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
Holy cow
- Doorman: Hotel Guest now supports instant cast settings
finally !!

HERE WE GO!!!
On a more serious note, thank god for no more i-frames on Haze, whenever you’d run into people using that, it was a nightmare to fight them. It was like someone having counter-spell with 3 charges.
Hitting two targets with her ult has made a return, tho. Concerning.
Ginnis gets multiple turrets for free again.
Mo and Krill can burrow into the tunnels.
Paradox Swap can now hit GROUPS of enemies.
Seven’s iconic move speed scaling is gone.
Shiv’s ult no longer auto-targets and must be aimed.
Wraith can throw a bunch of different cards with different effects, including jokers that have ALL effects. Her ult now lets you pick up an enemy and throw them.
Yamatos rope now does melee damage (parryable?) and gets charges on T3.
Shiv’s ult no longer auto-targets and must be aimed.
Most obvious change ever and it took them nearly two years to get around to it. Better late than never, I guess.
Late? The game isn’t out yet.
But you’re right. Better ask for a refund.
I don’t know if you know this, but typically during development, devs prioritize working on the overrall game, over small outstanding nitpicks.
The latter can become irrelevant at any time as the former makes sweeping changes, so it makes no sense to spend time on constant micro-adjustments, since the overrall game is going to be different a year from now, likely significantly so.
That’s why these big balance patches are so few. They make the game more fun to play at the moment, but they’re kinda pointless if another six characters, shop or map rework is around the corner.
Wraith’s ult just got its second rework in my memory, after imo being just plain bad for over a year. Who’s to say Shiv’s ult isn’t up in the air in the same way?
We’re not customers yet. We’re play testers. And I don’t think you can claim that Valve isn’t doing orders of magnitude more with what they’re getting from us than most studios with their “betas” do.
Such a weirdly passive aggressive, preachy reply. It was an obvious change that has been widely requested for over a year. I’m happy it’s in the game now. Calm down.
I’m happy it’s in the game now.
Neat.
What did your initial reply do in addition to that sentiment, aside from being insulting and rude?
Why would you write it like that?
I know there’s little chance of a dev ever reading it. But then why would anyone else capable of empathy enjoy it, either?
I didn’t. I’m not going to leave a reply like that to a comment of mine unchided.
I guess you’re having a bad day or something.
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?
silver got spayed :(
Nah, she’ll be fine.
I’m particularly happy slowing hex won’t silence tail whack anymore. That was so annoying.
Changes since January have just not been fun. Game just feels incredibly imbalanced and this patch solidified it for me. Taking a break.




