Predecessor Patch V.0.4.3 | Predecessor
Predecessor Patch V.0.4.3
It's nearly time for our first big item rework!
Patch Notes 2023年3月7日
要約
Patch releasing March 7th, 2023.
The time has finally come!
We have the first larger scale item rework hitting your games this coming Tuesday! This patch seeks to shake up the meta with big shifts to stat lines and effects from ADC itemisation. Alongside that we’ve changed a smaller bunch of Assassin and Fighter items to better fit with the build paths and opportunities ADC players can seek out.
We’re introducing three potential core paths for ADC players to explore. Critical Strike, On-Hit and Penetration. Many items have been adjusted so that the current ADC roster can feel a bit more unique based on the way they modify their hero through these item changes. Gone are the days of only Critical Strike itemisation!
Assassins and Fighters have also seen some new shifts to their own items, allowing more potential build diversity and opening up options for more heroes such as Crunch or Kallari. We’re also looking to fix up some major balance concerns with Raiment and Megacosm. Lastly with items, is a new Support Crest option called Reclamation, allowing Support to help cleanse their allies of negative effects.
Another significant change in this patch is pre-cleansing getting a small nerf. This means that players who look to cleanse knockups and other debuffs before they hit, need to tighten their timing to achieve the same result. We still want Pre-Cleansing to exist as a skill, but it needs to carry sufficient risk for how potent the result can be.
Finally we’re touching up on ranged basic attacks to further help improve the feel and weight for ADCs and Mages.
That’s all for this balance pass, we hope you find great enjoyment in exploring all the possible combinations of new items in this large overhaul! See you next time in 0.5… when the Hunt begins!
- Bloodmordius, Senior Game Designer
BALANCE CHANGES
HEROES
GENERAL:
As mentioned already, we still want pre-cleansing to remain as a skill to master and to help counter displacement based CC. Currently, however, it’s a bit too reliable and easy to access, so we’re bumping down the CC immunity from all cleanses.
We’re also increasing projectile speed for Ranged Basic attacks to help improve the feel, but are decreasing the radius alongside it to prevent buffing the hit percentages.
◆ CC Immunity decreased from 0.5s to 0.25s.
◆ Ranged Basic Attack Projectile Speed increased from 18,000 to 23,500.
◆ Ranged Basic Attack Projectile Radius decreased from 35 to 32.
DRONGO:
With build paths opening up we also want to open up some pathways for Drongo players, specifically for the possibility of penetration based builds that rely on high burst and poke over the standard crit/DPS paths. With this in mind, we’re removing the second part of Drongo’s passive ability and increasing his base damage and scalings to compensate. We’re also adding some damage to his Gag Grenade ability to increase its use cases and allow us to better distribute his damage across his kit.
Wastelander [Passive]:
◆ No longer increases Ability Damage based on Critical Strike Chance.
Gag Grenade [Q]:
◆ Now deals 40/60/80/100/120 (+30% Bonus Physical Power) physical damage on impact.
◆ Now applies Wastelander’s DoT to all targets within every 0.5s.
Old Rusty [RMB]:
◆ Base Damage increased from 45/65/85/105/125 to 50/70/90/110/130.
◆ Scaling increased from 40% to 50%.
◆ Cooldown changed from 8 to 9/8.5/8/7.5/7.
Rad Rounds [E]:
◆ Initial Shot Damage increased from 30/50/70/90/110 to 40/60/80/100/120.
Shrapnel Cannon [R]:
◆ Base Damage increased from 175/275/375 to 175/300/425
◆ Scaling increased from 60% to 80%.
GADGET:
Gadget has felt a little too durable and safe amongst the current mid-lane roster, so we’re bumping down some of her base durability and her Passive shield ability. We’re also decreasing her Passive’s damage to prevent her from being overly effective against melee Heroes in the early game.
General:
◆ Base Health decreased from 600 to 580.
Shock Absorber [Passive]:
◆ Shield Max Mana Scaling decreased from 12% to 10%
◆ Base Damage decreased from 80 to 50
GIDEON:
Gideon is still getting away with tankier builds due to the high base damage on his ultimate, allowing him to dive in and out DPS any target, even in single target scenarios. We’re still allowing him to access this kind of damage, but only through scaling. This will reward his damage output through less durable builds.
Black Hole [R]:
◆ Base Damage decreased from 540/810/1080 to 450/675/900.
◆ Scaling increased from 240% to 261%.
MURIEL:
Muriel's Consecrated Ground ability was scaling in a non-linear fashion. Alongside other buffs to her itemisation options, we feel comfortable fixing this and bringing the shield down again.
Consecrated Ground [E]:
◆ [Bug Fix] Base Shield decreased from 110/165/220/285/350 to 110/165/220/275/330.
REVENANT:
Revenant can currently reload immediately after every shot except the last, so we’re cleaning that up to reward players who time their RMB correctly after the final shot.
Hellfire Rounds [RMB]:
◆ Reload can now be initiated if RMB is used immediately after the 4th shot, instead of there being a short lock out.
SHINBI:
Shinbi had a couple issues with her Circle Rhythm. We’re fixing those up and decreasing her Mana economy to prevent her from staying in lane for extended periods.
General:
◆ Mana Regeneration Growth decreased from 0.25 to 0.18.
Circle Rhythm [E]:
◆ [Bug Fix] Fixed an issue where Circle Rhythm was applying damage over 6 ticks instead of 4, causing her Ultimate to stack faster.
◆ [Bug Fix] Fixed an issue where Circle Rhythm was going on cooldown at the start of the cast instead of the end.
SPARROW:
Sparrow is getting a little love to her poke-oriented gameplay for penetration builds by shifting her Piercing Shot arrow damage away from the multiplier and into its raw damage. She is also losing a bit of movement speed when she pops that Ultimate to decrease her run down potential and increase her vulnerability now that she has more durable build options.
Piercing Shot [RMB]:
◆ Piercing Shot Base Damage increased from 90/125/160/195/230 to 90/135/180/225/270.
◆ Piercing Shot Scaling increased from 100% to 130%.
◆ Piercing Shot Passive Multiplier decreased from 10% per stack to 5% per stack.
Inner Fire [R]:
◆ Inner Fire Movement Speed Buff decreased from 5/7.5/10% to 3%.
ITEMS
CRESTS
Brutallax:
With upcoming changes to the Marksman Crest Line, Brutallax has been an appealing option for ADCs relative to Liberator, so we’re adjusting its stats and decreasing its overall potency to prevent abuse.
◆ Physical Power increased from 20 to 25.
◆ Lifesteal decreased from 8% to 5%.
◆ Purifying Rage Active Attack Speed decreased from 30% to 20%.
Eviscerator:
We’ve given Eviscerator a pinch of lifesteal as compensation for the removed critical strike chance and to better match the sustain of other options.
◆ Added 5% Lifesteal.
◆ Critical Strike Chance Removed.
◆ Rending Strikes initial Scaling increased from 15% to 18%.
◆ Rending Strikes Additional Scaling per shot decreased from 5% to 3%.
Iceskorn Talons:
Iceskorn was providing too much value in later stages of the game and was granting a lot of unintended damage to mages in particular. We’re shifting it to Physical Power to better scale with natural Hero Scalings and avoid negative interactions with burst mages.
◆ Glacial Colosseum Active now grants 15% increased Physical Power instead of 15% increased damage.