Patch Notes - General and Items
[ General ]
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Can now jump during slide
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Dash jump grants a very brief period with increased air control (30% for 0.25s)
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Shrine is now easier to kill for the first one and harder for the second. HP from 8100 to 5000/10000 (HP updates after the first one dies, like Walkers)
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Shrines attack no longer hits heroes under the shrine
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Super troopers bonus DPS increased from +40% to +60% (the upgraded troopers when Shrine dies)
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Middle Lane troopers now gets upgraded when either of the shrines die, rather than only when both die
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Killing a pair of base guardians now spawns a zipline boosted trooper wave to reinforce your push
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Medic Troopers DPS grows by 3% per minute
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Troopers now gain 7 HP regen when out of combat
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Trooper wave interval increased from every 25s to every 20s starting at 35 minutes
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Guardians bounty increased from 1000 to 1500
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Walkers bounty increased from 3500 to 4000
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Walkers Health rescaled from 6800/9350/11900 to 6000/9000/12000
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Walkers armor decay rescaled from “+75% -> -50%” to “+65% -> -65%”, from over 20min to over 18min
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Base Guardians bounty from 750 to 1000
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Shrines bounty increased from 0 to 2000
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Mid Boss base bounty increased from 2000 to 3000
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Mid Boss base HP increased from 11900 to 13000
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Mid Boss global announcement health threshold reduced from 70% to 50%
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Mid Boss now has 35% Debuff Resistance
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Rejuv drop duration reduced from 7s to 6s
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Rejuv duration no longer refreshes when hitting a crystal later
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Minimap now indicates if the Urn is a favored, neutral or unfavored
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Added a neutral camp (2 Normal, 3 Weak) at Hidden King Park Walker
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Added a neutral camp (2 Normal, 3 Weak) at Archmother York Walker
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Added “0 Way” veils underneath the Shrine platforms in each base
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Moved the mid lane bridge above the Hidden King Base entrance more to the middle of the two edges
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Subsequent CC reduction increased from 8%/24% to 10/30% (window from 7s to 8s)
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Move speed diminishing ramp now occurs around 11m rather than 10m
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Fixed melee abilities not using conditional damage based on enemy state (close quarters, point blank, opening rounds)
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Street Brawl: Removed item slot limit (don’t need to sell items in the final round sometimes)
[ Items ]
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Added new T1 Spirit Item: Golden Goose Egg
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Extended Magazine: Weapon Damage increased from +6% to +8%
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High-Velocity Rounds: No longer grants +5% Fire Rate
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High-Velocity Rounds: Now grants +8% Weapon Damage
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High-Velocity Rounds: Bullet Velocity increased from +50% to +60% (these changes affect upgrades)
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Long Range: Fall-off Range increased from +4% to +8%
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Active Reload: You can now reload while already full when carrying this item
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Opening Rounds: Spirit Power increased from +8 to +10
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Opening Rounds: Weapon Damage increased from +40% to +45%
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Swift Striker: Fire Rate increased from 18% to 20%
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Mystic Shot: Damage spirit scaling increased from 0.8 to 1.0
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Split Shot: Cooldown reduced from 32s to 24s
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Split Shot: Now supports custom count and angles per hero
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Split Shot: Enabled for Celeste (3 at 70 degrees)
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Backstabber: Renamed to Stalker
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Stalker: No longer procs based on angles of attack, but instead based on doing bullet or melee damage within 8m of a hero target
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Stalker: No longer has a proximity requirement for the overtime bonuses (beyond the 8m proc proximity)
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Melee Charge: Heavy Melee Bonus damage now works with heavy melee abilities
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Spirit Shredder Bullets: Spirit Lifesteal increased from 8% to 12%
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Weakening Headshot: Bonus health increased from +50 to +60
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Ballistic Enchantment: Weapon damage per stack increased from 18% to 20%
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Ballistic Enchantment: Range reduced from 30% to 25%
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Ballistic Enchantment: Non-hero weapon damage increased from 4% to 5%
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Hunter’s Aura: Solo hero multiplier reduced from 3x to 2x
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Hunter’s Aura: Bullet Resist Reduction increased from -8% to -10%
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Hunter’s Aura: Fire Rate Reduction increased from -11% to -14%
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Weighted Shots: Now builds from Slowing Bullets. Has Slowing Bullets passive
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Weighted Shots: No longer grants +16% Spirit Resist
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Weighted Shots: Now grants -0.5m Move Speed
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Weighted Shots: No longer grants -30% Bullet Velocity
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Weighted Shots: Debuff Resist increased from 16% to 18%
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Weighted Shots: Weapon Damage increased from 35% to 40%
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Weighted Shots: Stamina Reduction reduced from -20% to -14%
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Express Shot: Ammo consumed changed from -30% to 2 Ammo
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Blood Tribute: No longer has healing reduction
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Blood Tribute: Self damage increased from 40 to 50
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Spirit Rend: Cooldown reduced from 2.2s to 2s
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Spirit Rend: Spirit Lifesteal increased from 8% to 12%
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Crushing Fists: Heavy Melee Bonus damage now works with heavy melee abilities
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Frenzy: Base Fire Rate increased from 8% to 10%
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Frenzy: Base Spirit Resist increased from 10% to 15%
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Frenzy: Conditional Fire Rate reduced from 28% to 25%
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Frenzy: Conditional Spirit Resist reduced from 30% to 20%
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Spiritual Overflow: Spirit Power increased from 30 to 40
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Spiritual Overflow: Now grants +20% Duration instead of +12% CD Reduction
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Extra Health: Increased from 185 to 210
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Enduring Speed: Fixed slow resistance interaction with dash slows
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Restorative Locket: Range increased from 30m to 35m
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Restorative Locket: Max stamina regen increased from 3 to 4
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Restorative Locket: Now always restores at least 1 stamina
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Return Fire: Returning damage now always hits the target’s body (some amount would naturally miss before, and some would be headshots)
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Return Fire: Bullet Damage Returned reduced from 60% to 50%
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Weapon Shielding: Damage threshold increased from 150 to 250
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Weapon Shielding: Cooldown reduced from 45s to 35s
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Bullet Resilience: Low Health threshold increased from 40% to 50%
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Bullet Resilience: Low Health resistance reduced from 22% to 15%
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Spirit Resilience: Low Health threshold increased from 40% to 50%
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Spirit Resilience: Low Health resistance reduced from 22% to 15%
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Lifestrike: Heal on melee hit reduced from 160 to 100 + 1.5/boon
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Lifestrike: Heal on melee hit percentage reduced from 50% to 30% + 0.5%/boon
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Majestic Leap: Barrier increased from 140 to 200
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Trophy Collector: Souls per minute increased from 22 to 25
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Dispel Magic: Cooldown reduced from 50s to 40s
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Fortitude: Time to regen reduced from 13s to 10s
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Spellbreaker: High instant damage reduction reduced from -75% to -65%
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Diviner’s Kevlar: Cooldown reduced from 64s to 40s
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Inhibitor: Damage Penalty reduced from -35% to -30%
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Inhibitor: Weapon Damage bonus increased from +22% to +25%
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Cheat Death: No longer reduces movement speed by -2m during the death immunity phase
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Colossus: Active now grants you an additional +30% Melee Damage
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Siphon Bullets: Now steals 2.5% of enemy max HP per bullet instead of a fixed amount
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Mystic Regeneration: Health bonus increased from +40 to +50
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Mystic Regeneration: Duration increased from 5s to 6s
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Rusted Barrel: Cooldown reduced from 20s to 16s
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Arcane Surge: Spirit Power increased from +15 to +20
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Slowing Hex: Now sets the gravity of an enemy to a fixed +20% (heavier) regardless of their own base values
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Slowing Hex: Projectile speed increased from 53m/s to 80m/s
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Slowing Hex: Cooldown reduced from 30s to 27s
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Suppressor: Debuff duration increased from 4s to 5s
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Spirit Sap: Spirit Power loss increased from -24 to -30
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Spirit Sap: Cooldown reduced from 32s to 18s
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Decay: Healing Reduction increased from -45% to -50%
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Silence Wave: Damage spirit scaling increased from 0.6 to 1.0
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Silence Wave: Cooldown reduced from 35s to 30s
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Knockdown: Gravity increased from +50% to +100% when the stun hits the target (causes airborne targets to fall faster)
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Radiant Regeneration: Health bonus increased from +65 to +90
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Radiant Regeneration: Duration increased from 5s to 6s
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Radiant Regeneration: Healing on Ability Cast boon scaling increased from 1.5 to 2.0
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Tankbuster: Current Health Bonus Damage increased from 7.5% to 8%
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Torment Pulse: Damage spirit scaling reduced from 0.28 to 0.25
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Torment Pulse: No longer hits sleeping enemies to avoid waking them up
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Disarming Hex: Cooldown reduced from 20s to 16s
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Magic Carpet: Duration increased from 8s to 12s
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Magic Carpet: Bonus health increased from 75 to 125
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Ethereal Shift: Cooldown reduced from 45s to 35s
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Cursed Relic: Damage penalty increased from -8% to -10%
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Vortex Web: Now has a unit target option where it will vacuum enemies around that target



What kind of person would I be if I tolerated rudeness on “good days”?
Is this your first time running into someone who will tell you not to, when you do something you shouldn’t do, as a matter of principle?