SUPERVIVE · published
Welcome to SUPERVIVE Season 2! This season, we’re sharpening our focus on elevating SUPERVIVE’s combat magic, making mastering SUPERVIVE more clear and rewarding, and keeping in closer collaboration with the community as we go. In this patch, we have a new Hunter - Nyx, a new prototype game mode focused around intense 2v2 duels, a new set of Armory items built to support underserved roles, and a ton of juicy balance and game updates. No more dilly-dallying, let’s dive in!
As Jess talked about in our recent Fireside Chat, part of our Season 2 goal is to test additional game modes that lean into SUPERVIVE’s core competitive combat outside of the Battle Royale format. In patch 2.00, we’re releasing our first of these prototypes - Tournament Mode! In tournament mode, 6 teams are matched up in 2v2 duels. As the match progresses, winning teams move on and losing teams are eliminated. After each match, players are offered a selection of equipment / perks (some of which are unique to this mode!) to choose from to upgrade their build. Tournament mode will be live for the duration of patch 2.00, when we’ll be taking it down for further evaluation. We’ll be closely watching the player response to see where we can improve. After playing a few games of Tournament, you’ll receive an in-game survey to gather additional feedback. We’d love to hear what you think!
Fulfilling a highly requested feature! You can now queue for multiple modes simultaneously, and the matchmaker will prioritize finding you the quickest game.
Multiqueue enabled for the following queues:
Breach (Normal & Ranked)
Arena
Tournament
While we’ve had custom games for a while, you could only join them via manual invite or sharing a code. In 2.00, we’ve added a custom game browser to SUPERVIVE, so if you want to see what custom games are available or set up your own public game, you can now do so.
We’ve also included some additional custom game options, such as features to anonymize names and randomize team colors, which have been requests from our competitive community. We’re looking to add some more features to custom games in upcoming patches, such as creating private (password protected) games in the browser, along with additional game setting toggles.
Custom Games Browser Added
‘Anonymize Names’ Setting
This will not affect your visibility of your own team names
Global Spectators will not be affected
‘Shuffle Team Colors’ Setting
As our primary form of competitive recognition, we’ve wanted to give Ranked a proper refresher.
The Ranked page is now a full-screen takeover showing you a real-time summary of your climb.
Our Season 2 Battlepass is here! It includes new Avatars, Sprays, Callsigns, Emotes, as well as 2 new gliders and 6 Hunter skins - including 2 epics (Zeph and Joule).
It’s a new Ranked Season! Player ranks have been reset to Bronze 4.
We’re relaxing the solo queue only restrictions on Grandmaster and Legend players during peak player hours. Players who choose to duo will have a 20RP increased ante. Times for the new duo restrictions are as follows:
North America: 5PM - 9PM (PST)
Europe: 6PM-10PM (GMT)
South America: 9PM - 1AM (BRT)
Asia Pacific: 7PM - 11PM (HKT)
Nyx is a new Frontliner addition to the roster.
Soul Transfer (PASSIVE)
Touch an enemy Wisp to pick them up and carry them with you. Drain life from the Wisp for the duration.
Stomping a Wisp will give you 4 seconds of Glitch Mode, granting movement speed and increased lifedrain.
Cyberscythe (LMB)
[TAP] 3-hit combo ending in a downward slam that Drains Life on hit.
[HOLD] Charge a dash attack that Drains Life on hit.
Reap (RMB): Throw out a projection of your scythe that Pulls enemies toward you, Grounding them. Travels through walls.
Phantom Lunge (SHIFT)
2 Charges
Lunge forward and enter Ghost Walk, passing through walls for a short duration.
Oblivion Spin (Q): Spin your scythe, dealing damage and repelling living enemies while gathering knocked ones. Nyx Drains Life and deals additional damage to enemies struck on the outer edge. Purges Anti-Heal and Slowing effects from Nyx on cast.
Underworld Howl (R): Blast your enemies with a piercing scream, dealing damage while decimating armor and slowing enemies. Nyx gains 2 seconds of Glitch Mode per enemy struck
Nyx Mastery
Level 1: Nyx Hi Emote
Level 2: Reaper Avatar and Banner
Level 3: Nyx Hunter Mastery Skin
Level 4: Reaper Callsign
Level 5: Nyx Bye Emote
Level 6: Nyx Call Sign
Level 7: Nyx Avatar and Banner
Oblivion: Hit enemies with the outer part of Oblivion Spin (Q)
10K: Cyber Call Sign
20K: Scythe Call Sign
20K: Oblivion Call Sign
Somber Harvest: Hit enemies with Reap (RMB)
10K: Dead Call Sign
20K: Soul Call Sign
20K: Harvester Call Sign
Glitch Mode: Enter Glitch Mode (P)
10K: Glitch Call Sign
20K: Mode Call Sign
20K: Uploaded Call Sign
With Nyx joining the roster, the Hunter’s Journey level cap has increased to 86
In addition to the usual round of balance updates, many Hunters in our roster have been overdue changes to some of their abilities and their Lv.4 options. Some of these Lv.4s are about giving back playstyle identity that we think are important to them, others are about sharpening and refining some of the play patterns that are already there. With this update, we hope that different players feel like there are more competitive choices for Lv.4s within Hunters.
We’re tuning down some combos that feel hopeless to play against, like in situations where you roll double-ice and apply a perma grounding to your opponents. Also, now that Beebo’s dash cooldowns have settled more, we wanted to take the opportunity to make his Shift Lv.4 more meaningful.
Bat (LMB)
Total charge time increased
Max knockback occurs at 0.8 >>> 1 seconds
Max damage occurs at 1.3 >>> 1.5 seconds
Zeep Zeep (RMB):
Beebo Ice Zeep no longer grounds. Slow increased from 35% >>> 55%
Swhoop (SHIFT)
Level 4
REMOVED - Dash mana cost halved
NEW EFFECT: After dashing, your next LMB in the next 4 seconds is empowered, charging 25% faster.
With his Knockback removal in the previous patch, Brall is now able to stick on his targets much more reliably. He’s also been a bit of an outlier in terms of his durability given his mobility and burst profiles. As such we are adjusting both his health pool and ultimate.
Health
Lv.1 HP from 1596 >>> 1367
Lv.15 HP from 2803 >>> 2451
Ultimate:
Ability Power Ratio decreased from 0.7/0.8/0.9 >>> 0.7/0.75/0.8
Cooldown increased from 40/35/30 >>> 45/40/35
Chilling Finale (R)'s stun has been pretty unreliable to achieve for most players, causing many to utilize Celeste’s ultimate as a bespoke spot-invulnerability instead. We’re looking to broaden the horizons of what feels like a good time to press this button, without making it easier to stun.
Chilling Finale (R)
Now periodically applies damage to enemies within Line of Sight during its duration.
Enemies caught in Chilling Finale (R)'s AoE for too long will begin taking stacks of Shatter (P).
Recast damage lowered by half to account for increased damage reliability through Shatter (P) stacks.
While cooldown per target hit was interesting in theory, this Level 4 spell felt lackluster in practice. With this new effect, we’re looking to give Crysta players a more reliable way to deal increased damage.
Flux Snare (RMB)
Level 4
REMOVED: Refunds 10% of cooldown per target hit.
NEW EFFECT: Increases return hit damage by 50%
We want to give Carbine’s walls a bit more bite, so players that opt into playing around them should find them a bit stronger as a threat deterrent.
Shocktrap Drone (Q)
Level 4
NEW EFFECT: Upon hitting a wall segment, enemies take 10% increased damage from all sources for the next 3 seconds.
RETAINS: Increased Wall lifetime, lowered cooldown
Eva’s struggled to keep up with other Hunters for a while. Despite this, it’s been difficult to buff Eva due to the heavy frustrations felt when playing against her. We’ve done a lot of work this patch, aiming to address the main pain points felt when against Eva, while giving her access to some long-requested features / bugfixes / opening up more space for her to be buffed going forward. Overall, this should feel like a healthier version of Eva, both on the play as / play against. We’ll continue making adjustments here until Eva feels just right.
Corrupted Tether (LMB)
Eva’s the only healer in our roster that has access to infinite healing through her Orb. We’re making further adjustments (see below) to it, but are also gating it through a mana cost. To make up for it, we’re touching up how the LMB feels to use in the heat of the moment.
Now costs mana to heal Orbs of Argos (RMB), as well as allies.
Tethering to / moving the Orb does not cost mana
Projectile now homes in towards its target
should (hopefully!) address cases where the projectile was somehow missing its target
No longer targets / overlaps with Sinner’s Embrace (R)‘s Pillar
The majority of the time, this was occurring by accident in the heat of the fight.
Targeting enemy Hunters placed near Eva’s Orbs of Argos (RMB) should be more reliable.
Orbs of Argos (RMB)
Out-Healing the damage being dealt to Eva’s Orb is widely considered one of the most frustrating parts of fighting against Eva. We’re limiting players’ ability to do so, while also rebalancing how much Eva values each of her Orbs by lowering their frequency / increasing their potency.
Orb starting Health - 650 >>> 1000
Orb Max Health - 1700 >>> 2000
Orb Cooldown - 10/8/8/8 >>> 13/11/11/11
Orb Max Range - 1600 units >>> 2400 units
This is the number of units an Orb can exist away from Eva before being despawned.
Upon taking damage, Orbs receive 75% less incoming healing from all sources for the next second.
Hopefully this means Orbs can be bursted down while out in the open, while giving Eva the possibility to swing it back to safety so it can be healed back up.
Orbs no longer have immunity to Explosive damage.
AoE Radius now remain at max size,regardless of its health percentage.
Orbs now apply On-Spell-Hit effects at a set cadence, per target.
With the orbs being a lot more frail (due to the reduced healing), we figure there’s space here for a feature Eva mains have been asking for for a while.
Additionally, Orbs of Argos (RMB) counters minions at the same cadence.
Sashay (SHIFT)
Eva struggles a lot to keep up with the rest of the roster. We’re giving her more spring in her step, while also increasing the potency of Maxing this spell out for those who love being in the fray.
Spell duration (duration of the dash + incorporeal duration) up 50% (0.1s to 0.15s)
Level 4
NEW EFFECT: Now grants 0.1s increased spell duration
Sinner’s Embrace (R)
No longer blocks shots that overlap the Pillar
Will be keeping an eye out if this leads to the Pillar being too difficult to destroy.
Currently, Felix players almost exclusively max their Heat Shield (Q) to level 4. We’re hoping to introduce more compelling competitive choices to the mix that enable different playstyles and combat patterns.
Pyro Pounce (SHIFT)
Level 4
REMOVED: +40 Base damage, 11% AP Ratio, Instantly upgrades ignite on target
NEW EFFECT: +60 base damage, Gain a 75 movespeed bonus and 200 shield for 2 seconds upon hitting a target
Embry Bolt (RMB)
Level 4
REMOVED: +60 base damage + 200% bonus AP ratio
NEW EFFECT: +60 base damage + Gain +1 charge
Ghost’s mobility profile when using Shift Lv.4 proves to be too much, we’re adjusting the magnitude and duration downwards to bring him more in line with the rest of the roster. Additionally, we’re capping his Passive stacks so he never feels unkillable in combat.
Combat Rush (Passive)
Max stacks of bonus Omnivamp - Uncapped >>> 3
Combat Slide (Shift)
Level 4
Movespeed post-Dash 150 >>> 90
We want to give Kingpin back his ability to be a menace over the Abyss.
Abyssal Grasp (RMB):
REMOVED: Kingpin no longer floats while hooking
Now that we're offering Kingpin players a more potent option if they're opting into Primal Slam (Q) (read below!), we're taking away this mechanic, as it is likely too strong if both are present / oftentimes did not meet our goals of making Dunk more reliable in the first place.
Primal Slam (Q)
Level 4
REMOVED: Deal Increased damage to targets based on how high up Kingpin slams from.
NEW EFFECT: +100% Damage to targets over Abyss
We overshot with the last set of nerfs to Mercury. We’re looking to give her a little bit more uptime on her abilities and put some power back into her ultimate.
Magical Mortar (RMB)
Mana Cost decreased 25 >>> 20
Shift (Backblast)
Mana Cost decreased from 20 >>> 15
Cinnabar Smoke (Q)
Mana Cost decreased from 45 >>> 35
Cooldown decreased from 24/24/24/15 >>> 20/20/20/15
Golden Beam (R)
Ability Power Ratio increased from 0.25 >>> 0.275
We’re modernizing Myth’s dash while also buffing her Level 4 outputs to make the choice more enticing.
Phase Walk (Shift)
Cooldown charges now operate independently (instead of refreshing at once)
Per charge cooldown is now 9.5/8.5/7.5/7.5 seconds
Max time in wall lowered from 2.75/2.75/2.75/3.75 >>> 2.5/2.5/2.5/3
Level 4
REMOVED: +1s spell duration, +50 Movespeed in terrain
NEW EFFECT: +0.5 second spell duration, +150 Decaying Movespeed in terrain. Allies also receive this buff
We’re breathing some life into Saros’ Level 4 options. We’d like to offer an option that enables the players who like getting into the melee, while also giving options to players who want to cause huge detonations on an entire team simultaneously.
Dive Slash (SHIFT)
Level 4
REMOVED: On kicking Nova Orb (Q), auto detonate when near enemy players
NEW EFFECT: Grants Ionized (P) upon kicking a target.
Nova Orb (Q)
Level 4
REMOVED: Fully refills Saros’ mana on-hit.
NEW EFFECT: Increases Orb’s Radius by 50%
Eclipse Portal (R):
Fixed a bug causing units to take the portal twice in quick succession.
Tetra’s burst & movement has felt oppressive while her durability has felt lacking. We felt like 2.0 was an appropriate time to start shifting her identity more towards the Controller/Bruiser space and away from raw burst. As such, we’re both adjusting some of her damage outputs and giving her a new durability focused passive.
Molten Guard (Passive)
New Addition: Tetra gains a 175 HP Shield for 3.5s every time she fires one of her Rocks
This shield can Stack up to 5 times
Quake Punch (LMB)
Rock Explosion Slow Duration increased from 0.4 >>> 0.8s
Rock Explosions that hit the same target within a 0.8s window do 30% less damage
Max Rock Explosion Damage - 325 >>> 250
Air Dash Impulse Penalty - 15% >>> 50%
This should limit Tetra’s ability to carry her momentum using mid-air LMB
Volcano Crusher (RMB)
Sweet Spot damage decreased from 100/250 >>> 50/175
Level 4
REMOVED: Grant a 250HP Shield per target (enemy or Rock) hit
NEW EFFECT: Grants a stack of Molten Guard per enemy or Rock hit
Enable this underutilized (and fun!) option to become more enticing for Movement enthusiasts.
Cyclone Dash (SHIFT)
Level 4
REMOVED: No longer Spawns a Wind Ring behind Zeph (2 when holding Cyclone Dash (Shift)
NEW EFFECT: Spawns the Wind Ring in front of Zeph, allowing him to get launched by his own spell.
Spawned Wind Ring Duration lowered 20 >>> 10 seconds
Only 1 Wind Ring is spawned (regardless of Tap / Held cast)
Spawned Wind Ring impulse strength: 100% >>> 70%
Currently, when you hear enemy teams off-screen, the sound is represented on your minimap through radar pulses. We like the usefulness this provides in giving you more information to plan your strategy, and want to make it more apparent in-game. This patch we’re adding an edge-of-screen visual pulse showing you what direction the enemy sounds you hear are coming from.
Off-Screen Sound Pulses
Now play on the edge of the screen as well as the minimap
We know matchmaking is an important topic in the community and want to make necessary changes necessary to improve during our peak playtimes.
Number of teams decreased from 12 >>> 8 teams
Starting circle area down 25% to accommodate
With the adjustment of Breach to have 8 teams, some ranked point payouts have changed accordingly
1st Place
40 RP >>> 35 RP
2nd Place
Remains 30 RP
3rd Place
25 RP >>> 20 RP
4th Place
20 RP >>> 15 RP
5th Place
15 RP >>> 10 RP
6th Place
10 RP >>> 5 RP
7th Place
10 RP >>> 0 RP
8th Place
10 RP >>> 0 RP
We’re making some updates to help players make clearer strategic choices at the start of the game and updating the UI in one of our oldest game screens while we’re at it!
Drop range has been increased by 20%
Information during Drop now appears in a staggered manner
UI has been modernized!
We want to create clearer phases of the game that are more learnable and easier to align a team around. The aim is to provide clearer strategic options and stories for players to lean into and learn from.
Boss Spawn Rules
REMOVED: Bosses no longer spawn at Night.
NEW SPAWN RULE: A Boss spawns 60 seconds after each new Day.
Day 4: Now spawns 1 boss instead of 2.
New UI treatment has been added, showing bosses are travelling towards their destination.
Boss Progression
Different boss types now spawn based on each Day
Boss Health / Stagger damage adjusted; they should take longer to kill (and be easier to contest)
Meteor Souls are no longer Perks; instead, they are buffs
All Team Souls persist through death (only drop on team elimination)
We’ve reorganized our current boss types and rewards into a more predictable loot table.
Reward teams that win early skirmishes with meaningful advantages.
Day 1 - Dual Blades Boss
Each boss will drop one reward across the reward pool for that day.
Armor & Consumables
Gold Armors
AoE XP Book
Blue Armor
Items:
Oracle Immunity
Ever Oracle
Shop Discount
Team Souls
(New) Soul of Fortitude
(New) Soul of the Hunt
(New) Soul of Abundance
Acquiring more powerful and creative setup tools for late-game.
Day 2 - Waves Boss
Each boss will drop one reward across the reward pool for that day.
Solo Souls
Celerity
Resilience
Hyperhaste
Items:
Soulstealer
Mecha Glide Boots
Nukebox
Team Souls
Teleportation
Ethereal Touch
Phasewalking
Damage
Armor
Shrapnel
Day 3 - Tank Boss
Each boss will drop one reward across the reward pool for that day.
Solo Souls
Devastation
Brilliance
Items:
(New) Abyss Specialist
Ardent Songbow
Resonating Idol
Masamune
Team Souls
Trueflight
Nightstalker
Renewal
Sharp, game-ending power that helps close out games.
Day 4 - Meteor Boss
Each boss will drop one reward across the reward pool for that day.
Items:
Blink Stone
Dreadstar
Be Kind Rewind
DragonBreath Rounds
(New) Guardian Archangel
(New) Vacuum Claw
Endgame - Final Boss
Each boss will drop one reward across the reward pool for that day.
Final Boss Rewards:
Bubba's Brain
Gnarl Heart
Orb of Life
These new early game Souls give your team a temporary buff that you can strategize around to gain an advantage that persists for the rest of the game.
Soul of Fortitude
Immediately gain Uncommon/Rare/Legendary Armor (based on game time)
For the next 5 minutes, your armor evolves twice as quickly through combat
Soul of the Hunt
Immediately gain 3/6/9% permanent bonus damage (based on game time).
For the next 5 minutes, knocking an enemy hunter further increases your damage dealt by 1%, up to 12%
Soul of Abundance
Immediately gain 1500/3000/4500 Gold (based on game time).
For the next 5 minutes, double the amount of Gold you earn from killing enemies and farming creeps
Anti-Heal has been a longstanding source of frustration - especially for Healers where a huge part of their kit gets nullified, but also for teammates playing with them. We do think having Anti-Heal is still an important output on many Hunter kits, but want to gauge how combat feels if we pull back from it being completely binary.
Anti-Heal Healing Reduction reduced from 100 >>> 70%
Global Outbound Healing nerfed by 10%
Hunter abilities affected by this nerf:
Beebo:
RMB - Heal Zeep
Elluna:
Q - Moonlight Blessing
R - Divine Intervention
Eva:
RMB - Orbs of Argos
Mercury:
Q - Cinnabar Cocktail
R - Golden Beam
Oath:
Q - Regen Field
Zeph:
RMB - Mending Breeze
R - Second Wind
In Season 2, we’re releasing new Armory Items to support new playstyles and underserved classes!
One of the great joys of SUPERVIVE is jumping around, so we wanted a relic that really emphasized this. Cloudstrike should give you the joy of going in the air but also the combat output of being able to take up space.
Activate to launch yourself into the air. Reactivate to slam downwards, creating a shockwave that blasts away enemies. The higher your slam height, the bigger and more damaging the explosion.
We wanted to provide players who wanted to opt into a safe, defensive option (especially our Protector mains).
After taking damage, if your HP is below 50% you detonate a bubble that shields you and damages and impulses away nearby enemies (40s cooldown).
For skirmishers looking to duel enemies, we wanted to provide a relic that allowed you to call your shot but also asked you to take on some risk.
Activate: Target an enemy. For 8 seconds, deal 20% bonus damage to that enemy, but take 10% bonus damage from that enemy and their team. Knocking the target while this effect is active resets its cooldown.
For players looking for a stronger durability fantasy, we wanted to provide a clear tank option that allows you to survive out in the front lines.
Hitting an enemy with an ability grants you a shield of 15% of your Max HP. Shield can only be applied once every 20s.
Getting hit by enemy attacks/abilities reduces the shield cooldown by 2s per hit (triggered max once per 0.5s)
Health is a player’s most important resource. We’re giving a Grip option to players who want to spend theirs fully.
When you fall below 25% mana, sacrifice 10% of your current health to regenerate your mana over 3s.
Health Cost is multiplied by the number of activations within the last 20s.
For aggressive players that like to stick on their targets, we wanted to give an offensive grip option that helped you ramp your outputs.
Hitting an enemy grants +1.2% damage against that enemy for 3s. Hitting a different enemy reset this buff. This can stack up to 10 times per target.
Finally, a Grip option for players who cannot stand seeing enemies present on their screen.
+20% boop strength.
Boop Strength refers to the strength of a Hunter’s Impulses, when applied to others.
Does not apply to self-impulses
Does not apply to dunks
For players who love vamping off of their enemies, we wanted to give y’all a more experimental grip option that enabled you to function as an alternate healer.
-50% Outbound Healing
+10% Omnivamp
Active Cast Ability: Your Omnivamp heals also apply to nearby allies at 125% effectiveness. Does not heal other Vampiric Aura users.
Along with Grips and Relics, we wanted to give players more access to different movement options in Kicks with a specific focus on offering team play options that feel sandbox-y and at home in SUPERVIVE’s combat.
For damage dealers we wanted to offer a boot option that was attractive for combat but also encouraged you to play together with your allies.
+10 Movement Speed
+5% Primary Attack Damage when near allies.
Grant +2% Primary Attack Damage to nearby allies (ally buff does not stack)
Total Primary Attack Damage possible is +7% if you are all running Combat High Tops.
We wanted to add a supportive Kick option that allowed for mobility focused teamplay
+10 Movement Speed
When an ally touches you, you both gain a burst of movement speed (78) for 2s.
Internal cooldown of 15s
In the same vein of players that wanted to spec into durability, we also wanted to give more supportive playstyles a more dedicated Kick option that allowed them to perform their role more.
For each Ally near you, they gain +8% inbound healing
Allies within 600 radius move faster towards you
Now featuring - a Perk exciting to even the smoothest of brain players. (This only drops via Day 2 bosses.)
[World-Only] Every 120 seconds, generate a Tactical Nuke in your inventory. Limit 3.
We’re bringing back some old favorites as boss rewards, with some modifications.
23% Dash Haste
Reset the cooldown of your non-Ultimate movement ability used over Abyss. Has a 10 second cooldown.
+10% Outbound healing
You revive wisps 15% faster.
Touching an allied wisp or deathbox applies a persistent revive effect.
Touching an ally heals each of you (20 second cooldown)
+15% Inbound Healing Amplification
+10% Health
Holding Sneak sucks in enemy Hunters & Allied / Enemy Wisps.
Effect strength now scales based off of Enemy missing health.
Effect applies Healing over Time to self.
Effect applies a stacking slow to enemies.
Features items that have gotten a pass so they’re more competitive choices, or now have some of their funky use cases or edge cases removed.
Several Raw Damage% increase Relics have been maintaining high popularity across the last few patches. We’re nerfing these slightly with the goal of making them feel less like “must pick” options.
8% >>> 5% Primary Attack Damage
8% >>> 5% Ability Damage
13% >>> 10% Damage
Overgrowth tends to end up being an anti-pattern where it’s not a good Relic to take unless everyone on the team has Treewalking. With this change, it should always be a benefit and your entire team can play around its sandbox outputs.
Now applies Forestphasing (ability to walk through Trees) to all allies within a radius of Overgrowth’s owner.
Underutilized and overshadowed by other Relics, we feel like giving this some extra benefit will help players consider this more.
Burning AoEs now deal significantly more damage to Armor.
Now comes with 10% Dash Haste.
Longclaw has continued to crowd out other options on a significant number of ranged Hunters; we’re reining in this bonus to give other Grips space to shine.
Primary Attack Range - 15% >>> 10%
Give Hunters more interesting and differentiated movement options, especially for lower-mobility hunters that have trouble keeping up with their team when they’re regularly navigating the world
Out-of-combat move speed increased from 75 >>> 100
Currently, there are edge cases where Grappling Hook can send you insanely high, making it hard to respond to, especially because you often cannot see or hit hunters from that high up.
Reduced Z impulse when Grappling up to targets above you.
Now breaks the tether upon grappling to a target that is above impassable terrain.
Vive Infusor has felt oppressive for a long time, and, while it enables many Hunters to shine, its performance has warped the game around it. We’re taking an initial swing here and seeing where it lands.
Now has an Internal Cooldown of 3 seconds.
Heal on Dash - 15% Missing Health >>> 12% Missing Health
One of the ways that SUPERVIVE shines is in its creative combat sandbox. We want to give players more access to that more reliably, so we’re upping the stack-limit count on some of the classics.
Increase stack limit count
Jump Pad to 2
Pocket Anomaly to 3
Group Teleport to 2
Saros’ Eclipse Portal (R) no longer teleports players twice in quick succession
Hunters with Held LMBs should remain able to hold them after hotkey-levelling one of their spells.
Players are now correctly ejected from Skysharks when it becomes Grounded
Beebo’s Super Zeep (RMB) now correctly rolls 1% of the time
Myth’s Spirit Walk (Shift) VFX / SFX no longer continuously stack within terrain.
The Death Circle now correctly blocks all sources of healing from all targets within it
Felix’s Embry Bolt (RMB) now correctly has its Charge time reduced when triggering Ignite (P)