Currently, these buffs are only available for players that head into a match solo or duo and do not go into effect if you are the last man standing in your trio. This is still an early prototype as we continue exploring ways to spice up the playing field to support different team dynamics. 🤺 Your feedback here is important and will help us balance these changes for incoming updates–so let us know what you think! ☝️ Solo players will take on Solitude’s Strength✌️Duos take on Kindred Bond, with both players receiving the following buff effects:
- 75% bonus XP when leveling up in-game
- Wound damage reduced by 60%
- Deal 25% extra damage to creatures
- Perception increase by 45
- Tenacity increase by 5%
- Bush Concealment: After standing in a bush for three seconds, you’ll remain concealed for three seconds upon exiting. Taking damage or performing actions (excluding movement) will make you visible.
- 25% bonus XP when leveling up in-game
- Wound damage reduced by 30%
- Deal 10% extra damage to creatures
- Perception increase by 25
- Bush Canary: After standing in a bush for three seconds, you’ll be able to place a Canary in the bush. You can only have one Canary from this buff active at a time.
Key Distribution
The number of available keys will now scale based on match size in Ancient Veil, meaning fewer teams = fewer keys. We made this adjustment to create more contention and a competitive edge to securing a key. So when you’re in a smaller match, the likelihood of you stumbling into opponent teams stays higher, and so does the thrill. 😈
In-Game EventsChest Rarities
- Auranite Meteor and Wishing Well Surge now require a minimum number of starting teams. We made this change to keep the rewards from these higher-value events actually feel rewarding with more chances of contention. 💫
- ⭐Aura Storm now creates 2 damaging zones on both Blooming Grove and Storm’s Eye, while Ancient Veil varies between 3-6 damaging zones depending on the number of starting teams
- ⭐Arc Tether Disruption is back! AKA the Tunnel Event, where surface extractors are replaced with underground tunnel extractors. The event puts one team extractor at the center of Tunnels and one solo extractor in the outer areas. Occurs interchangeably with the Aura Storm event to keep things punchy.
- The team extractor at the center of the Tunnels now requires 3 keys, but a solo extractor also appears at various locations in the Tunnels.
- Key locations have been adjusted to reduce overlap with regular elite creature packs during the Vault event. This should make planning the route for keys feel more strategic and meaningful 🧭
- Reduced damage taken during overtime–can’t wait to see more last-minute extracts and nail-biting battles 👀
The chests with the lowest rarity in Ancient Veil have all been upgraded from Uncommon to Uncommon+ tier. There really wasn’t much reason to open Uncommon chests before, but if you’re jumping into Ancient Veil at the minimum CR threshold now, checking these chests out could land you with some sweet Rare gear! 💎✨
- A few Uncommon+ chests have been added or moved to balance out loot distributions between regions
- A few Uncommon+ chests have been upgraded to Rare
- Visuals for Epic and Epic+ chests have been elevated to the next tier
- Changed some in-game notifications from global announcements to local and reduced the visibility range of enemy team creature interactions by 50% to help you focus more on what’s happening nearby
- Disengaging from an enemy creature should now properly reset the enemy map icon to its default state
We also made a couple of QOL changes with the drag-and-drop inventory system when you’re messing around with your gear in both basecamp and in-game, so things should feel smoother now. 🎒
- ⭐The stash capacity requirement has been moved from loadouts to ready up and embark. You can now update your loadout and socket gems into items even when your stash is full.
- ⭐Items that are equipped or in your active Seeker’s backpack/belt will no longer count toward your stash total
- Expanded areas of your inventory in-game where you can drop items freely. Previously, there used to be a few dead zones that wouldn’t register your item being properly dropped, but you should have a smoother experience with that interaction now!
- In the basecamp, removing items from your backpack required you to place it directly into your stash–but you can now ‘drop’ your items anywhere on your screen and it’ll land in your stash automatically! 🪄
Palm Strike - [Q]Evade - [E]
- Fixed an issue where Palm Strike would not apply gameplay effects if you were moving while casting it
- Increased Palm Strike effect range to match aiming indicator
- Fixed an issue where sometimes Hurricane Kick (second cast of E) would not be granted
- Fixed an issue where sometimes Hurricane Kick (second cast of E) would not dash
Bog Party - PassiveHelpful Nudge - [RMB]
- Reduced healing from 5% to 2.5%. We felt that his ability to sustain himself during fights was too tanky with how easy it was to trigger his passive, so we scaled his healing back a bit to balance out his engagements
- Passive now applies while ulting
Tongue Tie - [E]
- Increased the base damage of his punch from 150 to 200
- Physical attack scaler increased from 10% to 20%
Belly Barrage - [R]
- Increased projectile speed, making Gogumo’s tongue travel faster towards your target
- Increased pull speed, so your enemies will come flying to you faster 🪰
- Increased Tongue Tie range, allowing you to grab targets from a further distance
- Belly Barrage no longer slows by default
Apex Predator - PassiveLeaden String - [E]
- Decreased the duration of how long enemies would get damaged for during Hunter’s Mark from 5 to 2.5 seconds
- Reduced the bonus damage of a precision shot on one of his E rank-ups from 225% to 175%
Annularity - [RMB]Pale Embrace - [Q]
- Made some adjustments to timing animations of his RMB to help you smoothly chain it with your basic LMB attack
- Shield no longer decays over time, staying at full health while it’s still active. Having a decaying shield never really felt good, so we fixed this up 🛡️
- Movement speed now lasts for 2 seconds instead of the full duration of the ability’s active time. It used to be 7.5 seconds, which was way longer than initially intended, and we found that it made for some insanely OP movement starts
Freeze Ray - [RMB]
- Fixed an issue where movement would cancel her RMB’s activation, so you won’t end up cancelling the ability anymore if you were pressing W when you first activated the ability
Clarity of Mind - [R]
- Fixed an issue where movement would accidentally cancel his ult activation, similar to Lily’s RMB fix