In this update4
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Full Paladins® update
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Repeated intro
Greetings, Champions! First off, we want to thank everyone who played or watched the PTS and gave us feedback on the upcoming Wekono's Wake update. It's been a wild rush to get to the start of Year 8 and hearing everyone's excitement and concerns gave us even more motivation to deliver it all to you all best we can. However, we have a set of adjustments and reversions we'd like to share ahead of the update's release next week, starting with Serpent Beach & Serpent Beach (Classic).
What changed
- Gameplay
- Maps
- Balance
Serpent Beach
Reverted baseability change to waterfall-side high ground near objective to prevent new, excessive sightlines
Restored missing rock on Taskforce 2 payload path
Restored baseability on rocks in the water to maintain parity to Serpent Beach Classic
Updated several collision volumes to fix an issue with heavy walls.
The walls outside of the double door side of both spawn rooms.
The walls on the Jag Falls side of the map as you drop down from high ground moving towards the wood ramp on either side.
Filled some visible seams outside of playable game space when looking through scaffolding on the Jag Falls side of map.
Blocked off a baseable spot on the back of both spawn rooms that let players see into mid.
Investigating collision around mid to prevent players from clipping their heads through it. This issue is also present in some areas on Serpent Beach (Classic).
As a part of these improvements and our dedication into ensuring Serpent Beach's refresh is the best it can be, Serpent Beach (Classic) will be the only version of the map within Ranked in Split 1. Serpent Beach in its new form will still be available in all other Siege queues!
Serpent Beach (Classic)
Updated several collision volumes to fix an issue with heavy walls.
The walls outside of the double door side of both spawn rooms.
The walls on the Jag Falls side of the map as you drop down from high ground moving towards the wood ramp either side.
We're continuing to look into other reports and potential improvement areas on the map, but these are what we are confident will be reflected in the version going live in Wekono's Wake. We also are planning in future hotfixes and updates to revisit the map as needed. Now, let's dive into balance!
Balance
Items
Deft Hands
Removed reload speed cap changes at Level 3
Decreased price from 225|450|675 ➡️ 200|400|600
This concept proved a bit too overwhelming in testing, so instead we want to make Deft Hands more enticing as an Item by dropping its price a bit to allow earlier purchasing in conjunction with other Items.
Rejuvenate
Reverting to Live version
There was a lot of interesting discussion around Overhealing as a concept and we may find ways to revisit the design in the future, however the consensus has landed on current Rejuvenate being healthier and closer to the ideal solution. We still hold some concerns for Support Itemization but will take more time to gather feedback and try other paths to resolve the pain point.
Sentinel
Reverting to close-to-Live version
Increase Shield on Elimination from 150 ➡️ 200
Increase price from 200|400|600 ➡️ 225|450|675
The core design of new Sentinel clashed too much with the heavy prevalence of CC within Paladins and even with adjustments would lead to cases where the enemy would be discouraged from engaging at all due to the potency of
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