SUPERVIVE · published
It’s been quite a journey. After 25 major patches, including 9 Hunter releases, 3,813 bugfixes (we checked), and more item system reworks than we’re proud to admit, 2.04 is our final planned content patch before SUPERVIVE sunsets in late February. For more context on this decision, check out our Fireside Chat. If you have additional questions, please refer to our Player Support FAQ.
We’re beyond grateful for all your support over the years. We would have never made it this far without you.
Purchasing new currency or other items with money has been disabled. The store will remain open until service ends for any purchases players wish to make with leftover in-game currency.
Our last prototype mode! Welcome to the Prisma Party: a fight to beat the other team to extracting 500 Prisma. The rules are as follows:
6v6
Start at Level 15 with 10k gold
Gain Prisma from the following sources:
Minions = Drop 20 Prisma (on average) per camp
Heart = Drops 8 Prisma (on average) every 10s
Enemy Hunter = Drops any Prisma the hunter is holding (If the hunter is holding less than 5 Prisma, they will instead drop 5 Prisma)
Deposit Prisma into either of the Extractors located on the north or south of the map to extract it for your team
Whichever team extracts 500 Prisma first, or has the most at 10 minutes, wins
Tournament Queue has been feeling pretty empty as of late. Since we know some players are always looking for an avenue to test their solo skills, we’re reducing team size to 1 and turning Tournament into a series of 1v1 duels. You can still adjust team size when running Custom games.
Tournament team size is now 1
We’re releasing our final bundle of completed skins for free. These skins, along with their associated chromas, will be unlocked in your inventory automatically with Patch 2.04.
Eternal Empire Myth
Yeti Tetra
Winter Wonderland Jin
Winter Wonderland Hudson
Winter Wonderland Crysta
Winter Wonderland Bishop
Many of the Perks found in various Vaults often felt like they weren’t really worth taking compared to other options. As such, we’ve taken a pass at underperforming Perks and increased their overall outputs so they’re more exciting to find.
Relic Accelerator
9 >>> 15% Relic Haste
Second Skin
100 >>> 300HP Shield
Adversity Engine
2 >>> 3% damage reduction per nearby enemy
Amplified Omnivamp
3 >>> 5% Omnivamp
Amplified Speed
7.3 >>> 22 Movement Speed
Nocturnal
Now grants its effects in Brush
Recon Expert
Cooldown decreased from 120 >>> 90s
Shield Generator
3 >>> 10% max HP shield
Vengeful Strikes
5 >>>10% damage bonus
Cleric Runners
Increased resurrection speed can be cool but often felt like it was nullifying meaningful kill conversions - especially on characters like Oath which have built-in wisp engines of their own. As a result we’re decreasing the overall output here.
Wisp resurrect speed reduced from 15 >>> 7.5%
Beebo Boombox
This is a fun item that we wanted to bring back for players to enjoy with some small updates.
Activate to place a Boombox and create a barrier at the target location. Players outside of the barrier cannot damage enemies within.
+15% Ability Haste
+15% Boop Strength
We wanted to give Joule a little bit more burst back especially now that more of the cast has broader access to tankier itemization. This change should help her finish targets more often and lean into the dash reset on Knock we gave her in the previous patch.
Static Charge (PASSIVE)
Max Health % damage increased from 20 >>> 25%
In a world without Isochrons and Thunderbolt, we felt it was appropriate to give Wu some of his spell up-time and damage. We’ve also wanted to make tap-dashing viable to spot-dodge key abilities and a meaningful tactical mobility tool.
Perch/Dragon Slam (RMB)
Base Damage increased from 90/125/160/160 >>> 105/105/145/180
Damage Ratio increased from 0.15/0.2/0.25/0.25 >>> 0.18/0.225/0.275/0.275
Cooldown decreased from 12/10/8/8 to 11/9/7/7
Cloud Somersault (SHIFT)
Tap dash speed increased by 20%
Even with the added tankiness, it feels like Tetra has struggled to find a place in the SV combat sandbox. She felt healthier with a more generous mobility profile so we’re going to try reverting her LMB to how it was before and give her a little boost in her Shift.
Quake Punch (LMB)
Cooldown reverted to begin at initial cast instead of spell activate
Rockslide (SHIFT)
Cooldown increased from 12/10/9/8 >>> 12/10/10/10
Now has 2 charges starting at Lv.3
We’re glad Crysta has a smoother transition throughout a match of Breach but overshot on the amount of mobility we gave her towards the top end. As a result, we’re pulling her dash cooldown at later levels in a bit.
Double Dash (SHIFT)
Shift Cooldown increased from 12/9/6/6 >>> 12/9/7/7
As the TTK changes have shook out, we wanted to revisit Brall’s Passive. It feels appropriate to give him back some earned damage and mobility in extended fights so that he can finish targets and maneuver across the battlefield.
Blazing Spirit (PASSIVE)
Damage amp increased from 15 >>> 20%
Dash haste increased from 12 >>> 20%
Oath has continued to dominate in high-level tourneys and play. While we like Oath’s position as a team anchor we feel like the overall output he’s getting from his Shield and Shield Bash have been pushed too far. We’re reining these in some as a result.
Bright Shield (RMB)
Shield base health reduced from 380 >>> 200
Shield Health ratio decreased from 0.16/0.216/0.216/0.28 >>> 0.15/0.175/0.175/0.225
Shield Bash (SHIFT)
Cooldown increased from 7/5.5/4/4 >>> 8/7/6/6
Even as we have hit Saros’ defensive outputs, he still seems to the top pick in competitive play. We’re bringing his charged shots in so he’s a little less oppressive.
Sunfire Lance (RMB)
Charged Ability Power Ratio decreased from 0.7/0.8/0.8/1.0 >>> 0.6/0.7/0.7/0.85
Shop Settings
In-Game Shop now respects the last tab you were on (ex. If you were on the All Items tab, it will remain there; likewise if you were last on the Recommended Items tab.)
Memory Use Optimizations
We’ve reduced the client memory use of several preloaded in-game assets