Early Access Patch V0.11.2 | Predecessor

Early Access Patch V0.11.2

V 011.2 Balance Patch Notes are here! Check out all the new Jungle changes, Hero tweaks, and bug fixes!

Patch Notes 5 ott 2023

HOTFIXES

Hotfix V0.11.3 (05/10/23)

Hello Champions,
Get ready, the first balance patch notes of Season 3 (V0.11.2) are here!

This update will include some exciting mix-ups to the Jungle, with changes to Camp respawn timers and general Camp durability at the forefront. The broader goal of these Jungle changes is to improve the overall gameplay loop for Junglers in the form of additional pathing choices and a greater opportunity cost when opting for too many ganks - but you can read all about this in further detail below!

While the Jungle changes are the meat of this patch and will require further tuning over-time, you can also expect a range of Hero adjustments and bug fixes, including some light nerfs to the our newest addition, Serath; as well as the ability for Zarus to gain Ultimate stacks on Takedown; and some UI adjustments! The patch will launch on Tuesday, October 3rd.

Let’s dive into it!

~ Import (Game Design)

STORE

Revenant Raven Quill Skin

Halloween is just around the corner where all things creepy and spooky come out to play… You can too, with Revenant’s new Raven Quill skin [ Rare ]!

Stun your enemies with your eldritch good looks, first available in V0.11.2!

NEWS

Design Time - Developer Livestream

On Wednesday 4th October at 19:00 BST, we’ll be live on our Twitch channel with three members of our design team to discuss topics like balance, gameplay and lots more, as well as answering some community questions submitted on Reddit. If you would like to post a question, just drop it in the comments section of this post here.

You can expect lots more livestreams as Season 3 progresses, ranging from informational streams like this to more play oriented ones. So keep an eye out for a schedule coming soon!

BALANCE CHANGES

Heroes

Drongo’s Boomerang allows him to apply a lot of pressure in the early lane stage, granting him the deadly combination of strong wave clear and extreme burst when paired with his Rad Rounds. To help slow him down and give more windows of weakness, we’re increasing Old Rusty’s cooldown in the early stages of a match. Likewise, we’ve remedied a bug with his Ultimate’s Shred effect, and have lowered the Shred to compensate for its overall increase.

Old Rusty [RMB]:

Shrapnel Cannon [R]:

In Offlane, Feng Mao’s ability to take short trades with his Shield and accompanying Basic Attack Reset gives him too much strength in the early game - especially when paired with his high Health Regeneration. We’re pulling back on this early strength to ensure he does not run-down his opponents as easily while being more prone to chip damage as a result of having less inherent regeneration.

General:

Safeguard [Q]:

Greystone overperforms in the Jungle due to his general durability and capacity to run down opponents and hard reset a fight with his Ultimate’s healing. To help mitigate this, we’re dropping the potency and uptime on his ultimate in the early stages of the match, while granting his Make Way a lower cooldown in the earlier stages of a match to help him keep better pace in the Offlane where he sees far less success.

Make Way [Q]:

Sacred Oath [E]:

Stone Forged Soul [R]:

The health regeneration offered by Kallari’s Shadow Walk can be difficult to utilise as a sustain tool in the earlier stages of a match and can be difficult to extract value from. We’re giving it an extra kick in the earlier stages of the match to feel more meaningful, while ensuring her Regeneration capabilities do not become too overbearing in Offlane with a small increase in Mana cost on the ability.

General:

Shadow Walk [Q]:

Khaimera’s general durability as a match progresses can become overbearing when he’s allowed to sit in a fight undisturbed. By dropping down the overall healing offered by his Spirit Regeneration stacks in the later stages of a match, Khaimera will find himself more susceptible to burst damage should he dive too deep into the fray.

General:

Spirit Regeneration [Passive]:

Ambush [RMB]:

A quick bump down in Slow duration for Muriel’s Serenity to reduce her ability to set up a run-down scenario for her Allies.

Serenity [Q]:

Rampage has fallen out of favor since his previous round of adjustments. While he may benefit from the Jungle adjustments, providing a bit more upfront damage to Pounce will help him better convert his engagements into winning plays.

Pounce [RMB]:

Riktor’s ability to be an immovable object in lane, in the Support role, offers him too much presence when combined with the threat of his hook. We’re dropping down his Level 1 base stats to make him more punishable should he overstep, while shifting around some of his damage values to ensure he is not overly impacted in the Jungle or Offlane.

General:

Shock Therapy [Q]:

Electrocute [E]:

Serath seems to be performing in-line with her high risk; high reward identity. However, her ability to blow through targets and run down opponents can prove too overwhelming should she secure a gold lead. Alongside decreased movement speed while her Ultimate is active, a reduction in the scalings on Serath’s Heaven’s Fury and Chastise abilities will see her having a harder time securing that all-important reset.

Heaven’s Fury [Q]:

Chastise [RMB]:

Heresy [R]:

We’ve fixed a bug on Zarus’ ultimate so that he can now gain stacks from his Ultimate Target, as long as he gains a Takedown on them while in the Coliseum. This will allow his stacking potential to become more consistent and better reward him for using the ability to make plays without needing to personally secure the kill.

Coliseum [R]:

ITEMS

Crests:

A quick shift in stat profile for Nex to make it less pen heavy and more comparable to other Assassin Crest choices.

Nex:

JUNGLE

Jungle currently falls behind other roles in regards to farming and relies heavily on getting kills and interacting with the map to get any sort of advantage. Our initial pain points are that Jungle Camps are too durable too early relative to Hero and itemization strength. This makes the time investment required to kill a camp relative to its reward very hard to tune.

Our goal is to make the Jungle role play faster and allow for more Jungle versus Jungle interaction in the form of invading and counter jungling, while also allowing for more Hero diversity in the Jungle. Additionally, making Jungle camps less durable allows for other roles to be able to take Jungle Camps more frequently, thereby allowing other roles to interact with Junglers more easily.

Hunt/Wild Hunt:

For those unaware, Hunt provides Junglers with a Burning damage over time (DoT) effect when they damage Monsters as part of its “Jungler” Passive. This damage was previously magical, but we’re shifting it to true damage to normalise its damage against all Monster types while also allowing it to apply on Melee Cleave damage, making it easier to spread and further normalising clear speeds for different Jungler Class-types such as Tanks and Melee Mages.

Jungle Scaling/Respawns:

Not only have we adjusted the Base Stats and Growths of various Camps, but the Generic Jungle camps no longer level up their selected base stats as deep into a match, instead stopping at around 22m game-time (level 11), rather than at around 30m game-time (level 15). This further enables all Heroes to more swiftly pick them off for additional gold as a match unfolds into the late-game, and will result in less excessive time commitments needed when clearing camps deep into a match.

Additionally, Normal Jungle Camp respawn timers have been reduced by 15s, and when paired with their general durability changes, farming camps will now feel faster at most stages of a game, as well as allow for new pathing and invading opportunities for Junglers now that the uptime is high and time commitment lower. This will help provide greater parity to the benefits of committing to playing a more farm-heavy style compared to spam-ganking.

General:

Black Camp (2):

Large:
Medium:

Grey Camp (3):

Large:
Small:

White Camp (4):

Medium:
Small:

Brown Camp (5):

Medium:
Small:

BUGFIXES

That's all this week!
Let us know what you think of this update over on Twitter, the official Subreddit or our Discord server!