General

  • Artemis traps now show a warning indicator rather than a visible trap for enemies viewing it. Once triggered, the visible trap will appear as normal. We've taken this approach to solve visibility issues across her various skins that have different thematic traps.
  • Transgressor's Fate Transgressor's Fate

  • Updated the hidden trap FX to look more consistent across all Artemis Skins.
  • General

  • Chaac is receiving some additional love to help him compete more directly with other Warriors. An increase to his slow, as well as making his Ultimate more punchy, especially in the early game, should allow him to more regularly box and secure kills on his enemies.
  • Rain Dance Rain Dance

  • Increased Slow from 15/20/25/30/35% to 20/25/30/35/40%.
  • Storm Call Storm Call

  • Increased base damage from 150/200/250/300/350 to 200/250/300/350/400.
  • General

  • Freya is receiving a very focused change that is both a buff and a quality of life improvement. By increasing the pulse duration by 1 second we ensure that Freya will never have leftover Irradiate time.
  • Pulse Pulse

  • Increased duration of pulse from 5s to 6s.
  • Power Of The Wind Jewel Power Of The Wind Jewel

  • Fixed an issue where Kukulkan's Passive would not get modified by Rod of Tahuti's Passive.
  • General

  • Nemesis excels as a late game executor, focused on shredding assassins and tanks alike. We feel she currently does well in this role, but her early game is too punishing to allow her to reach this point of the game. Increasing her Passive as well as allowing Divine Judgement to steal 50% protections at all rank should give Nemesis more potency in the early stages of the game while still keeping her the late-game focused assassin that she currently is.
  • Scales of Fate Scales of Fate

  • Increased Power Gain and Power Loss from 4% to 6%.
  • Divine Judgement Divine Judgement

  • Increased Protection stealing from 30/35/40/45/50% to 50% at all ranks.
  • General

  • Raijin is seeing a mixture of quality of life improvements and small positive adjustments. We've fixed an issue with Percussive Storm being improperly silenced and interrupted, while also making it more usable and reliable for Raijin. Raijin will no longer be interrupted out of his Thunder Crash if hit with a hard CC after he has become invisible. Finally Taiko Drums will now allow for more time to make smart decisions, and should feel less restrictive. Raijin has been performing under the curve, and we feel these changes will put him in a better place without directly increasing his burst potential.
  • Percussive Storm Percussive Storm

  • Increased projectile speed from 100 to 115.
  • Fixed an issue where this ability would not stop upon being silenced.
  • Thunder Crash Thunder Crash

  • Removed Raijin's collision during his pre-fire. (while invisible)
  • Raijin will no longer be able to be stunned/silenced/etc. once he has become invisible.
  • Taiko Drums Taiko Drums

  • Time in air increased from 3s to 4.5s.
  • Reduce movement penalty from 75% to 40%.
  • Mystic Rush Mystic Rush

  • Increased radius from 12 to 15.
  • Updated tooltip to correctly indicate it as a Leap instead of a Dash.
  • General

  • Skadi and Kaldr have been performing well, with a large portion of damage and power coming from Kaldr. While we like the dynamic, we wanted to tone down Kaldr's damage some to make him more manageable to play against.
  • Rune of the Hunt Rune of the Hunt

  • Decreased Kaldr's Basic Attack Damage from 60/60/80/80/100/100% to 50/50/70/70/90/90%.
  • General

  • Released.
  • General

  • A bit of a give in take on Vamana; we're decreasing the scaling on Armored Umbrella and increasing the scaling on Ubrellarang. Vamana has many strengths from his ability to dish out damage, control a fight, and sustain in his ultimate. This shift is to better balance his damage across all his abilities.
  • Armored Umbrella Armored Umbrella

  • Reduced Physical Power Scaling from 100% to 70%.
  • Umbrellarang Umbrellarang

  • Increased Physical Power Scaling from 40% Per hit to 50% Per Hit.
  • General

  • Xing Tian is seeing the balance of his kit shifted around, but we overall wanted to bring him up in strength. By making his ultimate more well defined for enemy players to play around, we felt comfortable bringing back some of the strength of his main abilities. Furious Roar's damage now happens over a longer period but will end up stronger in the end, and Hook Slam's Root has been brought back allowing Xing Tian more control over enemy players in a fight.
  • Fixed an issue where Xing Tian's Ultimate could get stuck on the Joust Map.
  • Furious Roar Furious Roar

  • Increased duration from 1/2/2/3/3 to 1/2/3/4/4.
  • Decreased dot damage from 4% per second to 3% per second.
  • Increased base damage from 70/100/130/160/190 to 80/115/150/185/210.
  • Hook Slam Hook Slam

  • This ability now roots instead of slows on the slam hit.
  • Whirlwind of Rage and Steel Whirlwind of Rage and Steel

  • Increased casting time from .72s to 1.25s.
  • There is a new animation for casting of the ultimate.
  • This ability now deals 25/45/65/85/105 + 35% per hook, rotation, and throw.
  • Cooldown reduced from 100s to 90s.