Early Access Balance Patch v0.7.2 | Predecessor

Early Access Balance Patch v0.7.2

It's time to look ahead at the upcoming V.0.7.2 Balance Update!

Patch Notes 30. Mai 2023

Hotfix

Hotfix V0.7.3 (30/05/23)

◆ Resolved an issue that prevented new skins from appearing in game correctly.

Original update

Heya Champions! o/

The V0.7.2 balance patch is just around the corner and it is shaping up to be BIG. We also hope that it’ll mark the beginning of the end of our focussed efforts to tackle Time To Kill (TTK) improvements in Predecessor. As a reminder, our goal is to create a mid-late game environment that promotes more back and forth gameplay, more tense fights and most importantly, more rewarding counterplay.

The largest part of this process is of course, fiddling with the base stats of our Heroes. A lot of our Heroes have fairly varied base stats that were once fitting, but due to the changes we’ve made throughout Early Access are now no longer suitable. Generally speaking we’ll be looking to make most Heroes more durable, even in the early game, largely due to Crest sustain decreasing in the previous update meaning that damage now sticks better. However a couple heroes will be made a little squishier for certain cases and we’ll explain this reasoning case by case.

Next up, items are also getting a big check up. Lots of passives are losing additional tack-on effects that end up contributing heavily to shorter TTK scenarios due to overloaded effects. Most of these are being trimmed off, reduced or reworked.

Finally, as stated, a few items are also getting reworked to allow Tanks to provide a more utility-focused and durable role within a team, whilst providing options to more players to deal with those Tanks with particular itemisation. Now that Tanks have their new fun Crests to play with, we want their usual items to reflect a similar behaviour. As such we’re trimming their damage, haste, and natural use cases to provide more durable and utility-oriented effects.

Upcoming patches may look to make adjustments to the changes brought about in this patch as we continue to revise and hone our balance and design towards our original goal, so expect reaction based changes rather than a new goal or purpose over the next few weeks.
- Bloodmordius, Senior Game Designer

New

New Skins

It's time to polish up your appearance with our latest shiny new skins!

◆ Mechanical Titan Gadget [Common]

◆ Aegis Steel [Common]

Balance changes

Heroes

General:

Casters and Tanks have been a major issue thanks to their damage output, especially for melee-focused Heroes to deal with (who can easily get swept up by those pesky AOEs). To help, we’re granting a bit more Magical Armor across the board to help base durability for all Heroes.

◆ Melee Magical Armor increased from 30 (+1 Growth) to 32 (+1.8 Growth).

◆ Ranged Magical Armor increased from 30 (+0.5 Growth) to 30 (+0.9 Growth).

Countess has started to show a little more face since the Crest changes, as her sustain stands out a bit too much relative to other Heroes. We’re decreasing this alongside the damage of her ultimate to decrease her burst and lane sustain.

◆ Physical Armor Growth increased from 3.5 to 4.

Blade Siphon [RMB]:
◆ Healing decreased from 10/11/12/13/14 to 8/9/10/11/12.

Feast [R]:
◆ Maximum Health Scaling decreased from 10% to 8%.

Overall we’re decreasing Crunch’s damage output in the mid-late game by a smidge, whilst increasing his versatility by opening up his magical power scalings to let him utilize more magical bruiser itemisation when the situation calls for it.

◆ Physical Armor Growth increased from 4 to 5.2.

Left Crunch [Q]:
◆ Base Damage changed from 25/50/75/100/125 to 20/50/80/110/140.

◆ Total Physical Power Scaling decreased from 120% to 115%.

◆ AP Scaling increased from 50% to 80%.

◆ Cooldown decreased from 11/10/9/8/7 to 10/9/8/7/6.

Right Crunch [E]:
◆ Base Damage changed from 75/110/145/180/215 to 80/110/140/170/200.

◆ Bonus Physical Power Scaling decreased from 80% to 75%.

◆ AP Scaling increased from 60% to 70%.

Forward Crunch [RMB]:
◆ Bonus Physical Power Scaling decreased from 75% to 70%.

... (content truncated for brevity)

Bug fixes

◆ Morigesh’s doll now correctly respects Hero outlines.

◆ Controller Triggers now correctly cycle between players in Replay Mode.

Additional bug fixes/patch notes may be added to this post once the update is live.