General

  • Fixed an issue where playing as Terra could crash games. This fix was not part of the hotfix but will go live before The Odyssey Update.
  • General

  • Fixed an issue where his Dragonfire deployable was not behaving consistently with his other deployables regarding Merlin dying while they are active.
  • General

  • Vengeance never stops, never slows down. Especially after this balance update! Artemis lacks the escape options that other Hunters have access to, relying purely on her ult to survive. Vengeful Assault will now cleanse slows upon activation. This shakes up her favorable matchups and gives her an additional tool to play with.
  • Vengeful Assault Vengeful Assault

  • Additionally, Artemis now cleanses herself of slows and becomes immune to Slows for 0.6s when activated
  • General

  • Baba Yaga keeps brewing up some new balance adjustments. This time her concoction will reduce the cooldown on her Brew. Often Baba Yaga feels like she runs out of options too quickly, especially in the early game. Being able to brew more often will smooth out that experience.
  • Baba’s Brew Baba’s Brew

  • Decreased Cooldown from 16/16/15/15/14s to 14s at all Ranks
  • General

  • Chaac makes it rain already, but he is about to bring down the Thunder as well. Chaac feels like a Jack of All Trades, master of none warrior. He brings sustain, control, pressure, but even for a Jack of All Trades his damage pressure feels lacking. Thunder Strike will gain some additional scaling to help him out.
  • Thunder Strike Thunder Strike

  • Increased Physical Power Scaling from 60% to 70%
  • General

  • Increased base HP from 375 to 410
  • Increased HP Scaling per level from 70 to 80
  • General

  • Geb rolls in and out of the meta and so far in Season 7 is seems to be mostly out. His lack of reliable clear and poke has caused him to fall out of favor. Shock Wave’s falloff is being reduced to help our lovable rock out.
  • Shock Wave Shock Wave

  • Increased the damage dealt at max range from 50% of the initial damage to 70% of the initial damage.
  • General

  • Taolu Assault feels like it should be powerful on paper. While it does high damage and shreds, its short range takes heavy management to be used effectively, often falling short of easier and more reliable abilities. A base damage increase will make the effort feel more rewarded.
  • Taolu Assault Taolu Assault

  • Increased Damage per tick from 15/25/35/45/55 to 20/30/40/50/60
  • General

  • It’s like Hun Batz says, It is not wise to put a basket on your head as you will be eaten by a dog!” No, we don’t know what that means either. We do know that our previous nerfs to Fear No Evil which were meant to temper his teamfight power removed him from nearly all levels of play. A revert will help him out while giving us a chance to see how he performs in the more established Mid Season meta.
  • Fear No Evil Fear No Evil

  • Decreased Cooldown from 120s at all ranks to 110/105/100/95/90s
  • General

  • Nemesis has sliced and diced her way to the top, becoming a strong pick in high level ranked and competitive play. We often see her excel and sink off small adjustments, with Slice and Dice having a history of a 10 damage change moving her performance around significantly. Rather than fully revert, a 5 damage adjustment may be just the right spot for this Assassin.
  • Slice and Dice Slice and Dice

  • Decreased damage from 50/80/110/140/170 to 45/75/105/135/165.
  • General

  • The Allfather underwent a long series of nerfs after his rework. While they were deserved Odin has finally settled down and ended up a bit underwhelming. We discussed reverting one of his cooldowns, and the one that made sense was Gungnir’s Might. Skilled Odins can show their understanding of the runes and we don’t reintroduce the frustration surrounding his frequent Bird Bombs.
  • Gungnir’s Might Gungnir’s Might

  • Decreased Cooldown from 14s to 12s
  • General

  • The original god of the Sun struggles to shine at the top end of play. Ra requires strong setup and skill to connect his shots and lacks tools to help him get that done. Celestial Beam is being buffed to be more rewarding when it lands while Divine Light will now cleanse slows when used. Ra will have better success joining and surviving a hectic fight.
  • Celestial Beam Celestial Beam

  • Increased Magical Power Scaling from 90% to 100%
  • Divine Light Divine Light

  • Additionally, Ra now cleanses himself of slows and becomes immune to Slows for 0.6s when activated
  • General

  • Zeus is here to bring the lightning! Zeus’ passive provides players an opportunity to eek out extra damage with his Basic Attacks, however his base Attack Speed made this exceedingly difficult to accomplish. Expect to see more lightning bolts go flying and just maybe we will see some extra variation in his build choices.
  • Increase Base Attack Speed from 0.87 to 0.95
  • General

  • Fixed an issue where Tsukuyomi could get stuck in walls
  • TBD – WIP – Tsuku teleports to unintended locations
  • Kusarigama Kusarigama

  • Decreased Swing Damage Scaling from 50% to 35%.
  • Decreased Final Damage Scaling from 80% to 70%.
  • Total scaling decreased from 180% to 140%
  • Decreased disarm duration from 1.6/1.7/1.8/1.9/2s to 1s at all ranks.
  • Decreased Movement Speed while channeling from 33% to 25%.
  • Tsukuyomi can now be knocked up during this ability.
  • Silver Moon Caltrops Silver Moon Caltrops

  • Decreased scaling from 25% to 20%.
  • The follow up ranged attack now deals Physical Damage instead of True Damage.
  • Decreased Slow duration from 2.5s to 1.5s.
  • Piercing Moonlight Piercing Moonlight

  • Decreased damage mitigation from 50% to 30%.
  • Decreased Beam Damage scaling from 20% to 15%.
  • Decreased Dash Damage scaling from 55% to 50%.
  • Decreased Total Scaling (All 4 Beams + All 4 Dashes) from 300% to 260%.