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V1.12.4 Patch Notes
V1.12.4 Patch Notes

V1.12.4 Patch Notes

Everything you need to know about V1.12.4!

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Summary

Hello Champions!

This time, we’re a little early - the schedule is a bit different as we want to ensure our PCC tournament is played on the most balanced build possible.

This is the first of two planned balance patches for V1.12. The first arrives on Tuesday, March 10th, with the second expected on March 24th.

This balance patch has big shoes to fill. V1.12 was one of the largest balance updates we’ve ever released - after all, every single Hero was affected. We’re very grateful for your feedback, and we hope you’ll find changes here that address your concerns.

Read on to find out more!

Quantum Core Code

We’re very thankful for your support with V1.12. As a token of our appreciation, here’s a code for a Quantum Core:

RENEGADE

Tell your friends - and we hope you roll something cool!

Daybreak V2

This update brings Daybreak V2 - a newer, improved version of our new map. It’s not final (V3 is already planned), but V2 should already address some of the biggest pain points we’ve seen, both from you and from our own testing, with Daybreak V1.

In V2, you’ll see:

  • Rebalanced Jungle - to account for longer travel distances, some jungle camps are now less durable (details are below in the game balance section).
  • Rearranged Jungle - to improve pathing, to make it slightly harder to peek into the jungle from lanes.
  • Offlane changes - widened the lane, with more places to hide.
  • Orb arena adjustments - updated size and more entry points.
  • Gold plants and Speed plants were added.
  • Bushes added and placed in strategic locations.
  • Shadow Pools removed as a result.

You can read more about the differences between Daybreak V1 and V2 in the blog here.

Store News

Bundles

These bundles are available for a limited time only. All proceeds from bundle sales go toward funding our esports initiatives.

Speaking of esports, our Spring Open Qualifier is streaming next weekend - stay tuned!

More info here.

Spring Victorious Bundle

  • Victorious Renegade Bayle [Skin]
  • Victorious Occult Kira [Skin]
  • Victorious Oculon Mourn [Skin]
  • Victorious Origin Renna [Skin]
  • Victorious Jade Dragon Yurei [Skin]
  • Sweat [Overhead Emote]
  • Wide Eye [Overhead Emote]
  • Victorious 26 [Profile Icon]
  • Victorious 26 [Banner]
  • Mourn [Hero]
  • Kira [Hero]
  • Renna [Hero]
  • Yurei [Hero]
  • Bayle [Hero]

Victorious Midlane Bundle

  • Victorious Royal Gideon [Skin]
  • Victorious Mecha Terror Iggy & Scorch [Skin]
  • Victorious Origin Renna [Skin]
  • Victorious Gideon [Profile Icon]
  • Victorious Iggy & Scorch [Profile Icon]
  • Victorious Renna [Profile Icon]
  • Gideon [Hero]
  • Iggy & Scorch [Hero]
  • Renna [Hero]

Victorious Carry Bundle

  • Victorious Occult Kira [Skin]
  • Victorious Snakebite Murdock [Skin]
  • Victorious Dynasty Sparrow [Skin]
  • Victorious Kira [Profile Icon]
  • Victorious Murdock [Profile Icon]
  • Victorious Sparrow [Profile Icon]
  • Kira [Hero]
  • Murdock [Hero]
  • Sparrow [Hero]

Victorious Jungle Bundle

  • Victorious Apocalypse Khaimera [Skin]
  • Victorios Obsidian Rampage [Skin]
  • Victorious Jade Dragon Yurei [Skin]
  • Victorios Khaimera [Profile Icon]
  • Victorious Rampage [Profile Icon]
  • Victorious Yurei [Profile Icon]
  • Khaimera [Hero]
  • Rampage [Hero]
  • Yurei [Hero]

Victorious Offlane Bundle

  • Victorious Renegade Bayle [Skin]
  • Victorious Angelic Sevarog [Skin]
  • Victorious Cyber Operative Shinbi [Skin]
  • Victorious Bayle [Profile Icon]
  • Victorious Sevarog [Profile Icon]
  • Victorious Shinbi [Profile Icon]
  • Bayle [Hero]
  • Sevarog [Hero]
  • Shinbi [Hero]

Victorious Support Bundle

  • Victorious Oculon Mourn [Skin]
  • Victorious Archangel Muriel [Skin]
  • Victorious Star Queen Zinx [Skin]
  • Victorious Mourn [Profile Icon]
  • Victorious Muriel [Profile Icon]
  • Victorious Zinx [Profile Icon]
  • Mourn [Hero]
  • Muriel [Hero]
  • Zinx [Hero]

Friend Reward Competition

A reminder that we’re currently running a Friend Reward competition! Encourage your friends to try Predecessor for a chance to win an iPhone 17 Pro or a million Platinum to spend in game!

You can find out more about the contest here.

World Shift: Frostfall Update

World Shift: Frostfall will be temporarily disabled starting with the launch of this update on March 10th, for a period of at least two weeks, until March 24th.

Balance Changes

Daybreak Jungle Changes

Please keep in mind that these jungle camp changes apply to the Daybreak map only. Jungle camps on the Sanctuary map in Standard or Ranked will remain as they are right now.

White Camp:
- S - 500 (-50 per level)
- M - 730 (-70 per level)
- L - 1200 (-100 per level until level 5)
Brown Camp:
- S - 580 (-40 per level)
- M -1300 (-100 per level)
Black Camp:
- M - Daybreak: 920 (-80 per level)
- L - 1430 (-120 per level)
Grey Camp
- S - 620 (-30 per level)
- L- 1150 (-100 per level)
Red Camp
- 2000 (-450 per level)
Blue Camp
- 2000 (-450 per level)

Heroes

Akeron is receiving some minor increases to his level 1 damage, better normalizing his damage potential and clear speed for the Jungle and Offlane roles to be more in line with his competitors.

General:
- Physical Power increased from 60 to 62.
Crushing Maw [Alternate]:
- Damage increased from 60/80/100/120/140 to 65/85/105/125/145.

Aurora’s damage output, considering her disruptive and more tank-skewed profile, is currently too high. We’re reducing the general damage output she possesses to ensure there is a greater distinction between her damage potential when opting into tank or damage orientated builds, and that her general burst output is at more reasonable levels.

Hoarfrost [Secondary]:
- Magical Power Scaling decreased from 60% to 55%.
Boreal Sweep [Alternate]:
- Explosion damage decreased from 80/115/150/185/220 to 80/110/140/170/200.
Cryoseism [Ultimate]:
- Secondary Damage decreased from 80/120/160 to 70/105/140.
- Secondary Damage Magical Power Scaling decreased from 28% to 25%.

Argus currently possesses incredible pressure in the early lane thanks to the ease at which he can shove the wave and take a follow up fight. Likewise, his general presence throughout a match with the combination of stuns and consistent damage results in him being an overly effective combatant at all stages of a match. To help take the edge off, we’re shifting around his Mana economy and waveclearing capabilities at level 1, meaning he will run dry on Mana faster if he uses Particle Shredder too recklessly in the lane. Likewise, we are also reducing his general damage and Dread Nova uptime in the later stages of a match, reducing his overall effectiveness slightly in fights.

Mana Catalyst [Augment]:
- Non-Hero Mana restore decreased from 2% to 1.5%.
General:
- Mana decreased from 480 to 450.
- Mana Regen increased from 1.2 to 1.5.
Disintegrate [Passive]:
- Damage decreased from 5 to 4.
Dread Nova [Primary]:
- Cooldown increased from 13/12/11/10/9 to 14/13/12/11/10.
Particle Shredder [Alternate]:
- Magical Power Scaling decreased from 20% to 18%.

Countess currently runs herself out of Mana a little too fast, even in the Jungle where her Mana Economy is more forgiving. We’re reducing the Mana Cost of Shadow Slip to ensure she is not overly punished for using it to navigate the map efficiently, while also increasing its damage to give more value to her Shadow Echo Augment especially, better allowing it to compete with the alternatives as it now supplements her burst further across a match.

Shadow Slip [Primary]:
- Magical Power Scaling increased from 30% to 40%.
- Cost decreased from 90 to 80.

Drongo currently struggles to compete among the Carry roster, with his general damage and laning strength faltering by comparison. Some small general power increases are needed are being granted to bring him up to speed, with Old Rusty now being more desirable to invest levels into in harder lane matchups, and both his Wastelander and Rad Rounds becoming more threatening when stacked up, regardless of whether he’s pumping rounds into a tank or a squishy.

Wastelander [Passive]:
- Max Health Damage increased from 2% to 2.25%.
Rad Rounds [Secondary]:
- Total Physical Power Scaling increased from 20% to 22%.
Old Rusty [Alternate]:
- Damage increased from 45/60/75/90/105 to 45/65/85/105/125.

Feng Mao is currently lagging behind other Junglers, unable to keep pace despite not having the greatest of utility tools to compete with other bruisers and tanks. A small but meaningful increase to Hamstring’s damage is needed to enhance his general clear speeds and early/mid-game gank threat (which of course helps Offlane Feng too!)

Hamstring [Secondary]:
- Damage increased from 36/48/64/76/88 to 42/56/70/84/98.
- Isolation Damage changed from 27/36/48/57/66 to 25/36/47/58/69.


Thanks to the shift towards Mana Scaling, Gideon finds himself thriving in the new balance environment, possessing both incredible laning strength, and immense lategame scaling. We’re targeting a few things in order to bring his general strength closer to the baseline that v1.12 was designed to set, with reductions to his Mana Conversion, damage, and Void Beach uptime all occurring, as they all currently contribute to his general strength and versatility.


Cosmic Power [Passive]:
- Mana from Magical Power conversion changed from 1% every 10 to 1% every 15.
- [Bugfix] Bonus Mana amount corrected to be more accurate in the in-game description.
Cosmic Rift [Primary]:
- Magical Power Scaling decreased from 65% to 60%.
Void Breach [Alternate]:
- Cooldown increased from 9/8.5/8/7.5/7 to 10/9.5/9/8.5/8.


Grim is currently blasting through his foes too quickly. Some general reduction to his overall DPS are needed to ensure he’s not spiking too hard once a few items are acquired. Likewise, Grim’s Ultimate is capable of dealing excessive damage in specific builds, and while we don’t want to entirely reduce the build variety here, some reductions to G.T.F.O’s damage is needed to ensure it’s a little more reasonable.


Assault Mode [Secondary]:
- Bonus Attack Speed per Stack decreased from 6%/9%/12%/15%/18% to 6%/8.5%/11%/13.5%/16%.
- Assault Mode Total Physical Power Scaling decreased from 15% to 12.5%
- Assault Mode Magical Power Scaling decreased from 10% to 9%.
G.T.F.O [Ultimate]:
- Damage decreased from 300/575/850 to 300/520/740.
- Bonus Physical Power Scaling decreased from 140% to 135%.
- Magical Power Scaling decreased from 120% to 110%.


One of the goals of Grux’s changes in v1.12 was to limit his potential as an excessive lane bully in exchange for more general utility and mobility across a match . Currently, he continues to stat-check his lane opponents a little too hard in various Offlane matchups, going against our goal. As a result we’re nudging down his early lane durability, meaning he must consider his early engagement windows with a little more care if he wishes to avoid death, and thereby opening up the range of matchups that can deal with him further.

General:
- Health decreased from 670 to 660.
- Physical Armor decreased from 35 to 32.
Double Pain [Alternate]:
- Missing Health Healing decreased from 6%/8%/10%/12%/14% to 5%/7%/9%/11%/13%.


For Howitzer, we have received general feedback that his R2000 feels like it takes a little too long to charge and leaves him a sitting duck while in that state. While we want Howitzer to commit to charging his missile to achieve a greater payoff as one of his unique loops, we acknowledge that the downsides are currently outweighing the payoffs, and have made some general adjustments to its damage potential, charge cadence and hover speed. Additionally, some general cooldown adjustments are occurring, allowing Howi’ to better compete with the other more powerful Mages across a match.

R2000 Missile [Primary]:
Damage increased from 75/115/155/195/235 to 85/125/165/205/245.
Hover Speed increased from 50% to 60%.
Max Charge Time decreased from 0.9s to 0.8s.
Max Hover Time decreased from 1.4s to 1.3s.
Land Mine [Secondary]:
Cooldown decreased from 20/18/16/14/12 to 18/16.5/15/13.5/12.
Slow Grenades [Secondary]:
Cooldown decreased from 18/17.5/17/16.5/16 to 16/15.5/15/14.5/14.


Kallari has emerged as one of the higher beneficiaries of the v1.12 changes, with her damage potential and general threat leading to moments of excessive damage, even if she sometimes misses her daggers. Some general damage reductions are occurring across the board, better ensuring Kallari must both choose and execute on her engagements with precision if she wishes to take down her target.

Deadly Finesse [Augment]:
- Crippling Dagger Cooldown Refund decreased from 2s to 1.5s.
Execution Mandate [Augment]:
- Cooldown Refund on Takedown decreased from 45% to 40%.
General:
- Physical Power decreased from 63 to 60.
Plasteel Swords [Basic Attack]:
- Bonus Physical Power Scaling decreased from 90% to 85%.
Crippling Dagger [Alternate]:
- Damage decreased from 70/100/130/160/190 to 65/95/125/155/185.
Guillotine [Ultimate]:
- Total Physical Power Scaling decreased from 70%/85%/100% to 65%/75%/85%.

Khaimera’s changes to a Rage machine have returned him to his former glory as the demon of the Jungle. This is largely thanks to the amount of regeneration and durability he has access to, especially with his Cooldown Progression mechanic allowing him repeat access to Invigorate which can lead to moments of borderline immortality. To account for his faster cooldown cadence, adjustments are needed to heavily tone down his general healing and cooldown output, better bringing him in line.

General:
- Health decreased from 660 to 630.
Ancestral Fury [Passive]:
- Decay Time decreased from 3s to 2.5s.
- Regen per Rage decreased from 0.12/0.16/0.2/0.24/0.28/0.36/0.44/0.52/0.6/0.68/0.8/0.92/1.04/1.16/1.28/1.44/1.6/1.76 to 0.12/0.16/0.2/0.24/0.28/0.34/0.4/0.46/0.52/0.58/0.68/0.78/0.88/0.98/1.08/1.22/1.36/1.5.
Invigorate [Secondary]:
- Healing Health Regen Multiplier decreased from 1.75x to 1.5x.
- Cooldown increased from 22/20.5/19/17.5/16 to 25/24/23/22/21.
Cull [Ultimate]:
- Cooldown increased from 120/100/80 to 145/120/95.

Kira is receiving a small set of changes, primarily aimed at reducing the speed at which she melts through opponents with her Ultimate. In return for some of this lost damage, we’re granting back some damage to Mercy, better enabling her to prioritise maxing Dusk or Mercy first, based on her matchups and build.

Mercy [Alternate]:
- Damage increased from 30 to 30/35/40/45/50.
Purge [Ultimate]:
- Total Physical Power Scaling decreased from 525% to 480%

The shift from Health Cost to Mana Cost for Maco’s heal helped unburden his playstyle with additional complexity, but the transition was not correctly tuned in order to Mana-gate his excessive heal spam appropriately. Likewise, now that Maco can heal himself he has become even more of a speed demon, able to zoom around the map as he desires. The mix of these factors means he requires some heavy adjustments to his Mana economy, better ensuring he cannot freely spam Maco Gift as he desires. Likewise, now that he moves at mach 10 speed, general reductions to his speed buffs are required to ensure his general mobility returns to a fast, but fair level.

General:
Mana increased from 320 to 340.
Mana Growth decreased from 50 to 45.
Mana Regen decreased from 2 to 1.6.
Mana Regen Growth increased from 0.12 to 0.15.
Mach Speed! [Passive]:
Movement Speed decreased from 15%-27.75% (+0.75% per Level) to 10%-20.2% (+0.6% per Level).
Falloff Delay decreased from 2.5s to 1.5s.
Maco Gift! [Primary]:
Damage decreased from 75/110/145/180/215 to 75/105/135/165/195.
Movement Speed Duration decreased from 3s to 2.5s.
Mana Cost increased from 50/55/60/65/70 to 50/60/70/80/90.
Maco Fly! [Secondary]:
Cooldown increased from 15/14/13/12/11 to 15/14.25/13.5/12.75/12.

Morigesh’s general strength has been on the excessive side with the release of v1.12, with her ability to heal through and cut down opponents being far too great. While we’re happy with the general shape of her power-curve and the general reception of changes to her abilities, the power is clearly far too high and in need of heavy adjustments. As a result, we’re shifting down a lot of Morigesh’s damage output, durability, and general healing capabilities, better ensuring that she remains weaker in the early lane and less of a crazy scaling threat late-game.

Ritual Of Death [Augment]:
- Healing decreased from 80%/100%/120% to 80%/90%/100%.
General:
- Physical Power decreased from 53 to 52.
- Physical Armor decreased from 22 to 20.
- Attack Speed increased from 125 to 130.
- Basic Attack Time increased from 1.45 to 1.5.
Pestilence [Passive]:
- Max Health Damage decreased from 0.25% to 0.18%.
- Magical Power Scaling decreased from 0.06% to 0.05%.
Hive [Primary]:
- Magical Power Scaling decreased from 70% to 65%.
Swarm [Secondary]:
- Hero Healing decreased from 45% to 40%.
- Damage Reduction decreased from 15% to 12%.
- Duration decreased from 4s to 3.5s.
Mark [Alternate]:
- Magical Power Scaling decreased from 50% to 45%.
- Healing Magical Power Scaling decreased from 28% to 25%.
- Additional Healing per Pestilence Stack decreased from 25% to 15%.
- Mana Refund on Kill decreased from 100% to 65%.
- Cooldown increased from 6/5.5/5/4.5/4 to 7/6.25/5.5/4.75/4.

Now that Mourn has access to Contagion on Eclipse by default, his general ability to collapse on targets with his new Nightstalker Augment, and the ability to burn through the enemies with Magical Builds is slightly too oppressive and in need of tuning down.

Nightstalker [Augment]:
- Movement Speed decreased from 80%/160%/300% to 70%/150%/280%.
Contagion [Primary]:
- Damage Magical Power Scaling decreased from 10% to 8%.

If you’ve ever been Buckshot in the head by a Murdock, you’ll know that thing hurts. Pair that with a late-game Shot’s Fired proc, and Murdock’s general damage output and burst is simply too high. This leads to excessive scenarios that warp the Time To Kill for various engagements. While we don’t want to negate their strength too heavily, drops in power for both are needed to ensure combat engagements with Murdock feel more appropriate.

Shots Fired [Passive]:
- Total Physical Power Scaling decreased from 40%/55%/70%/85% to 40%/52%/64%/76%.
Buckshot [Alternate]:
- Damage decreased from 100/128/156/184/212 to 80/108/136/164/192.
- Total Physical Power Scaling decreased from 120%/140%/160%/180%/200% to 100%/120%/140%/160%/180%.

Muriel’s rework has seen her emerge as one of the top Supports thanks to all the new agency she possesses. While this is great for Muriel, her general strength alongside her new tools lead to her feeling overly oppressive to deal with, especially when she is paired with Healers or Divers as her enchantments push them too far over the power-line in many cases. Due to this, she is in need of some adjustments across the board, better toning down areas of excess strength.

General:
- Mana Regen decreased from 2.2 to 2.
- Mana Regen Growth increased from 0.1 to 0.12.
Sentinel [Primary]:
- Ally Heal & Shield Power decreased from 12%-24.75% (+0.75% per Level) to 12%-20.5% (+0.5% per Level).
Consecrated Ground [Primary]:
- Damage decreased from 120/150/180/210/240 to 100/130/160/190/220.
Serenity [Alternate]:
- Stun and Slow Duration decreased from 1.05/1.1/1.15/1.2/1.25 to 1/1.05/1.1/1.15/1.2.
- Cooldown increased from 11/10.25/9.5/8.75/8 to 12/11.25/10.5/9.75/9.
Reversal Of Fortune [Ultimate]:
- Shield decreased from 400/650/900 to 280/480/680.
- Damage Reduction decreased from 50% to 40%.

While strong in his own right, Narbash can feel a little unsatisfying to play as currently due to his general healing output being on the low end compared to before, making him feel overshined by other enchanters. Likewise, the cooldown of his Toggle can feel overly long, reducing the finesse at which he flick through songs and march casts, and thereby making him feel overly-unresponsive to play. We’ve adjusted both of these elements, with the hope that the Orc will now feel better enabled to find impact throughout a match.

War Anthem [Augment]:
- [Bugfix] Physical Power Aura and March activation now grant Assists when they buff an Ally Hero.
March [Primary]:
- Healing increased from 10/15/20/25/30 to 14/21/28/35/42.
- Healing Magical Power Scaling increased from 10% to 15%.
Song Of My People [Secondary]:
- Cooldown decreased from 2s to 1.4s.

N3on’s general strength is on the high-end right now, but at times feels difficult to access and comes with the requirement of a deeper mastery of her mechanics to truly start unlocking her potential. While there is nothing inherently wrong with this, there are elements of her Kit that skew her strength too heavily to competitive play such as her i-frame on dash, while also serving as a hard counter to too many matchups and Heroes in general. As N3on is already rather elusive and effective when mastered, we’re removing the i-frame to bring greater matchup parity and remove some of this competitive skew, which thereby allows us to inject strength further into L.I.N.X and offer it more consistency with its bounce-back cadence without it breaking the bank.

Dox [Augment]:
- Bonus Magical Power decreased from 8% to 5%.
General:
- Health increased from 109 to 113.
L.I.N.X [Primary]:
- Damage increased from 40/60/80/100/120 to 45/65/85/105/125.
- Magical Power Scaling increased from 45% to 50%.
- Cost decreased from 55/65/75/85/95 to 50/60/70/80/90.
- Max Range decreased from 1950 to 1825.
- Bounce Back delay decreased from 0.5s to 0.25s.
Data Burst [Secondary]:
- Magical Power Scaling decreased from 75% to 70%.
Erase Vector [Alternate]:
- Damage decreased from 70/100/130/160/190 to 70/95/120/145/170.
- No longer provides damage immunity during the dash.
- Projectiles no longer pass through N3on while dashing.
- N3on can now be hit by Crowd Control such as Stun and Knockup effects whilst dashing.

Now that Phase’s Energy Lane can be body blocked, the increase in the stacks to root was a little overkill, making it too difficult for her to navigate the laning phase and find impact against wily opponents. As a result, the stack counter is returning to 8 (at the cost of some Slow to ensure it can still be juked to a degree), returning her previous cadence now that there is more counter-play present.


Psychic Flare [Primary]:
- Cast Camera Removed.
Energy Lance [Secondary]:
- Slow decreased from 3.5% to 3%.
- Slow Stacks to Root decreased from 9 to 8.

Competing for the throne of the Junglers, Rampage is another Hero that has found great success since the v1.12 update. Now that he has transitioned away from feeling like as much of a bruiser and far more durable, his general damage output still remains too high. This damage primarily comes from his Rumbling and Tiny Titan Augments respectively, pushing him far over the edge when paired with his new tools and durability. As a result, alongside some general hits, both of the aforementioned Augments are receiving some heavier tuning to bring him back to further parity.

Tiny Titan [Augment]:
- Total Attack Speed decreased from 50%/55%/60% to 40%/45%/50%.
The Rumbling [Augment]:
- Rumble Damage decreased from 30/55/80/105/130 to 30/50/70/90/110.
- Total Physical Power Scaling decreased from 35%/38%/41%/44%/47% to 32%/34%/36%/38%/40%.
General:
- Health Growth decreased from 113 to 109.
Rumble [Secondary]:
- Slow Bonus Health Scaling decreased from 0.5% to 0.4%.
Behemoth [Ultimate]:
- Bonus Healing per Enemy Hero decreased from 10% to 8%.

While generally strong, landing a Riplash in the early stages of the lane can often result in Riktor losing out on trades due to its limited damage profile. As part of his general loop, it stands to reason that if Riktor lands a well timed hook on the correct target he should generally be rewarded through pressure, health advantages, and general all-in threat. As this is infrequently the case in the early lane, a small damage bump is needed to Riplash.

Riplash [Alternate]:
- Damage increased from 5/40/75/110/145 to 10/45/80/115/150.
- Max Health Damage increased from 8% to 9%.

Shinbi’s new All-Kill, currently results in excessive amounts of pressure. Not only does it simply deal a bit too much damage currently, but the duration at which she can bank her stacks and tag a member of the enemy team should they get hit by the one stray wolf can result in too many multikills. To ensure that more precision is required, and that opponents have a better window to recover from her barrage of wolves, reductions to the general uptime of Line Tempo and All-Kill are needed, better ensuring that Shinbi can still access these pop-off moments, but in a way that is more reasonable for her opponents to interact with.


Line Tempo [Primary]:
- Cooldown increased from 5.5/4.75/4/3.25/2.5 to 6./5.25/4.5/3.75/3.
All-Kill! [Ultimate]:
- Damage per Wolf decreased from 44/72/100 to 44/68/92.
- Magical Power Scaling per Wolf decreased from 18% to 16%.
- Stack Duration decreased from 8s to 6s.
- Mark Duration decreased from 8s to 6s.

Skylar’s Hypercharge currently cuts through opponents a little too quickly, especially in the later stages of the lane after she has levelled it up a couple of times. While the ability definitely needs to deal damage to be satisfying, there are too many cases of 100-0 that occur too frequently in the early game, making it overly difficult for opponents to interact with her regardless of her choice in engagement. Due to this, a large hit to its damage, as well as a touch less range while using Air Assault are being levied to ensure her matchups feel more skillful. In return, she is receiving an increase to the uptime of Plasma Grenade, better enabling her to choose to max out either ability, based on her playstyle and build preferences.

Plasma Grenade [Primary]:
- Cooldown decreased from 13/12/11/10/9 to 13/11.75/10.5/9.25/8.
Air Assault [Alternate]:
- Bonus Basic Attack Range decreased from +125 to +100.
Hypercharge [Alternate]:
- Damage decreased from 1/3/5/7/9 to 1/2.5/4/5.5/7.
- Total Physical Power Scaling decreased from 10% to 9%.
- Bonus Attack Speed Scaling decreased from 11% to 10%.


The potency of Steel’s 1-2 punch and general damage output is too high given his durability. We’re slowing down the rate and lethality of his basic attacks and Shield Bash to better ensure his damage profile is more in line with a Tank and less oppressive to deal with.

General:
- Physical Power decreased from 56 to 54.
- Attack Speed decreased from 140 to 135.
Shield Bash [Alternate]:
- Damage decreased from 50/90/130/170/210 to 50/85/120/155/190.

TwinBlast is currently struggling to find impact relative to other Carries. As one of the goals of his v1.12 changes was to lean into his identity as a gunslinging, highly mobile Carry, we’re further increasing this aspect of his gameplay by offering him more uptime and ability potency, better enabling him to dash around fights and find impact with his arsenal of abilities to contrast the downside of being a Carry with shorter range.

Vaporize [Primary]:
- Bonus Physical Power Scaling increased from 80% to 85%.
- On-Hit Modifier increased from 140% to 150%.
Rocket Dash [Secondary]:
- Cooldown Refund On-Hit increased from 5%/6%/7%/8%/9% to 7%/8%/9%/10%/11%.
- Cooldown Refund against Non-Heroes increased from 2%/2.4%/2.8%/3.2%/3.6% to 2.8%/3.2%/3.6%/4%/4.4%.
Vortex Grenade [Primary]:
- Cooldown decreased from 11/10/9/8/7 to 10/9/8/7/6.

A quick bugfix for Wraith, no longer allowing his Knock, Knock to unintentionally pierce through Towers now that it also no longer pierces Terrain.

Knock, Knock! [Alternate]:
- [Bugfix] No longer pierces Towers.
- [Bugfix] No longer pierces Towers when Mystic Marksman is active.

The Monkey King is struggling to find his place in the v1.12 ecosystem, feeling a little bit left behind relative to the strength of the rest of the roster. He especially feels less threatening than many of the other Assassins and Skirmishers, with his general mana economy and burst output being too low for him to function relative to the more potent Junglers. Some adjustments are needed here that will better allow a tricky Wukong to find success throughout a match once they bring him closer to the general baseline of other Heroes.

General:
- Mana Growth increased from 44 to 48.
High Impact [Body - Secondary]:
- Damage increased from 60/95/130/165/200/235 to 60/100/140/180/220/260.

Yin’s general damage output and lifestealing potential reaches an overly powerful breakpoint in the later stages of a match once her items are online and all the compounding effects kick-in. Once she reaches this state, it leaves little room for response from opponents, especially when that level of damage and sustain is paired with her strong disruption tools. To remedy this, some general late-game damage reductions for her Basic Attacks are in order, better ensuring she remains a strong scaling threat, without it being as oppressive.

Silksong [Basic Attack]:
- Bonus Physical Power Scaling decreased from 85% to 80%.

Yurei’s general success in the hands of a player that has mastered her remains too high, with her general elusiveness, survivability, and damage output all being too high. Reductions to these areas are needed to provide her opponents with more room to counter and disrupt her flow, should she opt into a poor engagement or overly aggressive position

General:
- Movement Speed decreased from 690 to 685.
Anima Burst [Primary]:
- Healing Bonus Physical Power Scaling decreased from 90% to 80%.
- Missing Health Healing decreased from 70% to 60%.
- Cooldown increased from 11 to 12.
Severance [Secondary]:
- Bonus Physical Power Scaling decreased from 120% to 110%.

Zarus’ general flexibility and wide toolkit, paired with the general shift to the v1.12 ecosystem have landed him as one of the primary threats in the Jungle. Due to the breadth of tools he has available to him, his general effectiveness needs to be reduced across the board, with his general durability and regenerative lizard-skin properties receiving notable hits to ensure he cannot stay as healthy and present on the map between skirmishes.

General:
Health Growth decreased from 117 to 113.
Attack Speed Growth decreased from 2.2 to 1.8.
Physical Armor Growth decreased from 4.55 to 4.2.
Movement Speed decreased from 695 to 690.
Gladiator [Passive]:
Healing decreased from 0.4%/0.8%/1.6%/3.2% to 0.3%/0.6%/1.2%/2.4%.
Nyrian Spear [Basic Attack]:
Bonus Physical Power Scaling decreased from 80% to 75%.
Evade [Secondary]:
Mana Cost increased from 50 to 50/55/60/65/70.
Cooldown increased from 13/12/11/10/9 to 13/12.25/11.5/10.75/10.
Coliseum [Ultimate]:
Bonus Physical Power Scaling decreased from 120% to 110%.
Cooldown increased from 140/115/90 to 140/120/100.

Items

Assassin

With the increased potency of various Heroes that utilize shields, such as a Gideon armed with Azure Core and Soulbearer, the need for a more direct anti-shielding strength increases. Therefore, we’re increasing the Anti-shielding of both Demon Edge and Astral Catalyst to better ensure that there is a more appropriate check within the item system when too many shields are present on one team.

- Demonic Bonus Damage vs Shields increased from 40% to 45%.

Fighter

While Gaia Greaves bridges the gap between Fighter and Tank, it often feels most oppressive on mobile Fighters that can pair the durability and mobility it offers with their own aggressive tools while the Tenacity offered allowed them protection from being locked down by CC. As Tanks care less about Tenacity due to their innate durability, we’re opting to reduce the amount offered on Gaia to specifically target a reduction in efficacy for various Fighters that utilize it too well.

- Tenacity decreased from 20% to 15%.

Salvation exists to provide various Melee Fighters with a form of heavy temporary durability to offset incoming bursts in the later stages of a match once enemy damage becomes higher and the need to dive into the enemy team head-first is more present. With the strength of various damage-based classes once they achieve 3-4+ items, Salvation’s shielding effect can stand to gain a small bump to better provide these Fighters with a durability spike that can match the incoming damage.

- Aegis Shield Max Health Scaling increased from 18% to 22%.

Mage

- Event Horizon Bonus Damage vs Shields increased from 40% to 45%.

Support

Since its shift in statline now making it more potent and accessible, the Mana Regeneration capabilities of Hexbound are too potent, with it transcending the line of “heavy mana regeneration” to “infinite mana” too heavily. As a result, it is seeing a reduction.

- Mana Restore against Heroes decreased from 20% to 15%
- Mana Restore from Non-Heroes decreased from 8% to 5%.

Tank

Elafrost struggles to compete for its slot for the Heroes that should be best suited for it, relative to the strength of other Tank items such as Fire Blossom and Tainted Guard. Some additional Physical Armor is being granted to close that gap.

- Physical Armor increased from 40 to 45.


Bug Fixes

  • Fixed an issue where N3on would load into a match with her Default Skin if her Affinity Skin was chosen.
  • Fixed an issue where Controller Users could become locked out when switching Tabs on the Survey Screens.
  • Fixed an issue where Grux’s Red Mist Augment could grant him excessive attack speed.
  • Fixed an issue where the Platinum Icon on the rewards Screen was displaying incorrectly.
  • Fixed various descriptions that had incorrect strings, for the Japanese and Korean languages especially.
  • Fixed an issue where Jungle Camps timers could be missing in-world during a match.
  • Fixed an issue in Replays where the Health Bar of Objectives such as Fangtooth and Orb Prime would not display while in Drone View.
  • Fixed an issue in Replays where skipping time could briefly result in a loading screen being present.
  • Fixed an issue in Replays where Blue Team would have an Orange Silhouette when spectated through a wall.
  • Fixed an issue where Narbash’s Healthbar would show the incorrect healing value from his abilities.

And that’s it for this one! We’re excited to hear what you think of these changes - please do let us know. The next balance update is coming soon on March 24th, so don’t hesitate to flag anything that stands out.

Thank you again for all your feedback since V1.12!

Until next time,

Rei & Zuzu

Game Design & Community @ Omeda Studios