In this update15
Full notes
Full Predecessor update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Champions!
What changed
- Gameplay
- Maps
- Balance
- Fixes
- Store
- Events
Predecessor changes
V1.14: Harbingers of Ruin is almost upon us, an update which is sure to redefine the meta with Eternals, our biggest Hero customisation system ever, as well as an incredible new Hero and more! Let’s dive in.
New Hero: Legion
From the world of Aresium comes the highly decorated shock trooper, Legion. A fanatical hand of an empire dedicated to bringing the galaxy under a single, united rule. Produced for absolute loyalty and peak efficiency, he has survived countless battles as a disciplined instrument of the Aresium Empire, a force that seeks to "liberate" the stars from the chaos of tyrannical freedom.
For generations, his batch-engineered brothers have served as a righteous hand of order, mastering the arts of battlefield logistics and ballistic weaponry to crush any who would oppose their mandate. As a total believer in the cause, Legion revels in the destruction of his enemies, finding his greatest joy in fighting and dying for the glorious empire that gave him life.
Legion’s newest mission has seen him deployed as a heavy-weapons anchor to far-flung battlefields, tasked with enforcing imperial doctrine by any means necessary. He descends upon the front line not as a mere soldier, but as a siege engine of order, stopping at nothing to ensure total purification and the expansion of the Empire’s reach.
Stats
- Health: 660 (+132 per Level) - Health Regen: 1.4 (+0.15 per Level) - Mana: 350 (+46 per level) - Mana Regen: 1.5 (+0.18 per level) - Attack Speed: 100 (+0 per Level) - Physical Armor: 30 (+5.1 per Level) - Magical Armor: 29 (+1.15 per Level) - Physical Power: 20 (+2 per Level) - Movement Speed: 665 - BAT: 0.2
Abilities
Ballistic Calibration [Passive]:
Effect: Trooper converts 1% Bonus Attack Speed into 0.75 Ability Haste. He also gains bonuses based on the Stat Thresholds he reaches:
- 100 Physical Power: Saturation Charge Slow Duration increased by 0.75s. - 30 Physical Penetration: Orbital Sanction Radius increased by 33%. - 50 Ability Haste: Frag Order deals additional damage equal to 10% of the Target’s Missing Health. - 100 Magical Power: Rally Point Health Regeneration is increased by 50%.
K-75 Storm Rifle [Basic Attack]:
Type: Ranged
Range: 1500u
Effect: Legion’s K-75 Storm Rifle fires at a fixed rate of 1 Round every 0.2s, with a 15 Round Mag.
Legion’s Rifle Regenerates Ammo at a rate of 1 per 0.2s after not attacking for 1.25s, and he will automatically Reload if his Mag’ is fully exhausted.
Each shot deals 20 (+17% Bonus Physical Power) Physical Damage, increased by 1.25% per 1 Physical Penetration Legion possesses.
Saturation Charge [Primary]:
CD: 20/19/18/17/16s
Cost: 70/75/80/85/90 Mana
Effect: Legion fires a heavy payload that deploys 10 Cluster Mines upon hitting the world or upon reactivation. Each Cluster Mine deals 35/45/55/65/75 (+50% Bonus Physical Power)(+40% Magical Power) Physical Damage and Slows targets hit by 40% for 1s.
Cluster Mine damage is decreased to 25% against the same Target for subsequent Mine hits beyond the first.
Rally Point [Secondary]:
CD: 30/28.5/27/25.5/24s
Cost: 35 Mana
Effect: Legion becomes Unstoppable for 0.5s and slams his Standard into the ground at his feet, dealing 20/25/30/35/40 (+20% Bonus Physical Power) Physical Damage and Knocking Back nearby enemies.
The Standard creates a large zone that lasts for 8s. While in the zone, Legion gains Infinite Ammo. Legion and Allied Heroes also gain 8% Movement Speed and 5/8/11/14/17 (+110% Physical Penetration)(+10% Magical Power) Health Regeneration while in the zone.
The Standard also provides Vision and reveals Enemy Wards in its local area.
Frag Order [Alternate]:
CD: 16/15/14/13/12s
Cost: 50
Effect: Legion prepares a grenade with a 2.2s fuse, able to hold it to cook the grenade, reducing the time before its detonation.
Upon releasing, Legion lobs the grenade to a target location, dealing 70/110/150/190/230 (+60/65/70/75/80% Bonus Physical Power)(+40% Magical Power) Physical Damage upon detonation.
The grenade will automatically explode after 0.2s if it detects an Enemy Unit within a 300u radius.
If Legion is caught in the explosion, he will be displaced upwards. If Legion holds the grenade for the full 2.2s, it explodes in his hand. If Legion is Stunned or Killed while cooking the grenade, it will drop to the floor.
Orbital Sanction [Ultimate]:
CD: 140/125/110s
Cost: 100
Effect: Legion lobs a target designator that deploys upon landing. After a 0.75s delay, a beam of energy emanating from the atmosphere will blast the location and follow the nearest target (prioritising Heroes) for 6/7.5/9s. If no targets are within 2000 units of the Beam, it will remain stationary.
Enemy Units caught in the beam take 30/50/70 (+28% Bonus Physical Power)(+10% Magical Power) Physical Damage every 0.25s.
Augments
Heavy Caliber:
Relevant Ability: K-75 Storm Rifle [Basic Attack]
Type: Basic Attacks
Effect: Legion’s rate of fire is decreased to 0.75s and his Mag’ Size is reduced from 15 to 6. However, his shots deal 440% damage and have +100 Range.
Scorched Earth:
Relevant Ability: General
Type: Zone Control
Effect: Frag Order and Saturation Charge’s Mine create 300u radius Napalm zones upon exploding, and Orbital Sanction creates one at its location every 0.5s. Napalm zones last for 3s and deal 5 (+6% Bonus Physical Power) Physical Damage every 0.5s to Enemies in the area.
Press The Advantage:
Relevant Ability: Rally Point [Secondary]
Type: Attack Speed
Effect: Upon achieving a Takedown, a Standard is spawned at the dead target's location. Rally Point no longer grants Health Regeneration, but increases Legion’s Fire Rate by 10/12.5/15/17.5/20% and grants Allies 10/12.5/15/17.5/20% Attack Speed.
Store News
Iron Guard Akeron [Epic]
Iron Guard Skylar [Rare]
Iron Guard Lt. Belica [Rare]
Lord Commander Legion [Rare]
Obsidian Sunforged Serath Variant [Epic - Opal Store]
Opal Store
All opal store content is now available for limited time only and will start rotating each patch
Opal Epic skin variant price has increased from 850 to 1200.
Iron Guard Mega Bundle
- Iron Guard Akeron [Skin] - Iron Guard Lt. Belica [Skin] - Iron Guard Skylar [Skin] - Arctic Iron Guard Akeron [Skin Variant] - Arctic Iron Guard Lt. Belica [Skin Variant] - Arctic Iron Guard Skylar [Skin Variant] - Purple Iron Guard Jump Pad [ VFX] - Purple Iron Guard Recall [ VFX] - Arctic Iron Guard Akeron [Banner] - Arctic Iron Guard Lt. Belica [Banner] - Arctic Iron Guard Skylar [Banner] - Arctic Iron Guard Akeron [Profile Icon] - Arctic Iron Guard Lt. Belica [Profile Icon] - Arctic Iron Guard Skylar [Profile Icon] - Akeron [Hero] - Lt. Belica [Hero] - Skylar [Hero]
Lord Commander Legion Bundle
- Legion [Hero] - Lord Commander Legion [Skin] - Cobalt Lord Commander Legion [Skin Variant] - Quartz Lord Commander Legion [Skin Variant] - Alabaster Lord Commander Legion [Skin Variant] - Screen Time [Overhead Emote] - Lord Commander Legion [Banner] - Lord Commander Legion [Profile Icon] - Legion Premium Affinity [Affinity Pass]
Battlepass Bundle
- Harbingers of Ruin [Battlepass] - Legion [Hero] - Obsidian Lord Commander Legion [Skin Variant]
Ion Cores
We’re also adding a bunch of Eternals Icons and Banners into Ion Cores as temporarily exclusive drops! These cosmetics will be available in the store at a later date and will be available for purchase with Amber.
Battlepass
The Harbingers of Ruin battlepass is here! Filled to the brim with awesome rewards on both the free and paid tracks.
Eternals
Eternals are powerful deities in the Predecessor universe, capable of granting meta-defining “blessings” to worthy Heroes who choose to follow them.
This is a massive new gameplay system that redefines Hero customisation in the game, enabling you to pick from a huge range of Blessings for any Hero you want. Blessings range from high-risk berserker types, who thrive under near-death situations with extreme lifesteal, to unbreakable tanks who scale Max HP infinitely, and everything in between!
How Eternals Works
Eternals are a new gameplay customization feature, replacing the Minor Augments. Eternals allow Players to select one of twelve Deities during the Draft Phase of a Match, based on their gameplay preferences.
Each Deity offers the Player that selects them a powerful unique Major Blessing which is a Passive Effect that persists throughout a match.
Additionally, after choosing an Eternal, Players can choose 2 additional Minor Blessings from 2 sets of 3 Minor Blessings that are unique to that specific Eternal.
Eternal Blessings, like Augments, are active from Match start and, once selected for the first time, will be remembered across matches on a per Hero, per role basis, unless you change them. This means if you pick Eternals for Argus in Midlane, and want to play him again in your next match in the same role, the system will remember. If you take him into Support instead, it will go back to the recommended until you change your Eternals for Argus in Support.
In simpler terms, you now start the match with:
- 1 Hero Augment. - 1 Eternal Major Blessing. - 2 Eternal Minor Blessings.
Unlocking Eternals
All 12 Eternals will be unlocked when a player reaches level 10. Players that have not yet reached Level 10 will automatically be given pre-determined Eternals, and respective Minor Blessings, based on their Hero/Role chosen.
Types of Eternals
Eternals are thematically grouped based on gameplay archetypes and lore. However, these groupings are not prescriptive for gameplay, so we encourage Players to experiment with the Eternals.
In other words, this means that you do not necessarily need to take a “Carry Eternal” while playing as a Carry in order to find success, and could try a “Fighter” or “Supportive” Eternal instead if they synergize well with your Hero or Build!
Find out more about Eternals here
Daybreak V5
We’ve got another substantial update coming to Daybreak, our new WIP map! We’ve been hard at work going through your feedback from the last version to bring a bunch of highly requested additions and changes to improve the flow and overall gameplay experience.
V5 should improve the following core pain points:
- Jungle flow should feel better in terms of Navigation and Pathing - Junglers attempting to gank lanes from a Camp should find the flow a lot more natural. - The constant pressure and chaos of the River Bugs in the Jungle respawning repeatedly should be reduced and the Jungle Bugs should make Jungle pathing feel more intentional and tactical. - Moments where a Player hits dead-ends due to unintuitive terrain and feeling trapped as a result should be reduced significantly. - Shrines grant side-lanes an additional mini-objective to fight over for increased interaction, reducing the frequency of freeze-heavy/overly passive gameplay. - The map feeling overly large should feel reduced through the combination of layout and aesthetic changes applied. - Game Speed should feel slightly faster and more engaging, with the additional gold and XP available on the map (and the adjustments to the objectives helping to provide new areas to contest) helping games to wrap up more naturally between the 25-35m mark. - Various Bugfixes regarding the Terrain and Collisions.
Overall, by taking our learnings from the feedback offered on v3/v4, and actioning the largest pain points expressed by Players in previous tests, with Daybreak v5 we have hopefully created something that Players enjoy a lot more, both in terms of moment-to-moment gameplay and how it feels to explore and navigate. So be sure to let us know what you think on Discord and Reddit!
Daybreak V5 - Mechanics Breakdown
Terrain & Layout Changes
- General adjustments to the elevation/height around the map to feel less steep. - Full Rework of both Jungles, including their Terrain and Camp locations. - Lane entrances Reworked for all 3 lanes, further improving the approaches and Line Of Sight (LOS) issues in previous versions. - Increased the size of the Bases for both Teams, primarily around the Core area. - Fangtooth and Orb Prime Pits general Layout and Size Adjustments. - Midlane reworked with various adjustments to its curvature and landscape. - Duolane slight rework, primarily targeting improvements around the previously unhealthy Bush locations and the overly punishing gameplay they promoted. - Offlane slight rework, primarily to make the lane feel a little more interactive and dynamic on the edges of the lane, and less of an Island that made others feel unable to interact with it. - Distance between Towers and general spacing adjusted.
Objectives
Shrines
- Added New Objective: Shrines - Locations:
- Inner side of Duolane.
- Inner Side of Offlane.
- Initial Spawn Time: 120s.
- Respawn Time: Every 120s.
- Shrine Rewards:
- Grants 25 Gold.
- Grants 50 Global Gold.
- Permanently grants the Killer +2 Ability Haste.
- Grants a Team-wide Buff on Kill:
- Shrine Buff:
Global Team Buff granting +8% Damage against Towers. - The Buff is twice as effective if both Shrines are controlled by the same team. - Buff Duration: 120s. - Shrine States: - Grey: Ready to Kill - Blue: Your Team has killed the Shrine and is gaining the Buff. - Red: The Enemy Team has killed the Shrine and is gaining the Buff. - Shrine Stats: - Health: 900. - Health Regen: 0.
Jungle River Bugs
- Jungle River Buffs Replaced with Jungle Bugs: - They are always the same type of River Bug and called “Jungle Bugs” to differentiate them: - Red Jungle = Orange Bug. - Blue Jungle = Pink Bug. - Note: For testing simplicity, they currently have the same stats and grant the same Buffs as their River counterparts, but do not Evolve. - Initial Spawn Time: 210s. - Respawn Time: 120s (No longer on a fixed 2m spawn cycle like River Bugs).
Gold & Cyan Buff Balance
- Gold Buff now grants more Gold, but less XP. - Cyan Buff now grants more XP, but less Gold.
Plus lots more! Head over to our website to see the full list of changes!
Source
Changelog.gg summarizes and formats this update. How we read updates.
