A new Hunter: Crysta, the Supercharged Burst Mage NOTE: In most regions you can get Crysta for free by participating in the Discord quest! Go check your Discord quests to see if you’re eligible.
We believe SUPERVIVE is best played with friends and so we’re partnering with Discord in order to make that easier for everyone. SUPERVIVE accounts can now be linked with Discord!
In the Beebo patch we changed matchmaking in Ranked to be based on a combination of both rank and your MMR. This has improved matches and ensured that players are being matched more consistently with people of similar ranks. Historically we’ve let GrandMaster players party with Bronze players, which as you can imagine can make fair matchmaking pretty difficult. You can continue to party with friends in normal games with no restrictions, but when it comes to earning RP, there are now limits to how far apart ranks can be within a party.
A major theme of feedback we’ve heard from players across all skill bands (especially new ones) is that the early game of SUPERVIVE is really free-flowing, which results in an experience where it’s hard to know: am I doing the right things? Am I playing optimally or not?
The changes we made to the leveling structure (removing daily level caps) was the first step. We’re continuing on that path to both simplify our various ‘progression bars’ in the game, as well as having two key measuring sticks of power: levels and gold earned.
A criticism of our day 1 revival rules is that there’s no early game consequence (valid). Trying to address that:
One of the biggest pain points we’ve heard with the leveling changes is that it can take forever to get your ‘kit unlocked.’ Part of what we liked about adding additional levels is more space between the kit unlocked breakpoint and getting your ultimate, so we’re shifting EXP from 1, 2, and 3 to levels 4, 5, and 6 so you can unlock your kit faster but still take the same amount of time to get your ultimate.
Attached to this, we overshot our changelist last patch in swinging the game too hard toward PvE farming, so we’re increasing the rewards of PvP (especially early game PvP) so those skirmishes matter in building a lead.
In our current gold-matters world, we’re seeing powers be deprioritized for the more guaranteed, reliable value of equipment upgrades (which you don’t lose when you die). We want players to be able to learn and appreciate the value of powers, so that starts with them being reliably accessible at least throughout a game session.
What we mean by monster staggering: when there is a blue circle under the monster, hitting them with an ability will ‘stagger’ the monster, dealing a large % of their health as damage, and making them take bonus damage for a set period of time. With PvE playing a larger role in the game, we’re going to continue refining mechanics so they feel interesting.
In a world where split gold farming is more valuable, we’ve seen the desire for teams to split up even more in the early game. Basically this allows solo pods to break off and move further away from the main ‘team’ pod, faster.
Adding a little more build texture for where you put your early-to-midgame ability levels.
We like that our action combat feels visceral and fast, but want to address cases that make you (or your target) feel out of control. These changes are targeted at making combat more predictable, knowable, and reactable by adding windowing—meaning clear windows or moments where you and your opponent can ‘see’ the next step in the combat flow and can micro-adjust, rather than just slamming out abilities.
Also to call out the addition of ‘winddown’ frames on Oath and Brall - we know that having mechanical optimizations for hyper-mobility is cool, but it creates an arms race where we either have to buff up the entire roster to match that level of speed and fluidity (we’re already seeing unreactable engagements) or we have to hold the line with reductions so there’s some form of parity. We choose the latter.
Anyway, going to call out the changes we’ve made explicitly toward our goals of mobility balance, the details of which will then be noted under the Hunter’s total changelist.
Rocket Launcher (LMB) - Big Rocket We’re hearing feedback that Bishop’s talents don’t have a lot of diversity, so we’re adjusting the other options to be more attractive, and giving her a general buff. Regarding the ultimate change - we like biasing her ult usage more toward offensive engages and less defensive ‘get out of jail’ use.
General Still does a lot of damage and is moving all over the place. We talked about the movement changes above, but to especially call out the winddown frames - we understand going from super-mobile Brall to this version might feel more restrictive, but we have to start clamping down on free movement to get to a more balanced world. Context on the RMB change: it’s an experiment where the spell is slower and heavier, but easier to aim—hopefully makes him feel rewarded for landing it, while being clearer to enemies.
Dash (SHIFT) We’re keeping an eye on Kingpin, but for now just trying to curb his more extreme combos.
Ash’Gara Warblade (LMB) We felt like Jin did too much damage with his LMBs when sticking on targets and had access to his ultimate too frequently. We still want him to fulfill his role as an assassin so we’ve adjusted his Q to be slightly more consistent.
Voltaic Spear (RMB) Previously, Joule could snapcast her RMB and dash through it immediately knowing that it’d give her a reset. This change means that she’ll have to pause before committing. We know adding more windows to someone as lightning-fast as Joule may feel disruptive, but as we’ve said before, we need to start clamping down on these unreactable, hyper-fast actions to get to a readable, balanceable game state.
General We’ll just keep saying this: we know that having cool mechanical optimizations for hyper mobility is fun, but it sets the stage for a mobility arms-race where everyone needs to either be able to react to lightning fast engagements or have ones of their own. Gotta start somewhere.
Base Camp Shop Prices: We think the average SUPERVIVER-ian should be able to afford basic household goods, so we’ve asked vendors to lower prices and they listened (also they really upped their stock). One spicy one to note is that MOST WANTED is now available at the Shop - a hero play is just 3000 gold away.
If you’re tired of getting bush cheesed, try one of these out.
We have new Keybinds to have your camera look at your teammates
VERY EXPERIMENTAL. TRY AT YOUR OWN DISCRETION BUT MAYBE TRY IN PRACTICE MODE FIRST.
While some players are grinding ranked all day every day, for many other players Hunter’s Journey, Mastery, and the Battle Pass are the core of their progression experience. Daily and Weekly missions are one of the biggest sources of EXP and while we’ve had a missions tab, it was hard to notice and most players never really realized that they were there. We’ve created a new missions hub that highlights new missions available to you and should make it easier for you to identify things to do to level up faster.