SUPERVIVE · published

Happy November, SUPERVIVERs! Our Season 2 launch is in the books and we’re excited to see all of you wreaking havoc out there on the Breach (and in Tournament mode!) We’re going to keep Tournament on for patch 2.01, with some changes based on your feedback. Also included in this patch, new kicks! We’re still in the testing phase for these, so we’re going to just be enabling them on tournament for now while we monitor how everything is landing. Onward!
The response to our first Prototype Mode - Tournament, has been pretty good so far! One of the most common player requests we’re seeing in our surveys has been for a version of the mode with teams of 3, so we’re going to test that out this patch. The maps have been slightly expanded to account for the larger team sizes. We’ll be sending out a new survey for this patch, so be sure to let us know what you think! (And a sincere thank you to everyone who took the time to share their thoughts on the mode already!)
Team size has been increased to 3
The map has been slightly expanded
The second item pick has been changed from Perks to Kicks
As mentioned in last weeks dev blog - we’re doing some work on Armory items to simplify the system and make choices more understandable at a glance. Since a big set of changes like this can have significant ripple effects, we’re going to be doing extended testing in Tournament mode to help determine if these are ready to go to BR as well.
For a long time, Kicks haven’t felt like a build defining choice. Taking a step back and looking at the item system as a whole, we set some new rules to fix that. The first change was simple: all dash and movement related effects now belong to kicks. If a few of them look familiar, that is because some former Relics have found their new home here.
Wildfire Sandals
+11% Dash Haste
5% Ability Haste
After dashing, create a fire zone around your Hunter, dealing 180 damage over 4s and exploding 4 times for 50 damage each.
Damage to Armor is significantly increased (2s cooldown.)
Bloodlust Leather Boots
+25 Move Speed
Hitting enemies grants +20 Movement Speed for 5s.
Stacks up to 5 times.
Combat Leather Boots
+15 Movement Speed
Gain +10% Primary Attack Damage when near allies.
Nearby allies gain +5% Primary Attack Damage.
Ally buffs do not stack.
Infusor Plated Boots
+500 Health
Dashing heals you for 15% of your missing health. (2s CD)
Painkiller Plated Boots
+10% Damage Reduction
After dashing, gain +20% Damage Reduction for 3s (2s CD)
Rabbit’s Foot Sneakers
+15 Movement Speed
+15% Dash Haste
After dashing, +100 shield to yourself and nearby allies. Duration 5s. (2s CD)
Cleric’s Sneakers
+20% Dash Haste
+15% Wisp Revive Speed
Touching a friendly Wisp grants revive. (Revive cancelled by enemies stepping on wisp)
With all the new defensive stats appearing across gear, this felt like the right time to test a buff for everyone’s favorite anti tank gloves. Another under the hood change these Gloves represent is a move toward standardized tick rates across all gear with damage over time effects, giving players a more consistent experience.
Fiery Palm Cloth Gloves
+6% Ability Damage
Abilities burn for 10% of target’s MaxHP over 3s.
A large part of our new item strategy is ensuring each item fits cleanly within a defined tag category, creating more interesting decisions within that space. This makes it easier for players to evaluate tradeoffs while building, and easier for us to balance items relative to one another. We’ve adjusted several Support and Defense items, some buffed and some nerfed, to keep choices balanced and relevant.
Shielding Vambraces
Now has additional stats.
+10% Ability Haste
+10% Outbound Healing
Frozen Titanic Gauntlets
Nerfed inbound healing amplification from 30% >>> 20%
Greenwood Gauntlets
Buffed max health from 600 >>> 650
These items have either been merged into kicks or need a bit more work to fit into our new strategy, so we’re removing them from tournament for now.
Painkiller
Wildfire Drive
Vive Infusor
Predator’s Paw
Corrupted Pommeler
The Booper
Item tags have been updated to use more standardized, understandable labels to inform builds.
Support
Ability
Primary Attack
Defense
Offense
Utility
After Eva’s rebalance last patch, there’s a couple of Quality of Life features we’d like to add to her. Will continue to keep an eye on her as more patches roll out.
Corrupted Tether (LMB)
Now plays an Out of Mana notice periodically when holding input on a target while OOM.
BUGFIX - Can now correctly target enemy Sinner’s Embrace (ULT) Pillars
Orbs of Argos (RMB)
No longer heal allied Sinner’s Embrace (ULT) Pillars
Context: when making the pillar passthrough, this made them unkillable by some Hunters, if Eva’s Orbs could heal it.
We’re looking to increase the overall reliability of Kingpin’s outputs, without necessarily giving him more power (as he’s already performing quite well). Intentions here are to hit on some pain points mentioned by the community while furthering his identity as a close range damage threat.
Feed the Beast (Passive)
Often the source of frustration on the play against side, rarely planned for on the Kingpin side. Removal of this passive gives us more room to balance.
REMOVED - Kingpin no longer deals additional damage on backstab.
Scattergun (LMB)
We’re frontloading Scattergun’s damage spread, so that hitting at least 1 pellet on a target will feel much more impactful than before. Goals are to make KP feel more consistent / get more out of Scattergun (LMB), even when only hitting a few pellets.
Empowered Scattergun (LMB) unchanged.
Unempowered Scattergun (LMB)’s damage spread has been frontloaded, meaning more of the total damage will be dealt when hitting only a few pellets.
# Pellets HitPrev. DMG Spread New DMG Spread122%45.7%239.2%57.9%356.4%70.1%473.6%82.4%582.4%88.3%691.2%94.1%7100%100%
Abyssal Grasp (RMB)
CONTEXT: With increased mobility (see below!), we believe that reining in some of KP’s Hook range will help solidify his position as a close range threat. That said, we’re increasing the power of his Rank 4 choice, offering players who like to spec into a hook-crazy build a choice that feels powerful.
Baseline Hook Range reduced ~15%
Rank 4 - Cooldown Reduction on Hook hit: -30% >>> -50%
Brute Dash (Shift)
We’re taking away some of the standout power from KP in the Dash CD effect from R4 Dash in exchange for increasing the overall reliability of the spell so KP can get into / out of fights a lot better.
Increasing dash distance by 10% (applies to both normal and EX dash)
Rank 4: CD Refund per empowered shot pellet hit: -0.25s >>> -0.125s
Primal Slam (Q)
It may just be a bugfix, but it’s a pretty good one…
BUGFIX - Should now correctly dunk targets that are brought below 70% health.
Details - A long time ago, a 3-frame hitstun was added to both KP and his target when Slamming them. Since changing up how slamming functions this hitstun has been eating into that stun duration, causing enemies around 70% health to make it out alive. This hitstun is now removed.
Cleaning up one of the more frustrating things about fighting against Tetra.
Quake Punch (LMB)
Cooldown applies on input release (throwing rocks is just as fast, but chain-punching won’t be as fast).
BUGFIX - Impulse Decay is now checked after both air AND ground dashes
Shiv has continued to perform at top levels of play despite nerfs to Relics she’s used - as such we thought it was appropriate to take power from elsewhere in her kit - specifically her top-line burst and escape on her Ultimate. She can still use her Ultimate to reposition and get out of sticky situations but it should now come at a higher cost.
Fusilade (R)
REMOVED: 2 separate charges of Quickflip
Now refreshes the cooldown of Quicklip on activation instead
Ultimate Self-Slow decreased from 15% >>> 10%
Nyx’s LMB rotations were a little more lethal than we expected. Especially with some of the bugs around her Shift being cleaned up we’re pre-emptively adjusting her power level to account for the added consistency we expect for her to have this patch.
Cyberscythe (LMB)
Third-hit sweet spot damage decreased by 10%
Hold LMB damage decreased by 10%
As we adjust to the 8-team structure on Breach, we’ve found that fight density and pacing is still lower than what we’d like. As such, we’re adjusting the circle size inwards some to increase the likelihood of more PvP encounters.
Starting circle area down an additional 10%
Fights in SUPERVIVE should feel dynamic and explosive but when lethality gets too high combat actually ends up feeling flat and repetitive. With these changes we’re hoping to make fights last a little longer and create more windows for back and forth.
We’re also hoping that extending these fights inside a smaller circle will create more situations for multiple teams to join in on the action. This is something we’re gonna keep a close eye on.
Reduce outbound damage dealt and healing by 15%
We like that objectives are mattering more with the changes that came in 2.0 but wanted to fine-tune some of the encounter durations. Early-game bosses felt like they were getting completed too quickly whereas late-game bosses felt like they often took a little too long. We’re hoping that these changes will make Bosses broadly more contestable on more even footing without feeling like they take too long.
Bosses now spawn 75s into each day
Boss stagger damage decreased from 12.5% max HP >>> 10% max HP
Day 1 boss spawns decreased from 3 >>> 2
Day 3 Bosses (Bombers) Max Health decreased by 25%
Day 4 Bosses (Meteor) Max Health decreased by 33%
We want to give more warning before air drops land so there’s more of a chance to play for them.
Air drop duration increased from 10 >>> 60s
You can now set a password for listed games
Hunters can now be disabled in Custom Games
Items can now be disabled in Custom Games
Removing team name and color from loading screen to prevent metagaming
Most missions should now progress in all modes by default
There are still some daily/weekly missions that are BR-specific, but we’ll be updating these over time
Nyx’s Reap (Q) now scales with Ability Haste
Nyx’s Phantom Lunge (Shift) Charge CD no longer gets reset on cast
Nyx’s Phantom Lunge (Shift) no longer has its momentum stopped by opposing forces
Magnetic Vacuum begins sucking after 0.5s, so that mashing input is no longer optimal
Painkiller Charm no longer double dips when applying its Damage Reduction
(previously, the damage over time it’d apply to you was ALSO reduced by the passive Damage Reduction it granted)