We hope you have been enjoying your time with our latest update, A Tigron’s Tale, since servers kicked live last week. The team here at Evil Mojo has loved watching your epic plays as Tiberius and seeing you begin the journey into Ranked Season 3!
This week, we’ll be continuing the update celebration while introducing a few new faces:
2020’s New Community Team Member
Starting this week, please join us in welcoming a new face to the Paladins Community Team - Nicholas ‘Avialence’ Bashore! You may recognize him from Paladins esports, and we’re happy to have him back on the team for this year.
Content Creator Spotlight
This Tuesday, keep your eyes on social media for our latest content creator spotlight! We hear they have some great Tiberius tips for you…
Stream Team Competition
If you haven’t heard of our Paladins Stream Team, you’ve probably seen them on our official Twitch, Mixer, and Steam channels playing the game! To celebrate Season 3, we’ll be kicking off a friendly competition with them this Wednesday - stay tuned for the details!
Nintendo Sales
This Thursday, January 16, our sales on Nintendo Switch will be coming to a close! If you haven’t picked up your Champions Pack, Season Pass, or Digital Deluxe Edition for 50% off just yet, don’t miss your chance!
Thank you to those who played our Public Test Servers for A Tigron’s Tale. The Evil Mojo dev team was able to use feedback from the community to help polish everything before release in 2020. Here is a complete list for you all of bug fixes and balance changes made to our PTS.
Bug Fixes
Champion Specific Bug Fixes
Androxus
Fixed a description error on Androxus’ Quick Draw card.
Fixed an issue where the Featherweight card did not function.
Ash
Fixed an issue where Ska'drin Ash had the incorrect Rarity border color.
Fixed an issue where Ska'drin Ash did not have an acquisition notification.
Fixed an issue where Shoulder Bash would knock Players back in the direction Ash was facing rather than the direction Ash was dashing.
Atlas
Fixed an issue where the Phantom Pain card was reducing the cooldown of Setback instead of Stasis Field when it would activate.
Barik
Fixed an issue where the Double-Time card did not function.
Fixed an issue where the Field Deploy card did not function.
Fixed an issue with the One Man’s Scrap card would activate if Barik destroyed his own Turret by placing a third Turret on the map.
Fixed a description error on Barik’s Double-Time card.
Fixed a description error on Barik’s Bowling Ball card.
Updated the text on the Double-Time card to read less ambiguously.
Buck
Fixed a description error on Buck's Ensnare Talent.
Fixed an issue with the Exhilarate card’s internal cooldown not activating properly in all scenarios.
Fixed an issue where Buck had an Evie loadout as a default loadout.
Cassie
[Live] Fixed an issue where the Tinder skin was displaying as the Timber skin.
Drogoz
[Live] Fixed an issue where granting Drogoz ammo from another source while firing Salvo would cause him to fire up to 5 additional Salvo shots.
Evie
Fixed an issue where Evie had a Buck loadout as a default loadout.
Grover
Fixed an issue where Seeping Corruption Grover was using some of Soul Briar Grover's textures instead of the correct textures.
Fixed an issue where Seeping Corruption and Soul Briar Grover’s leaves and orb VFX would persist in world instead of cleaning up properly when Grover died to a source that produced a unique death FX on his model.
Fixed a description error on Grover’s Fatalis card.
Fixed a description error on Grover’s Heavenly Agility card.
Fixed an issue where the Soul Briar and Seeping Corruption Grover skins displayed Temp Art instead of their proper Cart Art on the Loading Screen.
Fixed an issue where Vine could target enemy Players, fire, and not pull Grover.
Imani
[Live] Fixed an issue where playing a game as Imani would not progress the “Cry
Havoc!” Daily Quest (Play 2 games as a Damage Champion).
Fixed an issue where using VGS while playing as the Dragon would play the Default Voice Pack.
Jenos
Fixed an issue where Jenos' Astral Mark VFX would not display above teammates' heads while being healed by that ability.
Khan
Fixed an issue where the Shield Wall card was giving the incorrect increased Shield Health card per rank.
Fixed an issue where the Shield Wall card was drastically increasing Bulwark’s recharge rate for each rank of the card equipped.
Kinessa
Fixed an issue where the Internal Cooldown for the Restore card was reducing by less than the intended amount per rank of the card.
Koga
[Live] Fixed an issue with Koga's Gale Storm card description.
Updated effective range of Submachine Guns in the Advanced description of the ability to be the correct value.
Fixed an issue where Koga would play incorrect animations if he used his Ultimate while in Dragon Stance.
Lian
Fixed an issue where Dark Monarch and Death Goddess Lian had the incorrect Rarity border colors.
Fixed an issue where Dark Monarch and Death Goddess Lian did not have acquisition notifications.
Mal'Damba
Fixed a description error with Mal’Damba’s Snake Pit card.
Fixed an issue where the second of two Gourds placed on top of the first Gourd to heal the same teammate would not have any effect on that teammate.
Fixed an issue where if Mal’Damba stacked two Gourds on the same target at the same time, the second Gourd would not heal the target.
Pip
Fixed an issue where Weapon Shots would heal for 750 instead of 700 with the Combat Medic Talent equipped.
Fixed a description error with Pip’s Acrobat’s Trick card.
Ruckus
Fixed an issue where the Flux Generator Talent provided less shielding than what was listed.
[Live] Fixed an issue where activating Missile Launcher while reloading would incorrectly interrupt Ruckus’ reload.
Fixed a description error with the Quick Loader card.
Fixed an issue where the Quick Loader card was still requiring eliminations to activate.
Updated tracer offset for Pirate’s Treasure and Eight Oceans Ruckus
Seris
[Live] Fixed an issue where Convergence could pull enemies through the map and kill them on Frog Isle.
Fixed an issue with Seris' Restore Soul ability still healing the initial target for 2000 health over 1.5s.
Fixed a description error for Restore Soul.
Fixed an issue where Restore Soul’s Area-of-Effect heal was healing for less than the intended amount.
Sha Lin
Fixed an issue where a Player hit by Crippling Arrow and then hit into a wall by a knockback effect for the rest of the game would stun the Player.
Fixed an issue where Crippling Arrow was silencing at base instead of crippling. Due to this fix, the Recurve and Sand Trap talents have been re-enabled and can be selected in matches.
Fixed an issue where the Windwall card would not function properly.
Fixed an issue where Sha Lin could silence CC Immune targets with Crippling Arrow while the Desert Silence talent was equipped.
Updated several card descriptions with the correct Ability names.
Fixed an issue where Sha Lin's stealth did not reapply to himself in 1P after his first Weapon Shot in Heat Haze.
Fixed an issue where the explosion of the Sand Trap Talent was not dealing 100 damage to affected targets.
Fixed description errors with the Windwall, Strike True, Run Them Down, and Mirage cards.
Fixed an issue where the Run Them Down card did not function as intended.
Fixed an issue where the Mirage card did not function as intended.
Fixed an issue where the explosion from the Sand Trap talent would not display the Cripple VFX on the Champion’s model for the duration of the Cripple.
Skye
[Live] Fixed an issue where Smoke Screen’s radius would not display properly when the Twilight skin was used.
Fixed an issue where the Smoke and Dagger talent did not describe that it gave Smoke Screen base healing to allies.
Fixed an issue where Skye’s stealth audio was too loud for allies.
Strix
Added Burning VFX to targets hit by Talon Rifle while Strix had the Crack Shot talent equipped in 1P.
Added the Burning HUD icon to targets hit by Talon Rifle while Strix had the Crack Shot talent equipped in 1P.
Talus
[Live] Fixed an issue where Talus’ Ultimate animation would get temporarily get stuck in 1P if Talus did not hit an enemy with it.
Fixed an issue where Trick or Treat Talus’ costume eyes were missing their pupils, making the skin seem creepy instead of amusing.
Fixed a description error with the Dark Vision card.
Terminus
Fixed a description error on Terminus’ Abomination card.
[Live] Fixed an issue where the effects of the It Follows card would not persist after a round ended in Siege until the Player expended Calamity Charges and acquired new ones.
[Live] Fixed and issue where the effects of the Strength of Stone card would not persist after a round ended in Siege until the Player expended Calamity Charges and acquired new ones.
Fixed a description error with the Blood and Stone card.
Fixed an issue where the Blood and Stone card was not providing the intended amount of Power Siphon charge per rank of the card.
Tiberius
Fixed an issue where Tiberius' Honed Senses card would grant him Ultimate Charge when using Combat Trance in the Spawn Room before Round Start.
Fixed an issue where the World-Traveler card did not have an internal cooldown on its effect. This card has been re-enabled and can be added to Loadouts.
Fixed an issue where Tiberius' Vicious Assault talent would not display damage numbers when Crouching Tigron hits an enemy.
Fixed an issue where Tiberius would float briefly when jumping as soon as he landed from Crouching Tigron.
Fixed an issue where Tiberius' Bragging Rights card would activate when Tiberius hit Shields and Deployables with Weapon Shots.
Fixed an issue where Crouching Tigron could rarely not go on cooldown if you jump immediately upon landing.
Fixed an issue where Tiberius could not use his Default Emote.
Fixed an issue where Heavy Blade would not damage CC Immune targets.
Fixed an issue where there was no visual feedback of the effective radius of Tiberius’ damage with Crouching Tigron using the Vicious Assault Talent.
Fixed an issue with animations breaking if you activate Blade Dance while jumping with Crouching Tigron.
Fixed an issue where Tiberius’ Weapon Shots would not destroy the Targets in the Shooting Range.
Fixed an issue where the Tigron’s Fury talent did not describe that the throw and explosion of Heavy Blade had different values using the Talent compared to the ability’s base values.
Fixed an issue with a client-server desync regarding Weapon Shots getting locked out temporarily after exploding Heavy Blade with the Tigron’s Fury talent equipped. Updated ability descriptions for clarity and correct grammar.
Fixed a description error with the Primal Haste card.
Fixed an issue where the Tigron’s Fury talent was making Heavy Blade deal significantly more damage than intended.
Fixed an issue where Striking Tigron (Tiberius’ Primary Fire in Ultimate) had the potential to hit the same enemy multiple times in the same cast of the ability.
Torvald
Fixed an issue where the Direct Current talent was not correctly doubling Nullify’s range.
[Live] Fixed an issue where Torvald’s Nullify would remain locked onto a dead Champion’s model until it completed casting in Spectator.
Tyra
Updated the effective range of Auto Rifle in the Advanced description of the ability to be the correct value.
Viktor
Fixed a description error with the Guerrilla Warfare card.
Fixed an issue where the Guerrilla Warfare card did not function properly.
Willo
Fixed a description error with the Blastflower Talent.
Fixed an issue where the Weapon Shot damage scaling with the Blastflower Talent was greater than intended.
Ying
Fixed an issue where Illusions were untextured during Shatter or while dying on non-Mermaid/Siren skins.
Zhin
Fixed an issue where the Embers card lost a tick of the card’s effect at every rank of the card.
Fixed an issue where the Viciousness card did not function properly.
Multiple
[Live] Fixed an issue where Players could see enemy silhouettes if they had line of sight of the enemy if the enemy Cassie and Maeve both had their Ultimates active at the same time.
General Bug Fixes
[Live] Fixed an issue where Ranked bans would disappear from the UI if Players opened and closed the Settings menu in the Match Lobby.
[Live] Fixed an issue where there was a non-functional callout to turn on Auto-Purchase Items on Gamepad when in the Item Shop in-game.
[Live] Fixed an issue where the Notifications icon displayed while using a Gamepad despite not being able to navigate to its location with the Gamepad.
Fixed an issue where the Interstellar Crisis spray had a white box surrounding it. Attempted to address the issue where Players could get stuck with the VGS Default View menu stuck on their screen during a match.
If this still occurs for you, please let us know so we can continue to work on this issue.
Fixed an issue where 3D Sprays from the Community Battle Pass would not display in the Battle Pass Menu, Accessories screen, or in match.
Fixed an issue where the VFX circle surrounding the payload denoting its push radius was too small.
Updated the list of Former Champions’ names in the Credits.
Fixed an issue where leaving a Default Loadout screen without making any changes to the
Loadout would complete the "Make a Loadout" quest.
Fixed an issue where the UI denoting the “Make a Loadout” quest path was red instead of blue.
Fixed an issue where the “Make a Loadout” quest tab would not display the quest rewards.
Fixed an issue where Mastery Rewards were displaying as purchasable even if you did not meet Mastery Level requirements for that Champion.
Added “Summon Mount” to list of customizable Bindings in the Settings menu, defaulting to Left Shift.
Fixed an issue where certain messages in the Battle Pass screen referred to the previous Battle Pass instead of the current Battle Pass.
Fixed an issue where the skin icons in the Battle Pass were not framed properly.
Fixed an issue with the “Play # Siege Match(es)” challenges not progressing properly.
Fixed an issue with the “Play # matches as Lian” challenges not progressing properly.
Fixed an issue where the "Heal for 200,000 as Skye" challenge was progressing at a rate of 1 per match instead of the correct rate.
Fixed an issue where the Free Track of the Battle Pass only had 425 Crystals available. It now correctly has 450 Crystals.
Fixed an issue where the VGS menu could get stuck on a Player’s screen at the start of a game.
Fixed an issue where the center of the VGS wheel using the Default setting would be highlighted in some cases.
Fixed an issue where the Responses section of the Chatter submenu of VGS was in the incorrect location on Gamepad.
Fixed an issue where the “Cancel That” message in the VGS menu still displayed as if “No” was merged in its VGS command on Keyboard and Gamepad.
Fixed an issue where “Help!/Need Healing!” and “Ultimate Status” messages were truncated when using the Default or Radial VGS Input Types.
Fixed an issue where Top Play did not display 1P visuals for the Players viewing the Top Play.
Fixed an issue where the Title unlock messaging was not displaying on the Battle Pass Challenges page.
Fixed an issue where the Rewards section of the Challenges screen did not display a Reward message.
[Live] Fixed an issue where a Player’s Sort preference on the Champions menu did not persist between matches or after closing and reopening the client.
[Live] Fixed an issue where the Ability Description screen in match did not display properly on some resolutions and aspect ratios.
[Live] Fixed an issue where some 3D sprays played at Map Origin rather than above or next to the Player as intended.
[Live] Fixed an issue where the Player would lose focus in match and would not be able to progress through the Talent Select UI properly if their Settings menu was open when the Match Lobby transitioned to the Loading Screen.
Fixed an issue where opening one of the Default Loadouts in the Edit Loadout menu and not actually editing any values or cards in the Loadout could get the Player into a state where that Loadout would be unselectable for the rest of the game session. This issue could occur while editing said Loadouts in the Shooting Range or in the Champions menu.
Fixed an issue with the chat message that displayed when using the “Objective” VGS command being different depending on whether Keyboard and Mouse or Gamepad used that command.
Removed the temporary “Misc/Content” section from the Text VGS Input Type on Keyboard and Mouse and Gamepad. All items in that section of the VGS are still accessible and usable from the Cosmetic Wheel.
Fixed an issue where purchasing the Battle Pass, or levels in the Battle Pass, would play the previous Battle Pass’ music.
Fixed an issue where the titles listed on the Battle Pass Challenge screen were incorrect.
Updated copyright date on the Loading Splash to display the year 2020.
Updated the Credits page! Added more Former Champions and filled out other sections to include more people who have helped make Paladins what it is today :)
Fixed an issue where the Notifications window could get stuck and would be unable to be closed in the End-of-Match Lobby if the Player left the VGS window open until the end of Top Play.
Fixed an issue where the Battle Pass Level-Up window could get stuck and would be unable to be closed in the End-of-Match Lobby if the Player left the VGS window open until the end of Top Play.
Fixed an issue where Whispers sent to another Player while both were in match would not display for either Player.
Fixed an issue where a Player attempting to back out to the Main Menu from the Play - Custom screen would cause their client to freeze.
Fixed an issue where the Season Pass was not granting owners all Tiberius items that it should have.
Fixed further issues where Players could get locked in menus after a match when having VGS open at the end of the Top Play.
Fixed an issue where the “Yes” VGS line played no audio when using Keyboard.
Fixed an issue where the “Completed” VGS line played audio for “Chase the Enemy” on Keyboard and Gamepad.
Fixed an issue where the “Wait” VGS line played audio for “On my way” on Gamepad and “You’re welcome” on Keyboard.
Fixed an issue where the Tactics submenu option was only hoverable on a delay using the Radial VGS input type on Gamepad.
Fixed an issue where the deselect delay was not applying to submenus of the VGS Wheel when using the Radial VGS input type on Gamepad.
Fixed an issue where the text of a hovered item on the VGS Wheel was difficult to see when using the Radial VGS input type.
Added a callout on the Radial VGS input type to better clarify what button allows you to select an item on the VGS Wheel on Gamepad.
Fixed an issue where the Battle Passport was not purchasable.
All Other Bug Fixes
[Live][Audio] Fixed an issue where music would not play during the Street Style roaming emotes for Skye, Ying, Maeve, and Ash.
[Live][Avatars] Fixed an issue where Players could not equip the Unrelenting Avatar.
[Live][Avatars] Fixed an issue where the art for the Unrelenting Avatar displayed incorrectly.
[Live][Khan] Fixed an issue where if you did not take damage from being thrown by Khan’s Ultimate and then you walked into a wall, you would take the damage and be knocked back as if you were thrown into that wall.
[Live][Moji] Fixed an issue where if Moji used her Ultimate on a CC Immune enemy, they would be Damage Immune for 4 seconds.
[Announcer] Fixed various issues with the First Mate Announcer Pack.
[Avatars] Fixed issues with Time Warp Avatars’ descriptions.
[Battle Pass] Fixed some items on the Battle Pass track showing incorrect Crystal or Gold prices next to the Purchase button.
[Battle Pass] Fixed various Challenges that were not updating.
[Battle Pass] Changed some Challenges’ functionality slightly to make them completable.
[Battle Pass] Fixed various text issues with Challenges and updated others to reflect changes in functionality.
[Battle Pass] Cleaned up various UI items on the Battle Pass menu.
[Battle Pass] Fixed an issue where the 5% Personal Booster item had the wrong naming convention.
[Battle Pass] Fixed an issue where Players would get pop-up acquisitions for skins in addition to the full screen pop-up when unlocking those skins in the Battle Pass.
[Battle Pass] Added missing item “Battle Pass Team Booster x10” to the Free Track of the Battle Pass at Level 4.
[Battle Pass] Fixed an issue where acquisitions in the Activity Center for items on the Paid Battle Pass Track were displaying as doubled (Players would still get the correct amounts).
[Battle Pass] Fixed an issue where highlighting an item in the first tier of the Battle Pass with a Gamepad would display the wrong item.
[Champions] Fixed various issues with several Champion Ability descriptions, and updated other descriptions for clarity.
[Champions] Fixed an issue where a Champion’s Emotes could play in other tabs of the Champions menu.
[Chests] Fixed an issue where obtaining Omega Zhin from the Robotic Chest did not show him as Owned in the Chest UI.
[Customs] Fixed an issue where the text “SettingSpectators” was visible on the Custom Lobby scene.
[EOML] Fixed an issue where attempting to access settings in the End-of-Match Lobby would not show all Settings screens.
[KOTH] Fixed an issue where Capture Point marker diamond would not accurately display location of Capture Point within 15m when you were at a different elevation than the Capture Point.
[KOTH] Fixed an issue where Players would have Damage Immunity in Spawn Areas on Trade District and Snowfall Junction KOTH.
[Main Menu] Fixed an issue where the Champion Models on the main menu would occasionally display their animations weirdly and “pop” on screen.
[Profile] Fixed an issue where equipping a Title did not display on a Player’s Mini-Profile until they also equipped an Avatar.
[Profile] Fixed an issue where Mounts were too close to the camera in the Accessories menu.
[Profile] Fixed an issue where the backgrounds of the Mounts and the Death Stamps screens in the Accessories menu were displaying incorrectly.
[Profile] Fixed an issue where, while on the Mounts tab of the Accessories menu, a Player could use the Left Arrow on screen and cause the Mount to stay on screen in some scenarios.
[Settings] Fixed an issue where Gyro settings would display on platforms that did not have Gyro capabilities when Gamepad was the Input Type.
[Social] Fixed an issue where the percentage for Party Boost had too many decimal points visible.
[Sprays] Fixed an issue where the Jolly Roger Spray used the Dead Man’s Crest model.
[UI] Fixed various issues with UI display in 16:10 Aspect Ratio.
[UI] Updated UI on Quests and Social screens.
[UI] Updated text alignment on various buttons in the Champions menu.
[UI] Updated the scroll bar for scrolling through skins, etc in the Champions menu.
[UI] Updated the icon that displays when you have Friend Requests.
[UI] Fixed an issue where players could not equip cosmetics in the Champions screen without owning the Champion.
[UI] Updated the icons on tabs in the End-of-Match Lobby.
[UI] Fixed an issue on Cosmetics tabs of the Champions menu where the rarity color banner would not display sometimes on items when scrolling.
[UI] Fixed an issue where some unobtainable items were displaying without lock icons in the Champions screen.
As the team at Evil Mojo is preparing to celebrate the beginning of a new year in the Realm, we wanted to take some time to touch base with you about what’s happening in Paladins!
With the launch of A Tigron’s Tale Update right around the corner and 2020 rolling in this Wednesday, there’s a busy week ahead in the Realm. Here’s a quick look at how it all breaks down:
2019’s Champion Celebration
Over the weekend we kicked off our end of the year celebration by looking back at our favorite memories from the release of Imani and Atlas earlier this year, which is set to continue with Raum and Io this week. Don’t forget to join us across social media by sharing your favorite moments with our new champions on Facebook, Twitter, and Instagram.
Trivia Tuesday Returns
We have a special Trivia Tuesday coming at 12:00pm ET sharp this week across social media, so mark your calendars - there are codes to win!
Steam & Xbox Sales
Come Wednesday, the 50% discount on our Champions Pack, Season Pass, and Digital Deluxe edition will come to an end on Steam and Xbox - don’t miss out!
Wild West Battle Pass
With A Tigron’s Tale releasing next week, be sure to max out your Wild West Battle Pass before it goes away!
We hope you enjoyed your weekend unlocking fun things in game as part of Evie’s Year-End Yuletide! We still have this event and other things coming this week for you!
Evie’s Year-End Yuletide
Still going on until the 22nd. See the details here!
PTS Updates
Be on the lookout for these during the week.
Content Creator Spotlight
What community member will you see in our feed?
Tiberius Ability Breakdown Video
Coming out this week to give you all you need to know.
Season 3 - The Past, Present, and Future of Paladins
Hey everyone,
With Season 3 just over the horizon, I wanted to take some time to talk about where Evil Mojo Games is heading into 2020. Since we have a massive amount of system changes coming to Paladins in our first update of the new year, I wanted to make sure all our players understand the reasoning and purpose behind each of them.
Before we get started, I want to assure you that our team’s entire focus is being placed on improving the Paladins experience from its core, which will allow us to actively compete into 2020 and beyond.
Every change we are making is with this goal in mind -- we want to make a great experience for veterans and new players alike, ensuring that the best years of Paladins are ahead of us..
For you to understand why we’re implementing everything coming in A Tigron’s Tale and Season 3 however, it’s extremely important that we visit the past -- which has heavily shaped Paladins into the experience we all play today.
The Past
Two years ago, Paladins was losing money.
And that’s just a fact -- the game wasn’t bringing in enough money to support the development team working hard on the project. There were numerous reasons why Paladins was failing as a game at the time, but it was never because of the core gameplay experience. Paladins had, and still has, a large player base, but it was simply unable to support itself monetarily due to misaligned systems.
Because of quick-paced two-week update cycles, the team was experimenting with different gameplay systems to try and solve these issues -- which introduced major changes to the Paladins ecosystem across short time frames we couldn’t properly assess. Naturally this was done to ensure the game we knew was fun at the core could survive in a competitive market, but it ultimately led to severe bloat, thousands of bugs, and multiple systems that were ported from other Hi-Rez titles.
Our development time was used trying to find the next thing to drive monetization, which spread our resources thin instead of unifying them to build things from the ground up that made sense for Paladins at its core.
This is no longer the case, and our team is dedicated to making sure that style of development never returns to Evil Mojo.
2018
[Enter HiRez Chris]....
The first signs of success.
Starting in 2018, the Paladins team was restructured internally, and Chris Larson (HiRezChris) was brought on as our Executive Producer. Larson was previously the Executive Producer of SMITE, and was a huge blessing to both the team and game thanks to his years of experience. Not only did he make sure the team was focusing on getting our development pipeline for Paladins in order, he also pushed the team towards more open communication with our community and the revert of OB64.
After a few months with Chris at the helm, Paladins released its first successful update- Siege of Ascension Peak. This update introduced a new monetization strategy, a slew of higher quality skins, new cosmetic options, and the official start of Season 1. This was the beginning of Paladins as you know it now!
This success continued through the rest of 2018, as we refined our monetization and development strategies to find what worked best for Paladins - for both our team and for our players. This ended with our current pipeline of less frequent, but larger updates, and the introduction of the Battle Pass.
2019
[Enter Xienen and Evil Mojo]....
First, I implore all of you to read through Xienen’s State of Paladins post, from when he first came on as Executive Producer. He made lofty promises that I am proud to say we have achieved over the course of 2019.
“Hello all, I wanted to take a moment to formally introduce myself. My name is Dayle Flowers and I took over as the Technical Director of Paladins a couple weeks ago before being promoted to Studio Head/Executive Producer yesterday. Some of you may have seen me appear out of the blue this past weekend and throw around promises that many are rightfully skeptical of. Up until a year ago, I was the Lead Programmer on Paladins, but OB64 broke my spirit and I moved onto other positions in the company. Well, now I'm back to make sure we actually live up to what we've been talking about for the past several months: fix the bugs and improve the overall quality of the game.
"Yeah, we've heard this all before, it's now a meme, so how is this any different than every other time we've been promised things would improve?" Upper management is now fully on board with the idea and we've removed all features from the schedule after this next major release. This finally gives our technical staff time to fix the plethora of bugs, where they haven't truly had sufficient time in the first three releases this year.”
This direction from the top down is what made “The Hunt” initiative a massive success, allowing the Evil Mojo development team to become 100% focused on improving the quality of Paladins around the core gameplay experience in 2019. While we focused on The Hunt, we began to question all of our existing processes and tried to root out as many bugs as we could. Now, as we approach the end of the year, we’re proud to say we have worked through over 1,000 backlogged bug fixes. Sure, this meant we made less system and gameplay updates throughout 2019, but we continued pouring most of our resources into bringing Paladins to a state the team was proud of.
For those that have been with us through the beta, we thank you for sticking with us. You have witnessed vast improvements to the Paladins experience over the last two years, and we’re excited to continue that with Season 3!
The Present
Now let's talk Paladins 2020 - and before we do, please read our full Season 3 Patch Notes if you haven’t already.
The current new player experience in Paladins sucks - you know it, we know it. And we’re working to breathe new life into it for our future players. Our Season 3 changes were made to reestablish the foundation of what Paladins is from a systems standpoint. The core gameplay is great, sure, but we began asking ourselves: “If we had to build this for Paladins NOW, how would we do it?”
For Paladins to see continued success in 2020, our team needs to make it more accessible for new players to learn and interact with the customization, depth, and interactivity that Paladins has to offer as a game. Systems like Loadouts are what makes Paladins great, but we haven’t exactly made it easy for players to learn them at when first logging into the game.
We have made numerous changes in Season 3 - many of which have been met with praise,while others spurred controversy. What’s important to note though, is that all of these changes were made to ensure Paladins is a better experience in the long run.
Many early systems were pulled from our previous titles during development, or created while Paladins’ was still heavily experimenting with what it was from a gameplay standpoint. For Season 3 we took a step back and objectively analyzed our older (and newer) systems - what do they bring to the game, are they easy to interact with and learn, and are they serving the purpose they were originally designed for?
“Bridge the Gap” is the phrase I’m personally focused on for this next year. If you’re a new player, how do we help you bridge the gap to becoming an informed veteran? And to that end, how do we ensure the game is teaching you about all the tools you need to become one (Items, Loadouts, VGS, and Battle Passes) without you having to do external research?
So the same drive and initiative that we gave in our bug-squashing efforts with The Hunt are how we are approaching all of our systems in 2020. This does mean changing some of those current systems which many of you have all learned over the years, but we need to ensure that these elements are approachable for new players.
VGS
The Voice Guided System Paladins utilizes was developed for TRIBES: Ascend in 2010 before being ported over and expanded for SMITE in 2012. Once built out in SMITE, this system was then directly ported over for Paladins over 5 years ago. Since then, there have been little to no changes in our VGS system’s functionality.
The VGS system in live is incredibly daunting for new players who have not used it before in previous Hi-Rez titles, with multiple voice commands meant for other games (such as enemies backing to base), certain lines which convey the same tactical information with minor differences, and options buried so deep in the menu they were never used.
Our ultimate goal for the new VGS system is to have it become more widely used across all levels of play. We want new and veteran players alike to use it to communicate in game, whether it be tactical or fun. VGS breathes a lot of life into Paladins with how players interact with one another, and it’s valuable to have more players utilizing it throughout the game.
To get there, we knew there were a few things we had to accomplish:
Reduce the learning curve for players not familiar with previous Hi-Rez titles
This included creating a new default view that helped players learn the system from the ground up.
Make VGS more accessible across all platforms by introducing multiple display options.
Unify tactical callouts to a single keybind layer, instead of spread across multiple
Remove redundant tactical lines that conveyed very similar information
Make all default Champion voices free, to breathe more life into player interactivity
This new VGS is vital to help bridge the gap between new and experienced players and to bring Paladins up to 2020 standards. We greatly appreciate all the feedback over our first weekend of PTS, and agree with you that this first draft was a bit too restrictive and prevented player expression. So, we have some updates to share with you!
Converted the Responses menu to be a tactics-lite Positional menu
I'm on it!
Enemies behind us!
Chase the enemy!
On my way!
Converted the Exclaim menu to be a tactics-lite Awareness menu
Wait!
Retreat!
Be careful!
Spread out!
Converted the Be Careful Tactics sub-nav into enemy locations.
Enemies on the left flank
Enemies up the middle
Enemies on the right flank
Enemies on the point
Added sub-nav menus to Chatter, similar to Tactics. We want players to have more unique conversations with each other. Chatter navigation is now:
Chatter (VC)
Exclaim (VCE)
Awesome! / Woohoo!
Curses / That's too bad!
Sorry!
Oops!
Cheer (VCF)
Thanks!
No problem!
I'm the greatest!
You rock!
Game (VCQ)
Hi!
Have fun! / Good luck!
Completed
Good game!
Responses (VCR)
Okay!
Cancel that!
Yes!
No!
The question I've seen most often so far has been. "Why can't you just keep the old system as an option?" This was discussed thoroughly between our teams before we even started working on it. Ultimately, we felt that the maintenance of two separate systems will be a significant burden for the team going forward, and would create a large disparity between users - with players having access to different lines and keybinds. This is the style of system that we should have - and would have - implemented, were we given the chance at the game’s inception.
Our desire is to cultivate a robust and intuitive system to engage with your team which is also comfortable for new players to learn, regardless of their previous experience with Hi-Rez games.
Battle Pass, Daily Login, and First Win of the Day
Our Battle Pass has proven to be a system which works well for both our team here at Evil Mojo and you playing at home, but we don't want to stagnate when there is and will always be room to improve. To that end, we have committed to refining the Battle Pass and its adjacent systems so that players are able to engage with Paladins beyond its core gameplay loop. With the first update of 2020, players will see a shift in the Battle Pass from 50 free levels, 50 paid levels, and 50 Battle Pass Plus levels to 80 levels on both the free and premium tracks, with each level requiring the same amount of XP to unlock.
This change was made while keeping the core required amount of XP required to complete the Battle Pass the same, and in conjunction with a revamped challenge system designed to be more player-friendly. Now, you set your own pace for completing the Battle Pass with all our challenges unlocked from the beginning, helping you select which ones to pursue the second you log in on update day. More importantly, each challenge you complete now rewards Battle Pass experience, allowing you to plan your progression through the challenges and Battle Pass tracks. All these changes were made with the player's experience in mind and will help alleviate some of the frustrations of past Battle Passes and their challenges.
We're also taking a look at other systems our players interact with to ensure they're actually engaging instead of feeling like a frustrating chore. To that end, we've shifted the First Win of the Day reward to be Play Two Games instead. Now, win or lose, you're making progress towards that daily goal.
Additionally, we have removed the Daily Login system in favor of further engagement with the Battle Pass system at the core of every Paladins update. Rewards that you would receive when logging in every single day have been placed into the free track of the Battle Pass, meaning that players can earn more than before just by playing, without having to spend money to purchase the Battle Pass. We want players to play at their own pace, meaning that they shouldn't feel beholden to log in every single day to avoid losing out on crystals.
This shifting of free crystals from the Daily Login to Battle Pass means if players purchase a single Battle Pass and complete it entirely, they can earn enough crystals from both tracks to purchase the next Battle Pass outright. We want players to feel rewarded for playing our game and make sure the content we put in Paladins feels good to engage with.
Third-Person
The removal of Third-Person (3p) is a topic the team here at Evil Mojo extensively discussed before implementing in this update.
At its core, Paladins was built to be played from the First-Person perspective. If we could rewind time and revisit the implementation of Third-Person, it’s not something we would have added - namely due to our focus on delivering a solid first-person experience across every aspect of the game while supporting it with other systems for our players.
The plain and simple truth is that having Third-Person introduced a variety of bugs and issues with each passing update we had to comb through and fix, taking valuable time away from our development on other aspects of the game. By removing 3P entirely from Paladins, we’ll be able to re-focus that energy on delivering a healthier, more polished experience across the entirely of our game.
It’s also worth noting that we will still be including 3P in the Shooting Range, allowing you to view animations and more while practicing your favorite Champions!
The Future
And so we’re here!
We’ve talked about the Past, the Present, and now it’s time to talk about the Future. Just to reiterate, the entire Evil Mojo team is dedicated to improving the Paladins experience from its core throughout 2020 and beyond. This ranges from small quality of life updates, to high quality Champions, and visual polish throughout the game.
With the 2020 team goal of ensuring that Paladins is a great experience for veterans and new players alike, I would like to share with you some high level objectives Evil Mojo has for Paladins in Season 3.
Continuing The Hunt
While we have eliminated over 1,000 bugs, there is still much to do! Every update we are dedicating some of our resources to fixing backlogged issues. We hit most of the major ones over 2019, but want to continue that dedication to polish Paladins even more throughout 2020.
Updated In-Game HUD
Our in-game HUD currently displays a lot of irrelevant information, with multiple elements overlapping when triggered at the same time. We refer to this as too much “noise” on screen - and it makes it hard for new and veteran players alike to identify what information is actually important to their gameplay experience. We have a few ideas on how to improve this, and expect to see those improvements in early 2020.
Improved Combat Feedback
Our combat feedback is another major system we are looking at in the early stages of 2020. This includes damage indicators, audio tells, and other elements which are intended to relay critical information to the player: when they are in combat, where it’s coming from, and how much danger they are in.
Currently we believe it is too hard to properly identify that information, especially for new players. While reducing the noise on our HUD will help to identify critical combat information, we believe there are significant improvements we can still make.
Commendations
Commend your team! This is a long requested feature that we want to implement :)
Improved Player Profile
An improved Player Profile is something that I have wanted as a player since starting on Paladins. This means both account level, and Champion level statistics! I can’t promise a date, but this is one of the few new systems that Paladins will be introducing in 2020. Make sure to let us know what type of information you would like to see on an improved player profile!
All of these highlights are just the short term for Paladins in 2020! We still plan on bringing you four high-quality Champions throughout the year - and have already started planning the Champions coming in 2021. I want to personally thank all of our players who have stuck with us throughout the years, and welcome all of the new ones into Season 3!
I have full faith in Evil Mojo, and I want to make sure that you all do too.
We hope you enjoyed our in-depth Update Show last week. We had a fantastic time sharing all of our new content coming out with you as well as all the changes coming to Season 3.
Here’s what you can expect this week:
PTS
Our Public Test Servers are live!
Find out the information on key areas we’d like you to test here.
Holiday Event
Blog to come with all the details Tuesday.
Winter Wishes
Our charity event for Make-A-Wish goes live Thursday.
Donate for a good cause and get loot for doing so!
Tuesday
12 PM ET | Holiday Event Blog with details now live
Thursday
1 PM ET | Winter Wishes Charity Event - Watch live on Mixer/Twitch
Following our Update Showcase for A Tigron’s Tale, we’re excited to kick off a two week PTS testing period where players can help us test one of the biggest updates we’ve ever shipped to the Realm!
A Tigron’s Tale features our latest Champion as the headliner – Tiberius, The Weapon’s Master – who wields Chakrams forged by his ancestors and a sword created by the heavens themselves. Offering a new take on the Damage archetype in the Realm, Tiberius is designed for players who want to feel like true masters of their kit in battle – bouncing deadly chakrams around corners while throwing and recalling a massive blade to command the field.
Partnering with this dashing Tigron comes the new Community Battle Pass, which features major format changes for the track alongside the winning community skins YOU voted to join the Realm! Oh, and did we mention the biggest set of sweeping Balance changes we have ever released to prepare us for Ranked Season 3? Because those are coming too!
After you’ve brushed up on all the details, please read below about our testing goals for this PTS cycle and how you can help us make the latest update the best it can possibly be on launch!
TABLE OF CONTENTS
How to Participate in PTS A Tigron’s Tale PTS Testing Goals Tiberius VGS 2.0 New Default Loadouts Updated Item Values & Item Store Using Items Against Deployables General Balance Feedback Front Line Changes Support Changes
HOW TO PARTICIPATE IN PTS
To participate in this public test, you must have the Paladins Public Test client installed on your computer through Steam. If you have not already done so, you can find it on the Paladins Steam Store page.
Step 1: Visit the Steam Store page for Paladins using the Steam client or your internet browser of choice. Step 2: Scroll down this page until you find the Paladins game installer. Above our regular installer, you should see a “Notice” alert asking if you would like to participate in the Paladins Public Test. Click this to begin the PTS download process. Step 3: The Steam client should automatically carry you to your Steam Library, where you will be prompted to install the Paladins Public Test Server. Step 4: Select your preferred download location, and complete the installation. Once the Paladins PTS has been installed, login as you normally would. A PTS account will already be created for you using your live account information for the game, with plenty of Gold, Crystals, and more to help you unlock (and test) all the latest features in the Realm.
Please be aware our PTS is designed for testing purposes only, so be sure to anticipate performance issues, server restarts, and unexpected downtime as we continue to hotfix content, tune various pieces of the update, and more based on your feedback.
Stay tuned to @PaladinsGame on Twitter and keep up with these changes as they occur.
TESTING GOALS FOR A TIGRON’S TALE PTS
Whether you’re testing the skins in our latest Battle Pass, working through your favorite Champion’s new balance changes, or throwing chakrams as Tiberius — please leave feedback for our development team in our official Paladins Discord and on our dedicated forums post to help track down and eliminate any bugs uncovered during this PTS cycle. By using these avenues to provide your feedback and bug reports, we’re able to track down and get them hotfixed quicker!
Starting with this testing period, we’re also looking to get extensive feedback on a few key areas of the update while you’re playing PTS! These include the following:
Tiberius, The Weapons Master
Armed with a trusty set of chakrams and a sword forged by the heavens, Tiberius is easily becoming one of our favorite Champions in the Realm here at Evil Mojo Games. But how does he feel to you? We’re looking forward to hearing your thoughts about his kit, how he interacts with your favorite team compositions, or anything you feel could be tuned about his Talents and cards while building different Loadouts.
VGS 2.0
While we have already begun to catalogue your first wave of feedback regarding our upcoming changes to the VGS system coming in A Tigron’s Tale, we want to hear more from you once you’ve logged into the PTS and tried using the system in-game. Which of the three VGS options do you prefer? Are there any improvements we could make to them?
New Default Loadouts
In this update, we have added new default Loadouts for each Champion, one for each Talent. This means that every Champion will have 3 standard Loadouts (with cards that aren’t locked at level 3), so make sure to give them each a try and let us know what you think about the cards we selected! It’s also worth noting that each of our new default Loadouts can be changed and reset back to their base, so you should never feel like you’re stuck using a certain build or that you’ve lost a custom Loadout slot to this change.
Updated Item Values & Item Store
A Tigron’s Tale is bringing a near-complete overhaul to the Item Store by increasing the starting amount of Credits in-game, reducing the price of various Items across the board, and fine-tuning their respective effects. As you’re purchasing Items throughout your matches in this PTS, we’re curious how you feel about progression from the beginning of each match to the end – do you feel you’re getting a good boost in strength for the price you’re paying per Item?
Using Items Against Deployables
Now that Cauterize, Wrecker, and Bulldozer have been changed in this update, how do they feel when used against their counters? We’re specifically interested in what you think about the time to kill when using the updated versions of these Items in-game while playing matches. Do they feel too powerful against you or not powerful enough against your opponents?
Balance Changes
It’s no secret that we’ve completely flipped the Realm on its head by changing every Champion in Paladins going into A Tigron’s Tale. If you haven’t had a chance yet, please read through our Update Notes on Paladins.com to catch up on these changes so you can try them out on our PTS! We’re looking for every piece of feedback you have, good or bad, about your favorite Champions. Do you like how they play with their latest set of balance tuning? Are they too powerful or perhaps not powerful enough? Let us know!
Front Line Changes
With Front Lines facing many balance changes and the Item Store changing headed into this PTS, we really want to know how you feel about shielding this PTS cycle. Before this update, you likely felt much stronger as a Front Line in the beginning of a match — but as things progressed? We wanted to make you feel stronger through the various changes made across our Front Line Champions, the Item Store, and various Loadout cards.
To that end, we’re specifically interested in hearing about how your transition between in-game rounds feels this PTS cycle using Loadouts which specifically focus on utilizing shielding Talents & cards vs. using Loadouts without them.
Support Role Changes
Like Front Lines, Supports are going to be experiencing a lot of changes in A Tigron’s Tale we want to get your feedback on during this testing period. First and foremost, we’re interested in seeing how our Support players feel about Cauterize with the Item changes coming this update – especially when your opponents are pushing Cauterize’s third tier against you towards the end of a match. We’re also extremely interested in seeing how you feel about the innate healing numbers and flow as you’re progressing through a match while keeping your teammates in the fight.
Thanks for helping us test the latest update over the next few weeks Champions, we look forward to hearing what you think about everything coming in A Tigron’s Tale during PTS!
His is a tale of charm and daring -- heroic feats backed by deadly prowess. A traveler of the Realm looking for worthy foes to test his mettle, sharpening his skills and weapons alike. Adored by the people, feared in battle -- Tiberius, The Weapons-Master, knows no equal!
Born of the Tigron, Tiberius is the pinnacle of their values. A dashing legend -- bold, brash, and relentless -- anointed by an ancient blade, destined for battles that are nothing short of legendary.
With Chakrams, forged by the weapon-smiths of his ancestors; and a sword, forged from the heavens themselves -- an ancient artifact capable of banishing unspeakable evils from this world -- he is ready for any threat! Tiberius is exhilarated by the opportunity to match blades with a worthy foe. Snarling, he charges headlong into the fray, unleashing an unrelenting storm of steel, claw, and fang. En garde!
Overview
[Role]
Damage
[Health]
2200
[Weapon] Bladed Chakrams
Tiberius slings Bladed Chakrams from his hand every 0.7s, dealing 650 damage each, and bouncing off floors and wells up to two times. Chakrams stop on players and shields
[Alt-Fire] Heavy Blade
Throw your Heavy Blade in a straight line, Piercing through Shields and enemies. Deals 800 damage and reduces the Movement Speed of enemies hit by 50% for 2s. Heavy Blade lodges itself into any environment it collides with. Tiberius may reactivate the ability to recall the blade back to him once it is lodged in the environment
[Alt-Fire] Recall
Recall your Heavy Blade back to your hand, passing through all players and collision, dealing 500 damage to any players hit.
[Ability 1] Crouching Tigron
Tiberius crouches back, then launches himself forward through the air.
[Ability 2] Combat Trance
Channel your energy, gaining increased attack and movement speed for 4s.30% Movement Speed IncreaseReduces Bladed Chakram refire to 0.5s
[Ultimate] Blade Dance
Flourish your Heavy Blade and access to use Striking Tigron and Whirling Blades up to 5 times for 15s. All other abilities are disabled during Blade Dance. Can be cancelled after 1s
[Ultimate - Primary Fire] Striking Tigron
Instantly dash forward, passing through all enemies and dealing 750 damage. Can be fired in any direction.
[Ultimate - Alt-Fire] Whirling Blades
Launch upward into the air, whirling your blade around you and block all incoming damage. Upon landing, deal 1,000 to all enemies in an area around you.
Talents
[Default] Predatory Instincts
Your Chakrams bounce 2 more times.
[Level 2] Tigron's Fury
Your Heavy Blade can be reactivated to explode for 800 damage in a 25-unit area.
[Level 8] Vicious Assault
Crouching Tigron now deals 700 damage upon landing.
Cards
Weapon/Armor
Beast-Slayer
Gain a {50|50}-Health Shield for 3s after falling to or below 50%
Flying Chakrams
Increased your maximum Ammo by {1|1}.
Bragging Rights
Heal for {25|25} for each Chakram hit.
Charisma
Increased your maximum Health by {50|50}
Heavy Blade
The Champion
Reduce the Cooldown of Crouching Tigron by {0.4|0.4}s for each enemy hit by Heavy Blade.
Imbued with Purpose
Reduce the cooldown of Heavy Blade by {0.6|0.6}s
Making the Cut
Reduce the Cooldown of Heavy Blade by {0.8|0.8}s for each enemy hit on its return.
Instrument of Fate
Reduce the Cooldown of Combat Trance by {0.4|0.4}s for each enemy hit by Heavy Blade.
Combat Trance
Honed Sense
Generated {0.8|0.8}% Ultimate charge every 1s while Comat Trance is active.
Primal Haste
Combat Trance grants a {40|40} shield for 4s.
Test of Strength
Heal for {50|50} every 1s while Combat Trance is active
Crowd-Pleaser
Activating Combat Trance grants {1|1} ammo.
Crouching Tigron
Pouncing Tigron
Increase the distance traveled of Crouching Tigron by {8|8}%
Rising Stardom
Gain a {75|75} health shield when you activate Crouching Tigron
Alley-Cat
Reduce the Cooldown of Crouching Tigron by {0.6|0.6}s.
World-Traveler
Reset the Cooldown of Crouching Tigron after falling to or below {15|15}% Health.
Skins
Beast Slayer Tiberius
Unlocked with 200 Crystals or 60,000 Gold
Nightstalker Tiberius
Unlocked through Season Pass 2019 - 2020
Golden Tiberius
Unlocked by reaching Mastery Level 50 as Tiberius
Battle Pass - Community
Champions - together, we are strong! We’re launching the new Community Battle Pass, with major format changes and the long-awaited Fernando Announcer pack.
Each skin in this Battle Pass was concepted and voted upon by you, the community, from our Community Skin Contest over 8 months ago. Take a look inside how the team brought @arty_SNAPS, @ilustra_dart, and @Alexis_Pflaum concepts to life HERE.
The Wild West Battle Pass will become unpurchasable with the release of Patch 1 – A Tigron’s Tale. The Community Battle Pass will be available for purchase with the release of A Tigron’s Tale, and is scheduled to end in March.
Receive instant rewards for purchasing, and unlock over 100 more goodies just by playing and leveling up your Battle Pass. All players start earning Community Battle Pass experience as soon as the patch is live. Battle Pass purchasers unlock premium rewards every level, along with the free track rewards.
The Community Battle Pass costs 600 Crystals, and rewards you just for playing. You can now unlock up to 450 Crystals through the Battle Pass Free Track, and an additional 150 through the Premium Track, making the Battle Pass FREE once completed. Level up with newly-reworked challenges, daily quests, and unlock up to 8 Epic Champion skins!
Dive in to this awesome Battle Pass with the Battle Passport, a quick purchase that not only unlocks the new Battle Pass itself but the next 30 Battle Pass Levels so you can start playing with the Ska’drin Ash, Wukong Talus, and Soul Briar Grover right away!The Battle Passport costs 1500 Crystals, saving you over 1000 Crystals!
Battle Pass Format Changes
Battle Pass Track
Battle Pass Plus has been removed.
Reduced total Battle Pass levels 100 ➡️ 80.
The Free and Premium Tracks now both extend to level 80.
Each Battle Pass level now takes the same amount of experience to complete.
*Total experience remains the same
Added 450 Crystals into the Free Track.
*Daily Login has been removed
Challenges
All 50 challenges now unlock immediately upon login, for all players.
Each individual challenge now awards 150,000 Battle Pass Experience, instead of being bundled into Tiers.
Title rewards are now granted at 25 and 50 total challenge completions
25/50 Challenges Completed
Limited title, Local Hero
50/50 Challenges Completed
Limited title(s) - Mr. Realmwide / Ms. Realmwide
[/list]Daily Quests
Easy daily quests now always award 50,000 Battle Pass Experience, regardless of current Tier.
Hard daily quests now always award 100,000 Battle Pass Experience, regardless of current Tier.
Battle Pass Content
Instant Unlocks (Exclusive to Battle Pass Purchasers):
Level 30 - Soul Briar Grover Concepted by @Alexis_Pflaum
Level 40 - Dark Monarch Lian Concepted by @Alexis_Pflaum
Alternative Skin Line
Level 50 - Scorned Ash
Level 60 - Monkey King Talus
Level 70 - Seeping Corruption Grover
Level 80 - Death Goddess Lian
Other Battle Pass Exclusive Unlocks
Fernando Announcer Pack
Loading Frame
Pool Shark Death Stamp
Sprays
Avatars
General
Give all players emote/spray wheel slots by default
Spray Slots 2, 3, and 4 are now unlocked by default and no longer need to be purchased
Emote Slots 2, 3, and 4 are now unlocked by default and no longer need to be purchased
Voice Packs
Voice Packs are now unlocked by default and no longer need to be purchased
End of Match Lobby Updates
Players will land on the Most Valuable Players screen when a match finishes.
Daily Login
The Daily Login system has been removed.
Players will now earn the 450 Crystals they would be able to receive for 60 straight daily logins throughout the Battle Pass Free Track. An additional 150 crystals can be earned through the Premium Track, meaning players that complete the entire Premium Battle Pass will earn enough currency to purchase the next one.
Developer Credits
You can now see the current and past members of the Paladins team in the escape menu!
Gameplay & System Updates
Third-Person
Removed the ability to toggle Third-Person on.
VGS 2.0
Paladins is revamping its Voice Guided System (VGS) to a new structure that aims to allow the player quick access to important information while keeping the ability to communicate robustly with their teammates in a variety of situations
Keybinds have changed
Joke, Taunt, and Laugh have moved to the Cosmetic wheel
Cosmetic wheel is now toggle by default
There are now three new VGS options
Default view: a radial-text hybrid that displays the VGS system in a visual wheel with each option's keybind visible
Radial view: a radial menu that can be navigated with your mouse or your gamepad movement to select the option you desire
Text view: a view similar to the current implementation of VGS but retaining the updated keybinds in line with the other two views
Siege Cart Update
You will now see an in-world indicator of the cart's area of influence, making it easier to determine whether or not you are able to push or defend the objective.
Map Distribution
Increased the appearance rate of Timber Mill
Increased the appearance rate of Ice Mines
Decreased the appearance rate of Fish Market
New Player Experience Updates
Account Level Quest
Players who reach level 5 will receive a new account-level quest to build a loadout. Completing this quest will award 50 crystals.
Players who already have an account at or above level 5 will automatically receive this quest upon login.
New Default Loadouts
All Champions now have 3 default loadouts tailored to different playstyles
Players can now change their default loadouts, treating them as if they are normal loadout slots.
Deleting default loadouts that have been modified will reset them to their default state.
Made the purchase items in-game notification more apparent.
Deserter
We have made slight modifications to make the deserter penalty more forgiving in some circumstances
Season Pass - Extended through 2020
The Season Pass has now been extended through 2020! Owners of the Season Pass will now get incredible content for every new Champion as they are released in 2020:
Season Pass Limited Rare Skin
All Talents Instantly Unlocked
Additional Uncommon Skin
Emote
MVP Pose
New purchasers will be able to unlock that same content for all the Champions that were released in 2019:
Imani
Atlas
Io
Raum
You’ll instantly score three cosmetics only available in the Season Pass: The Limited Legionnaire Viktor skin, Legionnaire Warhorse Mount, and an Avatar, along with the Limited skins that were released with each champion from 2019.Plus, you’ll get 1500 Crystals to unlock the newest Battle Pass, a favorite Skin, or 3d Spray!
Content only obtainable from the Season Pass
Legionnaire Viktor
Legionnaire War Horse Mount
Fire and Ice Avatar
Snowdrift Imani
Last Hope Atlas
Starfall Io
Abyssal Lord Raum
Customizations
We are now introducing account accessories for direct purchase. Items from previous Events and Battle Passes will not be included, unless they have been released for at least 1 year.
To purchase these items, simply select Profile on the Home Page, then select the accessory type you would like to purchase.Music Packs
400 Crystals
Rise of Furia
Avatars
200 Crystals (Animated Avatars)
Shadowblade
Nom Nom
100 Crystals (Static Avatars)
Flametongue
Oni Mask
The Lost Hand
Synth
Sprays
300 Crystals (3D Sprays)
Crystalize
Light Show
200 Crystals (Animated Sprays)
Slayer
Gear Up
Death Stare
50 Crystals (Static Sprays)
Blue Assassin Spray
Red Assassin Spray
Death Stamps
200 Crystals
Tombstone
Ruby Stinger
Announcer Packs
10,000 Gold
Feyrazzle
Golden Skins
Golden Barik
Unlocked by reaching Mastery Level 50 as Barik
Chests
Mythological Treasures - NEW
Available January 22nd
Price
400 Crystals
Contents:
Skins
Steel Forged Androxus
Goddess Lian
Divine Seris
Buckules Buck
Exarch Jenos
Mount
Sacred Wolf
Outlaw's Spoils - NEW
Available February 19th
Price
300 Crystals
Contents:
Skins
Outlaw Sha Lin
Triggerman Buck
Infiltrator Strix
Star Silver Kinessa
Night Bane Cassie
Kunoichi Skye
Xeno-Buster Ash
Omega Koga
Season 3 - A Shattered Realm
Season 3 Ranked Rewards
Play 100 Games
Limited Title
Play 200 Ranked matches
Sweet Shop Evie
Reach Gold 5 or higher
Season 3 Loading Frame, awarded at the end of Season 3
Players that reach Grandmaster during Season 3 will instantly receive the limited title - Season 3 Grandmaster.
Split 1 - Rage against the Abyss
Split Rewards
Play 15 Ranked matches
Gold Chest
Play 50 Ranked matches
Ice Box, Avatar
Format Changes
All players have been soft-reset for Season 3.
Each ranked split is now across 2 patches, or around 4 months.
Ranked Map Rotation
Each split, maps will either be in the active or reserved map pool. Reserved maps will not appear while playing ranked during that split. Each new split will see some maps rotated between the active and reserved pools. For Season 3, Ice Mines and Timber Mill will be rotating into the active map pool, while Fish Market and Warders Gate will be rotating out.
Active Maps
Bazaar
Ascension Peak
Jaguar Falls
Brightmarsh
Serpent Beach
Splitstone Quarry
Frog Isle
+Ice Mines
+Timber Mill
Reserved Maps
Frozen Guard
Shattered Desert
-Fish Market
-Warder's Gate
*All maps now have an equal chance to be played
Season 2 Loading Frames
Players who reached at least Gold during Season 2 will receive a Loading Frame based on their highest rank achieved:
Gold
Platinum
Diamond
Master
Grandmaster
For the SUPER long list of balance changes please check out our separate blog here: