Aloha SUPERVIVERs - these are just the hotfix patch notes. If you want to read about our future plans for the game and general philosophy, you should read this dev blog! You may find we repeat some points here and there.
Daily Mission Prisma Gains Increased
The Armory has been rewarding highly engaged players, but we want to make sure casual players also feel meaningful daily progress. Daily missions are designed to be quick, achievable goals that give everyone - no matter how much time they have - steady growth in their Armory.
To better support this, we’re significantly boosting the Prisma Gem rewards from daily missions. This ensures that even if you only have time for a few matches, you’ll walk away with real progress toward your collection.
- Prisma Gems from daily missions increased from 100 >>> 400 per mission
- The “Complete all daily missions” meta-mission still rewards 1 Capsule
In-Match Prisma Gains
Over the last few days, we've heard feedback about gem gains for non-1st placements not feeling great. On the flip side, 1st place finishes are yielding too many gems. We’re raising the floor of Prisma gains for everyone in the game, benefiting those in the middle/lower placements more.
- Gems lost on death reduced from 50% >>> 33% (you keep more when defeated)
- Gem gains from gameplay actions increased ~20% overall:
- PvP Execute bonus: 20 >>> 25
- Minimum prisma gain for killing an enemy: 8 >>> 15
- Minion & boss drops increased across the board (e.g. Soul Boss: 50 >>> 60, Final Boss: 80 >>> 100)
Gem multiplier based on placement changed from 1.75/1.6/1.45/1.3/1.15/1/1/1/1/1/1/1 >>> 1.6/1.5/1.4/1.3/1.2/1.1/1/1/1/1/1/1 times your team gemsVault Loot
Vaults are intended to be a reliable source of equipment for players that want an alternate source, whether because they’re still developing their armory or because they’re behind on gold. Up until now, Vaults were dropping equipment rarely (~3% chance per item). This was too low for them to achieve the intent, and many players weren’t aware they could even contain equipment - especially higher-star gear.
- Vaults now have at least one piece of equipment (Grips or Relics) each
- Gear star level is relative to lobby progression (20% chance for 2* or better in a fresh lobby, increasing as the lobby’s armory progression increases)
- This was true before but was pretty hard to notice, so we’re noting it here
Bad Luck Protection
Capsule rolls feel frustrating when streaks of bad luck keep you from ever seeing a Legendary. While the rarity of Legendaries is part of what makes them exciting, we don’t want long dry spells to feel punishing or unfair.
To address this, we’re adding a “bad luck protection” system for capsules.
- If you haven’t seen a Legendary (Relic or Perk) in a certain number of rolls, your next roll is guaranteed to be Legendary
- Once you get a Legendary, the counter resets
Daily/Weekly Rotating Forge Updates
The Armory Forge is meant to give you direct control over building your collection—a place where you can pick up specific items you want, rather than relying only on capsules. Up until now, Forge prices were tuned high enough that capsules were almost always the “efficient” path, with the Forge acting more like a luxury option.
We’ve adjusted the system to make the Forge a clearer and more rewarding choice when you see something you want.
- Forge item prices are now 1000 Prisma across all rarities
- Legendary Relics 8000 >>> 1000
- Epic Relics 4000 >>> 1000
- Rare Relics 2500 >>> 1000
- Uncommon Grips 1500 >>> 1000
Each item can only be purchased once per rotationDaily Relic slot(s) can now roll all Blue (Rare) and Purple (Epic) relicsWeekly relic slots increased from 3 >>> 4For anyone who crafted items from the Forge before the price reductions, we’ll be refunding you the difference via the in-game mailbox (just…give us a few days, there’s a lot going on lol).Weekly Chest updates
- The capsule granted from the Weekly Bounty can now only contain Relics and Grips
- The “select 1” chest reward can still contain all item types
Arena Prisma
- You’ll now receive Prisma from Arena matches
- 16 prisma for a round win/4 prisma for round loss
- You’ll earn a 1.5 multiplier if you win the match
- You do not drop Prisma on death
Balance
- Shiv’s LMB and Malice damage were reduced by 10% (this already happened)
- Brall’s LMB damage was reduced by 15% (this already happened)
- Shiv cartwheel no longer triggers Armory Relics as an ability (it’s considered a primary attack)
- Wukong’s held-LMB impulse now decays with repeated use during a short period of time
- Wukong is now yaw-slowed during his RMB
- Wukong’s clones have diminishing returns on their damage when hitting the same target with RMB
- Jin’s LMB impulse now decays with repeated use during a short period of time
Macro
- We now differentiate Heart/Kobayashi Everbeacon timings - these are now increased from 6s >>> 10 seconds; these are already uninterruptible, so engagements in the area should feel slightly more controlled
- Final circle search radius expanded by 20% to get more play in more biomes
Bugfixes
- Ultimate Diadem now has a 0.05s internal cooldown to prevent multihits
- Fixed an issue where players could be invisible during warmup
- Fixed an issue where tapping Myth LMB locked the player out of casting for longer than intended