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Steam News21 January 20251y ago

Wekono's Wake Post-PTS Adjustments

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.

In this update4

Full notes

Full Paladins® update

Read the full published notes in a cleaner layout. The original post stays linked below.

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

0 fixes2 additions8 changes1 removal
  • Gameplay
  • Maps
  • Balance
addedSerpent BeachReverted baseability change to waterfall-side high ground near objective to prevent new, excessive sightlines
changedSerpent BeachUpdated 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.
changedSerpent BeachFilled some visible seams outside of playable game space when looking through scaffolding on the Jag Falls side of map.
changedSerpent BeachBlocked off a baseable spot on the back of both spawn rooms that let players see into mid.
changedSerpent BeachInvestigating collision around mid to prevent players from clipping their heads through it. This issue is also present in some areas on Serpent Beach (Classic).
addedSerpent BeachAs 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

  • 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

Source

Steam News / 21 January 2025

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