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SUPERVIVENews1.03 PATCH NOTES - Map Changes, Hunter Mastery Skins, and Item Balance!
In-game event

1.03 PATCH NOTES - Map Changes, Hunter Mastery Skins, and Item Balance!

SUPERVIVE · published 3 Sep 2025, 01:00 UTC

All newsPlayers around this dateRead on Steam

NOTE: THIS PATCH WILL NOT BE LIVE UNTIL SEPTEMBER 3, 2025 @8:00AM PT

Opening Context

Greetings SUPERVIVERs! In this patch we have some changes to the Breach map to add more landmasses and unique combat spaces, the release of free Mastery skins for each hunter, and a major balance pass across our item pool! 

Read on, oh vivacious one.

Hunters

Tetra 

We want Tetra to be a self-sufficient damage dealer, but her ability to siege and deal burst damage has been feeling high overall. We’re reducing the damage on her Rockwave + Quake Punch combo, and making the counterplay of destroying her walls a little more accessible to foes in the early game.

Quake Punch (LMB)

  • Rock Explosions 

    • Bonus Armor shred decreased from 50% >>> 30%

    • Explosion damage decreased from 200 >>> 175

    • Projectile damage decreased from 125 >>> 100

Rockwave (Q)

  • Wall health now increases from 500 >>> 777 based on Tetra's level instead of starting at 777

Beebo

Beebo has been overperforming in large part due to both his high mobility uptime and consistent access to high-speed Tonk Tonk engages from outside of vision. We’re adjusting his Shift cooldown to bring his mobility profile a bit more under control.

We’ve also made it so that Beebo no longer benefits from incremental forces during Tonk Tonk so its output in the combat sandbox are more knowable and less jarring. We’re keeping an eye on this ability in general and will adjust its base speed and acceleration to make sure that it’s still viable moving forward.

Shwoop (SHIFT)

  • Dash cooldown increased from 8/7/6/4 >>> 10/9/8/6

Tonk Tonk! (R)

  • Beebo can no longer gain or lose speed from external forces while in his Cart to remove ‘Fast Cart’ exploit

Wukong

Even after the changes in 1.02, Wukong is still getting too much value from off-screen RMB engages and has been able to consistently dunk enemies who are at high health. These nerfs to cooldown, damage, and dash interactions on his RMB are intended to make him fairer to play against and more conversational against the rest of the roster. We’ve also adjusted his ultimate to apply his invulnerability a little later into the spell so that Wukong players have to exercise more judgement in its activation and catching the monkey is more of an option.

Perch / Dragon Slam (RMB)

  • Cooldown increased from 12/10/8/8 >>> 12/12/12/12

  • Base Damage decreased from 90/125/160/160 >>> 90/110/130/130

  • Ability Damage Scaling decreased from .15/.2/.25/.25 >>> .15/.15/.15/.15

  • Dashing while having RMB active now reduces Dash speed by between 16.7 - 33% based on staff charge

  • Wukong is now always visible between Perch and Slam

Six-Monkey Strike (R)

  • Invulnerability now applies after a 0.25s delay

Kingpin

With the dunk changes that went in for 1.02, Kingpin’s abyss gameplay has felt more lacking. We’re looking to provide him with some new options and combos here. We’ll continue monitoring Kingpin going forward to see if more support is needed.

Hook (RMB)

  • Hooking over the abyss causes Kingpin to hover

  • Hooked targets always end with their back facing the Kingpin

  • Hooked targets are micro-yaw locked at the end of hook for 0.15s

Shiv

Given Shiv’s performance data on 1.02 and changes this patch to items such as Vive Infusor, Sunweaver, and Rocket High Tops, we felt it was appropriate to give her back some damage on her LMB.

Arcslingers (LMB)

  • Damage increased by 15% 

    • (Revert of previous nerf)

Hunter QoL/Bugfixes

  • B-Hopping Visualization

  • LMB Impulses Decays now have a debuff icon on the right side of the HUD for Zeph, Jin, Wukong, and Tetra.

  • Eva

    • Eva - Rank 4 RMB properly increases the size of the orbs by 25%

  • Jin

    • Jin - Flip Slash will no longer be spammed repeatedly when holding/spamming the input

  • Kingpin

    • Kingpin’s Abyssal Grasp rank up info and tooltips are fixed

  • Mercury

    • Golden Beam should now properly damage Skysharks

    • Backblast should no longer hit enemies behind terrain

  • Saros

    • Saros - Camera no longer zooms out when leveling the ability using hotkeys

  • Shiv

    • Shiv - Fusillade no longer deals excess bonus damage when hitting enemies on the outer ring

  • Tetra 

    • Rock wall projectiles should no longer reset Celeste’s Ult cooldown if she’s hit by them while ulting

    • Volcano Crusher (RMB) should not randomly reset

    • LMB melee “flick tech” to hit multiple enemies in an arc should no longer be possible

  • Void

    • Void - “Snap Them Up” Mastery mission can now be progressed in Arena

  • Zeph

    • Zeph - Tap-case behavior of LMB improved to be snappier

Map and Macro

Map Extensions

As discussed in our latest Dev Blog, we’ve been working on some Breach updates to ensure we’re hitting the right blend of land and abyss, as well making different zones of the map feel more unique. The goal is to make sure we’re providing meaningfully different combat variety, especially in lategame circles over the course of multiple games. Thank you to many of our high-elo players who gave feedback on which areas of the map needed the most love!

The following Map Zones have been updated with additional landmasses and islands. 

Endshrine

1.02

1.03

Dawn Caps1.02

1.03

Underrot 
1.02

1.03

Shards of Fate
1.02

1.03

Catacombs
1.02

1.03

Ion Acres
1.02 1.03

Magebog
1.02  1.03

Wraith’s Row // Gridlock // Machine
1.02

1.03

Minimap

We’re removing the ability to identify a specific team from their drop pod color, in order to prevent cases where players are target dropping on known teams/no fills/etc.

  • Drop pod map colors are now Red/Blue/Yellow for Enemy/Ally/Self.

    • Spectator still sees team colors.

Ally Recall

We want solo-play to be more viable, especially for Protector mains. Currently, recalling to an ally silences your character, meaning if you do so in the middle of combat, you end up completely helpless. We hope that by removing the silence teammates will be able to more effectively support one another and stay together as they navigate the Breach

  • Recalling to an Ally changed:

    • Recalling Ally is silenced for 5 seconds >>> Recalling Ally deals 30% damage and applies 30% crowd control duration for 5 seconds

Map/Macro - QoL/Bugfixes

  • Skysharks

    • Skysharks - It should be easier to get into a Skyshark without accidentally jumping right back out again

  • ADS

    • Bug causing stuttery/stuck movement when the client became stuck in “ADS/Zoom” state on the client, but not on the server should be resolved

  • Prisma Extractor

    • Prisma Extractor icon should no longer be stuck on the map after an extractor has been destroyed prior to completing the extraction

Items

Relics and Grips - Buffs

We’ve got a set of buffs to some of our underperforming Relics and Grips. Our main goals here are to increase the viable options and give players more appealing choices, particularly for defensive items. We’re also interested in making Festering Jawblade more of an appealing tech choice against healers, especially in a world where Healing Amp is more powerful

Battlegum

  • 2-Star

    • CD decreased from 20 >>> 15s

  • 3-Star

    • Instead increases max distance by 30%

Stasis Shard

  • Now gives you immunity to Enemy Roots/Stuns/Grounds while in Stasis

    • We’re also looking to extend this effect to displacements in a future patch

Gorger Talons

  • Overheal shield no longer drops off

  • Shield capped at 120/240/360 based on Star Level

Bubble Frog

  • Outbound Healing: increased from 10/10/10% >>> 10/12/15%

Titanic Bond

  • Health % increase from 10/12/14 >>> 10/13/15

  • Added Inbound Healing Amp of 10%

Festering Jawblade

  • Now gives +10% Omnivamp flat

  • Additional Omnivamp on Anti-Healed targets from 25 >>> 20 (adjusted for added base)

  • Cooldown reduced from 45/35/35 to 40/30/30

Paladin's Primer

  • Immunity to Slows and Anti-Heal increased to 1.5s

Relics and Grips - Nerfs

As players have started to star up their items, we’re getting a lot more data about what’s standing out from the rest. We’re nerfing the biggest overperformers.

Grabby The Squid

  • 3-Star

  • Cooldown increased from 3s >>> 8s on terrain hit

Uppercutlass 

  • 3-Star

  •  Now gives a 360 HP shield instead of invulnerability

Guardian Angel

  • 3-Star

    • Box Revive removed

    • Wisp Revive rate: from 1/1.2/1.4 >>> 1/1.15/1.3

Rocket High-Tops

  • Dash Speed from 20 >>> 15%

Thunderbolt

  • Base Damage: 60/100/160 >>> 60/80/100

  • Ap Multiplier: 0.2/0.4/0.6 >>> 0.2/0.3/0.4

  • Damage Per level: 6/10/14 >>> 6/8/10

Burning Palm

  • 3/4/5% >>> 3/3.3/3.6% Damage per tick


Vive Infusor

  • Initial Pulse Missing Percent Health Healing: 7.5/15/15% >>> 7.5/12.5/12.5%

  • Lv.3 Healing Over Time: 10% >>> 7.5%

Sunweaver

  • Base Damage: 40/80/80 >>> 30/45/60

  • Damage per level: 2/4/4 >>> 2/3/3

  • Lv 3 Heal-On-Hit: 75 >>> 50 

Ability Haste/Cooldown Reduction - Nerfs

Ability Haste continues to be the most warping stat across our items. When cooldowns on Hunter abilities are too low, players are unable to punish when key abilities and combat often starts to feel monotonous. While adjustments from the previous patch helped somewhat, you were still able to stack enough CDR items to cast at too high a frequency. As a result, we’re adjusting the underlying math to both nerf the value of the stat and make it easier to balance going forward. Get your graphing calculators out.

Stat - Ability Haste

  • Base exponent reduced from 1/1.25^x >>> 1/1.15^x

    • Broadly represents a 20% reduction in Ability Haste across the board

Ultimate Diadem

  •  Refund per stack decreased from 0/5/10% >>>  0/5/5%

  •  Damage bonus % decreased from 10/10/10% >>> 5/5/10%

Songbow and Chrono Gauge

  • CD refund no longer applies to Shift abilities

Consumables

We want Dunking to remain exciting while giving opponents ways to play around them. Emergency Platforms as a hard-counter to Dunks on reaction was too forgiving to the platform user. Defensive uses of Emergency Platform can still be viable with this change, but you’ll have to read a little more in the future than activating on reaction.

Emergency Platform

  • Now casts after 0.3s instead of instantly

  • If used over Abyss floats the caster for this duration

Items - QoL/Bugfixes

  • Wildfire Drive 

    • VFX update

  • Paladin’s Primer 

    • VFX update

  • Resonating Idol

    • Resonating Idol now works correctly with various sources (Beebo’s Bomb, Mercury’s Golden Beam)

    • Now properly reduces the cooldown of Beebo’s Bomb 

    • Mercury’s Golden Beam should now work correctly with Resonating Idol

  • Orb of Life

    • Orb of Life should now revive you at full health instead of 1/3rd hp

Modes

Arena

Contract Killer was meant to allow snowball in Breach but was unintentionally warping in Arena. Similarly, Respawn Beacon timings tuned for Breach don’t make sense in a mode where there’s only ever 2 teams. Respawn timers have been adjusted so that it’s still viable as a strategy but overall more contestable for enemies.

  • Contract Killer Gold on Knock / Assist 250g -> 25g

  • Rez Beacon timers increased to 12s

Cosmetics

Back to School Login Event

Runs from September 3rd to September 17th

Rewards:

Day 1 - 2000 Prisma

Day 2 - Rare+ Capsule

Day 3 - 120 VP

Day 4 - Epic+ Capsule

Day 5 - 4000 Prisma

Day 6 - Legendary Capsule

Day 7 - Varsity Zeph Skin (Rare)

Hunter Mastery Skins

We’ve added a new earnable skin for every Hunter through the Hunter Mastery track. It unlocks at the 3rd Mastery Milestone. We designed these skins to be an accessible goal for players trying out a new Hunter, making them easier to earn since we expect some players will want to collect them across the whole roster. Note: If you are already past the 3rd Mastery Milestone, you will need to play one game on that specific Hunter for the skin to be awarded to you.

General QoL/Bugfixes

  • In-Game Invites

    • Invite notification stack is now only displayed in the ESC menu when in-game. 

    • Incoming party invites or requests will generate a chat text message. 

    • EoG and spectator screens now include a button to call your attention to incoming party invites.

  • Voice

    • A bug that prevented Team / Party voice volume sliders from working properly has been fixed.

  • Chat

    • Chat should now auto-scroll down automatically when new messages are sent

  • Loc

    • German Localization - Improved display of Umlauts in abilities and mastery titles

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