Predecessor Patch 0.7
By sacrilege — May 12, 2023
Patch 0.7 goes live May 16, bringing voodoo midlaner Morigesh as well as a slew of balance changes intended to further slow down time-to-kill (TTK), reduce sustain across the board, and make skillfully trading blows in lane phases more impactful. Support hero Phase has also been readjusted, adding healing and more universally helpful buffs to her kit to help her feel more viable in the current meta.
Notably, while Phase was planned to be the last of the freely unlocked heroes available in Predecessor for all founder's pack owners (as the only way to currently play the game in Early Access), a system for unlocking future heroes isn't quite ready for primetime, so Morigesh will also be free to all players on release.
Finally, an early version of a tutorial has been added to the game, which is a welcome addition to help onboard players both new to Predecessor, and to the MOBA genre as a whole. We're also working on a comprehensive Beginner's Guide here on predecessor.pro which we're hoping to launch soon!
While the patch notes go into effect May 16, we'll be applying the changes to heroes and items across the site immediately, making it easy for you to analyze and prepare for the patch.
Patch NotesMay 16, 2023
Morigesh is now available!
New skins are available in the store: Inner Fire Feng Mao, Dark Heart Morigesh, and Corporate Enforcer Lt. Belica.
Phase
Kicking things off with Phase, we're looking to increase the value of linking to your allied target by providing a scaling, more substantial power buff that benefits all Heroes. We'll also be increasing her early game durability to help out her weaker laning phase. Her passive will also be reworked to better place her in the Enchanter playstyle. We know some players are worried about the implications of Phase having access to healing again due to her performance in Paragon, however we feel that we have substantial checks and balances in place to prevent abusive interactions, and will be monitoring it carefully. To start with, healing will not be based on her own health regeneration, as this can reach vastly different levels of impact based on item effects that can create hard-to-balance scenarios whilst making it still feel impactful without those interactions. Lastly we'll be shifting the healing away from her ultimate ability and granting Haste instead. This should make the ultimate vastly superior when cast with a linked Mage. These changes should help reinforce Phase as a one-on-one protector with powerful single target heals and enhancements, whilst still lacking team wide effects. This will make her a powerful laner and skirmisher without having her outshineother supports in teamfights.
Base health (at level 1) has been increased. 550595
Health gained per level has been decreased. 10094
Essence Catalyst
Reworked: Casting an ability restores 20 (+8 per level) + 10% health over 3s. Linked allies receive the same healing. This effect does not stack.
Telekinetic Link
Reworked: When tethered to an allied hero, you and they both gain + 6/7/8/9/10% increased physical power and magical power.
Energy Lance
Fires 43% faster, and now allows Phase to hover in place during the ability.
Hyperflux
Omnivamp has been removed.
Attack speed bonus has been decreased. 60 / 90 / 12050 / 75 / 100
Now also adds 30 / 50 / 70 ability haste.
Movement speed bonus has been increased, but now decays over the duration. 10% / 15% / 20%25%
Marksman Crest
• Attack Speed increased from 5 to 6.
• Physical Power Removed.
• Health restored on Unit Kill decreased from 6 to 3.
• Evolve Threshold decreased from 300 to 150.
Sharpshooter Crest
• Physical Power Removed.
• Added 5% Lifesteal.
• Health restored on Unit Kill decreased from 6 to 3.
• Evolve Threshold decreased from 300 to 150.
Eviscerator
We're making Eviscerator a more consistently powerful Crest by giving it a very high uptime, at the cost of its larger power spike potential. This will make the Crest a bit easier to use in skirmishes and still a threat for Tanks to avoid, whilst not making it an all-or-nothing Tank-shredder.
• Physical Power Removed.
• Rending Strikes Scaling increased from 15% to 20%.
• Rending Strikes Ramping Damage Removed.
• Rending Strikes Cooldown decreased from 90s to 30s.
Liberator
Liberator is being honed as a sustain-based Crest, but will lack damage as a consequence. This should make the choice more meaningful and also make it harder to pick up alongside other sustain options as doing so could lead to a lack of damage.
• Physical Power Removed.
• Lifesteal Increased from 5% to 8%.
Pacifier
We feel Pacifier is in a healthy spot however want it to interact better with our more ability based Heroes.
• Physical Power decreased from 20 to 10.
• Adrenalize Bonus Damage now occurs on any non-item/dot Physical Damage instead of just Basic Attacks.
Rogue Crest
• Added 8 Physical Penetration.
• Physical Power Removed.
• Ability Haste Removed.
• Health restored on Ability Hit decreased from 4 to 3.
• Health restored on Unit Kill decreased from 6 to 4.
• Evolve Threshold decreased from 300 to 200.
Assassin Crest
• Physical Power decreased from 12 to 8.
• Physical Penetration increased from 4 to 8.
• Ability Haste Removed.
• Health restored on Ability Hit decreased from 4 to 3.
• Health restored on Unit Kill decreased from 6 to 4.
• Evolve Threshold decreased from 300 to 200.
Nex
• Physical Power decreased from 20 to 12.
• Physical Penetration increased from 10 to 15.
• Ability Haste Removed.
Ortus
• Physical Power decreased from 15 to 10.
• Physical Penetration decreased from 10 to 8.
• Ability Haste decreased from 15 to 10.
Witchstalker
• Physical Power decreased from 15 to 12.
• Physical Penetration increased from 6 to 8.
• Ability Haste Removed.
Warrior Crest
• Health Removed.
• Health Restored Scaling changed from 3% maximum health to 8% Total Physical Power.
• Health Restored Duration decreased from 15s to 10s.
• Evolve Threshold decreased from 400 to 200.
Champion Crest
• Physical Power decreased from 10 to 8.
• Health decreased from 100 to 80.
• Health Restored Scaling changed from 3% maximum health to 8% Total Physical Power.
• Health Restored Duration decreased from 15s to 10s.
• Evolve Threshold decreased from 400 to 200.
Brutallax
• Physical Power decreased from 20 to 12.
• Health decreased from 200 to 100.
Fenix
• Physical Power decreased from 30 to 15.
• Health increased from 100 to 150.
Iceskorn Talons
• Physical Power decreased from 15 to 10.
• Health decreased from 150 to 100.
• Ability Haste decreased from 15 to 10.
Magician Crest
• Mana increased from 50 to 120.
• Magical Power Removed.
• Mana restored on Ability Hit decreased from 5 to 4.
• Mana restored on Unit Kill decreased from 8 to 5.
• Evolve Threshold decreased from 400 to 300.
Wizard Crest
• Mana increased from 120 to 150.
• Magical Penetration Removed.
• Mana restored on Ability Hit decreased from 5 to 4.
• Mana restored on Unit Kill decreased from 8 to 5.
• Evolve Threshold decreased from 400 to 300.
Epoch
• Magical Power increased from 25 to 35.
• Health Removed.
• Magical Penetration Removed.
Soulbearer
• Magical Power increased from 15 to 25.
• Magical Penetration Removed.
Time-Flux Band
• Magical Power increased from 20 to 25.
• Ability Haste Removed.
Occult Crest
• Health Removed.
• Health restored on Ability Hit decreased from 4 to 3.
• Health restored on Unit Kill decreased from 6 to 4.
• Evolve Threshold decreased from 300 to 200.
Warlock Crest
• Magical Power increased from 12 to 25.
• Magical Penetration Removed.
• Health Removed.
• Health restored on Ability Hit decreased from 4 to 3.
• Health restored on Unit Kill decreased from 6 to 4.
• Evolve Threshold decreased from 300 to 200.
Obelisk
Obelisk, as a Crest, is very accessible. This means it should not easily break the rule of a Hero who's fallen behind providing value when killed. Negative bounties exist to prevent a behind-Hero providing a harsh snowball to the enemy team. Obelisk gaining Magical Power on generic takedowns broke this and led to some very unfair scenarios.
• Health Removed.
• Condemn stack forgiveness window decreased from 4s to 3s.
• Condemn Scaling from 30% to 20%.
• Cooldown decreased from 30s to 20s.
• Soul Stealer no longer grants Souls on Takedown.
Tempest
• Magical Power increased from 15 to 25.
• Health decreased from 150 to 120.
• Ability Haste decreased from 15 to 10.
• Magical Penetration Removed.
Typhoon
Typhoon is being repositioned to provide more value in its attack speed and dash mechanic as well as gaining some valuable sustain. This should start to open up some playstyles for Heroes that revolve around magical power and on-hit itemisation whilst using basic attacks to carry the weight of their damage. This will open up a more sustainable damage-oriented playstyle for Heroes that didn't have access to it before.
• Magical Power increased from 20 to 25.
• Health Removed.
• Magical Penetration Removed.
• Added 4% Omnivamp.
• Cyclone Base Attack Speed per Stack increased from 2 to 3.
• Cyclone Attack Speed Scaling per Stack increased from 2% to 3%.
• Cyclone Max Stacks decreased from 6 to 4.
• Mirage Cooldown Reduction Removed.
• Mirage Cooldown decreased from 30s to 20s.
Titan Crest
• Health decreased from 80 to 60.
• Scaling increased from 0.75% maximum health to 1% maximum health.
• Health Restored Duration decreased from 15s to 10s.
• Base Healing Removed.
• Health Restore Doubling on Unit Kill Removed.
• Evolve Threshold decreased from 400 to 300.
Goliath Crest
• Health increased from 150 to 160.
• Health Regeneration removed.
• Scaling increased from 0.75% maximum health to 1% maximum health.
• Health Restored Duration decreased from 15s to 10s.
• Base Healing Removed.
Nyr Warboots
Warboots always provided an advantage that was unclear to both the user and the opposing Heroes. We're shifting the sustain to benefit an all-in playstyle, making it more readable and have the potential to last long periods of time if the user can keep up the fight.
• Health increased from 175 to 180.
• Health Regeneration Removed.
• Resilience Changed:
• Resilience: Gain 40% decaying movement speed and regenerate 1.5% of your maximum health per second for 4s. After the duration, continue regenerating 0.75% of your maximum health per second until exiting combat - 90s CD.
Razorback
Razorback has many frustrating cases as the counterplay becomes “Don't hit him”. We want to push this element back a bit and make the Crest's potential reflection far weaker, whilst making it interact better with larger amounts of armor instead of simply raw HP. This allows us to provide durability and less reflection in one fell swoop. Sometimes you might still want to avoid hitting the target, but more often you can now power through - especially if you have access to sustain or have a substantial lead.
• Health increased from 150 to 160.
• Physical Armor decreased from 15 to 10.
• Magical Armor increased from 8 to 10.
• Health Regeneration Removed.
• Echidna Damage Reflect Magnitude decreased from 50% to 20%.
• Echidna Duration increased from 4s to 6s.
• Echidna Damage Reflect now reflects Pre-Mitigated Damage.
• Gain 25% increased Physical Armor and Magical Armor when Echidna is active.
Saphir's Mantle
Saphirs Mantle often felt underwhelming thanks to its power fantasy being overshadowed by Razorback. With its sister Crest now being more specialized, we're doing the same here. We're shifting Saphirs identity more towards being a big HP stick that provides Tanks a more offensive option when diving into teamfights. We're also pushing it towards that infinite stacking potential that other classes have access to to give Tanks the option to scale harder.
• Health increased from 200 to 300.
• Health Regeneration Removed.
• Physical Armor Removed.
• Magical Armor Removed.
• Sturdy Active Changed to Atlas: Increase your size and maximum health by 20% for 6s and Deal 40 (+1.5% maximum health) true damage to Nearby Enemy Heroes. After the duration, permanently increase your maximum health equal to 20% of the damage dealt - 75s CD.
Consort Crest
• Mana Regeneration increased from 25% to 50%.
• Magical Power Removed.
Reclamation
Purify is having its healing removed to better specialize and separate it from Tranquility.
• Physical Armor Removed.
• Purify Healing Removed.
Silentium
• Added 100 Health.
• Magical Armor Removed.
• Ability Haste Removed.
• Added 10% Health and Shield Power.
• Ability Haste Removed.
Guardian Crest
• Health Removed.
• Health Regeneration increased from 25% to 50%.
• Health decreased from 120 to 100.
Leafsong
• Health increased from 120 to 180.
• Health Regeneration decreased from 75% to 50%.
• Physical Armor Removed.
• Magical Armor Removed.
• Added 10 Ability Haste.
Rift Walkers
• Health decreased from 150 to 120.
• Health Regeneration decreased from 100% to 50%.
• Magical Power Removed.
• Mana Removed.
• Added 10 Physical Armor.
• Added 10 Magical Armor.
Sanctification
• Mana Regeneration Removed.
• Health Regeneration decreased from 75% to 50%.
• Added 10 Heal and Shield Power.
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