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V1.7.3 Patch Notes
V1.7.3 Patch Notes

V1.7.3 Patch Notes

Everything you need to know about V1.7.3!

Patch Notes6 авг. 2025 г.
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Summary

Hotfixes

15 August 2025- Fixed an issue with missing Skylar banners and profile icons
- Fixed an incorrect image in the Store Widget
- Sparrow no longer has a global sound upon activating her emote
- Drongo can now use Sharpnel Cannon when rooted

Greetings, Champions!

It’s a sign of a good update when its balancing counterpart sneaks up on you! After a whirlwind that was V1.7, we're following up with:

  • A hefty round of balance changes to game mechanics, Heroes, and items
  • A collection of brand-new, exciting skins - including perhaps the most requested Predecessor skin of all time!
  • New variants for existing skins
  • General game updates

If you're looking for a deep dive, we're going live with ChoicePlays and Senior Game Designer, LermyWermy to take you through the notes and answer your questions! Tune in today on Twitch at 18:00 UTC | 14:00 ET.

Let’s take a look!

Store News

New Skins

Summer Fun Narbash [Epic]

Might be the most requested skin we’ve ever done.
At last, here he is - the ogre, the myth, the legend - ready for his vacation time.

Bio-Boost Skylar [Epic]

When we first touched on the topic of Skylar’s redesign, there were a handful of ways that this redesign could go. Bio Boost was one of the possibilities, it didn’t win, but it proved to be very popular nonetheless. We made it into reality with this skin!

Battle Queen Zinx [Uncommon]

For those of you who fancy more classic sci-fi themes, we have Battle Queen Zinx.

Corporate Enforcer Steel [Common]

One thing you need to give to corporations, their uniforms are rather cool.

New Colour Variants

  • Yellow Hardcase Howitzer
  • Cobalt First Guardian Feng Mao
  • Red Shadow Ops Greystone
  • Gold White Tiger Greystone

New Bundles

Bio-Boost Skylar Bundle

  • Skylar [Hero]
  • Bio-Boost Skylar [Skin]
  • Loading [Spray]
  • Popcorn [Overhead Emote
  • Bio-Boost Skylar [Banner
  • Bio-Boost Skylar [Icon

Additional Features: 

Labs Update

We just pushed a new blog going over what we've learned so far from LABS and how we're evolving it over the rest of the year. This will include limiting the number of available game modes to three at any given time, the removal of LABS: Legacy and some insight into what we're thinking for the next new mode, ARAM!

For all the details, check out the blog!

Lore Update

We’ve recently updated the Universe section of our website, and it’s now rich with new lore! You can dive into the origins of every Hero, explore the worlds they come from, uncover the stories that took place before the events of Predecessor, and much more. There’s plenty to read and discover, enough to fill a few evenings. Hopefully you'll uncover at least a few surprises.

Notices: 

Ashes of the Damned Battlepass

The end date for the Ashes of the Damned battlepass had a typo, displaying the end date as 16th September rather than the correct date of 2nd September. Rest assured, the balancing for the battlepass was designed around this date, as it has always coincided with the new battlepass releasing in V1.8, 2nd September.

*Please note - this section has been edited to provide accurate context and clarity.

Balance Changes

Systems:

Jungle:

Both Fangtooth and Mini Prime are receiving a reduction to the value of their global kill rewards. This is being done to better allow teams to consider accepting a trade for Tower Damage and Farm in return, instead of feeling forced to contest them at all stages of the match.

Fangtooth:- Global XP on Kill decreased from 80 (+15 per Level) to 70 (+10 per Level).
Mini Prime:- Global Gold on Kill decreased from 150 to 125.- Global XP on Kill decreased from 120 (+10 per Level) to 100 (+10 per Level).

Towers:

To pair with the changes to Fangtooth and Mini Prime, Tower Platings are seeing an increase to their gold reward, thereby creating more parity between the two options should a team consider sacrificing a Jungle Objective in order to accrue more farm on key team members by pushing towers instead.

Outer Tower: - Gold Reward per Plating Reward Pickup increased from 60 to 70.- Tower Plating Temporary Fortification Duration decreased from 10s to 9s. 

Minor Augments:

Regenerator:

Regenerator currently offers too much in-lane sustain, contributing to the feeling of immovability for many frontline heroes. To combat this, we’re increasing its overall healing duration, meaning it takes an extra couple of seconds for a Regenerator user to recover the same amount of healing, making them more susceptible to all-in attempts.

- Healing Duration increased from 8 to 10s.- Total Healing unchanged.

Farmer:

Farmer is losing a small amount of Minion Damage in order to slow down the rate at which various laners reach a point of low-interaction, whereby they become more able to 1-shot a Minion Wave and leave.

- Bonus Minion Damage decreased from 8% to 7%.

Heroes:

Despite granting the Bear a return to form, the previous round of changes to Boris went a little too far and resulted in him feeling more oppressive than intended. To correct this, we’re primarily stripping back some of his inherent durability, better allowing his opponents to burst through his defences should he take too many risks in a fight.

Swipe [Augment]:- Bonus Chrono Swipe Damage decreased from 85% to 70%.
General:- Health Growth decreased from 124 to 118.- Tesseract Device [Passive]:- Tesseract Core Healing decreased from 2.5 (+0.7 per Level) to 2.5 (+0.6 per Level).
Primeval Roar [Secondary]:- Damage Reduction decreased from 25%/30%/35%/40%/45% to 24%/28%/32%/36%/40%.

Countess continues to show dominance in the offlane, gatekeeping various Tanks and Frontliners in the role a little too heavily thanks to her general sustain and damage output. We’re once again making some small changes to her early laning efficacy to bring her closer to where she needs to be (while ensuring Jungle Countess is not overly affected), alongside reducing some of the healing offered by Blood Well to reduce the number of scenarios a single kill can result in a won fight when the Augment is taken.

Blood Well [Augment]:- Max Health Healing per Tick decreased from 2.5% to 2.2%.- Max Health Healing per Pool decreased from 45% to 39.6%
General:- Physical Power decreased from 65 to 63.- Mana Regen decreased from 1.6 to 1.4.
Blade Siphon [Alternate]:- Damage decreased from 90/110/130/150/170 to 85/105/125/145/165.- Bonus Monster Damage increased from 90 to 95.- Healing decreased from 6/8/10/12/14 to 5/7/9/11/13.

Crunch is receiving a small but significant reduction to Left Crunch’s Empowered damage as it can frequently spike for far too much damage in the mid-game once initially maxed out, with it heavily contributing to volatile flips in matchup strength that can feel difficult to understand for opponents.

Left Crunch [Primary]:- Empowered Damage decreased from 30/70/110/150/190 to 30/65/100/135/170.

Dekker has successfully found herself achieving more success thanks to the previous set of changes, but she is currently dishing out too much damage as a baseline in the Support role to justify the amount of control and utility she provides. Some smaller nudges are required to ensure this damage does not eclipse that of other Mages as easily, and to offset how elusive she can be on the map.

General:- Health Growth decreased from 120 to 118.
Photon Disruptor [Primary]:- Damage decreased from 90/140/190/240/290 to 90/135/180/225/270.- Magical Power scaling increased from 55% to 60%.
Stasis Bomb [Alternate]:- Damage decreased from 70/105/140/175/210 to 70/100/130/160/190.

Drongo has fallen out of favour relative to many other Carries, often struggling to shine in the early lane and not finding leads frequently enough before he gets overshadowed by his opponent in the later stages of a match. Some increases to his general damage profile and mana economy are being granted to ensure that Drongo finds himself on a similar level to his peers, with the Attack Speed increase in the early game heavily improving his feel and ability to take duels.

Bring The Boom [Augment]:- Rad Rounds AoE Damage increased from 50% to 60%.- Explosion Radius increased from 400u to 500u.
General:- Attack Speed increased from 115 to 120.- Mana Growth increased from 40 to 44.
Wastelander [Passive]:- Max Health Damage increased from 2% to 2.2%.
Old Rusty [Alternate]:- Damage changed from 45/65/85/105/125 to 40/65/90/115/140.

Feng Mao continues to thrive, frequently achieving snowball performances and becoming an unstoppable menace across a range of matches should he manage to pick up a stray kill or two. We’re pulling back on some of this snowball potential by reducing the amount of raw Physical Power he gains from his Passive, as well as reducing some of his Physical Power scalings on Hamstring, better ensuring his damage-potential does not hot breaking point as quickly. In return, both his Ichorous Glaive and Imperial Dulist Augments are seeing some improvements, better opening up his build options beyond his more frequently favored Seismic Smash.

Ichorous Glaive [Augment]:- Missing Health Healing increased from 2% to 2.5%.
Imperial Duelist [Augment]:- Damage Dealt increased from 5% to 6%.- Damage Reduction increased from 5% to 6%.
Seismic Smash [Augment]:- Knockup Height decreased from 220 to 200.
Executioners Path [Passive]:- Bonus Physical Power decreased from 5%/10%/20% to 5%/10%/18%.
Hamstring [Secondary]:- Bonus Physical Power Scaling decreased from 32% to 30%.- Isolation Bonus Physical Power Scaling decreased from 16% to 15%.

Gadget’s round of changes are focused on improving her ability to match the wave clear pressure of other Mages starting from Level 1, as she frequently gets outshoved too heavily, for too long, leading to a significant loss in map pressure for her team before she can come online. However, this newfound power can lead to undesirable strength in the Support and Offlane roles, so minor hits to her base stats are occurring to serve as a check to her becoming too strong in these alternative roles.

Blast Zone [Augment]:- Sticky Mine Explosion Radius increased from 25% to 35%.
General:- Physical Power decreased from 61 to 58.- Attack Speed increased from 120 to 125.- Health Regen decreased from 1.5 to 1.2.- Physical Armor decreased from 25 to 23.
Sticky Mine [Primary]:- Enhanced Damage increased from 110/150/190/230/270 to 120/160/200/240/280.- [QoL] Targeting is no longer blocked by Enemy Towers.- [QoL] Now can stick to all Jungle Minions.- Terrain Overlap Radius decreased from 20 to 5.
Seek & Destroy [Alternate]:- Damage increased from 100/135/170/205/240 to 120/155/190/225/260.

Once again, the ‘Stone is taking some adjustments aimed at reducing his early game presence, especially in lane with his regeneration abilities, with an overall increase to his fragility. On the flip side, Jungle Greystone is seeing some targeted improvements as he has suffered from previous rounds of adjustments to Offlane Greystone, with him now being granted slightly more movement speed and clear speed in the form of Close Cut improvements which will combine to help him keep pace with other Junglers with more ease.

General:- Movement Speed increased from 705 to 710.- Health decreased from 735 to 725.
Close Cut [Augment]:- Make Way Additional Damage increased from 15% to 20%.
Stoicism [Passive]:- Bonus Physical Armor decreased from 4 (+0.6 per Level) to 4 (+0.5 per Level).- Missing Health Regen decreased from 0.15% to 0.12%.

Grim continues to be a menace thanks to his incredible damage output and ability to sustain through the lane when making smart use of his Energy Shield. To ensure his laning strength and power curve is not overly oppressive, and to offer more room for his opponents to find advantageous windows against him, reductions to System Restore’s healing, Energy Shields mana restore, and Grim’s general Attack Speed are required. 

System Restore [Augment]:- Missing Health Healing decreased from 15% to 12%.
General:- BAT increased from 1.2 to 1.25.
Energy Shield [Alternate]:- Mana Restore decreased from 20%/25%/30%/35%/40% to 15%/20%/25%/30%/35%.- [Bugfix] Now correctly grants more Mana Refund after Rank 1.

Grux is receiving some smaller changes aimed at reducing his early-game presence, with his general mana economy and the strength of his level-6 spike taking hits. As a net result, Grux should feel less oppressive to lane against in the first 6-8 minutes of a match, but will find himself largely unaffected after this point.

Crush [Secondary]:- Damage decreased from 95/125/155/185/215 to 90/120/150/180/210.
Double Pain [Alternate]:- Mana Cost changed from 30/35/40/45/50 to 40.
General:- Mana Growth decreased from 60 to 55.
Warlords Challenge [Ultimate]:- Attack Speed decreased from 40%/70%/100% to 35%/65%/95%.- Cooldown increased from 120/100/80 to 125/105/85.

Iggy’s Flame Turrets continue to be on the durable side, with many Heroes struggling to find the time to dispatch them in a fight, especially when it comes at the cost of having to use a key ability in order to remove a single Turret. As a result, the Turrets are losing some general durability to better ensure Iggy must not place them with reckless abandon, which consequently opens up room for power to be given in alternative areas of Iggy’s Kit moving forward, such as in his Hold This! Augment which will now scale more aggressively throughout a match.

Hold This! [Augment]:- Molotov Bonus Damage increased from 4 to 5.
Flame Turret [Primary]:- Turret Health Magical Power Scaling decreased from 24% to 20%.- Turret Physical Armor decreased from 12-50 to 12-40.- Turret Magical Armor decreased 5-38 to 5-30.

Despite his general strength, Khaimera currently struggles to perform in higher skill brackets, often being unable to keep pace with his Jungle opponent and finding himself to be too fragile relative to the damage present on the rest of the field. Some adjustments that target a better first-clear are required in the form of greater Unleash uptime, better allowing Khaimera to keep up on the map and opt into an Ambush-max playstyle, should he desire.

General:- Health decreased from 695 to 685.- Health Growth increased from 120 to 123.
Unleash [Primary]:- Cooldown decreased from 7/6.25/5.5/4.75/4 to 6/5.5/5/4.5/4.
Ambush [Alternate]:- Slow increased from 35% to 40%.- Slow Duration decreased from 1.25s to 1s.

Kira is receiving a small round of adjustments aimed at reducing her ability to outpace a match should she achieve a few kills. With both her Health Growth and Mercy scaling seeing reductions, we can better ensure that Kira can be dispatched should she misposition in the later stages of match, and that her one-two bunch does not burst her targets as heavily when ahead.

General:- Health Growth decreased from 117 to 115.
Mercy [Alternate]:- Damage increased from 25/40/55/70/85 to 30/45/60/75/90.- Total Physical Power Scaling decreased from 80%/82.5%/85%/87.5%/90% to 75%/77.5%/80%/82.5%/85%.

Lt.Belica continues to show presence among the Mages, boasting both incredible scaling and extreme level-1 lane pressure. This laning pressure is seeing the most amount of change, with various reductions occurring to her early-game shoving and trading capabilities that will slow down her ability to reach a position of dominance as the mid-game rolls around. Alternatively, Support Belica has been struggling to perform as of late, so to ensure she is not caught in the crossfire too much, we’re increasing the potency of her Combat Veteran Augment and her Mana Regen.

Combat Veteran [Augment]:- Xp per Second increased from 0.1-2 to 0.1-2.3.
General:- Physical Power decreased from 21 to 20.- Attack Speed decreased from 120 to 115.- Mana decreased from 500 to 450.- Mana Regen increased from 1 to 1.5.- Mana Regen Growth increased from 0.15 to 0.2.
Innovation [Passive]:- Ability Haste per Maxed Ability decreased from 10 to 8.
Void Bomb [Alternate]:- Damage decreased from 100/130/160/190/220 to 90/120/150/180/210.

Similar to last pass, Morigesh is once again receiving a smaller round of adjustments aimed at reducing her general durability and bullying capabilities throughout a lane - especially in the case of Offlane where she can harass melee targets with more ease.

General:- Health decreased from 695 to 690.- Health growth decreased from 123 to 121.
Ritual of Death [Augment]:- Cooldown Refund decreased from 25s to 20s.
Spirit Shred [Augment]: - Magical Armor Shred per stack decreased from 4% to 3.5%.
Mark [Alternate]: - Damage decreased from 85/95/105/115/125 to 80/90/100/110/120.

Mourn benefitted heavily from the previous round of changes and bugfixes, surging him back into a position of dominance. In order to course correct this newfound strength, some reductions to his general power are needed, with larger shifts to his Mana Economy and Extract uptime occurring, better limiting his ability to brute-force his way through the laning phase before he runs out of resources.

General:- Mana decreased from 350 to 320.- Mana Growth decreased from 50 to 42.- Health Regen decreased from 1.6 to 1.4.
Extract [Passive]:- Damage Bonus Health Scaling decreased from 8% to 7%.- Cooldown increased from 9 to 10.
Beguile [Secondary]:- Mana Cost decreased from 60 to 50.
Abduct [Alternate]:- Mana Cost decreased from 80 to 70.
Eclipse [Ultimate]:- Duration decreased from 4.5s to 4s.

Murdock never skips leg day.

General:- Movement Speed increased from 670 to 675.

Though small on the surface, Muriel is receiving a bump to her base health, better allowing her to bully out melee opponents in the early-stages of a match, especially at a competitive level where health-advantages are utilized with more aggression and precision.

General:- Health increased from 675 to 685.

The previous increase to Narbash’s Jungle efficacy in the force of large attack speed increases have risked him becoming too powerful in the role. As a result we’re pulling back on these changes to find a happier middle-ground of strength.

General:- Health Growth decreased from 118 to 122.- Physical Armor Growth decreased from 4.2 to 4.- Attack Speed growth decreased from 2.6 to 2.2.

Phase’s general lack of utility and autonomy relative to other Supports can make her difficult to appreciate for many. To improve this, we’re increasing the amount of Healing she is capable of, while also increasing the ability for her to catch enemies from afar with Energy Lance, better allowing her to perform in both capacities as an Enchanter and Catcher, based on her team’s needs.

Essence Catalyst [Passive]:Healing Magical Power Scaling increased from 30% to 40%.
Energy Lance [Secondary]:Slow per stack increased from 2% to 2.5%.

Rampage has seen a rise to relevance, with both Rumbling Rampage and Support Rampage showing dominance in their own ways. General changes are occurring to Rampage’s statline, reducing some of this early game staying power and utility for Support Rampage, while also ensuring that Rumbling Rampage has less Mana to work with throughout a match.

General:- Health decreased from 710 to 700.- Mana decreased from 320 to 300.- Mana Growth decreased from 60 to 54.- Health Regen decreased from 1.2 to 1.- Health Regen Growth decreased from 0.22 to 0.2
King of the Jungle [Passive]:- Tenacity decreased from 40% to 25%.
Boulder Throw [Primary]:- Stun Duration decreased from 1.6s to 1.5s.
Behemoth [Ultimate]:- Temporary Max Health decreased from 250/500/750 to 220/480/740.

Renna is receiving a suite of changes with the overall goal of reducing how sharp her power curve is, as currently, despite her weaker early-game, should Renna receive an early lead it can feel as if there is no recourse for her taking over the match. To combat this, we are granting her a slightly more stable early game with better baseline presence and waveclear, in exchange for less significant scaling as the match progresses. Likewise, her Essence dropchance is seeing an adjustment, with it now possessing a tighter range of pseudo-randomness, meaning her Essence per minute can be both denied and gained at a more natural rate, based on her interactions with her opponents and their skills, rather than it being artificially inflated or capped as heavily.

General:- Physical Power increased from 54 to 56.- Mana decreased from 440 to 420.
Echoes of the Damned [Passive]:- Essence Drop Range increased from 2000 to 2250 (Now Matches XP Range for Minions).- Essence Lifespan decreased from 15s to 12s.- Essence Drop Chance based on 8-7-6 stacks per minute changed from 10%-50%-90% to 25%-50%-75%.- Gravity while Hovering increased by 8%.
Mortal Coil [Primary]:- Damage decreased from 90/130/170/210/250 to 90/125/160/195/230.- Cooldown changed from 18/16.5/15/13.5/12 to 16/15.5/15/14.5/14.- Execute Essence Breakpoint increased from 25 to 30.
Stupor [Secondary]:- Mesmerize 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 15/14.5/14/13.5/13 to 16/15.25/14.5/13.75/13.- Essence Breakpoint increased from 15 to 20
Soulfire [Alternate]:- Damage increased from 50/60/70/80/90 to 55/66/77/88/99.- Magical Power Scaling decreased from 18% to 16%.- Cooldown increased from 8.5/7.5/6.5/5.5/4.5 to 9/8/7/6/5.
Abyssal Rift [Ultimate]:Magical Power Scaling decreased from 15% to 14%.

A small bump to the potency of Hellfire Rounds, bringing Revenant back to a healthier middle-ground of strength relative to his previous strength and other Carries.

Hellfire Rounds [Alternate]:- Missing Health damage increased from 4%/5%/6%/7%/8%/9% to 5%/6%/7%/8%/9%/10%.

Riktor’s general durability allows him to position with too much freedom currently, given his immense Riplash pressure, especially when he uses Skewer to generate a gigantic shield from hitting multiple opponents. A reduction in this durability is needed to ensure that Riktor cannot stall a fight as easily, for as long. 

General:- Health Growth decreased from 128 to 126.- Health Regen Growth decreased from 0.28 to 0.25.
Riot Shield [Passive]:- Max Health Scaling decreased from 5%/7%/9%/11% to 5%/6.5%/8%/9.5%.

The previous round of changes to Serath that corrected her reign of terror with Ashbringer have left her feeling a little underwhelming thanks to all the knock-effects they had. There is currently room to grant her back some of this lost cooldown uptime, which will help push her back into contention. 

Ascend [Secondary]:- Cooldown decreased 22/20/18/16/14 to 20/18.5/17/15.5/14.
Chastise [Alternate]:- Cooldown decreased from 10/9.5/9/8.5/8 to 10/9.25/8.5/7.75/7.

Sevarog benefitted far too much from the previous change to Phantom Rush as it allowed him too easily to generate Souls throughout the lane. Alongside reverting that change, we’re also chipping away some of his general strength Soul Threshold strength, reducing the ability for Sevarog to simply ignore his opponent now that he does not sustain as easily in the early game, and/or 1-shot the wave as frequently after reaching Tier 3.

Unholy Pursuit [Augment]: - Stacks decreased from 3 to 2.
Reaper of Souls [Passive]:- Tier 1 Omnivamp decreased from 8% to 7%.- Tier 3 Ultimate Cooldown Reduction decreased from 40% to 30%.

Given her lack of general Utility, Shinbi lacks the raw damage and mobility to make up for it compared to other Heroes among the roster, and is in need of a boost in lethality to ensure she can pose an adequate threat as the match progresses.

Line Tempo [Primary]:- Magical Power Scaling increased from 50% to 55%.
Rushing Beat [Alternate]:- Magical Power Scaling increased from 40% to 45%.
All Kill! [Ultimate]:- Magical Power Scaling increased from 15% to 18%.

Sparrow’s general strength when utilising both Veiled Stalker’s Stealth window, and Inner Fire’s ability to 1v1 other carries with ease makes her a force to be reckoned with. To provide more chances for her opponents to interact, we’re reducing the degree to which Sparrow can reposition with Veiled Stalker’s Movement Speed buff. Likewise, the Cooldown and self-slow present on Inner Fire is seeing an increase, giving her opponents more windows to fight her between uses, or room to space away from Inner Fire’s onslaught should they manage to create some distance between themselves and Sparrow.

Veiled Stalker [Augment]:- Movement Speed decreased from 40% to 30%.
Inner Fire [Ultimate]:- Self Slow increased from 32% to 35%.- Cooldown increased from 120/110/100 to 130/115/100.

Steel is another Melee Support that finds himself possessing too much durability relative to the field thanks to his inherent durability which can make him difficult to punish, even when he mispositions or runs too recklessly into the enemy team. Some hits to his general statline are required to give his opponents more room to consider meaningfully chunking him out with the commitment of an ability (or 3) to push him out of a fight early should he over step.

General:- Health Regen decreased from 1.7 to 1.6.- Health Regen Growth decreased from 0.28 to 0.25.- Health Growth decreased from 125 to 123.- Physical Armor Growth decreased from 4.4 to 4.2.- Movement Speed decreased from 715 to 710.

Fey’s general strength and stability makes her a consistent threat that demands respect across the battlefield. Part of her strength lies in the efficacy of Bramble Patch’s Slow, which not only gives her great catch and disruption, but the ability also doubles as a speed buff for her and her allies. Given this, the Slow present on Bramble Patch does not need to be as high given its broader utility, and it can stand to lose some general effectiveness to enable Fey’s opponents more opportunities to get on top of her position.

General:- Health decreased from 720 to 710.- Health regen decreased from 1.5 to 1.3.- Mana decreased from 500 to 480.
Bramble Patch [Primary]:- Slow decreased from 45% to 35%.- Slow Duration decreased from 0.75s to 0.5s.

TwinBlast’s Vortex Grenades currently deal a deceptive amount of damage, further magnified by the use of the Grenadier Augment. A reduction in their damage is needed to ensure their overall damage output does not reach such intense levels.

Vortex Grenade [Alternate]:- Physical Power Scaling decreased from 55% to 50%.

Wukong is approaching a point of greater stability as a result of the subsequent hits he has received. While there is larger work to be done on Wukong’s general kit to allow us to put him into a greater position of power that does not cause as much frustration to be on the receiving end of, for the time being we are reducing his strength once again in the form of less durability and dash-mobility to increase the ability for opponents to catch him out.

General:- Health Growth decreased from 115 to 113.
Windsurge [Alternate]:- Cooldown increased from 15/14.2/13.4/12.6/11.8/11 to 16/15.4/14.8/14.2/13.6/13.

Yurei continues to prove a formidable opponent, with many players continuing to master her strengths and pushing her gameplay to new heights. As a result of this, the ability of a strong Yurei to dominate a match is commonly felt, and a scattering of balance adjustments are needed to bring her down to a more equal position of power. Primarily this can be seen in general damage reductions across the board, especially from the places it is most invisible and unappreciated (such as her Souls and Hallowed Strike attacks), as well as through the reduction in uptime of dash loop now that both Severance and Whispering Echoes possess a higher cooldown, better allowing opponents to fight Yurei in windows where she will not be as mobile. Finally, we have made some QoL adjustments to Anima Burst, with the Blocking Window after casting the ability now being more normalized, regardless of her using it in the air or on the ground. Previously Yurei was blocked for almost 2.5x longer while on the ground which gave an unclear and undesirable downside to using the ability in normal loops, and essentially meant you would be massively disadvantaged if you ever used the ability on the ground.

Soul Weaver [Augment]: - Ultimate Cooldown reduction decreased from 10% to 8%.
General:- Health Growth decreased 112 to 110.- Physical Armor decreased from 30 to 28.- Mana decreased from 365 to 345.
Hallowed Strikes [Passive]:- Attack Speed decreased from 30%/40%/50%/60% to 30%/36%/42%/48%.- Total Physical Power Scaling decreased from 15% to 10%.
Anima Burst [Primary]:- Mana Cost increased from 50/55/60/65/70 to 60/65/70/75/80.- [QoL] On-Ground Blocking Window reduced by 0.1s.- [QoL] In-Air Blocking window increased by 0.1s.
Severance [Secondary]:- Soul Health decreased from 9% to 8%- Cooldown increased from 18/16.5/15/13.5/12 to 18/17/16/15/14.
Whispering Echoes [Alternate]:- Bonus Physical Power Scaling decreased from 40% to 35%.- Cooldown increased 10/9/8/76 to 11/10/9/8/7.
Soulstorm [Ultimate]:- [Bugfix] Hitbox now more closely matches targeting range.- Slow decreased from 20% to 15%.- Bonus Physical Power Scaling decreased from 55% to 50%.- Final strike Bonus Physical Power Scaling decreased from 100% to 80%.- Cooldown increased from 120/105/90 to 130/115/100.

Zarus is benefitting from an increase to his mana economy, as well as general increases to the efficacy of various Augments playstyles, providing him with far more versatility in the Offlane based on how he wishes to tackle his matchup. In exchange, he is receiving a small drop in durability, better allowing his opponents to burst him down in a timely manner should he dive too deep with his Coliseum.

General:

  • Health Growth decreased from 123 to 121.
  • Physical Armor Growth decreased from 4.8 to 4.55.
  • Mana Growth increased from 47 to 52.

Master of Spears [Augment]:

  • Cooldown increase reduced from 40% to 30%.

Evade [Secondary]:

  • Attack Speed increased from 15%/20%/25%/30%/35% to 16%/22%/28%/34%/40%.

Items: 

Crests:

Once again Brutallax is seeing a reduction in its Tenacity Duration, further creating risk/reward to its Purifying Rage effect if it is used in an overly defensive manner, rather than to facilitate an extended brawl. 

- Purifying Rage Tenacity Duration decreased from 5s to 4s.

A small bump in efficacy for Eviscerator, further differentiating it as an aggressively teamfighting Crest that benefits from extended engagements.

- Rending Strikes Omnivamp increased from 10% to 12%.

Nex is receiving a small increase to its damage store effect. It should be noted that this increase is for the single-target portion of Sow’s effect, so it benefits Heroes such as Kallari more that stick to targets for longer with a flurry of single-target abilities and basic attacks, rather than that or Yurei and Feng Mao who output far more Area of Effect damage.

- Sow Damage Stored increased from 15% to 18%.

As is a trend with other sources of temporary Tenacity, access to extreme Tenacity thresholds that essentially ignore Crowd Control (CC) all together can be too easy to acquire, so we are trimming it back where possible.

- Safeguard Tenacity decreased from 60% to 45%.

Given its ability to disrupt key abilities, Silentium’s Silence being such a long duration doubles down on its strength that can block many ability-based Heroes from being able to play proactively for fear of being muzzled. A small reduction is needed to equalize the playing field and allow other Support Crests more room for consideration.

- Muzzle Silence Duration decreased from 1.25s to 1s.

Typhoon is currently incredibly potent on the likes of Lt. Belica, granting her an extreme bump in attack speed and mobility the moment it comes online. We’re shifting some of its value from baseline to scaling, allowing it to curve in a smoother manner, while also having less uptime on the cooldown to make its dash more of a commitment to spend.

- Cyclone Attack Speed per stack reduced from 5 to 4%- Cyclone Attack Speed Magical Power Scaling increased from 3% to 3.5%- Mirage Cooldown increased from 20s to 35s.

Assassin:

Nightfall continues to be a standout item on Heroes such as Yurei that possess high amounts of AoE damage that benefits from Eclipses effect. We’re toning down some of the Eclipse healing and pushing it back into Omnivamp, allowing the item to still feel valuable on more single target-focused Assassins, but less of a sustain source for those AoE Assassins that benefit from it too well.

- Omnivamp increased from 6% to 7%- Eclipse Ability Healing decreased from 10% to 8%.

Mage:

Combustion has fallen out of favour compared to various other Mage options such as Entropy, Prophecy, and Soulbinder, and is receiving a small bump in penetration to make it feel like a more competitive for the Heroes that want some added burst in the early-game.

- Magical Penetration increased from 7 to 8.

Support:

A small bump in efficiency for Lunaria, making it more alluring for those enchanters looking to get into the thick of the action to benefit from its effect.

- Cost decreased from 2550 to 2500.- Ability Haste increased from 10 to 12.

Tainted Charm’s Slow effect can feel difficult to appreciate. We’re granting it a small bump to make it feel more impactful as a standalone purchase for any Support that wishes for some additional sticking/peeling power.

- Blighted Touch Slow increased from 10% to 12%.

Warp Stream, given its volatile effect, is being granted a boost in its Ultimate Haste to make it stronger as a standalone pick-up, even in those times that its Tele-Blink Effect is not utilised fully in a fight.

- Quantum Edge Ultimate Haste increased from 15 to 20.

Tank:

Razuul’s Minion Crusher effect allows many Tanks and Bruisers to hit a wave clear breakpoint that allows them to ignore lane interactions too quickly into the game. We’re trimming off some of this added Minion Damage, especially now that Farm exists as a Minor Augment, to ensure that such high levels of waveclear are not as quickly attained. 

- Minion Crusher Bonus Minion Damage decreased from 35% to 30%.

Tainted Guard currently excels in the damage department too heavily in the early-game, to the point it can be picked up as a first-buy against non-healing Heroes and still have significant damage threat. A reduction in its base damage is thereby needed to ensure it does not outperform other options as heavily, and to not allow it to turn melee Supports into a 1v1 threat for enemy Carries as heavily, the moment it is purchased. 

- Blighted Thorns Damage decreased from 45 to 30.

Bug Fixes:

  • Fixed an issue where the In-game Chat Box would become hidden for the rest of the session based on specific User Settings.
  • Fixed an issue where Users could interact with background widgets while in the Setting Menu.
  • Fixed an issue where Bundles in the rotating frontpage panel were showing incorrect Rarity visuals.
  • Fixed an issue with inconsistent naming conventions for the Shadow Ops skin line.
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Thank you very much for reading and for sharing the feedback that helped us get here. There are plenty more things already in the works for V1.8 - and the arrival of our new Demon character is getting closer by the day! Expect plenty of exciting things to see in the lead-up to September 2nd.

Rei & Omeda_Zuzu

Game Design, and Community @ Omeda Studios

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