Early Access Balance Patch V0.19.1 | Predecessor

Early Access Balance Patch V0.19.1

Everything you need to know about V0.19.1!

Patch Notes 2024년 7월 7일

Introduction

Greetings Champions!

Well this is a surprise isn’t it! A balance update just days after a content update? What gives?!

Well the team is incredibly busy working on various milestones and features that need their full attention, and pushing out this update to you all sooner actually helps with their workflows. Plus with Summer finally here this timeline shift affords our team a little more leeway to take some much needed time away from work to spend with their loved ones.

With that in mind please enjoy the following balance changes, and we’ll see you back here for our next major update next month!

Gameplay Balance Changes

Overview:

Minions:

Ranged Minions are receiving a small reduction in the damage they deal to Heroes, better allowing Heroes to fight through them and take trades when a wave is stacked against them.

Ranged Minions: Hero Damage Modifier decreased from 40% to 35%.

Jungle:

All Jungle Boss Monsters are receiving an additional 5 Magical Armor, further increasing their durability against Magical Heroes and providing a large window for response when a team begins an objective.

Fangtooth: Magical Armor increased from 20 (+1 per Level) to 25 (+1 per Level) Primal Fangtooth: Magical Armor increased from 70 (+2 per Level) to 75 (+2 per Level) Mini Prime: Magical Armor increased from 25 to 30. Orb Prime: Magical Armor increased from 60 (+1 per Level) to 65 (+1 per Level)

Hero Balance Changes

As the fastest Jungle clearer in the game, Aurora is once again receiving a reduction to the Monster Damage Cap on her Passive, better bringing her speed down to reasonable levels.

Frozen Simulacrum [Passive]: - Monster Damage Cap decreased from 6 (+3 per Level) to 5 (+2 per Level).

Dekker’s ability to dish out damage remains on the high end and at times is comparable to many Mages. Her ability damage is being stripped back across the board to ensure she does not contribute as heavily to abnormal burst damage scenarios moving forward.

Photon Disruptor [Primary]: - Magical Power Scaling decreased from 55% to 50%.
Stasis Bomb [Alternate]: _- Damage decreased from 95/125/155/185/215 to 90/120/150/180/210. - Magical Power Scaling decreased from 45% to 40%.
Ion Strike [Ultimate]: _- Damage decreased from 190/300/410 to 180/290/400. - Magical Power Scaling decreased from 75% to 70%.

A small hit to Drongo’s Rad Rounds to help better ensure he doesn’t run down his opponents in the early lane with a single clip of the ability.

Rad Rounds [Secondary]: - Additional Shot Damage decreased from 18/28/38/48/58 to 15/25/35/45/55.

Greystone struggles to keep pace in the waveclear department due to the low uptime on Make Way, especially when needing to use it to take trades in lane. A small cooldown reduction is being granted to offer him some additional windows of pressure.

Make Way [Primary]: - Cooldown decreased from 12/11.5/11/10.5/10 to 12/11.25/10.5/9.75/9.

Grim.exe has reached a more stable point of balance since the last pass, but still has moments where his short trades can feel overwhelming. Some additional Damage Scaling is being removed from Pulsefire to further mitigate this, and better ensure Grim must instead invest in Magical Power if he wishes to possess the same level of Burst Damage.

Pulsefire [Passive]: - Bonus Physical Power Scaling decreased from 20% to 15%.

Iggy continues to unnaturally stall out games, primarily due to his early wave clear potency and Flame Turret pressure. To further resolve this, we are reducing his waveclear potency with a Molotov cooldown increase, and reducing the durability of his Flame Turrets in the early game.

Flame Turret [Primary]: _- Turret Health decreased from 125 (+20 per level) to 120 (+15 per Level) - Turret Health Magical Power Scaling increased from 25% to 30%.
Oil Spill [Secondary]: - Burn Damage Magical Power Scaling decreased from 9% to 8%.
Molotov [Alternate]: - Cooldown increased from 9/8.5/8/7.5/7 to 10/9.5/9/8.5/8.

Similar to Grim, Kira’s short trades can feel overly potent due to the damage output of a quick Mercy + Dusk combo. As a result, the base damage of Dusk is being reduced to ensure these short trades are less effective.

Dusk [Primary]:

Kwang has received successive buffs over the previous few patches, aiming to increase his late-game efficacy. We are reducing his early game bully potential via less damage in trades, while granting him more uptime on his Light of the Heavens as the mid-game rolls around.

Light of the Heavens [Alternate]: - Damage decreased from 90/130/170/210/250 to 85/120/155/190/225.
Cooldown changed from 12/11.5/11/10.5/10 to 13/12/11/10/9._ Shield Bonus Health Scaling decreased from 7% to 6%.

Murdock’s general durability lags behind many of the other Carries and is seeing a minor increase to ensure he’s able to stand his ground more in lane.

General: _- Health increased from 725 to 735. - Physical Armor increased from 19 to 20.

Rampage still struggles to serve as a durable frontliner in the later stages of a match. Some additional durability is being granted to Rampage to ensure he has an easier time diving into enemy teams.

General: - Armor Growth increased from 3.55 to 3.7. Boulder Throw [Primary]: - Cooldown changed  from 17/15.5/14/12.5/11 to 17.5/15.75/14/12.25/10.5. Behemoth [Ultimate]: - Bonus Health increased from 200/375/550 to 200/400/600.

Alongside bug fixes, followup changes to Terra are being made with the aim of reducing her mobility and Unstoppable Duration.

General: - [Bugfix] Now displays at the correct size in the Menus and Draft. Ruthless Assault [Primary]: - True Damage Bonus Physical Power Scaling increased from 120% to 125%.
Cooldown changed from 11/10.25/9.5/8.75/8 to 11.5/10.5/9.5/8.5/7.5.

TwinBlast’s Vaporize is receiving a reduction in damage in-line with other Carry changes, reducing the overall burst damage coming out from a single trade in Duo Lane.

General: - [Bugfix] Physical Armor Growth increased from 2.9 to 3.15. Vaporize [Primary]: - Damage decreased from 65/85/105/125/145 to 60/80/100/120/140.

Wraith has found more stable ground thanks to previous changes, but his burst combos can become excessive, so we’re stripping back some of the scaling he had.

Knock, Knock! [Alternate]: - Bonus Physical Power Scaling decreased from 135% to 130%.

Item Changes

Tank A range of Tank Items are also receiving further general durability increases or Cost reductions.
Fighter More durability is being granted to various Fighter Items.
T2 All Spellblade effects have been simplified.
Support: Frontline Support Items are also receiving durability increases.

Slightly Less damage for Tainted Rounds’ effect.

Augmentation is receiving additional Scaling.

Omnivamp increased as a result.

Health increased from 300 to 400.

Bug Fixes

Let us know your feedback over on our Discord server or the Predecessor Subreddit.

Until next time!

Kari

Community Lead @ Omeda Studios