User:Kai/patchchanges: Difference between revisions

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=== General ===
=== General ===
{{user:kai/change|buff}}
* 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 ({{ItemIcon|Inhibitor}}, {{AbilityIcon|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: {{AbilityIcon|Blasted}}, {{AbilityIcon|Gloom Bombs}}, {{AbilityIcon|Shining Wonder}}, {{AbilityIcon|Call Bell}}, {{AbilityIcon|Luggage Cart}}, {{AbilityIcon|Stalker's Mark}}, {{AbilityIcon|Rejuvenating Aurora}}, {{AbilityIcon|Charged Shot}}, {{AbilityIcon|Powder Keg}}, {{AbilityIcon|Bounce Pad}}, {{AbilityIcon|Spirit Lasso}}, {{AbilityIcon|Napalm}}, {{AbilityIcon|Ice Path}}, {{AbilityIcon|Flog}}, {{AbilityIcon|Spectral Wall}}, {{AbilityIcon|Rake}}, {{AbilityIcon|Fire Scarabs}}, {{AbilityIcon|Scorn}}, {{AbilityIcon|Sand Blast}}, {{AbilityIcon|Time Wall}}, {{AbilityIcon|Paradoxical Swap}}, {{AbilityIcon|Barrage}}, {{AbilityIcon|Flying Cloak}}, {{AbilityIcon|Pillow Toss}}, {{AbilityIcon|Lightning Ball}}, {{AbilityIcon|Entangling Bola}}, {{AbilityIcon|Go For The Throat}}, {{AbilityIcon|Vexing Bolt}}, {{AbilityIcon|Consecrating Grenade}},{{AbilityIcon|Gutshot}}, {{AbilityIcon|Hex-Lined Snap Trap}},{{AbilityIcon|Ira Domini}}, {{AbilityIcon|Pain Battery}}, {{AbilityIcon|Jumpstart}}, {{AbilityIcon|Flight}}, {{AbilityIcon|Crow Familiar}}, {{AbilityIcon|Lethal Venom}}, {{AbilityIcon|Petrifying Bola}}, {{AbilityIcon|Alchemical Flask}}, {{AbilityIcon|Card Trick}}, {{ItemIcon|Capacitor}}, {{ItemIcon|Restorative Locket}}, {{ItemIcon|Healing Nova}}, {{ItemIcon|Silence Wave}}, {{ItemIcon|Magic Carpet}}, {{ItemIcon|Refresher}}
* Fixed the following items and abilities not working through veils: {{ItemIcon|Heroic Aura}}, {{ItemIcon|Healing Rite}}, {{ItemIcon|Healing Nova}}, {{ItemIcon|Rescue Beam}}, {{ItemIcon|Divine Barrier}}, {{AbilityIcon|Kudzu Connection}}, {{AbilityIcon|The Cube}}, {{AbilityIcon|Tag Along}}, {{AbilityIcon|Lil Helpers}}, {{ItemIcon|Guardian Ward}}, {{ItemIcon|Scourge}}, {{AbilityIcon|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 ===
=== Items ===



Revision as of 20:18, 23 May 2026

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

Source: 05-22-2026 Update (Reply)

General

General

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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