Early Access Balance Patch V0.10.2 | Predecessor

Early Access Balance Patch V0.10.2

As Season 2 draws to a close, let's look at the final balance patch before Season 3 kicks off next month!

Patch Notes 18 ago 2023

Patch releasing 12.00 GMT August 22nd, 2023.

A new day, Champions, a new balance pass!

With Season 2 drawing to a close we’re keeping it short and sweet this week, so let’s jump right in and take a look at what you can expect from Predecessor V0.10.2!

For starters, as is tradition, our latest addition Zarus is receiving a quick balance pass alongside some quality of life improvements to smooth out his gameplay. Likewise, on the balance front we’re looking to elevate some of the less represented Heroes in the roster, such as Sparrow and Grux, while also taking a moment to re-examine Kallari who’s health regeneration mechanic makes an exciting comeback!

So what’s next? Well we expect this update to be the last major patch of Early Access Season 2, meaning next time you’re reading one of these it’ll be all about Season 3! We won’t spoil some of the big plans we’ve got in the pipeline here, so keep your eyes peeled for Patch V0.11, the Season 3 roadmap, and much, MUCH more!

First though, let’s go over all those changes we mentioned coming to Predecessor with this game update.

~ Rei & Kari (Game Design and Community Teams)

STORE

New Skin - Midnight Muriel

Make a lunar landing with the stellar Midnight Muriel!

Glide the night skies with the new Midnight Skin [ common] for Muriel, available in V0.10.2 in the store!

BALANCE CHANGES

It recently emerged that Greystone was suffering from a rather nasty bug that prevented his Deflect cooldown from decreasing throughout a match. We’ve fixed the issue and hope to see a glorious return to form for him.

Stoicism [Passive]:

Grux struggles to keep pace at various stages of the match so we’re offering him a few buffs to bring him up to speed in the form of some additional scalings and some Smash & Grab efficacy. These changes are primarily targeting Grux’s late-game where he tends to struggle the most, and should not overly impact his early game potency.

General:

Smash And Grab [Q]:

Crush [E]:

Kallari’s ability to quickly clear the Red Jungle due to her high single-target damage allows for fast level 3 ganks that can prove overwhelming. To reduce the pace at which she can gank we’re lowering her early clear speed while conversely we’re bringing back her classic health regeneration mechanic during Shadow Walk to further facilitate Kallari’s presence throughout a match. This should allow her to stay healthy between camps and recover after a fight should she manage to slip away.

General:

Shadow Walk [Q]:

Crippling Dagger [RMB]:

Shinbi’s ability to default to playing at range in lane with Line Tempo overly rewards passive gameplay. To better encourage her to dash into the thick of it we’re moving some of her damage potential and sticking it into her Circle Rhythm, as well as shifting around her mana economy to punish her for becoming overly reliant on Line Tempo alone.

General:

Line Tempo [Q]:

Circle Rhythm [E]:

Sparrow found good value from her previous round of mana-focused changes which increased her ability to trade and keep the pressure up. Despite this though she’s still falling slightly short as a Carry due to how long it takes her to ramp up.

Relentless [Passive]:

Piercing Shot [RMB]:

The dust has settled since the Deathstalker rework and TwinBlast is still seeing too much success with physical penetration builds, overkilling targets with his Ultimate from afar. To that end we’re bumping down Ventilate’s physical power scaling once more to not overly impact attack speed itemisation but to instead guide the ability into a more reasonable spot.

Ventilate [R]:

The true impact of Zarus’ arrival to the arena is still being assessed, as player mastery of our powerful new Hero continues to grow.

That said, however, we’ve received some great community feedback that we’re keen to act on in this patch, as we further refine the timings of his abilities to make them more intuitive and generally improve his overall gameplay flow a bit. Alongside this we’re shifting around some of Zarus’ mana costs to better facilitate short, ability-based trades in lane, while also hitting the frequency at which he can run down his opponents with basic attacks alone as a result of well-times Evades in the earlier stages of a match.

General:

Barricade [Q]:

Evade [E]:

Coliseum [R]:

ITEMS

Crests:

Rogue: The Rogue crest offers too much early physical penetration and can result in overly oppressive trading loops in the first few levels of the lane phase. Time it was nudged down.

BUG FIXES

That's all this week!