V1.4.4 Patch Notes | Predecessor

V1.4.4 Patch Notes

Everything you need to know about V1.4.4!

Patch Notes Mar 23, 2025

Summary

Greetings Champions!

You might be a little surprised to see another set of patch notes so soon, but with V1.4 being such a major update that touched on many aspects of the game, it’s only fair we follow it swiftly with a balancing pass to address community feedback and reign in some of the more egregious outliers.

While the usual, larger 1.4.X balance patch is still on the way, we’ve decided to release some changes early. We’ve been closely monitoring the impact of the recent changes to ensure the game remains fair, fun, and functioning as intended, and the updates listed below address the most pressing things identified since V1.4’s release.

Without further ado, let’s jump in!

Overview of Changes

Gameplay Balance Changes

Death Timers:

Lower Death Timers in the early game have resulted in the feeling of an inability to cleanly convert a won fight into Objectives such as Fangtooth or Tower Damage. While we continue to monitor and adjust Death Timers moving forward, for now they have seen a moderate increase pre-20m to allow for more breathing room between fights.

Jungle:

Fangtooth:

Objectives such as Fangtooth are currently dying relatively quickly, leading to a strong sense of first-movers advantage where the objective falls before a Team has adequate time to react. The increase to Death Timers may further contribute to this feeling, so a small increase to Fangtooth’s durability is being given to provide for more reaction time by teams looking to contest. We will continue to monitor the Objective Durability situation and consider further durability adjustments for any and all Objectives in subsequent balance passes.

Mini Prime:

The Mini Prime Buff received a relative incidental increase in power seeing with the increase in Hero Armors offered in v1.4. A reduction to the Bonus Armors it offers is being levied to ensure that contesting and fighting a Mini-buffed Hero is not as steep of a challenge to overcome.

Minions:

Melee and Ranged Heroes are seeing a small increase to their Health, and a small reduction in the damage they deal to each other. This is being done to provide a more natural damage cadence when Minions fight each other, making the ability for Players to last-hit more consistent and less frustrating.

Melee Minion:

Ranged Minion:

Hero Balance Changes

Argus

While Argus’ damage potential is meaningful, his restricted Mana economy can be too difficult to manage, especially in the early game. To help resolve this, his Particle Shredder is receiving a significant Mana Cost reduction, better allowing Argus to stay present on the map.

Boris

Boris’ arrival to the battlefield has left many Heroes cowering in fear before his might. With his overall strong performance since his addition, some general hits are required to ensure he falls more in-line with other Heroes, with reductions to his Healing and early-game gank potency being the most notable areas adjusted.

Countess

Countess is another Hero receiving adjustments, focusing on decreasing her general Healing capabilities and the strength of her Blood Tithe Passive.

Item Balance Changes

Miscellaneous:

Crests:

Carry:

Assassin:

Fighter:

Mage:

Support:

As mentioned, this mini-patch focuses solely on the most pressing issues. You can expect a broader set of changes in our regular 1.4.X balancing patch, currently planned to arrive on April 8th.

_We hope the adjustments in this update make for a smoother and more enjoyable experience. Your feedback played a key role in shaping this patch, so please don’t hesitate to share your thoughts after giving it a try!

See you soon, Champions,

_Rei (Game Designer), Omeda_Zuzu (Community Experience Manager) & Kari (Community Lead) ⟩