Player feedback around Truly Talented was beyond what we expected, so we wanted to meet the moment and provide additional support. First, we made some focused balance changes to help existing Talents function closer to their historical versions. We also are giving Seris a limit to her Shield dominance. In addition to balance changes, we've added additional Talents to the pool including 2 new Champions: Imani and Yagorath.
While many enjoyed this mode's lack of more contemporary Champions, these two allow us to explore some ideas that make them meld better with this era of Paladins design. Let us know how they feel and whether we should continue or leave this LTM a pure nostalgia fest!
Ever since passive Anti-Healing replaced Cauterize as a Item, Rejuvenate has been both a staple to Frontline gameplay and a difficult balancing act for the sandbox. It's ability to counteract a large chunk of Anti-Heal's effectiveness made it feel compulsory to any skilled composition while creating two distinct late game states to design around.
This rework is meant to solve several of the issues modern Rejuvnate has caused. Firstly, by shifting who buys the Item for its benefit from reciever to caster, Frontlines and other previous buyers can have more build diversity. Supports have already had very little Item diversity, and while introducing a healing output Item makes it a likely purchase, this still would offer some new nuance between Rejuvenate and Chronos on most Supports they don't have currently. This also fixes an issue where Support players have little say in how well they heal, mattering if their teammates bought Rejuvenate or not.
This version also would now be properly affected by Anti-Healing, meaning it's overall strength is lowered to compensate for only 1 person in an average composition needing to purchase it, as well as providing us a more predictable sandbox to continue our goal of reducing the reliance on healing. This means we can more actively monitor how various compositions and Supports affect middle and late game healing, as well as gives us more room to adjust the Anti-Healing system if needed.
Another goal of this swap is allowing niche builds and more self-sustain choices that forgo Supports entirely. Hell or High Water Octavia and several other ideas now have an Item to further boost their potential effectiveness. This version of Rejuvenate also synergies with other Lifesteal and Healing Item/Cards, so we believe it's a better Item that has more interesting applications for everyone.
When we brought back the Grohk Talent Wraith in Truly Talented, we rediscovered tech to convey abilities that trigger at a health threshold. We've expanded this to Io's Sacrifice to lower confusion and frustration when fighting her and allow more choice in how you punish her.
Kasumi's kit is in a pretty decent spot after relocating to the Flank class, but her Yokai Doll still is a bit less consistent than many would like. We're tightening the targeting cone on it to be more precise, making her work a bit harder but upping the consistency heavily. We also are giving her more utility though the damage output reduction Curse applies, making her more able to duel targets as well as use her Ult to start a team snowball. Finally, we're resolving a longstanding conflict with stacking her passive and the item Wrecker by buffing the passive & removing her ability to buy the Item.
We plan to release a blog to go through these changes in more depth, including the goals and methodology of these changes. For the most macro viewpoint, our goal is to shift Kinessa from a Sniper-first role to a more flexible, hybrid Damage. Her Carbine now is a much more capable weapon, while her Sniper is being emphasized as a poke tool that can clean up kills. This is both to provide her a more healthy spot in a meta, as well as allow more room for Strix in the future as the Sniper-first Champion.
We also have done a pass on her Talents and Cards to lower the frustrations of fighting her playstyles while letting her have more freedom in buildcrafting, with the hope that these ways of play can become stronger without the painpoints that led to previous nerfs. Reposition has long been her best Talent, and with these tweaks will remain strong but require more skill to leverage. Octopressor was a card cursed to never be Level 5, and by shifting it to a Talent allows her to keep that gameplan with less complication and more Loadout space.
Street Justice has long been a polarizing Talent, and we felt it finally time to address. While we considered bringing back Artful Dodger, we felt the player fantasy behind Street Justice was one worth preserving. So, we've now tied the execute to Maeve being in Midnight, limiting it's uptime to match all other executes in Paladins. However, we've given the Talent some added perks that make the words "Goodnight" instill fear in her opponents. The execute opportunity remains active as long as Maeve is in Midnight stance, regardless of if the target is blinded or not. We also felt buffs to both of the rival Talents would make Maeve's suite now feel properly distinct and effective as separate playstyles.
Makoa has fallen a bit to the wayside compared to the rest of Frontlines, and while his core kit feels good, he's lost a bit of impact. Ancient Rage will now be an Ultimate that can let him block more damage for his teammates, allowing for another tool in objective fights. This also serves as a noticeable buff to the effectiveness of Leviathan for those who leverage every activation.
While we've been watching and listening to feedback on the strength of Moji's healing output, we don't want to rush to overcorrect her numbers and features until she's fully settled in playrate and match statistics. However, Jubilation has been underperforming and many OG Moji players have spoken on how she still doesn't have a true Flank Moji level option. So, we've added the features of her old Talent Boom Boom directly into Jubilation to offer a close-to-par Damage experience.
"They just hold heal" is thrown around often in conversations around certain Supports, none more than Seris. Her channeled heal and focus on non-aggressive gameplay is part of what makes her the most popular and approachable Champion, but it's also something that has kept her unviable at a higher level where Supports need to provide more than healing numbers.
To address this, we've created 2 new Talents specifically focused on offering more active roles for Seris in gameplay and give newer Seris players a better transition from her ease to more complex and impactful playstyles. Forsake gives Seris access to a burst heal like her sister, opening up her ability to apply pressure through damage windows between cooldowns. Internal Torment, however, offers players willing to balance her channeled heal and steep investment on stuns a powerful debuff that her whole team can utilize.
We didn't want to give Kinessa so much without at least offering Strix a equally deserved FOV revert. We plan to revisit our Owl-themed marksman once we have Kinessa in a place that allows us to focus on curating his Sniping experience in ways that make him feel better on both sides of the scope.
Vora's Ultimate is a unique tool that has both lethal and movement applications. We want to incentivize players utilizing it for its intended goal of execution so we're making the targeting more consistent and forgiving, while also adjusting the camera to better frame her target. We also are giving back some speed during her Ultimate to allow for chasing down opponents or a desperate escape from a lost fight. We're also tracking Unified in Purpose and its application of DR being based on final hit as opposed to initial.