SUPERVIVE · published

NOTE: THIS PATCH WILL NOT BE LIVE UNTIL AUGUST 20, 2025 @8:00AM PT
Hello SUPERVIVERs! This week’s patch includes a full visual update for Arena maps, some hotly requested Armory features with Duplicate Protection and Per-Hunter Item Favorites, a whole avalanche of Hunter balance changes, along with the release of Mercury, our latest addition to the cast! Read on!
Mercury is a new Controller addition to the roster.
Contingency Vial (PASSIVE): On death, create a small cloud of Cinnabar Cocktail (Q) smoke. This smoke will gradually revive your Wisp unless an enemy interrupts it.
Firecracker Lance (LMB): PRESS to fire a rocket that deals damage and creates alchemical flames where it lands, damaging and slowing enemies in the area. HOLD to charge up to 6 rockets a time.
Magic Mortar (RMB): HOLD to pull the camera back and gain range, then RELEASE to fire a magical mortar that deals damage.
Backblast (SHIFT): Blast backward and upward. Goes further if you have 3 or more Firecracker Lance (LMB) rockets charged. Nearby enemies are blasted back and stunned if they hit a wall.
Cinnabar Cocktail (Q): Lob an elixir that creates a cloud of alchemical smoke where it lands, slowing enemies while periodically healing yourself and allies. Gradually revives allied Wisps and Cremates enemy Wisps.
Golden Beam (R): Channel a beam that heals yourself and allies, and periodically deals damage to enemies.
Mercury Track:
Level 1: Mercury Hi Emote
Level 2: Alchemist Avatar and Banner
Level 3: Alchemist Call Sign
Level 4: Mercury Bye Emote
Level 5: Mercury Call Sign
Level 6: Mercury Avatar and Banner
Healing Vapor: Heal yourself or allies with Cinnabar Cocktail
10K: Smoky Call Sign
20K: Immortal Call Sign
20K: Cinnabar Call Sign
Mortar Maven: Hit enemies with your Magic Mortar
10K: Calculated Call Sign
20K: Mortar Call Sign
20K: Maven Call Sign
Ok Beamer: Hit 3 or more targets (allies or enemies) with a single use of Golden Beam
10K: My Call Sign
20K: Finest Call Sign
20K: Concoction Call Sign
Wielding a Wukong’s staff is fun, but shouldn’t be un-interactive. We’re reducing both the range on his RMB and his max shield health while perched, so there’s more back-and-forth all around. In that same vein, we’re also reducing his ability to “pod-race” at higher levels of play and adjusting his LMB dash speed downwards.
Now that Wukong has to be closer to his targets, we’re looking to redistribute some power to other parts of his kit, like his speed boost for landing an RMB sweet spot, and the damage of his Spin Attack (Q).
Black-Iron Rod (LMB)
Flurry dash speed reduced from 1000 >>> 900
Impulse decay per cast increased from 15 >>> 25%
Perch / Dragon Slam (RMB)
Max range reduced from 1450 >>> 1050
Max shield decreased from 1200 >>> 900
Speed boost for hitting sweet spot increased from 60 >>> 90
BUGFIX: Wukong's RMB hitbox should no longer be larger when cast from low in the abyss
Ambush / Spin Attack (Q)
Damage increased by 20%
Even after the last round of changes, Shiv’s outputs are still too consistent. Landing shots should feel more skillful and tense in both play as and against. We’re adjusting her projectile speeds and ranges to accommodate for that.
Arcslinger (LMB)
Projectile speed reduced from 3500 >>> 3250
Max distance decreased from 950 >>> 900
Quick Flip (SHIFT)
Empowered Shots
Projectile speed reduced from 4000 >>> 3500
Max distance decreased from 1000 >>> 950
Fusillade (R)
BUGFIX: Fixed issue where Fusillade was dealing more damage on its outer ring than intended.
Joule’s been underperforming in 1.0 across the board. For newer Joule mains, we wanted to give her some more reliability, so we’re increasing her HP and adjusting the costs of RMB/Q. For higher-level play we hope changes to LMB and Lightning Orb will add smoothness and consistency to her combat rotations. We also fixed a persistent bug with Joule’s dash damage, which led to us tweaking her passive to have a higher base damage but lower max health scaling.
Jolt (LMB)
Self Slow during LMB duration decreased from 0.65s -> 0.4s
Voltaic Spear (RMB)
Mana cost decreased from 20 >>> 15
Lightning Orb
Forgiveness radius increased from 100 -> 150
Delay decreased from 0.3s -> 0.2s
Lightning Strike (Q)
Damage increased by 20%
Mana cost decreased from 25 >>> 20
Surge (Shift)
BUGFIX: Fixed a bug where Surge would deal less base damage than intended
Static Charge (Passive)
Max health damage scaling decreased from 20-45% >>> 20-30%
General
Base Health increased from 1364 >>> 1484
Health @ 15 increased from 2446 >>> 2660
These are mostly quality of life changes targeted to making Saros gameplay feel more smooth across the board. We also felt like he was struggling to self-peel relative to his peers, so we’re giving him some more access to his Shift.
Dive Slash (SHIFT)
Reduced cooldown by 1s at all levels
Eclipse Portal (R)
Increased volume above and below to make it less frustrating to get into
We wanted to give Eva a much-needed boost and broader access to SUPERVIVE’s sandbox gameplay. For a Hunter who manipulates life, it felt appropriate to extend her RMB to interact with more elements of the game. We hope this change not only makes her feel more powerful but also helps enhance the fantasy of wielding Argos, her Abyssal pet.
Orbs of Argos (RMB)
If Orbs are more than 1600 units away from Eva, they will despawn
New Orb behavior
Can now revive allied Wisps, including herself
If Eva is the last Hunter alive on her team and has an Orb out, she will knock to Wisp (rather than immediate team elim)
Can now stomp enemy Wisps
Can now use Respawn Beacons
Can now capture Base Camps
Beckon (Q)
BUGFIX: For Ability Level 4, upon pulling Orbs back, will properly heal the Orb as opposed to shrinking it.
Jin’s ability to hide Death Blow (the second part of his Q) and extend his rotations during chases is a cool technique for the Jin player, but unhealthy and opaque in the play-against. Removing a skill that players have invested in is never a fun thing to do, but doing so creates the space for us to give him more tools in the future.
Jin’s benefited a lot from the increased Abyss, but he’s also the most affected by the Dunk changes we’re shipping with this patch. In line with that, we’re giving him back some durability as well as more engage and escape options with his Ultimate.
Flip Slash / Death Blow (Q)
Gliding now resets your Execute, meaning you can't glide between casting Q1 (Flip Slash) and Q2 (Death Blow)
Feylight Clone (R)
Clone Projectile Speed: 1200 >>> 1440
General
Base Health increased from 1100 >>> 1290
Health @ 15 from 2090 >>> 2451
Phase Walk is a huge part of Myth’s identity and core combat loop, and it was frustrating that unpredictable sources of burn damage could interrupt it.
Phase Walk (SHIFT)
Removes active burns on activation
We want to improve Shrike’s quality of life and presence at higher levels of play, so we’re giving her some value in her ability to scout and apply anti-heal more reliably. We’re also increasing the visibility and audibility of her LMB + Passive combo to help players understand when they’re about to get blasted.
Raptor’s Mark (Passive)
The sound effect (SFX) when Shrike marks you was too hard to notice. We hope that the updated SFX will make it clear that while you may not have taken much damage from Shrike on her first shot, the second one is going to hurt.
Marked Targets will get more noticeable sound feedback for when the Mark is first applied as well as when it’s detonated
Truetalon Rifle (LMB)
We’re fixing a bug where the warmup SFX for LMB would not play if an enemy Shrike was out of vision. This should reduce the number of situations where you get completely blindsided by a Shrike you didn’t know existed.
BUGFIX: LMB warmup and mark application SFX now plays in Fog of War
Scout Hawk (Q)
Mana cost 25 >>> 15
Cooldown reduced from 30/25/20/20 >>> 25/20/15/15
General
BUGFIX: Dark Order Shrike skin/variants also play these SFX consistently
Tetra
BUGFIX: RMB now no longer casts when hotkey-leveled
BUGFIX: Rock explosions don’t replay when you gain/lose/gain vision of them
BUGFIX: Rock Walls are now more immediately visible when gaining vision on them from fog of war
Beebo
BUGFIX: Beebo's bomb should now have its cooldown reduced when used with Resonating Idol
We’re looking for ways to maintain the gameplay highs of dunking while making them require more work to earn. With this change, abilities that dunk will apply more downward force & a longer stun to the opponent based on their health percentage. If you land a dunk on someone at max health, they’ll boop downward but have time to regain control of their character. If they’re closer to half health, landing a dunk will still be lethal.
Dunks are non-lethal at high Health and lethal at mid-low Health.
The approximate cut-off for a Dunk killing you is 70% HP.
Damage is applied before the missing Health calc.
Dunks apply a Stun from .35s >>> 1s depending on missing Health.
Dunks apply downward force from -200k - -400k depending on missing Health.
Dunks over land will re-Stun their target when they hit the ground for the remaining Stun duration
Circle Adjustments, Pt. 2:
Adjusted death circle tuning to cut down on abyss-flooded circles, but bring further out zones like Fortress and Academy back into play.
Now that the Dunking changes are here, we’re increasing the cost of emergency platforms so they’re still an item you can opt into, but not so cheap that you’ll want to buy several each game.
Emergency Platform
Cost increased from 500 >>> 1500
This addresses the exploit of opening/closing Glider repeatedly in quick succession to go much faster.
If you close/reopen Glider within 0.4s, you won't continuously get more Glider boost.
The Glider will instead brake as if it was all one continuous glide.
In the early game, we want your mana to be a limited resource that makes your leveling and casting decisions impactful. Currently, it’s limiting early game expression a bit too much, so we’re increasing base mana regen across the board and having it scale to a higher rate over time.This should still mean you can’t spam abilities without a care, but won’t be quite so punishing.
Levels 1->10 Mana regen
Old: Scales exponentially from 2.8/s->7.5/s.
Now: Scales linearly from 4.5/s->9/s.
Duplicate Protection
As announced in last week’s dev blog, we’ve added additional duplicate protection to prevent the negative experience of receiving Prisma for items you’ve already 3-starred.
You will no longer roll items you’ve already 3-starred in standard capsules. (This already happened)
The Forge will no longer include daily/weekly offers for items you’ve 3-starred. (This already happened)
All players will receive an additional “mid-season boost” of Prisma and items in their in-game mailbox upon login.
Per-Hunter Bookmarks
Saving specific item favorites for each hunter has been a common feature request for the armory, and we’re excited to be able to ship it in this patch!
You can now save a different set of items for each Hunter through the Hunter panel in the Armory
Favorites can also be adjusted while at the in-game Shop, which will save for future games with the Hunter you’re playing
Note: The Shop won't re-sort until it’s re-opened next time
If you had favorites set before, we will automatically apply them to Hunters without any favorites defined
Being able to cast more of your spells feels great but having too much uptime across all abilities can sometimes flatten the combat sandbox. Resonating Idol in particular has been causing problems, since its ability to combo with other Armory items led to some overpowered setups. We’re adjusting some of these Relics and Grips to bring them more in line with the rest of the Armory.
Resonating Idol
Per Stack Ability Haste refund from 5% >>> 3%
BUGFIX: More consistent 2* behaviors
If you start out Dashing, switching to a different ability now doesn't halve the stacks.
If you are on a different ability, Dash CD is now reduced when you activate Dash.
If you drop the item, you now lose all stacks.
Ardent Songbow
Trigger cadence from 2/1/1s >>> 3/1.5/1.5s
BUGFIX: Ghost’s Arcane Railgun (Q) cooldown was double-benefiting from a single LMB hit. It should no longer do so.
Isochron’s Timestaff
Ability Haste: 22/29/35% >>> 17/24/29%
Chrono Gauge
Ability Haste from 15% >>> 10%
Ability Haste Gloves
Ability Haste from 15% >>> 10%
Hyperhaste
Ability Haste from 20% >>> 15%
Grabby the Squid
Grabby is the premier mobility Relic. Swinging around the Breach whether to engage or to escape is powerful and fun. That being said, consistent self-combos make this Relic problematic from a combat standpoint so we’re seeing how it performs when the target you hit no longer is rooted.
No longer roots
Generative Elixirs
Now only applies an Elixir effect if you don't already have one
We're always excited to see how players approach in-game challenges. The goal is to make every potion, scroll, and gadget in your inventory feel like a potential key to whatever problem you're facing. Happy experimenting.
Pocket Anomaly (New!)
Now available for 3K in the Shop
Functions as an Anomaly does in the world
Placed Anomalies have a timer - once the timer is up, the Anomaly will disappear
Little Cook
Can now resurrect and stomp Wisps
Can now capture Beacons and Base Camps
Now killable and healable?!?!
Orb of Revival
Your team is no longer eliminated instantly if you get Knocked while holding an Orb of Revival as last alive (or if a Wisp on your team is being revived by Guardian Angel)
Daily missions that ask you to use items of a certain type (Omnivamp, Mana, etc.) should now correctly progress when using all items (including Perks and Exotics)
Weekly mission changed:
Old: "Place top 6 while purchasing unique equipment"
Now: "Finish Top 6 in a match with 2 Grips, 2 Relics, and Boots in your Inventory"
Giving more context on the value you’ll get when you use a Finisher.
Obtainable Prisma Bonus from Finisher now shows up on Finisher pop-up
We’ve been wanting to update the Arena maps for a while from both a visual and clarity perspective, and clarity in particular as a boon for a symmetrical 4v4 mode.
All 4 Arena maps have been visually updated!
Our goals are that there are always at least two available Relic shops in mid-game, and one in late-game. We’re also adjusting the airdropped shops icon to make it clear that they’re Relic shops.
Additional Shops are spawned each night starting night 2 (~7:05) and will be spawned if there are <2 Relic shops in the next circle.
Icon is now the Relic Shop icon, not the confusing black bag. Tooltip added.
Controller: Added a setting to enable or disable your controller.
Added this so disabling controllers allows you to keep a controller plugged in for other games without having to worry about its analog stick messing up your cursor.
Map: Added option for Hold/Release to Show/Hide for the megamap (rather than press to toggle).
Redeem codes: Added success and failure SFX for feedback
A common point of feedback we’ve received from tournament organizers is that it’s hard to know when teams are engaged in combat with one another and that there’s often too many things to track at any given time. We’re making some improvements to the Spectator UI to make it easier to quickly jump to action across the map.
When teams are engaged in combat with other hunters, an “in-combat” symbol will appear next to their team button.
Hunter Preview VO
Death VO: Your favorite Hunters now exclaim when they die
Holding down the Consumable button for Vive Brew or Armor Repair will immediately begin consuming additional Vive Brew or Armor Repair
Customs Lobby Hosts rejoice - Dropdown Menus and Chat entries should not be modified when other players send messages in chat
Chat - players sending you a message in chat should not clear the message you were currently typing
End of Game Revive stat should now more accurately show your real number of revives
Partial fix for getting stuck in Sneak state permanently without holding down the key - please tell us if it's still happening
Various missions (e.g. Omnivamp) should now progress more accurately when using relevant Armory Items
Players running double Soul Bonds together will no longer take infinitely recursive damage when hit by Combustion
Most Wanted will no longer play a "Quest Failed" message when the player is eliminated
Fixed a z-fighting (graphics) issue when in the Underrot area on DirectX11 graphics settings
Bundles should no longer show -96% discount after being purchased
Kingpin’s Hunger mission reward should now show +1 weekly forge, instead of +0