Balance Patch V1.1.2 | Predecessor

Balance Patch V1.1.2

Everything you need to know about V1.1.2!

2024年10月15日

要約

Introduction

An early balance patch? What gives!?
As you’ll likely remember, we had a little trouble with the console certification process for the previous update. So to help our team stay on track to deliver what’s shaping up to be a hefty update in v1.2 next month, we’re launching the v1.1.2 balance patch early!
Balance patch v1.1.2 has a slew of tweaks and changes to Heroes and Items, as well as some buffs for Towers, and more! Alongside balance changes, you can expect snazzy new skins too, including the incredible Angelic Sevarog!

Grab yourself some snacks, kick your feet up and let’s jump into the patch notes.

Store News

Angelic Sevarog [Rare]

Sevarog is arguably one of the most menacing Heroes in Predecessor - but if you don’t think he’s creepy enough yet, his Angelic Skin might change that opinion.

Executioner Murdock [Common]

A darker twist on the classic Murdock we all know and love! Kinda makes you wonder which side of the law he’s really on.

Hotrod Howitzer [Common]

Jump on to the battlefield with all guns blazing in the Hotrod Howitzer skin!

New Bundles

Angelic Sevarog Bundle

Everything you need to complete the chthonic vibe.

Bundle Contents:

Angel Sevarog Variant Bundle

Deliver divine judgement in the skin that matches the sin.

Bundle Contents:

Gameplay Balance Changes

Systems Balance Changes:

Towers:

All Towers are receiving an increase to their base damages to create more risk when attempting an early game dive. Likewise, their Physical Armor Penetration is seeing an increase, further limiting the efficacy of tankier targets holding a Tower’s aggro for extended durations.

Outer Tower:

Inner Tower:

Inhibitor:

Utility:

Refillable Potion is seeing a small decrease to its overall healing as a match progresses, better allowing poke damage to stick, and thereby creating more opportunities for aggressive play to translate into kills.

Refillable Potion:

Hero Balance Changes

Aurora’s Access:

Aurora’s access to high impact disruption tools paired with her innate elusiveness and durability allows her to possess significant threat when roaming the map or engaging in teamfights. Alongside hits to her early Durability and Movement Speed, she is receiving lower uptime on her Hard Crowd Control tools, creating further windows of downtime between her ganks and rotations.

General:

Hoarfrost [Secondary]:

Cryoseism [Ultimate]:

Gadget’s Access:

Gadget’s general safety and high Mana pool provides for an incredibly stable laning phase, allowing her to smoothly transition into the late-game where she becomes a significant threat. We’re taking steps to provide Gadget with lower early resources, thereby reducing her general laning efficacy and stability, while also decreasing the Magical Armor Shred offered by her Tesla Dome as it currently provides too much negation to Heroes that attempt to counter-build against her with Magical Armor purchases.

General:

Tesla Dome [Ultimate]:

Gideon’s Access:

Gideon currently struggles to keep pace with many of the high waveclear Mages. To help bring him into greater contention, we’re granting him additional uptime on his Void Breach. This will further enable Gideon to take aggressive Lane trades in the absence of strong waveclear, and allow him to more freely opt into Magical Penetration options over Ability Haste.

Void Breach [Alternate]:

Item Balance Changes

Crests:

Some additional uptime is being granted for the Warboots, allowing for more engagement windows for those Tanks looking to get into the action.

T2:

Both Alchemical Rod and Soul Chalice allow their users to forgo Mana restraints at a very early stage of the match, often contributing to passive play that is difficult to punish. To delay this and add some additional risk, we are increasing their cost, thereby increasing the completion time by an extra wave’s worth of gold and creating a larger window for Enemies to disrupt their completion.

Carry:

Spectra’s general damage output is a little on the high end. A slight hit to its scaling is being levied to ensure it does not overshadow other alternatives as hard.

Assassin:

Infernum is intended to be an anti-Tank option for Assassins, but is currently providing too much efficacy against all classes. To reduce its efficacy against the non-Tank classes, we’re decreasing the Physical Penetration on offer, as toning down its Mana to ensure it does not pair as effectively with Soul Chalice builds.