United Kingdom defending their title against the best players from a range of stellar nations in a head-to-head “World Cup” style format to determine which nation reigns supreme!

Tune in to our Twitch channel to watch and support your favourite nation LIVE, streaming on Saturday at 1 PM UTC/ 9 AM EDT and Sunday at 1 PM UTC/ 9 AM EDT.

Predecessor Creator Guild members will also be co-streaming the event so find your favourite co-streamer and watch the action your way!

Pick’ems

Nations League Pick’ems are live! Head over to https://pred.gg/events/xCFDX6g, log in and submit your predictions before the first match starts.

Compete for a chance to win a Victorious Skin Bundle, Platinum or Pred.gg Premium.

Ranked Info

OCE:

We're adjusting the Ranked open and close times for OCE, moving them one hour forward to align with daylight savings changes.

Ranked Split Timings:

We're extending the current Ranked Split to v1.15. We've seen the feedback on how short the splits feel at the moment and want to take to some time to adjust the Ranked cadence moving forward. So for now, you'll have some much needed extra time to climb the ranks!

We'll have some more info about the changes we're looking to make a bit further down the line, so keep an eye out.

System Balance

Blink:

We have made an improvement to the Targeting System to allow Blink to be used while Channelling an Ability. Previously there was a technical limitation that prevented it as we could not have 2 instances of active targeting present at one time on a Hero, but this has now been improved. Certain abilities will remain Blocked from Blink Proxy, such as Gideon’s Black Hole due to the nature of its effect, and for other Abilities such as Narbash’s Crash, Bang, Boom for balance and game health reasons. However, now the option exists, we may reconsider the balance exceptions in the future!

- [QoL] Blink can now be used while Channelling a wider range of abilities that would previously prevent it, such as Terra’s Wild Rush, Argus’ Synaptic Obliterator.
- [QoL] If the User has Blink set to Normal Cast, it will now automatically be Instant Cast if used while Channeling these specific abilities.
- [Bugfix] Fixed an issue where Certain Abilities would fail to execute correctly after a Blink Proxy occurred, such as Feng Mao’s Earth Shatter not dealing damage.

Hunt & Crests:

The Targeting System improvements discussed in the Blink section also apply here, meaning Hunt’s Active Effect, as well as certain Crests can now also be used during a wider range of Abilities without interrupting them.

- [Bugfix] Using Hunt and certain Crests such as Gravitum will no longer interrupt certain Abilities, and can be used while Channeling a wider range of Abilities.

Minor Augments:

Voracity:

Voracity is receiving a small increase in its healing to better compete and differentiate it with the other options in the category, as they are also receiving adjustments.

- Healing increased from 3.5% to 4%.

Ultimatum:

Ultimatum is exchanging a small amount of Ultimate Damage in return for the new addition of 8 Ultimate Haste. This makes Ultimatum a broader choice that can be used by a wider range of Heroes that do not typically benefit from the Ultimate Damage exclusively.

- Ultimate Damage decreased from 6% to 5%.
- Now also grants 8 Ultimate Haste.

Divination:

A small bump in potency for Divination to ensure it stays competitive with the other options in the class.

- Heal & Shield Power increased from 5% to 6%.

Regenerator:

Regenerator is receiving some additional Healing when low, better allowing it to serve as a defensive choice in lane, especially for Melees that have to deal with a lot of poke from a Ranged matchup.

- Missing Health Healing increased from 2.5% to 3%.

Technocrat:

With other Minor Augments in the class receiving potency improvements, Technocrat is receiving a small upgrade in the form of a flat 5% Attack Speed increase to help it keep up in the early game. This better signals it towards Heroes that wish to Basic Attack more and was the preferred conduit for improvement as we do not wish to push its Cooldown Reduction capabilities any higher in order to avoid unhealthy breakpoints.

- Now also grants +5% Attack Speed.

Alchemist:

Alchemist currently provides a little too much Mana Regen, often entirely covering for the shortcomings of any Mana-restricted Hero, rather than simply mitigating them.

- Missing Mana Regen decreased from 2.5% to 2.25%.

Steadfast:

A small bump of Tenacity is being offered to Steadfast, better allowing it to protect its user in chain-cc scenarios if needed.

- Temporary Tenacity increased from 12% to 15%.

Hero Balance

Adele is receiving a suite of changes aimed at ironing out her general strengths to a more defined level based on the role she is playing. In the case of Support, the combination of her general durability when paired with her damage output and the strength offered by her Seeds Of Dominion Augment grants her too much offensive damage output, and is seeing a general reduction. However, to ensure that Adele is not overly affected in the Offlane/Jungle roles, we are ensuring that her Tyrant of Thorns Augment is on parity despite the Crown Of Thorns hit, and that her Spin Damage on Royal Flourish remains meaningful, bolstering her general clear and damage output in the earlier stages of a match once the ability is levelled as this is the Ability she typically maxes out last in Support. Finally, Adele’s Imperial Lash now allows her to Dash to Monsters, offering Adele some additional versatility in movement, especially in the Jungle role.

Seeds Of Dominion [Augment]:

- Cooldown Refund decreased from 15% to 12%.
- Thorn Bush Damage decreased 2/3.5/5/6.5/8 to 2/2.5/3/3.5/4.
- Distance Moved for Damage to Occur increased from 30u to 35u.

Tyrant Of Thorns [Augment]:

- Crown Of Thorns Self-modifier increased from 200% to 250%.

General:

- Physical Armor decreased from 38 to 36.
- Mana Growth increased from 40 to 45.
- Mana Regen Growth increased from 0.12 to 0.15.
- Movement Speed decreased from 700 to 695.

Crown Of Thorns [Passive]:

- Ally True Damage decreased from 10% to 8%.

Royal Flourish [Primary]:

- Spin Damage increased from 5/12/19/26/33 to 5/15/25/35/45.
- Spin Damage Total Physical Power Scaling increased from 50%/58%/66%/74%/82% to 50%/60%/70%/80%/90%.
- Slam Damage Bonus Health Scaling decreased from 9% to 8%.

Iron Rose [Secondary]:

- Damage Bonus Health Scaling decreased from 1% to 0.8%.
- Barrier Duration decreased from 5 to 4.5s.
- Mana Cost increased from 60 to 70.

Imperial Lash [Secondary]:

- Damage decreased from 45/80/105/140/185 to 45/75/105/135/165.
- Cooldown increased from 12/11/10/9/8 to 12.5/11.5/10.5/9.5/8.5.
- Now also Dashes to Jungle Monsters On Hit.

Queen’s Garden [Ultimate]:

- Impact Damage decreased from 80/120/160 to 70/105/140.
- [Bugfix] Impact Damage now correctly scales with Bonus Health.
- Impact Damage Bonus Health Scaling decreased from 10% to 6%.
- Distance Moved for Damage to Occur increased from 30u to 35u.
- Slow increased from 35% to 35%/37.5%/40%.
- Cooldown increased from 115/95/75 to 120/100/80.

Akeron has been benefitting from a minor bug that allowed the Healing from his Crushing Maw to benefit from his Hunger’s Bonus Healing on the initial cast, meaning he was gaining a larger Heal than intended. This has now been resolved and Crushing Maw’s Healing now only factors in his current Hunger level, not the new amount that exists after dealing damage.

Crushing Maw [Augment]:

- [Bugfix] Crushing Maw no longer benefits from the post-use Hunger Healing Amplification amount when used.

For this pass, Aurora is receiving a much requested adjustment to reduce the impact of her Glacial Thorns Augment. It no longer duplicates the Damage and Root Duration of Hoarfrost 1:1, and instead uses its own individual values that are significantly lower and can be more easily tuned moving forward. Additionally, Hypothermia is receiving a smaller reduction in its Shred to reduce the potential for overall burst from Aurora now that Glacial Thorns is losing some strength. Finally, Boreal Sweep is receiving a cleanup pass to its Hitbox, as it was not previously matching the visuals correctly and felt overly difficult and unintuitive to space on the receiving end.

Glacial Thorns [Augment]:

- Glacial Charge’s Hoarfrost now deals 40/60/80/100/120 (+30% Magical Power) Magical Damage and Roots for 0.6s instead of the full original value.

Hypothermia [Augment]:

- Physical and Magical Armor Shred decreased from 20% to 15%.

Boreal Sweep [Alternate]:

- [QoL] Hitbox Length decreased by 10% to better match the Ice VFX.

Vigil [Basic Attack]:

- [Bugfix] Fixed an issue where Bayle would not be able to Attack for an overly long duration if he interrupted his Third Strike with Dire Howl.

Dekker is receiving some small but meaningful increases to Mage capabilities, better allowing her to have threat and impact in the later stages of a match where she is more prone to falling off, while also opening up the ability for her to be better able to compete as a niche Midlane pick once again.

Nothin’ But Net [Augment]:

- Magical Power increased from 1 to 2.

Photon Disruptor [Primary]:

- Magical Power Scaling increased from 70% to 80%.

Alongside a general reduction to her Ranged Basic Attack output, Eden is receiving some general adjustments to reduce the potency of Bruiser builds that have been finding success in higher ranks. This can be seen in the shift from Physical Power Scaling to Critical Strike Chance Scalings, ensuring there is a more adequate damage tradeoff if she forgoes Crit’ Items.

Kinetic Waltz [Augment]:

- Kinetic Waltz Reduced Cooldown decreased from 35% to 30%.
- Movement Speed decreased from 40% to 35%.

Nova Repeater [Ranged - Basic Attack]:

- Total Physical Power Scaling decreased from 12% to 11%.

Axiom Strike [Melee - Primary]:

- Bonus Physical Power Scaling decreased from 20% to 15%.
- Critical Strike Scaling increased from 85% to 95%.
- Final Strike Bonus Physical Power Scaling decreased from 60% to 45%.
- Final Strike Critical Strike Scaling increased from 250% to 280%.

There was a niche bug present that could prevent Feng Mao from being able to Execute Heroes despite them being far below the required Execute threshold. This has now been resolved.

Earth Shatter [Ultimate]:

- [Bugfix] Fixed an issue where Feng Mao would not Execute Heroes in certain scenarios where the Target was Out of Combat but being Healed by Titan Crest’s Effect.

Since the previous increase to Gadget’s FDA stack rate, her ability to scale up and dish out heavy damage in the mid-game+ can make her difficult to interact with. This is especially true of Seek and Destroy as it can be more difficult to avoid entirely, with it frequently dealing too much chip damage on the first few ticks even if it is partially escaped. As a result, Seek and Destroy is seeing a meaningful scaling decrease.

Seek and Destroy [Alternate]:

- Magical Power Scaling decreased from 120% to 105%.

Greystone is receiving an adjustment to his Assault The Gates, offering it improved functionality against Monsters as its cooldown refund mechanic has now been extended to hitting a Monster. This will better allow Jungle Greystone to keep pace in clear and make aggressive use of his leap for fast invades. In return, we’re reducing its damage potential and refund amount partially, helping to take a bit of power out of his Offlane trading loops.

Assault The Gates [Alternate]:

- Bonus Physical Power Scaling decreased from 110% to 100%.
- Cooldown Reduction on Hero Hit decreased from 40% to 35%.
- Now also reduces its Cooldown and grants Movement Speed upon hitting Monsters.

A small bump for Grux’s Lust For Blood Augment, offering him some additional Healing potential throughout the later stages of a match, helping to bring it up to the strength of his Red Mist Augment.

Lust For Blood [Augment]:

- Healing increased from 4.5%-11.3% to 5%-13.5%.

Alongside some novel changes to his lesser-picked Augments to help them each feel more unique and appealing compared to Combat Thrusters, Howitzer is receiving a larger set of changes that is aimed at resolving some of the negative feedback he has received since his adjustments in v1.12. As we wish to keep R2000’s Hover mechanic for now, we’re opting to improve the general feel and reliability of the ability as we believe its inconsistency is the core area that causes frustration and dissatisfaction. With this in mind, we have improved the general feel and “flickability” of R2000 Missile, making it more intuitive to land. Likewise, we have removed the Direct Hit mechanic, as this was previously implemented to offer some general counterplay to his formerly instant-fire Missile that felt undodgeable. Now that Howitzer must charge the attack, the double skill-check of Charge Time + Direct Hit is largely unnecessary, with the telegraphing and window of preparation of his Charge-up being enough for opponents to play around. The lost damage from the Direct Hit portion of the ability has been redistributed across his Kit rather than being given to R2000 Missile entirely, as we still are conscious of the risk of his laning phase being too oppressive when it is repeatedly spammed from afar. As always, we will monitor the reception of these changes and adjust as needed in future passes.

Blast Off! [Augment]:

- Land Mine’s Cooldown is now also 12% lower.

Sniper Shells [Augment]:

- Total Attack Speed per Stack increased from 3.5% to 4%.
- Max Stacks decreased from 6 to 5.
- Now also grants Howitzer 2% Omnivamp per stack.

Combat Thrusters [Augment]:

- Movement Speed decreased from 40%/70%/160% to 40%/70%/130%.

R2000 Missile [Primary]:

- Damage increased from 85/125/165/205/245 to 100/145/190/235/280.
- Magical Power Scaling increased from 70%/75%/80%/85%/90% to 85%/90%/95%/100%/105%.
- Bonus Direct Hit Damage removed (Formerly: 30/45/60/75/90 +30% Magical Power).
- [QoL] Cast Frame increased from 0 to 3, allowing the ability to be slightly flicked.
- [QoL] SFX Better Synced with Cast Frame for improved feedback.
- [QoL] Projectile VFX Size increased by 10% to be more readable.
- [QoL] Terrain Impact Decal VFX increased to better convey Explosion Radius.

Land Mine [Secondary]:

- Damage increased from 80/105/130/155/180 to 80/110/140/170/200.
- Magical Power Scaling increased from 45% to 50%.

Make It Rain [Ultimate]:

- Damage changed from 480/736/992 to 512/736/960.
- Magical Power Scaling increased from 224% to 240%.

Khaimera was aggressively hit in the follow-up patches to v1.12, resulting in him struggling to find success outside of the lower skill bracket due to his slower pace and more binary playbook. While we are conscious to ensure he does not over-succeed in lower skill brackets, we believe there is some room to provide him with some of that lost strength when it comes to his general clear speed and cooldown uptime in the earlier stages of a match. This should help him compete across all brackets without inflating him on the lower end too much, as the ability to be efficient and emit pressure carries a far higher premium in the higher skill brackets.

Unleash [Primary]:

- Cooldown decreased from 8/7.5/7/6.5/6 to 7/6.5/6/5.5/5.

Cull [Ultimate]:

- Cooldown decreased from 145/120/95 to 135/115/95.

For this pass we’re looking to help level-up Lt. Belica’s strength in the Support role especially as she falters relative to the other Heroes in the role. While she is generally strong as a Mid, Lt. Belica slightly lags behind the strength of the top Mages, meaning she also has some space for improvement in both roles. For Support, the improvement to her Combat Veteran Augment, alongside more Seismic Assault uptime early game should help her maintain pressure throughout the lane and in skirmishes, and curve through the game far more smoothly.

Combat Veteran [Augment]:

- Bonus XP per second increased from +0.1-2.3 to 0.1-3.

Innovation [Passive]:

- Ability Haste increased from 8 to 10.

Seismic Assault [Primary]:

- Cooldown decreased from 16/14.75/13.5/12.25/11 to 15/14/13/12/11.

Narbash is receiving a significant Quality of Life improvement that we couldn't quite squeeze into the initial v1.12 update. His green glowing elements that indicate his healing aura is active, such as his backpack and pauldron, will now glow blue instead when he is in Song Of My People’s Speed Stance, making it far easier to read and track as the User.

Song Of My People [Secondary]:

- [QoL] Narbash’s Glowing Model Elements now display as Green or Blue, based on his current Song (Heal/Speed).

The explosion radius of N3on’s L.I.N.X Pulse is finally seeing a reduction. In the spirit of transparency, this was an adjustment we initially wanted to make for N3on post-release, but there were limitations that prevented its adjustment until now. This has now been resolved and we can now tune its hitbox appropriately for the Player on the receiving end, as it was previously near-impossible to avoid and required little thought from N3on to utilize.

L.I.N.X [Primary]:

- Pulse Explosions Radius decreased from 600u to 425u.

Phase continues to find sleeper success across many skill brackets, with her damage potential and general utility making her a menace for opponents to deal with. To ensure she is not dealing overly high amounts of damage and is a little easier to catch out in the later stages of a match, we’re reducing some of her damage scalings while also increasing the cooldown of Psychic Flare, making her more prone to being caught out without Blink should she use it too recklessly.

Pulse [Basic Attack]:

- Magical Power Scaling decreased from 20% to 15%.

Psychic Flare [Primary]:

- Magical Power Scaling decreased from 90% to 80%.
- Cooldown increased from 13/12/11/10/9 to 13/12.25/11.5/10.75/10

The previous round of changes to Riktor helped bring him back into contention in the Support role, while also bolstering his ability to perform in his off-roles. However, he still isn’t quite where he needs to be, with his Riplash especially possessing too little uptime in the later stages of a match since the loss of his previous Augment.

Warden’s Leash [Augment]:

- Cooldown Refund on Ally Hit increased from 50% to 60%.
- Mana Refund on Ally Hit increased from 50% to 60%.

General:

- Physical Power Growth increased from 4.3 to 4.7.

Riplash [Alternate]:

- Cooldown decreased from 18/16.75/15.5/14.25/13 to 18/16.5/15/13.5/12.

Serath’s recent round of adjustments helped skyrocket her back into relevancy, whereas previously she was largely underplayed and underappreciated. While we’re glad she has found relevance once again, we clearly went a little too far with the buffs. For this pass, alongside some Item adjustments that will also reduce her strength, we are tuning some of her strengths down further to help her find a more acceptable middle-ground. Once again, this is primarily in the form of stripping out some of her raw burst potential, better ensuring she must commit to an extra attack or 2 in order to take down her target.

General:

- Movement Speed decreased from 705 to 700.

Chastise [Alternate]:

- Damage decreased from 80/110/140/170/200 to 80/105/130/155/180.

Heresy [Ultimate]:

- Burn DoT Damage decreased from 22/41/60 to 18/36/54.
- Attack Speed decreased from 20%/40%/60% to 20%/35%/50%.

Alongside a bump in strength for Gravebreaker as it is by far the least performant Augment, Sevarog is receiving an adjustment to his Siphon to make him more competitive in the Jungle role. The changes in v1.12 specifically reduced Sevarog’s ability to adequately clear and keep pace in the Jungle, as general strength was shifted to Hero Dueling. Due to this, we’re now granting some bonus damage against Monsters for Siphon, better allowing Sevarog to curve and keep pace, with this new strength being largely independent and tuneable relative to his Offlane strength.

Gravebreaker [Augment]:

- Additional Knockback Distance per Tier increased from 25% to 30%.

Siphon [Primary]:

- Damage decreased from 85/100/115/130/140 to 80/95/110/125/140.
- Now deals 25/30/35/40/45 Bonus Damage to Monsters.
- Cooldown changed from 6.5/5.75/5/4.25/3.5 to 6/5.4/4.8/4.2/3.6.

Shinbi is another Hero flagging in strength in the Offlane since the initial follow-up nerfs to her in v1.12. Now that other Heroes have stabilized in power and the balance landscape has settled more, Shinbi has room to gain back some additional durability within her Circle Rhythm, better allowing her to hold her own in Duels and teamfights as the match progresses.

Crescendo [Augment]:

- Final Strike Magical Power Scaling increased from 30% to 35%.

Circle Rhythm [Secondary]:

- Shield Magical Power Scaling increased from 30% to 35%.

Sparrow continues to dish out slightly too much damage, especially when her Heightened Sense is active in the late-game. In combination with some Item adjustments that will impact her strength, a reduction in Heightened Senses’ Attack Speed is needed to ensure that the rate at which she can blast through her target is slowed down.

Sun Shards [Augment]:

- On-Hit Modifier decreased from 40% to 35%.

Heightened Senses [Secondary]:

- Attack Speed decreased 26%/34%/42%/50%/58% to 25%/30%/35%/40%/45%.
- [QoL] Sparrow can now re-cast Heightened Senses if the Ability is active but the Cooldown is available, instead of having to wait for the Buff to fully end first.

To help open up further team-comp diversity across the board, alongside Greystone and Sevarog, Steel is another Tank Hero receiving an adjustment to help improve his Jungle viability. By adding a flat damage increase to Shield Bash against Monsters, Steel’s previously lacking clear-speed can now better match the average rate. This allows him to curve through the game more naturally and slot in as the Tank for his team in the Jungle role, meaning other roles such as Support and Offlane can consider less durable Hero picks.

Shield Bash [Alternate]:

- Now deals 40/45/50/55/60 Bonus Damage to Monsters.

The previous round of adjustments to Wraith helped normalize his early game, meaning he has a more consistent ability to reach his mid-game spike on curve. As a result, this has propelled the strength of his Mage Build into bursting a little too hard at certain break points, both in Mid and Support. While there are more adjustments we are considering for Wraith in the future, for now, the Magical Scaling of Knock, Knock and the free stats gained from Support Wraith’s Solstone Drone are taking a hit to mitigate this strength. For Physical Wraith, some of his core Items such as Alternator and Infernum are receiving adjustments which should help him compete slightly more effectively.

Who’s There? [Passive]:

- Solstone Drone Magical Power decreased from 30 to 20.
- Solstone Drone Ability Haste decreased from 12 to 10.

Knock, Knock! [Alternate]:

- Magical Power Scaling decreased from 85% to 80%.

As a result of the previous set of repeat buffs, Wukong is now excelling in higher skill brackets, with expert Wukongs able to too easily weave around fights while also possessing the raw burst to 1-shot opponents when he has a small lead. Pair this with his ability to function relatively well in the Offlane, and Wukong is generally in a spot that makes him too oppressive to play into. Due to this, we’re trimming off some of his excess damage and cooldown uptime, bringing him down to a more reasonable level whereby skilled Wukongs will still be able to find success, but with a higher risk involved should they misplay.

Pole Vault [Body - Primary]:

- Cooldown increased from 14/13.6/13.2/12.8/12.4/12 to 15/14.6/14.2/13.8/13.4/13.

High Impact [Body - Secondary]:

- Bonus Physical Power Scaling decreased from 140% to 135%.
- Minion Damage Modifier decreased from 70% to 50%.

Force Push [Body - Alternate]:

- Bonus Physical Power Scaling decreased from 115% to 110%.

Windsurge [Spirit - Alternate]:

- Cooldown increased from 16/15.2/14.4/13.6/12.8/12 to 16/15.4/14.8/14.2/13.6/13.

Yin continues to possess overly high Healing and damage capabilities in the later stages of a match, making her thrive too heavily in stat-check scenarios. Once again we are trimming back these levels, bringing her to a more desirable middleground.

Storm Of Salvation [Augment]:

- Missing Health Healing decreased from 1% to 0.75%.
- Non-Hero Multiplier increased from 15% to 20%.

Windburn [Secondary]:

- Max Health Damage decreased from 3%/4%/5%/6%/7% to 3%/3.75%/4.5%/5.25%/6%.

Yurei is receiving another set of small adjustments aimed at once again reducing her Offlane potency, with her mid-game mana economy and Basic Attack impact taking a hit to ensure that she has a more adequate level of sustained pressure and longevity in skirmishes.

General:

- Physical Power Growth decreased from 3.8 to 3.2.
- Mana decreased from 345 to 335.
- Mana Growth decreased from 48 to 44.

Item Balance

Crests:

Titan Crest and its Goliath Evolution are receiving a large Quality of Life change that now allows them to stack up upon killing a unit. This prevents outlier scenarios from occurring where a Titan Crest User could get stuck with an exceptionally late 15m+ Evolution when they are farming isolated in the Offlane and unable to take damage naturally. As result of this change, Evolving the Crestline is now more consistent, and the stacks required for each evolution tier has been slightly increased to offset the large speed gain, with its evolution now typically occurring at the 9-12m mark which is more in line with other Crests.

- Now Grants its Health Regeneration when killing Enemy Units.
- Stacks to Evolve increased from 280 to 340.
- Now Grants its Health Regeneration when killing Enemy Units.
- Stacks to Evolve increased from 280 to 340.

Alongside a Model Height change for the ‘Shroom that makes it easier to Jump on at various elevations, Support Crest T3 Evolutions are all receiving a small decrease in the Gold per Second they offer. This is to offset some of the late-game gains that Supports were provided with the previous round of Item Cost reductions, better ensuring that Support Heroes’ economic parity is not quite as close with other roles at the 25m+ mark as this was previously granting them too much general power in fights.

- Gold per Second decreased from 2 to 1.8.
- Starshroom Model Height Decreased by 20%.
- Gold per Second decreased from 2 to 1.8.
- Gold per Second decreased from 2 to 1.8.
- Gold per Second decreased from 2 to 1.8.
- Gold per Second decreased from 2 to 1.8.
- Gold per Second decreased from 2 to 1.8.

Alongside the Gold per Second reduction described in Florescence’s section, Silentium is also taking another hit to its damage potential and general uptime in order to reduce its general potency further and ensure it is not as freely available to shut down key ability casts.

- Gold per Second decreased from 2 to 1.8.
- Muzzle Magical Power Scaling decreased from 50% to 20%.
- Cooldown increased from 120 to 135.
- Gold per Second decreased from 2 to 1.8.

Tier 2:

Rapid Rapier, and all the associated “Momentum” effect items are seeing a reduction to the rate in which they stack up on attack in order to slow down the cadence at which higher Attack Speed builds can benefit from their effects and thereby slowing down the cadence of their damage spikes in a fight as currently they are contributing too much damage to an overall all-in.

- Momentum Stacks on Basic Attack decreased from 15 to 12.

Carry:

- Chilling Momentum Stacks on Basic Attack decreased from 15 to 12.

Spectra’s effect damage is on the high end currently, often dealing in excess of 200+ damage when triggered against a low health target. This is exceptionally high for an effect that can be quickly retriggered by the likes of Serath and Sparrow, and needs to come down slightly to ensure it is not contributing too heavily to excessive DPS potential and overly quick TTK scenarios.

- Prisma Damage based on Missing Health decreased from 1-3x to 1-2.5x.
- [Bugfix] Prisma no longer deals 2 more damage than intended.

Alongside the changes to its stacking cadence described in the Rapid Rapier section, Storm Breaker is also receiving a small Cost increase and scaling reduction as it is currently providing far too much overall value in a fight given the range of strengths and synergies the item possesses with the likes of Serath and Sparrow.

- Cost increased from 2900 to 3000.
- Electric Momentum Total Physical Power Scaling decreased from 25% to 20%.
- Electric Momentum Stacks on Basic Attack decreased from 15 to 12.

Assassin:

Alternator is once again receiving another bump in strength as it continues to underperform relative to other options, even for the Heroes that are well suited to it such as Wraith, Zarus and Kallari.

- Mana increased from 250 to 300.
- Alternate Reality Bonus Alternate Ability Damage increased from 12% to 15%.

A quick bugfix for Dread, meaning its Vital Shield effect no longer gets arbitrarily popped by specific Item Effects.

- [Bugfix] Vital Shield no longer triggers from receiving Item Damage such as Tainted Guard.

With the current potency of Tanks and their ability to hit goliath status, Infernum should be a good counter response to a Physical Armor-heavy team. However, it is currently not providing as much impact as it needs to relative to other options such as Perforator or Mutilator, and needs a small bump in effectiveness to bring it up to speed.

- Mana increased from 200 to 250.
- Furnace Bonus Cinder Damage increased from 0.5% to 0.65%.

Manta Scythe was heavily hit after its initial release in v1.10, pushing it out of contention. With the general balance landscape having shifted heavily since then, there is room to bump Manta back up as the more Basic Attack focused alternative to the likes of Malady and Mindrazor.

- Cost decreased from 2850 to 2800.
- Attack Speed increased from 20% to 25%.
- Physical Penetration increased from 7 to 8.

Alongside the generic Momentum changes, Omen is receiving a small bump to Bestial Momentums Damage Scaling, as it currently feels lackluster in that regard as a form of supplementary burst.

- Bestial Momentum Stacks on Basic Attack decreased from 15 to 12.
- Bestial Momentum Movement Bonus Physical Power Scaling increased from 15% to 20%.

Syonic Echo is once again being reverted back to a 3-strike cadence, as the current 2-strikes doesn’t compliment enough gameplay loops across enough Heroes to feel worthwhile. Naturally, with the number of attacks increasing, the amount of Attack Speed offered is being reduced to ensure it is not overly powerful moving forward.

- Duplicity Number Of Attacks increased from 2 to 3.
- Duplicity Total Attack Speed decreased from 40% to 30%.

Fighter:

Gaia Greaves is once again receiving a small hit to its damage potential. This is primarily being done through its Health Scaling as this is the element that carries its damage curve through to the end-game more heavily, which is where it contributes too much unnecessary damage to all-in attempts.

- Tremor Bonus Health Scaling decreased from 6% to 5%.

Mage:

- [QoL] Chilling Spell’s Description has been updated to state that it does not apply to Proc Damage sources to better convey why it doesn’t work with things such as Morigesh’s Pestilence Damage.

Support:

Void Conduit is receiving a soft-rework to its effect, with it no longer granting Healing and instead granting Omnivamp Aura instead. This will provide it with more generic application, and make the item feel more desirable as a Magical Armor pick-up for any Support that still wishes to benefit their team.

- No longer grants Yourself and nearby Allies 0.5% Missing Health Regen
- Now grants Yourself and nearby Allies 6% Omnivamp.
- Aura Radius increased from 1000 to 1100.

Alongside a Mana increase, Warp Stream is receiving a small change to its Internal Cooldown, making it easier to use when breaking away from combat. The combination of these changes should not only make it a little more reliable to use, but also opens it up as a cheap tech option to various Heroes that also benefit from the statline.

- Max Mana increased from 300 to 400.
- Tele-Blink Cooldown on Taking Damage decreased from 3s to 2.5s.

Tank:

Frostguard’s Anti-Attack Speed capabilities are receiving an increase, better situating it as a counter pick-up to Carry and On-Hit heavy teams.

- Chilling Presence Radius increased from 700u to 850u.
- Stifle Attack Speed Reduction increased from 3% to 3.5%.

Bug Fixes:

- Fixed an issue where Achievements were not progressing correctly when their conditions were met.
- Fixed an issue where Heroes would not be counted as “In Combat” when damage Minions, allowing certain effects to occur when they shouldn’t.
- Fixed an issue where User’s could become stuck inside of Meteor’s during the World Shift event.
- Fixed an issue where User’s could receive an Error Prompt when attempting to purchase the All Heroes Bundle.
- Fixed a rare issue where Users could crash while playing as Eden and using their Ranged Basic Attack.
- Fixed an issue where Renna’s Mortal Coil VFX would sometimes persist in the world for the entire Match.
- Fixed an issue where Muriel would not rotate correctly upon casting Serenity.
- Fixed an issue where Muriel’s Reversal Of Fortune would state the incorrect Damage Reduction value in the Main Menu Description.
- Fixed an issue where Sparrow’s Hail Of Arrows did not state its Magical Power Scaling in its In-game Description.
- Fixed an issue where TwinBlast’s Vortex Grenade and Rocket Dash where Tagged incorrectly in his Draft Descriptions.
- Fixed an issue where N3on’s Data Burst would not show its Mana Cost in the Main Menu Description.

That’s all for now! Update v1.13.2, launches on Tuesday 28th April.


Rei & Steggs
Game Design & Community @ Omeda Studios