Early Access Patch V0.15 | Predecessor
Early Access Patch V0.15
Brace for impact Champions, the Soul Storm is almost here...
Patch Notes 2024년 3월 4일
Introduction
Welcome to the final patch of Early Access Season 3 Champions!
The mad mage Argus emerges from the depths, harnessing the full force of the Soul Storm and ready to wreak havoc on the battlefield with his devastating blend of magic and machinery!
Argus isn’t all we have for you this week however! V0.15 is sending out Season 3 with a bang, literally!
New Explosive Flowers have sprouted up across the map, which combined with some major improvements to Jungle AI and pathfinding means the battlefield is more dangerous than ever before!
This patch also sees the introduction of Amber, a brand new currency that’s replacing our previous method of Hero Acquisition, and the implementation of an entirely rebuilt backend alongside initial improvements to matchmaking.
That’s still not all! Alongside the usual sweep of balance changes, we’ve also overhauled item descriptions to make them easier than ever to understand, along with a few more changes that we hope you’ll enjoy!
V0.15 is no small patch and we’ve got a lot to get through, so let’s jump to it!
A New Hero Appears!
Harness the Soul Storm, with Argus!
The mad mage of Rowark is ready to show his might!
Play
An arcane engineer hell-bent on technological progress by mechanising magic, Argus is a deadly Midlaner who dominates the battlefield with slaughterous spells..
Abilities:
Disintegrate [Passive]:
Effect: Argus’s abilities apply a stack of Disintegration for 3s, causing subsequent instances of ability damage to deal 2 (+1.5% Magical Power) bonus magical damage.
Flux Bolt [Basic Attack]:
BAT: 1.4
Effect: Ranged basic attack dealing 54 (+60% Bonus Physical Power) physical damage.
Dread Nova [Primary]:
CD: 16/15/14/13/12
Cost: 60/65/70/75/80
Effect: Argus lobs an unstable orb of arcane energy. Upon landing it explodes, dealing 85/110/135/160/185 (+60% Magical Power) magical damage to all targets hit and stunning them for 1.25s.
Ether Crystal [Secondary]:
CD: 14
Cost: 60/65/70/75/80
Effect: Argus summons an Ether Crystal at the target location for 2s. The Crystal will produce a storm that deals 20/30/40/50/60 (+18% Magical Power) magical damage every 0.5s to nearby Enemies and Slow them by 40% for 0.5s. After the duration the Crystal will implode, pulling all nearby Enemies within to the centre.
Particle Shredder [Alternate]:
CD: 6/5/4/3/2
Cost: 8/11/14/17/20 Effect: Argus fires projectiles from his Abyssal Staff for up to 3.5s. Each projectile consumes mana and deals 18/26/34/42/50 (+10% Magical Power) per blast.
At maximum rank, Particle Shredder may be fired indefinitely (provided you have the mana to spare).
Synaptic Obliterator [Ultimate]:
CD: 120/100/80
Cost: 100 Effect: After a short delay, Argus channels energy for up to 8s as he deploys his ultimate weapon and fires up to 3 powerful terrain-piercing energy beams that can travel up to 5000 units of distance.
Each beam deals 90/130/170 (+30% Magical Power) magical damage (increased by up to 2.25x based on the Target's missing health) and Slows Enemies hit by 60% for 0.5s.
New Soft Currency - Amber
Last week we announced a brand new currency coming to Predecessor.
Amber is an earnable soft currency that replaces our existing Hero Acquisition process. You can earn Amber as season rewards, by levelling up or by completing PVP matches, and at the time of release it will only be usable for unlocking new Heroes.
Hero Price Overview:
| Previous Unlock Conditions | Amber Cost (NEW) | Platinum Cost (No Change) |
| 1 Unlock Stage | 860 | 200 |
| 2 Unlock Stages | 2,150 | 400 |
| 3 Unlock Stages | 3,870 | 600 |
| 4 Unlock Stages | 6,020 | 800 |
| 5 Unlock Stages | 8,600 | 1,000 |
In addition to the above, the following will be true for brand new Heroes during their launch week.
| Week 1 Amber Cost | Platinum Cost (No Change) | |
| Newly Released Heroes* | 10,320 | 1,000 |
* Note, Argus will be available at a slight discount! He’ll only cost 8,600 Amber on launch.
Unlocking Argus
If you unlocked Argus before the V0.15 update using the old XP system you'll have him fully unlocked and ready to play once the update is live.
If you were part-way through unlocking him your progress will be converted into Amber along with other part-unlocked Heroes. This converted Amber will be added to your account as soon as V0.15 is live, and you can then use this currency to purchase new Heroes as you see fit!
Store Update
Dreadlord Argus Bundle
To celebrate Argus’s eruptive entrance into Predecessor we’ve put together a very special limited-time bundle!
Purchasing the mighty Dreadlord Argus Bundle instantly unlocks the new Hero ready to play, as well as his new Dreadlord skin and a collection of sinister decorations for you to show off your might!
Bundle Contents:
- New Hero: Argus
- Dreadlord Argus Skin
- Dreadlord Icon
- Dreadlord Banner
- Dreadlord Spray
Price Changes
We are also changing the price of some Heroes to ensure that new players can build out a competitive roster at an enjoyable pace.
| Hero | Previous Cost | New Cost |
| The Fey | 3870 Amber / 600 Platinum | 2150 Amber / 400 Platinum |
| Lt. Belica | 2150 Amber / 400 Platinum | 860 Amber / 200 Platinum |
| TwinBlast | 8600 Amber / 1000 Platinum | 3870 Amber / 600 Platinum |
Explosive Flowers
“The Fey has been hard at work furthering the goals of the Amyyrn, spreading a new form of Explosive Flower across the realm. This dangerous and resilient flora has taken root and infested the lands, able to regrow even after being destroyed!”
Explosive Flowers have been added to the map.
These new environmental hazards explode shortly after being damaged by a basic attack. They don’t deal any direct damage to Heroes, but anyone caught in the blast radius will be catapulted back or up into the air.
This new mechanic brings even more verticality to Predecessor, providing new and unique opportunities for Heroes to navigate their way around the map, surprising their foes in creative new ways!
- Initial Spawn time: 4m.
- Respawn Time: 2m 30s.
Jungle AI Improvements
We're excited to share some significant improvements we've made to the AI in the Jungle!
Our team has been hard at work on a number of improvements, designed to make your jungling experience smoother, more strategic, and ultimately, more rewarding!
Clearer aggro, fewer frustrations
One of the biggest frustrations for Junglers, especially newer ones, was the unforgiving nature of minion aggro. Previously, minions would instantly de-aggro the moment they left their camp radius.
No more! We've implemented a new "Aggression Bar" displayed beneath the health bar of Jungle minions. This bar depletes as the minion moves further away from its camp, giving you a clear visual indicator of how much leash you have before it loses aggro. This allows for more strategic minion manipulation, opening up new possibilities for optimising your Jungle clears.
Smarter pathfinding, more outplays
We've spruced up the pathfinding of our Jungle minions. They're now better at tracking Champions and navigating the varied terrain of the Jungle, getting snagged on ledges and structures much less frequently. Better still, they can now even drop down ledges to pursue their prey, adding yet another layer of strategic depth!
Knowing when to strike
To further empower your Jungling prowess, we've added a handy QoL indicator in the Jungle Minion health bars. This indicator will let you know when your Jungle Item Active (Hunt) is strong enough to finish off a Jungle minion. Less guesswork, more strategic decision-making!
Raising the skill Cap, lowering the barrier to entry
These changes are designed to achieve a two-fold goal:
- To increase the skill cap of the Jungle role by introducing new strategic possibilities.
- To make the Jungle more accessible to new players by providing clearer information and reducing the punishment for minor mistakes.
Item Description Improvements
Item descriptions have received an overhaul!
In keeping with our previous improvements to Hero Ability Description, item descriptions now sport a much more digestible bullet-point format.
Not only does this make our item descriptions easier than ever to read and understand at a glance, but these changes have also improved our own automations, making the likelihood of mismatched and inaccurate description values from our side much, much lower!
Matchmaking and Backend Improvements
V0.15 also comes with the unveiling of our brand new, fully custom-built backend!
The first iteration of our custom matchmaker rolls out alongside the new backend in V0.15, and it should make for a moderate step up in speed and quality when compared to the old system. Most importantly however, we'll be able to optimise and adjust what we want, when we want.
End of Season Rewards
With Season 3 now over, you might be wondering when you’ll get those tasty rewards you worked so hard for!
We’ll begin distributing Season 3 rewards shortly after the V0.15 game update, based on your Player Level at the time of the V0.15 game update.
Account Level
As of V0.15 and the end of Early Access Season 3 we’re resetting Player Levels for the final time.
Starting March 5th, all players will be reset to Player Level 1. Levelling will begin again with rewards being immediately given out for each level.
Rewards:
Our new currency, Amber, will be rewarded every single level with even more Amber being given every 4 levels.
Controller Updates
We're always exploring new ways in which we can improve the user experience of the in-game shop. V0.15 is no different, and we're pleased to share a handful of improvements for our controller players!
- We've added the ability to navigate through sections of the in-game shop using the D-pad.
Hero Changes
Countess is receiving some damage/mana shifts to better facilitate her Laning and Jungle clear, making her less reliant on Mana itemisation in lane and Megacosm to clear the Jungle.
General: - Base Mana increased 350 to 370.
Shadow Slip [Primary]: - Magical Power Scaling increased from 30% to 35%.
Blade Siphon [Alternate]: - Damage increased from 70/105/140/175/210 to 80/115/150/185/220. - Mana Cost changed from 50/55/60/65/70 to 60.