SUPERVIVE · published
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL SEPTEMBER 3, 2025 @8:00AM PT
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.
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 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
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
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
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)
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
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 Caps