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V1.15: Splash Damage Patch Notes
V1.15: Splash Damage Patch Notes

V1.15: Splash Damage Patch Notes

Everything you need to know about update 1.15!

Patch Notes4일 후
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Summary

Hey Champions!

Summer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look!

New Hero: Ikra

Deep within the oceans of Velrune lies the Ebonreef, an ancient, long-forgotten kingdom of amphibious beings. For generations, they have remained hidden in the deep, guarding immense power and long-lost water magi-tech.

But peace never lasts. When surface-dwelling mining colonies invaded the sacred territories of the deep, the Ebonreef was forced to answer.

Chosen as the elite defender of his kingdom, Ikra strikes with the ferocity of the ocean itself. He is a stoic tactician, possessing a profound serenity that masks a terrifying, inevitable threat on the battlefield. Violence is always his last resort, but when the secrets of the Ebonreef are threatened, he will destroy any invaders without hesitation. The tide is rising, and the world above is not prepared for what lies beneath.

Stats:

- Health: 690 (+141 per Level)
- Health Regen: 1.65 (+0.15 per Level)
- Mana: 450 (+25 per level)
- Mana Regen: 1.4 (+0.2 per Level)
- Attack Speed: 115 (+1.3 per Level)
- Physical Armor: 24 (+5.65 per Level)
- Magical Armor: 29 (+1.15 per Level)
- Physical Power: 60 (+4.4 per Level)
- Movement Speed: 670
- BAT: 1.4

Abilities:

Herald [Passive]:

Effect: Based on the type of Eternal you have chosen, gain additional effects:

- Harbingers: Ikra's Basic Attacks deal (+8% Magical Power) bonus Magical Damage. Hitting an Enemy with a Basic Attack reduces the cooldown of Zap by 0.5s.
- Primarchs: Hydroclasm Bubble explosions now also displace Ikra and he gains 1% Movement Speed per 75 Magical Power.
- Dreadnoughts: Narcosis’ Magical Orb Suspends for 25% longer, and it Heals Ikra for 100% of the Damage dealt by it.
- Sovereigns: Hydroclasm’s cooldown is reduced by 25%, and Genesis’ Twister is 25% larger.
- Divines: Hydroclasm’s Bubbles project an aura that heals yourself and Allied Heroes that are within their radius for 3 (+10% Magical Power) Health each second.
- Anomalies: Zap and Hydroclasm Bubbles deal 6% of the Target’s Maximum Health over 5s and apply a 45% Anti Heal Debuff for this time.

Fathom [Basic Attack]:

Type: Ranged

Range: 1500u

Effect: Ranged Basic Attack dealing 60 (+70% Bonus Physical Power) physical damage.

Narcosis [Primary]:

CD: 16/15/14/13/12s

Cost: 50 Mana

Effect: Release a slow moving magical orb projectile that travels 2000u. If it passes through Enemies it deals 80/110/140/170/200 (+50% Magical Power) magical damage and Suspends the first Enemy Hero Hit for 1.2s.

Hydroclasm [Secondary]:

CD: 15/13.75/12.5/11.25/10s

Cost: 60 Mana

Max Charges: 2

Effect: Summon a Bubble up to 1750u away in the world that Slows nearby Enemies by 12%.

If the Bubble is hit by Ikra’s Basic Attack or Brine, it restores 30 Mana and explodes in a large area, dealing 25/35/45/55/65 (+10% Magical Power) Magical Damage.

Bubbles fully arm after 1.1s, causing their explosion damage to increase to 50/100/150/200/250 (+65% Magical Power), with its explosion now also Slowing Enemies hit by 40%/45%/50%/55%/60% for 0.75s.

If the Bubble is detonated by Brine, the explosion deals additional damage equal to Brine's damage, dealing it to all Enemies in the vicinity.

Brine [Alternate]:

CD: 7/6/5/4/3s

Cost: 40/45/50/55/60 Mana

Effect: Ikra shoots forward a beam that travels 1900u, dealing 80/115/150/185/220 (+55% Magical Power) magical damage to the first target hit.

If Brine, or Brined Bubbles, kill an Enemy Unit, Ikra gains 4/5/6/7/8 bonus Gold.

Genesis [Ultimate]:

CD: 130/110/90s

Cost: 100 Mana

Effect: Rise into the air and begin Channelling for 1s, after which Ikra unleashes a massive Twister that rushes forward 5500u, dealing 320/480/640 (+85% Magical Power) magical damage to all Enemies in its path and Knocking Up Enemies hit for 1s.

Augments:

Undertow:

Relevant Ability: Narcosis [Primary]

Type: Crowd Control

Effect: Enemy Heroes Suspended by Narcosis slowly travel towards Ikra. Narcosis’ cooldown is decreased by 2s when it damages an Enemy Hero.

The Gloom:

Relevant Ability: Hydroclasm [Secondary]

Type: Enhanced Ability

Effect: Bubble Radius grows up to 25% larger over 3s. Additionally, Ikra and Allied Heroes become camouflaged while within a Bubble’s Radius.

Cascade:

Relevant Ability: Brine [Alternate]

Type: Attack Speed

Effect: Brine now applies On-Hit effects at 100% effectiveness. Damaging Enemy Targets with abilities also grants Ikra 12% Bonus Attack Speed for 4s, stacking up to 4 times (once per ability).

Store News:

Summer Fun Sparrow [Epic]

Summer Fun Murdock [Epic]

Summer Fun Gideon [Rare]

Invasion Ikra [Rare]

Ascended Runehorn Warden Argus [Epic - Opal Store]

Invasion Ikra Bundle

- Invasion Ikra [Skin]
- Handal Invasion Ikra [Exclusive Skin Variant]
- Volcanic Invasion Ikra [Skin Variant]
- Glacial Invasion Ikra [Skin Variant]
- Anemone Invasion Ikra [Skin Variant]
- Mangrove Invasion Ikra [Skin Variant]
- Tap Tap [Overhead Emote]
- Invasion Ikra [Banner]
- Invasion Ikra [Profile Icon]
- Ikra Premium Affinity [Affinity Pass]
- Ikra [Hero]

Ikra Variant Bundle

- Ebony Ikra [Skin Variant]
- Purple Ikra [Skin Variant]
- Red Ikra [Skin Variant]
- Turquoise Ikra [Skin Variant]
- Ebony Ikra [Banner]
- Ebony Ikra [Profile Icon]
- Ikra [Hero]

Summer Fun Sparrow Bundle

- Summer Fun Sparrow [Skin]
- Cerulean Summer Fun Sparrow [Skin Variant]
- Lime Summer Fun Sparrow [Skin Variant]
- Bubblegum Summer Fun Sparrow [Skin Variant]
- Grape Summer Fun Sparrow [Skin Variant]
- Cherry Summer Fun Sparrow [Skin Variant]
- Tanning [Overhead Emote]
- Summer Fun Sparrow [Banner]
- Summer Fun Sparrow [Profile Icon]
- Sparrow [Hero]

Summer Fun Murdock Bundle

- Summer Fun Murdock [Skin]
- Lime Summer Fun Murdock [Skin Variant]
- Bubblegum Summer Fun Murdock [Skin Variant]
- Lemon Summer Fun Murdock [Skin Variant]
- Too Cool [Overhead Emote]
- Summer Fun Murdock [Banner]
- Summer Fun Murdock [Profile Icon]
- Murdock [Hero]

Summer Fun Gideon Bundle

- Summer Fun Gideon [Skin]
- Foam Summer Fun Gideon [Skin Variant]
- Lime Summer Fun Gideon [Skin Variant]
- Bubblegum Summer Fun Gideon [Skin Variant]
- Cherry Summer Fun Gideon [Skin Variant]
- Inflatable [Overhead Emote]
- Summer Fun Gideon [Banner]
- Summer Fun Gideon [Profile Icon]
- Gideon [Hero]

Orby Summer Overhead Bundle

- Grux Floatie [Overhead Emote]
- Sunglasses [Overhead Emote]
- Ice Cream [Overhead Emote]
- Life Guard [Overhead Emote]
- Sunbathing [Overhead Emote]

New Variants:

- Ink Summer Fun Renna [Skin Variant]
- Cerulean Summer Fun Renna [Skin Variant]
- Lime Summer Fun Renna [Skin Variant]
- Bubblegum Summer Fun Yurei [Skin Variant]
- Cherry Summer Fun Renna [Skin Variant]
- Foam Summer Fun Renna [Skin Variant]

Summer Bundle Core

6 exclusive items, no duplicates and equal drop chance.

In 1.15.x we will add 6 new exclusive cosmetics into the Summer Bundle Core

- Splinter Summer Fun Sparrow [Skin Variant]
- Vector Summer Fun Murdock [Skin Variant]
- Digital Summer Fun Gideon [Skin Variant]
- Polkadot Summer Fun Renna [Skin Variant]
- Tigerstripe Summer Fun Yurie [Skin Variant]
- Murdock and Sparrow Icon-Banner [Bundle]

Additional Features

Rank Split Reset

Split 4 ends on Tuesday with the release of 1.15 so be sure to get your peak Rank this weekend and lock in your end of Split rewards.

Finishing Placements and winning at least 1 game will get you a Banner and Icon to represent your peak Rank achieved during Split 4.

If you win 15 games you will unlock the Gatekeeper Terra Skin and additional variants if your peak rank was Gold or higher.

We are moving into Split 5 and are planning to run it until V1.18 - 18 weeks, similar to Split 4 instead of the 12 weeks we have done in the past. We are currently investigating when to move to Season 2 and hope to align it with some requested Ranked features and ideally, the full release of Daybreak when it is ready. Keep an eye out for news on this in the future!

All players will start in placements and have 5 or 10 matches to complete to get placed into the new system.

Lastly we have fixed a bug in the internal MMR system that was causing players who played a larger amount of games to get inflated MMR in certain situations. With this we are reducing the MMR of all Diamond and Paragon players back down to Platinum so MMR can correctly calibrate.

Toxicity Improvements

This patch we are rolling out a more aggressive ban policy and will continue iterating on this over the next few months. We have been testing out how accurate our detection is and we are allowing it to hand out more aggressive bans.

- Players are now correctly informed when they receive a chat ban with the duration of the ban
- Players will now get chat banned at a higher rate, for increasing longer times automatically
- Fixed a bug where players were not correctly banned from Voice chat when banned from text chat
- Players will now get banned at a higher rate from matchmaking for increasing longer times automatically based on in game tracking and player reports
- Dodging draft bans now correctly stack over multiple games.

Quality Of Life Improvements

Frontend Improvements:

We have new and improved background scenes and lighting across the Main Menu and Draft to ensure all of your favourite Heroes and Skin are always shown in the best light. You should notice this gives the Menus a more premium feel!

New Opal Effects

We've spruced up the cosmetic Opal effect with an all-new holographic look!

Ooooooh shiny!

You'll notice the new effect in the Store and your Collection page, as well as on the loading screen when you equip an Opal skin! We're working on adding this effect to your profile cosmetics too so you can show them off to your friends (or enemies), so keep an eye out for this in a future update.

Aram in Custom Games:

Aram can now be selected as a queue for custom games and supports varied team size. Keep an eye out for some community tournaments soon!

Minion AI Improvements:

We have made long-requested adjustments to the Minion AI, fixing instances that caused Minions to ignore Players after aggro was dropped. Now that this is resolved, Minions will now no longer ignore the player for a short duration after an aggro break has occurred!

Last-hit Consistency:

Additionally, we have adjusted Minion vs Minion behaviour, making stacked waves less likely to kill Enemy Minions through excessive damage layering, making Last-Hitting more consistent for Players that are battling alongside their Minions!

Tower Attack Rate Consistency Improvements:

Towers have been adjusted, with their rate of attack now being more consistent and predictable for Players that are attempting to farm successfully under their Tower, or looking to dive a vulnerable Enemy.

This change removes the cases of “instant fire” that Towers were capable of before, which would lead to many frustrating and unpredictable cases of a Tower Shot striking a Minion or Player on aggro-switch with no warning.

As a result, farming under Tower should feel more consistent and skillful, being less prone to randomness from the Tower’s attack rate as it now always has a small delay before attacking when switching targets, while multi-man dives should feel more consistent to achieve as the Tower will no longer have the chance to instantly blast a player if its aggro is juggled.

Critical Strike Pseudo-Randomness:

The way we calculate the odds of success for a Critical Strike have been adjusted!

Before, it was truly random, which could lead to some extremely variable outcomes, such as back to back to back Critical Strikes at low values, or never getting a Critical Strike even after striking 10 times at higher values of Critical Chance. To resolve this and reduce the number of outlier success and failure rates, a Player’s chance to Critically Strike is now dynamically adjusted based on the most recent Critical Strike.

In simple terms, this means that the more times you fail to Crit, the more likely your next attack is to Crit. Likewise, if you achieve a Critical Strike, your next attack is less likely to be a Crit.

While we won’t be disclosing the exact functionality of how the Dynamic Critical Strike System is calculated, you can rest assured that there are safeguards in place to prevent abuse cases that aim to manipulate Critical Strike RNG.

Controller Sensitivity Adjustments:

We've made some adjustments to the default controller sensitivity settings based on player feedback, generally lowering the values a little to smoothen the experience. If you have already set your own sensitivity values they will not be affected, however, if you return to default, you'll notice the change.

Jungle Improvements

Camp Leader Current Health Damage:

Camp Leaders within a Monster Camp now deal Current Health Damage, alongside some flat damage. This not only helps normalize the Health gap between Healing Junglers and non-Healing Junglers, but also helps ensure that Junglers are not always present and able to spam-gank on the map at 100% Health. As a result, Junglers will be more vulnerable while clearing their camps, and at a greater risk of being counter-killed when ganking a lane. In exchange, Hunt’s Slay effect now heals the User to help Junglers top up their Health, so plan accordingly!

Full damage values and additional context can be found in the Balance Section below!

Hunt Damage:

Hunt now displays the damage it deals on its Icon on the player’s HUD, making it easier to tell how much damage its Slay effect is doing!

Jungle Camp CS Standardization:

All Jungle Camps have had their Creep Score (CS) value adjusted to be 5, making it easier for Junglers to track the number of Camps killed by their opponent in the early game, making the skill of CS tracking more accessible and intuitive to all Players, rather than just the top 1% that have memorized the individual CS values of each camp.

Monster Special Ability Bug Cleanup:

We have adjusted both the Seedling and Mini Prime Area of Effect (AoE) Attack hitboxes to better match their visuals, as well as the Mini Prime Knockback Hitbox no longer lingering for a few frames!

Blink/Ultimate HUD Indicator Enlargement:

The indicators that represent each team-mates Blink and Ultimate Ability availability have been enlarged, making them easier to see for all Users.

New and Returning Items

Earth Spirit has been removed, and is being replaced by a new Titan Crest Evolution called “Gamma Gloop” that grants access to a disruptive Grounding effect for Tanks to utilize!

Additionally, Rebirth has been reworked, boasting a new statline, a simpler resurrection effect, and some SFX/VFX improvements to accompany it!

[New] Gamma Gloop:

- Replaces: Earth Spirit
- Crestline: Titan Crest
- 180 Health
- 8 Physical Armor
- 5 Magical Armor
- Active Effect - Gob Glue: Deal 80 (+3% Bonus Health) magical damage in a 550u radius around you that Grounds Enemies hit for 1.5s. A field of Goo is then left behind at the location for 5s that Slows Enemies in the area by 30%. If this Active Effect is activated while mid-air, you leap into the air in your current movement direction, with Gob Glue’s Effects triggering upon landing.

[Reworked] Rebirth:

- Class: Moved from Frontline to Fighter
- Cost: Increased from 2600 to 2800
- 50 Physical Power added
- 300 Health added
- 40 Physical Armor removed
- 35 Magical Armor removed
- 10 Ability Haste removed
- Recipe: Greatsword + Banded Emerald + 750g
- [Reworked] Effect - Mechanica: Upon dying, enter a Resurrection state for 3s. After this duration has elapsed, you Resurrect at your location with 50% Base Health and 50% Max Mana.

Daybreak V6

Daybreak V6 brings a whole host of enhancements to the current layout, as we get closer to completion before handing it over to the art team to begin the process of making it look amazing! Jungle has been cleaned up to allow more flow and easy reading while still maintaining its core layout that people loved.

- Jungle corners made clearer, along with paths being easy to identify, removing all the jagged edges for corners, and also adding more paths for rotations and adding assists for faster rotations between the jungles
- Added more ways to get in behind towers and additional ways to dive towers
- Orb Prime pit gets a shake-up, adding more ways in/out

Sidenote: Tower balance was adjusted in 1.14, so we are keeping an eye on tower balance and may be adjusted pending more game data, so please let us know how it feels

Daybreak V6 Mechanics Breakdown

Shrines:

- Health increased from 900 to 650-2650.
- Initial Spawn increased from 120s to 240s.
- Respawn time increased from 120s to 240s.

Gold Buff:

- Health Decreased from 1100-2500 to 800-2200.
- Initial Spawn Time Decreased from 180s to 150s.
- Respawn Time increased from 120s to 160s.
- Gold Value Changed from 80 (+4 per Minute) to 60-80 Max Level.
- XP Value 40 to 20 All levels.
- Additional Gold on level up was removed.
- 2 Gold Buffs are now present in Duolane.

Cyan Buff:

- Health decreased from 1150- 2550 to 800-2200.
- Initial Spawn Time increased from 120s to 150s.
- Respawn Time increased from 120s to 160s.
- Gold Value Changed from 60 to 30 at all levels.
- XP changed from 60 (+5 per Minute) to 80-200.
- Additional XP on level up removed (Flat values now).
- 2 Cyan Buffs are now present in Offlane.

Red Buff:

- Respawn time increased from 250s to 255s.
- XP granted on kill increased from 160-300 to 160-320 (+20 Per Level).
- Gold granted on kill increased from 145 to 165.

Blue Buff:

- Respawn time increased from 250s to 255s.
- XP granted on kill increased from 160-300 to 160-320 (+20 Per Level).
- Gold granted on kill increased from 145 to 165.

Black Camp (2):

Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 150-265 to 150-185.
- Gold granted on kill increased from 54 to 60.
Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 80-137 to 80-147.
- Gold granted on kill increased from 38 to 43.

Grey Camp (3):

Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 75-185 to 75-195.
- Gold granted on kill increased from 58 to 65.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 45-120 to 45-125.
- Gold granted on kill increased from 34 to 38.

White Camp (4):

Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 92-235 to 92-246.
- Gold granted on kill increased from 38 to 43.
Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 54 - 125 to 54-131.
- Gold granted on kill increased from 23 to 26.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 30-73 to 30-77.
- Gold granted on kill increased from 14 to 16.

Brown Camp (5):

Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 65-150 to 65-158.
- Gold granted on kill increased from 46 to 51.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 25-59 to 25-62.
- Gold granted on kill increased from 20 to 22.

Pink Jungle Bug:

- Spawn location has been flipped with Orange Jungle Bug.
- Respawn time increased from 120s to 180s.
- Health changed from 200 at all levels to 300-1000 (Max Level).
- Added 10 armor.

Orange Jungle Bug:

- Spawn location has been flipped with Pink Jungle Bug.
- Respawn time increased from 120s to 180s.
- Health changed from 200 at all levels to 300-1000 (Max Level).
- Added 10 armor.

PCC Summer Summit

This weekend the 27th and 28th are the last weekend of the PCC Summer Summit: The Pinnacle. Tune in at 10 AM EDT/ 2PM UTC on the Predecessor Twitch channel.

The final teams are competing for a total prize pool of $14,000 and representation in Predecessor via 2d Cosmetics.

We will be running new Twitch drops during this weekend, as well as Platinum giveaways, so tune in to pick up some new content!

Gameplay Balance Changes

Systems:

General Comeback XP:

Generic Comeback XP that is offered to Players who are significantly behind in Levels has been slightly reduced, meaning that smaller Experience leads will stick for longer, and thereby allow Players that have accrued an Experience advantage to push their lead for a little longer before comeback XP kicks in.

- Starting Level Difference increased from 1.5 to 1.75
- Start Value decreased from 25% to 10%
- Value increase per 1 additional Level Difference increased from 0.3 to 0.35
- Level Difference Cap increased from 4 to 4.35

Towers:

Alongside the aforementioned improvements to the Attack Cadence of Towers, we are also slightly tweaking their damage against Minions to ensure that the process of last-hitting under tower is more intuitive and smooth for Players, with ally minions less-able to overly mess with your ability to prep and farm waves successfully while under Tower.

- Tower Max Health Damage vs Melee Minions decreased from 41% to 40%.
- Tower Max Health Damage vs Ranged Minions decreased from 68% to 67%.
- [Qol] Towers now have a consistent 0.25s Delay when they first attack a new set of Targets that enter their zone.
- [Qol] Towers now fire at a more consistent rate, with their attack cooldown resetting when they swap targets.

Minions:

Alongside resolving the Minion aggression issues described previously above, we have also adjusted the Max Level of Minions to scale later into the match. This is being done to resolve the case of excessive match length occurring from high-waveclearing heroes outscaling the enemy team’s Minions post-29m where they previously capped upon reaching their maximum Level of 15 - especially now that we have various Eternals in the match that allow a Player to scale way further beyond the normal limit.

Therefore, these changes will help reduce the frequency of a match dragging on when multiple waveclear Heroes are present on a team, with Melee and Range Minions now hitting their Max Level of 18 at 35-minutes, and Siege and Super Minions especially will continue to scale way beyond the 40-minute mark, and remain an increasingly relevant threat should a match start to approach the 1-hour and beyond mark.

General - Hero Aggression:

- [QoL] Minions no longer ignore Heroes for 5s if Aggro is dropped.
- [QoL] Minions now break aggro if their Target leaves the valid area of a lane, instead of when THEY leave the valid area.

Melee:

- Max Level increased from 15 to 18.
- Health now Scales up to Level 18.
- Physical Power now Scales up to Level 18.
- Gold Reward now Scales up to Level 18.
- Gold increased from 35 at Level 15 to 35/38/38/38 at Levels 15/16/17/18.

Ranged:

- Max Level increased from 15 to 18.
- Health now Scales up to Level 18.
- Physical Power now Scales up to Level 18.
- Gold Reward now Scales up to Level 18
- Gold increased from 23 at Level 15 to 23/25/25/25 at Levels 15/16/17/18.

Siege:

- Max Level increased from 15 to 60.
- Health now Scales up to Level 60.
- Physical Power now Scales up to Level 60.

Super:

- Max Level increased from 15 to 60.
- Health now Scales up to Level 60.
- Physical Power now Scales up to Level 99.
- Physical Armor now Scales up to Level 18.
- Gold Reward now Scales up to Level 18.
- Gold increased from 120 at Level 15 to 120/125/130/135 at Levels 15/16/17/18.

Seedling Minions:

- [Bugfix] Seedling Minions can now be Executed when they are below 10% Health.

Jungle:

General:

Standard Camps, and Red/Blue Buff are now worth the same total number of Creep Score (CS), making Camp Tracking for Junglers via observing the Enemy Jungler’s CS on the Scoreboard more accessible and manageable for the average Player.

- [QoL] Generic Jungle Camps, and Red/Blue Buff are now worth the same total CS (5). (Rivers/Fangtooth//Orb Prime/Shaper/Gold/Cyan Excluded)
- [Bugfix] Dead Jungle Monster’s lingering collision should no longer block other Jungle Minions from pathing for a short period after their Death.
- Camp Leaders for Standard Camps and Red/Blue Buff now deal additional Current Health Damage,

Hunt/Wild Hunt:

Now that various Jungle Camps are dealing Current Health Damage, we are offering Junglers the ability to heal up when activating their Hunt’s Slay effect, allowing them to tactically choose when to restore some of the health they have lost. Be sure to plan your clears with this in mind or you will find yourself at far lower health thresholds!

- Hunt now Restores 90 (+15 per level) Health when using Slay on a Jungle Monster. (Cyan and Gold Buff Excluded).
- [QoL] Now shows the Damage that its Slay effect deals on the Item’s HUD Icon in the Player’s Inventory Slot.
- [Bugfix] Fixed an issue where Hunt’s Slay Damage could be increased by Demiurge.

Red Buff:

- Damage decreased from 36 (+10 per level) to 20 (+10 per level)
- Now deals 5% Current Health Damage.
- CS Reward decreased from 6 to 5

Blue Buff:

- Damage decreased from 36 (+10 per level) to 20 (+10 per level)
- Now deals 5% Current Health Damage.
- CS Reward decreased from 6 to 5

Black Camp (2):

General:
- Total Camp CS value increased from 3 to 5.
Large:
- Damage decreased from 22 (+10 per level) to 20 (+9 per level)
- Now deals 4% Current Health Damage.
- CS Reward increased from 2 to 3
Medium:
- CS Reward increased from 1 to 2

Grey Camp (3):

General:
- Total Camp CS value increased from 4 to 5.
Large:
- Damage decreased from 26 (+8 per level) to 20 (+7 per level)
- Now deals 3% Current Health Damage.
- CS Reward increased from 2 to 3

White Camp (4):

Large:

- Damage decreased from 25 (+10 per level) to 20 (+8 per level)
- Now deals 3% Current Health Damage.

Brown Camp (5):

General:
- Total Camp CS value decreased from 6 to 5.

Medium:

- Damage decreased from 18 (+9 per level) to 15 (+7 per level)
- Now deals 3% Current Health Damage.
- CS Reward decreased from 2 to 1

Seedling:

- [Bugfix] Knockback Radius should no longer be 3x the size (Dealing Damage and interrupting movement beyond the intended range).

Mini Orb/Orb Prime:

- [Bugfix] Knockback Ability should no longer have a lingering hitbox that knocks players back if they walk into the radius shortly after it has activated.

Eternals

Overview:

- The majority of Eternals are seeing a reduction in their overall power budget.
- This will help reduce the amount of excessive damage that is currently present in the late-game, while also mitigating the ability for infinite scaling eternals to ramp up as aggressively throughout a match.
- Developer Commentary will typically not be provided for the various Eternal Nerfs that are the result of the general power reductions mentioned above as to avoid repetition.
- Once again, various Blessings are receiving adjustments, or smaller reworks as we continue to refine the system, and increase diversity across the various choices.

Major Blessing:

- Max Health Damage decreased from 3% (+0.25% per Level) to 3% (+0.2% per Level).

Serration:

- Vermis additional Missing Health Damage decreased from 4% to 3.5%.

Crush:

Crush is being adjusted to deal more damage, but at the cost of it now having a per-target cooldown that only allows it to be triggered once every 8s. This helps make it more desirable for various single-CC Heroes such as Revenant and Lt. Belica, while reducing its raw power for multi-CC Heroes such as Steel.

- Immobilizing Damage increased from 5% to 8%.
- [Soft Rework] Now has an 8s Cooldown per Target.

Breach:

Unlike various other Vermis Blessings that are all being reduced in strength as part of the broader power reductions, Breach is being offered some additional potency as it currently struggles to compete with the other options in the set.

- Physical Armor Shred increased from 30% to 35%.
- Physical Armor Shred Duration increased from 3.5s to 4s.

Sub Surface:

- Damage Reduction decreased from 8% to 7%.

Major Blessing:

- Omnivamp decreased from 0.85% (+0.05% per Level) to 0.75% (+0.05% per Level)

Jealousy:

Jealousy has been reworked, no longer granting damage against Heroes with higher health, but instead a more consistent damage amp that is applicable to everything. This helps provide the Blessing with more consistent strength, while also better allowing various roles such as Jungle to dip into Marrow without sacrificing too much damage compared to other Eternals.

- [Reworked] While at or below 100%-20% Health, you deal +1-8% Damage.

The Maw:

Less damage, but more consistency.

- True Damage decreased from +12% to +10%.
- Health Threshold increased from 30% to 40%.

Major Blessing:

- Damage decreased from +3% (+0.5% per Level) to +3% (+0.4% per Level)
- Damage reduction decreased from +1.5% (+0.4% per Level) to +1.5% (+0.35% per Level).

Ferocity:

- Total Attack Speed decreased from 1.5% to 1.25%.

Major Blessing:

- Additional Bonus Stat Modifier decreased from 20% to 18%.

Festering Wounds:

Festing Wounds has been adjusted to also apply its Anti-Heal effect upon applying an Immobilizing Effect to a target, as well as when dealing DoT Damage. This is due to the previous condition of it only occurring on DoT Damage being too niche to see use in the vast majority of circumstances, making the options within Krix feel a little too binary.

- [Soft Rework] Now also applies 45% Anti-Heal upon Immobilizing Enemy Heroes.

Predator:

Given that Tank Junglers tend to struggle in the clear speed department and are currently struggling to keep up with the higher DPS Jungle Classes, we have some room to increase the strength of Predator, not only increasing the Damage Amp it offers post-kill, but with it now granting some additional movement speed to help tankier Junglers navigate the map quicker in the absence of faster clear speeds.

- Damage upon killing Camp Leaders increased from +8% to +10%.
- [Soft Rework] Now also grants +3% Movement Speed for 20s upon killing Camp Leaders.

Mending:

Mending especially is contributing to a lot of stagnation in lane interactions, with it providing too much Health Regeneration in the early game and thereby neutralizing too many matchups into stalemate scenarios due to how reckless it allows its users to play without fear of death.

- Healing decreased from 4%/5%/6%/8% to 3%/4%/5%/7%.

Major Blessing:

Vesh is receiving a small bump in early damage, in return less scaling late-game. While we are indeed looking to take power out of various Eternals, Vesh is one of the few that struggles to feel impactful early due to the nature of its damage being offset heavily by Health Regeneration in the early game, meaning it can have a small boost.

- Ability Damage increased from +6% (+0.5% per Minute) to +7% (+0.4% per Minute)

Tithe Of Death:

Tithe Of Death is currently far too inconsistent and slow to feel worthwhile compared to other Blessings. While we may be capping the amount of Ability Haste it can provide to prevent excessive snowball and later-game scaling scenarios, to help it feel more useful through a match (and fill the absence of any Mana-based Blessings within Vesh’s set), we are now providing it with some Mana Restore on Takedown that will help various Heroes stay active on the map between fights.

- Ability Haste from Takedowns is now capped at 15 Takedowns (30 Max Haste).
- [Soft-Rework] Takedowns now also restore 15% Max Mana.

Major Blessing:

With its buffs in the previous pass, Xyris has found itself functioning as the premier Eternal for any damage dealer to consider. While we are happy to see it in a more competitive spot, and therefore offering more diversity compared to it barely being taken before, we went a little bit too hard on the buffs and need to pull it back a little more than the other Eternals. Xyris’ Major Blessing especially is taking hits, with it now offering a lower overall late-game damage output, and now also having a stack-limit imposed to ensure it does not excessively scale in matches that run on for too long, given that it is far more consistent than and reliably than other infinite-scaling eternals.

- Damage decreased from 4% to 3%.
- Damage per 10 Units Killed decreased from +0.6% to +0.4%.
- Bonus Damage from Unit Kills is now Capped at 400 Unit Kills.

Furor:

- Attack Speed duration decreased from 4.5s to 4s.

Iron Will:

- Healing on Critical Strike decreased from 8% to 7%.

Cull The Weak:

- Minion & Monster Damage decreased from 8% to 7%.

Bone Collector:

Bone Collector offering Critical Damage has allowed it to double-dip into damage far too hard for Carries. Given the fact that Bone Collector allows access to 4-Item 100% Crit Builds which allows purchase of some incredibly potent builds thanks to the extra free slot, the bonus Critical Damage simply isn't necessary.

- No longer grants +5% Critical Strike Damage.

Preservation:

- Healing & Shielding Received decreased from +15% to +12%.

Fervour:

- Magical Power Scaling decreased from 6% to 5%.

Omnipresent:

- Out Of Combat Movement Speed decreased from 8% to 7%.

Delayed Fate:

- Damage Conversion to DoT decreased from 25% to 20%.

Major Blessing:

- Damage decreased from 1.5% to 1%.

Masterpiece:

- Movement Speed on Takedown decreased from 6% to 5%.

Prima Donna:

- Damage Dealt decreased from +12%to +10%.
- Damage Taken decreased from +6% to +5%.

Fragrance:

- Magical Damage decreased from 5% to 4%.

Major Blessing:

- Bonus Item Stats decreased from 12% to 10%.

Tri-Core:

- On-Hit Damage decreased from 6% to 5%.

Cursed Corrupted:

- Ability Haste converted from 1% Critical Strike Chance decreased from 1 to 0.8.

Memory Leak:

- Mana from Ability Cast decreased from 6% to 5%.
- Max Mana decreased from 600 to 500.

Major Blessing:

- Gold from Ability Damage decreased from 8% to 7%.

Arcane Resonance:

- Cooldown Progression decreased from 1% per 1 Mana Regen to 0.75% per 1 Mana Regen.
- Max Cooldown Progression decreased from 75% to 50%.

Hero Balance

Adele continues to demonstrate an overbearing presence within the duolane. Considering her range of strong matchups, and the general burst damage she contributes to an engagement, she is in need of a few touches to bring her down to a more reasonable level that allows for greater diversity within the Support role. As always, we are bumping up Adele’s Tyrant Of Thorns Augment in order for her Offlane/Jungle capabilities to remain intact and relative to before, as she currently does not overperform there too heavily.

Seeds Of Dominion [Augment]:

- Imperial Lash Cooldown Reduction decreased from 12% to 10%.

Tyrant Of Thorns [Augment]:

- Crown Of Thorns Effectiveness increased from 250% to 300%.

Crown Of Thorns [Passive]:

- Ally Damage decreased from 7% to 6%.

Imperial Lash [Secondary]:

- Damage decreased from 45/70/95/120/145 to 45/65/85/105/125.

Alongside a quality of life change for his Ultimate, Argus is receiving a range of adjustments to open up his Augment variety and to unburden him from an overly strict Mana pool in the early levels. With a healthier Mana Economy, the dwarf should find himself better able to keep pace across a match with the various high-pressure mages that are currently reigning supreme.

Infinite Obliteration [Augment]:

- Synaptic Obliterator Projectile Speed increased +25% to +50%.

General:

- Mana Regen increased from 1.7 to 2.
- Physical Power Growth increased from 3.1 to 3.5.

Particle Shredder [Alternate]:

- Mana Cost decreased from 16/15/17/18/19/20 to 12/14/16/18/20.

Synaptic Obliterator [Ultimate]:

- [QoL] Synaptic Obliterator can now be cancelled 0.1s after firing a shot, instead of having to wait for the recovery animation to fully finish (0.5s) before it can be cancelled.

The previous round of adjustments to Bayle helped elevate him into a serious threat in the Offlane, but his Dire Howl healing was a step too far and in need of toning back. Additionally, Swift Strikes is receiving a much needed bump in damage as it is far inferior to his other Augments.

Swift Strikes [Augment]:

- Third Strike damage modifier increased from -25% to -20%.

Dire Howl [Secondary]:

- Mana Cost increased from 50 to 60.
- Omnivamp decreased from 10%/12%/14%/16%/18% to 8%/10%/12%/14%/16%.
- Cooldown increased from 15 to 16.

Boris:

Many of Boris’ preferred Items and Eternals are taking hits this pass, but we still want to tone down his dueling strength in the early-mid game to ensure his general ability to maul people to death isn’t quite as oppressive.

Tesseract Device [Passive]:

- Attack Speed per Canister decreased from 9%/12%/15%/18% to 8%/11%/14%/17%.
- Zap Damage decreased from 5 (+2.25 per Level) to 5 (+2 per Level).

Blood Well [Augment]:

- [Bugfix] Fixed an issue where Healthbars could display a shield and become distorted when Countess uses the Blood Well Augment.

Crunch continues to struggle in the current ecosystem, partially due to the higher amounts of damage present in teamfights where he struggles the most, and partially due to the nature of his extended trading patterns and how long he takes to get going. To help him better compete, we’re offering him some much needed durability to survive engagements, alongside some additional damage in various places to better allow him to pack a punch in shorter trades.

Combo Crunch [Augment]:

- Total Attack Speed increased from 6% to 7.5%
- Max Stacks decreased from 5 to 4.

Falcon Crunch [Augment]:

- Right Crunch Damage Modifier increased from +10% to +15%.

General:

- Health Growth increased from 136 to 141.

Cross Crunch [Passive]:

- Total Physical Power Scaling increased from 25% to 28%.
- Magical Power Scaling increased from 28% to 30%.

Right Crunch [Secondary]:

- Bonus Physical Power Scaling increased from 100% to 110%.
- Magical Power Scaling increased from 65% to 75%.:

Dekker is receiving a small suite of changes aimed at not only improving one of her less popular Augments, but also to help enhance her economy so that she can maintain pressure against the range of tankier supports and heavy-healing enchanters that are currently finding the most success.

Polarity Strike [Augment]:

- Shield increased from 150/250/350 to 200/350/500.

General:

- Mana Regen increased from 1.65 to 1.75.
- Mana Growth increased from 34 to 38.

Sticky Mine go brrrr.

Sticky Mine [Primary]:

- [QoL] Empowered Sticky Mine Spark VFX has been adjusted to be more noticeable.

Gideon has a rare but rather nasty bug that could prevent him from using his Passive Tether. This has now been resolved.

Cosmic Power [Passive]:

- [Bugfix] Fixed an issue where Gideon’s could lose access to his Tether Ability upon death.

The previous round of adjustments to Greystone have left him feeling a tad weaker than necessary. To help bring the ‘stone back to his rightful place on the throne, a few general increases to his durability, Mana economy, and damage are being offered.

General:

- Health growth increased from 132 to 135.
- Mana increased from 280 to 300.

Make Way [Primary]:

- Damage increased from 80/125/170/215/260 to 80/130/180/230/280.

Howitzer’s Sniper Shells Augment is currently providing a tad too much Omnivamp, allowing him to sustain his way through a lane is an overbearing fashion since he can simply Basic Attack the wave to stay topped up. A bump down in its value is needed to ensure his laning dynamics are not overly oppressive when the Augment is taken.

Sniper Shells [Augment]:

- Omnivamp per Stack decreased from 2% to 1.5%.

Kallari’s general uptime on the map as a consequence of the Health Regen she possesses, paired with her general burst potential from Death Mark, makes her an overly threatening presence to deal with. Reduction to both are needed to ensure there’s adequate windows to play for where she is either off the map due to being unhealthy, and generally less threatening when she lands a single dagger in the late-game.

Death Mark [Passive]:

- Missing Health Damage Bonus Physical Power Scaling decreased from 2.5% to 2%.

Shadow Walk [Primary]:

- Health Regeneration Physical Penetration Scaling decreased from 150% to 100%.

Contagion was able to be cleansed despite the convention being that DoT effects are not cleansable. This has now been resolved.

Contagion [Primary]:

- [Bugfix] Fixed an issue that allowed Contagion’s effects to be Cleansed.

Murdock’s general laning strength thanks to the combination of his Passive, early Buckshot Burst, and his Justice’s Reach Augment make him a dominating force with few bad matchups. Combined with his ability to half-health an unsuspecting foe in the late-game with a single Passive shot, he’s in need of toning down to help open up the field.

Justice’s Reach [Augment]:

- Bonus Shots Fired Range decreased from +300 to +250.

General:

- Physical Power decreased from 61 to 59.

Shots Fired [Passive]:

- Total Physical Power Scaling decreased from 40%/52%/64%/76% to 35%/45%/55%/65%.

Buckshot [Alternate]:

- Damage decreased from 80/108/136/164/192 to 70/98/126/154/182.

Muriel’s ability to pocket-shield an Ally currently leads to many oppressive scenarios that are difficult for the enemy team to fight through - especially when paired with the likes of Boris or Serath. Some small hits are being levied to ensure that there are slightly longer windows to play for the enemy team, better allowing them to burst through the target Muriel is protecting if they throw enough resources at them.

General:

- Physical Power Growth increased from 2.6 to 3.4.

Alacrity [Secondary]:

- Cooldown increased from 11/10.5/10/9.5/9 to 12/11.5/11/10.5/10.

Reversal Of Fortunate [Ultimate]:

- Ally Damage Reduction decreased from 40% to 35%.

A quick QoL change for N3on, better ensuring that she does not accidentally recast her Ultimate immediately after using it in the event the Player spams her Ultimate activation.

Final Thread [Ultimate]:

- [QoL] Delay before ability can be re-cast increased from 0.05s to 0.32s.

Revenant currently has too many difficult matchups that prevent him from being able to compete on a consistent basis. In order to bring him up to the level of other Carries we’re offering him some additional threat through his abilities to ensure he can maintain pressure in the early/mid-game.

General:

- Mana Regen Growth increased from 0.15 to 0.18.

Obliterate [Primary]:

- Bonus Physical Power Scaling increased from 40%/50%/60%/70%/80% to 40%/55%/70%/85%/100%.

Scar [Secondary]:

- Bonus Physical Power Scaling increased from 15% to 20%.
- Magical Power Scaling increased from, 20% to 30%

Hellfire Rounds [Alternate]:

- Movement Speed Attack Speed Scaling increased from 15% to 18%.
- Fourth Shot Monster Damage Cap decreased from 200/280/360/440/520/600 to 200/250/300/350/400/450.

Phase has been flying under the radar the last few months, but has recently emerged as a premium pick in the Support Role, especially in the higher ranks. Some general adjustments are in order to ensure that she is not providing too much general strength and safety to her Carry, be that via her Ultimate, or through her general durability and how difficult it can be to pick her off in a fight.

General:

- Physical Armor Growth decreased from 5.5 to 5.2.

Telekinetic Link [Alternate]:

- Delay before Link Break at Max Range decreased from 1.3s to 1s.

Hyperflux [Ultimate]:

- Attack Speed decreased from 50%/75%/100% to 40%/60%/80%.

The last round of changes to Sevarog were pretty heavy-handed, and have resulted in him being far lower in strength than desired. We’re pulling back on some of the changes made in order to find a better middle-ground that lets him achieve his late-game raid-boss status, should he earn it through consistent play.

Reaper Of Souls [Passive]:

- Health per Stack increased from 1 to 2.
- Health Gain per Tier increased from 50/100/200/400 to 40/80/180/350.

Siphon [Primary]:

- Health Steal Duration decreased from 30s to 15s.
- Bonus Monster Damage increased from 20/25/30/35/40 to 30/35/40/45/50.

A quick bugfix for Shinbi as she was previously gaining a larger increase to the cooldown refund that her Allegro Augment offered than was intended.

Allegro [Augment]:

- [Bugfix] No longer reduces Rushing Beat’s Cooldown by 5% more than intended.

Terra’s ability to become an immovable object, when paired with her strength of 1-shotting a wave with a single Ruthless Assault makes her a difficult opponent for many Offlaners to keep pace with. Some reductions to the durability offered by her Iron Resolve Augment are once again needed as the durability offered in combination with Idrisil is simply too high. Likewise, we are shifting her damage profile, reducing Ruthless Assault’s overall damage output to prevent 1-shots on waves happening as early into a match, and pushing it into Wild Rush and her general Monster Damage to ensure that both her Dueling and Jungle capabilities remain intact.

Iron Resolve [Augment]:

- Wild Rush Damage Reduction decreased from 30%/33%/36%/39%/42% to 25%/27.5%/30%/32.5%/35%.

Ruthless Assault [Primary]:

- Damage decreased from 50/85/120/155/190 to 50/80/110/140/170.
- Third Strike Monster Damage Cap increased from 100 (+20 per level) to 200 (+20 per Level)

Wild Rush [Alternate]:

- Damage increased from damage increased from 27/45/63/81/99 to 27/48/69/90/111.
- Max Charge Damage increased from 81/135/189/423/297 to 81/144/207/270/333.

The Fey is receiving a few tradeoffs in power aimed at increasing her Mana efficiency, and therefore general presence throughout a match, in exchange for slightly less mobility and damage, better ensuring opponents have an opportunity to take her on and live through a single rotation of abilities before she ramps up in a fight.

General:

- Mana Growth increased from 27 to 32.
- Movement Speed decreased from 675 to 670.

Bramble Patch [Primary]:

- Magical Power Scaling decreased from 75% to 70%.
- Mana Cost decreased from 70/80/90/100/110 to 60/70/80/90/100.

Wukong has recently become a rather large menace in the offlane, with many Heroes unable to keep up with his general split-push pressure - especially when he maxes out his Alternate ability first and commits to wave-shoving gameplay. To ensure he is a little slower to come online, and a little less oppressive in a split-push scenario, some general reductions to his damage and survivability are needed.

General:

- Health Growth decreased from 134 to 132.

Force Push [Body - Alternate]:

- Bonus Physical Power Scaling decreased from 110% to 100%.

Windsurge [Spirit- Alternate]:

- Bonus Physical Power Scaling decreased from 100% to 90%.

84,000 Hairs [Ultimate]:

- Clone Total Physical Power Scaling decreased from 14% to 12%.
- Clone Max Health Scaling decreased from 18% to 16%.

Wraith’s ability to deal incredible amounts of burst damage in the later stages of a match when committing to Magical or Hybrid builds is currently too high. Some damage is being trimmed out of his Peekaboo’s Max Health burst to reduce this, but in return he is receiving some additional survivability and mobility through his Surprise, Surprise to ensure that he can feel independent and elusive in a match despite the lower burst potential.

Stealth Matrix [Augment]:

- Surprise Surprise Increased Cooldown Modifier decreased from +20% to +10%.

Peekaboo! [Primary]:

- Mark Max Health Damage decreased from 6%/6.5%/7%/7.5%/8% to 5.5%/6%/6.5%/7%/7.5%.
- Mark Max Health Damage Magical Power Scaling decreased from 2% to 1.5%.

Surprise Surprise! [Secondary]:

- Cooldown decreased from 26/24/22/20/18 to 23/21.5/20/18.5/17.
- Movement Speed increased from 20% to 25%.

Yin was benefitting from a rather impactful bug that allowed her to gain multiple stacks of her passive from a single strike. While this accounts for a large portion of her inflated success, she still performs rather well when using an Eternal that does not result in the additional stack gain and is in need of some reduced efficacy on her Windburn to ensure that her opponents can appropriately catch her out between uses, or burst her down through her sustain.

Rising Storm [Passive]:

- [Bugfix] Fixed an issue where Yin could gain additional stacks of Rising Storm from a single strike when using various Eternal Blessings.

Windburn [Secondary]:

- Healing Total Physical Power Scaling decreased from 10%/12.5%/15%/17.5%/20% to 10%/12%/14%/16%/18%.
- Cooldown increased from 12/11/10/9/8 to 13/12/11/10/9.

Zinx’s ability to run rampant with Magical On-Hit builds outside of the Support Role is currently too high, and is seeing a range of reduction to ensure that it is brought down to a more reasonable level.

Terminal Treatment [Augment]:

- Bonus Rebrillator On-Hit Damage decreased from 0-60% to 0-50%.

General:

- Basic Attack Time increased from 1.3 to 1.35.

Refibrillator [Basic Attack]:

- Magical Power Scaling decreased from 15% to 12%.

Item Balance

Crests:

- Removed and replaced by Gamma Gloop.

Eviscerator is currently contributing to excessive healing and dueling potential, and is seeing a reduction in its Omnivamp to ensure that those on the receiving end have a better change at bursting through an all in eviscerator onslaught.

- Omnivamp decreased from 10% to 8%.

Carry:

Resolution occupies a niche spot within the Item system for those looking to Stack Mana out of necessity more than anything else. Despite this niche but useful application for a select few Heroes, it doesn’t adequately reward its users for stacking Mana, and is in need of a bump to raise its potential within a mana-heavy build.

- Darksteel On-Hit Damage Mana Scaling increased from 2% to 2.5%.

Sky Splitter’s ability to provide its user with anti-tank capabilities is not currently adequately offset by a lower general damage profile against non-health stacking targets. A hit to its Physical Power is needed to ensure it is more appropriately specialized, rather than eclipsing various other Items in its class.

- Physical Power decreased from 40 to 35.

Stormbreaker’s On-Hit doubling capabilities already give it an incredible amount of damage throughout a match, but this is not appropriately offset by a loss in general ability burst for its users due to the high amounts of Physical Power it offers. Like Sky Splitter, we are reducing its strength a touch in order to ensure it stays appropriately powerful for those looking to benefit from heavy on-hit damage, rather than a general use pick-up.

- Physical Power decreased from 45 to 40.

Assassin:

Cloak was left behind from the stat inflation that other Assassin Class Items benefited from back in v1.14. Some additional strength is being offered to better enable its purchase to those looking to engage in some sneaky shenanigans.

- Cost decreased from 2900 to 2800
- Physical Power increased from 40 to 45.
- Cooldown decreased from 12s to 10s.

Fighter:

A quick bump in Physical Armor for Citadel, better solidifying it as a premium Physical Armor pick-up for Bruisers looking for the appropriate mix of damage and durability.

- Physical Armor increased from 35 to 40.
- Reworked and re-enabled.

Mage:

Astral is receiving a slight increase in price in return for some additional power to better serve Mages that might desire it, as currently it is overly favoured by Supports.

- Cost increased from 2850 to 2950
- Magical Power increased from 80 to 85.

Claw is currently offering too much raw power considering its anti-mana capabilities, allowing it to be too powerful on various Magical Bruisers that can benefit from it. A small drop in its raw Magical Power is required to ensure it is at a more comparable level to other options within the class.

- Magical Power decreased from 90 to 85.

Gaussian Greaves is currently not doing a good enough job at providing a solid amount of Physical Defence to Mages/Bruisers that might need to dip into some additional durability, and is being granted an increase to its Armor as a result.

- Physical Armor increased from 30 to 35.

Oathkeeper is receiving a small bump to its Mana to better allow Mages to consider picking it up as a moderate source of Mana compared to the larger amounts offered on the likes of Combustion and Entropy. Additionally, we have fixed a rather large bug that was preventing it from granting its health stat so we expect to see it have a strong return to form!

- Mana increased from 250 to 275.
- [Bugfix] Fixed an issue where Oathkeeper was granting 0 Health.

Less cooldown for the stacking component of Soulbinder, better allowing its users to find more opportunities to stack up with consistent poke throughout a match.

- Farseer Cooldown decreased from 10 to 8.

Timewarp struggles to feel meaningful enough as a source of Mana Regen for various Mages due to their lower Base Mana Regen compared to Supports. A bump in its Mana-sustain capabilities is needed to ensure it feels like a comparable form of Mana investment compared to Items that offer the raw stat in larger quantities.

- Base Mana Regen increased from 125% to 150%.

Tank:

Giant’s Ring struggles to stand up as a singular source of Physical Armour, and can feel difficult to fit into defensive builds. An increase to its Physical Armor will have it feeling more desirable as a durable source of Haste for various Tanks and Bruisers.

- Physical Armor increased from 45 to 50.

Stonewall is currently falling short compared to Warden’s Faith as one of the larger Physical Armor sticks within the Tank Class. A bump to its stacks is needed to elevate to make it more of a standout buy when playing against a heavy physical ability or physical On-Hit team.

- Health increased from 250 to 275.
- Health Regen increased from 80% to 100%.

Transference currently offers far too much mobility to those that can gain regular access to its shielding effects and is seeing a reduction in its Speed as a result.

- Ionizing Charge Movement Speed decreased from 12% to 8%.

ARAM Balance

Systems:

Gold Drip:

- Increased from 11 to 11/11/11/11/13/13/13/13/13/13/13/13/13/13/13/13/13/13/11.
- Gold Drip now adjusts every 80s, based on the above Levels.

Melee Minions:

- Magical Armor increased from 0/0/0/0/0/0/0.2/0.4/0.6/0.8/1/1.2/1.4/1.6/1.8 to 1/2/3/4/5/6/7/8/9/10/11/12/13/14/15.

Ranged Minions:

- Magical Armor increased from 0/0/0/0/0/0/0.2/0.4/0.6/0.8/1/1.2/1.4/1.6/1.8 to 1/2/3/4/5/6/7/8/9/10/11/12/13/14/15.

Siege Minion:

- Magical Armor increased from 0/0/0/0/0/-1/-2/-3/-4/-5/-6/-7/-8/-9/-10 to 0/0/0/0/0/1/2/3/4/5/6/7/8/9/10.

ARAM - Heroes

- Healing Received Increased from 100% to 110%.
- Healing Received increased from 100% to 110%.
- Damage Received Increased from 95% to 100%.
- Damage Dealt increased from 108% to 110%.
- Healing Received Increased from 100% to 110%.
- Damage Dealt Decreased from 105% to 100%.
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Increased from 100% to 102%
- Damage Received Decreased from 100% to 98%
- Damage Received Increased from 92% to 95%.
- Damage Dealt Increased from 92% to 98%.
- Damage Dealt Increased from 92% to 98%.
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Increased from 90% to 95%.
- Healing Received Increased from 100% to 110%
- Damage Dealt Increased from 95% to 98%.
- Healing Done decreased from 100% to 90%.
- Damage Dealt decreased from 100% to 98%.
- Damage Dealt Increased from 95% to 98%.
- Damage Received Decreased from 105% to 100%.
- Damage Dealt Decreased from 100% to 98%.
- Healing Done decreased from 85% to 75%.
- Damage Received decreased from 105% to 100%.
- Damage Dealt decreased from 105% to 100%.
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Decreased from 105% to 100%.
- Shielding Done Increased from 90% to 100%
- Healing Done decreased from 85% to 70%.
- Damage Dealt increased from 105% to 110%.
- Damage Received increased from 105% to 110%.
- Damage Dealt Decreased from 102% to 98%.
- Damage Received Increased from 98 to 100%.
- Damage Dealt Decreased from 110% to 100%
- Healing Done Decreased from 100% to 90%
- Damage Dealt Increased from 92% to 98%.
- Damage Received Increased from 92% to 95%.
- Damage Received Increased from 92% to 95%.
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Increased from 92% to 95%.
- Damage Dealt Decreased from 105% to 100%.
- Damage Dealt Increased from 92% to 98%.
- Damage Received decreased from 105% to 100%
- Damage Dealt Increased from 95% to 98%.
- Damage Dealt Increased from 95% to 98%.
- Damage Received Increased from 95% to 98%.
- Damage Dealt Decreased from 108% to 100%.

ARAM - Items

Alchemical Rod/Azure Core:

- Increased interval of stacks gained passively from 2 seconds to 4 seconds.

Soul Chalice/Resolution:

- Increased interval of stacks gained passively from 2 seconds to 4 seconds.

Orb of Growth/ Orb of Enlightenment

- Increased interval of stacks gained passively from 1.5 seconds to 4 seconds.

Bug Fixes

- Fixed an issue where Users could not save non-default Eternal choices in the Loadout Builder.
- Fixed an issue where Riktor’s Warden’s Leash Augment could hit Yurei Skulls that were attached to him.
- Fixed an issue where Voidgazer would interrupt Basic Attacks and Basic Attack Chains.
- Fixed an issue where Greystone’s Infernix Skin would display excessive cloth clipping.
- Fixed an issue where players that owned all store content would see placeholder images in the Store.
- Fixed various grammatical errors and typos in a range of abilities.
- Fixed an issue where scrollbars could incorrectly show on certain Loot Core Reward Tabs.
- Fixed an issue where Green Enhanced River Bug’s Shield could deal double damage on explosion.
- Fixed an issue where Narbash could rarely gain gold from Ally Minion deaths.

That’s everything! Let us know what your most excited for on our social channels, and we’ll see you when Update 1.15 Splash Damage launches on 30th June!

Until next time,

Rei & Steggs | Design & community @ Omeda Studios