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V1.17: Bloodtide Patch Notes
V1.17: Bloodtide Patch Notes

V1.17: Bloodtide Patch Notes

Everything you need to know about V1.17: Bloodtide!

Patch Notes4 日後
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Summary

Hey Champions,

It’s that time again, a new update is on the horizon! Update 1.17: Bloodtide launches on Tuesday, 22nd September. We’ve got a bloodthirsty new Hero, one of the most highly requested game modes, and much more!

Let’s take a look…

New Hero: Baron Valmont

In a world torn by an endless war between the forces of the light and the shadow realm, Baron Valmont once served the light with honor as a high-ranking battle-mage. But when the Order's leadership fell to the corruption of its own power and turned toward tyranny, Valmont took up arms to lead a noble rebellion against them.

The order retaliated with brutal cruelty. Consumed by grief, his desperate cries for vengeance echoed into the dark, reaching deep into the shadow realm. There, the blood goddess Lilith answered, offering him the powers of the night in exchange for an endless river of blood.

Now bound to the ancient blade containing Lilith’s soul, Valmont has traded his humanity for unholy retribution. Wielding tragic fury and dark blood magic, Valmont enters the battlefield to bleed the corrupt dry and exact his brutal vengeance upon all who stand in his way.

Stats:

- Health: 685 (+133 per Level)
- Health Regen: 1 (+0.15 per Level)
- Mana: 400 (+60 per Level)
- Mana Regen: 1.3 (+0.2 per Level)
- Attack Speed: 125 (+1.7 per Level)
- Physical Armor: 28 (+5.7 per Level)
- Magical Armor: 29 (+1.15 per Level)
- Physical Power: 49 (+4 per Level)
- Movement Speed: 665
- BAT: 1.4

Abilities:

Hemophagia [Passive]:

Effect: Your sword, Lilith, will attack the last nearby Enemy Target that is damaged by your Basic Attack, or Bloodbound, for 4s. Lilith deals 15 (+15% Magical Power) Magical Damage with each strike (increasing with Bloodbound’s Level).

Lilith’s Attack Speed is equal to Valmont’s, and she attacks faster with additional Attack Speed. She returns to Valmont if she is not attacking a Target. She will teleport back to Valmont if he travels too far away from her.

Additionally, Valmont restores 3-41 (based on Hero Level) Mana whenever an Enemy Unit dies within 1500u of Lilith. Hero deaths restore an additional 35% Maximum Mana.

Crimson Sigil [Basic Attack]:

Type: Ranged

Range: 1500u

Effect: Ranged Basic Attack dealing 49 (+60% Bonus Physical Power) Physical Damage.

Rupture [Primary]:

CD: 8/7.5/7/6.5/6s

Cost: 60/65/70/75/80 Mana

Effect: Valmont manifests 5 blood-forged blades over his head. Over the next 0.75s, these blades sequentially launch forward 1600u toward his reticle, each detonating upon impact to deal 20/29/38/47/56 (+15% Magical Power) Magical Damage in a 300u radius.

Bloodbound [Secondary]:

CD: 12/11/10/9/8s

Cost: 40/50/60/70/80 Mana

Passive Effect: Lilith’s Damage is increased by 0/8/16/24/32.

Active Effect: Launch Lilith to a targeted location up to 1800u away, dealing 70/90/110/130/150 (+60% Magical Power) Magical Damage in a 325u radius and Slowing targets hit by 30% for 1.5s. Lilith will then target the closest Enemy and attack them for a short duration.

Arterial Grip [Alternate]:

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

Cost: 80/90/100/110/120 Mana

Effect: Fire a Blood Tether 1600u that stops on the first target hit. The Tether deals 80/120/160/200/240 (+60% Magical Power) Magical Damage to the Target over 3s. While tethered, Valmont steals 20/25/30/35/40% Attack Speed from the target, and the Target is both Slowed by 25% and are Grounded.

While the Tether is attached, if the Target moves 1800u away from Valmont, breaks Line of Sight from him, or if Valmont is hit by an Immobilizing Effect, the Tether breaks.

Exsanguinate [Ultimate]:

CD: 25/15/5s

Cost: 15 Mana per Second (+5 Mana for each second Exsanguinate remains active).

Effect: Valmont spreads his wings and transforms into an enhanced form. While in this form, Valmont automatically fires out up to 3 swarms of bats each second to nearby Enemy Units within a 1200u radius, dealing 40/70/100 (+22% Magical Power) Magical Damage. After striking, the bats return to Valmont, Healing him for 25/45/65 (+20% Magical Power) Health.

Exsanguinate’s Healing has 10% effectiveness against Non-Heroes.

Augments:

Vein Splitter:

Relevant Ability: Arterial Grip [Alternate]

Type: Area of Effect

Effect: Arterial Grip’s Blood Tether no longer Grounds targets, but automatically branches to nearby Enemy Targets within 800u of the Primary Target, dealing 80% the damage and applying 100% of the Slow.

Rupturing Fangs:

Relevant Ability: Rupture [Primary]

Type: Finisher

Effect: Blades deal 20% less damage, but their damage increases by up to 100% based on the Target's Missing Health.

Sanguine Banquet:

Relevant Ability: Hemophagia [Passive]:

Type: Scaling

Effect: Gain 2% (+0.5% Bonus Mana) Omnivamp. Additionally, Minion Deaths near the Lilith permanently increase Valmont's Maximum Mana by 2, increasing to 30 for Hero Deaths.

Crucible 3v3 Mode

Crucible is a brand new, 3v3 game mode where two teams battle it out on a single lane map with a Jungle area. This is one of the most highly requested game modes we’ve ever had, so we’re super excited for you to get stuck in and see what you think!

Crucible Mechanics Breakdown:

Win condition:

- The Game ends when either team's Core is destroyed.

Removed Buffs:

- Gold Buff has been removed from this mode.
- Cyan Buff has been removed from this mode.
- Orb Prime has been removed but its Buff Effect has been added to Shaper when it is killed.
- Fangtooth has been replaced with a pack of 3 Raptor Fangteeth.

Fangtooth:

- Has been replaced with 3 Raptor Fangteeth.
- A pack of 3 Raptors spawn every 3 minutes.
- Each Raptor slain will grant that team a stack of Trouble. Each stack of Trouble grants a permanent +2% stat increase for all stats, for all Allies on the killing team (No stack limit).
- Health: 3000 (+1500 per level).
- Physical Armor 30 (+8 per level).
- Magical Armor 25 (+1 per level).

Shaper:

- In addition to him spawning a seedling down the lane of the enemy team when killed, the Shaper also granted the but shaper now grants Orb Prime Buff.
- Spawn Time: 10:00.
- Health: 4800 (+1000 per level).
- Physical Armor: 90.
- Magical Armor: 75.

Jungle Monsters/Buffs

Red Stats:

- Health: 2550 (+110 per level).
- Physical Armor: 8.
- Magical Armor: -15 (-1 per level).
- Buff Dropping from game start.
- Only 1 Red Buff in the center of the map.

Blue Stats:

- Health: 950 (+200 per level).
- Physical Armor: 8.
- Magical Armor -15 (-1 per level).
- Buff Dropping from game start.
- 2 Blue Buffs, one in each jungle.

5 Camp Stats:

Medium:

- Health 600 +50 per level
- Armor 5
- Magical Armor 20

Additional Crucible Mechanics:

Geysers:

- Full air control geysers have been added to the map to allow very quick and explosive controlled rotations/playmaking

Gold Plants:

- Spawn at 40s.
- Respawn every 80s.

Speed Plants:

- Spawn at 5s.
- Respawn every 80s.

Bounce Pads:

- Various Bounce Pads are present Spawn in the center of the map to allow fast vertical rotations towards the Shaper Pit. Walk over them to bounce upwards.

Health Packs:

- Health packs are present on the map. Walk over them to trigger a short channel, after which all Heroes that remain in the Zone are healed.

Stealth Bushes:

- Various Bushes are present on the map. Enter them to become stealthed and hidden from Enemies, unless they are also in the Bush, or they have a Ward inside of it.

Player:

- Starting Level: 1
- Starting Gold: 350
- +3 Mana Regen per second
- Gold per Second: 9.5/9.5/9.5/9.5/9.5/11/11/11/12/12/13/13/13/13/13/15/15/15/15/15 (Scale every 60s)
- Blink 150s cooldown
- Jungle XP share 100%

Store News

Hellfire Revenant [Epic]

Hellfire Grux [Epic]

Unleashed Valmont [Rare]

Debutante Lt Belica [Rare]

Debutante Gadget [Rare]

Damned Redeemer Twinblast [Rare - Opal Store]

Valmont Variant Bundle

- Ivory Valmont [Exclusive Skin Variant]
- Ebony Valmont [Skin Variant]
- Red Valmont [Skin Variant]
- Blue Valmont [Skin Variant]
- Ivory Valmont [Banner]
- Ivory Valmont [Profile Icon]
- Valmont [Hero]

Unleashed Valmont Bundle

- Unleashed Valmont [Skin]
- Oni Unleashed Valmont [Exclusive Skin Variant]
- Blight Unleashed Valmont [Skin Variant]
- Radiant Unleashed Valmont [Skin Variant]
- “Valmog” [Overhead Emote]
- Unleashed Valmont [Banner]
- Unleashed Valmont [Profile Icon]
- Valmont Premium Affinity [Affinity Pass]
- Valmont [Hero]

Hellfire Revenant Bundle

- Hellfire Revenant [Skin]
- Oni Hellfire Revenant [Exclusive Skin Variant]
- Ethereal Hellfire Revenant [Skin Variant]
- Void Hellfire Revenant [Skin Variant]
- Nocturne Hellfire Revenant [Skin Variant]
- Grabby [Overhead Emote]
- Hellfire Revenant [Banner]
- Hellfire Revenant [Profile Icon]
- Revenant [Hero]

Hellfire Grux Bundle

- Hellfire Grux [Skin]
- Oni Hellfire Grux [Exclusive Skin Variant]
- Void Hellfire Grux [Skin Variant]
- Sanguine Hellfire Grux [Skin Variant]
- Ethereal Hellfire Grux [Skin Variant]
- Boast [Overhead Emote]
- Hellfire Grux [Banner]
- Hellfire Grux [Profile Icon]
- Grux [Hero]

Debutante Lt Belica Bundle

- Debutante Lt Belica [Skin]
- Radiant Debutante Lt Belica [Exclusive Skin Variant]
- Crypt Debutante Lt Belica [Skin Variant]
- Sanguine Debutante Lt Belica [Skin Variant]
- Ethereal Debutante Lt Belica [Skin Variant]
- Blush Debutante Lt Belica [Skin Variant]
- Nervous [Overhead Emote]
- Debutante Lt Belica [Banner]
- Debutante Lt Belica [Profile Icon]
- Lt Belica [Hero]

Debutante Gadget Bundle

- Debutante Gadget [Skin]
- Radiant Debutante Gadget [Exclusive Skin Variant]
- Crypt Debutante Gadget [Skin Variant]
- Sanguine Debutante Gadget [Skin Variant]
- Ethereal Debutante Gadget [Skin Variant]
- Blush Debutante Gadget [Skin Variant]
- Curtsy [Overhead Emote]
- Debutante Gadget [Banner]
- Debutante Gadget [Profile Icon]
- Gadget [Hero]

Debutante Ball Bundle Core

Five exclusive skin variants, no duplicates and equal drop chance.

- Radiant Debutante Gadget [Skin Variant]
- Radiant Debutante Lt Belica [Skin Variant]
- Oni Hellfire Grux [Skin Variant]
- Oni Hellfire Revenant [Skin Variant]
- Nocturne Debutante Lt Belica [Exclusive Skin Variant]
- Nocturne Debutante Gadget [Exclusive Skin Variant]
- Blight Hellfire Grux [Exclusive Skin Variant]
- Blight Hellfire Revenant [Exclusive Skin Variant]
- Ethereal Unleashed Valmont [Exclusive Skin Variant]

PCC Fall

PCC Fall kicks off the 26th of September and is the last chance to secure pinnacle points for your team ahead of the Winter Invitational.

Sign ups close Friday the 18th, head over to the PCC discord before it’s too late. https://t.co/vrJ1RDVtDv

PCC Fall will run over 2 weekends with $8000 up for grabs split across the NA and EU regions. Teams will also receive Pinnacle Points which will be needed to get an invitation to the Winter Invitational. There will be very few open slots for Winter so if you want to compete, Fall is the best way to get qualified!

Event Schedule:

- Saturday 26th & Sunday 27th September - [10am ET / 4pm CEST] - Group Stage
- Saturday 3rd & Sunday 4th October - [10am ET / 4pm CEST] - Double Elimination Bracket

The main broadcast will be on the Predecessor Twitch Channel and will be co-streamed by members from the content creator guild.

Victorious content returns

5 new skins join the Victorious line up

- Victorious First Guardian Feng Mao
- Victorious Bass Kitty Phase
- Victorious Renegade The Fey
- Victorious Rogue Wraith
- Victorious Unmaker Zarus

These skins will be available in the Store and new Victorious Fall bundle and all existing Victorious content will be returning to the store.

Victorious Twitch drops will be running during the event where you will be able to grab the following Overhead Emotes.

Gameplay Balance

Draft:

We have carried out various bugfixes within the Draft that could cause friction with the Player's intended choice, be that their Hero, or equipping the wrong Eternal for the User. We will continue monitoring the Draft for any additional issues that persist.

- [Bugfix] Fixed an issue where Swapping Pick Position with the 1st Player in Draft could reset a Users Eternals and Augment.
- [Bugfix] Fixed an issue in Draft where a User’s Eternal could unintentionally switch if the User lets their Hero Choice automatically lock in.
- [Bugfix] Fixed an issue in Draft where a User’s Eternal could display and register incorrectly when selecting a different Hero from the first.
- [Bugfix] Fixed an issue in Draft where the User’s selected Ban Hero could become their hovered pick once the Ban Phase ends.
- [Bugfix] Fixed an issue in Draft where Controller Users would have their Eternal selection automatically focus on the Minor Blessing, despite not selecting their Eternal yet.

Towers:

Tower Fortification:

Previously, when a Tower Plating was destroyed, the temporary armors they gain could stack upon one another, meaning a Tower that is being attacked by multiple Heroes in the later stages of a match would become excessively durable if multiple Plates were secured in succession. This leads to cases where the aggressing team is punished for having sieged Tier 2 Towers especially as the push would become excessively stalled. The temporary armors no longer stack, meaning pushing teams in the later stage of a match will find themselves able to advance the map at a slightly faster pace.

- Temporary Armor Buffs no longer stack and are removed and reapplied each time a new plate is destroyed, if the previous Fortification Buff was still active.

Inner Tower:

Alongside the changes to prevent the temporary armors from Tower Fortification stacking, the amount of Armors that Tier 2 Towers receive once a Plate is destroyed and Fortification is active is being cut down when there are 3+ Heroes in its radius as it was previously using the Tier 1 Tower values that are deliberately high to reduce the power of early-game deathballing. This is being done to allow mid-lategame sieges to be reasonably efficient once grouping becomes more common, as the Tier 2 Towers have been stalling the progression of the map in specific scenarios since they received their own set of Platings.

- Tower Fortification Bonus Armors with 3 nearby Heroes decreased from 220 to 200.
- Tower Fortification Bonus Armors with 4 nearby Heroes decreased from 300 to 260.
- Tower Fortification Bonus Armors with 5 nearby Heroes decreased from 400 to 330.

Eternals Balance

Weald continues to outperform other Eternals and has a very high pick-rate that overshadows other options. These changes are aimed at reducing the power of the Minor Blessing, thereby reducing the strength Weald offers as a whole, as we currently like the strength and enjoyment offered by the Major Blessing and would like to avoid reducing it further for now.

Major Blessing:

- [Bugfix] Missiles now correctly fire when damaging a Hero with Proc-type damage.

Forage:

- XP on Minion & Monster Kill decreased from 4 to 3.

Wind-Rider:

- Attack Speed reduced from 20% to 15%.

Taproot:

- Bonus Physical Power decreased from 8% to 7%.
- [Bugfix] No longer grants its Healing when damaging Towers.

Rallying Roar:

With Valmont’s addition, a cooldown is being placed on Rallying Roar to prevent it from being overly spammable, bringing it in line with other “On Ultimate Use” effects that already possess a Cooldown.

- Now has a 20s Cooldown.

Peal:

We’re also adding a Cooldown to Peal to account for high-uptime Ultimates now that Valmont has been added to the roster.

- Now has a 20s Cooldown

Lich:

As mentioned in our previous Balance Pass, we’re once again trimming back Lich to ensure that laning interactions do not become too stagnant, too early into a match thanks to the amount of sustain it offers.

- Magical Lifesteal decreased from 5%/8%/12%/16% to 4%/7%/10%/14%.

Sacrifice:

Since Sacrifice’s soft rework in a previous update, it has been suffering from a bug that would grant over 100x more Mana Regen than intended in ARAM and Brawl. This has now been resolved.

- [Bugfix] Fixed an issue where Sacrifice would offer excessive Mana Regen in ARAM & Brawl.

Major Blessing:

Once again we are bumping down the amount of raw stats Satariel’s Major Blessing offers to ensure that there is an appropriate level of risk to death and losing stacks.

- Bonus Stats decreased from 5% to 4%.

Demonic Bargain:

Given the strength of gaining 350g from Level 1, the amount of additional gold Demonic Bargain offers throughout a match allows Satariel Users to play from what would normally be a deficit, but continue to be ahead in gold. To help with this, we’re reducing the number of payouts it offers to normalize the power curve throughout a match and ensure that Satariel Users can be kept behind if they struggle to accrue a lead.

- Gold decreased from 350 at Levels 1/7/13 to Levels 1/10.

Hellfire Strikes:

With Demonic Bargain also seeing a reduction in strength, Hellfire Strikes also needs a small bump down in damage to ensure parity is retained across the Minor Blessings.

- True Damage decreased from 1.5 (+1.5 per Level) to 1.5 (+1.25 per Level).

Hero Balance

Akeron’s Magical Power builds have been outperforming other options, with them allowing him to coast through matches in an uninteractive way in high ranked games especially, thanks to the poke and burst it affords him. By reducing his Magical Scalings we hope to see Akeron’s full-damage builds become less common, with him dipping into more Fighter and Tank items across his builds.

Hellfire [Primary]:

- Magical Power Scaling reduced from 16% to 14%.

Web Lash [Secondary]:

- Web Shot Magical Power Scaling decreased from 35% to 30%.
- Leap Magical Power Scaling decreased from 35% to 30%.

Crushing Maw [Alternate]:

- Damage Magical Power Scaling reduced from 40% to 35%.
- Damage Bonus Health Scaling increased from 4% to 4.5%.

Consume [Ultimate]:

- Pull Damage Magical Power Scaling reduced from 5% to 4%.

Aurora’s ability to dish out consistent damage thanks to her high On-Hit Damage affords her a level of DPS that can become overbearing when combined with her innate survivability and control. A reduction in its Scaling is occurring to ensure that her damage potential is more appropriate to the tools she possesses.

Shatter [Basic Attack]:

- On-Hit Magical Power Scaling decreased from 30% to 25%.

Since v1.16.x, Countess has been suffering from a bug where her Ultimate Damage was lower than intended as it was using the Cooldown values for its damage output. This has now been rectified, returning her damage to previous levels. Likewise, we are granting her some additional Level 1 Attack Speed, better allowing her to maintain pressure on waves or clear camps, as needed.

General:

- Attack Speed increased from 110 to 115.

Feast [Ultimate]:

- [Bugfix] Damage increased from 125/105/85 to 135/200/265.

Crunch’s Empowered Forward Crunch was not being interrupted correctly if he was hit by a Grounding Effect. This has now been resolved.

Forward Crunch [Alternate]:

- [Bugfix] Empowered Forward Crunch Is now correctly interrupted if Crunch is hit by a Ground Effect.

Feng Mao was able to ignore Grounding Effects and still teleport with his Reaping Dash ability. This has now been resolved.

Reaping Dash [Alternate]:

- [Bugfix] Feng Mao is now prevented from teleporting with Reaping Dash when hit by a Ground Effect.

Small buff to Gadget’s empowered Mine to help her keep pressure in the lane, and we have increased the movement speed of Security Gate to allow her and her team better engagements and disengagements.

Sticky Mine [Primary]:

- Empowered Sticky Mine Damage increased from 110/150/190/230/270 to 110/155/200/245/290.

Security Gate [Secondary]:

- Allied Decaying Movement Speed increased from 40% to 50%.
- Mana Cost increased from 65 to 75.

We are reducing Gideon’s power level ahead of PCC Fall to ensure a wider variety of Midlaners can appear during the event, as his current power level makes him too well rounded across the entirety of a match, leading to a lack of incentive to opt into a range of different picks due to his lack of weaknesses.

Event Horizon [Augment]:

- Target Max Health Damage reduced from 5% to 4%.

Cosmic Power [Passive]:

- Additional 1% Bonus Maximum Mana per 15 Magical Power increased to per 20 Magical Power

Torn Space [Secondary]:

- [Bugfix] Gideon is now prevented from teleporting with Torn Space when hit by a Ground Effect.

Void Breach [Alternate]:

- Damage decreased from 100/140/180/220/260 to 90/130/170/210/250.
- Cooldown progresses 1% faster per 80 Max Mana increased to 1% faster per 100 Max Mana.

Black Hole [Ultimate]:

- Damage decreased from 520/780/1040 to 500/760/1020

Greystone has ended up too strong after previous buffs, and although we tried to address this last patch, his durability while building damage still feels too oppressive. These changes aim to make durability more of a decision for the Hero, with a more noticeable drop-off in durability if Greystone opts to focus on damage-based builds.

General:

- Base Health decreased from 690 to 680.
- Armor Growth decreased from 5.4 to 4.8.

Grux’s Stampede was not being interrupted correctly if he was hit by a Grounding Effect. This has now been resolved.

Stampede [Secondary]:

- [Bugfix] Is now correctly interrupted if Grux is hit by a Ground Effect.

A quick description fix for the Igg, with his Ultimate now correctly stating that its use increases the Attack Speed of his Turrets temporarily (this has been the case since v1.4).

Inferno [Ultimate]:

- [Bugfix] Updated the abilities description to correctly state that activating Inferno temporarily increases the Attack Speed of Iggy’s Flame Turrets.

Kira has fallen slightly behind the other Carries, largely due to her slower early-game and low levels of wave clear making various matchups difficult to navigate in the current ecosystem. To help ensure she is in closer parity to other Carries, she is receiving a small increase to the strength and availability of her trading tools, with Mercy now possessing slightly more damage, and her being afforded a new mana refund mechanic when killing targets with Dusk, better allowing her to take repeat trades with the ability if she last-hits Minions with it and pokes her lane opponent simultaneously.

General:

- Physical Power decreased from 54 to 53.
- Physical Power Growth increased from 3.5 to 3.7.

Dusk [Primary]:

- Now also Refunds 35% of the Mana if Dusk kills any target (once per cast).

Mercy [Alternate]:

- Damage increased from 20/25/30/35/40 to 25/30/35/40/45.

Kwang was suffering from an issue that prevented him from picking up his Sword if he was afflicted with a Ground Effect. This has now been resolved.

Judgement Of The Heavens [Primary]:

- [Bugfix] Fixed an issue with Kwang where he could not pick up his Sword while Grounded.

Legion is one of two Carries receiving a change to their Basic Attack Hitbox, with his projectile now becoming slightly larger. This will afford him a greater level of consistency in DPS that feels more intuitive to play, and brings greater parity between PC and Console Users, as both full and semi-automatic Basic Attacks have a far lower accuracy rate than the majority of single shot attacks when Aim Assist is not present for PC Players.

K-75 Storm Rifle [Basic Attack]:

- Projectile Hitbox Radius increased by 10%.

Morigesh has fallen to the wayside over the last few updates since the heavier round of nerfs following her v1.12 improvements. Now that the balance ecosystem has stabilized further, we feel comfortable offering her a bump in strength to her early game pressure, better allowing her to keep up with the shove-heavy gameplay of Midlane especially and open up the meta-game further, while still being mindful of containing her Offlane strength at a reasonable level.

General:

- Health Regen increased from 1.3 to 1.5.

Hive [Primary]:

- Cooldown decreased from 14/13/12/11/10 to 12/11.25/10.5/9.75/9.

Mark [Secondary]:

- Cooldown changed from 8/7.25/6.5/5.75/5 to 8.5/7.5/6.5/5.5/4.5.

Curse [Ultimate]:

- Damage increased from 300/430/560 to 320/450/580.

We are buffing Murdock's early game trading as well as his ability to secure kills with his Ultimate as he currently struggles to keep pace with the premier Carries in lane. These changes should improve his performance in the Duo Lane and better allow him to match the pressure of Heroes such as Revenant and Drongo and more smoothly curve into the mid-game. It should be noted that we are aware of Murdock’s presence as one of the Ranged Heroes that sees semi-frequent play in Offlane in lower ranks especially - if these changes result in a spike in Offlane success, we will adjust him accordingly in future updates.

Shots Fired [Passive]:

- Total Physical Power Scaling increased from 36%/44%/52%/60% to 40%/48%/56%/64%.

Buckshot [Alternate]:

- Damage increased from 60/85/110/135/160 to 60/90/120/150/180.

Long Arm of the Law [Ultimate]:

- Damage increased from 250/400/550 to 280/430/580.
- Bonus Physical Power Scaling increased from 115% to 120%.

Muriel has crept into a position of quiet dominance over recent patches, with her general output and enchanting capabilities making her a difficult wall of defense for opponents to cut through. Various reductions to her general durability and utility outputs are occurring to reduce her overall strength, better allowing opponents to burst her down should she misposition, or fight through the Shields in late-game teamfight scenarios.

General:

- Physical Armor Growth decreased from 5.5 to 5.1.
- Health Regen decreased from 1.8 to 1.6.
- Mana Growth decreased from 55 to 52.

Sentinel [Passive]:

- Heal & Shield Power decreased from 12%-20.5% (+0.5 per Level) to 10%-16.8% (+0.4% per Level).

Consecrated Ground [Secondary]:

- [Bugfix] No longer deals 10% more Base Damage than intended.
- [Bugfix] No longer heals 10% more Base Healing than intended.

Alacrity [Alternate]:

- Shield Magical Power Scaling decreased from 60% to 50%.

Reversal Of Fortunate [Ultimate]:

- Damage Reduction decreased from 35% to 30%.
- Mana Cost increased from 100 to 100/125/150.

Phase continues to see a high level of priority and success in competitive play especially. With PCC Fall around the corner, we want to better ensure that she can be punished when making suboptimal play. She is seeing a reduction to her baseline durability and sustaining capabilities, now better matching that of other Heroes in her class such as Zinx and Muriel. Likewise, her Level-6 Power Spike is being slightly reduced, making all-ins with her Ultimate less oppressive for opposing Duo Lanes to play into.

General:

- Health decreased from 670 to 660.

Essence Catalyst [Passive]:

- Healing decreased from 12-80 (+4 per Level) to 10-61 (+3 per Level).

Hyperflux [Ultimate]:

- Attack Speed decreased from 40%/60%/80% to 35%/55%/75%.

Serath has seen a lot of success since the latest batch of Eternals, with Weald especially allowing her to succeed beyond expectation thanks to the compounding On-Hit synergies across her kit that pair well with the Major Blessing, making the missiles operate as an execution mechanic even in early-game scenarios. These changes will bring down the overall power of her on-hit synergies and give a little more time for Serath’s targets to find room to counter her.

The Nephilim [Basic]:

- Bonus Physical Power Scaling increased from 70% to 75%.
- Magical damage On-Hit Total Physical Power Scaling reduced from 15% to 10%.

Heresy [Ultimate]:

- Burn Bonus Physical Power Scaling decreased from 25% to 20%.
- Burn Damage decreased from 14/27/40 to 14/26/38.

Alongside Legion, TwinBlast is the other Carry receiving improvements to his Basic Attack hitbox, offering him more consistency in DPS and improving the general gameplay experience he offers, as his Basic Attacks can feel overly inconsistent thanks to their staggered cadence and the difficulty that comes with tracking Heroes compared to single-shot Basics.

Lunari 4.0 [Basic Attack]:

- Projectile Hitbox Radius increased by 10%.

For this pass, Wukong is receiving a range of changes to reduce his efficacy in Offlane further due to the un-interactive gameplay he is capable of when played outside of the Jungle Role. This is being achieved by reducing the value he gains when maxing out his Alternate Ability - an adaptation that many high-level Wukongs have relied on to overcome his poor wave-clearing abilities. Likewise, his general Base Stats are taking a hit, making it more difficult for him to survive the early lane, while his Clones are seeing an increase to their kill Gold, punishing him further in the Offlane if he carelessly lets them die. In return, we are offering some small increases to his Jungle Clearing capabilities to help offset the loss of Jungle strength from these Offlane nerfs. Finally, his From Up High Augment is receiving a much needed boost to its damage output at greater heights to make it more compelling to use (Note: It works on a logarithmic scale after 1500u Height, which helps stop 1-shot shenanigans from occurring were it a linear increase, but the current scale was too rigid, leading to an underwhelming damage output at larger heights).

From Up High [Augment]:

- Logarithmic Damage Formula adjusted to grant more bonus damage at various Heights:
- 1500u Height Damage = 1.6x
- 2000u Height Damage increased from 1.7x to 1.76x
- 3000u Height Damage increased from 1.74x to 1.85x.
- 6000u Height Damage increased from 1.81x to 2x.
- 9000u Height Damage increased from 1.875x to 2.1x.

General:

- Health decreased from 680 to 665.
- Physical Armor decreased from 30 to 28.
- Magical Armor decreased from 33 to 31.
- Attack Speed increased from 110 to 115.

Ruyi Jingu Bang [Basic Attack]:

- Cleave increased from 15% to 20%.

High Impact [Secondary]:

- Minion Damage Modifier decreased from -60% to -70%.

Windsurge [Spirit - Alternate]:

- Damage decreased from 60/90/120/150/180/210 to 60/85/110/135/160/185.
- Bonus Physical Power Scaling increased from 90% to 100%.
- Mana Cost increased from 50 to 50/55/60/65/70/75.

84000 Hairs [Ultimate]:

- Clone Kill Gold increased from 5 to 7.

Yin’s Lash Kick was not being interrupted correctly if she was hit by a Grounding Effect. This has now been resolved.

Lash Kick [Primary]:

- [Bugfix] Is now correctly interrupted if Yin is hit by a Ground Effect.

Yurei’s Ultimate was not being interrupted correctly if she was hit by a Grounding Effect. This has now been resolved.

Soulstorm [Ultimate]:

- [Bugfix] Is now correctly interrupted if Yurei is hit by a Ground Effect.

Once again we are reducing the strength of On-Hit Zinx, further helping to reduce her presence in Offlane especially thanks to the reduction in Attack Speed Scaling and On-Hit Damage being levied, as well as a reduction in Typhoon’s strength. On the flip side, Zinx’s primary role of Support cannot be forgotten, and she is receiving improvements to her Utility output to help her further contend with the top Supports.

Disc Of Demise [Augment]:

- Ricochet Cooldown Reduction on Hero Hit increased from 10% to 12%.
- Ricochet Cooldown Reduction on Non-Hero Hit increased from 5% to 6%.

Terminal Treatment [Augment]:

- Additional DoT Damage decreased from 35% to 25%.

General:

- Attack Speed increased from 110% to 115%.
- BAT increased from 1.4 to 1.5.

Infuse [Alternate]:

- Missing Health Healing Modifier increased from 40% to 50%.

Neural Regenesis:

- Cooldown decreased from 160/140/120 to 150/135/120.

Item Balance

Crests:

Typhoon contributes too heavily to a range of frustrating and oppressive Magical On-Hit builds, with the Attack Speed and mobility it offers making it difficult for Melee Heroes especially to interact with its Users. A reduction in the Attack Speed it offers, as well as an increase to its Cooldown is needed to provide more windows of weakness.

- Cyclone Attack Speed Magical Power Scaling decreased from 3.5% to 3%.
- Mirage Dash Cooldown increased from 35s to 45s.

Carry:

Terminus’ Shield Effect suffered from an issue that could result in it being removed prematurely, and result in future Shields being smaller than intended. This has now been resolved.

- [Bugfix] Fixed an issue where Teminus’ Shield could be fully removed after taking damage, and future Shields would become capped at a lower value.

Support:

Hexbound Bracers has seen an increase of popularity as part of various Enchanter builds, with Heroes such as Maco and Muriel picking it up to provide a sharp bump in durability that comes with a minimal loss to Healing & Shielding output. To ensure that the item has adequate Utility downside for Enchanters compared to other Support options given the durability it provides, a reduction to its Heal & Shield Power is needed.

- Heal & Shield Power decreased from 10% to 8%.

Tank:

Similar to Hexbound, Transference is occasionally being poached by Enchanters such as Muriel and Maco, allowing them to become overly durable while continuing to pump out strong Heals and Shields. To ensure there is a greater tradeoff for Enchanters that greed for the Item, Transference is receiving a stat shift, now costing more and offering less Heal & Shield Power, but gaining some Magical Armor in return to ensure the frontliners that rely on it can continue to thrive.

- Cost increased from 2900 to 3000.
- Magical Armor increased from 35 to 40.
- Heal & Shield Power decreased from 10% to 8%.

Bug Fixes

- Fixed an issue where Tower Hitboxes could result in no-reg hits for various Melee Heroes’ Basic Attacks.
- Fixed an issue where Ikra’s Anomaly Passive was not counted as DoT Damage, and could interrupt Recalls.
- Fixed an issue where Steel’s Heavy Metal Augment allowed his Basic Attacks to destroy Spell Shield Effects.
- Fixed an issue with Morigesh’s Spiritcaller Skin that would cause her headdress and loincloth to be invisible when viewed from behind.
- Fixed an issue with Hero AI where they could spam debug location errors into the in-game chat if they become stuck.
- Fixed the stat-tracking of various items to function correctly (Noxia, Caustica, Overseer, Spellblade Items, Mutilator, Frosted Lure, Manta Scythe, Nightfall).
- Fixed an issue where Disabled Eternal Blessings could still be selected via a Loadout.
- Fixed various texture issues with Terra’s Guardian Skin.
- Fixed an issue where Serath’s Heaven’s Fury could prevent her from taking damage when in the Enemy Team’s Fountain.
- Fixed an issue where Epoch’s Stasis Effect would prevent the User from taking damage from the Enemy Team’s Fountain until they leave.
- Fixed an issue where Greystone could be killed by the Enemy Team’s Fountain when using his Ultimate.
- Fixed an issue where Akeron would take double damage from the Enemy Team’s Fountain.
- Fixed an issue where Scarlett could Blink in place while using her Ultimate.
- Fixed an issue where Numerical Minimap Timers could fail to appear for Fangtooth and Orb Prime.
- Fixed an issue where Owned Items could be gifted in regions where Gifting is disabled.
- Fixed an issue where a Loot Core’s “Open” prompt could swap to “Gift”.
- Fixed an issue where Crunch’s Passive would display the incorrect Stack number on the Ability Bar.
- Fixed an issue where Renna’s Healthbar would snap down briefly after she teleports with her Ultimate.
- Fixed an issue where Florescence was described as a “Cleanse” Effect.
- Fixed an issue where Akeron’s Crushing Maw would not display a HUD Debuff for the affected target.
- Fixed an issue where Gideon’s Cosmic Rift would not display a HUD Notifier for the duration of the effect.
- Fixed an issue where Spell Shield effects could be triggered while under the effect of Epoch’s Stasis.
- Fixed an issue where Serath’s Heresy displayed the incorrect damage type icon on its upgrade window.

There’s a lot to be excited about! Update 1.17: Bloodtide launches 22nd September, let us know what you think!

Until next time,

Rei & Steggs

Game Design and Community @ Omeda Studios