Crimson Legion
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Patch v1.14.4

V1.14.4 Patch NotesZaktualizowano 39 bohaterów · 332 zmian18 przedmiotów · 24 zmian12 eternali9 trybów32 poprawek

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Wpływ aktualizacji

Najwięksi wygrani

TOP 3
  1. Zarus
    1
    ZarusNajwiększe wzmocnienie
    +9
  2. Kwang
    2
    KwangWyraźny zysk
    +5
  3. Bayle
    3
    BayleSolidny buff
    +4

Najbardziej osłabieni

TOP 3
  1. Legion
    1
    LegionNajwiększe osłabienie
    −8
  2. Terra
    2
    TerraMocny cios
    −7
  3. Adele
    3
    AdeleOdczuwalny nerf
    −6

Wynik = liczba wzmocnień lub osłabień postaci w tym patchu.

Zmiany balansu

Bohaterowie

39
Adele

Adele

SUPPORTOFFLANE10 zmian
−6±4Karta bohatera
Komentarz deweloperóworyginał ENAdele is currently overperforming in the Support role, offering too much versatility thanks to her mix of lower cooldowns, innate durability, and high incidental damage potential. We’re trimming down some of this strength, making her a little more manageable to lane against, especially in the early game where she thrives the most.
  • ±
    Tyrant Of Thorns [Augment]:
  • Bonus Movement Speed
    55%50%
  • ±
    General:
  • Health
    690685
  • Physical Armor
    3836
  • ±
    Crown Of Thorns [Passive]:
  • True Damage
    8%7%
  • ±
    Royal Flourish [Primary]:
  • Cooldown
    12s13s
  • Bonus Movement Speed
    40%25%
Akeron

Akeron

OFFLANEJUNGLE11 zmian
+2−1±8Karta bohatera
Komentarz deweloperóworyginał ENRejoice Physical Akeron enjoyers! We have returned some of his lost Physical Power Scalings after receiving a wide range of feedback from Akeron mains that enjoyed his old scaling structure. This re-enables him to take a more hybrid approach with his build, once again allowing him to benefit from Items such as Earthshaker, Draconum, or Basilisk, should he desire.
  • ±
    Hellfire [Primary]:
  • Cooldown
    16/15/14/13/1216/14.75/13.5/12.25/11
  • ±
    Web Lash [Secondary]:
  • Leap Damage
    70/95/120/145/17060/85/110/135/160
  • ±
    Slam Damage now also Scales with 50% Bonus Physical Power.
  • ±
    Crushing Maw [Alternate]:
  • Magical Power Scaling
    40%45%
  • ±
    Damage now also Scales with 75% Bonus Physical Power.
  • ±
    Consume [Ultimate]:
  • ±
    Bite Damage now also Scales with 75% Bonus Physical Power.
  • ±
    Execute Threshold now also Scales with 3.5% Bonus Physical Power.
Aurora

Aurora

OFFLANEJUNGLE9 zmian
−3±6Karta bohatera
Komentarz deweloperóworyginał ENAurora is receiving some adjustments to the hitbox of her Hoarfrost, and the Hoarfrost present on her Glacial Thorns Augment to ensure its hitbox is tighter and more representative of the visuals.
  • ±
    Glacial Thorns [Augment]:
  • Damage Magical Power Scaling
    30%20%
  • Root Duration
    0.6s0.5s
  • ±
    Hoarfrost Hitbox Width decreased by 30%.
  • ±
    Hoarfrost Hitbox Height decreased by 20%.
  • ±
    Hoarfrost [Secondary]:
  • ±
    Hitbox Height decreased by 20% to better match the VFX.
  • ±
    Boreal Sweep [Alternate]:
  • Magical Power Scaling
    65%60%
Bayle

Bayle

OFFLANEJUNGLE26 zmian
+4−6±16Karta bohatera
Komentarz deweloperóworyginał ENAlongside the addition of some softer Magical Power Scalings that will further unlock the use of Nihil on Bayle, we are shifting around his strength, offering him more strength and anti-tank capabilities in his Skull Crusher, in return for less potent Level 1 strength from his Passive as he currently excels too heavily at running down his opponent in a Level 1 all-in trade. Boris is currently overperforming, simply possessing too much damage in fights given his general durability and sticking power. To help alleviate this, we are reducing the potency of his basic attacks, and his general early game durability, making him easier to duel against. Finally, Boris is also receiving some mixed scalings, opening up his builds/eternals further.
  • ±
    Berserk [Passive]:
  • Attack Speed
    25% (+3% per level)15% (+4% per level)
  • Movement Speed
    6.5% (+0.5% per level)4% (+0.5% per level)
  • ±
    Cursed Edge [Primary]:
  • ±
    Damage now also Scales with 50% Magical Power.
  • ±
    Bleed Damage now also Scales with 15% Magical Power.
  • ±
    Dire Howl [Secondary]:
  • ±
    Damage now also Scales with 65% Magical Power.
  • ±
    Physical Power Buff now also Scales with 25% Magical Power.
  • Omnivamp
    6/7/8/9/1010/12/14/16/18%
  • ±
    Skull Crusher [Alternate]:
  • Damage
    85/125/165/205/24590/130/170/210/250
Countess

Countess

MIDLANEOFFLANE9 zmian
−4±5Karta bohatera
Komentarz deweloperóworyginał ENCountess currently stifles the Offlane Hero Pool too heavily, especially in a competitive environment where she generally has a winning matchup against the majority of opponents. While we are currently happy that she is in a more viable space in the Midlane, we’re adjusting her to make her less of a sharp counter to various Melee Heroes in the Offlane, and thereby reduce her value as a catch-all blind pick.
  • ±
    General:
  • Physical Armor
    3733
  • Mana Growth
    6560
  • ±
    Blood Tithe [Passive]:
  • Max Health Damage
    5%4%
  • ±
    Eventide [Secondary]:
  • ±
    Damage
    100/145/190/235/280105/145/185/225/265
  • ±
    Feast [Ultimate]:
  • Cooldown
    135/105/75135/110/85
Drongo

Drongo

CARRY7 zmian
+4±3Karta bohatera
Komentarz deweloperóworyginał ENDrongo is struggling to keep up with the current field of Carries, and is receiving some general power across his kit to ensure he can navigate the battlefield appropriately.
  • ±
    Rad Rounds [Secondary]:
  • Cooldown
    17/14.75/12.5/10.25/816/14/12/10/8
  • ±
    Old Rusty [Alternate]:
  • Damage
    45/65/85/105/12545/70/95/120/145
  • Slow Duration
    1s1.25s
  • ±
    Shrapnel Cannon [Ultimate]:
  • Bonus Physical Power Scaling
    100%115%
Eden

Eden

CARRY2 zmian
−1±1Karta bohatera
Komentarz deweloperóworyginał ENEden is receiving a decrease to her Level 1 basic attack damage to slightly diminish how quickly she can drop her opponent if she is allowed to beam them uninterrupted.
  • ±
    General:
  • Physical Power
    5553
Feng Mao

Feng Mao

JUNGLEOFFLANE4 zmian
−2±2Karta bohatera
Komentarz deweloperóworyginał ENWith the changes to various Eternals resulting in less durability for Tanks and Demiurge users alike in certain contexts, there is a risk that Feng Mao capitalises too heavily on these changes. As a result, we are reducing his power in lategame/snowball scenarios, as this is where he typically approaches 1-shot potential that risks becoming overly potent when factored in with the changes that are occurring around him.
  • ±
    Executioners Path [Passive]:
  • Physical Penetration
    3/8/143/7/12
  • ±
    Reaping Dash [Alternate]:
  • Current Health Damage
    7%6%
Gadget

Gadget

MIDLANE3 zmian
+2±1Karta bohatera
Komentarz deweloperóworyginał ENAs mentioned, we are increasing the base damage of various abilities to ensure that fighting your opponent and taking trades is a valid strategy compared to simply slamming wave on repeat. In Gadget’s case, a small amount of damage is being granted to Sticky Mine, making it more valuable as a trading tool should she have wave control established.
  • ±
    Sticky Mine [Primary]:
  • Damage
    75/105/135/165/19580/110/140/170/200
  • Empowered Damage
    90/130/170/210/250100/140/180/220/260
Gideon

Gideon

MIDLANE2 zmian
+1±1Karta bohatera
Komentarz deweloperóworyginał ENA small but meaningful damage increase for Gideon’s Void breach, better ensuring it stays relevant as a damage source throughout the Level 3-8 region where it’s still at Rank 1.
  • ±
    Void Breach [Alternate]:
  • Damage
    85/120/155/190/22595/130/165/200/235
Greystone

Greystone

OFFLANEJUNGLE11 zmian
−4±7Karta bohatera
Komentarz deweloperóworyginał ENAlongside some mixed scaling additions, we’re reducing the general potency of Greystone in the early game especially, making him slightly more vulnerable to all-in attempts and windows of downtime between Ultimate uses. Currently he can too easily ignore his opponent and play to push wave only, so these changes should help his opponents have a greater chance at subduing him before he runs away with a match and becomes an unkillable monster.
  • ±
    General:
  • Physical Armor
    3533
  • Health Regen Growth
    0.180.15
  • ±
    Make Way [Primary]:
  • ±
    Damage now also Scales with 80% Magical Power.
  • ±
    Sacred Oath [Secondary]:
  • Mana Cost
    2530
  • ±
    Stone Forged Soul [Ultimate]:
  • ±
    Damage now also Scales with 100% Magical Power.
  • ±
    Percentage Max Health Healing now also Scales with 2.5% Magical Power.
  • Cooldown
    165/150/135175/160/145
Grux

Grux

OFFLANEJUNGLE8 zmian
−2±6Karta bohatera
Komentarz deweloperóworyginał ENGrux’s general potency in taking both short trades thanks to Double Pain’s Heal, and more drawn out engagements in general leaves him too generically powerful against a range of too many opponents. Reductions in his general Basic Attack Damage and Healing are therefore needed to give his opponents slightly more wiggle room to take duels or burst through him in short engagements, and thereby opening up the range of Heroes that can take fights against him.
  • ±
    Bloodlust [Passive]:
  • ±
    Bleed Damage now also Scales with 20% Magical Power.
  • ±
    The Chieftains Warclubs [Basic Attack]:
  • Bonus Physical Power Scaling
    90%85%
  • ±
    Double Pain [Alternate]:
  • Missing Health Healing
    4%/7%/10%/13%/16%4%/6.5%/9%/11.5%/14%
  • ±
    Warlord’s Challenge [Ultimate]:
  • ±
    Physical Power Steal now also Scales with 1.5% Magical Power.
Howitzer

Howitzer

MIDLANE9 zmian
+2±7Karta bohatera
Komentarz deweloperóworyginał ENAlongside a base damage increase to Land Mine in line with other Mage changes to keep its damage relevant in lane, Howitzer is receiving a more unique offering of mixed scalings to further support a more On-Hit centric playstyle that many Howitzer players enjoy. However, it is worth noting that the addition of these Scalings are not enough in isolation to make full Physical builds performant, but simply to make the acquisition of Items such as Plasma Blade more useful should he desire them.
  • ±
    Cannon [Basic Attack]:
  • Bonus Physical Power Scaling
    55%70%
  • ±
    R2000 Missile [Primary]:
  • ±
    Damage now also Scales with 50% Bonus Physical Power.
  • ±
    Land Mine [Secondary]:
  • Damage
    80/110/140/170/20090/120/150/180/210
  • ±
    Make It Rain [Ultimate]:
  • ±
    Total Damage now also Scales with 120% Bonus Physical Power.
  • ±
    Damage per Missile now Scales with 3.75% Bonus Physical Power.
Iggy & Scorch

Iggy & Scorch

MIDLANE12 zmian
+3−5±4Karta bohatera
Komentarz deweloperóworyginał ENThough not the rarest of sightings, Iggy is currently feeling a bit too oppressive in the Offlane especially thanks to his range advantage and the ease at which he can dance around his Turrets versus a Melee opponent. We are making some targeted changes to curb his Offlane strength through some general durability reductions and Mana Cost increases, giving Melee opponents especially a greater shot at catching him out should he misstep. Finally, we are reducing the overall burst present on Badlands Belch, and redistributing it into Inferno’s Fire Breath, better rewarding him for channeling a full ultimate, rather than instantly booping enemies back for heavy damage.
  • ±
    Badlands Belch [Augment]:
  • Missing Health Damage
    8%/10%/12%7%/8.5%/10%
  • ±
    General:
  • Health
    680665
  • Physical Armor Growth
    4.84.6
  • ±
    Flame Turret [Primary]:
  • Turret Melee Damage modifier
    +50%+70%
  • Turret Health Magical Power Scaling
    10-36%10-32.5%
  • Mana Cost
    2030
  • ±
    Inferno [Ultimate]:
  • Fire Breath Total Magical Power Scaling
    210%240%
  • Fire Breath Magical Power Scaling per Tick
    7%8%
Kallari

Kallari

JUNGLE6 zmian
−3±3Karta bohatera
Komentarz deweloperóworyginał ENCombined with here general durability when utilizing Eternals such as Lotus and Demiurge, Kallari is very frequently able to cheat death by squeezing out a second Shadow Dance after a sloppy engagement has occurred. We want to ensure the window for punishment is slightly longer so Shadow Dance is receiving an increase to its cooldown. Likewise we are slightly slowing down her early game clearspeed and gank threat with a minor hit to her Crippling Daggers to ensure her snowballs are more appropriately earned.
  • ±
    General:
  • Health Growth
    137134
  • ±
    Crippling Dagger [Alternate]:
  • Damage
    65/95/125/155/18560/90/120/150/180
  • ±
    Shadow Dance [Secondary]:
  • Cooldown
    18/17/16/15/1419/18/17/16/15
Khaimera

Khaimera

JUNGLE13 zmian
+4±9Karta bohatera
Komentarz deweloperóworyginał ENAlongside some general potency increases to Khaimera Rage generation and late-game strength to help him perform as he is currently struggling in many matches - especially in higher skill brackets, we are also offering Khaimera a more unique offering of Mixed Magical Scalings, unlocking some unique new build opportunities for him to benefit from.
  • ±
    Ancestral Fury [Passive]:
  • ±
    Health Regeneration now also Scales with 0.3% Magical Power per Stack.
  • Rage per Basic Attack
    34
  • ±
    Unleash [Primary]:
  • ±
    Number of Strikes now increases by 1 for every 30 Magical Power.
  • ±
    Damage now has a 12% Magical Power Scaling.
  • ±
    Invigorate [Secondary]:
  • Cooldown
    28/27/26/25/2427/25.5/24/22.5/21
  • ±
    Ambush [Alternate]:
  • Damage
    70/100/130/160/19075/105/135/165/195
  • ±
    Cull [Ultimate]:
  • ±
    Damage now also Scales with 100% Magical Power.
Kira

Kira

CARRY3 zmian
−1±2Karta bohatera
Komentarz deweloperóworyginał ENKira’s Mercy-focused playstyle is currently spiking too hard in the mid-game once she gains access to Solaris in combination with Ashbringer and her Bringer of Mercy Augments. To ensure that the power spike is not as heavy, and the repeatability of Mercy is slightly lessened, she is seeing reduction to its general strength.
  • ±
    Mercy [Alternate]:
  • Damage
    30/35/40/45/5020/25/30/35/40
  • ±
    Cooldown
    9/7.75/6.5/5.25/48.5/7.5/6.5/5.5/4.5
Kwang

Kwang

JUNGLEOFFLANE10 zmian
+5±5Karta bohatera
Komentarz deweloperóworyginał ENOn top of a new Physical Power scaling on Light Of The Heavens to enable Nihil as an eternal choice, Kwang is receiving a range cooldown and trade-potential increases to help increase his overall potency, as he was quite negatively impacted by the global cooldown and durability increases that occurred in v1.14 and is struggling to keep up with many opponents in the Offlane.
  • ±
    Judgement Of The Heavens [Primary]:
  • Damage
    80/105/130/155/18090/115/140/165/190
  • Radius
    265290
  • Cooldown
    17/16.25/15.5/14.75/14s16/15.25/14.5/13.75/13s
  • ±
    Surge Of The Heavens [Secondary]:
  • Damage
    60/85/110/135/16070/95/120/145/170
  • Cooldown
    15/14.25/13.5/12.75/12s14/13.25/12.5/11.75/11s
  • ±
    Light Of The Heavens [Alternate]:
  • ±
    Damage now also scales with 70% Bonus Physical Power.
  • ±
    True Damage now also scales with 80% Bonus Physical Power.
Legion

Legion

CARRY14 zmian
−8±6Karta bohatera
Komentarz deweloperóworyginał ENLegion is seeing a range of power sources being trimmed across his kit, with the core focus being on the late-game strength of his Heavy Caliber Augment and Orbital Sanction as they both reach excessive damage output that can be difficult to navigate around once he gets his build online.
  • ±
    Heavy Caliber [Augment]:
  • Damage Multiplier
    320%310%
  • ±
    Press The Advantage [Augment]:
  • Bonus Attack Speed
    14%/18%/22%/26%/30%12%/16%/20%/24%/28%
  • ±
    General:
  • Physical Power Growth
    21.6
  • Mana Growth
    4642
  • Mana Regen Growth
    0.180.15
  • ±
    Ballistic Calibration [Passive]:
  • Frag Order Missing Health Damage
    10%8%
  • ±
    Rally Point [Secondary]:
  • ±
    Orbital Sanction [Ultimate]:
Lt. Belica

Lt. Belica

MIDLANESUPPORT6 zmian
+2±4Karta bohatera
Komentarz deweloperóworyginał ENAs with other Mages, Lt. Belica is receiving a small damage increase for Void Bomb to help ensure lethality is appropriately tuned in the laning phase. Additionally, she is receiving a new Physical Power Scaling to her Pulsefire Rounds Augment, better enabling On-Hit Belica to lean more Physical should she wish to dip into Hybrid Items such as Plasma Blade or Cursed Ring.
  • ±
    Pulsefire Rounds [Augment]:
  • ±
    On-Hit Damage now also Scales with 12% Bonus Physical Power.
  • ±
    OA-S3000 SMG [Basic Attack]:
  • Bonus Physical Power Scaling
    23.3%25%
  • ±
    Void Bomb [Alternate]:
  • Damage
    90/130/170/210/250100/140/180/220/260
Maco

Maco

SUPPORT11 zmian
+3−2±6Karta bohatera
Komentarz deweloperóworyginał ENMaco is receiving some Mana Economy tuning to better ensure his Mana pool feels appropriate in various stages of a match, as he currently runs too too dry as specific moments in the mid-game which can feel overly limiting to Maco when he is supporting his team through with his heals.
  • ±
    General:
  • Mana
    340360
  • Mana Growth
    4245
  • Mana Regen
    1.82
  • Mana Regen Growth
    0.120.1
  • ±
    Maco Gift! [Primary]:
  • ±
    Mana Cost
    60/70/80/90/10070/75/80/85/90
  • ±
    Maco Fly! [Secondary]:
  • Mana Cost
    60/70/80/90/10080/85/90/95/100
  • ±
    Maco Sparkle! [Alternate]:
  • ±
    Mana Cost
    7560/65/70/75/80
Morigesh

Morigesh

MIDLANE2 zmian
+1±1Karta bohatera
Komentarz deweloperóworyginał ENA small damage bump to Morigesh’s Hive, in line with other Mage damage increases that are present this pass.
  • ±
    Hive [Primary]:
  • Damage
    95/135/175/215/255100/140/180/220/260
Narbash

Narbash

SUPPORT9 zmian
+1−5±3Karta bohatera
Komentarz deweloperóworyginał ENNarbash continues to overperform thanks to the combination of excessive healing and high innate durability that makes him incredibly well rounded and versatile as a combatant. We are shifting these values to ensure that Narbash must be investing in more sources of Magical Power if he wishes to achieve high healing throughput, while likewise ensuring he is more susceptible to burst damage unless he invests in durability - thereby bringing a greater set of strengths and weaknesses to his chosen build paths.
  • ±
    General:
  • Health
    685675
  • Health Growth
    132129
  • Magical Armor
    3331
  • ±
    March [Primary]:
  • Healing
    15/22/29/4315/20/25/30/35
  • Healing Magical Power Scaling
    16%20%
  • ±
    Song Of My People [Secondary]:
  • Health Regen
    2/3/4/5/61.5/2.5/3.5/4.5/5.5
Neon

Neon

MIDLANE8 zmian
+4±4Karta bohatera
Komentarz deweloperóworyginał ENAlongside some base damage shifts to match the strength of other Mage increases and a small decrease to Erase Vector’s Level 1 all-in threat, N3on is also receiving a decrease to L.I.N.X’s cooldown to ensure she has an adequate amount of uptime on uses, given how unreliable its damage output can be in fights.
  • ±
    L.I.N.X [Primary]:
  • Damage
    45/65/85/105/12548/68/88/108/128
  • True Damage
    45/65/85/105/12548/68/88/108/128
  • Cooldown
    11/10.25/9.5/8.75/8s10/9.25/8.5/7.75/7s
  • ±
    Data Burst [Secondary]:
  • Damage
    80/115/150/185/22085/120/155/190/225
  • ±
    Erase Vector [Alternate]:
  • ±
    Damage decreased 70/95/120/145/170 to 65/90/115/140/165.
Rampage

Rampage

JUNGLE4 zmian
±4Karta bohatera
Komentarz deweloperóworyginał ENFor anyone that remembers the days of Alpha Predecessor, they will recall the days of Magical Boulder Rampage. Well he’s back! And now better able to tech into some niche options like Gaussian Greaves, or further benefit from the likes of Nihil.
  • ±
    Boulder Throw [Primary]:
  • ±
    Damage now also Scales with 80% Magical Power.
  • ±
    Behemoth [Ultimate]:
  • ±
    Movement Speed now also Scales with 10% Magical Power.
Revenant

Revenant

CARRY2 zmian
−1±1Karta bohatera
Komentarz deweloperóworyginał ENA quick adjustment to Hellfire Rounds’ Monster Damage Cap is occurring as Revenant is overly reliable at landing the finishing blow on many objectives, especially if he maxes out the ability first.
  • ±
    Hellfire Rounds [Alternate]:
  • Fourth Shot Monster Damage Cap
    250/350/450/550/650/750200/280/360/440/520/600
Riktor

Riktor

SUPPORTJUNGLE10 zmian
−4±6Karta bohatera
Komentarz deweloperóworyginał ENAlongside some simple Physical Power Scalings in line with other Heroes, Riktor is receiving some heavier hits to his innate durability. In combination with the reductions to Krix’s strength, these changes should have Riktor feeling a little more manageable to fight through, should he position too recklessly.
  • ±
    Zap O’ 9-Chains [Augment]:
  • ±
    Damage now also scales with 30% Bonus Physical Power.
  • ±
    General:
  • Physical Armor
    3936
  • Physical Armor Growth
    5.655.5
  • Health Regen
    2.11.8
  • ±
    Shock Therapy [Primary]:
  • ±
    Damage now also Scales with 70% Bonus Physical Power.
  • ±
    Electrocute [Secondary]:
  • Max Health Shield
    8%/10%/12%/14%/16%8%/9.5%/11%/12.5%/14%
Serath

Serath

JUNGLEOFFLANE8 zmian
−5±3Karta bohatera
Komentarz deweloperóworyginał ENSerath is currently too well equipped to burn through her foes at a breakneck pace. Given her general elusiveness and speed of engagement, her burst potential and the overall time it takes to burn through the average target needs to be lessened in order for opponents to have the room to interact and respond. This is primarily being done through a heavy reduction to her Hersey damage, as this is where a lot of her excessive damage throughput originates from.
  • ±
    Crushing Descent [Augment]:
  • Stun duration
    0.250.2s
  • ±
    Fury Of The Heavens [Primary]:
  • On-Hit Modifier
    50%40%
  • ±
    Heresy [Ultimate]:
  • Burn Damage
    18/36/5415/30/45
  • Burn Bonus Physical Power Scaling
    30%25%
  • Burn Magical Power Scaling
    25%20%
Sevarog

Sevarog

OFFLANEJUNGLE10 zmian
+1−5±4Karta bohatera
Komentarz deweloperóworyginał ENSevarog is currently overperforming, both due to the strength of Krix (which is now reduced), but also through his misshapen power curve that currently allows him to find easy success in the early and mid-game and generally deal too much damage given how tanky he becomes, despite the fact he should function more as a scaling menace that has to work to reach his rightful raidboss status. To remedy this, we are shifting his power curve more towards the late-game, putting more emphasis on his need to tactically acquire Souls and reach his Tier 3/4 breakpoints, and reducing how forgiving his general early game strength is to give his opponents a better chance at keeping him down should he make mistakes.
  • ±
    General:
  • Health Growth
    113108
  • ±
    Reaper of Souls [Passive]:
  • Health per Stack
    31
  • Health per Tier
    40/80/120/16050/100/200/400
  • ±
    Siphon [Primary]:
  • Max Health Steal
    2.5/2.75/3/3.25/3.5%1.8/2/2.2/2.4/2.6%
  • Cost
    2025
  • ±
    Phantom Rush [Alternate]:
  • Cost
    80100
Shinbi

Shinbi

OFFLANEJUNGLE12 zmian
+4±8Karta bohatera
Komentarz deweloperóworyginał ENLike others, Shinbi is receiving some extra Physical Power Scalings on her Basic Attack Outputs to enhance her build options, alongside some larger increases to her damage output as she is currently struggling to find adequate reward when taking aggressive duels.
  • ±
    Crescendo [Augment]:
  • ±
    Damage now also Scales with 25% Bonus Physical Power.
  • ±
    Biting Melody [Passive]:
  • ±
    On-Hit Damage now also Scales 10% Bonus Physical Power.
  • ±
    Kiba [Basic Attack]:
  • Bonus Physical Power Scaling
    75%80%
  • ±
    Line Tempo [Primary]:
  • Magical Power Scaling
    50%55%
  • ±
    Circle Rhythm [Secondary]:
  • Damage
    30/40/50/60/7030/42/54/66/78
  • ±
    Rushing Beat [Alternate]:
  • Damage
    50/80/110/140/17050/85/120/155/190
Sparrow

Sparrow

CARRY12 zmian
+2−5±5Karta bohatera
Komentarz deweloperóworyginał ENSparrow’s damage output is currently on the high end, especially benefitting from the relative damage increase that Relentless' Max Health Damage received with the durability increases to other Heroes. This can often result in her cutting through opponents far too quickly, so we are reducing some of her damage output to be at a more acceptable level. In return, we are shifting some of that lost power back into Sparrow’s Ultimate, as Inner Fire can often feel a little underwhelming in combat scenarios compared to her general damage output.
  • ±
    General:
  • Health
    690680
  • Physical Power
    6361
  • ±
    Relentless [Passive]:
  • Max Health Damage
    0.4% per stack0.3% per stack
  • ±
    Heightened Senses [Secondary]:
  • Total Physical Power Scaling
    20%15%
  • ±
    Piercing Shot [Alternate]:
  • Damage
    85/125/165/205/24580/115/150/185/220
  • Bonus Physical Power Scaling
    140/145/150/155/160%140/148/156/164/172%
  • ±
    Inner Fire [Ultimate]:
  • Total Physical Power Scaling
    70%75%
Terra

Terra

OFFLANEJUNGLE9 zmian
−7±2Karta bohatera
  • ±
    Ruthless Assault [Primary]:
  • Physical Armor Scaling
    40%37.5%
  • Magical Armor Scaling
    40%37.5%
  • Empowered Max Health Damage
    5%/6.5%/8%/9.5%/11%5%/6%/7%/8%/9%
  • ±
    Wild Rush [Alternate]:
  • Minimum Damage Physical Armor Scaling
    40%37.5%
  • Minimum Damage Magical Armor Scaling
    40%37.5%
  • Max Charge Damage Physical Armor Scalings
    120%112.5%
  • Max Charge Damage Magical Armor Scalings
    120%112.5%
The Fey

The Fey

MIDLANE5 zmian
+1−2±2Karta bohatera
Komentarz deweloperóworyginał ENAlongside a small damage bump for Bramble Patch in line with other Mages, The Fey is receiving a hit to her Verdant Embrace Augment as the team-wide healing it offers is currently too potent in a structured, competitive environment, offering The Fey and her team too much forgiveness.
  • ±
    Verdant Embrace [Augment]:
  • Healing Magical Power Scaling per tick
    5.3%4%
  • Healing Explosion Magical Power Scaling
    32%24%
  • ±
    Bramble Patch [Primary]:
  • Damage
    80/120/160/200/24090/130/170/210/250
TwinBlast

TwinBlast

CARRY4 zmian
+2±2Karta bohatera
Komentarz deweloperóworyginał ENTwinBlast is another Carry that is struggling to compete with the premier threats. We’re granting his some additional scaling in both his Vaporize and Vortex Grenade to ensure those abilities continue to feel relevant as the mid-game and beyond rolls around.
  • ±
    Vaporize [Primary]:
  • Bonus Physical Power Scaling
    85%90%
  • ±
    Vortex Grenade [Alternate]:
  • Total Physical Power Scaling
    35%40%
Wraith

Wraith

CARRYMIDLANE5 zmian
−3±2Karta bohatera
Komentarz deweloperóworyginał ENWraith continues to deal too much damage in the new Eternals environment, and is seeing a reduction to the potency of Knock Knock to ensure that his burst potential from landing a snipe or two is not as excessive.
  • ±
    Peekaboo! [Primary]:
  • Mark Max Health Damage
    6.5%/7%/7.5%/8%/8.5%6%/6.5%/7%/7.5%/8%
  • ±
    Knock Knock! [Alternate]:
  • Bonus Physical Power Scaling
    120%110%
  • Magical Power Scaling
    75%70%
Yin

Yin

JUNGLE13 zmian
+1−4±8Karta bohatera
Komentarz deweloperóworyginał ENYin currently ramps up in a match too quickly, making her an overly powerful dueling threat post 1-Item despite her more scaling-heavy power profile. Likewise, once she reaches critical mass, her damage output and subsequent lifestealing capabilities become too oppressive when combined with her general utility, making it difficult for many Heroes to consider taking an engagement with her. As a result, we’re making some adjustments to slow down her early game pace and potency, while also reducing her general lethality in the late-game, ensuring that she is still a threat, but not as difficult to interact with on even footing.
  • ±
    General:
  • Health
    690670
  • ±
    Rising Storm [Passive]:
  • Max Stacks
    56
  • Attack Speed per Stack
    5/5.5/6/6.5%3/4/5/6%
  • ±
    Silksong [Basic Attack]:
  • Bonus Physical Power Scaling
    80%75%
  • ±
    Lash Kick [Primary]:
  • ±
    Damage now also Scales with 80% Magical Power.
  • ±
    Windburn [Secondary]:
  • Max Health Damage
    3/3.75/4.5/5.25/6%2/2.75/3.5/4.25/5%
  • ±
    Backlash [Alternate]:
Yurei

Yurei

JUNGLE10 zmian
+1−5±4Karta bohatera
Komentarz deweloperóworyginał ENGiven her general mobility and slipperiness, Yurei’s abilities to dispatch an opponent in a quick window is currently too oppressive. To help slow down her damage cadence and make her easier to interact with, we’re trimming off some of her excess damage, while also increasing the self-slow on her Ultimate to give opponents a better chance of spacing away from her.
  • ±
    General:
  • Health
    680670
  • ±
    Anima Burst [Primary]:
  • Damage
    80/100/120/140/16070/90/110/130/150
  • Bonus Physical Power Scaling
    80%70%
  • ±
    Severance [Secondary]:
  • Bonus Physical Power Scaling
    110%105%
  • ±
    Maelstrom [Ultimate]:
  • Cooldown
    135/120/105140/125/110
  • Self Slow
    35%40%
Zarus

Zarus

OFFLANEJUNGLE18 zmian
+9−1±8Karta bohatera
Komentarz deweloperóworyginał ENZarus is another Hero receiving some additional Magical Scalings to open up his build diversity further. Likewise, he is receiving a larger set of buffs aimed at increasing his presence in the Offlane, as his ability to function in the role has largely fallen out of favour compared to his strength in the Jungle. Historically, we have had a hard time increasing his output in the Offlane due to the additional clearspeed it offers him in the Jungle. To escape this restriction, we have now extended his reduced Spear Of Nyr damage to Monsters, and now are better able to give him some additional damage to compete in the Offlane without accelerating his Jungle clearspeed too heavily.
  • ±
    General:
  • Physical Power Growth
    3.84.2
  • Mana Growth
    4448
  • ±
    Barricade [Primary]:
  • Mana Cost
    7570
  • Cooldown
    21/20/19/18/1718/17.5/17/16.5/16
  • ±
    Evade [Secondary]:
  • Attack Speed
    10%/12.5%/15%/17.5%/20%12%/16%/20%/24%/28%
  • ±
    Attack Speed now also Scales with 20% Magical Power.
  • ±
    Spear Of Nyr [Alternate]:
  • ±
    Now deals 25% reduced damage to Monsters.
  • Damage
    70/100/130/160/19070/105/140/175/210
Zinx

Zinx

SUPPORT5 zmian
−2±3Karta bohatera
Komentarz deweloperóworyginał ENZinx’s current healing output when utilising her Heal Matrix Augments is currently on the high end, making it overly difficult to focus a target through and is need of a reduction. Conversely, we have adjusted the cast timing and size of her Ricochet to make the ability more reliable and intuitive to throw, as it has proven difficult to utilize since the removal of its homing mechanic back in v1.12.
  • ±
    Heal Matrix [Augment]:
  • Infuse Healing Modifier
    90%85%
  • ±
    Ricochet [Primary]:
  • ±
    Projectile Size/Hitbox increased by 10%.
  • Cast Frame
    64.65
Zmiany balansu

Przedmioty

18

Refillable Potion

CommonGeneralPoprawka błędu
    • Description updated to state the actual amount of Healing. Decreased from 150-330 to 135-270.

    Divine Potion

    EpicGeneralPoprawka błędu
      • Description updated to state the actual amount of Healing. Decreased from 180-360 to 165-300.

      Razorback

      LegendaryCrests2 zmian
      −2
      Komentarz deweloperóworyginał ENWith the increases to baseline Health and Armors for all Heroes in v1.14, the innate value of Razorback’s active effects has increased and contributes to heavier lethality when a Tank pops it that is incredibly difficult for many damage dealers to consider fighting through. To combat this, the Armors it offers and its general uptime are seeing a reduction.
      • Echidna Bonus Armors
        25%20%
      • Cooldown
        90100

      Ruthless Broadsword

      RareTier 21 zmian
      +1
      Komentarz deweloperóworyginał ENWith the previous change to the Armor Shred Formula, we can now once again shift up the Shred value of Ruthless Broadsword and it’s upgrades to ensure that it is an adequate response to Physical Armor-heavy compositions.
      • Corrode Physical Armor Shred
        4%4.5%

      Sky Splitter

      EpicCarry3 zmian
      +1−2
      Komentarz deweloperóworyginał ENSky Splitter is seeing a reduction in its On-Hit damage output to offset the relative strength it gained with the general durability increases present in v1.14. In return, it is receiving a bump to its lifesteal to ensure that it is still functional as a form of sustained fighting when dealing with tankier targets, given it has lost a meaningful amount of damage.
      • Lifesteal
        7%8%
      • Rend Melee Current Health Damage
        6%5.5%
      • Rend Ranged Current Health Damage
        4%3.5%

      Storm Breaker

      EpicCarry1 zmian
      −1
      Komentarz deweloperóworyginał ENStormbreaker’s On-Hit synergy with other effects is a powerful effect that is further compounded by the raw stats present on the item. Given the strength of many Basic Attack reliant Heroes such as Boris, Serath, Yin and Sparrow, a reduction in the Attack Speed is needed to ensure their general damage output is at a more reasonable level.
      • Attack Speed
        3530

      Viper

      EpicCarry1 zmian
      +1
      • Corrode Physical Armor Shred
        4%4.5%

      Deathstalker

      EpicAssassin1 zmian
      +1
      Komentarz deweloperóworyginał ENA quick bump for the Penetration offered by Deathstalker, making it a more attractive pickup earlier in Penetration-heavy builds.
      • Physical Penetration
        910

      Infernum

      EpicAssassin1 zmian
      +1
      Komentarz deweloperóworyginał ENTo help combat the efficacy of Tanks, we’re increasing the base damage of Infernum’s Cinder effect to ensure it feels like a meaningful counter-buy when picked up earlier in a match as a response to a tankier enemy composition.
      • Cinder Max Health Damage
        3%4%

      Nightfall

      EpicAssassin1 zmian
      +1
      Komentarz deweloperóworyginał ENNightfall is receiving some additional Omnivamp to bolster its ability to serve as an alternative to Mutilator for Assassins in need of sustain when fighting bulkier targets in the Offlane, as currently it typically can only be picked up in the latter half of builds.
      • Omnivamp
        7%8%

      Augmentation

      EpicFighter2 zmian
      +2
      Komentarz deweloperóworyginał ENAugmentation has heavily fallen out of favour, often being overlooked for other alternatives even by its core users such as Crunch. A bump to its True Strike damage and Ability Haste is being offered to cement it as an appropriately desirable first-buy for the Heroes that utilize it best.
      • Ability Haste
        1620
      • True Strike Base Physical Power Scaling
        80%90%

      Basilisk

      EpicFighter1 zmian
      +1
      • Corrode Physical Armor Shred
        4%4.5%

      Mutilator

      EpicFighter2 zmian
      +2
      Komentarz deweloperóworyginał ENWith the increase to damage stats for various Carry and Assassin Items in v1.14, Mutilator has been left behind considering it straddles the line of desirability for Bruisers and Assassins alike. To ensure it has adequate useability, it is receiving an increase to its damage in line with other options, as well as some additional Omnivamp to better serve as a response that allows more aggressive repeat trades against tanky opponents.
      • Physical Power
        4045
      • Omnivamp
        10%12%

      Solstice

      EpicFighter1 zmian
      −1
      Komentarz deweloperóworyginał ENSolstice currently offers too much upfront burst potential from a single attack in end-game scenarios. A reduction to this late-game potential is needed to ensure Heroes such as Feng Mao do not have the capability to 1-shot an opponent late-game as freely.
      • Mornfall Physical Power Scaling
        0-60%0-55%

      Vyzar Carapace

      EpicFighter2 zmian
      +2
      Komentarz deweloperóworyginał ENCarapace is another Fighter item that was left behind in the stat transition of v1.14, feeling like it offers too little durability to be useful to Bruisers, and too little damage to be competitive with other options for Duelists and Assassins. A small bump in both departments is being offered to allow it to better function as an aggressive early-game choice when more specialized options are not required.
      • Physical Power
        4045
      • Health
        200225

      Orb Of Growth

      EpicMage1 zmian
      −1
      Komentarz deweloperóworyginał ENWith the addition of various Eternals that offers Mages innate Health scaling, and the general slow-down and high-sustain of many matchups that result in low-punishment scenarios, Orb Of Growth is currently offering too much Mana, which allows too much economic forgiveness for standard Mages to sit on without meaningful tradeoffs. A reduction in Mana is occurring to ensure that the bulk and scaling Orb offers comes with a more limited Mana Pool that the enemy can attempt to run dry compared to heavier Mana-based Items.
      • Mana
        300250

      Orb Of Enlightenment

      EpicMage2 zmian
      −2
      Komentarz deweloperóworyginał ENAlongside the Mana reduction, Orb Of Enlightenment is seeing a reduction to the Magical Power it offers, as currently the damage tradeoff for the durability it provides when paired with various Eternal effects is not distinct enough, contributing to an over-representation of Magical Bruiser builds in the mid-lane.
      • Mana
        300250
      • Enlightened Magical Power per Level
        43

      Cursed Scroll

      EpicTank2 zmian
      −2
      Komentarz deweloperóworyginał ENCursed Scroll’s effectiveness has heavily benefitted from the increase to Base Health and Health-based Eternal effects, resulting in some rather excessive damage output and regeneration. A drop in both is needed to correct this.
      • Curse Of Pain Health Scaling
        5%4%
      • Forbidden Art Base Health Regen
        30%25%
      Zmiany balansu

      Eternale

      12

      Vermis

      4 zmian
      +1−1±2Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENMajor Blessing: Serration: Serration is seeing a rework, with it no longer requiring a Critical Chance build to increase the damage of the Main Vermis effect, and instead being a more consistent value On-Hit that more Heroes can benefit from. Cauterize: Cauterize is seeing its effect expanded with a soft rework. As there are not many DoT damage sources present across Heroes, its effect of offering Health Regen while affected by a DoT was too niche. We have now expanded this to any source of Ability Damage (and Passive, such as Morigesh’s Pestilence) to better allow it to serve as an Anti-poke option against a wider range of opponents for Vermis users that need some extra in-lane survivability. Breach: A small increase in Duration for Breach’s Shred, better allowing its users to capitalize on the Shred once their Ultimate has finished casting. Sub Surface: Sub Surface is currently offering a deceptively strong amount of Damage Reduction. As the majority of the Abilities in Predecessor are AoE, this is effectively a 10% durability increase to Ability Damage, and therefore needs a reduction to ensure it does not make squishier users overly durable, considering the amount of damage Vermis users are capable of.
      • ±
        [Reworked] Vermis deals an additional 4% Target’s Missing Health Damage on activation.
      • ±
        [Soft-rework] Cauterize: Taking Ability or Passive Ability Damage grants you 2 (+0.5 per Level) Health Regen for 2s.
      • Shred Duration
        3s3.5s
      • AoE Damage Reduction
        10%8%

      Marrow

      6 zmian
      +2−1±3Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENThe Maw: Much like Vermis’ Serration, The Maw is also seeing a soft rework to move it away from requiring a Critical Strike build to see value. Instead, it is now simply a less potent damage amp against low-health targets, opening it up to more users. Finally, we have flipped it from Category 1 to 2 in order to encourage more direct opportunity cost and builds within the Marrow Tree, based on playstyle. Blood Bank: Blood Bank is currently offering too much Lifesteal, able to reach levels of 30%+ with relative ease in end-game scenarios. This is too much in combination with Marrow’s Major Effect, and in need of a reduction. Leech: Leech is another Minor Blessing that feels a bit too niche and weak relative to other Minor Blessings in the system. To help solidify it as a more potent early-game option, we have increased the amount of Regeneration it steals by 2x, making it great for Melee Heroes that like to engage in drawn out, close-range engagements. And for those sharp-eyed readers that are questioning how you can steal more than 100% of the Enemy’s Base Regeneration? The way it works is you gain 200% of whatever Base Health Regen value the Enemy has, meaning they are set to 0. The remaining 100% is dealt to them as a true damage aura that will damage them for that value every second.
      • ±
        [Soft Rework] Basic Attacks deal an additional 12% True Damage to targets below 30% Max Health.
      • ±
        Moved to Category 2, swapped with Leech.
      • Lifesteal per 100 charges
        1%0.75%
      • [Soft Rework] Base Health Regeneration Steal
        100%200%
      • Effect Radius
        400u550u
      • ±
        Moved to Category 1, swapped with The Maw.

      Thraex

      3 zmian
      −1±2Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENGolden Mane: Golden Mane felt a little too specialized when it was only effective against single-target abilities, as there are not too many of them across the Hero Kits. To make it more versatile against a wider range of opponents, we are now extending its Damage Reduction to Basic Attacks, but reducing the potency of the effect to compensate for its more general application. Rallying Roar: Rallying Roar struggle to compete with the other options in its category, and is receiving some additional Ultimate Haste to not only lean further into a Thraex Ultimate Build archetype, but to also ensure it competes more effectively with Ferocity, and the now improved Golden Mane.
      • Damage Reduction
        12%8%
      • ±
        Now grants 8% Damage Reduction against all Non-AoE Attacks.
      • ±
        Now also grants +10 Ultimate Haste.

      Nihil

      3 zmian
      −1±2Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENGrowing Threat: Growing Threat is receiving a small but meaningful adjustment, with it losing some damage but now offering an avenue of sustain to Nihil users. This better shapes it towards the Bruisers that benefit from Nihil’s Major Blessing the most, reducing the general burst they are capable of, but offering a small but meaningful way to accrue some additional sustain that will help them stay in the fight as their Nihil effect ramps up in the later stages of a match. From The Abyss: From The Abyss is one of several sustain-based Minor Blessings that are seeing a reduction in this pass. As it stands, they are all granting too much sustain in the laning phase, allowing their users too much freedom to take poor trades and ignore wave-states. This shuts down too much laning interaction too quickly, and so we have opted to make it scale as a match progresses. This change makes it a meaningful source of durability in the late-game, but ensures laners still have to employ skill throughout the laning phase in order to survive and achieve leads.
      • Bonus Damage
        15%12%
      • ±
        Now also grants 5% Omnivamp at 18 Minutes.
      • ±
        Max Health Regen
        0.4%0.2/0.4/0.7/1% at Levels 1/6/11/16

      Krix

      5 zmian
      +1−2±2Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENMajor Blessing: Krix is currently offering too much durability throughout a match, especially in the early lane where raw Health is the most valuable form of defense. This has led to many seemingly unkillable Melee Heroes arising in the laning phase while also benefitting its users with high-damage output for health-scaling abilities/item effects, and is in need of a reduction. Voracity: Similar to many of the other sustain-based Eternals, Voracity is simply granting too much in-lane sustain currently. This leads to many Krix users being overly difficult to pressure and punish in the lane, leading to stagnant lanes too quickly into a match. However, the reduction is being offset with a small Gold Gain effect, better differentiating it from Regenerative Tissue as an early-game acceleration option to help weaker Tanks progress to item breakpoints faster, whereas Regenerative Tissue will be more valuable in the late-game as a general purpose sustain option. Regenerative Tissue: Regenerative Tissue currently makes poke damage too easy to shake off, and is seeing a change that reduces its strength in the early lane especially, while becoming more powerful in the later stages of a match as this is where Tanks start to fall off relative to damage dealers. Cannibalism: With the amount of Health being offered by Krix being reduced, we’re granting Cannibalism a small increase to ensure it remains relevant as a form of scaling durability for its users.
      • Max Health
        10% (+1% per Level)5% (+1% per Level)
      • Max Health Healing on Unit Kill
        1.25%1%
      • ±
        Now also grants +2 Gold on Unit Kill.
      • ±
        Max Health Regeneration
        0.4%0.2%/0.4%/0.8%/1.2% at 1/6/11/16
      • Health on Takedown
        3035

      Idrisil

      1 zmian
      ±1Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENMending: Mending is another sustain-based blessing that is resulting in lane-phase stagnation, providing its users with simply too much regeneration that negates poke damage too heavily. It now scales with Level, ensuring it is still powerful in the late stages of a match, but less forgiving in the early stages of a lane.
      • ±
        Missing Health Regeneration
        6%4%/5%/6%/8% at Level 1/6/11/16

      Vesh

      3 zmian
      −2±1Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENPhylactery Phylactery is seeing a small soft rework aimed at opening it up to more Users, shifting some of its strength away from its Shielding effect that only Gideon really benefits from, and now granting some additional cooldown progression as well. This is a great choice for any Hero looking to benefit from a momentum reset mid-fight, as it speeds up how quickly the Users cooldowns regenerate by a whole 3s faster after you use your Ultimate, granting faster access to a second rotation of Basic Abilities.
      • ±
        [Soft Rework] Casting your Ultimate now also grants to 100% Cooldown Progression for 3s
      • Shield Max Mana Scaling
        20%15%
      • Shield Duration
        4s3s

      Xyris

      9 zmian
      +3−3±3Eternale w bazie wiedzy
      Komentarz deweloperóworyginał ENXyris currently underperforms too heavily compared to other Eternals, primarily due to how slow and backloaded its Damage effect is. To help smooth out its power curve, we’re granting it some upfront Damage, in return for less overall late-game scaling post-30m. Cull The Weak: Cull The Weak now grants a small amount of Mana Regen to its users, helping open up Xyris as an alternative Eternal choice for Heroes such as Argus and Kwang that want to benefit from the Xyris’s Damage effect, but often feel constrained by their Mana Economy which they can now overcome. And with Xyris gaining some base damage, we’re also reducing the Damage from Cull The Weak to ensure it is not too mandatory for Junglers or contributing to excessively fast clears. Furor: Furor, while powerful in its own right, drops off a touch too quickly considering it is only accessible once per fight - especially in reactive scenarios. We’re granting it some additional duration to better allow its users to keep up the onslaught of attacks when they commit or react to an engagement. Dominance: Dominance tends to lack impact in the early game due to the majority of its Healing being loaded into its Missing Health Component, which struggles to feel meaningful in the early game. To ensure it can compete with the other buffed Xyris options, we’re bumping up the base to allow it more opportunity to enable its users to turn the tides in early game engagements. Iron Will: As with the changes to Vermis’ Serration, and Marrow’s The Maw, Iron Will is also seeing a shift away from being purely Critical Strike driven to make it more versatile, with it now granting some generic consistency that will be applicable to various Carries throughout the lane, regardless of whether they opt for an On-Hit or Critical Strike build. Bone Collector: Bone Collector was not really offering any intrigue in its offering, with it simply being just another unreliable, back-loaded damage amp with its offering of additional power on takedown. Now that we have adjusted other Xyris Blessings, we are adjusting Bone Collector to offer its users a unique source of Critical Strike Chance in the mid-late game, allowing for new build possibilities offering a far more compelling mid to late game benefit that is worth the trade off of the slower start. Eviscerate: A small but meaningful reduction in the damage threshold of Eviscerate in exchange for less raw burst, making its damage amp a little more accessible and consistent against targets that linger around these higher health thresholds.
      • ±
        Damage Amplification
        0% (+0.75% per 10 units killed)4% + (0.6% per 10 units killed)
      • Minion & Monster Damage
        10%8%
      • ±
        Now also restores 1% of Missing Mana on Unit Kill.
      • Attack Speed Duration
        4s4.5s
      • Healing on Takedown
        50100
      • [Soft Rework] Basic Attacks now also heal you for 3% of damage dealt,
        8% for Critical Strike Basics
      • ±
        [Reworked] Upon Killing 150 Units, gain 20% Critical Strike Chance and 5% Critical Damage.
      • Damage
        20%15%
      • Health Threshold
        85%80%

      Exarch

      Poprawka błędu
      Eternale w bazie wiedzy
        • Fixed an issue where Exarch’s Damage would not trigger on On-Hit Abilities.

        Lotus

        7 zmian
        +2−4±1Eternale w bazie wiedzy
        Komentarz deweloperóworyginał ENLotus is currently offering too much potency through its potential offering of durability and damage, with each being too potent in isolation, and the combination of high damage and durability making too many damage classes too well-rounded in stat profile. A reduction in both is needed to ensure the power of Lotus is more in line with other Eternals, while ensuring it is still accessible and meaningful to a wide range of users. Early Bloom: Early Bloom results in a very powerful Experience spike when the user reaches level 10, as it effectively grants access to a Hero’s Rank 2 Ultimate a level early. This spike happens rather early into a match, and can feel very oppressive to play into. To help remedy this and push the Blessing more into mid-game strength territory, we are shifting the required Level Threshold back to 12, helping to avoid the Level 11 spike, while being a low enough level that the base stat increases and time saved from it are not equally as oppressive compared to offering at a higher level such as 14. Immaculate: Immaculate currently offers far too much durability to various Shield users such as Riktor that can maintain the threshold. Likewise, it is being taken to offer raw boxing potential in the midlane, with its users overly empowered to take level 1 trades that the opponent cannot match. As a result we are significantly lowering the Damage Reduction provided to ensure that the initial trade received is more potent and equal, but reducing the Threshold so that it is more generically available. Fragrance: Fragrance was too niche in its effect due to the limited number of True Damage sources across the Hero Abilities, primarily being an Adele-only choice. To help open it up and offer Magical Heroes another option, we are shifting its effect to also amplify Magical Damage at a smaller ratio, better suiting it to the likes of Kwang and Countess that like to get into the fight, while also offering a less risky option to Prima Donna for Mages in general.
        • Bonus Damage
          1.75%1.5%
        • Bonus Max Health
          2%1.5%
        • Level Up Threshold
          Level 1012
        • Damage Reduction
          35%20%
        • Health Threshold
          90%85%
        • ±
          [Soft Rework] Now also amplifies a Hero’s Magical Damage by 5% against nearby Enemy Heroes, instead of just True Damage.
        • Bonus True Damage
          15%12%

        Demiurge

        5 zmian
        −1±4Eternale w bazie wiedzy
        Komentarz deweloperóworyginał ENBloatware: Bloatware currently exists in a problematic space that is offering the incredible combination of damage and durability to a range of high-damage threats, resulting in heavy stat-check gameplay where Carries hit like a truck but cannot be killed in the late-game. To ensure that there is a greater tradeoff in damage potential to the durability offered, especially relative to other Eternals, we are reducing the Damage Amp portion of the effect. Construct: Construct is another Blessing offering too powerful of a mix of durability and damage to damage-based classes, resulting in a similar issue of high-damage threats being too durable for many Bruisers, Mages, and Tanks to burst through. It is receiving a rework to shift it to a mixed Health+Ability Haste option, ensuring that the Demiurge Tree remains accessible to Bruisers, Mages and Tanks alike, but reducing the raw durability and damage offered across the whole tree when it is taken in combination with Bloatware.
        • Damage Amplification
          1%0.5%
        • ±
          Moved to Category 2, swapping with Construct.
        • ±
          [Reworked] Now grants +10 Health, +1.25 Ability Haste per Level.
        • ±
          Icon
          Physical PowerAbility Haste
        • ±
          Moved to Category 1, swapping with Bloatware.

        Aion

        3 zmian
        +2−1Eternale w bazie wiedzy
        Komentarz deweloperóworyginał ENBottomless Vial: Bottomless Vial’s reward is a little too low for how unreliable its condition is. We’re granting it a small boost to make it more attractive to midlaners that want a larger power boost from Category 1. Perfection: Given the lack of durability present in Aion’s Blessings, it can be rather difficult for Perfection's HEalth threshold to be maintained, making it overly conditional. To bring some additional consistency, we’re extending the Threshold. Runic Focus: As Aion is more centered around acceleration in its User's build thanks to its gold gain effect, there are many cases where the effects fall off too heavily in the late-game relative to other Eternals thanks to the damage foregone. To bring some additional late-game damage insurance for Mages, a bump to Runic Focus’ Magical Power amp is being offered.
        • Magical Power on River Buff Kill
          45
        • Health Threshold
          90%85%
        • Magical Power based on Current Mana
          0.15%0.2%
        Zmiany balansu

        Tryby gry

        9

        ARAM Balance

        6 zmian
        Komentarz deweloperóworyginał ENSimilar to the main mode, Towers in ARAM have not been adequately adjusted in line with the new damage and durability that many Heroes possess. To resolve this, we’re increasing both aspects for the Inner Tower and Inhibitors, ensuring that the progression of Towers falling in ARAM is more consistent and that games end in less sudden ways.
        • ±
          Inner Tower:
        • Inner Tower HealthTowers
          900010800
        • Inner Tower DamageTowers
          180-390 (+15 per Level)180-530 (+25 per Level)
        • ±
          Inhibitor:
        • Inhibitor HealthTowers
          65008000
        • Inhibitor DamageTowers
          180-390 (+15 per Level)180-530 (+25 per Level)

        ARAM Battlepass XP changes

        0 zmian
        Komentarz deweloperóworyginał ENPlayers shared feedback that with the introduction of quests too much XP was removed from ARAM as a lot of the quests are harder to complete when playing ARAM. We agreed so we are increasing the amount of Battlepass XP gained from playing ARAM by 60%. Thank you to everyone that shared feedback on the topic.

          Balance Changes

          11 zmian
          Komentarz deweloperóworyginał ENFor this pass, we are primarily looking at smoothing out the gameplay experience and tidying up some of the balance/gameplay loop fallout that has occurred with the addition of the Eternals and the power they have provided. Specifically, this is being done by rounding out the rough edges for some of the more extreme balance outliers and Eternals that are causing extreme power spikes or offering too much/too little general value, with it hopefully resulting in a more well-rounded balance baseline. As we mentioned in the v1.14 update, our plan moving forward is to continue refining the balance ecosystem with the new Eternals in mind, which naturally will take a few more passes to get into a nice and stable spot, but for now this should be a positive step forward.
          • ±
            Addition of some new Magical Power and Physical Power hybrid scalings to various Hero Abilities, opening up Eternal and Build diversity further.
          • ±
            Tower Durability & Damage increased.
          • ±
            Minion Durability increased.
          • Hunt’s Slay DamageOverview
            600/1200
          • ±
            Monster Durability increased slightly to compensate for the Hunt change.
          • ±
            Various adjustments and reworks to Eternal Blessings to help address problem-cases, or make the lesser-picked options more viable in strength compared to the more popular options.
          • ±
            Small increases to the base damage of various abilities (primarily Mages and Bruisers) to ensure their damage stays a little more relevant at the Level 3-9 thresholds as Durability spikes can result in the inability to adequately threaten kills at that range.
          • ±
            General Hero Balance to bring the extreme outliers further into general parity.
          • ±
            Buffs to some Fighter and Anti-tank Items.
          • ±
            ARAM Tower Durability/Damage increases.
          • ±
            And more!

          Hotfix v1.14.5

          Poprawka błędu
          Komentarz deweloperóworyginał EN11th June 2026 Hey Champions, It’s balance time! Eternals totally shook up the meta since their arrival in 1.14, it’s been awesome to see how you’ve all been building and adapting with them. This update is a larger balance pass to correct some issues we’ve seen with Eternals. We’re expecting a little more will be needed until we find that sweet spot though, so keep your feedback coming in!
            • Fixed an issue where Mourn's Eclipse [Ultimate] could be cleansed
            • Fixed an issue where Eden could gain Heat from one of Adele's Augments
            • Fixed an issue in the loadout builder where Eternals and Blessings could be mis-matched
            • Fixed an issue causing Replay Codes to stop generating for Custom Matches
            • Fixed an issue with Nihil [Eternal] where he could grant more damage than intended
            • Fixed an issue with Howitzer where his passive would grant mana on ability damage rather than his basic attack

            Hotfix v1.14.6

            Poprawka błędu
            Komentarz deweloperóworyginał EN12th June 2026
              • Fixed an issue where Akeron could become suspended in the air indefinitely
              • Fixed an issue where Aurora would deal too much damage with Eternal amplifications

              Nitro Balance

              10 zmian
              Komentarz deweloperóworyginał ENWith Nitro returning, we have made some quick Nitro-specific Balance adjustments for the Eternals to ensure that they are appropriately tuned to the faster environment.
              • ±
                Nihil:
              • Growing Threat: Time to activateEternals
                18 Minutes11 minutes
              • ±
                Krix:
              • Voracity: Maximum Health HealingEternals
                1%1.75%
              • ±
                Vesh:
              • Vesh: Damage per MinuteEternals
                0.5%0.75%
              • Milennia: Ultimate Damage per MinuteEternals
                1%1.5%
              • ±
                Aion:
              • Philosopher: Gold Gained per IntervalEternals
                512
              • Bottomless Vial: Permanent Magical Power per River Buff KillEternals
                47

              PCC Summer Summit

              0 zmian
              Komentarz deweloperóworyginał ENThe PCC Summer Summit is here and will be kicking off with a 3-weekend event, starting on the 13th and 14th of June at 10 AM EDT/ 2PM UTC on the Predecessor Twitch channel. We'll also be co-streaming with some of your favourite content creators too! Teams in EU and NA will be competing for a total prize pool of $14,000 and representation in Predecessor via 2d Cosmetics. More info on the event here. We will be running Twitch drops during the event weekends, as well as Platinum giveaways, so tune in to pick up some new content! New OHE available from Twitch drops. The prize pool and event costs for tournaments like this and other community events come from the profits made from the Victorious content. If you would like to support future events please consider picking up any of the Victorious skins, bundles and more! New Victorious Skins coming in 1.14.4 We have introduced a Victorious Bundle Core to further support competitive events, which contains all Victorious Skins and a new Victorious Recall and Jumppad exclusive to the Bundle Core. Bundle Cores do not drop duplicate items. Lastly it’s been requested for there to be more ways to donate towards Esports, so we are introducing a Luxury Donation Cosmetic. This Epic OHE is intended for those wishing to make a larger donation to PCC, so only consider purchasing this if you are willing to make that type of donation. 100% of the sales from this OHE will go into supporting Competitive events.

                Store News

                0 zmian
                Komentarz deweloperóworyginał ENThe Victorious skins are back for a limited time, with some new additions, to support the PCC Summer Summit. All profits from the skin sales go towards supporting competitive Predecessor events! - Victorious Fight Night Crunch [Skin Variant] - Victorious Prime Technician Gadget [Skin Variant] - Victorious Redeemer TwinBlast [Skin Variant] - Victorious Lotus Knight Greystone [Skin Variant] - Victorious Energized Dekker [Skin Variant] - Hold This [Overhead Emote] - Summer 2026 Victorious Icon [Profile Icon] - Summer 2026 Victorious Icon [Banner] - Crunch [Hero] - Gadget [Hero] - TwinBlast [Hero] - Greystone [Hero] - Dekker [Hero] - Iron Guard Riktor [Skin] - Voltaic Iron Guard Riktor [Skin Variant] - Earthen Iron Guard Riktor [Skin Variant] - Plasma Iron Guard Riktor [Skin Variant] - Royal Iron Guard Riktor [Skin Variant] - Taco Time [Overhead Emote] - Iron Guard Riktor [Banner] - Iron Guard Riktor [Icon] - Riktor [Hero] - Deadzone Drongo [Skin] - Crimson Deadzone Drongo [Skin Variant] - Onyx Deadzone Drongo [Skin Variant] - Azure Deadzone Drongo [Skin Variant] - Madness! [Overhead Emote] - Deadzone Drongo [Banner] - Deadzone Drongo [Profile Icon] - Drongo [Hero] We are introducing a new type of loot core in this patch called Bundle Cores. These cores will be available for limited time and contain a small collection of content, with no duplicate drops and every drop shares the same drop rate. Premium Bundle Core - Contains 2 exclusive variants for Iron Guard Riktor and Deadzone Drongo plus a selection of previously available bundle exclusive variants from last year. Victorious Bundle Core - Contains all victorious skins and a new Recall and Jumppad exclusive to this Bundle Core. Profits from this Core go directly to supporting Predecessor Competitive Events.

                  Systems

                  30 zmian
                  Komentarz deweloperóworyginał ENHunt: We’re increasing the damage dealt by Hunt’s active effect to provide Junglers with a little more consistency when securing objectives, as currently there are a lot of chaotic moments where various Heroes with Percent Max Health mechanics can compete too closely for the last hit, leading to too much variation and potential for failure, even if the Jungler makes the correct play. As a result of this change, select Jungle Monsters are receiving a small increase to their Health to ensure that Junglers are not overly accelerated in their Clear Speeds thanks to the extra couple hundred damage they are capable of dealing. Cyan Buff: For Cyan and Gold Buff, we are increasing their Durability once they hit Level 2-11 by a small amount, better allowing players to contest their opponent and interact around them, as currently it is a tad too easy to blow them up with little room for the opponent to respond at the 5-15 minute mark. Gold Buff: Blue Buff: Red Buff: Black Camp (2): White Camp (4): Tower Damage and Durability is seeing an increase as they were not appropriately scaled up to account for the increases to general Hero Base Durability and Damage that occurred in the v1.14 update. These changes should have Towers feeling more appropriately dangerous to dive, while better allowing them to hold up against a single push. Outer Tower: Inner Tower: Inhibitor: Much like Towers, Minions also were not appropriately scaled to match the damage increases offered from the Eternals in v1.14. We will be making more adjustments to the dynamics of Minions in the near future to help refine the wave-clear and last-hitting experience more, but for now this increase to Health should help provide a longer window of interactivity in the mid-game onwards. Likewise, the last-hit Execute Threshold is increasing by a small amount to ensure that the proportional increase to Minion Health does not make low-damage Heroes such as Tanks suffer as heavily now that their relative Health is higher, and therefore, more difficult to farm correctly under Towers. Melee Minion: Ranged Minion: Siege Minion: Super Minion:
                  • ±
                    A range of Heroes (primarily Melee Fighters) are receiving the addition of some mixed scalings, such as Akeron regaining some of his lost Physical Power Scalings, or Zarus’ Spear Of Nyr now also scaling with Magical Power.
                  • ±
                    The intent of this change in the majority of cases is not to make the likes of Akeron build full Physical every match, or for Mage Zarus to be a viable option (trust me, it’s not), but rather to open up various hybrid Eternal options, such as Nihil, to a broader range of Heroes, or to further enable some alternative builds that are currently popular in the case of On-Hit Belica and Howitzer.
                  • ±
                    Finally, this sets the groundwork for us to consider the addition of a few more Hybrid-power Items in the future now that more Heroes can utilize them.
                  • Slay damageJungle
                    500600
                  • Empowered Slay damageJungle
                    10001200
                  • ±
                    Health adjusted from 1150-2550 (+100 per Level) to 1150/1350/1475…2475 (+125 per Level)
                  • ±
                    Health now no longer scales past Level 11 (previously scaled up to Level 15.)
                  • ±
                    Health adjusted from 1100-2500 (+100 per Level) to 1100/1300/1425…2425 (+125 per Level)
                  • ±
                    Health now no longer scales past Level 11 (previously scaled up to Level 15.)
                  • HealthJungle
                    2450-41302550-4230
                  • HealthJungle
                    2450-41302550-4230
                  • Large Monster HealthJungle
                    1550-24701650-2570
                  Zmiany balansu

                  Poprawki błędów

                  32
                  • Fixed an issue where Users could get stuck in an Infinite Loading Screen upon loading into a match.
                  • Fixed an issue with Replays where Hero Healthbars could become hidden if the User skipped time.
                  • Fixed an issue where Controller Users could have their Movement Inverted if they set their deadzone above 40% while playing on the Alternative Layout.
                  • Fixed an issue where Serath could become temporarily stuck inside an Enemy Hero if she uses Heaven’s Fury on a Hero that enters Stasis.
                  • Fixed an issue where Legion’s Basic Attack Description did not state it scaled Physical Power in the Main Menu.
                  • Fixed an issue where Legion’s Press The Advantage Augment Description would not show its Attack Speed increase in the Main Menu.
                  • Fixed an issue where Legion’s Lord Commander Skin could show a duplicated Grenade on his waist.
                  • Fixed an issue where Riktor would not play his Spawn VO correctly with various skins.
                  • Fixed an issue where Alternator’s Stack count would visually go above its cap on the User’s HUD.
                  • Fixed an issue where Controller Users would be unable to focus the Eternal for a Build Loadout in the Guide View Tab.
                  • Fixed an issue where Yin was classed incorrectly as Frontline in the Collection Menu.
                  • Fixed an issue where Phase’s Support Recommended Items did not include a Divine Potion.
                  Treść i grafiki patcha należą do Omeda Studios. Komentarze deweloperów podajemy w oryginale (EN).