SUPERVIVE · published

Hello SUPERVIVERs! This patch, we’ve been mainly focusing on follow-ups from our change to level 4 abilities. Unsurprisingly, this led to some Hunters benefiting more than others (looking at you, you little fiery fox), so we wanted to do a comprehensive pass to make sure the whole roster is still able to compete. This includes a large set of changes for our favorite bullet-blaster, Hudson, who’s felt a little behind the curve for a while.
Along with Hunter changes, we have some more item adjustments, including a new in-game shop feature and changes to Perks. Take a look!
With the capture point speed being as fast as it is, it can be hard to think strategically about your rotations - it feels more like you’re managing the chaos of continuously trying to recapture points. Because of that, we slowed down the capture point rate so that it takes longer to retake a point.
Capture point rate reduced by 50%
We’re introducing a new “Recommended Items” screen for those of you who just want to grab your grips and get back to brawling. This screen will offer you 3 recommended choices for each item category, starting with Grips, then Kicks, then Relics. You can still navigate to the full item shop to see all your options!
Recommended Item Tab added in the shop
Perks as a system haven’t really pulled their weight in terms of output vs. complexity. Having access to them be consistent has also created situations where some Perks are warping, yet others feel ineffective. In this patch, we’ll be moving Perks out of in-game shops, which will mean they’re exclusively found in locations across the Breach. Our hope is this both simplifies your core build path as well as making Perks more of a, well, a perk! We’ll be continuing to look at Perks in future patches as well.
Perks no longer show up in Shops
Perks still show up in Vaults
For a while now, we’ve received player requests to consider removing specific Relics that give flat stats, mainly to curb their perceived impact on removing interesting itemization decisions. So, we’ll give this a try! Hope is to see more diverse Relic choices surface as a result.
The following items have been removed:
Thunderbolt
Sword of Seven Suns
Isochron’s Timestaff
Greenwood Grasp
Making these consistent so players can build better expectations around them.
Breach Map squad spawners no longer have a low chance to spawn other Minion types such as Screamers
There’s been continued frustration around Nyx’s Armor Shred output and overall survivability. We’re making adjustments to those parts of her kit as a result.
Reap (RMB)
Level 4 Heal:
Base decreased from 110 >>> 90
Ratio decreased from 0.64 >>> 0.5
Oblivion Spin (Q)
Heal:
Base decreased from 110 >>> 90
Ratio decreased from 0.64 >>> 0.5
CD increased from 9/7.5/6/6 >>> 9/8/7/7
Underworld Howl (R)
Armor Shred reduced from 1750/1750 on regular hit/sweet spot >>> 500/500 on regular hit/sweet spot
Huddy’s been overdue for some love for a while. We’re giving him some QoL adjustments on his LMB, while injecting more power and gameplay into his Barbed Wire and Ult, Salvage Hook.
Minigun (LMB)
Self slow while spun up decreased from 70% >>> 50%
Spin-up speed increased by 50%
Projectile damage falloff adjusted to be more consistent and closer ranges but fall off more at longer ranges
Barbed Wire (Q)
Now follows a vector cast paradigm to allow for more flexible placement
Salvage Hook (R)
Executing an enemy now refunds 50/65/80% of spell's cooldown
Using this to execute a wisp refunds 25/32.5/40% of the spell’s cooldown
Crysta’s felt like she’s fallen behind her peers when it comes to both overall damage and her Level 4 options, so we wanted to give her some buffs in these spaces.
Reverberation (Passive)
Base Damage increased from 43 >>> 48
Ability Power Ratio increased from 0.48 >>> 0.53
Flux Snare (RMB)
Level 4 Update:
Now also gives 125 Move Speed for 1s on cast
Double Dash (Shift)
Cooldown reduced from 15/12/9/9 >>> 12/9/6/6
Level 4 Update:
Proccing passive reduces Dash by an additional 2s (instead of restoring half a charge)
Nuclarite Salvo (R)
Base Damage per Salvo increased from 37/40/44 >>> 40/44/48
We want to give Shrike some power so she can compete at higher levels of play. These changes should give her some wider margins of error when you get pushed, and also allow you to position more confidently.
Truetalon Rifle (LMB)
Range penalty starts at 33% of the max range, down from 50%
Disengage (Shift)
Cast time reduced from 0.25 >>> 0.1s
Scout Hawk (Q)
Cast time reduced from 0.7s >>> 0.35s
Enemies hit by the Anti-Heal are also slowed by 5/10/15/15%
Level 4 Update:
Shrike gains 15% Move Speed per enemy hit by the Anti-Heal/Slow
We want Bishop to feel like she can get more consistent value from her abilities, so we’re giving her some love across the board to bring up overall utility on the kit.
Displacement Charge (RMB)
Level 4 Update:
Now refunds 50% cooldown on hit
Rocket Jump (Shift)
Cooldown decreased from 14/14/11/11 >>> 12/12/10/10
Haymaker (Q)
Level 4: Now gives Shield based on total Max HP instead of bonus Max HP
Ratio decreased from 0.24 >>> 0.15 to account to the added health
Flat Shield increased from 100 >>> 150
Blast-off! (Ult)
Stun now scales from 0.5 >>> 1.2s to 0.7 >>> 1.2s so Bishop gets more reliable value at lower ranges
After the latest TTK changes, Beebo’s damage profile has felt somewhat lacking. As a result, we’ve adjusted his Beeb-omb to be more threatening again. And, while the old chain Ice Zeeps were too much, we do think some utility is relevant on that spell, so it’s back. Lastly, Beebo’s Tonk Tonk! crash has also long caught people by surprise in terms of its size, so reining it in.
Zeep Zeep (RMB)
[Re-added, adjusted] Ice Zeeps Grounds enemies for 0.5s
Shwoop (Shift)
Level 4 Update:
Empowered charge rate increased from 25 >>> 100%
Beeb-omb (Q)
Level 4 Update:
Now grants an additional +25% Damage in addition to resetting cooldown on Knock
Tonk Tonk! (R)
Post-crash stun and damage radius decreased from 500 >>> 360
Felix has benefited more than we expected from the power gained from accessing his Level 4 abilities. We’re adjusting his passive damage based on feedback we’ve received. Ignite (Passive)
Ignite Lvl. 2:
Base Damage decreased from 25 >>> 15
Ratio decreased from 0.025 >>> 0.015
Jin’s passive now applies the correct 30% damage bonus when striking from behind