SUPERVIVE · published
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL SEPTEMBER 17, 2025 @8:00AM PT
Aloha SUPERVIVERs! In this patch, we’re unlocking the Armory for all and making big changes to our metaprogression systems. Item star levels are being removed, along with Prisma, Capsules, and other related pieces.
We’ve received a lot of player feedback on the Armory since our 1.0 launch. We began shipping changes almost immediately, and have continued across patches since then. But those changes have been focused on improvements that we could implement quickly, whereas this patch is a bigger overhaul - maintaining the positive elements of the Armory and removing the rest.
Your feedback has been key in helping us get here, and we appreciate everyone who’s weighed in with their thoughts since launch! Along with the Armory changes, we have Kingpin buffs, Mercury nerfs, and a new feature - shop queueing, just to name a few other highlights!
Elluna has been particularly powerful the past couple of patches with double Dash Haste Grips, High Tops, and Essence Reaper. We’ve adjusted or removed some of those items so we figured a lighter touch on her base cooldowns was more appropriate. We also wanted to give her some QoL with her Q.
Blessed Dash (SHIFT)
Cooldown increased from 7/6.25/5.5/4 >>> 7/6.25/5.5/5.5
Mana cost decreased from 12.5 >>> 10
Blessed Dash (Air Shift)
Cooldown increased from 14/12.5/11/10 >>> 14/12.5/11/11
Mana cost decreased from 35 >>> 25
Moonlight Blessing (Q)
No longer removed when attached target is Stunned
We started building out the functionality of Kingpin’s RMB last patch but we were able to complete it in 1.04. With these sets of changes we hope that Kingpin players feel like they have more agency over the abyss by dropping low to dunk on their terms. We also wanted to give Kingpin some QoL buffs and fulfill the player request of allowing him to glider cancel Slugwave casts.
Abyssal Grasp (RMB)
Hook now drags targets to the Z-height of Kingpin
Mana cost decreased from 30 >>> 20
Brute Dash (SHIFT)
Air Dash: Mana cost decreased from 15 >>> 10
Air Dash: Cooldown decreased from 14/12/10/10 >>> 12.5/10.5/8.5/8.5
Headbutt (Q)
Base Damage increased from 197/226/260 >>> 225/275/325
Slugwave (R)
Can now be cancelled with Glide
Overall we like how Mercury has been performing but believe that she is a tad too oppressive with the outputs of her Ultimate, especially when combined with Rumel’s Hoverwings. As such, we’re adjusting the outputs of the spell downwards to what we think is a healthier spot.
Golden Beam (R)
AP Ratio decreased from 0.25 >>> 0.18
(This was a previous hotfix, but noting here)
Range decreased from 1200 >>> 1050
Yaw rotation reduced from 70 >>> 60
Destructible damage bonus from 300 >>> 150%
Projects less far down in height
Beebo has been extremely mana hungry, especially in the early game, so we’re making some mana adjustments to open up his ability to fight. We were also too harsh on how we adjusted his Shift cooldown in the previous patch so we’re taking this opportunity to smooth that out.
Lastly, the height at which Beebo’s Kart could hit targets below it often resulted in both confusing and uninteractive gameplay. We hope that this change will make that experience more clear and more fair.
Zeep (RMB)
Mana cost decreased from 20 >>> 13
Sprint (SHIFT)
Cooldown decreased from 10/9/8/6 >>> 8/7/6/6
Lv.4 Now halves the mana cost instead of reducing the cooldown by 2
Bee-bomb (Q)
Mana cost decreased from 30 >>> 15
Beebo Kart (R)
Vertical hitbox decreased from 1600 >>> 800
Joule has been in a healthier spot with recent changes but we wanted to shift her power around slightly from her RMB into her Dash. We hope this change gives a little bit more windowing to Hunters playing against Joule but provides her with more general survivability and ability to push hunters with knock backs in their kit.
Lightning Spear (RMB)
Cooldown increased from 10/8.5/7/7 >>> 10/9/8/8
Surge (Shift)
While dashing damage taken is reduced by 50%
While dashing gain Knockback Resistance
Enemies that displace you will knock you less far away
Crysta has struggled to perform in earlier phases of the game. We attribute this to both her heavy mana costs as well as difficulty reliably triggering her Passive. As a result, we’re buffing her LMB projectile speed and her mana costs to help her succeed more often.
Maybelle & Boo (LMB)
Projectile Speed increased from 3300 >>> 3600
Double Dash (SHIFT)
Mana cost decreased from 15 >>> 10
Magireactive Burst (Q)
Mana cost decreased from 30 >>> 20
Nuclarite Salvo (R)
Mana cost decreased from 50 >>> 35
Jin’s gameplay fantasy of being a potent 1v1 Assassin is hampered when his damage gets immediately negated by a healer. We want to give Jin more opportunities to win duels against Protectors, so we’re adding an Anti-Heal to his RMB. If Jin lands his dagger, he should have a better chance to win those 1v1s, but if he whiffs - he's probably still losing.
Flash Dagger (RMB)
Now applies a 3.5s Anti-Heal on-hit
Brall felt like one of the most Dash Engine dependent hunters on the roster and as such we’ve adjusted down the cost of some of his main mobility options.
Adaptive Strike (RMB)
Mana cost decreased from 20 >>> 15
Flame Step (SHIFT)
Mana cost decreased from 15 >>> 10
With the changes to Dash Engine, we felt like Oath could use a little support with Mana so we’ve adjusted his costs.
Regen Field (Q)
Mana cost decreased from 60 >>> 30
Spin Dash (SHIFT)
Mana cost decreased from 20 >>> 15
Shield Bash: Mana cost decreased from 30 >>> 20
It’s happening. In this patch, we’re permanently unlocking the Armory and making all items available in your collection! You can read more about this in our most recent dev blog.
Capsules have been removed from the game.
Prisma has been removed from the game.
Prisma Extractors have been removed from the game.
The Forge has been removed from the game.
Items are now unlocked in the Armory throughout the initial levels of Hunter’s Journey. All items are unlocked by the time a player can queue for Ranked (level 20)
Level 1
Grips
Power Gauntlet, Feytech Claw, Greenwood Grasp, Titanic Bond
Level 2
Relics
Vive Infuser, Uppercutlass, Ultimate Diadem, Grabby the Squid
Level 3
Kicks
Feystriders, Bloodlust Boots
Level 4
Perks
Swiftness, Fortitude, Jetstream Jockey, Amphibian
Level 5
Grips
Bubble Frog, Frozen Palm, Gorger Talons, Longclaw Optics
Level 6
Relics
Wildfire Drive, Duality, Guardian Angel, Last Bite, Paladin’s Primer
Level 7
Perks
Shield Generator, Relic Accelerator, Forest Blessing
Level 8
Relics
Sword of Seven Suns, Festering Jawblade, Overgrowth, Thunderbolt
Level 9
Perks
Thermal Suit, Regenerative Armor, Second Skin
Level 10
Grips
Chrono Gauge, Burning Palm, Trigger Fingers
Level 11
Perks
Vengeful Strikes, Heal Receptor, Grace, Armor Shredder, Dash Engine
Level 12
Relics
Black Rose, Essence Reaper, Harmonic Edge
Level 13
Perks
Adversity Engine, Nocturnal, Glider Booster, Vive Collector
Level 14
Relics
Airblaster, Battlegum, Rumel’s Hoverwings
Level 15
Grips
Ragesteel Gauntlet, Soul Bonds, Rabbit Paw
Level 16
Perks
Recon Expert, Glider Coolant, Generative Elixirs, Discount Sigil
Level 17
Relics
Refractor, Isochron’s Timestaff, Stasis Shard
Level 18
Perks
Farsight, Protofactory, Contract Killer, Rapid Metabolism
All missions that previous gave Capsules or Prisma now give Hunter’s Journey XP.
Players who have played since our 1.0 launch will receive a reward package. These rewards will be delivered through the in-game mailbox during Patch 1.04. Callsign - “Prisma”
90 VP
“Prisma” Avatar
“Shaper” Avatar
Star levels have been removed from the game. Items now use their previous 2-star level as their base. In addition, some items have been removed and others have received balance changes in 1.04.
Lockdown
Every 0.1s of CC in SUPERVIVE counts, Lockdown was providing more than that and in a way that was invisible to most players. As such, we’ve opted to remove it.
Rocket High Tops
The speed and distance of engagement with dashes coming from Hunters wearing these was far too quick in 1.0, we’ve continued to nerf and monitor but ultimately reached the conclusion that combat would be healthier without them.
Gloves of Haste/Speed/Omnivamp/Mana
These starter Grips were in place to kickstart your armory as a new player, but with the new earning method, keeping them adds complexity without them being super exciting.
Worn-In Sneakers
Similar to the Grips, these boots don’t make sense in a world where Armory is unlocked.
Prisma Collector:
No more Prisma, no more Prisma collector.
Resonating Idol and Ardent Songbow have been crowding out other builds when they’re readily available, but we like their unique playstyle fantasies. As such, we’ve decided to remove them from shops and promote them to Exotic rewards. This also allows us to make some adjustments to their power to really deliver on the dreams they enable.
Resonating Idol
No longer purchasable in shops, dropped by Day 1 & 2 Bosses instead
CD Reduction Per Resonance Stack 3% >>> 5%
Casting Dash halves your stacks
Hitting an enemy Hunter with an ability grants a stack
50% Mana Refund on abilities above 5 stacks
Drops on death
Ardent Songbow
No longer purchasable in shops, dropped by Day 1 & 2 Bosses instead
On-Hit Cooldown Reduction increased from 1s >>> 2s
Internal Cooldown decreased from 1.5s >>> 1s
Drops on death
On a similar note, Basecamp Boxer and Oracles Immunity were starting to feel more like “required” team perks rather than strategies you could opt into. We’ve removed these Perks from the shop and put them as Legendary Rewards for Day 1 Bosses. Now you’ll need to fight for these teamwide buffs if you want them.
Basecamp Boxer, Oracle Immunity
No longer purchasable in shops, dropped by Day 1 Bosses instead
Sword of Seven Suns
We like that there’s a burst Relic that damage dealers can opt into. That being said, the burst profile on this particular relic felt like it was giving a bit too much value so we’re nudging it in.
Damage Bonus decreased from 15 >>> 12%
Airblaster
We wanted to make Air Blaster a more reliable defensive option. Often, enemies could cancel the Knockback by dashing immediately as they got hit. Adding this micro-ground should prevent these cases.
Activate: Blast away all enemies in front of you. (25s)
Now briefly grounds targets hit for 0.25s
Essence Reaper
Essence Reaper has become overly dominant in the meta, particularly on Elluna and assassins like Joule who build it for survivability rather than its intended purpose.
HP per stack on LMB from 8 >>> 6
HP per stack on LMB from minions 3 >>> 2
HP per stack from abilities on Hunters 4 >>> 3
HP per stack from abilities from minions 2 >>> 1
Internal cooldown from 3s >>> 4s
Grabby the Squid
Reduce cases of extra long dashes while still letting people have fun with crazy physics combos. We’re also reducing the number of charges to improve clarity on when Grabby is on cooldown, and bringing in the previous 3 star effect of reducing cooldown when using it on terrain instead.
Maximum Dash duration from 3 >>> 2 seconds
Charges Reduced from 2 >>> 1
General stats
Activate: Fire a Squid that pulls you to the first Hunter, Minion, or terrain hit. (15s CD)
On Terrain hit, cooldown is set to 8s.
Dreadstar (Exotic Relic)
This is a cool active item that we want to see used more. Often we’d see people pass this Exotic up in lieu of other Relics so we’re buffing its cooldown to see if we can increase its presence.
Cooldown decreased from 120s >>> 80s
Dragonbreath Rounds (Exotic Relic)
We like what Dragonbreath Rounds does but found it too game-warping to game-state especially if a team secures it early on.
Armor Shred bonus reduced from 300% >>> 175%
Chrono Gauge
Cooldown refunds are great but also scary, we still expect this to be the first choice on many hunters so we’re just reining the power budget to the 1* level
Refund decreased from 0.45s >>> 0.35s
Feytech Claw
We like Feytech on damage dealers, but we found that Hunters like Zeph and Mercury were too often double-dipping on both the offensive and utility outputs of this Grip. As such, we’re removing the healing component and sharpening its identity towards offense.
Still gives +9% Ability Damage
Outbound Healing Removed
Greenwood Grasp
We like the shape of the item so we’re bumping its power budget to the 3* level
Max Health per level from 28 >>> 36
Titanic Bond
We like that this is a choice for players who want to opt into durability. That being said, we think it’s important that this kind of durability comes with more of an offensive trade-off.
Now applies -10% Damage Dealt to the user
Longclaw Optics
We like the fantasy of increased range, but wanted to bring this Grips’ output in slightly to bring it more in line other choices
Bonus Range from 17.5% >>> 15%
Feytech Boots
We expect more people to take this, especially with the removal of Rocket High Tops. We’d like to bring the overall mobility profile in some so we’re also adjusting the Dash Haste on this item downwards.
Dash Haste 10% >>> 5%
Dash Engine
Make fewer Hunters universally reliant on this specific Perk to feel like they can participate in combat. Mana costs for mana-hungrier hunters have been adjusted to reflect this
Mana refund decreased from 75% >>> 35%
Jawblade and Last Bite now have Activate SFX
Scouting
We want to give players more reasons to hold on to capture points after purchasing all their gear. We hope this helps players evaluate which objectives to pursue next, especially if playing solo.
Capture points now spawn a mini UAV that can be activated for free every 60s
In-Game Shops
We want players to get stronger over the course of a game of SUPERVIVE, rather than complete their full build in the first couple minutes. So we’re adjusting Shops to only sell Grips, Kicks, and Consumables on Day 1, and unlock Relics and Perk purchases on Day 2. This also has the benefit of keeping your first purchase choices quick and clear.
Relics + Perks will not be sold in Shops until Day 2
We like how appealing Gold Armor zones are as a hot drop option, but feel like the persistent advantage current Gold Armor holders have is too high relative to the rest of the lobby. This was exacerbated by the fact lower tiers of Armor were just as pricey to repair despite blocking less damage.
We also want to allow for more graceful recoveries for teams that revive and are trying to get back into the game. Lower tiers of armor should now feel more efficient to repair, and players that play aggressively now have a more meaningful path to higher tiers of armor.
Armor Repairs now repair an increased amount of armor for lower armor tiers
Grey - Armor repair increased from 500 >>> 2000 Armor (80% of Armor)
Green - Armor repair increased from 500 >>> 1000 Armor (40% of Armor)
Blue - Armor repair increased from 500 >>> 750 Armor (30% of Armor)
Evo Armor XP reduced
Blue Armor from 5000 >>> 3600 Damage Required
Gold Armor from 15000 >>> 12000 Damage Required
We wanted to make the item shop experience easier, especially allowing players to quickly acquire new items late in the game without needing to spend significant time in shop menus. With Item Queuing, you can queue future purchases before you can afford them with your current Coin. When you approach a shop later with enough Coin and an empty item slot, you will automatically buy queued items you can afford.
Item Queueing is enabled in both the Breach and Arena
Queue will not auto-buy an item if that item's slot is full - it will stay in the queue
Known Arena Issue: Queued equipment is inconsistently not purchased on new rounds. (walk away from / towards shop to autobuy)
Damage Transferrance
We want to make Skysharks more interactable and reward people who land key abilities on Sharks. We’re also looking to reduce the effectiveness of Skyshark pilots that idle in the abyss with Most Wanted.
Occupants now take 30% of the damage when the Sky Shark is hit
If the Sky Shark is rooted or stunned, all occupants are ejected
Total fuel reduced by 25%, fuel starts to slowly bleed out as long as there is someone in it (this process takes 2m 30s if you just idle)
Sky Sharks take 1s to reach full boost speed
Spawning
We want Sky Sharks to be less available; so they’re a more appealing objective to contest and fight over them more.
Airdoos now spawn in groups of 1 or 2 instead of always 3
Coldfang Sky Shark spawn removed
CONTEXT: Arena players have expressed frustration with slower item build pacing, and with getting too far behind when losing early rounds. This is a simple first-swing change to the economy to reduce the size of the gap between the team winning the first round and the losing team to make rounds 3-5 more competitive. We’ll keep an eye on this to see if additional changes are needed.
Starting Coin increased in Round 1 from 500g >>> 1250g
To go along with Item Queuing, we also wanted to make a QoL change to allow players to purchase items outside of the starting zone (and while dead).
You can now shop while outside of the starting area with “V”, and queue items while dead
Battlepass now extended by a week to 10/21. You now have more time to finish it before the next Season.
Max player count increased to 40
Mercury’s Cinnabar Cocktail should now properly start a revive/cremation on targets who are inside of the smoke when knocked
Wukong’s RMB cooldown information should display correctly in his tooltips and leveling tooltips
Wukong’s ground LMBs do not count towards his impulse decay
Wukong’s RMB width now is the appropriate size
Wukong’s Shift now slows him even if he casts it before RMB
Elluna’s Enchanted Forest skin should now properly appear to “hide” when she’s in a bush
Oath’s Sanctuary Sentinel Luxe Edition skin should now properly display his shield when selecting various VFX
Shiv’s Farstep Dagger should no longer disappear when cast very close to terrain
Void’s Swap will no longer instantly kill him by teleporting him straight into the Heart when used adjacent to a just-spawning Celeste wall
Tetra’s Tetraform can no longer be used to get out of the starting arena boundaries
Gorger Talons shield will no longer exceed the maximum value when doing one single massive hit of damage
Emergency Platforms should no longer be spawnable extremely high in the air
Glider should no longer desync, causing the player to fall into the abyss, AKA “the glider bug” should be fixed
Hunter tooltips should now display damage numbers while in the main menus
Numerous improvements to “play in fog of war” behavior for sound effects
Recall to ally should show a visual cue indicating the player is temporarily weaker
Hunter SFX should consistently play in FoW the same way - examples that now play as intended: Crysta LMB, Shiv Teleport, Brall Ult cast, Carbine Ult cast, Celeste Ult cast