Early Access Patch V0.19 | Predecessor

Early Access Patch V0.19

Everything you need to know about V0.19

Patch Notes 27 giu 2024

Introduction

Greetings Champions!

V0.19 is here and with it comes our latest defensive powerhouse of a Hero, Terra!

Terra excels at sticking around, shrugging off damage and crowd control effects like it's nothing, before hitting back seriously hard.

It's not just Terra in the spotlight this week though, as our stores are jam-packed full of savings thanks to our Summer Skin Sale (which handily coincides with Steam's own Summer Sale). On top of this our gameplay team have been ridiculously busy addressing a number of balance changes and tweaks following on from our previous major balance updates.

There's no major new features in this update, but Ranked Mode continues as ever each week with the current opening times being Thursday, Saturday and Sunday. This availability is being expanded each week, but keep an eye out for a separate blog discussing this topic and more later next week.

Right, let's bring it back to the here and now and Highland Hurl ourselves into this week's patch notes!

New Hero: Terra - The Steadfast Bulwark

Cursebreaker Terra charges into battle!

Built like a bastion and hitting like a freight train, Terra finally makes her highly anticipated Predecessor debut!

Play

An indomitable force of pure power, Terra effortlessly charges through hordes of enemies while delivering powerful blows with her ancestral axe. Her impeccable defences allow her to brush off even the most devastating of enemy attacks before hitting back with enough force to make you think twice about crossing her lane!

Abilities:

Hersir [Passive]:

Effect: Terra gains stacks of Hersir when damaging Enemies with her Basic Attacks and Abilities, up to a maximum of 5.

At maximum stacks, Terra's next Basic Ability is empowered and gains additional effects.

Entering the Base grants Terra maximum Hersir stacks instantly.

Carve [Basic Attack]:

BAT: 1.15

Effect: Terra’s basic Melee attack, dealing 61 (+80% Bonus Physical Power) physical damage.

Ruthless Assault [Primary]:

CD: 11/10.25/9.5/8.75/8

Cost: 55/50/45/40/35

Effect: Terra spins her axe, striking all enemies around her before slashing forwards a second time. Each strike deals 45/65/85/105/125 (+80% Bonus Physical Power) physical damage.

Hitting an Enemy Hero refunds 10% of the Cooldown per strike.

Empowered: Terra strikes an additional time (for a total of three strikes), with the third strike dealing 55/85/115/145/175 (+120% Bonus Physical Power) true damage to all enemies in front of her.

Highland Hurl [Secondary]:

CD: 11/10.5/10/9.5/9

Cost: 50/55/60/65/70

Effect: Terra throws a spectral axe, dealing 100/135/170/205/240 (+90% Bonus Physical Power) magical damage and slowing targets hit by 20/28/36/44/52% for 1.25s.

Pierces Minions and Monsters.

Empowered: Roots Enemies hit instead for 1.25s.

Wild Rush [Alternate]:

CD: 14/13/12/11/10

Cost: 70 Effect: Terra raises her shield, channeling for up to 4s before dashing forward and dealing 40/60/80/100/120 (+70% Bonus Physical Power) physical damage to all enemies in her path, knocking back and stunning them for 0.25s.

While channeling, for the first 1.25s her dash range and damage increases, dealing up to 120/180/240/300/360 (+210% Bonus Physical Power) physical damage.

If the Channel times out or is interrupted, this ability’s cooldown is refunded by 50%.

Empowered: On enemy hit, gain a 20/100/180/260/340 (+15% maximum health) shield for 4s.

Unstoppable Force [Ultimate]:

CD: 130/100/70

Cost: 100

Effect: Terra’s helmet slams down, cleansing all debuffs affecting her and granting her maximum Hersir stacks instantly.

For the next 6/7/8s, Terra becomes Unstoppable ( Immune to Crowd Control) and doubles the passive bonus armors gained from this ability (see below).

Passive: Gain 10/18/26 Physical Armor and Magical Armor.

Store News

New Skins

Gryphon Knight Terra

Don the mighty armor of the Gryphon Knights and charge into battle with near-mythical ferocity, with Terra’s ornate Gryphon Knight skin [Rare]!

Mecha Terror Iggy & Scorch

There’s more than one terra/or on the battlefield and Iggy and Scorch are here to prove it with their latest Mecha Terror skin [Epic], hot out the blast furnace!

Ruby Scarab Serath

A fiery redhead with a temper? It can only be Serath, in her striking new Ruby Scarab skin [Common]!

Summer Sales

The sun is out and the drinks are on ice, so what better way to celebrate Summer than with some hot discounts!

Skin Sales

Over the next couple weeks we’re slashing prices on skins across the in-game store, with up to 50% off some fan favorites!

Sales are on a weekly rotation, so don’t miss your chance to pick up popular skins like Obsidian Rampage and Royal Gideon and ensure you win your next match in style!

Week 1 (June 27th - July 4th)

Week 2 (July 4th - July 11th)

Gameplay Balance Changes

Overview:

General:

Critical Strike Damage is seeing an increase due to its relatively low efficiency and efficacy.- Critical Strike Damage increased from 150% to 155%.

Minions:

Minion AI improvements are planned for the future which will help resolve many of the frustrating interactions that can occur when interacting with them. In the meantime, balance tuning of Minion vs. Minion damage is ongoing with the goal of further improving a wave’s ability to bounce back and forth as naturally and intuitively as possible.

Melee- Minion Damage Modifier increased from 90% to 100%.

Ranged:- Minion Damage Modifier decreased from 115% to 110%.

Jungle:

Objectives

Objectives such as Fangtooth and Orb Prime can be slain too quickly, resulting in a reduction of the amount of fights that can naturally occur around these objectives, often rewarding the team with initial positioning too heavily as they melt through the objective. As a result, they are seeing increases to their Physical Armor, ensuring they stay alive for a few extra seconds, giving more time for the opposing team to counter-engage and attempt a steal.

Fangtooth:- Physical Armor increased from 25 (+2 per level to 25 (+3 per Level)

Primal Fangtooth:- Physical Armor increased from 60(+1 per Level) to 70 (+2 per Level)

Orb Prime:- Orb Armor increased from 90 (+3 per Level) to 100 (+3 per Level)- Blight Debuff increased from 40% to 50%.

Buffs

Red Buff Both Red and Blue Buff’s Health Pool has proven too high since the v18 changes, with the time investment required to kill them being too high and feeling like a bit of a chore for some Heroes. As a result we’re reducing their Health Growths further, better allowing Jungler’s uptime on the map, while also fixing a nasty bug that was affecting Red Buff’s XP, with it now scaling correctly throughout a match.- Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)- [Bugfix] Now correctly scales its XP across the game instead of being stuck at Level 1.

Blue Buff- Health decreased from 2500/3000 (+200 per Level) to 2450/2800 (+150 per Level)

Gold Buff Both Gold Buff and Cyan buff tend to be slain too quickly after their first few capture. Some additional Health Growth is being granted to them to increase the window of interaction available when either team attempts to kill them.- Health increased from 1100 (+80 per Level) to 1100 (+100 per Level)

Cyan Buff Alongside the Health increases mentioned in the previous section, Cyan Buff is also receiving a decrease in XP offered, further reducing the ability for a one-sided snowball to occur when an Offlaner captures the majority of them uncontested.- Health increased from 1150 (+80 per Level) to 1150 (+100 per Level)- XP decreased from 70 (+12 per Level) to 65 (+10 per Level).

Camps

All Common Camps have received XP increases, starting from approximately 7m onwards. This is to better allow Junglers to keep up in experience during the mid-game when farming their Camps efficiently as Junglers have a tendency to fall too far behind in experience and be overly reliant on successful ganks to not fall behind.

Black Camp (2)- Large XP increased from 150/152/160/174/174/220/252/290 to 150/152/165/190/210/235/260/290.- Medium XP increased from 80/81/85/92/100/110/121/133 to 80/82/87/97/107/117/127/137

Grey Camp (3)- Large XP changed from 75/77/84/96/113/135/162/194 to 75/77/85/105/125/145/165/185.- Small XP changed from 45/46/50/57/68/83/120/125 to 45/46/51/65/79/79/93/107/107/120.

White Camp (4)- Large XP increased from 92/94/102/116/136/162/194/232 to 92/95/105/128/151/179/207/235- Medium XP changed from 54/55/60/68/79/93/110/130 to 54/55/65/77/89/101/113/125.- Small XP changed from 30/31/33/37/43/51/61/73 to 30/31/35/43/49/57/65/73.

Brown Camp (5)- Medium XP increased from 65/67/72/80/91/105/124/147 to 65/67/75/90/105/120/135/150.- Small XP increased from 25/26/28/32/37/43/50/50/58 to 25/26/29/35/41/47/53/59.

Hero Balance

General:

General Time To Kill (TTK) has proven too fast in many scenarios, especially in the case of Physical Damage output from the likes of Carries and Bruisers. While further balance adjustments to the damage offered by Heroes and Items are ongoing, to help offset this we’re once again increasing the amount of Physical Armor Heroes possessed when levelling up, better bringing us to a happy medium where punishes can still occur should an opponent step out of position, but not to the extent they blow up with little room to react.

Item Balance Changes

Judgement is overperformance in many Assassin builds, dealing higher than intended damage and contributing to abnormal burst scenarios. As a result, it is having its Damage Type changes to Magical, meaning Physical Penetration builds will no longer benefit it as much, while also receiving a Scaling redistribution to ensure it remains relevant, but not as oppressive.

Bug Fixes