Since this is our first battlepass, we’ve been watching progression/completion rates and are feeling like we tuned this thing too aggressively, so we’re reducing the required EXP to complete the pass by roughly ~50%. We think the average player who plays an average amount of games should be able to reasonably finish the pass.
Simultaneously, we’ve been mapping out our patch cadence and realized we miscalibrated when the battlepass-ending patch would land - so we need to bring it in a week. All up, this is still a significant ‘buff’ (ie. easier to complete the battlepass) but we’re being transparent that it’s also coming with one less week.
In an effort to remove some of our more 'rules-y' systems and establish clearer paths to victory, we're testing removing the per-day level cap, increasing the maximum level for all hunters, and increasing equipment upgrade power. What we're hoping to see is that teams have more understandable paths to building a lead (when in doubt: farm for levels and upgrades) and others can better understand how they're behind.
A TL;DR here is: you will now be immediately rewarded for sniping knocks on higher-level teams, which should make comebacks far more immediate (previously you had to stomp the knocked wisp for the EXP, which made it very hard to even take an advantage on a higher level team). Additionally, farming/picking on lower-level teams won’t slam you into a massive lobby advantage because they’ll give less EXP overall.
Base Stats and Rewards With a higher weight being placed on PvE farming, we’re making these guys a little easier to farm and solo.
We’re trying to reduce the endless lemming-zerg that happens on day 1 (especially at high level play). This should at least make things more manageable if a team is trying to slam bodies into an objective. In the next patch we’ll also offer the ability to turn off this rule in custom games.
An often-heard request is for more playstyle-changing (or evolving) ability upgrades. We’ll document the details of the upgrade under each Hunter’s section, but just noting so you don’t miss it.
Base Stats Everyone’s still figuring this guy out, so we don’t want to over-buff for lack of familiarity.
Caldera, Molten Greatsword (LMB) / Blazing Spirit (Passive) We want Brall to feel like an exciting, skill-expressive Hunter. These changes are targeted towards shifting away from LMBrall and reducing his oppressive mobility.
Historically, some of the worst feelings playing against Brall have come from him being able to repeatedly get value out of LMB without a whole lot of intentionality (SWOSH SWOSH SWOSH SWOSH). With this set of changes, we’re looking to introduce more mechanical skill-expression in both the “playing-as” and “playing-against” cases. Bralls will have to aim and track their targets better, whereas opponents will have more opportunity to use their movement options to dodge and weave.
Frozen Barricade (Q) These changes are intended to sharpen Celeste’s role as a space controller on top of giving her more sandbox tools where she can really affect the shape of the battlefield. For the Celeste mains out there that specifically like to duel, these RMB changes are intended to provide more mechanical interest and options.
Moonlight’s Blessing (Q) With the earlier changes we made to Wisp burnout time, we wanted to give Elluna more options around her unique strength of picking up allies. We also remember there have been previous versions where Elluna had too much power in this respect. This is an attempt to give some of that back while still introducing meaningful windows for responses and counterplay. And for all the Brawllunas out there, check that level 4 upgrade on Righteous Root.
Everyone’s favorite stat-check benefits from the leveling rework more than others - especially when it comes to gaining bonus max HP (something he loves for his shield scaling). We’re preemptively adjusting.
Minigun (LMB) + Spin Barrels (RMB) After the great de-Hudsoning of last year, we’ve been slowly shifting power to areas where we think he should be strong - specifically when he’s set up and hunkered down (does anyone use that term anymore?).
Ash’Gara Warblade (LMB) It’s worth calling out this mobility nerf is on top of the hotfix nerf we shipped last week where we removed his Q animation cancelling.
Void Snap (RMB) These changes are intended to give Void more options in skirmishes. For Voids that like to duke it out or find themselves pushed by other hunters, the Void Snap changes are intended to give you more maneuverability to either disengage or follow-up. For the more utility-oriented Void players, we thought that sharpening the defensive output from this ability upgrade would help you find more reliable value.
We think bunnyhopping (that is: using well-timed jumps to preserve forward momentum) on Zeph is cool and it’s a mechanic we want to keep. At the same time, being able to do so continuously without consequence has proven to be too much power (note: we’re aware other Hunters can also bunnyhop but that change had complications, so if you know you know and we’ll nerf it next time). Admin, he’s doing it sideways! (if you understood this reference, congratulations you’re old as hell)
Goal here is to better associate the output of a spell with the input. Currently, there are times where spells activate long enough after the button press such that it no longer feels a part of the action. This should also reduce the number of unintended spell casts.
We’re asking you to fight a lot these days, which is resulting in a lot of sad third/fourth/fifth-partying shenanigans. So we’re trying to even the playing field for the fight-winning teams.
Tracking an internal cooldown of 30 seconds is tough - especially for something as critical as “will I have an extra dash over the abyss or not?” With this change, it’s much easier to track if you ‘can’ proc Abyss Specialist, while also clamping down on extreme abyss mobility. Very elegant.
More farming, more gold, more Gnarl Hearts. While we always love a good Gnarl Heart into the “really silly endgame puzzle” play, we think it should be a hard-commit strategy to get the necessary gold.
The goal is to keep up with SUPERVIVE’s movement/combat pace and to make shopping a viable action more often.
A nerf to all you yimyams who were looting the academy, reading all the books, and then teleporting out.
Wellspring’s needed an update for a while. The area’s felt a little crowded with the different elements - vines, wind rings, abyss, geysers. The wind rings and the large amount of abyss also generally let you bypass needing to play around the geysers as the main traversal tool for the high ground surrounding it. We’re doubling down on this area’s namesake so this biome is giving its intended combat texture.
SUPERVIVE is most fun when you work together. We’re exploring ways to make it easier to non-verbally coordinate with teammates.
Two goals - one is to add more fidelity to non-verbal ping communication so that you can communicate intent easier, and the other is to update ping voiceover to better match player intention.
We’ve added VO to the Thumbs Up and Thumbs Down emotes (unlocked early in Hunter’s Journey) with the intention of making them more effective communication tools. Consider using these to inform allies that you agree… or disagree.