Early Access Balance Patch V0.19.1
Early Access Balance Patch V0.19.1

Early Access Balance Patch V0.19.1

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:

  • Magical Armor increase for Fangtooth and Orb Prime.

  • Ranged Minions deal less damage to Heroes.

  • Various Terra bug fixes.

  • Further refinement of outlier Heroes.

  • General increases to durability stats on some Fighter and Tank items.

  • Simplification of Spellblade Item Damage Scalings to be more readable.

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

Web Banner Aurora

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).

Web Banner Dekker

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%.

Web Banner Drongo

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.

Web Banner Greystone

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.

Web Banner Grim

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%.

Web Banner Iggy&Scorch

Iggy continues to unnaturally stall out games, primarily due to his early wave clear potency and Flame Turret pressure, both of which are difficult for many Mids to interact with. To further resolve this, once again we are reducing his waveclear potency with a Molotov cooldown increase, and reducing the durability of his Flame Turrets in the early game and therefore easier to pick off if left undefended.

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.

Web Banner Kira

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]:

  • Base Damage decreased 45/55/65/75/85 to 35/45/55/65/75

Web Banner Kwang

Kwang has received successive buffs over the previous few patches, with the goal of increasing his late-game efficacy as he has a tendency to fall off incredibly hard while taking some power out of his ability to bully in the earlygame. With this goal in mind, we are once again shifting more of Kwang’s power, reducing his early game bully potential via less damage in trades, while granting him more uptime on his Light of the Heaves 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%.

Web Banner Murdoc

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.

Web Banner Rampage

While Sevarog and Steel have found better footing since the last patch, Rampage still struggles to serve as a durable frontliner in the later stages of a match. This is partly due to his general durability being too low, alongside how easy it is for his Boulder Throw to be Cleansed by many of the threats he seeks to control. As a result some additional durability is being granted to Rampage to ensure he has an easier time diving into enemy times, as well as Boulder Throw being granted some additional uptime in the mid-game to be able to hit double-rock Haste breakpoints slightly easier.

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.

Web Banner Terra

Alongside some bug fixes, followup changes to Terra are being made with the aim of reducing the more frustrating aspects of her Kit in the form of her Mobility and Unstoppable Duration. In return, Terra is gaining some increased uptime and damage threat across the rest of the kit, as well as the additional durability granted in the late-game now that her Shield correctly increases when Wild Rush is Leveled.

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.

Highland Hurl [Secondary]:

Cooldown changed from 11/10.5/10/9.5/9 to 12/11/10/9/8.

Wild Rush [Alternate]:

Bonus Physical Power Scaling increased from 70% to 75%.

Max Charge Damage Bonus Physical Power Scaling increased from 210% to 225%. 

[Bugfix] Shield now correctly increases with Ability Level

Shield decreased from 20/100/180/260/340 to 10/65/120/175/230.

Shield Max Health Scaling decreased from 15% to 14%.

Cooldown increased from 14/13/12/11/10 to 15/14/13/12/11.

Dash Range decreased by 8%.

[Bugfix] Self-slow while Channelling is no longer removed by Unstoppable Force.

Unstoppable Force [Ultimate]:

Duration decreased from 6/7/8 to 5/6/7.

[Bugfix] Helmet Ending animation is no longer twisted unnaturally.

Web Banner Twinblast

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. Additionally, TwinBlast was missing the Physical Armor Growth increase from last pass. This has now been rectified.

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.

Web Banner Wraith

Wraith has found more stable ground thanks to the previous group of changes, now better able to curve throughout a match and make an impact in the late-game. However, his burst combos can become excessive in some snowball scenarios, so we’re stipping back some of the additional scaling he was granted last patch to ensure he remains healthy to play against.

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, further enabling them to weather the storm in fights and keep pace with the damage output other classes possess, while also better allowing them to standalone as desirable single-buys in the case of other classes looking at some additional durability.

Fighter

As a common theme, more durability is being granted to various Fighter Items, better providing the extra bulk required for many Fighters to successfully navigate and impact teamfights. 

T2

Moving forward, all Spellblade effects have been simplified, moving away from Base Physical Power Scaling, and instead using a flat amount that is easier to understand while being similar in damage output.

Support:

Similar to many of the Fighter items, the following Frontline Support Items are also receiving durability increases, better allowing them to survive in fights. 

Web Banner Items Spell Slasher
  • Spellblade Damage changed from (+80% Base Physical Power) to 40.

Web Banner Items Tainted Rounds

Slightly Less damage for Tainted Rounds’ effect, ensuring it does not double up as heavily on the utility + damage front. 

  • Blighted Strikes Bonus Physical Power Scaling decreased from 15% to 12%.

Web Banner Items Augmentation

Augmentation has a tendency to fall off as a damage source in the later stages of a match and has received some additional Scaling to ensure it stays relevant, better matching the damage curve of Oathkeeper by comparison.

  • Physical Power increased from 35 to 40.

  • True Strike Damage changed from (+120% Base Physical Power) to 40 (+40% Total Physical Power) 

Web Banner Items Basilisk
  • Physical Power decreased from 45 to 40.

  • Health increased from 300 to 350

Web Banner Items Citadel
  • Health increased from 200 to 250.

Web Banner Items Earthshaker (1)
  • Health increased from 300 to 350.

Web Banner Items Gaia Greaves (1)
  • Physical Armor increased from 30 to 35.

Web Banner Items Mutilator

As Mutilator does not possess Health, the Omnivamp it offers needs to have enough potential healing to reach similar levels of durability across a fight. Currently, this is not the case, and Omnivamp is increasing as a result.

  • Omnivamp increased from 10% to 12%.

Web Banner Items Salvation
  • Health increased from 425 to 500.

Web Banner Items Tainted Blade
  • Health increased from 300 to 350.

Web Banner Items oathkeeper
  • Celestial Spellblade Damage changed from (+80% Base Physical Power)(+40% Magical Power) to 50 (+40% Magical Power).

Web Banner Items Crescelia (1)
  • Moonblade Damage changed from (+80% Base Physical Power)(+25% Magical Power) to 45 (+25% Magical Power).

Web Banner Items Dawnstar (1)
  • Physical Armor increased from 20 to 25.

Web Banner Items Hexbound Bracers
  • Physical Armor increased from 40 to 45.

Web Banner Items Vanguardian
  • Cost increased from 2600 to 2650.

  • Physical Armor increased from 30 to 35

  • Magical Armor increased from 30 to 35.

Web Banner Items Elafrost

Elafrost is receiving a more significant reduction in Frostblade’s upfront damage compared to the other Spellblade items as it currently provides Tanks with too high of a damage spike on its initial purchase. In return, it is receiving more durability, and a harsher Slow, better unwinding the damage output of Tanks and redistributing it back to durability and disruption. 

  • Health increased from 300 to 400.

  • Base Mana Regen decreased from 150% to 125%.

  • Frostblade Damage changed from 20 (+80% Base Physical Power)(+2% Bonus Health to 50 (+2% Bonus Health).

  • Frostblade Slow increased from 20% to 25%.

Web Banner Items Fire Blossom
  • Cost decreased from 3000 to 2900.

  • Health increased from 350 to 400.

Web Banner Items Flux Matrix
  • Health increased from 350 to 400.

Web Banner Items Frostguard
  • Cost decreased from 3150 to 3100.

Web Banner Items Giants Ring
  • Cost decreased from 3100 to 3000.

Web Banner Items Raiment of Renewal
  • Health increased from 650 to 700.

  • Ability Haste increased from 10 to 15.

Web Banner Items Stonewall
  • Cost decreased from 3100 to 3000.

Web Banner Items Tainted Bastion
  • Magical Armor increased from 35 to 40.

Web Banner Items Unbroken Will
  • Magical Armor increased from 30 to 35.

Web Banner Items Void Helmet
  • Magical Armor increased from 30 to 35.

Web Banner Items Wardens Faith
  • Cost decreased from 3200 to 3100.

Bug Fixes

  • Fixed a bug that sometimes allowed allied players to select a Hero that had already been selected in Draft in Ranked Mode.

  • Fixed a bug that was causing the selected Lane filter icon in Draft to incorrectly remain grey instead of turning gold.

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

Until next time!

Kari

Community Lead @ Omeda Studios