Early Access Patch V0.18.3
Introduction
Greetings Champions!
As the dust begins to settle on v0.18, our biggest update of the year, you might be expecting a little Balance Patch for v0.18.3.
Nope! Update v0.18.3 has one of the most highly anticipated features among the Predecessor community: Ranked Mode. That's right, players will be able to truly test their mettle against the best of the best in the most competitive experience Predecessor has to offer. The question is, do you have what it takes to #BecomeParagon?
Of course, that's not all we've had cooking in this patch. You can expect a whole slew of balance adjustments since the 6 item shake up of v0.18, alongside a range of incredible new skins and bundles heading into the store.
So what are we waiting for? Kick your feet back and let's dive in!
Store News
New Skins
Summer Fun Twinblast
Summer’s finally arrived! So grab your board and catch some waves with Twinblast’s Summer Fun [Legendary] skin.
Lotus Knight Greystone
Lord Greystone gets a suave new look with his Lotus Knight [Epic] skin.
Holy Grux Pelt Khaimera
Prove once and for all who the most ferocious warrior of all is with Khaimera’s new Holy Grux Pelt [Uncommon] skin.
Bundles
Summer Fun Twinblast Bundles
The only thing better than catching some rays on the beach, is catching them in style! The Summer Fun Twinblast Bundle has you covered with TWO separate bundles:
Summer Fun Bundle:
◆Twinblast (Hero)
◆Summer Fun Twinblast skin
◆Summer Fun Twinblast Profile Icon
◆Summer Fun Twinblast Profile Banner
◆Summer Fun Twinblast Spray
Summer Fun Variant Bundle:
◆Twinblast (Hero)
◆Summer Fun Twinblast skin
◆Gunmetal Summer Fun Twinblast Variant (Timed Exclusive)
◆Pastel Summer Fun Twinblast Variant (Timed Exclusive)
Lotus Knight Greystone Bundle
We couldn’t give Greystone a strapping new look without an equally strapping new bundle!
Bundle Contents:
◆Greystone (Hero)
◆Lotus Knight Greystone Skin
◆Lotus Knight Greystone Spray
◆Lotus Knight Greystone Banner
◆Lotus Knight Greystone Icon
Holy Grux Pelt Variant Bundle
Khaimera’s been giving Grux a hard time lately, with not one, not two, but THREE variants in the Holy Grux Pelt Variant Bundle. #SaveGrux
Bundle Contents:
◆Khaimera (Hero)
◆Holy Grux Pelt Khaimera Skin
◆Amethyst Holy Grux Pelt Khaimera Variant (Timed Exclusive)
◆Malachite Holy Grux Pelt Khaimera Variant (Timed Exclusive)
◆Topaz Holy Grux Pelt Khaimera Variant (Timed Exclusive)
Dreadlord Argus Variant Bundle
It’s not just the new skins getting variants either! Argus, Mad Mage of the Soulstorm, is getting two new variants to his iconic Dreadlord skin, in the Dreadlord Argus Bundle.
Bundle Contents:
◆Argus (Hero)
◆Dreadlord Argus Skin
◆Hornet Dreadlord Argus Variant (Timed Exclusive)
◆Blood Ivory Dreadlord Argus Variant (Timed Exclusive)
Ranked Mode
Do you have what it takes to #BecomeParagon? Get ready to prove it in the most competitive Predecessor experience so far: Ranked Mode.
In Ranked Mode, you’ll go solo or team up with a duo partner and face-off against other players within a similar skill level to gain Victory Points (VP) and climb the ranks from Bronze to Paragon.
When & Where
Starting weekly from the 15th of June, players who are above level 30 and own at least 20 Heroes will be able to select Ranked Mode in the game mode selector and queue up during designated 8 hour time slots for both EU and NAE servers.
EU | NA East | |
Open | Saturday 15:00 GMT+1 | Saturday 15:00 EDT |
Close | Saturday 23:00 GMT+1 | Saturday 23:00 EDT |
During this initial rollout of Ranked Mode availability will be limited to these 8-hour timeslots in order for us to iterate and improve on the experience following the live data, with the intention of rapidly increasing availability over subsequent weekends.
More info can be found on our dedicated Ranked Mode page
Draft Phase
When a match is found and you enter Hero draft, things work a little differently to our regular game mode.
The first screen you'll be met with is the Hero ban screen, where each team selects a single Hero to ban for the match. You and your teammates will all vote for one Hero you don't want to go up against, and the Hero with the most votes will be taken out of the subsequent selection screen. If two or more Heroes are tied on votes, the system will randomly pick one of them to ban.
The draft will then proceed as normal with one key difference: mirror picks are disabled. Once a player locks in a Hero they become the only player in the match that can play that specific Hero.
Once everyone has picked their Hero, the match begins!
Ranked Tiers
As mentioned before, winning matches will earn you VP (Victory Points), but losing matches will lose you VP too.
To be promoted into the next tier, you'll need to earn 100+ VP to enter into a promotion state.
If you win your next game while in a promotion state you'll be promoted to the next tier, carrying over any additional VP beyond the 100 you needed to level up.
If you lose this game, you'll of course lose some VP. If that loss takes you under 100 VP, you'll need to earn some more before getting a chance at a promotion again.
Example:
RGSACE is Rank Silver 1 with 110 VP and is now in a promotion state.
If he wins his next game, he'll be promoted into Gold 3 and carry over 10 VP plus the VP he earns during the promotion match.
If he loses, his VP will instead drop. Let's say he now only has 99 VP, meaning he'll need to play another match and win in order to get another chance at a Rank promotion.
Leaderboard & Prizes
Players who have over 100 VP in the Diamond 1 rank will #BecomeParagon and earn their rightful place on the Leaderboard (coming soon to our website).
Rewards will be distributed at the end of the season based on your highest rank achieved as well as your current rank at the time the season ends.
Ranked | Pre-Season 1
Ranked Mode is launching in Pre-Season 1, our first iteration of this new competitive game mode.
We have plans to add much more to the mode through the coming months as we progress towards the first official, full Season 1, such as an intent phase, Hero & Role swaps in Draft, and more!
As this is the first roll-out for Ranked Mode, your feedback is essential in helping us shape this competitive experience into the best mode possible for all players wanting to take on the challenge to #BecomeParagon. Please share your thoughts on our social platforms after you've played a few matches and let us know what you think Ranked Mode still needs over the next few months!
For more details, check out our dedicated Predecessor Ranked Mode page.
Notes
Everyone will start at the same Rank of Bronze 3 and work their way through the various ranks up to Paragon.
Ranked Mode uses a different MMR to regular matchmaking. Everyone will start Ranked Mode at Bronze 3, the lowest Rank, and their matchmaking (based on their rank) will change from there.
Players draft dodging in Ranked Mode will lose an increasing amount of VP for each occurrence.
Players flagged as AFK during a Ranked match will also lose VP, even if their team pulls off a win.
Additional Changes
Hero Gold Bounties now appear on the Scoreboard.
Various Heroes have had their Recommended Items Updated.
Gameplay Balance Changes
Overview
◆Tower Damage increased, Core Damage decreased.
◆Inner Tower and Inhibitor Health decreased.
◆Monster Health Scaling decreased.
◆Outlier Hero adjustments.
◆Marksman Crestline increased Attack Speed and Lifesteal.
◆Several anti-Tank effects reduced in strength.
◆On-hit Items effectiveness reduced.
◆General buffs for several Tank items.
◆Other Ability Haste redistributions for various items to allow for better build combinations.
Structures
Most structures are receiving further Armor Penetration to ensure they are not as easily ignored and dove for long periods of time, while the Inner Tower and Inhibitor are losing some Health, making them easier to destroy in Siege scenarios. Finally the Core is receiving a small damage decrease to Heroes, allowing aggressive teams to posture more aggressively in end-game Core sieges where games are often stalled out abnormally.
Outer Tower
Percent Armor Penetration increased from 40% to 45%.
Inner Tower
Health decreased from 5000 to 4600.
Percent Armor Penetration increased from 40% to 45%.
Inhibitor
Health decreased from 6000 to 5200.
Damage increased from 154 (+12 per Level to 160 (+15 per Level).
Percent Armor Penetration increased from 40% to 45%.
Core
Hero Damage Modifier decreased from 80% to 70%.
Jungle Balance Changes
Currently, Camp durability can leave Junglers feeling overly chained to their camps due to the time it takes to kill them, easily able to fall too far behind in XP if they do not clear efficiently, thus limiting their ability to be as active on the map as they would like.To remedy this, Common Camps are receiving reduction in their Health Growths to make them less durable in the mid/late-game.
Blue Buff
Damage decreased from 40 (+12 per Level) to 36 (+10 per Level).
Red Buff
Damage decreased from 40 (+12 per Level) to 36 (+10 per Level).
Black Camp (2)
Large:
Health changed from 1550/1750 (+116 per Level) to 1550/1750 (+95 per Level).
Medium:
Health changed from 1000/1130 (+80 per Level) to 1000/1130 (+70 per Level).
Grey Camp (3)
Large:
Health decreased from 1300/1500 (+115 per Level) to 1300/1500 (+100 per Level).
Small:
Health decreased from 720/850 (+55 per Level) to 720/850 (+45 per Level).
White Camp (4)
Large:
Health decreased from 1300/1500 (+110 per Level) to 1300/1500 (+95 per Level).
Damage increased from 23 (+10 per Level) to 25 (+10 per Level).
Medium:
Health decreased from 800/1000 (+80 per Level) to 800/1000 (+70 per Level).
Small:
Health decreased 550/630 (+35 per Level) to 550/630 (+30 per Level).
Damage decreased from 7 (+4 per Level) to 4 (+4 per Level).
Brown Camp (5)
Medium:
Health decreased from 1400/1570 (+100 per Level) to 1400/1570 (+85 per Level).
Small:
Health decreased from 620/720 (+50 per Level) to 620/720 (+40 per Level).
Hero Balance Changes
With the removal of Caustica’s Mana Regeneration Passive, Argus finds himself running dry on Mana too frequently. Likewise, his Passive is not providing enough ramping threat when focusing a Target. As a result, our short King is being granted some additional Mana and Damage buffs to help him on his way.
Disintegrate [Passive]:
◆Damage Multiplier increased from 30% to 35%.
Particle Shredder [Alternate]:
◆Mana Cost decreased from 8/11/14/17/20 to 7/9/11/13/15.
The Ice Queen has performed strong right out of the gate. Her ability to out-shove and out-clear many Offlaners and Junglers leaves outperforming many opponents, especially when this is combined with her general safety. She is receiving some general nerfs across the board to ensure there is more downtime and less potency between early trades, alongside her general clearspeed taking a hit in pace.
General:
◆BAT increased from 1.1 to 1.15.
◆Attack Speed increased from 105 to 110.
Frozen Simulacrum [Passive]:
◆Monster Damage Cap decreased from 12 (+4 per Level) to 10 (+4 per Level).
Hoarfrost [Secondary]:
◆Magical Power Scaling decreased from 70% to 65%.
◆Mana Cost increased from 50 to 60.
Boreal Sweep [Alternate]:
◆Cooldown increased from 12/11/10/9/8 to 13/11.75/10.5/9.25/8.
◆Magical Power Scaling increased from 25% to 30%.
◆Explosion Damage reduced from 75/110/145/180/215 to 75/105/135/165/195.
Crunch has settled as one of the Heroes struggling since the transition to six items, especially with his propensity to get blown up early in fights. To ensure he can hold his own in skirmishes and teamfights, he is receiving some additional late-game Durability and Sustain as this is where he struggles the most.
General:
◆Health Growth increased from 123 to 127.
Re-Crunch [Ultimate]:
◆Healing increased from 20/55/90 to 20/60/100.
Dekker’s ability to bully out the lane has once again become too potent so she is receiving some reductions to her Level 1 poke and durability. Additionally, her Basic Attack is receiving a Scaling adjustment to ensure On-Hit Carry builds do not exceed reasonable bounds in the damage department, given her general safety and utility.
General:
◆Physical Power decreased from 62 to 59.
◆Health Growth decreased from 125 to 122.
◆Base Health Regen decreased from 1.65 to 1.55.
Energy Orb [Basic Attack]:
◆Physical Power Scaling decreased from 60% to 40%.
Feng Mao’s general durability and trading potential in the early-game allows him to bully several Offlane match-ups he would have previously found difficult. On the flip side, his Ultimate Execute threshold is not quite at a level that is intuitive to his trading loops unless he has snowballed, causing him to become too feast or famine in many scenarios. These factors have resulted in a decrease to his early-game damage and durability, with this lost power being redistributed into his Shield and Ultimate to allow him to better navigate teamfights and seek chain-kill opportunities.
General:
◆Health decreased from 790 to 775.
Sweep [Basic Attack]:
◆Bonus Physical Power Scaling decreased 90% to 85%.
Safeguard [Primary]:
◆Shield Bonus Physical Power Scaling increased from 120% to 130%.
Hamstring [Secondary]:
◆Damage decreased from 100/130/160/190/220 to 90/120/150/180/210.
Earthshatter [Ultimate]:
◆Damage increased from 225/375/525 to 250/400/550.
◆Bonus Physical Power Scaling increased from 110% to 120%.
◆Execute Threshold increased from 300/460/620 to 300/500/700.
◆Execute Threshold Bonus Physical Power Scaling increased from 110% to 120%.
Given her general safety and strength, Gadget’s ability to sit back and clear waves from afar leads to too many stalemate scenarios in lane. To help alleviate this, her Seek and Destroy is receiving a cooldown increase in the early game.
Seek And Destroy [Alternate]:
◆Cooldown increased from 12/11.5/11/10.5/10 to 14/13/12/11/10.
Gideon stands out as one of the highest performing Mages, with very few difficult lane matchups and exceptional teamfight presence. To ensure he returns to a more reasonable power threshold, both in lane and in teamfights, Cosmic Rift and Black Hole are receiving some damage reductions.
Cosmic Rift [Primary]:
◆Damage decreased from 135/185/235/285/335 to 135/180/225/270/315.
Black Hole [Ultimate]:
◆Magical Power Scaling decreased from 288% to 261%.
With Grim.exe’s height and hitbox adjustments, they found themselves better at a happier level of strength. However, Displacement Blast’s damage output in lane can lead to overly oppressive trading patterns. To remedy this we are shifting some of Carry Grim’s Power away from his Displacement Blast and into his Assault Mode, and reducing the oppressiveness of Grim’s 1-shot trade patterns when building Magical Power.
Displacement Blast [Primary]:
◆Damage changed from 110/160/210/260/310 to 115/155/195/235/275.
◆Magical Power Scaling increased from 70% to 75%.
Assault Mode [Secondary]:
◆Total Physical Power Scaling increased from 15% to 20%.
◆Magical Power Scaling decreased from 20% to 15%.
Energy Shield [Alternate]:
◆Cooldown decreased from 24/21/18/15/12 to 22/19.5/17/14.5/12.
G.T.F.O [Ultimate]:
◆Magical Power Scaling decreased from 90% to 80%.
Grux is receiving a reduction in Attack Speed from Warlord's Challenge, reducing the potency of his Level 6 spike and delaying his ability to “Grux” on his opponents.
Warlord’s Challenge [Ultimate]:
◆Attack Speed decreased from 30/50/70 to 25/45/65.
Since the last pass, Kallari’s ability to isolate and Assassinate a target took a hit, with her Ultimate frequently feeling underwhelming and inefficient at bursting through her opponents in the mid-late game, even from ahead. As a result, Guillotine is receiving additional damage, allowing her to pack a better punch regardless of how much gold she has acquired.
Guillotine [Ultimate]:
◆Damage increased from 200/330/460 to 200/350/500.
Kira’s general damage output has landed on the high end. The combination of her ramping Passive damage and general Basic Attack damage leaves her able to cut through Target’s too swiftly. As a result, her Basic Attack Scaling is receiving a reduction to previous levels.
Bolt [Basic Attack]:
◆Bonus Physical Power Scaling decreased from 85% to 80%.
Khaimera’s ability to be a healing menace on the battlefield is further enhanced by his general speed. He is receiving a reduction in Passive Healing, Movement Speed and Basic Attack Scaling, better tying him to smart usage of his cooldown windows and ensuring he stat check or run down his foes as easily.
General:
◆Movement Speed decreased from 685 to 680.
Spirit Regeneration [Passive]:
◆Health Regeneration per Stack decreased from 0.7/0.85/1/1.15/1.3/1.55/1.8/2.05/2.3/2.55/2.9/3.25/3.6/3.95/4.3/4.75/5.2/5.65. to 0.6/0.7/0.8/0.9/1/1.2/1.4/1.6/1.8/2/2.3/2.6/2.9/3.2/3.5/3.9/4.3/4.7.
Hack [Basic Attack]:
◆Bonus Physical Power Scaling decreased from 90% to 85%.
Kwang has struggles as of the previous pass due to no longer being able to rely on his base damage and Fire Blossom as easily. However, his general Magical Power Scalings don’t reward him enough when investing in a few Magical Power items, despite the tradeoff to durability that comes with. Due to this, Kwang is receiving some additional Magical Scalings to better reward him when investing in Magical Power.
Strike of the Heavens [Passive]:
◆Magical Power Scaling increased from 12% to 14%.
Light of the Heavens [Alternate]:
◆True Damage Magical Power Scaling increased from 40% to 45%.
◆Shield Magical Power Scaling increased from 50% to 55%.
Fury of the Heavens [Ultimate]:
◆Damage increased from 240/355/470 to 240/360/480.
Morgiesh’s damage and burst has reached new heights with the addition of new items such as Noxia. Given her identity as a damage over time orientated Mage, her Hive and Mark damage is seeing a reduction in burst, reducing her ability to chunk Target’s on a 2-item spike to healthier amounts.
Hive [Primary]:
◆Magical Power Scaling decreased from 65% to 60%.
Mark [Alternate]:
◆Damage decreased from 95/130/165/200/235 to 95/125/155/185/215.
Murdock’s Static Traps are currently dealing too much damage in the early lane, especially for how low their Mana cost is. Their damage is being reduced to make them less burst heavy in combos, and allow for more scenarios to reasonably trade your own health for intentional removals.
Static Trap [Primary]:
◆Damage decreased from 110/160/210/260/310 to 90/140/190/240/290.
◆Mana Cost increased from 20 to 25.
The Orc’s general Durability, Healing and teamfight presence has remained high for quite some time, with him further benefiting from the recent changes to itemisation. He is receiving general reductions in Stun uptime, Durability, and Healing to ensure he must work harder to succeed in a match, be that sustaining through lane or in teamfights.
General:
◆Physical Power decreased from 66 to 64.
◆Health Growth decreased from 129 to 126.
Song Of My People [Secondary]:
◆Healing per Rhythm Stack decreased from 0.25/0.275/0.3/0.325/0.35 to 0.2/0.225/0.25/0.275/0.3.
Thunk [Alternate]:
◆Cooldown increased from 15/14.5/14/13.5/13 to 16/15.5/15/14.5/14.
Rampage’s ability to sustain through late-game engagements, even while in his Ultimate, is not quite at a level necessary for him to navigate them. To better allow him to hold his own in fights and soak up more damage he is receiving an increase to his Ultimate’s Regeneration.
Behemoth [Ultimate]:
◆Regeneration Multiplier increased from 3.5x to 4x.
Revenant is one of the ADCs struggling to keep pace as of late, with many bulkier Divers easily able to threaten and dispatch with him. Hellfire Rounds 4th Shot is receiving some additional Missing Health Damage Scaling to better allow Revenant to deal with Bruisers, as well as his Ultimate’s cooldown becoming shorter to give him more windows to pick off his foes or get him out of a sticky situation.
General:
◆Physical Armor Growth increased from 3.1 to 3.2.
Hellfire Rounds [Alternate]:
◆Missing Health Damage per Level increased from 0.4% to 0.45%.
Reckoning [Ultimate]:
◆Cooldown decreased from 140/120/100 to 130/110/90.
Riktor struggles to survive through early game trades in the Duo Lane, often coming out worse for wear even after landing a well timed Riplash. Likewise, his ability to keep pace in the Jungle does not hold up to average clear times of other Junglers. While there is a fine line with Riktor’s damage output feeling fair in the Support role especially, currently there is room to offer him some additional durability, alongside some further Electrocute damage, better allowing him to function in any role.
General:
◆Health increased from 715 to 725.
◆Health Regen increased from 1.4 to 1.5.
◆Mana Growth increased from 50 to 55.
◆Mana Regen increased from 1.4 to 1.5.
◆Physical Armor increased from 23 to 24.
Electrocute [Secondary]:
◆Damage increased from 120/170/220/270/320 to 140/185/230/275/320.
Serath has a tendency to fall-off as the late-game approaches, unable to easily survive engagements or dish out enough damage to secure a reset. To help remedy this, she is receiving some additional gains in mid/late game strength, alongside some additional Damage in her Ultimate, and greater Survivability with some additional Health Growth and Heaven’s Fury uptime.
General:
◆Health Growth increased from 123 to 127.
Heaven’s Fury [Primary]:
◆Cooldown decreased from 14/13.5/13/12.5/12 to 14/13/12/11/10.
Heresy [Ultimate]:
◆Burn Damage changed from 35/50/70 to 30/55/80.
◆Cooldown decreased from 130/105/80 to 120/100/80.
With the removal of Mana from Fireblossom, Sevarog can find himself feeling overly starved of Mana in the early game. Additionally, his ability to stack up and clear efficiently in the Jungle has seen a reduction. Due to this, he is receiving some additional Mana and Siphon strength, better allowing him to navigate the early game and be less reliant on Haste itemisation.
General:
◆Mana increased from 330 to 345.
Siphon [Primary]:
◆Damage increased from 95/110/125/140/155 to 100/115/130/145/160.
◆Cooldown decreased from 6/5.5/5/4.5/4 to 5.5/5/4.5/4/3.5.
Sparrow has easily stood out as a top performer since the transition to six items, frequently dealing out too much damage and stat-checking her opponents with ease - especially with the potency of her Passive in a higher Health environment and beneficial adjustments to items she favors. To better bring her into parity she is receiving damage reductions in various places, and will be further impacted by the nerfs to various On-Hit Items she relies on such as Eviscerator, Stormbreaker and Sky Splitter.
General:
◆Physical Power increased from 58 to 60.
Relentless [Passive]:
◆Max Health Damage decreased from 0.5% to 0.4%.
Hail Of Arrows [Primary]:
◆Bonus Physical Power Scaling decreased from 160% to 150%.
Inner Fire [Ultimate]:
◆Bonus Physical Power decreased from 15/25/35 to 15/20/25.
While TwinBlast typically makes a strong contribution to his team in late-game scenarios, surviving the laning phase and getting there can be rather difficult. To better sure up his early-game fragility and lack of damage, TwinBlast is receiving some additional durability and ability damage, further allowing him to take trades and play aggressively in lane.
General:
◆Health increased from 740 to 750.
◆Physical Armor increased from 20 to 21.
Vaporize [Primary]:
◆Damage increased from 60/80/100/120/140 to 65/85/105/125/145.
Vortex Grenade [Alternate]:
◆Damage increased from 35/55/75/95/115 to 45/65/85/105/125.
◆Bonus Physical Power Scaling increased from 60% to 65%.
◆Cooldown increased from 9/8.25/7.5/6.75/6 to 10/9/8/7/6.
Wraith is receiving a larger round of changes, aimed at slightly reducing his reliance on Mana itemisation and how punishing it is to miss a single ability, while further tackling the problem of passive gameplay resulting from sniping Minions from afar and how much mastery is required to pilot him to a performant level. This can be seen with the return to only a percentage of Mana being refunded on a snipe kill and further adjustments to his Mana economy so that a single miss does not result in too much Mana loss, as well as some additional Cooldown and Utility shifts allowing him to feel more versatile in skirmishes and teamfights.
Overall, Wraith should feel better able to perform in mid/late-game scenarios, with the trade-off of having to interact more in the laning phase now that he cannot as easily sit back and passively snipe for farm.
General:
◆Mana Growth decreased from 38 to 35.
◆Mana Regen decreased from 1.55 to 1.4.
◆Attack Speed Growth increased from 1.5 to 1.8.
Peekaboo! [Primary]:
◆Damage decreased from 55/70/85/100/115 to 50/65/80/95/110.
◆Mark Max Health Damage increased from 5% to 6%.
◆Mark Duration increased from 3.5 to 4.
◆Bonus Physical Power Scaling decreased from 50% to 40%.
◆Magical Power Scaling increased from 35% to 45%.
◆Cooldown decreased from 14/13/12/11/10 to 13/12/11/10/9.
◆Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70.
Surprise, Surprise! [Secondary]:
◆Camo Duration decreased from 5 to 4.
◆Movement Speed increased from 20% to 25%.
◆Bonus Physical Penetration increased from 6/9/12/15/18% to 10/12.5/15/17.5/20%.
Knock, Knock! [Alternate]:
◆Damage decreased from 110/135/160/185/210 to 90/115/140/165/190.
◆Bonus Physical Power Scaling increased from 115% to 125%.
◆Magical Power Scaling increased from 75% to 85%.
◆Cost decreased from 80/85/90/95/100 to 60.
◆Mana Refund decreased from 100% to 60%.
◆Bonus Minion Damage increased from 40% to 50%.
Zarus’s general damage output is at undesirable levels since the previous pass, with him having an easier time than ever to snowball and swiftly burst targets. Due to the strength and playmaking potential of Coliseum, Zarus possessing so much burst damage can result in a feeling of low counter play. As a result, he is receiving damage reductions across the board, with his Barricade most notably now dealing less damage if it is used to instantly Stun foes, creating a greater damage tradeoff when opting to play fast.
Thrust [Basic Attack]:
◆Bonus Physical Power Scaling decreased from 90% to 85%.
Barricade [Primary]:
◆Minimum Damage decreased from 65/85/105/125/145 to 52/68/84/100/116.
◆Minimum Bonus Physical Power Scaling decreased from 100% to 80%.
Spear of Nyr [Alternate]:
◆Damage decreased from 75/110/145/180/215 to 75/105/135/165/195.
Coliseum [Ultimate]:
◆Bonus Physical Power Scaling decreased from 80% to 75%.
Item Balance Changes
Crests:
The Marksman Crestline on the whole is seeing a small increase in Attack Speed and Lifesteal, offering larger portions of these core Stats to the Carries that rely on them and allowing them some additional autonomy in the early game, regardless of their chosen Item Build.
◆Attack Speed increased from 8% to 10%.
◆Lifesteal increased from 4% to 5%.
Eviscerator’s damage output has transcended to unhealthy levels as of the last pass, and is seeing a reduction in order to ensure Time To Kill does not become too fast when it is used.
◆Attack Speed increased from 12% to 15%.
◆Lifesteal increased from 6% to 7%.
◆Rending Strikes Total Physical Power Scaling decreased from 20% to 15%.
◆Attack Speed increased from 12% to 15%.
◆Lifesteal increased from 6% to 7%.
◆Attack Speed increased from 12% to 15%.
◆Lifesteal increased from 6% to 7%.
Judgement has landed in a strong spot since its introduction. However, its general uptime in the earlier stages allows many of its users too much strength in repeated trades, and as such is seeing an increase in its cooldown.
◆Thunder Cleaver Cooldown increased from 20-10s to 24-10s.
Some additional Attack Speed is being granted to Typhoon to compensate for its loss of the Attack Speed stat in the switchover to the new statline.
◆Cyclone Attack Speed per Stack increased from 4% to 5%.
Nyr Warboots struggle to compete with the other Titan Crestline options due to their relative lack of efficacy. To help raise them up closer to the levels of durability and survivability that Saphir’s and Razorback offer they are receiving an increase in the regeneration they offer.
◆Resilience Max Health Healing per Second increased from 1.5% to 2%.
T2:
◆Cost increased from 1000 to 1300.
◆Health increased from 150 to 200.
◆Physical Armor increased from 15 to 20.
Carry:
Ashbringer struggles to justify its place in many builds compared to other alternates. Some additional Ability Haste is being granted to help it feel more valuable in its slot.
◆Ability Haste increased from 20 to 25.
As Tank items are receiving some general buffs, Demolisher is also receiving some additional Penetration in exchange for higher cost to safeguard against Tankier Heroes running too rampant.
◆Cost increased from 3100 to 3200.
◆Puncture Physical Armor Penetration increased from 28% to 30%.
◆[Bugfix] Deicide Description now states the correct Health Difference Range of 0-2500.
The first of a few shifts in stat profile, with Dust Devil receiving more Attack Speed at the expense of some additional cost and Power. This better allows it to slot into builds and fulfil its role of an Attack Speed centric option to pair with other heavier Physical Power options.
◆Cost increased from 3150 to 3250.
◆Physical Power decreased from 35 to 30.
◆Attack Speed increased from 20% to 30%.
Less cost, less damage.
◆Cost decreased from 3100 to 3000.
◆Nightshade Critical Strike True Damage decreased from 6% to 5%.
Kingsbane offers too much ramping damage on a single target, and contributes to many On-hit builds cutting through frontliners too quickly if they are focused down. As a result, the damage offered by Regicide and how long it maintains its ramping are being decreased.
◆Regicide Total Attack Speed Scaling decreased from 5% to 4%.
◆Regicide Falloff Duration decreased from 2.5s to 2s.
◆[Bugfix] Regicide 120 Monster Damage Cap is now correctly reduced by On-Hit modifier.
Another stat shift, juxtaposing Lightning Hawk better as an Attack Speed early buy compared to the heavier Power option of Vanquisher.
◆Physical Power decreased from 40 to 35.
◆Attack Speed increased from 25% to 30%.
Nuclear Rounds is taking a small hit to its stat efficiency as it is generally a highly efficient first-buy. Additionally, a bug negatively impacting Havoc’s damage potential has been resolved, and as such the effect must be nerfed to bring it back to desired levels.
◆Attack Speed decreased from 25% to 20%.
◆[Bugfix] Havoc no longer has its damage reduced twice by Armors.
◆Havoc Ability Damage decreased from 4-20% to 3-15%.
Due to the time it takes for Resolution to come online it is receiving a shift from Attack Speed to Power, and some additional Mana to boot, making it a more impactful spike to buy and allowing its wielders a better time at taking short trades in the early game.
◆Physical Power increased from 30 to 35.
◆Attack Speed decreased from 20% to 15%.
◆Mana increased from 200 to 300.
Sky Splitter is too efficient at killing durable targets. Due to this, Rend is having a reduction in its Percent Health Damage, and its cost is increasing.
◆Cost increased from 3000 to 3100
◆Rend Current Health Damage decreased from 5% to 4%
Stormbreaker grants too much strength as a standalone option, and its effect can ramp up in damage too hard - especially on a snowballing Carry - alongside its ability to also apply On-Hit effects twice already offering plenty of value. To help lower the overall DPS coming from On-Hit builds, less Attack Speed and Passive damage is being given.
◆Attack Speed decreased from 35% to 30%.
◆Static Max Stacks decreased from 150 to 100.
Assassin:
Deathstalker doesn’t quite scratch the itch of being a Scaling Attack Speed option for Assassins, especially with the lower amount of Physical Penetration being found on items. Onslaught is being granted some additional conversion at the cost of some flat penetration to let it shine as a heavier Attack Speed capstone.
◆Physical Penetration decreased from 6 to 5.
◆Onslaught Physical Penetration to Attack Speed increased from 80% to 100%.
The duration of Envy’s Silence effect can lead to many frustration cases where the opponent finds themselves locked out with little option for counterplay for too long. A small reduction to Hush’s duration is needed to ensure it remains strong, but less oppressive.
◆[Bugfix] Bonus Critical Strike no longer counts for scalings such as Nuclear Rounds.
◆Hush Silence Duration decreased from 1.25s to 1s.
In the spirit of reducing the effectiveness of anti-Tank effects, Infernum’s furnace effect is also receiving a decrease to its bonus damage versus armored targets.
◆Furnace Bonus Cinder Damage per Physical Armor decreased from 1% to 0.75%.
Fighter:
Berserker’s Axe, alongside Gaia Greaves, is contributing to movement speed creep - especially when they are combined together. Some Movement Speed is being taken away to reduce how quickly Bruisers can run around the map and chase down their foes.
◆Movement Speed decreased from 4% to 3%.
◆Blitz Cooldown decreased from 12 to 10s.
Draconum struggles to find a place in many Bruiser builds due to it not meeting the Haste quota required when pairing it with the likes of Overlord, Bonesaw, or other Durable Items for Heroes such as Khaimera and Rampage. More Haste is being granted to make these pairing more desirable.
◆Ability Haste increased from 10 to 15.
Similar to Berserker’s Axe, Gaia Greaves allows its buyers to navigate the map too quickly and chase down enemies too easily. As such, it’s also receiving a hit to its Movement Speed.
◆Movement Speed decreased from 0-70 to 0-60.
Despite its general defensive strength, Mistmeadow can lack in offensive threat and is being granted some additional bang for its buck to feel better in situations it is required as a pick-up.
◆Cost increased from 3000 to 3100.
◆Physical Power increased from 40 to 45.
◆Omnivamp increased from 5% to 6%.
Mage:
Mages have risen to new heights with the switchover to 6-items. Though strong, their existence as stronger carry threats able to stand up to Carries and Bruisers is desirable for Role Parity, allowing Mid’s additional agency that they lacked before. For now we are opting to let them sit for a little longer before committing to additional aggressive tuning.
With that being said, Caustica is another anti-Tank item that is overperforming in its ability to cut through Tanks and is a large contributor to the strength of many Mages. As such, it’s seeing its bonus damage against armored targets reduced.
◆Arcane Might Bonus Damage per Magical Armor decreased from 0.35% to 0.3%
Lifebinder is receiving a shift to its stats, with Mana being removed and Ability Haste offered, thereby allowing it to potentially slot into additional builds that require a small Haste injection.
◆10 Ability Haste added
◆300 Mana removed
◆Recipe: Blood Tome + Pendant + Blood Tome
Magnify, while strong, does not quite offer enough Magical Power to the Bruisers that enjoy it given they must sacrifice more defensive options. A small increase in Power is being granted to ensure the likes of Kwang and Aurora can rely on it as one of their few damage options in their build as the game progresses.
◆Magical Power increased from 60 to 65.
While Ability Haste has been offered to other Items, there is still the conscious effort to reduce it where it is not needed. In the case of Oathkeeper, it is easily paired with other options such as Magnify, Flux Matrix, or Fist Of Razuul, and therefore it does not need to provide as much Haste as a standalone option.
◆Ability Haste decreased from 20 to 15.
◆Celestial Spellblade Magical Power Scaling increased from 35% to 40%
Due to the existence of Crescelia for Supports, Timewarp is being shifted to be a more deliberate Mana Regen option for Mages, rather it straddling the line between the 2 Roles and therefore making it both too expensive and too inefficient for the likes of Argus that desire the bump in Regen.
◆Cost increased from 2950 to 3200.
◆Magical Power increased from 75 to 80.
◆Base Mana Regen increased from 125% to 175%.
◆Ability Haste decreased from 20 to 15.
World Breaker is struggling to provide enough raw Magical Power to justify Tanks investing in it over another defensive option. A small increase to its Health Scaling is needed to make it slot better into builds.
◆Maya Bonus Health to Magical Power Scaling increased from 4% to 4.5%.
Wraith Leggings is receiving some cleanup to its functionality, now applying on a broader range of abilities and usable by more Heroes such as Kwang and Grim. Likewise, it also suffered from the same bug as Nuclear Rounds and was having its damage reduced twice by Armors. Now that it is resolved, Carnage has taken a hit to bring its damage potential back to intended amounts.
◆[Bugfix] Carnage no longer has its damage reduced twice by Magical Armor.
◆[QoL] Carnage now applies on On-hit Ability Damage effects.
◆[QoL] Carnage now applies to True Damage Ability Damage effects.
◆Carnage bonus Magical Damage decreased from 15% to 12%.
Support:
Crescilia is struggling to stand up to other Supportive options due to its general crossover with Timewarp and other such options. It is receiving an increase in Ability Haste paired with a decrease in Power and Cost to allow it to better serve as a strong source of Haste for aggressive Supports that desire it, no longer needing to rely as hard on Timewarp.
◆Cost decreased from 2700 to 2600.
◆Magical Power decreased from 45 to 40.
◆Ability Haste increased from 15 to 20.
◆Moonblade Magical Power Scaling increased from 20% to 25%.
Dynamo currently provides too much damage in the form of its bonus Magical Power and is taking a hit to ensure Support burst is lessened due to its already potent effect.
◆Adaptive Force Bonus Magical Power decreased from 35 to 30.
Similar to Crescelia, Melee Supports lack a strong Haste option to pair with other Items so Hexbound is being granted some additional Haste to allow frontline Supports more freedom in Item combinations now that their Haste needs are better met.
◆Ability Haste increased from 15 to 20.
Tank:
In combination with the nerfs to many anti-Tank items, a general theme of the listed Tank Item changes is that they are receiving slight increases to their defensive capabilities, better rewarding Tanks that invest in more durable itemisation and allowing them to stand-up to damage threats for longer. Starting with Crystalline, additional Magical Armor is being given alongside a slight cost increase, with the overall efficiency of the Item improving.
◆Cost increased from 3000 to 3100
◆Magical Armor increased from 40 to 45.
Elafrost serves as a heavier damage option for Tanks to dip into, but still struggles to compete with Fire Blossom as a first buy. Further adjustments to its Physical Armor to Health ratio are being done to allow builds to curve more appropriately into alternative options, should they wish to skip Fire Blossom.
◆Health decreased from 400 to 300.
◆Physical Armor increased from 25 to 30.
◆Base Mana Regen increased from 125% to 150%.
◆Frostblade Damage increased from 15 to 20.
More Physical Armor for Fire Blossom to better help Tanks curve into the mid-game.
◆Cost increased from 2950 to 3000.
◆Physical Armor increased from 35 to 40
Fist had a large crossover with Elafrost, possessing a very similar stat profile and thus making the choice between them more vague than it should be. Fist is now receiving adjustments to its stats, bolstering its Health, Haste and Healing, while seeing the removal of its Physical Armor. It now serves as a significant Haste choice for Tanks looking for some additional sustained healing and damage in a fight, pairing better with hard Tank Items offering no Haste.
◆Cost decreased from 3100 to 3000.
◆Health increased from 450 to 550
◆Ability Haste increased from 10 to 20
◆25 Physical Armor removed.
◆Razuul’s Might Healing increased from 50% to 100%.
More durability is being granted to Flux Matrix, at the expense of some Ability Haste. This stat profile will better serve its average buyer, as oftentimes Flux Matrix is paired with other offensive items that already possess Haste.
◆Cost increased from 2800 to 2850.
◆Health increased from 300 to 350.
◆Magical Armor increased from 30 to 35.
◆Ability Haste decreased from 15 to 10.
Giant’s Ring is another Tank Item being met with general stat increases, better allowing the likes of Rampage and Bruisers to secure a reliable Haste source while dipping into other, less Haste heavy items.
◆Cost increased from 3000 to 3100.
◆Health increased from 300 to 350.
◆Ability Haste increased from 10 to 15.
◆Recipe: Vigorous Amulet + Gilded Pendant
Raiment does not offer enough raw bulk or sustain to feel impactful enough as a purchase compared to other Tank options and is receiving some additional effectiveness.
◆Cost increased from 3000 to 3100.
◆Health increased from 550 to 650.
◆Missing Health Healing increased from 2.5% to 3%.
Stonewall is struggling to meet the standard of durability required to serve as a strong anti-physical option and is also receiving some larger stat increases in exchange for slightly more cost.
◆Cost increased from 2900 to 3100.
◆Health increased from 250 to 350.
◆Physical Armor increased from 55 to 60.
◆Bulwark Damage Mitigation Bonus Physical Armor Scaling decreased from 6% to 5%.
More durability across the board for Bastion in exchange for a slight increase in cost, better serving as a single slot anti-Mage option.
◆Cost increased from 2900 to 3000.
◆Health increased from 300 to 400.
◆Magical Armor increased from 30 to 35.
Similar to Bastion, Tainted Guard is also receiving a significant bump in durability stats in exchange for a slight cost increase, while losing some of its damage in return.
◆Cost increased from 2900 to 3000.
◆Health increased from 250 to 300.
◆Physical Armor increased from 40 to 45.
◆Blighted Thorns Damage decreased from 60 to 50.
Health is offered at relatively low rates on many Tank items, and alongside the previous item adjustments, Unbroken Will is also receiving an increase in Health to provide more upfront bulk to anyone that needs it.
◆Cost increased from 2850 to 2950.
◆Health increased from 400 to 500.
◆Recipe: Tenacious Drape + Nullifying Mask + Vitality Beads.
Void Helm is seeing the removal of its Abyssal Grasp Passive, no longer healing on Immobilizing a Target. This helps simplify the item, and also allows us to redistribute additional durability into its stats and increase the Healing offered by Abyssal Gift. This combination of changes makes it a more attractive pickup for any heavy healing Heroes, and allows it to pair better with the likes of Raiment and Fist.
◆Cost decreased from 3100 to 3000
◆Health decreased from 525 to 500
◆Magical Armor increased from 25 to 30.
◆Abyssal Gift Healing Amplification increased from 10% to 15%
◆Abyssal Grasp Passive (heal on Immobilize) removed.
Finally, Warden’s is also receiving some significant durability increases in exchange for a small bump in cost, better serving as a catch-all anti-physical option when it is needed in response to Crit-heavy compositions.
◆Cost increased from 3050 to 3200.
◆Health increased from 225 to 300.
◆Physical Armor increased from 60 to 70.
◆Recipe: Steel Mail + Vigorous Amulet
◆Mocking Presence Physical Power Reduction decreased from 6% to 5%.
Brawl Mode Balance Changes
General:
QoL updates for stacking items.
◆Alchemical Rod /Azure Core + Soul Chalice / Resolution / Orb of Growth gain stacks passively. 3 minutes to fully stack passively
◆Saphirs Mantle Grants 1.2x Stacks compared to PvP
◆Obelisk Grants 2x stacks compared to PvP
◆Ultimate Cooldown reduced by 10%
◆Damage Done decreased by 5%
◆Damage Taken increased by 5%
◆Healing & Shielding 10% less effective
Bug Fixes
Fixed an issue where Berserker’s Axe stated the incorrect Duration.
Fixed an issue where Basilisk’s Description would not state Eminence dealt its damage On-Hit.
Fixed an issue where Bonesaw would not show its stacks on the HUD.
Fixed an issue where Bonesaw’s Description would not state it could activate its effect On-Hit.
Fixed an issue where Demolisher’s Deicide Description stated 1600 Max Health difference, not the correct 2500 difference.
Fixed an issue where Spirit Of Amir was showing the incorrect Buff HUD Notifier while in-lane.
That's everything for now Champions, what do you think?
Let us know your feedback over on our Discord server or the Predecessor Subreddit.
Until next time!
Steggs
Senior Community Manager @ Omeda Studios