
We've been seeing a lot of feedback on Ranked, specifically that organized, premade squads tend to run the lobbies and it's really difficult for solo players to progress as they go higher.
Late last year, we added premade restrictions at the top to address this feedback, but saw negative responses from players not being able to play with their friends, so we walked it back. It's a rock and a hard place! But now that we've seen both realities, we think it's better on the interim that we go back to premade restrictions. That said, we can be sharper about those restrictions and, along with a lot of the ranked tunings we've been doing the past couple months, we can better target only the top of the ladder.
Worth calling out we do have more longer-term changes in the future. We're still keeping an eye out!
P.S. If you love organized, competitive play, we’ve also been supporting and promoting community tournaments on our Discord - many of which have in-game currency or cash prizes! Go check them out and sign up.
As we saw our leveling/farming changes play out on live, we think we pushed possible power differentials (that is: how far apart two teams can be in terms of ‘raw power’ via levels, gear, stats, etc) too far. There’s a balance to be struck between “farming feels good” vs. “perma-farming is mandatory” somewhere in these changes.
Related to the above, we’re walking back our previous changes that made upgrade levels have a larger impact on the game.
Now that the Heal/Dash reset change has settled a bit and we’re seeing good results, we’re going back and updating the Hunters that get less value from their kits due to this change. We’ll call those out in their respective Hunter sections.
On the other side, we also need to pull back some of the strength on this mechanic for Hunters that abused this the most. To document all of this:
Last patch we said bombs are sentient and have power over life and death—this patch we realized all sentient things yearn for company (and not just being smashed into enemies), so we’re giving Beebo and his friends reasons to hang out with the Bee-bombs before their inevitable explosive demise.Bee-bomb (Q)
While it’s a defining feature of Celeste’s ultimate that she has to ‘earn’ the full channel, it’s making her so predictable for experienced players to play around that we’d like to add just a smidge of variability for her to play some mind games.Chilling Finale (R)
This might be too good, but… let’s see.Lunar Air Dash (Shift)
New passive!Combat Rush (Passive)
Someone make a montage reel of Hudson just body slamming people to death, please.Hover Jets (Shift)
Joule is too strong. Also we know that incorporeal >>> ignores projectiles nerf really nukes Joule’s use of Thunderstorm to just instantly get out of all dangerous situations, but maybe that’s a good thing.Voltaic Spear (RMB)
As our premiere sniper, Shrike struggles to pick off multiple enemies in a row, especially if she can’t two-shot someone reliably. Given the dash/heal reset benefits a long-range sniper less than others, we felt we could buff up her lethality once she gets rolling.Truetalon Rifle (LMB)
We want to make Elixirs more exciting as a luxury item that you buy on top of your baseline equipment. Also: testing out some in-combat power to see how it feels.
Those lava monsters…
There’s no change here, but some of you may have noticed we’ve slowed a bit on shipping cosmetics. This is deliberate! We heard your feedback that our battlepass contents could be better, so we’ve been reshuffling our skin development pipeline to beef it up for our next season debut. Stay tuned!
For changes that weren’t reflected in previous patch notes. Listen, we’re not deliberately hiding stuff, we’re just bad at documentation.Quests
Quest rewards are now slightly higher than before and are now standardized to be shared across teammates (was true for some Quests, but not others)

















