User:Kai/patchchanges: Difference between revisions

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=== Items ===
=== Items ===



Revision as of 20:17, 23 May 2026

Updates
May 1, 2026 May 22, 2026 N/A →

Source: 05-22-2026 Update (Reply)

General

General

User:Kai/change

  • Base HP reduced by 10 for all heroes
  • HP per boon reduced by 3
  • Guardians scaling resistance from +75%->-50% over 12 minutes to +50%->-50% (takes more damage early)
  • Medium neutrals initial spawn time reduced from 6 minutes to 5 minutes
  • Breakables spawn time increased from 2 minutes to 3 minutes
  • Shrines are now invulnerable until one pair of Base Guardians are destroyed
  • Backdoor removal linger duration reduced from 20s to 14s
  • Knockup durations are now affected by debuff reduction
  • Removed two jump pads from around the middle of the map that point to outwards (to the left and right respectively)
  • Sliding no longer resets sprint speed
  • Stamina Regeneration is reduced by 25% for 5s after using a Wall Jump. This does not trigger when out of combat or when mantling soon after.
  • Bullet Velocity now stacks additively rather than diminishingly
  • Medic trooper heal duration increased from 2s to 4s (same overall heal amount)
  • When receiving multiple of the Medic trooper orb the duration will now be added ontop rather than stacking directly (so picking up 4 in a row will give the regen over 16s instead of over 4s, overall heal is the same just slower)
  • Medic Trooper heal increased from 12% missing hp to 13%
  • Fixed Parry FX not always matching state
  • Base Guardian Bullet Resistance increased from 10% to 20%
  • Shrine Bullet Resistance increased from 10% to 20%
  • Tier 2 Bullet Resistance increased from 25% to 35%
  • Midboss now starts spawned at the beginning of the game
  • Total Damage Reduction debuffs now stack diminishingly rather than additively ( Inhibitor, Fire Scarabs, etc)
  • Movespeed diminish point increased from 11 to 12 (very slightly less aggressive diminishing scaling)
  • Weapon Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 46/55/70/85 to 46/54/62/74/86
  • Vitality Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/42/46/50 to 38/42/46/50 (final two tiers shifted up by +4)
  • Spirit Investment Bonus now has a 6.4k line, changed from 4.8k/7.2k/9.6k/16k to 4.8k/6.4k/8k/11.2k/16k with bonuses from 38/48/57/66 to 38/45/52/59/66
  • Fixed various item barrier durations not scaling with duration increases
  • Walkers will interrupt a rocket barrage during the 1s windup if stomp becomes an option.
  • Fixed a bug where walkers were spinning while lasering.
  • Smoothed zipline grabbing to fix some jitter
  • Added ropes to zipline binding (so if a player rebinds zipline to something other than SPACE it will also apply to mounting/dismounting ropes)
  • Removed delay on ziplines when using alternative key binds
  • Fixed the following abilities taking you out of zoom temporarily when cast: Blasted, Gloom Bombs, Shining Wonder, Call Bell, Luggage Cart, Stalker's Mark, Rejuvenating Aurora, Charged Shot, Powder Keg, Bounce Pad, Spirit Lasso, Napalm, Ice Path, Flog, Spectral Wall, Rake, Fire Scarabs, Scorn, Sand Blast, Time Wall, Paradoxical Swap, Barrage, Flying Cloak, Pillow Toss, Lightning Ball, Entangling Bola, Go For The Throat, Vexing Bolt, Consecrating Grenade, Gutshot, Hex-Lined Snap Trap, Ira Domini, Pain Battery, Jumpstart, Flight, Crow Familiar, Lethal Venom, Petrifying Bola, Alchemical Flask, Card Trick, Capacitor, Restorative Locket, Healing Nova, Silence Wave, Magic Carpet, Refresher
  • Fixed the following items and abilities not working through veils: Heroic Aura, Healing Rite, Healing Nova, Rescue Beam, Divine Barrier, Kudzu Connection, The Cube, Tag Along, Lil Helpers, Guardian Ward, Scourge, Plot Armor

Soul Urn

  • We are experimenting with an alternate set of Urn mechanics. Please give us your thoughts on this after you've played with it some.

Primary Rules:

  • To pickup the Urn, rather than standing in place to channel, you now light or heavy melee the Urn to pick it up.
  • The Urn is now always dropped off on top of the bridge on the middle of the map.
  • Once dropped off, the Urn will go into a "Depositing" phase for a set amount of time, depending on which team the urn favors (3s/5s/10s for Favored/Neutral/Unfavored).
  • While in the Depositing phase, the enemy team can Heavy Melee the urn to have their team claim it and cause it to switch sides. This adds +1.25s to that team's timer.
  • If the urn is Favored or Unfavored (in a comeback state), then the Favored team will get +50% Bullet and Spirit Resist in a 60m radius around the urn while it is being carried, dropped or deposited.


Other Details:

  • After 35s (aggregate time held per team), the carrier will start taking 5% Max HP damage per second (previously was 45s and 0.15% Max HP damage).
  • Urn damage is lethal
  • Like before, when the Urn is fumbled, it will wait 13s if there is a player within 25m. However afterwards, with this new version, it can no longer be picked up anymore and will very quickly run back to its spawn position.
  • No longer silences you while carrying. You are still disarmed and movement silenced.
  • No longer grants +30% Bullet and Spirit Resist while carrying it
  • Area around deposting the urn is revealed (urn runner is also revealed as usual)
  • The rules for Favored/Unfavored remain the same (+15% soul difference for the first urn at 10:00, +10% for all future urns)
  • Souls are all instant after the deposit is complete
  • All rewards are the same. The last person to contest the urn gets the +3 Golden Idol buffs, falling back to the original carrier if nobody contested it.



edit

Items


  • Fleetfoot: Active slow resistance increased from 35% to 40%
  • Alchemical Fire: Damage per Second spirit scaling increased from 0.152 to 0.2
  • Shadow Weave: Ambush Melee Damage increased from 20% to 25%
  • Sharpshooter: Long range weapon damage reduced from 70% to 60%
  • Sharpshooter: Now has innate 10% Weapon Damage (from components)
  • Capacitor: Proc cooldown reduced from 0.25s to 0.2s
  • Frenzy: Triggered debuff resistance increased from 30% to 40%
  • Glass Cannon: Max Health reduction reduced from -15% to -13%
  • Silencer: Spirit Resistance reduced from 15% to 12%


  • Extra Regen: Out of Combat regen increased from 1 to 1.5
  • Rebuttal: Parry cooldown reduced from -2s to -1.75s
  • Healing Booster: Fixed various abilities and items not being boosted correctly
  • Spirit Shielding: Proc now also temporarily grants +18% Spirit Resistance (for the 8s duration)
  • Weapon Shielding: Proc now also temporarily grants +18% Bullet Resistance (for the 8s duration)
  • Guardian Ward: Now grants +1.5 Out of Combat Regen (from components)
  • Fury Trance: Active duration increased from 6s to 6.5s
  • Fury Trance: Gains the +6% Weapon Damage (from component)
  • Majestic Leap: Now grants +50% air control for the duration of the barrier
  • Fortitude: Move speed increased from 1.25m to 1.5m
  • Veil Walker: Invisibility duration increased from 7s to 8s
  • Divine Barrier: Now grants +1.5 Out of Combat Regen (from components)
  • Juggernaut: Fire Rate reduction increased from -36% to -40%
  • Juggernaut: Move speed bonus increased from +2m to +2.5m
  • Indomitable: Barrier scaling increased from 1.8 to 2.0
  • Indomitable: Now has +2 Out of Combat Regen (from components)
  • Witchmail: Spirit Resist increased from 20% to 22%
  • Infuser: Duration increased from 6s to 7s
  • Infuser: Gains +6 Spirit Power (from components)
  • Leech: Updated bonus HP to match the components


  • Cold Front: Damage height increased from 5m to 7m
  • Arcane Surge: Fixed various interaction bugs with different abilities
  • Spirit Snatch: Bonus damage spirit scaling increased from 0.744 to 0.84
  • Decay: Cooldown reduced from 32s to 30s
  • Rapid Recharge: Spirit Power for Charged Abilities increased from +10 to +14
  • Magic Carpet: Now innately grants -15% Gravity and Air Control by +25%
  • Arctic Blast: Slowed targets now have their stamina regen frozen for the 4s slow duration
  • Scourge: Debuff resist increased from 15% to 17%
  • Mercurial Magnum: Base Bullet Damage spirit scaling increased from 0.465 to 0.49

Heroes


  • Apollo: Improved the hero's hitboxes (easier to hit)
  • Apollo: Base regen reduced from 2 to 1
  • Apollo: Riposte no longer automatically dashes. It now grants you a sub ability immediately to target the hero you want to jump to for a brief duration (can target the enemy before the parry to buffer it). Cast range is 25m.


  • Bebop: Bullet damage per boon reduced from 0.139 to 0.115


  • Billy: Health per boon increased from +48 to +59
  • Billy: Bullet damage per boon reduced from 0.165 to 0.142


  • Calico: Gloom Bomb T2 changed from "+75 Damage to Barriers" to "-5% Melee Resist for 5s Per Bomb" (stacks)


  • Celeste: Improved the hero's hitboxes (easier to hit)
  • Celeste: Stamina cooldown increased from 4.5s to 5s


  • The Doorman: Call Bell inaccuracy debuff no longer diminishes from 100% to 0% over 1 second (the rest of the debuff is 4s)
  • The Doorman: Doorways close sub ability now starts on cooldown for 8s


  • Drifter: Rend T3 now also deals Heavy Melee Damage (0.55 scale)



  • Graves: Sprint speed increased from 1.6 to 2.2
  • Graves: Updated dash ranges for Deadheads to be calculated from the center of Graves when they are following her
  • Graves: Fixed Fire Rate buffs for Deadheads not being applied to their next attack, but only on subsequent attacks
  • Graves: Fixed Deadheads being unable to dash through veils
  • Graves: Fixed Deadheads being unable to dash to targets at the very end of your attack range when they are in follow mode
  • Graves: Fixed Deadhead's damage taken from bullets being unaffected by fall-off
  • Graves: Added 0.1s buffer duration for Deadheads losing line-of-sight before they stop following an enemy
  • Graves: Fixed Deadheads becoming inactive if Graves dies while they are following her
  • Graves: Jar of Dead spirit scaling reduced from 0.35 to 0.31 (they are better at dealing damage now)
  • Graves: Increased speed & acceleration of Deadheads only when they are following Graves - doesn't affect in-combat
  • Graves: Fixed certain projectiles (i.e Gray Talon's Bird) colliding with Deadheads
  • Graves: Update Graves' melee to also set the dash target for Deadheads
  • Graves: Bullet damage and growth reduced by -10%


  • Grey Talon: Rain of Arrow stamina distance changed from being -9% to +25%
  • Grey Talon: Rain of Arrows T2 changed from "+5 Weapon Damage and +40% Slow for 1.5s" to "-13s Cooldown" (Total CD from 16s to 9s)



  • Holliday: Base bullet damage increased from 18.8 to 19.7
  • Holliday: Health regen increased from 1 to 2


  • Infernus: Bullet size increased from 3 to 4


  • Kelvin: When interrupted on Ice Path, it no longer creates an ice path below him and instead lets him fall to the ground


  • Lash: Bullet damage per boon reduced from 0.341 to 0.31
  • Lash: Grapple T2 bonus damage no longer stacks with itself, but instead refreshes the duration


  • McGinnis: Bullet damage per boon increased from 0.17 to 0.18


  • Mina: Innate -8% Debuff Resist
  • Mina: Fixed Rake sometimes not working with high ping



  • Mo & Krill: Getting hit with a melee no longer knocks you up when you are burrowed





  • Rem: Tag Along burst heal now also applies to secondary allies that you jump to
  • Rem: Tag Along lingering heal duration reduced from 3s to 2s (values rebalanced to be the same overall heal just faster)
  • Rem: Tag Along T2 Barrier and Item Duration/Range effectiveness increased from 25% to 35%
  • Rem: Tag Along T3 now also increases Missing Health Heal from 0.03 to 0.05 and Regen Per Second from 0.66 to 1.0
  • Rem: Reduced lockout period after ejecting from Tag Along from 1s to 0.3s
  • Rem: Tag Along heal duration is now displayed on the hud as well as the healthbar icon
  • Rem: Tag Along fixed specific abilities/items that could kill Rem while he's napping
  • Rem: Tag Along eject is no longer affected by debuff resistance and now launches upwards slightly more to prevent hitting the ground
  • Rem: Tag Along eject no longer briefly restricts movement abilities and input
  • Rem: Naptime now provides +30% damage reduction in the base ability (T3 still adds +50%)


  • Seven: Bullet damage growth reduced from 0.374 to 0.337
  • Seven: Crit reduction increased from 35% to 55%



  • Silver: Bullet Cycle Time reduced from 0.9s to 0.85s (overall DPS adjusted to remain the same)


  • Venator: Health increased from 790+43/boon to 830+48/boon


  • Victor: Bullet damage reduced from 13+0.3135 to 12+0.26




  • Warden: Bullet damage per boon reduced from 0.38 to 0.34
  • Warden: Willpower T3 debuff resistance now retroactively applies to existing debuffs when cast


  • Yamato: Fixed Crimson Slash not being able to hit anything if the player is aimed too high or low


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