V1.4.4 Patch Notes | Predecessor

V1.4.4 Patch Notes

Everything you need to know about V1.4.4!

2025年3月23日

Summary

Introduction

Greetings Champions!

You might be a little surprised to see another set of patch notes so soon, but with V1.4 being such a major update that touched on many aspects of the game, it’s only fair we follow it swiftly with a balancing pass to address community feedback and reign in some of the more egregious outliers.

While the usual, larger 1.4.X balance patch is still on the way, we’ve decided to release some changes early. We’ve been closely monitoring the impact of the recent changes to ensure the game remains fair, fun, and functioning as intended, and the updates listed below address the most pressing things identified since V1.4’s release.

Without further ado, let’s jump in!

Overview of Changes

Gameplay Balance Changes

Death Timers:

Lower Death Timers in the early game have resulted in the feeling of an inability to cleanly convert a won fight into Objectives such as Fangtooth or Tower Damage. While we continue to monitor and adjust Death Timers moving forward, for now they have seen a moderate increase pre-20m to allow for more breathing room between fights.

Jungle:

Fangtooth:

The increase to Death Timers may further contribute to this feeling, so a small increase to Fangtooth’s durability is being given to provide for more reaction time by teams looking to contest.

Mini Prime:

A reduction to the Bonus Armors it offers is being levied to ensure that contesting and fighting a Mini-buffed Hero is not as steep of a challenge to overcome.

Minions:

Melee and Ranged Heroes are seeing a small increase in their Health, and a small reduction in the damage they deal to each other.

Melee Minion:

Ranged Minion:

Hero Balance Changes

While Argus’ damage potential is meaningful, his restricted Mana economy can be too difficult to manage, especially in the early game.

Boris’ arrival to the battlefield has left many Heroes cowering in fear before his might.

Countess is another Hero receiving adjustments.

With the reduced distance of Forward Crunch's dash, Crunch has struggled to feel as relevant.

The general durability changes of v1.4 have left Assassins such as Feng Mao struggling.

Gideon's ability to keep himself safe while having great lane-bully tools.

With other Heroes being adjusted around him, Greystone is receiving adjustments.

Some quick adjustments to Grim help reinforce his Magical Build variant in the Mid-lane.

Grux’s ability to dominate the battlefield is receiving adjustments.

Howiter’s Slow Grenades currently output damage comparable to a direct hit from his R2000 Missile.

Iggy's Flame Turrets are receiving a durability reduction.

Like Feng Mao, Kallari’s damage potential struggles.

Khaimera can still struggle despite his reliance on Overlord or Sky Splitter.

Morigesh is receiving healing shifts and improved uptime.

Mourn is receiving some small changes to his Basic Attacks.

Murdock had a movement speed issue that has now been resolved.

Muriel’s general Shielding capabilities are being reduced.

Rampage's combination of damage and durability is too high.

Riktor is another Hero gaining some baseline Attack Speed.

Serath struggles to dish out enough damage and survive many engagements.

Sevarog is seeing a reduction in his Passive Omnivamp.

Sparrow’s Inner Fight is receiving some general damage increases.

Given his durability, Steel currently outputs too much damage.

Terra’s ability to maintain pressure has seen adjustments.

The Fey is also receiving adjustments.

Zarus is receiving adjustments aimed at granting better dueling capabilities.

Item Balance Changes

Miscellaneous:

Crests:

Carry:

Assassin:

Fighter:

Mage:

Support:


As mentioned, this mini-patch focuses solely on the most pressing issues. You can expect a broader set of changes in our regular 1.4.X balancing patch, currently planned to arrive on April 8th.

We hope the adjustments in this update make for a smoother and more enjoyable experience. Your feedback played a key role in shaping this patch, so please don’t hesitate to share your thoughts after giving it a try!

See you soon, Champions,

Rei (Game Designer), Omeda_Zuzu (Community Experience Manager) & Kari (Community Lead)