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Full Out of Time update
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Hey Timetravelers!
What changed
- Balance
- Gameplay
- Maps
Out of Time changes
The Paladin is a holy warrior focused on protecting allies, providing massive area heals, and smiting enemies. Let us take a closer look at the scaling behind this divine kit.
⚔️ Weapon: Auto Attack
The Paladin Auto Attack fires explosive projectiles that deal area damage.
Base AP Scaling: 0.4
Cooldown: 1.3s drops to 0.8s (at max evolution).
Evolution Highlights: You start with 3 projectiles and a small detonation radius of 75. At max level you fire 5 projectiles and the detonation radius expands massively to 350.
💡 Pro-Tip: At Evolution 4, your projectile detonations actually heal allies who are standing within the blast radius.
💥 LMB: Light Orb
Light Orb fires a traveling sphere of light that pulses before detonating.
Base AP Scaling: 0.4
Heal Power Scaling: 0.4
Evolution Highlights: The orb travels a total distance of 2000 units. The pulsing radius grows from 400 to 600. The final detonation at the end of the path has a scalar of 1.2 and deals up to 0.6% Max HP damage.
🌟 Q: Sacred Pilgrimage
Sacred Pilgrimage drops a holy relic on the battlefield that buffs allies and burns enemies.
Base Beam AP Scaling: 0.35 scales up to 0.75.
Cooldown: 28s drops to 24s (at max evolution).
Evolution Highlights: The ability grants a flat 25% movement speed bonus. The base relic only heals and attacks with a beam.
💡 Behind the Scenes Secret: The relic evolves mechanically through Tiers as you upgrade it. Tier 1 heals and attacks. Tier 2 adds bonus Armor to allies. Tier 3 adds an immortality effect. Tier 4 triggers all of these effects with both pulses and beams at the exact same time.
🛡️ Armor: Immortal Prayer
Immortal Prayer is the ultimate defensive cooldown for your squad.
Base AP Scaling: 1.1
Cooldown: 60s drops to 42s (at max evolution).
Evolution Highlights: The ability heals your squad for a massive percentage of their Max HP, starting at 30% and scaling to 50%. The duration of the invulnerability buff extends from 4s to 6s.
🥾 Boots: Divine Light
Divine Light surrounds you in an aura that weakens enemies.
Base AP Scaling: 0.15
Cooldown: 30s drops to 16s (at max evolution).
Evolution Highlights: The duration of the light extends from 8s to 16s. Evolution 2 adds a 25% slow to enemies caught inside. Evolution 3 makes the light aura follow your character around the map. At max level the ability automatically casts itself.
👑 Helmet Passive: Divine Presence
Divine Presence periodically smites a nearby enemy with a giant fist of light.
Core Mechanic: The smite damage is calculated using both your Heal Power and a percentage of the target's Max Health.
Evolution Highlights: The cooldown between smites drops from 20s to 12s. The number of smites unleashed per trigger skyrockets from just 1 all the way up to 9. The helmet also passively increases XP gain by up to 7%.
Source
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