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Genre: Shooter, Strategy

Paladins

Street Style: World Tour Update Notes

OG Street Style & Street Style: World Tour Event Passes


For the special occasion of Street Style as a theme returning, we’re excited to offer 2 Event Passes this update!

The first is OG Street Style, a remake of the original Street Style Event including all the cosmetics earnable from it back in the day. Ying, Maeve, Skye, and Ash have joined back together for a reunion tour to celebrate their impact on the Realm!

The second is Street Style: World Tour, a brand new Event Pass featuring Tyra & Seris! Both Champions are getting a classic Street Style look, but also have recolors giving nods to more modern genres of music and influencers. Fashion is still at the heart of Street Style, so there’s plenty of 2D cosmetics to collect as well!



We’ve also added tech that allows you to preview rewards from the Event Pass in the menu, restoring the ability for people to see all the earnable content in one place. NOTE: Event Pass Chests now expire when a new Event Pass replaces it, with a timer on the chests indicating when that will occur. OG Street Style will run until late this year, and Street Style: World Tour will continue on into early 2025!

General Updates


Arcade 2.0 & Mode Updates


We wrote a Developer Insights blog detailing all of the changes coming to Arcade and Game Modes! To fit all the balance changes in these notes, we ask you read on those changes here: Arcade & Game Mode Adjustments

Quality of Life Updates


New VGS Option: Legacy (Controller)


For a long time, players have requested a console/controller version of what PC KBM players have through the Legacy VGS: access to all the voice lines we used to utilize (and still record for most skins) on a controller. This never was an option, even back in VGS 1.0 as the sheer number of button inputs would be quite absurd and difficult to make intuitive. So that’s exactly what we’ve done! Legacy (Controller) will be available on both PC and Console for controller players to have access to a suite of lines comparable to Legacy on KBM. This is because in order to make it possible, we had to break some conventions and muscle memory for VGS on controller. It will take some learning, but power users should be able to find this version offers them more communication tools should they master it. A few lines (~3) are still missing due to redundancy’s sake and to prevent 5-string inputs. As one would say in this new VGS, [➡️, ➡️, ⬆️, ➡️] Good Luck!

Event Pass Experience


With us continuing the 2 Event Pass system forward, we’re going to adjust how Event Pass XP works. Each level of an Event Pass will now require 1,000,000 XP, meaning that it’ll be quicker to work your way through the tiers than it has been the past several passes and be an easier amount of XP for you to keep track of as you complete Quests to earn the latest rewards. This applies to both passes available in Street Style: World Tour, so during this patch you can level each pass side by side at the same rate!

Account Level Experience


Starting this update, Quests will award Account XP alongside Event Pass XP! This will allow those early in their Paladins journey to earn Gold from levels a bit quicker and start unlocking more of the roster by focusing on the Activities tab. This also will apply to the Daily Quest Completion Streak for those looking to optimize their path to Ranked!

3D Lobby Return


After internal testing and adjustments, we’re bringing back the 3D home screen to Paladins! A small but often requested change, this will now allow players to see a glimpse of the Ska’Drin Isles while they await their next match or are looking at whichever skin is featured that week. Over time we’ll investigate bringing back this feature to other menus but for now enjoy the view!

Map Updates


Dawnforge


  • (Bugfix) Fixed portal near Forge preventing multiple players from using it in quick succession.
  • (Design Change) Added a ramp in place of box jumping leading up to the upper floor from the Payload Path in the middle area of the map






Warder’s Gate


  • (Bugfix) Fixed portals near the center of map preventing multiple players from using it in quick succession.

Balance Adjustments


General


Aim Assist


  • Reduced maximum general magnetism by 20%.
  • Added general magnetism to the following Champions:

    • Ash
    • Bomb King
    • Cassie
    • Dredge
    • Drogoz
    • Evie
    • Inara
    • Maeve
    • Makoa
    • Mal’Damba
    • Pip
    • Seris
    • Sha Lin
    • Vatu
    • Vora
    • Willo

  • Reduced bullet magnetism by 25% on the following Champions:

    • Koga
    • Lex
    • Talus
    • Tyra
    • Viktor
    • Vivian

In our continued investigation of Aim Assist, we’ve discovered a number of inconsistencies and problems with our current implementation. Back in the Dark Tides update (1.6), we implemented a new (for the time) Aim Assist system that made it easier to customize settings on a Champion-by-Champion basis while standardizing how Champions receive it. However, as the team evolved and changed over time, these specific practices and assumptions about the game became less and less true. One of these core assumptions was that projectile Champions do not benefit from AA, but this isn’t accurate. Characters as old as Grover and as new as Caspian have had Aim Assist magnetism (i.e. a pull towards a character’s center mass when your reticle is very close) while other projectile characters listed above have not. In order to improve on these systems in the future and carry forward that original goal of a standard players can rely on, we’re doing a large reset. All Champions will now have the same benefits from Aim Assist magnetism; however, the maximum strength of Aim Assist magnetism has been reduced by 20% across the board. In practice, Paladins will still feel good on controller and these specific Champions should feel better to play on controller.


Moving forward, our goals will be to measure specific pain point characters and adjust them up or down to provide a comfortable and fair play experience. We’re starting with the select group of Champions that are receiving focused bullet magnetism nerfs (i.e. how generous we are when their reticle is near the head of a target). Outside of these specific adjustments, we’ll continue to watch the ways controllers perform between PC and Console respectively to ensure that crossplay environments like Ranked are given more integrity and even play across the Champion roster. We plan to take a look at Aim Assist tracking next (e.g. how much the reticle follows targets in motion) since we know that has been a source of frustration as well. We’ll keep players updated on our progress!


Champions


Azaan


General

  • Increased health from 4250 ➡️ 4500

Abilities

  • Sanctuary

    • Reduced cooldown from 13s ➡️ 12s

  • Conviction

    • Reduced cooldown from 10s ➡️ 9s

  • Reckoning

    • Reduced cooldown from 10s ➡️ 9s

Azaan has persistently remained in the bottom percentile of our Frontlines, glory days long behind him. We’re giving him some general quality of life improvements to his cooldowns and health to give him a bit of a bump.


Betty La Bomba


Talents

  • Gotta Bounce

    • Removed penalty to Movement Speed.

Bomb King


Abilities

  • Poppy Bomb

    • Reclassified as a Movement Ability, now affected by Cripple.

Caspian


Cards

  • Updated all Default Decks

Talents

  • Everywhere at Once

    • Cooldown: 5s permanently ➡️ 8s affected by CDR.
    • Now also gives Caspian 1 additional charge on Deadly Momentum.
    • Now also heals Caspian for 200 Health on hitting an enemy with the dash portion of the ability.
    • No longer grants Momentum stacks on hit.

  • It's Got Some Heft

    • Reverted to original release version

Measured Cadence is by far Caspian's highest pick rate and win rate Talent, while his other two Talents share below average rates. So, we’re taking a shot at reverted It's Got Some Heft & improving Everywhere at Once as we continue to work on making our devilish rogue the most devious he can be. Everywhere at Once had a strong upside, permanently setting Deadly Momentum’s cooldown to a low value - but that wasn’t enough to justify the choice. It's difficult to ask Flanks to directly engage enemies with their ability generally saved for retreating, especially when the upside of 1 stack per hit wasn’t valuable enough to expend the cooldown. We’ve taken the Talent and moved some of the values around, keeping its identity relatively similar to previous where it encourages aggressive use of Deadly Momentum. With an additional charge and heal-on-hit, it gives Caspian an aggressive initiation tool without neutering his escape.


Cassie


Abilities

  • Blast Shot

    • Removed Poison effect.

Corvus


Ultimate

  • Entropic Breach

    • Now also Heals Allies for 15% of maximum Health on initial target and 6.25% every .5s they remain in the area.

Entropic Breach has always been a bit unimpactful outside of the most specific moments, and Corvus often finds himself in a position where his team dies if he tries to properly utilize it. The Abyss has decided to grant him another boon, allowing him to heal his Allies within just as much as he harms his foes. Now, this Ultimate can more easily allow for some saves and pushes from your team and makes its presence on the battlefield more important.


Grover


Abilities

  • Blossom

    • Increased passive healing from 70 ➡️ 80
    • Increased active initial burst heal from 500 ➡️ 700

Ultimate

  • Whirlwind

    • Now also provides 25% Movement Speed for 4s to allies affected.

Talents

  • NEW: Wisps of Sylvanus

    • Blossom’s passive aura now also provides 15% Movement Speed.
    • Replaces Rampant Blooming.

Cards

  • New Default Deck for Wisps of Sylvanus
  • Gentle Breeze now also affects Grover

Grover finds himself at a crossroads, where on one side lies Talents rife with utility and the other lies Rampant Blooming being the only way for him to have impactful healing on his own. After a lot of thought, we wanted to try something new for him. Blossom is being brought back up to its potency felt previously but Rampant Blooming is no more, instead replaced by a Talent all about being an anchor for the team’s buffs. This means Grover’s healing is only augmented by Cards now, allowing us greater control of his output and allowing more room to balance him in a way that allows him to stay relevant across his Talents. Whirlwind is also gaining an even more powerful Movement Speed increase throughout its duration, offering him another reason to utilize his Ultimate in the late game regardless of Anti-Healing.


Kasumi


General

  • Increased base movement speed from 355 ➡️ 370

Abilities

  • Spirit Traps

    • Reduced initial reveal distance from 100 ➡️ 40 units
    • Reduced full reveal distance from 40 ➡️ 20 units
    • Increased damage from 100 ➡️ 200

  • Savage Tear

    • Increased bonus damage per stack of Curse from 20% ➡️ 30%

Cards

  • Essence Drain

    • Reduced scaling from 2|2% to 1|1%

Kasumi is slowly sneaking into a place we’re happy with, but she’s still lacking some of the speed and burst many associate with our Flanks. We’ve brought her base movement speed up to the middle of her adoptive class, alongside a buff to Savage Tear to allow it to be weaved better into a combo while adjusting Essence Drain to compensate. The largest changes we are making are to Spirit Traps, increasing their damage and making them much harder to spot before you’re in the effective range. They now share the same detection distance as Stealthed enemies and once you fully see them, that’s a sign you’re in the blast zone!


Kinessa


Weapon

  • Sniper Rifle

    • Decreased charge time from 1.2s ➡️ 1.1s.

Talents

  • NEW: Crystalline Battery

    • Oppressor Mines now target you to supercharge, healing you for 25 every .2s and providing 100% increased Jump Height. Carbine Mode gains 15% damage while supercharged.
    • Replaces Octopressor.

Cards

  • New Default Deck for Crystalline Battery

Kinessa is still performing well above where she had prior to her refresh, but we’d like to continue to iron out pain points players feel as and against her. We’re bringing a little bit of speed back to the Sniper in exchange for removing Octopressor from her Talent lineup, replaced by a complete 180 on her usual gameplan with them. Now, they will empower her with a damage amp on her Carbine Mode, making her able to duel in medium ranges. We’ll continue to look into other changes on her as needed!


Koga


Passive

  • Stamina

    • Koga now regains 1 Stamina for every 100 damage his Submachine Guns deal to Health.
    • Decreased passive Stamina regen from 9 per second ➡️ 6 per second.

Weapons

  • Hellkite Claws

    • Each subsequent pierce now deals 30% less damage, minimum of 200.

Abilities

  • Dragon Stance

    • Removed Movement Speed bonus
    • Reduced time to enter Dragon Stance from .425s ➡️ .22s
    • Reduced time to exit Dragon Stance from .85s ➡️ .44s

Talents

  • NEW: Bullet Time

    • Supercharge your reflexes after using Shadow Step, increasing your fire rate and movement speed by 15% for 2s.
    • Replaces Adrenaline Junkie.

Cards

  • Swift Hands

    • Reworked to “While in Dragon Stance, gain 4|4% Movement Speed.”

  • Updated Adrenaline Junkie Default Deck

    • Now called Bullet Time
    • Replaced Trespasser 1 ➡️ Something to Prove 1

Koga has been ripping and tearing his way through matches, consistently performing very well compared to other Flanks. We’re tweaking him across the board to give us more design space going forward - as well as to alleviate some pain points when playing as and against him.


We’re moving Adrenaline Junkie into base at a weaker level to smooth out his game flow, since that Talent felt necessary more often than not to facilitate optimum Koga. Hellkite Claws have been a persistent damage tool since its buff, making it frustrating to fight against as Koga cleaves through an entire team. To keep its utility but reel in the obscene DPS it can pump out, each projectile will do less damage per penetrated enemy, making it less oppressive when engaging a group. Finally, we’ve added a new Talent in Bullet Time. This incentivizes aggressive use of Shadow Step during fights to boost your damage, but comes at the cost of a precious resource. Watch your timings and you’ll come out alive, just don’t get greedy!


Lillith


General

  • Increased Blood Health from 2500 ➡️ 2600

Abilities

  • Swarm

    • Duration increased from 5.75 ➡️ 6s
    • Blood cost reduced from 350/650 ➡️ 325/600

  • Death Wings

    • Blood cost reduced from 280 ➡️ 250

Cards

  • Reworked Cursed Accord Default Deck

Talent

  • Cursed Accord

    • Reworked to: “Blood Hexed allies ignore damage resistance up to 10%. Heal an extra 250 Blood Health when a Blood Hexed ally eliminates an enemy.”

  • Maelstrom of Carnage

    • Increased Blood Cost reduction from 25% ➡️ 40%.
    • Increased radius bonus from: 30% ➡️ 40%

Since her release, Lillith has had some serious ups and downs. Specifically downs looking at the past couple months, fighting tooth and claw for her current position as second worst support in the roster. Keen to rise from the dead, we’re giving her some love to most of her kit. With Blood cost reductions across the board, on top of a bit of extra Blood Health, Lillith will be able to stay in a fight and do her job for much longer. We’ve also reworked Cursed Accord, this time giving it a powerful effect of damage resistance penetration, turning her into a Champion supercharger that you’ll be smart to focus ASAP.


Maeve


Talent

  • Street Justice

    • Now also provides a 20% increased Ultimate charge rate.

Mal’Damba


Abilities

  • Mending Spirits

    • Reduced cooldown forgiveness on missed target from 1.75s ➡️ 1.25s

Mal’Damba has been finally performing at a level that feels befitting his reputation as an honest Support…maybe a bit too easily though. This change is aimed at raising the floor higher slightly by being harsher when players miss his heal while not hampering his optimal play.


Nyx


Abilities

  • Royal Presence

    • Increased DoT from .175% ➡️ .2% of Max Health
    • Removed Poison lingering after targets exit the effect aura

Octavia


Weapon

  • Marksman Rifle

    • Increased minimum hip-fire accuracy from .80 ➡️ .85
    • Increased maximum hip-fire accuracy from .85 ➡️ .95
    • Fixed an issue where Octavia’s fire rate was faster than intended.

      • Increased postfire delay from .15s ➡️ .2s

    • Reduced recoil & screen shake on fire from 3.5 ➡️ 1.0

Abilities

  • Commanding Leap

    • Now places a rally point on landing at base, providing 250 instant healing & 25 every .15s to yourself and allies within. Rally point lasts 1.5s.

  • Distortion Field

    • Cooldown reduced from 18s ➡️ 16s.
    • Allies have 300% increased Jump Height when initiated from within the dome.
    • Enemies within also have their air speed reduced by 15%.

Cards

  • NEW: Got Your Six

    • Increase the duration of Commanding Leap’s rally point by .25|.25s.
    • Replaces Clean Shots.

  • NEW: Forward Operating Base

    • Allies within your Distortion Field now have 4|4% Crowd Control Reduction.
    • Replaces Priority Requisition.

Talents

  • NEW: Paratrooper

    • Octavia now can float for 4s, gains 50% air control and deals 10% bonus weapon damage while in Commanding Leap.
    • Replaces Hell or High Water.

Cards

  • New Default Deck for Paratrooper

Octavia misses seeing frequent deploys, so we wanted to revisit her kit and try to inject more fun into the average game for her. She’s by no means weak but generally a lot of players struggle to find something in her kit that excites them enough to play her, so these changes aim to shift her power in ways that allow her more to play with. Firstly, her Marksman Rifle has had a pass on how its gunplay feels. Her hipfire has been retuned to be much more manageable if you pace your shots, allowing more time outside of scope. When in scope, you’ll now suffer from significantly less screen shake & visual recoil which helps her feel like the trained shooter she is. Commanding Leap has Hell or High Water coming into base kit, making one of our simplest abilities into one that has a lot more utility and enhances her hybrid Damage-Support identity. Distortion Field is also finally living up to its name, distorting gravity for those inside. Everyone within will have gravity and jump height distorted, and enemies will suffer their Slow even while in air. Finally, her Cards and Talents have seen some adjustments to allow these additions to shine. Paratrooper turns a weak spot for her into a strength once more, giving a powerful amount of damage output when she leaps into action!


Ruckus


Abilities

  • Advance

    • Now can be fired while stationary to boost upward.

Talents

  • Aerial Assault

    • Altered to “Advance now has 3 charges.”

  • Flux Generator

    • Decreased bonus Shielding from 1500 ➡️ 1000

Ruckus is performing well at the higher levels of play, but outside of that space he’s struggled to be picked and utilized. Aerial Assault has always been something that makes Bolt feel better to pilot around in, so we’re shifting the best part of it into base to both help how Ruckus feels but also allow for more Talent diversity than he currently sees. Flux Generator, however, feels a bit too potent compared to the others without a nerf to its Shielding bonus so we’re proactively tuning that down as well.


Seris


Talents

  • Internal Torment

    • Updated description to state she Reveals the target to her team.

  • Forsake

    • Cooldown reduced from 3s ➡️ 2.5s

We’re still watching the short and long-term on both of these Talents before we look to shake Seris up again. Internal Torment is having its functionality clarified better (i.e. it already did this teamwide Reveal) and Forsake is receiving a small buff to its cooldown to give it a better chance at keeping up with other burst options across the Support class. We’ve been listening to the discussion around her across social platforms and will continue to iterate without taking away the approachability that has made her Paladins' most played Champion.


Strix


Weapon

  • Talon Rifle

    • Now ignores up to 10% of targets' damage resistance when fired from stealth.

Cards

  • Roost

    • Increased charge rate bonus from 10% ➡️ 30% per level.

Talents

  • Crack Shot

    • Pistol no longer fires 40% slower.

Snipers fill an important niche in FPS, serving as counter to aerial superiority and picking off stragglers of poor team coordination. That can be frustrating to fight against however, and so we’ve had to be careful over our patches when altering snipers. We’re taking a pass at Strix to fill out the fantasy of lying in wait and securing a high-value kill, while still keeping him fun to fight against with decent counter play.


Most significant of these changes is firing from Stealth now pierces up to 10% of damage resistance - giving Strix a way to alleviate one of his hardest counters at the cost of using his Stealth. While this may seem extreme, it elevates Veteran as a counter item, since if you don’t have DR, nothing changes in the engagement with Strix. Not to mention he’ll almost be guaranteed out of Stealth energy if he's constantly dipping into it for the piercing, so take that opportunity to sic your Flank on this defenseless fowl.


VII


Weapon

  • Burst Mode

    • Increased damage from 150 ➡️ 160
    • Decreased effective range from 110 ➡️ 100
    • Decreased max range from 200 ➡️ 175
    • Decreased minimum damage after falloff from 50% ➡️ 40%

Abilities

  • Grappling Hook

    • Decreased range from 140 ➡️ 110 units
    • Decreased cooldown from 14s ➡️ 12s
    • Increased pull strength from 1325 ➡️ 1650

  • Explosive Dodge

    • VII now has .25s of damage immunity when he starts to roll.

Talents

  • NEW: Execute Article VII

    • Decree 77 now targets the closest enemy with laser lock-on. After .8s, your eye blasts them and deals 1000 damage in a 20-unit radius. Anyone hit is Executed if below 25% after.
    • Replaces Overcharged.

Cards

  • New Default Deck for Execute Article VII
  • Terror

    • Reworked to “Gain a 50|50 Shield for 4s after using Grappling Hook. ICD of 5s.”

Here we go again. VII has been a unique addition to the Flank class, and a perpetual challenge to balance in a way that feels fun for the player and fair for the opponents. We took a longer step back from his kit and are now reapproaching with a different outlook. Our goals with these changes is to simplify VII into the core of his identity: best in class movement, ambush-style engagement, and cooldown management. Burst Mode is being brought up in damage but down in range, bringing him closer to his peers when it comes to effective dueling range. (We’re aware this leaves Automatic in a weird spot, we plan to address this in a subsequent update). We’re also hitting the maximum range on his Grappling Hook, but allowing him more access to it. We’re also standardizing his pull speed at around Terror 3 to start, allowing us more control of how fast his peak movement is. Explosive Dodge is getting a unique effect inspired by Raum’s favorite game genre: immunity for a small window on dodge. This allows VII some neat tricks for those skilled enough to pull off timings.


We also went back to the drawing board on Overcharged, and after weighing the options have reimagined Decree 77 into a new, more thematic Talent. Execute Article VII allows him to access a Tribunal staple Execute via lasering down targets with his eye. Note that this Execute procs after the damage of the blast, meaning it can confirm into itself when used correctly. Terror, meanwhile, is being reworked to give VII some added survivability on hook, allowing him more options on which Cards he wants for sustain.


Talus


Weapon

  • Veracharger

    • Decreased minimum accuracy from .95 ➡️ .92
    • Increased accuracy lost per shot from .02 ➡️ .025
    • Reduced number of shots before accuracy decay from 5 ➡️ 3

While Talus remains mainly a Champion whose dominance is most felt on a controller, his weapon has a bit too much forgiveness regardless of input, especially during Overcharge. These changes are designed to ask Talus to be a bit more focused when aiming during the ability as well as spraying for longer durations without pausing. We’ll continue to look into his performance across inputs and platforms for further adjustments!


Vatu


Weapon

  • Kunai

    • Reduced damage from 310 ➡️ 280
    • Increased fire rate from 1s ➡️ .9s
    • Reduced time for reload pre-load from .9s ➡️ .6s
    • Increased time for reload post-fire from 0 ➡️ .3s

Abilities

  • Dash

    • Removed DR

Talents

  • Enveloping Shadows

    • Shifted to “Reduce the Cooldown of your basic abilities by 3% for each Kunai that hits an enemy.”
    • Removed ICD.

We heard loud and clear that the Kunai changes from Tidal Surge simply weren’t it for high level players, so we’re reverting those back to their previous values. As a part of this, we decided to adopt a popular community request for him to aid the fluidity of play: animation canceling his reload. This allows him to now use Shadow Bombs & Dash to finish reloading once he’s passed .6s of his reload time, raising the skill ceiling a little bit more for him. Speaking of raising his skill, we’ve removed the DR from his dash at base to push him to use Cards for his survivability. Finally, Enveloping Shadows is losing its ICD but now requires players to land more Kunai to reap the full reward of his cooldown reduction.


Viktor


Talent

  • Burst Mode

    • Decreased hipfire recoil from 1.75 ➡️ 1.25
    • Decreased accuracy loss on hipfire from .1 ➡️ .015

Burst Mode has a specific issue when it comes to useability on KB&M, so we’ve adjusting the hip fire to be significantly more controllable and allow those on the input a better experience on this Talent than previous obtainable.


Vivian


Weapon

  • Light Machine Gun

    • Removed camera shake while Vivian is using Precision Sights.

The latest innovation in Deepwerks technology allows Vivian to use her optics to focus beyond any felt recoil from her Light Machine Gun, encouraging its use when you need an added bit of control to decimate your opponents.


Vora


Abilities

  • Tendril

    • Now has 2 charges at base.
    • Increased cooldown from 10s ➡️ 12s

Talents

  • NEW: Parasitic Pull

    • Tendril can now target allies. Hitting allies with Tendril provides them double your Tendril Card effects. Hitting enemies with Tendril deals 225 damage over 1.25s.
    • Replaces Relentless Presence.

  • New: Eclipsed Affection

    • Reduce Obliteration's Cooldown by 2s, and by 50% after earning an Elimination. When used at max Darkness stacks, deal an additional 100 bonus damage.
    • Replaces Deafening Silence.

Cards

  • New Default Decks for Parasitic Pull & Eclipsed Affection

The Maw holds many emotions, and none are quite as potent as jealousy. Watching VII fling himself around has pushed Vora to embrace her corruption further, unlocking new potential. Tendril now will have 2 charges at base, allowing her more mobility at base without relying on her Ultimate. In addition, we’ve taken her two infrequently used Talents and replaced them with devastating new options. Parasitic Pull allows Vora to utilize her unique launch tech on allies as well, providing them strong Shields or DR from her Cards before diving onto opponents. Eclipsed Affection, meanwhile, allows Obliteration to chain together combos and Eliminations that will hopefully one day finally let her triumph over Io.


Willo


General

  • Passive: Pixie Dust

    • Given a unique name & description
    • After 4 seconds of use, Willo’s fall speed reduction decreases from 90% to 75%.

Talents

  • Blast Flower

    • Reduced maximum stacks from: 4 ➡️ 3.

Willo has experienced a resurgence in popularity (and win rate) now that she can hover above and rain fairy-death on her foes. She's having a little too much fun with this, and fighting her can be a frustrating experience, so we’re adding a caveat to incentivize her touching down every so often and offer an opportunity for counter-play. Similarly Blast Flower has been performing really well, too well, but we like the new popularity it has garnered. We’re giving it a slap on the wrist to bring down the overall power while keeping the playstyle intact.


Bug Fixes


  • Fixed an issue where the Aim Assist Strength setting didn't affect tracking.

Known Issues


  • Event Pass timers are currently stuck at 0. OG Street Style ends December 11th and Street Style: World Tour ends February 5th.
  • The new skins A-pose when previewed in the Event Pass screen.
  • The Event Pass panel in the Store is using the wrong art.

Street Style: World Tour PTS Flash Test Changelog | October 23rd, 2024

General



  • Reverted changes to Gyro Aim Sensitivity.
  • Fixed an issue where the Street Style: World Tour Event Pass is using the wrong backer.
  • Fixed an issue where Vora & VII's new Talents were not available in instance.
  • Fixed an issue where the Login and Main Lobby menus were swapped.
  • Fixed an issue where Dawnforge's staircases railings had improper collision and were not lit.

Balance


Azaan


  • Eternal reverted to current Live balance state.

Caspian


  • Fixed an issue where Everywhere At Once was not providing the proper cooldown reduction.
  • It's Got Some Heft functionality and description restored to pre-Wild Hoard state.

    • Increases War's damage by 50
    • Increases War's range by 20%
    • Decreases War's firerate by 20%
    • Deals 20% more damage per target hit by same attack.

Corvus


  • Fixed an issue where Corvus wasn't being healed by his Entropic Breach.

Grover


  • Increased Blossom's activated heal from 600 ➡️ 700

Kasumi


  • Reduced Essense Drain's scaling from 2|2% ➡️ 1|1%

In a future update, we plan to remove/rework Cards that amount to a damage amp. This nerf is meant to allow Kasumi more flexibility in buildcrafting until then, while preserving her upcoming buffs.


Koga


  • Increased scaling of Swift Hands from 3|3% ➡️ 4|4%
  • Decreased bonus from Bullet Time from 20% ➡️ 15%

Nyx


  • Fixed an issue where Royal Prescence wasn't doing Poison damage while enemies were within.

Vora


  • Parasitic Pull now provides double Vora's Tendril Card effects.

Developer Insights: PTS Process & Feedback

Greetings Champions! This Developer Insights blog aims to shed light on how our PTS process works, from the version that we use internally to the final version that becomes the Live build and everything in between. In the past, Evil Mojo has discussed PTS and veteran players may know a lot of this info, however, we felt it was time for an updated rundown of how we utilize this for the modern team using Street Style: World Tour as an example.

Internal Testing


As many players know, we start to work on an update in a development build designed for rapid iteration and implementing things into Paladins on our own timescale. Often, smaller changes in Dev are intended to go out the following update while larger changes tend to exist in Dev multiple updates prior to release. For example, Wave Defense was in Dev for 11 months before it entered Beta in July and we already have some changes aimed for next year in our Dev build. However, whenever we’re ready to move all those smaller changes over to PTS, we go through a process called branch. Basically, this is when we move over all the files and changes in Dev to be reflected in the PTS client & servers.

This process can sometimes be quick, or occasionally take days depending on what we’re moving over, any issues or concerns we have during the process, and the current timeline. Generally, we try to branch a month out from the planned release date to allow us 2 weeks before public PTS.

Private PTS & Partner Playtests


Once we’ve branched, our testing and changes are entirely focused on the PTS version of the game. This usually means refining our existing changes as well as resolving bugs players may be unable to playtest through. As an example of the state changes that tend to be in during this early PTS testing, look no further than the first blog of this series on Talent Design. Those Talent designs are the Dev versions we pulled to PTS, with test values and rougher designs than you all saw during public PTS.

The reason we released that blog – and the reason we always do private PTS testing for a bit – is to be able to iterate on designs, balance, and new content in the exact environment that players will playtest in. Once we’ve gotten PTS in a state we’re beginning to feel comfortable with, we then start Partner Playtests. This is a fairly new addition to the process that started in the Anniversary Update (June 2023) and has evolved to replace AoC previews from 2022 and prior.

The current iteration allows a select group of creators & community members to playtest on the PTS build alongside us about a week before it’s made public, giving us early feedback to start trending towards before we reveal the changes publicly. This group has been super helpful in allowing us more time to make larger changes to match community expectations as well as have a wider gamut of skill levels interacting with all the adjustments. Once we’ve held a few Partner Playtests, it’s time for the public!

Public PTS & Feedback


Once we’ve announced and revealed the patch to players, we can release the public PTS and get feedback! In the past, PTS had been a larger moment due both to the number of team members we had and the number of players who would playtest, but it’s still quite impactful even today! We discover many new issues, bugs, and feedback points during public PTS that we wouldn’t be able to quickly find otherwise as well as further refining and guiding our work towards the best version for players.

After the weekend of public PTS, we then go through all the feedback we’ve received and sort it into categories of importance and feasibility. Naturally, with the update releasing less than 2 weeks out, the changes we can make are limited in scale to comfortably hit our certification deadlines. However, the typical feedback breakdown looks something like this:



Color-coding is used to signify the necessity of a change, with Green being “Can ship as is” and then a scale that goes to Red of “Revert before Live!”. The only Red entry for this update was the Gyro Sensitivity changes (sorry Gyro players for the scare, we didn’t have enough internal people to test those changes well!), but that also doesn’t mean it’s the only revert. Azaan’s Eternal rework was an Orange, which after discussion felt best to revert instead of trying to force in changes. You’ll get the full list of changes between PTS and Live sometime next week before release!

Final Build


The last stage of PTS is preparing the final build, which is the version of PTS we send off to have platforms verify and prepare for release. This usually is tackled a week before the update, but can change based on how much work we need to get in to make the launch as smooth as possible. It’s never perfect, game development always wants more time, but we have to be quick because the next branch is almost always ~3 weeks away and we need time to work in Dev.

Once the update is released to the Live version of the game, we take the launch day to celebrate & look for bugs or major balance issues to hotfix, then get right back to work in Dev. If we do need to hotfix, we do all of that work in PTS as well meaning we have to make the call to hotfix or not before the next branch. If we wait too long, we won’t be able to easily, so that's why if an issue is discovered several weeks into an update, it has to wait until the next update.

Until Next PTS


This blog has a lot less to do with Paladins specifically and is more a peek behind the curtains into what goes into making a PTS that is available to the public in general. It’s an intense process that takes a lot to make happen but is often worth it for a majority of updates. Sometimes, we do skip a PTS if we either don’t have time or deem the changes safe to send without that level of feedback, but we try to make that an exception.

Hopefully, this has helped players understand more about how and why we handle PTS the way we do & our continued interest in listening to community feedback, even if at times it feels we can’t change everything players may want in a given update. We appreciate everyone who plays on the PTS & encourage anyone on Steam to hop into the next one!

Street Style: World Tour PTS Notes

OG Street Style & Street Style: World Tour Event Passes


For the special occasion of Street Style as a theme returning, we’re excited to offer 2 Event Passes this update!

The first is OG Street Style, a remake of the original Street Style Event including all the cosmetics earnable from it back in the day. Ying, Maeve, Skye, and Ash have joined back together for a reunion tour to celebrate their impact on the Realm!

The second is Street Style: World Tour, a brand new Event Pass featuring Tyra & Seris! Both Champions are getting a classic Street Style look, but also have recolors giving nods to more modern genres of music and influencers. Fashion is still at the heart of Street Style, so there’s plenty of 2D cosmetics to collect as well!



We’ve also added tech that allows you to preview rewards from the Event Pass in the menu, restoring the ability for people to see all the earnable content in one place. OG Street Style will run until late this year, and Street Style: World Tour will continue on into early 2025!

General Updates


Arcade 2.0 & Mode Updates


We wrote a Developer Insights blog detailing all of the changes coming to Arcade and Game Modes! To fit all the balance changes in these notes, we ask you read on those changes here: Arcade & Game Mode Adjustments

Quality of Life Updates


New VGS Option: Legacy (Controller)


For a long time, players have requested a console/controller version of what PC KBM players have through the Legacy VGS: access to all the voice lines we used to utilize (and still record for most skins) on a controller. This never was an option, even back in VGS 1.0 as the sheer number of button inputs would be quite absurd and difficult to make intuitive. So that’s exactly what we’ve done! Legacy (Controller) will be available on both PC and Console for controller players to have access to a suite of lines comparable to Legacy on KBM. This is because in order to make it possible, we had to break some conventions and muscle memory for VGS on controller. It will take some learning, but power users should be able to find this version offers them more communication tools should they master it. A few lines (~3) are still missing due to redundancy’s sake and to prevent 5-string inputs. As one would say in this new VGS, [➡️, ➡️, ⬆️, ➡️] Good Luck!

Event Pass Experience


With us continuing the 2 Event Pass system forward, we’re going to adjust how Event Pass XP works. Each level of an Event Pass will now require 1,000,000 XP, meaning that it’ll be quicker to work your way through the tiers than it has been the past several passes and be an easier amount of XP for you to keep track of as you complete Quests to earn the latest rewards. This applies to both passes available in Street Style: World Tour, so during this patch you can level each pass side by side at the same rate!

Account Level Experience


Starting this update, Quests will award Account XP alongside Event Pass XP! This will allow those early in their Paladins journey to earn Gold from levels a bit quicker and start unlocking more of the roster by focusing on the Activities tab. This also will apply to the Daily Quest Completion Streak for those looking to optimize their path to Ranked!

3D Lobby Return


After internal testing and adjustments, we’re bringing back the 3D home screen to Paladins! A small but often requested change, this will now allow players to see a glimpse of the Ska’Drin Isles while they await their next match or are looking at whichever skin is featured that week. Over time we’ll investigate bringing back this feature to other menus but for now enjoy the view!

Map Updates


Dawnforge


  • (Bugfix) Fixed portal near Forge preventing multiple players from using it in quick succession.
  • (Design Change) Added a ramp in place of box jumping leading up to the upper floor from the Payload Path in the middle area of the map






Warder’s Gate


  • (Bugfix) Fixed portals near the center of map preventing multiple players from using it in quick succession.

Jaguar Falls


  • (Bugfix) Fixed weapon collisions around the trees on the Jaguar side of the maps that prevented weapon shots from passing through the empty spaces between branches.

Balance Adjustments


General


Aim Assist


  • Reduced maximum general magnetism by 20%.
  • Reduced Gyro aim assist sensitivity by 20%.
  • Added general magnetism to the following Champions:

    • Ash
    • Bomb King
    • Cassie
    • Dredge
    • Drogoz
    • Evie
    • Inara
    • Maeve
    • Makoa
    • Mal’Damba
    • Pip
    • Seris
    • Sha Lin
    • Vatu
    • Vora
    • Willo

  • Reduced bullet magnetism by 25% on the following Champions:

    • Koga
    • Lex
    • Talus
    • Tyra
    • Viktor
    • Vivian

In our continued investigation of Aim Assist, we’ve discovered a number of inconsistencies and problems with our current implementation. Back in the Dark Tides update (1.6), we implemented a new (for the time) Aim Assist system that made it easier to customize settings on a Champion-by-Champion basis while standardizing how Champions receive it. However, as the team evolved and changed over time, these specific practices and assumptions about the game became less and less true. One of these core assumptions was that projectile Champions do not benefit from AA, but this isn’t accurate. Characters as old as Grover and as new as Caspian have had Aim Assist magnetism (i.e. a pull towards a character’s center mass when your reticle is very close) while other projectile characters listed above have not. In order to improve on these systems in the future and carry forward that original goal of a standard players can rely on, we’re doing a large reset. All Champions will now have the same benefits from Aim Assist magnetism; however, the maximum strength of Aim Assist magnetism has been reduced by 20% across the board and Gyro is taking an additional 20% reduction to the sensitivity in application. In practice, Paladins will still feel good on controller and these specific Champions should feel better to play on controller.


Moving forward, our goals will be to measure specific pain point characters and adjust them up or down to provide a comfortable and fair play experience. We’re starting with the select group of Champions that are receiving focused bullet magnetism nerfs (i.e. how generous we are when their reticle is near the head of a target). Outside of these specific adjustments, we’ll continue to watch the ways controllers perform between PC and Console respectively to ensure that crossplay environments like Ranked are given more integrity and even play across the Champion roster. We plan to take a look at Aim Assist tracking next (e.g. how much the reticle follows targets in motion) since we know that has been a source of frustration as well. We’ll keep players updated on our progress!


Champions


Azaan


General

  • Increased health from 4250 ➡️ 4500

Abilities

  • Sanctuary

    • Reduced cooldown from 13s ➡️ 12s

  • Conviction

    • Reduced cooldown from 10s ➡️ 9s

  • Reckoning

    • Reduced cooldown from 10s ➡️ 9s

Talents

  • Eternal

    • Reworked to: “After you take 2500 damage, Cleanse all Crowd Control from yourself and heal for 800 over 2.5s.”

Azaan has persistently remained in the bottom percentile of our Frontlines, glory days long behind him. We’re giving him some general quality of life improvements to his cooldowns and health, while adjusting Eternal to reinvigorate its atrocious playrate and middling win rate.


Betty La Bomba


Talents

  • Gotta Bounce

    • Removed penalty to Movement Speed.

Bomb King


Abilities

  • Poppy Bomb

    • Reclassified as a Movement Ability, now affected by Cripple.

Caspian


Cards

  • Updated all Default Decks

Talents

  • Everywhere at Once

    • Cooldown: 5s permanently ➡️ 8s affected by CDR.
    • Now also gives Caspian 1 additional charge on Deadly Momentum.
    • Now also heals Caspian for 200 Health on hitting an enemy with the dash portion of the ability.
    • No longer grants Momentum stacks on hit.

Let's talk in brief about Caspian’s Talents. Measured Cadence is the elephant in the room, with the highest pick rate and win rate, while his other two Talents share a middling 47%~ win rate and more importantly an abysmal 11%~ pick rate. This illustrates to us that Caspian’s Talent selection just isn’t really engaging or conducive to other playstyles, and that his other playstyles just aren’t as fun. So we’re taking a shot at Everywhere at Once as we continue to work on making our devilish rogue the most devious he can be.


Everywhere at Once had a strong upside, permanently setting Deadly Momentum’s cooldown to a low value - but that wasn’t enough to justify the choice. It's difficult to ask Flanks to directly engage enemies with their ability generally saved for retreating, especially when the upside of 1 stack per hit wasn’t valuable enough to expend the cooldown. We’ve taken the Talent and moved some of the values around, keeping its identity relatively similar to previous where it encourages aggressive use of Deadly Momentum. With an additional charge and heal-on-hit, it gives Caspian an aggressive initiation tool without neutering his escape.


Cassie


Abilities

  • Blast Shot

    • Removed Poison effect.

Corvus


Ultimate

  • Entropic Breach

    • Now also Heals Allies for 15% of maximum Health on initial target and 6.25% every .5s they remain in the area.

Entropic Breach has always been a bit unimpactful outside of the most specific moments, and Corvus often finds himself in a position where his team dies if he tries to properly utilize it. The Abyss has decided to grant him another boon, allowing him to heal his Allies within just as much as he harms his foes. Now, this Ultimate can more easily allow for some saves and pushes from your team and makes its presence on the battlefield more important.


Grover


Abilities

  • Blossom

    • Increased passive healing from 70 ➡️ 80
    • Increased active initial burst heal from 500 ➡️ 600

Ultimate

  • Whirlwind

    • Now also provides 25% Movement Speed for 4s to allies affected.

Talents

  • NEW: Wisps of Sylvanus

    • Blossom’s passive aura now also provides 15% Movement Speed.
    • Replaces Rampant Blooming.

Cards

  • New Default Deck for Wisps of Sylvanus
  • Gentle Breeze now also affects Grover

Grover finds himself at a crossroads, where on one side lies Talents rife with utility and the other lies Rampant Blooming being the only way for him to have impactful healing on his own. After a lot of thought, we wanted to try something new for him. Blossom is being brought back up to its potency felt previously but Rampant Blooming is no more, instead replaced by a Talent all about being an anchor for the team’s buffs. This means Grover’s healing is only augmented by Cards now, allowing us greater control of his output and allowing more room to balance him in a way that allows him to stay relevant across his Talents. Whirlwind is also gaining an even more powerful Movement Speed increase throughout its duration, offering him another reason to utilize his Ultimate in the late game regardless of Anti-Healing.


Kasumi


General

  • Increased base movement speed from 355 ➡️ 370

Abilities

  • Spirit Traps

    • Reduced initial reveal distance from 100 ➡️ 40 units
    • Reduced full reveal distance from 40 ➡️ 20 units
    • Increased damage from 100 ➡️ 200

  • Savage Tear

    • Increased bonus damage per stack of Curse from 20% ➡️ 30%

Kasumi is slowly sneaking into a place we’re happy with, but she’s still lacking some of the speed and burst many associate with our Flanks. We’ve brought her base movement speed up to the middle of her adoptive class, alongside a buff to Savage Tear to allow it to be weaved better into a combo. The largest changes we are making are to Spirit Traps, increasing their damage and making them much harder to spot before you’re in the effective range. They now share the same detection distance as Stealthed enemies and once you fully see them, that’s a sign you’re in the blast zone!


Kinessa


Weapon

  • Sniper Rifle

    • Decreased charge time from 1.2s ➡️ 1.1s.

Talents

  • NEW: Crystalline Battery

    • Oppressor Mines now target you to supercharge, healing you for 25 every .2s and providing 100% increased Jump Height. Carbine Mode gains 15% damage while supercharged.
    • Replaces Octopressor.

Cards

  • New Default Deck for Crystalline Battery

Kinessa is still performing well above where she had prior to her refresh, but we’d like to continue to iron out pain points players feel as and against her. We’re bringing a little bit of speed back to the Sniper in exchange for removing Octopressor from her Talent lineup, replaced by a complete 180 on her usual gameplan with them. Now, they will empower her with a damage amp on her Carbine Mode, making her able to duel in medium ranges. We’ll continue to look into other changes on her as needed!


Koga


Passive

  • Stamina

    • Koga now regains 1 Stamina for every 100 damage his Submachine Guns deal to Health.
    • Decreased passive Stamina regen from 9 per second ➡️ 6 per second.

Weapons

  • Hellkite Claws

    • Each subsequent pierce now deals 30% less damage, minimum of 200.

Abilities

  • Dragon Stance

    • Removed Movement Speed bonus
    • Reduced time to enter Dragon Stance from .425s ➡️ .22s
    • Reduced time to exit Dragon Stance from .85s ➡️ .44s

Talents

  • NEW: Bullet Time

    • Supercharge your reflexes after using Shadow Step, increasing your fire rate and movement speed by 20% for 2s.
    • Replaces Adrenaline Junkie.

Cards

  • Swift Hands

    • Reworked to “While in Dragon Stance, gain 3|3% Movement Speed.”

  • Updated Adrenaline Junkie Default Deck

    • Now called Bullet Time
    • Replaced Trespasser 1 ➡️ Something to Prove 1

Koga has been ripping and tearing his way through matches, consistently performing very well compared to other Flanks. We’re tweaking him across the board to give us more design space going forward - as well as to alleviate some pain points when playing as and against him.


We’re moving Adrenaline Junkie into base at a weaker level to smooth out his game flow, since that Talent felt necessary more often than not to facilitate optimum Koga. Hellkite Claws have been a persistent damage tool since its buff, making it frustrating to fight against as Koga cleaves through an entire team. To keep its utility but reel in the obscene DPS it can pump out, each projectile will do less damage per penetrated enemy, making it less oppressive when engaging a group. Finally, we’ve added a new Talent in Bullet Time. This incentivizes aggressive use of Shadow Step during fights to boost your damage, but comes at the cost of a precious resource. Watch your timings and you’ll come out alive, just don’t get greedy!


Lillith


General

  • Increased Blood Health from 2500 ➡️ 2600

Abilities

  • Swarm

    • Duration increased from 5.75 ➡️ 6s
    • Blood cost reduced from 350/650 ➡️ 325/600

  • Death Wings

    • Blood cost reduced from 280 ➡️ 250

Cards

  • Reworked Cursed Accord Default Deck

Talent

  • Cursed Accord

    • Reworked to: “Blood Hexed allies ignore damage resistance up to 10%. Heal an extra 250 Blood Health when a Blood Hexed ally eliminates an enemy.”

  • Maelstrom of Carnage

    • Increased Blood Cost reduction from 25% ➡️ 40%.
    • Increased radius bonus from: 30% ➡️ 40%

Since her release, Lillith has had some serious ups and downs. Specifically downs looking at the past couple months, fighting tooth and claw for her current position as second worst support in the roster. Keen to rise from the dead, we’re giving her some love to most of her kit. With Blood cost reductions across the board, on top of a bit of extra Blood Health, Lillith will be able to stay in a fight and do her job for much longer. We’ve also reworked Cursed Accord, this time giving it a powerful effect of damage resistance penetration, turning her into a Champion supercharger that you’ll be smart to focus ASAP.


Maeve


Talent

  • Street Justice

    • Now also provides a 20% increased Ultimate charge rate.

Mal’Damba


Abilities

  • Mending Spirits

    • Reduced cooldown forgiveness on missed target from 1.75s ➡️ 1.25s

Mal’Damba has been finally performing at a level that feels befitting his reputation as an honest Support…maybe a bit too easily though. This change is aimed at raising the floor higher slightly by being harsher when players miss his heal while not hampering his optimal play.


Nyx


Abilities

  • Royal Presence

    • Increased DoT from .175% ➡️ .2% of Max Health
    • Removed Poison lingering after targets exit the effect aura

Octavia


Weapon

  • Marksman Rifle

    • Increased minimum hip-fire accuracy from .80 ➡️ .85
    • Increased maximum hip-fire accuracy from .85 ➡️ .95
    • Fixed an issue where Octavia’s fire rate was faster than intended.

      • Increased postfire delay from .15s ➡️ .2s

    • Reduced recoil & screen shake on fire from 3.5 ➡️ 1.0

Abilities

  • Commanding Leap

    • Now places a rally point on landing at base, providing 250 instant healing & 25 every .15s to yourself and allies within. Rally point lasts 1.5s.

  • Distortion Field

    • Cooldown reduced from 18s ➡️ 16s.
    • Allies have 300% increased Jump Height when initiated from within the dome.
    • Enemies within also have their air speed reduced by 15%.

Cards

  • NEW: Got Your Six

    • Increase the duration of Commanding Leap’s rally point by .25|.25s.
    • Replaces Clean Shots.

  • NEW: Forward Operating Base

    • Allies within your Distortion Field now have 4|4% Crowd Control Reduction.
    • Replaces Priority Requisition.

Talents

  • NEW: Paratrooper

    • Octavia now can float for 4s, gains 50% air control and deals 10% bonus weapon damage while in Commanding Leap.
    • Replaces Hell or High Water.

Cards

  • New Default Deck for Paratrooper

Octavia misses seeing frequent deploys, so we wanted to revisit her kit and try to inject more fun into the average game for her. She’s by no means weak but generally a lot of players struggle to find something in her kit that excites them enough to play her, so these changes aim to shift her power in ways that allow her more to play with. Firstly, her Marksman Rifle has had a pass on how its gunplay feels. Her hipfire has been retuned to be much more manageable if you pace your shots, allowing more time outside of scope. When in scope, you’ll now suffer from significantly less screen shake & visual recoil which helps her feel like the trained shooter she is. Commanding Leap has Hell or High Water coming into base kit, making one of our simplest abilities into one that has a lot more utility and enhances her hybrid Damage-Support identity. Distortion Field is also finally living up to its name, distorting gravity for those inside. Everyone within will have gravity and jump height distorted, and enemies will suffer their Slow even while in air. Finally, her Cards and Talents have seen some adjustments to allow these additions to shine. Paratrooper turns a weak spot for her into a strength once more, giving a powerful amount of damage output when she leaps into action!


Ruckus


Abilities

  • Advance

    • Now can be fired while stationary to boost upward.

Talents

  • Aerial Assault

    • Altered to “Advance now has 3 charges.”

  • Flux Generator

    • Decreased bonus Shielding from 1500 ➡️ 1000

Ruckus is performing well at the higher levels of play, but outside of that space he’s struggled to be picked and utilized. Aerial Assault has always been something that makes Bolt feel better to pilot around in, so we’re shifting the best part of it into base to both help how Ruckus feels but also allow for more Talent diversity than he currently sees. Flux Generator, however, feels a bit too potent compared to the others without a nerf to its Shielding bonus so we’re proactively tuning that down as well.


Seris


Talents

  • Internal Torment

    • Updated description to state she Reveals the target to her team.

  • Forsake

    • Cooldown reduced from 3s ➡️ 2.5s

We’re still watching the short and long-term on both of these Talents before we look to shake Seris up again. Internal Torment is having its functionality clarified better (i.e. it already did this teamwide Reveal) and Forsake is receiving a small buff to its cooldown to give it a better chance at keeping up with other burst options across the Support class. We’ve been listening to the discussion around her across social platforms and will continue to iterate without taking away the approachability that has made her Paladins' most played Champion.


Strix


Weapon

  • Talon Rifle

    • Now ignores up to 10% of targets' damage resistance when fired from stealth.

Cards

  • Roost

    • Increased charge rate bonus from 10% ➡️ 30% per level.

Talents

  • Crack Shot

    • Pistol no longer fires 40% slower.

Snipers fill an important niche in FPS, serving as counter to aerial superiority and picking off stragglers of poor team coordination. That can be frustrating to fight against however, and so we’ve had to be careful over our patches when altering snipers. We’re taking a pass at Strix to fill out the fantasy of lying in wait and securing a high-value kill, while still keeping him fun to fight against with decent counter play.


Most significant of these changes is firing from Stealth now pierces up to 10% of damage resistance - giving Strix a way to alleviate one of his hardest counters at the cost of using his Stealth. While this may seem extreme, it elevates Veteran as a counter item, since if you don’t have DR, nothing changes in the engagement with Strix. Not to mention he’ll almost be guaranteed out of Stealth energy if he's constantly dipping into it for the piercing, so take that opportunity to sic your Flank on this defenseless fowl.


VII


Weapon

  • Burst Mode

    • Increased damage from 150 ➡️ 160
    • Decreased effective range from 110 ➡️ 100
    • Decreased max range from 200 ➡️ 175
    • Decreased minimum damage after falloff from 50% ➡️ 40%

Abilities

  • Grappling Hook

    • Decreased range from 140 ➡️ 110 units
    • Decreased cooldown from 14s ➡️ 12s
    • Increased pull strength from 1325 ➡️ 1650

  • Explosive Dodge

    • VII now has .25s of damage immunity when he starts to roll.

Talents

  • NEW: Execute Article VII

    • Decree 77 now targets the closest enemy with laser lock-on. After .8s, your eye blasts them and deals 1000 damage in a 20-unit radius. Anyone hit is Executed if below 25% after.
    • Replaces Overcharged.

Cards

  • New Default Deck for Execute Article VII
  • Terror

    • Reworked to “Gain a 50|50 Shield for 4s after using Grappling Hook. ICD of 5s.”

Here we go again. VII has been a unique addition to the Flank class, and a perpetual challenge to balance in a way that feels fun for the player and fair for the opponents. We took a longer step back from his kit and are now reapproaching with a different outlook. Our goals with these changes is to simplify VII into the core of his identity: best in class movement, ambush-style engagement, and cooldown management. Burst Mode is being brought up in damage but down in range, bringing him closer to his peers when it comes to effective dueling range. (We’re aware this leaves Automatic in a weird spot, we plan to address this in a subsequent update). We’re also hitting the maximum range on his Grappling Hook, but allowing him more access to it. We’re also standardizing his pull speed at around Terror 3 to start, allowing us more control of how fast his peak movement is. Explosive Dodge is getting a unique effect inspired by Raum’s favorite game genre: immunity for a small window on dodge. This allows VII some neat tricks for those skilled enough to pull off timings.


We also went back to the drawing board on Overcharged, and after weighing the options have reimagined Decree 77 into a new, more thematic Talent. Execute Article VII allows him to access a Tribunal staple Execute via lasering down targets with his eye. Note that this Execute procs after the damage of the blast, meaning it can confirm into itself when used correctly. Terror, meanwhile, is being reworked to give VII some added survivability on hook, allowing him more options on which Cards he wants for sustain.


Talus


Weapon

  • Veracharger

    • Decreased minimum accuracy from .95 ➡️ .92
    • Increased accuracy lost per shot from .02 ➡️ .025
    • Reduced number of shots before accuracy decay from 5 ➡️ 3

While Talus remains mainly a Champion whose dominance is most felt on a controller, his weapon has a bit too much forgiveness regardless of input, especially during Overcharge. These changes are designed to ask Talus to be a bit more focused when aiming during the ability as well as spraying for longer durations without pausing. We’ll continue to look into his performance across inputs and platforms for further adjustments!


Vatu


Weapon

  • Kunai

    • Reduced damage from 310 ➡️ 280
    • Increased fire rate from 1s ➡️ .9s
    • Reduced time for reload pre-load from .9s ➡️ .6s
    • Increased time for reload post-fire from 0 ➡️ .3s

Abilities

  • Dash

    • Removed DR

Talents

  • Enveloping Shadows

    • Shifted to “Reduce the Cooldown of your basic abilities by 3% for each Kunai that hits an enemy.”
    • Removed ICD.

We heard loud and clear that the Kunai changes from Tidal Surge simply weren’t it for high level players, so we’re reverting those back to their previous values. As a part of this, we decided to adopt a popular community request for him to aid the fluidity of play: animation canceling his reload. This allows him to now use Shadow Bombs & Dash to finish reloading once he’s passed .6s of his reload time, raising the skill ceiling a little bit more for him. Speaking of raising his skill, we’ve removed the DR from his dash at base to push him to use Cards for his survivability. Finally, Enveloping Shadows is losing its ICD but now requires players to land more Kunai to reap the full reward of his cooldown reduction.


Viktor


Talent

  • Burst Mode

    • Decreased hipfire recoil from 1.75 ➡️ 1.25
    • Decreased accuracy loss on hipfire from .1 ➡️ .015

Burst Mode has a specific issue when it comes to useability on KB&M, so we’ve adjusting the hip fire to be significantly more controllable and allow those on the input a better experience on this Talent than previous obtainable.


Vivian


Weapon

  • Light Machine Gun

    • Removed camera shake while Vivian is using Precision Sights.

The latest innovation in Deepwerks technology allows Vivian to use her optics to focus beyond any felt recoil from her Light Machine Gun, encouraging its use when you need an added bit of control to decimate your opponents.


Vora


Abilities

  • Tendril

    • Now has 2 charges at base.
    • Increased cooldown from 10s ➡️ 12s

Talents

  • NEW: Parasitic Pull

    • Tendril can now target allies. Hitting allies with Tendril provides them your Tendril Card effects. Hitting enemies with Tendril deals 225 damage over 1.25s.
    • Replaces Relentless Presence.

  • New: Eclipsed Affection

    • Reduce Obliteration's Cooldown by 2s, and by 50% after earning an Elimination. When used at max Darkness stacks, deal an additional 100 bonus damage.
    • Replaces Deafening Silence.

Cards

  • New Default Decks for Parasitic Pull & Eclipsed Affection

The Maw holds many emotions, and none are quite as potent as jealousy. Watching VII fling himself around has pushed Vora to embrace her corruption further, unlocking new potential. Tendril now will have 2 charges at base, allowing her more mobility at base without relying on her Ultimate. In addition, we’ve taken her two infrequently used Talents and replaced them with devastating new options. Parasitic Pull allows Vora to utilize her unique launch tech on allies as well, providing them small Shields or DR from her Cards before diving onto opponents. Eclipsed Affection, meanwhile, allows Obliteration to chain together combos and Eliminations that will hopefully one day finally let her triumph over Io.


Willo


General

  • Passive: Pixie Dust

    • Given a unique name & description
    • After 4 seconds of use, Willo’s fall speed reduction decreases from 90% to 75%.

Talents

  • Blast Flower

    • Reduced maximum stacks from: 4 ➡️ 3.

Willo has experienced a resurgence in popularity (and win rate) now that she can hover above and rain fairy-death on her foes. She's having a little too much fun with this, and fighting her can be a frustrating experience, so we’re adding a caveat to incentivize her touching down every so often and offer an opportunity for counter-play. Similarly Blast Flower has been performing really well, too well, but we like the new popularity it has garnered. We’re giving it a slap on the wrist to bring down the overall power while keeping the playstyle intact.


Known Issues


  • The 3D Lobby and the Login menu are currently swapped.
  • VII and Vora's Talents have an issue in being unlocked for players.
  • All Street Style: World Tour skins are missing their VFX.
  • Street Style Seris's 1P arms are utilizing the wrong texture mappings.
  • Pop Royalty Tyra's Lobby mesh is utilizing the wrong textures.
  • Both Street Style: World Tour Tyra weapons are disabled due to missing their 1P models.
  • Skin previews in the Street Style: World Tour Event Pass are using the wrong pose.
  • Street Style: World Tour Event Pass menu is using the wrong background.

Developer Insights: Arcade & Gamemode Adjustments

Greetings Champions! In this Developer Insights blog, we're going to be sharing some larger changes coming to various game modes in the Street Style: World Tour update! Oh yeah, if you missed our announcement, Street Style returns with all new skins for Tyra & Seris, adding a few more popular Champions to the Realm's fashion pop group. We also are sharing PTS Notes tomorrow, including a lot of changes to the previously revealed Talents of last Insights blog. All that aside, let's hop into the content of this blog!

Arcade 2.0


Over the past year, we’ve had a difficult time balancing offering all the game modes we’ve wanted to while preserving quick queue times and pushing for improved matchmaking, usually solved by rotating modes in and out of the Core rotation to accommodate all players. In an ideal Realm, we’d be able to offer all of our Core modes in their own queues and allow players to Multi-Queue into whichever they want to most. However, Multi-Queue has a lot of flaws that make this increasingly hard as time has gone on. All non-Siege modes struggle to ever appear if in a Multi-Queue with the mode, leading to most uses of the Mutli-Queue system being “anything but Siege”. This still however leads to issues with splitting players into multiple matchmaking buckets (as each queue still uses its own when in Multi-Queue) and Onslaught often still overpowering the other modes. After running several data tests, we feel the best path forward is making Arcade a permanent queue.

How will it work?


Arcade will feature all of the non-Siege modes that have ever been in our Core Rotation. This includes Onslaught, Team Deathmatch, Payload, King of the Hill, and Survival. We’ve curated the starting Map Pool in order to try and provide the best experiences in each of these modes as well as make it easy for players to not get confused by which mode they are playing on a map. Here’s the starting lineup:

Onslaught - 30% Odds


  • Foreman’s Rise
  • Magistrate’s Archives

Team Deathmatch - 25% Odds


  • Abyss
  • Dragon Arena

Payload - 20% Odds


  • Hidden Temple
  • Frostbite Cavern

King of the Hill - 15% Odds


  • Marauder’s Port
  • Trade District

Survival - 10% Odds


  • Primal Court
  • Snowfall Junction

While we’re testing Arcade with a larger audience, the Onslaught queue will remain available as well! Team Deathmatch will be on hiatus as we want to have the largest number of people possible test out Arcade. Your feedback will help us shape this queue in the future and we want to ensure any changes to the queue brings the benefits players want in matchmaking and queue speed.

What about Quests and rewards?


Starting in this update, Arcade will be compatible with all quests and rewards normally associated with a casual queue! This includes Daily Queue Bonus, Trials of the Realm, and any other places we call out certain game modes other than Siege!

Will modes within Arcade still see improvements?


Yes, our goal with Arcade is to better support and improve all the modes within based on the fact that they will be permanently available, starting with changes to Survival and Payload this update. Speaking of updates to modes...

Siege


Map Pool Additions



  • Stone Keep (Day)

Map Pool Adjustments



  • Stone Keep (Classic) odds are normalized now.

Onslaught & Arcade



  • When looking for a match, these queues will now prioritize matching parties of 3 or less with each other. Parties of 4 or 5 will be prioritized towards other larger parties. After a significant time in the queue, this restriction will be dropped.
  • Arcade and Onslaught now share the same skill rankings for players when searching for a match.

We’ve often gotten complaints about how frequently smaller parties would find themselves face-to-face with a full stack of opponents within the Onslaught queue. To help ease these pains, we’re adding some logic behind team sizes in both Onslaught and Arcade that incentivizes teams of similar sizes queueing against each other. This should only slightly affect queue times, mostly for those in a group, but also increase match quality in these faster-paced modes. Alongside this, we wanted Arcade to have a single ranking type to allow the MM to improve over time, so it will leverage player’s Onslaught stats as a baseline to iterate on.


Payload



  • Now utilizes 2 Checkpoints on each map

    • The first attacking team will start with 3 minutes, then gain an additional 2 minutes per checkpoint passed.
    • The second attacking team will start with 3 minutes, then gain a scaling amount of time back based on how quickly Team 1 finished their push.

Veteran players will remember the earliest iteration of Payload, where Checkpoints were available to increase push timers and help prevent spawn camping behaviors. We’re excited to get this system back up and running for Arcade, allowing Payload to play out at a pace much closer to the other modes within the playlist. However, the Checkpoint and multi-round versions of Payload have never coexisted, so some new mechanics had to be built to facilitate the merging of the two iterations. Checkpoints will provide the first team attacking a static amount of time, and the second team a scaling amount of time to ensure that Team 2 always has less time than Team 1 as the modern Payload functions. This is basically a brand-new iteration of how the mode handles Checkpoints, so please provide feedback as you play!


Survival



  • Added support for Anti-Healing scaling throughout the match.

    • Scales 5% every 20s.

  • Decreased timer of subsequent rounds from 30s ➡️ 15s
  • Decreased timer for initial fog spawn from 15s ➡️ 10s
  • Increased fog speed on Snowfall Junction from 125 ➡️ 150
  • Decreased fog starting distance from 7000 ➡️ 5000

Survival hasn’t seen significant changes since its return earlier this year, but now that it’s joining as the most infrequent mode within Arcade, we want to start looking to modernize the mode in a way that makes it feel distinct and enjoyable to more players. We’re increasing the speed of the fog and round wait times to get players right back into what makes the mode unique faster.


Ranked


Requirements


We toyed around with it in waves and did some testing internally, but we’re now comfortable raising the Ranked level requirement from 20 to 35. This is a large shift in who is able to utilize the queue and will have impacts on matchmaking speed and quality. However, we’ve heard calls from the community to make this experience require more from players to achieve it so we’re giving it a proper shot!

Map Pool


High Frequency Maps



  • Serpent Beach
  • Stone Keep (Classic)
  • Stone Keep (Night)

Normal Frequency Maps



  • Ascension Peak
  • Bazaar
  • Brightmarsh
  • Frog Isle
  • Jaguar Falls
  • Ice Mines
  • Splitstone Quarry
  • Warder’s Gate

After positive feedback and player interest in Siege, Stone Keep (Classic) is replacing Stone Keep (Day) in the Ranked queue to provide the competitive experience with a version that has cleaner visibility.


Wave Defense


We've still got some optimization work we need to do on the mode & a few bugs that have to be resolved (We're looking into Champion Difficulty not providing the Quest reward) but with Arcade's permanent status we have room to also offer Wave Defense Public Beta on a 24/7 cadence as well! In the future, we still want to make this mode run better and improve the core experience, and hopefully expand it once those goals are met.

Summary


All in all, this update introduces the largest support to existing game modes we have done in years, allowing for the most varied ways to play Paladins ever in a single update. Arcade allows us to invest and explore modes that have been neglected in the past. Survival and Payload are being modernized and made to fit Paladins as it is today & accommodate expansion in the future. Wave Defense returns to continue to offer a place for build crafting and low-stakes fun. This is a large shakeup to the game, so feedback will be key to both improving all the modes offered as well as making sure players can play what they want when they want.

Developer Insights: Talent Design & Philosophy

Greetings Champions, and welcome back to another series of Developer Insight blogs! In this series, we’ll explore various aspects of the October Update, including adjustments and additions to features and maps and several sandbox changes. To kick off this update, we wanted to sit down and chat about several of the new Talents coming when we release this patch and share our general philosophy for creating new playstyles in 2024. Without further ado, let’s dive right in!

NOTE: All the values shown below are test values from Dev. The exact effects and numerical choices will change based on testing and feedback from players.


Azaan


Azaan as of late has been struggling - consistently in the bottom two of Frontlines - while our other Frontlines are performing quite well. To help him rise above again we’re giving him some general buffs, but we also wanted to take the opportunity to spice up his Persistence Talent. Persistence in of itself isn’t a bad Talent, it has a fairly healthy win rate with an above-average pick rate, but we felt it lacked the “oomph” that Talents can bring to a Champion and spice up their gameplay.



In essence, it behaves similarly to old Persistence, giving Azaan health sustain throughout the match, but it additionally now Cleanses him after he takes enough damage. This provides the Talent with more late-game power and lets Azaan play around the trigger to facilitate daring escapes or aggressive dives. It remains a solid selfish Talent, but we’re excited for everyone to try this change out and see the combos that can be done with your team when this Talent triggers!

Caspian


Never one to miss a party, but seemingly one to miss out on good Talents, Caspian has been struggling with his Talents as of late. All of his Talents have below-average or mediocre win rates, and all but Measured Cadence have horrendous pick rates - with It’s Got Some Heft even being a single digit! We wanted to give Caspian more variety in his playstyle, so we took two of his Talents back to the lab and concocted some more, let's say devious, abilities.



While Everywhere At Once has remained mainly the same, it has received some buffs to make it more utilitarian. We’ll let you think on what those possibilities could be as we go into It’s Got Some Heft, since its new form is the first iteration of its ability in Paladins. Choosing this Talent now gives Caspian flat bonus damage when backstabbing an opponent (triggering within a roughly 120-degree cone) with either of his weapons, while most importantly draining 2% of their Ultimate charge! This gives Caspian a really unique and powerful reward while flanking, potentially turning off key Ultimates in important team fights. We wanted to facilitate a play style for Caspian where he sticks to the shadows and steals what his opponents value most, leaning into his thief origins.

Grover


Our resident tree has had a tumultuous past few years, from the various Deep Roots iterations to Keywords and Rampant Blooming dominance. When looking at his current position in the meta (or lack thereof), we reflected back on his various tribulations in the sandbox to forge a new path forward for him. Alongside some healing buffs we’ll detail in PTS notes, Rampant Blooming is being retired and a new Talent emphasizing him as an anchor for his team.



Wisps of Sylvanus takes Blossom’s passive aura and imbues it with small Movement Speed and Crowd Control Reduction buffs that give his team a bit of a boost when fighting around him. This also means that Grover no longer has a strictly Healing talent, now instead offering 3 different tools that augment him beyond his heal output. This is something fairly new to the Support class, but the experiment allows him to return to his place as either a synergy-based solo healer or a complement to a main healer in dual Support compositions.

Kinessa


Kinessa has always had an issue when it comes to her Oppressor Mines and their Talents. The ability has a ton of utility and can be quite frustrating if used with an ideal loadout, so we wanted to take one last swing at a Mine Talent by completely inverting her normal relationship with them.



Crystalline Battery turns an offensive tool into a personal stim machine, giving Kinessa increased fire rate and damage by charging her Carbine Rifle with the energy from her Mines. This buff only affects the Carbine Mode, keeping Steady Aim as the distinct Sniper option but giving her a unique way to become a proper threat to other rifle characters in the midrange. This does come at the cost of damaging herself, meaning it should be used in duels where Kinessa is confident she can keep the advantage.

Koga


With the inclusion of a bit of Adrenaline Junkie into base kit (spoilers), Koga needed something new for his Default Talent. We wanted to encourage an aggressive use of Shadow Step, one of Koga’s more notorious abilities, since his survivability was so high and bring about a more life-and-death playstyle.



Initiating with Shadow Step now gives Koga some strong buffs to bring his opponents down quicker, but putting him in a precarious position by spending Stamina. Balancing playstyles is an important aspect to us when it comes to Talent creation, we want all to be enjoyable and viable while offering different boons to the Champion. So when we see an almost always picked Talent (aka Adrenaline Junkie) we see that as a fault in the gameplay loop of the Champion and work to remove the stranglehold it has on the other Talents. Oftentimes this means giving a version of it in base to shore up the weaknesses of the Champion and make them more engaging by giving them a new tool to replace it. It's a delicate game of push and pull, but giving Champions more toys in the box gives players more expression and more importantly, more opportunities for fun.

Lillith


Lillith has been struggling a bit more recently, performing poorly regardless of Talent. We’re giving her some buffs to help her rise to power once again, but we’re also reworking Cursed Accord to give her a unique niche amongst her Support kin.



Giving her marked allies bonus Ultimate charge generation and healing her for more Blood Health when they get an Elimination, this Talent is focused on keeping her team marked and aggressively pushing. Uniquely it also gives them Damage Resistance penetration, ignoring up to a set amount completely and reducing anything past that by that amount. This lets Lillith keep her team on pace with overly defensive Champions and push through those tough-nut-to-crack Frontlines.

This will put a mark on your back as the supercharger Support, so make sure to play it safe and stick to your team! Supports usually rely on Healing to be the main way they support their team, so we wanted to experiment with ways to facilitate off-support playstyles and less healing-centric game plans.

Octavia


Octavia is receiving a lot of changes aimed around her fun factor next update, but one that has larger implications is the basekiting of Hell or High Water. There will be more details on that in the PTS notes, but here we want to talk about the replacement starter Talent for her!



Paratrooper takes what was once a weak spot for Octavia and makes it into a strength, allowing her to float for longer and deal more damage after using Commanding Leap. Damage amps are a quite potent effect, especially on a character with as much potential as Octavia, but this is balanced by asking her to put herself in a vulnerable position to utilize it. We think it can lead to a lot of powerful plays through smart positioning.

VII


After several refreshes and reworks to his Talents, we’re taking Overcharged around one more time. The effect is so hit or miss (literally) and boasts one of the lowest pick rates in the game, so it’s sitting out on the sidelines while we continue to improve VII’s neutral game. In its place, a new vision of an original option joins.


NOTE: This will still be his Level 2 Talent. We just thought he needed more sevens for this blog.



Execute Article VII brings back the eye laser Ultimate many early VII players may remember, with new potency added to make it a more compelling option than prior iterations. Now, the laser blasts in a 20-unit area for 1000 damage after lock-on, however, anyone left below 25% Health after that blast is Executed. It’s a unique version of an Execute, one that thematically fits the assassin of Corvus and offers him a strong burst-down option.

Vora


Finally, not to be outdone, Vora is receiving two new Talents next update! The first is replacing Relentless Presence as its effect enters Vora’s basekit. However, we still wanted to offer Tendril something to build into, and were inspired by other Flank’s options.



Parasitic Pull allows Tendril to attach itself to allies, meaning Vora can catch a lift from a Drogoz or Octavia launching into battle. When she does grapple an ally, she shares her Tendril Card effects with the target as a special thanks for the support. If you happen to Tendril an enemy, you apply a small damage over time to them as a way to kickstart a combo to Elimination.

Meanwhile, Deafening Silence hasn’t really made sense as an Obliteration Talent and never saw widespread play. Similarly inspired by other Flanks and effects that haven’t been available to Vora, we went back to the drawing board of her inspirations and narrative.



Eclipsed Affection allows Vora to chain Obliteration casts together more effectively, giving her 2 seconds off cooldown passively and 50% of the cooldown whenever she gets an Elimination. On top of this, if she uses it with max Darkness stacks, the Slow applied is much more effective. Her feelings may be doomed, but so are any foes that dare try and survive her flurry of attacks with this Talent.

Weekend LTM: Cards to the Max & 2X Event Pass XP

Street Style Maeve has surprised the Realm with a block party! 😼

Cards to the Max is active as this weekend's LTM, raising the roof on everyone's Card levels.

In addition, Event Pass XP is doubled this weekend as the party gets started!

Reality Warp Hotfix | September 16th, 2024

Balance


Io


Talents


Sacrifice

  • When activated, the 50% Health back Io receives is now True Healing.

This was something that has felt true for a while due to how the Talent functions, but recent Anti-Heal changes showed that Io can indeed get hit during this transition. We've made this now a proper True Heal so the Talent's text remains accurate.


Seris


Cards


Spirit Leech

  • Increased scaling from 2|2 ➡️ 6|6

We were overly cautious in how the transition in functionality would benefit Seris, leading to this card becoming too weak for lower-level use case. We're buffing it back to a place where it functions very similar to the previous version of the Card, providing 2|2 Ammo every .5s over the 1.5s period.


Yagorath


General



  • Yagorath's Tail Crit Spot is now only active during her Ultimate.

Abilities


Acceleration

  • Adjusted speed curve, starts at 100% speed instantly then waits .5s to reach 200%.

Yagorath's changes mostly put her in a spot we and the community were happy with, except for some pain point areas. Her Crit Spots made her more vulnerable than expected and led to her struggling to stay alive even in situations she deserved to, so we've now limited them to only being available during her Ultimate. This keeps the design fantasy (and helps counter her pull speed buff) while not impacting her neutral game nearly as much. As for Acceleration, players noticed an issue where Yagorath would slow slightly during the launch if she was already in movement. We've removed that so now she can continue to make jumps and feel fluid when using the ability, while still preserving a window for counterplay.


Bug Fixes



  • Fixed an issue where Dredge would crash player clients when selected.

    • Dredge is reenabled across the game.

  • Fixed an issue where Unauthorized Use wasn't applying a damage bonus & was still Revealing targets.
  • Fixed an issue where Jubilation was not applying its bonus damage to marked targets.
  • Fixed an issue where various added text was not translated into supported languages.
  • Fixed an issue where the Trials reset Timer was incorrect.
  • Fixed an issue where the shiver me timbers Title was not visible & unequippable.
  • Fixed an issue where Octavia's Maverick Rifle was unequippable.
  • Fixed an issue where Reality Warp was not showing up in Match History.
  • Fixed an issue where the Damage Chest was giving Aki Oni Tiberius instead of Aoi Oni Tiberius.
  • Fixed an issue where the Support Chest was giving Pirate's Treasure Io instead of Eight Oceans Io.
  • Fixed an issue where bot Maeve would not select a Talent.
  • Fixed an issue where Wave Defense Private Beta wasn't always available to players.

This Week in the Realm | September 10th, 2024

Greetings Champions! It's been a while. Now that Reality Warp is released, let's get a bit back on track! Here's what happening in the Realm this week:

Hotfixing Reality


Later this week, we plan on releasing a hotfix focused on resolving issues and quick changes to balance from Reality Warp. Major bug fixes include reenabling Dredge for play, Strix's Unauthorized Use having its damage buff and not Revealing, and Moji's Jubilation now functioning as expected. We also have a short list of balance changes coming in the hotfix:

Io


Talents


Sacrifice

  • When activated, the 50% Health back Io receives is now True Healing.

This was something that has felt true for a while due to how the Talent functions, but recent Anti-Heal changes showed that Io can indeed get hit during this transition. We've made this now a proper True Heal so the Talent's text remains accurate.


Seris


Cards


Spirit Leech

  • Increased scaling from 2|2 ➡️ 6|6

We were overly cautious in how the transition in functionality would benefit Seris, leading to this card becoming too weak for lower-level use case. We're buffing it back to a place where it functions very similar to the previous version of the Card, providing 2|2 Ammo every .5s over the 1.5s period.


Yagorath


General



  • Yagorath's Tail Crit Spot is now only active during her Ultimate.

Abilities


Acceleration

  • Adjusted speed curve, starts at 100% speed instantly then waits .5s to reach 200%.

Yagorath's changes mostly put her in a spot we and the community were happy with, except for some pain point areas. Her Crit Spots made her more vulnerable than expected and led to her struggling to stay alive even in situations she deserved to, so we've now limited them to only being available during her Ultimate. This keeps the design fantasy (and helps counter her pull speed buff) while not impacting her neutral game nearly as much. As for Acceleration, players noticed an issue where Yagorath would slow slightly during the launch if she was already in movement. We've removed that so now she can continue to make jumps and feel fluid when using the ability, while still preserving a window for counterplay.



The full hotfix notes will be published when we are able to release it to players, so stay tuned! We appreciate players patience as we tackled the launch issues as well as take time to prepare further changes to balance, both new and retouching these in the October update.

This Week's Community Creations


School's Back In


Artist: Mashtyx





Shadow of Himself


Artist: H_LILAS415





Please...She's a Support


Artist: Paulo Munir Uequed





Weekend LTM: Dark Tides: Champion Difficulty


Wave Defense returns, with a sharp increase in difficulty! Fight against the Abyss once more at Marauder's Port and stay vigilant: All enemies have increased health and damage, Harpies will have Inflame, and Death Speakers appear in the final wave to test the limits of your team. Those who manage to make it through will earn the Champion of the Tides Title to flex their accomplishment. Good luck, Champions!

- EvilMojoKryptek

Reality Warp Update Notes

General Updates


Special Quests


For the duration of 7.5, you can play one match to unlock the Coldsnap Furia skin previously given away during Hi-Rez promotions. Players that already own Furia will instead receive crystals.

In addition, playing 10 non-practice games of Siege, Team Deathmatch, or Onslaught will grant players an Anniversary Token to purchase a Limited Skin from the Anniversary Store.

New Chest: Voices of the Realm


We’ve added 22 announcer packs to this new chest to make it easier than ever for players to acquire their favorites.

MVP Sale


We’ve made MVPs available for direct purchase!

  • Legendary MVPs will cost 100 crystals
  • All other MVPs will cost 75 crystals

To celebrate this change, we’re also putting them on sale for 25 less than their new full price for the first 2 weeks of this patch, so from 09/04/24 - 09/18/24, so go ahead and grab your favorites now!:

  • Legendaries will cost 75 crystals
  • All other MVPs will cost 50 crystals

Event Pass Changes


We’ve heard player complaints about our inaccurate in-game messaging about the Feudal Fables deadline, as well as the initial issues with the Buried Treasure Flashback Pass. These issues were uniquely severe for an Event Pass, and we apologize for their impact on players. As a one-time make-good, we’re doing the following:

  • We’ve brought back the Feudal Fables Pass for a limited time so players have the chance to complete it.
  • We’ve extended the Buried Treasure Pass by 6 levels, including the following new rewards:

    • 1 additional Avatar
    • 1 additional Death Stamp
    • 1 additional Spray
    • 5 Skin Boosters
    • 40K Gold
    • 1 Paladin’s Accord Chest - this contains the items from the Abyss’s Destruction, Magistrate’s Resolve, & Resistance’s Daring Chests, as well as the following:

      • Screech Androxus
      • Dasher's Antlers Androxus
      • Cangaceiro Androxus
      • Old Glory Fernando
      • Tough Cookie Fernando
      • Parasite Seris
      • Frosty Foliage Grover
      • Ghoulish Goalie Jenos
      • Resplendent Jenos

New Trials Rewards


With another Trials reset, we're bringing back some rewards locked behind older Trials sets featured in the Tidal Surge's Flashback themes. Here's what players can look forward to earning:

  • New "Shiver Me Timber" Limited Title
  • Sunset Avatar
  • Fearless Leader Spray
  • Pirateer Avatar
  • First Mate Announcer

Event Mode: Reality Warp


Inspired by Siege Remixed & Truly Talented, Reality Warp is an Event Mode where Seris has combined Paladins' past and present into a single timeline, bringing back infamous builds and nostalgic sights. This sandbox is designed specifically to harken back to an era where Champions were overall stronger & there was a heavier emphasis on power plays. Consider it a love letter from us at Evil Mojo not only to the community who has stuck by our side, but also paying respect to all the players and developers who have been involved with Paladins over the years. Basically: we’re playing the hits.

Rules



  • All Card Levels are set to 5
  • This LTM has a Talent pool mixing the current sandbox with select fan favorite (or infamous) options from the past & recent Truly Talented alumni.

    • Alternating Current Torvald (replaces Thanks, Grandpa)
    • Architectonics Barik (replaces Forgefire)
    • Artful Dodger Maeve (replaces Street Justice)
    • Bucking Madness Buck (replaces Bulk Up)
    • Celerity Furia (replaces Cherish)
    • Defensive Curl Yagorath (replaces Unnatural Persistence)
    • Efflorescence Grover (replaces Rampant Blooming)
    • Firefight Viktor (replaces Burst Mode)
    • Firing Line Khan (replaces Vortex Grip)
    • Heads or Tails Saati (replaces Spare Change)
    • Illuminated Jenos (replaces Luminary)
    • This Talent is a recreation of original Luminary: Allies affected by your Astral Mark deal 15% increased weapon damage.
    • Just Breathe Cassie (replaces Impulse)
    • Lingering Curse Androxus (replaces Defiant Fist)
    • Reign of Terror Drogoz (replaces Combustable)
    • Retaliation Zhin (replaces Yomi)
    • Sapper Rounds Vivian (replaces Suspect Everyone)
    • Scorched Earth Willo (replaces Nightshade)
    • Super Smash Ash (replaces Battering Ram)
    • Suppression Kinessa (replaces Octopressor)
    • The Law Won Lex (replaces Discovery)
    • The Void Protects Seris (replaces Infernal Torment)
    • Wekono’s Curse Mal’Damba (replaces Wekono’s Wrath)
    • Wrath of the Stagalla Inara (replaces Tremors)

Map Pool


When selecting maps for this Event, we wanted to focus on our legacy as well as maps that have stood the test of time as players' favorites to compete on. While this Event is mainly meant for fun, we wanted to put an emphasis on maps that play well at all levels of play while also including 2 of the Alpha options. Balancing this list was quite difficult, so we’ll be listening to player feedback as well!

  • Temple Ruins
  • Enchanted Forest
  • Serpent Beach
  • Stone Keep (Classic)
  • Brightmarsh
  • Splitstone Quarry

Dark Tides: Champion Difficulty


While we continue to work on performance & future iterations of Wave Defense, we wanted to offer an experience for those looking for a harder challenge in the mode. For select weekends throughout this update, Wave Defense will return as Dark Tides: Champion Difficulty. This version includes harder bots with more tools in their arsenal, a quicker ramp up in opponent strength, and the return of Death Speakers: one of Dark Tides' original bosses. Players who defeat this version during this patch will be rewarded with the Limited Title Champion of the Tides to distinguish their accomplishment in preventing an Abyssal Rift.

New TDM Map: Dragon’s Call


Speaking of updates to modes, Dragon’s Call has slowly been given some work & will be added to Customs as a traditional shooter team deathmatch map. What does that mean? Unlike other Paladins TDM maps, this map still features set spawns to encourage teams to work together to take space control & have to coordinate to avoid getting locked down. It’s experimental, but we thought we’d let players be the judge of how fun it is while we continue to improve it before adding it to TDM proper.

Returning Map: Trade District (Classic)


After the Classic Maps LTM, we heard a lot of players call out for us to look into restoring other older maps. Trade District felt like an important return, both to mirror Stone Keep once more as well as bring the Classic Map love to non-Siege modes! Both the TDM and KOTH versions of the map will be available in queues and Customs starting in this update!

Map Updates: Frog Isle and Stone Keep


In addition to the excitement of returning maps, we wanted to take some time and clean up some of our current maps. This includes investigations into what causes “heavy walls” in Paladins to allow for their removal, making certain play spaces feel more fluid, and overall improving the experiences players have when interacting with maps. Our first ventures were into Stone Keep (Day & Night) as well as Frog Isle, and we hope to continue improving our maps!

Stone Keep (Day + Night)



  • Cleaned up collision around lampposts. This includes slightly reworking the collision volumes around the lampposts as well as lowering the player-blocking volumes above the lampposts to allow for more fluid navigation.
  • Removed a heavy wall on the sides of the Cathedral near the second-floor bridge.
  • Removed player collision on several fish downspouts around the map to reduce frustration with getting stuck on them while navigating around the map.
  • Removed tall invisible collision on top of the wall in the back alley at Curve. This wall is now considered valid, base-able ground.

Frog Isle



  • Added small steps behind the Frogs on the Payload push path. This prevents players from getting stuck under the Frogs in multiple circumstances, and allows for players to get on top of the Frogs more easily.
  • Removed heavy walls on the broken pillars near the drop-down towards the mid-point. These pillars are now considered valid, base-able ground, sharing that property with the walls next to them.

Daily Quest Completion Streak


Our Quest system has taken a small backseat due to Trials' return, but now is time to revisit the system & help it feel more impactful and engaging for players who chose to log in every day. We’re greatly increasing the amount of XP and Gold you can gain from streaks to reward those who stay on track and allow a deterministic path to currency rewards.

  • Increased 7 Day Rewards

    • 20,835 ➡️ 120,000 Event Pass XP
    • 145 Gold ➡️ 750 Gold

  • Increased 14 Day Rewards

    • 41,670 ➡️ 240,000 Event Pass XP
    • 290 Gold ➡️ 1500 Gold

  • Increased 21 Day Rewards

    • 62,505 ➡️ 360,000 Event Pass XP
    • 435 Gold ➡️ 2250 Gold

New Mastery Titles


Players have often asked for more rewards to earn through Champion Mastery & the team has been exploring various ways to add to what can be earned by each Champion. This update, 16 select Champions are getting additional italicized Mastery Titles for players who reach Level 100 on that Champion. We hope to expand these to eventually cover the full roster & add more styles over time!

  • Ash

    • Slayer of the Fallen

  • Furia

    • Archangel of Reprisal

  • Jenos

    • Demigod of Tau-Kor

  • Kinessa

    • Self-Sure Shot

  • Khan

    • Commander of House Aico

  • Koga

    • Agent of Liberation

  • Lian

    • Princess of House Aico

  • Maeve

    • Purrveyor of Shiny Objects

  • Makoa

    • Protector of the Ska’Drin

  • Ruckus

    • & Bolt

  • Seris

    • Foreseer of the Unknown

  • Skye

    • Triple Agent

  • Tyra

    • Spark of Wildfire

  • Viktor

    • Leader of the Wolfpack

  • Vora

    • Betrayer of the Moon

  • Ying

    • Master of Illusions

Map Pool Rotations


Casual Map Pool



  • Siege

    • Stone Keep (Day) has been replaced by Stone Keep (Classic). Its rate of appearance has been increased.

  • TDM

    • Trade District has been replaced by Trade District (Classic). Its rate of appearance has been slightly increased.

Ranked Map Pool


We waited to rotate maps for Ranked Split 2 in order to collect a bit more data on map-specific stats and popularity. This rotation is planned to persist until Split 3, which will be the final Split of Season 7 of Ranked in October.

High Frequency Maps



  • Brightmarsh
  • Jaguar Falls
  • Splitstone Quarry

Normal Frequency Maps


  • Ascension Peak
  • Bazaar
  • Frog Isle
  • Ice Mines
  • Serpent Beach
  • Stone Keep

    • Night has double the odds of Day, but both combined is equal to one of the other maps.

  • Warder’s Gate

Limited Time Modes


This update, Wave Defense: Champion Difficulty will be featured 2 weekends over the course of the update in order to allow anyone who wants multiple chances to try for the Title. Reality Warp will also be featured 3 weekends in order to allow players who only play on weekends access to the mode. Finally, the other 2 weekends will host other Casual modes we don’t get to keep available often!

  • Reality Warp (September 6th - September 9th)
  • Wave Defense: Champion Difficulty (September 13th - September 16th)
  • King of the Hill (September 20th - September 23rd)
  • Reality Warp (September 27th - September 30th)
  • Capture the Flag (October 4th - October 7th)
  • Wave Defense: Champion Difficulty (October 11th - 14th)
  • Reality Warp (October 18th - 21st)

Balance


General


Anti Healing



  • Increased scaling speed in Siege from 50s to 40s.
  • Increased scaling speed in Onslaught from 40s to 30s.
  • Increased scaling speed in KOTH from 45s to 30s.
  • Increased scaling speed in TDM from 30s to 25s.

Anti-Healing Scaling has long been a point of feedback from experienced players as something that should be quickened in order to reduce frustrations around healing in the early & mid-game. These changes are directly aimed at that feedback; however we’re closely watching the effects on the average lobby and players less intensely focused on this mechanic.


Bot Behavior


  • All bots in the game now utilize more logic, with bots replacing players who have disconnected given additional difficulty.

    • This includes a tendency to stick with their teammates, reposition when low health, and chase low-health targets.

We’ve been investigating how to improve our bot’s behavior and logic in various scenarios, this specific update is aimed to ease frustrations around when a player leaves the match & a bot takes over their place. As a reminder, please report any malicious AFK behavior at the end of the match to help us cut down on rampant leavers, but this change should help along the way!


Champions


Cassie


Ability

  • Blast Shot

    • Poison duration reduced from 3s ➡️ 2s
    • Poison strength reduced from 10 ➡️ 8%

The original buff to Blast Shot overperformed, so we’re bringing it down a bit in both strength and duration. We’re keen on Cassie keeping this additional utility to enhance her moment-to-moment decision making during a match, but we’ll continue to keep a watchful eye on her power level.


Jenos


Ability

  • Astral Mark

    • Duration increased from 12s ➡️ 13s
    • Cooldown reduced from 6s ➡️ 5s

Jenos has been lagging behind other Supports for a minute now, so we want to give him some basic but effective buffs to Astral Mark to help boost him back up. This also has the side effect of buffing his Astral Mark Cards, so its a win-win for our resident ascended monk.


Kinessa


Weapon

  • Carbine Rifle

    • Damage reduced from 215 ➡️ 200
    • Fire rate increased from .19s ➡️ .17s

Ability

  • Oppressor Mine

    • Decreased Slow strength from 15% ➡️ 12.5%

  • Sniper Mode

    • Decreased charge rate from 1s ➡️ 1.2s

While Kinessa’s refresh hit a lot of notes we were hoping for, her strength and utility has come in a bit more overtuned than we intended. We want to take a look at a few more problematic chunks of her kit (e.g. Oppressor Mines & moving away from a Talent for them) so these changes are intended as a continued effort of adjusting her to keep a lot of what players have loved about her changes while ensuring the frustration currently felt is lessened over time.


Lex


Talent

  • Heroism

    • Decreased Combat Slide cooldown from 8s ➡️ 7s

Heroism has been left in a weakened state for a while, and we want to slowly bring it back to relevancy without trivializing Lex’s other options. Shaving a second off the cooldown penalty feels right as a first step to letting the Hand of Justice improve at his duty.


Makoa


Ultimate

  • Ancient Rage

    • Collision growth reduced from 50 ➡️ 25%

Cards

  • Barrier Reef

    • Trigger value reduced from 1000 ➡️ 900 damage

  • Determination

    • Trigger value reduced from 50➡️ 60% Health

  • Ebb and Flow

    • Reworked to instead fully refresh Shell Spin cooldown
    • Levels reduce Card’s Cooldown

  • Harden

    • Now activates when Dredge Anchor is used

  • Rampage

    • Increased duration from 4s ➡️ 5s

  • Sea Legs

    • Now activates when Dredge Anchor is used

  • Surf

    • Increased scaling from 10% ➡️ 12%

  • Tidal Grace

    • Increased healing from 55 ➡️ 60

  • Tsunami

    • increased duration from 3s ➡️ 4s

Similarly to Jenos, Makoa has been struggling in his category to make a splash, but we’re trying something a little different for him. Before we get to the buffs though, we’re currently still investigating Ancient Rage’s collision issues. The theming behind it is strong enough to us that we feel its worth to keep for now, but we’re reducing the total size growth of his collision to prevent some instances of the stuck-in-place bug. We’ll be continuing to investigate this and searching for a fix.

That being said, buffs! Makoa’s been on the weaker side of Frontlines lately (consistently in the bottom 3 in terms of winrate) so we took the kitchen sink approach for him today as we continue to work on his core issues. We’ve buffed a majority of his cards to give him more freedom of loadout while also increasing his overall loadout power to give players more options to optimize their turtle power. Most significantly, we’ve adjusted Sea Legs and Harden to always activate even if Dredge Anchor misses, greatly boosting Makoa’s average durability. Even if his durability is challenged, the reworked Ebb and Flow means Makoa can always try spinning to solve his problems and get out of sticky situations (or initiate some crazy dives if he’s got Ancient Rage), either way Makoa will be able to duke it out in the frontlines much more effectively.


Moji


Abilities

  • Spit

    • Now heals allies for 300 HP on hit at base

  • Magic Mark

    • Area of effect reduced from 75 ➡️ 50 units

  • Sparkle

    • Reduced Healing per hit from 75 ➡️ 50

Talents

  • Spit Shine

    • Reworked to grant 10% bonus move speed to all allies in range of a max Magic Mark detonation. Lasts 4s, stacking 3 times, with each stack falling off individually.

We’ve been hearing frustrations surrounding Moji - and her data supports it - so we’re knocking some of her stats down as well as giving her a little quality of life change. We’re moving Spit Shine’s Healing into base as a reduced value so that Jubilation / Realm Runner can have more space to shine at Talent Selection, since Mojis tended to overwhelmingly lean towards Spit Shine to support their team while staying safe. To compensate for this increased consistency, as well as to bring her stats more in line with what we’re comfortable with, we’re reducing the size of Magic Mark and the Healing from Sparkle. With these changes Moji will have to be more aware of her team at any given moment to maximize her Magic Mark’s value, while also requiring more situational awareness to maximize her reduced healing against Anti-Healing. Finally, with Spit Shine moving into base, we’re revamping it to instead give allies movement speed on mark detonation. This’ll let Moji facilitate aggressive team wide pushes or escape from danger if she’s able to properly manage the marks range.


Pip


Talents

  • Combat Medic

    • Increased fire rate bonus from 10% ➡️ 15%

Combat Medic has slipped behind Pip’s other Talents in selection and viability, mainly due to being in a tough spot compared to the flexibility of Mega Potion and Catalyst. We’re giving Combat Medic’s fire rate increase a bit more strength to make it feel a bit more compelling and give Pip more DPS/HPS potential when using Potion Launcher.


Seris


Cards

  • Blood Pact

    • Reworked to “Heal for 105|105 over 1.5s after casting Restore Soul”

  • Spirit Leech

    • Reworked to “Regenerate 2|2 Ammo over 1.5s after casting Restore Soul”

Similar to Mal’Damba’s changes to his cards to accommodate his burst healing, we’re adjusting Seris' two channeled heal cards to now work with Forsake. Blood Pact is staying similar in power level and function, while Spirit Leech is seeing its numbers brought down slightly to leave a bit more value in putting the card at a higher level. We plan to continue to watch Forsake and Internal Torment’s performance to look for improvements, while keeping in mind the benefits of the older Talent set and considering them as needed.


Strix


Weapon

  • Pistol

    • Now generates 3 stealth energy per hit

Abilities

  • Stealth

    • Now grants 20% movement speed bonus while in stealth
    • Stealth energy cost per second reduced from 12 ➡️ 8

  • Flare

    • Cooldown reduced from 12s ➡️ 10s
    • Area of effect Reveal increased from 45 ➡️ 55 units

Ultimate

  • Flashbang

    • Now turns players' screens a dark grey instead of bright white.

Cards

  • Stalker

    • Reworked to instead heal for 15|15 every 1s while in stealth

  • Roost

    • Reworked to increase stealth energy charge rate by 10|10% for 2s after a Talon Rifle hit

  • Guerrilla Tactics

    • Reduced stealth energy generation from 15|15 ➡️ 12|12%

Talents

  • Crack Shot

    • Increased Talon Rifle damage from 900 ➡️ 950
    • Removed Burn effect
    • Pistol now gains perfect accuracy
    • Now reduces Pistol's fire rate by 40%

      • .15s ➡️ .21s

  • Nocturnal

    • Reworked to grant indefinite stealth while standing still

  • Unauthorized Use

    • Reduced direct hit damage bonus from 250% ➡️ 200%
    • Now directly hit targets take 20% more inhand from all sources for 2s
    • Reduces cooldown reduction from 10s ➡️ 8s

Hot off the heels of Kinessa, we wanted to take a shot at one of our other notorious snipers. Strix faced a fair amount of issues, and with these changes we’ve tackled quite a few of his pain points while we continue to work on making Strix the best (and still enjoyable to fight) sniper he can be. We’ve added stealth energy generation into his pistol at base, giving more merit to swapping weapons to keep invisibility available. This will probably be one of the biggest changes feel-wise, since getting caught doesn’t mean there isn’t a chance anymore - landing enough shots opens up a chance to sneak away just in time. Speaking of stealth, we’ve incorporated a bit of Nocturnal into base, making stealth overall better for all Talents on Strix, since Nocturnal had a strangle hold on his selection rates. Now Nocturnal allows Strix to stay in stealth indefinitely as long as is standing still, letting him line up the perfect shot or narrowly dodge a scouting Flanker.

The stranglehold wasn’t just apparent in his Talent selection, Guerrilla Tactics also had a lion’s share of his loadout points on average. We’ve spread the power out a bit not only through his pistol change but by also updating Roost into an energy generation supplement while taking some of that generation away from Guerrilla Tactics. This requires the card to have more investment to get the same bang for your buck as before, but still keeping it in a powerful place with how much energy you get out of it. With more opportunities for stealth through duration and generation, we wanted to give all of Strix’s Talents some love to utilize said stealth. We’ve shifted Unauthorized Use into a more utility role, retaining its damage identity but also providing a powerful debuff that Strix and his team can capitalize on for aggressive plays. We’ve also moved Crack Shot’s stats around, giving his pistol perfect accuracy at the cost of fire rate, putting both his weapons into a new playstyle with one Talent selection and pushing Strix into a much more skirmisher oriented role.

There are a lot of game-feel changes to Strix that we can’t wait for you all to experiment with as we continue to work on our notorious snipers. Don’t worry though, all the extra Strixs running around doesn’t mean you’ll need to turn down your brightness. Flashbang now turns your screen gray instead of white. Hurray for eye health (remember to blink often)!


Yagorath


General

  • Added new Crit Spots to Yagorath on her Tail.

    • Her default skins shows these Crit spots glowing alongside her mouth.

  • Critical multiplier reduced from 1.3 to 1.

    • This means Yagorath’s critical damage is now double the damage she takes in areas where her DR is active, not 2.6x.

  • Increased curves on lateral & diagonal movement while in Travel Form

    • She now acts and reacts slightly quicker when moving diagonally.

  • Increased stopping friction when pulling back & losing momentum in Travel Form

    • Yagorath now can come to a full stop in Travel Form.

Abilities

  • Acceleration

    • Removed initial wait time for momentum, added a staggered speed curve

      • Yagorath will go from 0 to 100% speed over .5s, then reach 200% after another .5s

    • Increased max speed from 1270 ➡️ 1300
    • Reduced cooldown from 14s ➡️ 12s

  • Hardening

    • Now places an Acid pool on the ground across Talents instead of just on Corrosive Acid
    • Acid Pool provides allies with 50% of bonus DR provided by Hardening

      • Base value of 12.5%, with the card End of an Era adding an additional 2.5|2.5%

  • Piercing Quills

    • Damage increased from 170 direct / 50 area ➡️ 200/75
    • Removed charges requirement, ability now has a universal .5s cooldown

Ultimate

  • Devour

    • Increased pull speed from 350 ➡️ 390

Cards

  • Ancient Wounds

    • Reduced scaling from 2|2% ➡️ 1.5|1.5%

  • Deadly Predator

    • Reduced scaling from 8|8% ➡️ 7|7%

  • Dreadful Compact

    • Reduced scaling from .3|.3s ➡️ .25|.25s

  • Futile Efforts

    • Reworked to “Increase the radius of Piercing Quills' detonation by 10|10%”

Yagorath has continued to be one of the most polarizing designs and disruptors of game flow, and the team has taken many swings at trying to balance her viability with her enjoyment to play and fight against. The goal of these changes is simple on paper but difficult to deliver: shift Yagorath to feel more engrained with traditional Paladins gameplay. This starts with how she feels to play, from her movement to her vulnerabilities. We’ve smoothed her movement in Travel Form to make her feel more responsive and fun to roll around as, while also slightly reducing the penalty for hitting her Crit Spots. We say Crit Spots because we’ve also brought back a discarded idea from her original design: multiple Crit Spots! Now, if you shoot Yagorath in her tail, it will also count as a Critical hit and deal double damage. This was done in order to allow more counterplay between her and opponents, as well as reinforce her fantasy of being a boss-style character by asking players to do something unique to counter her.

Meanwhile, Acceleration has acted as a major crutch when it comes to her ability to poke and relocate from backlines to her team, so with the base improvements to her movement we wanted to shift this ability to a more skillful tool. On activation, she now reaches her base speed over .5s before rolling out at the abilities' enhanced pace. This is intended to allow players to punish her for using it as an escape in moments where she's not careful, so we’ve given it small buff to make it feel better to use frequently and to get from spawn to objective. Hardening also leans into the idea of Yagorath playing around her team more, with the Acid Pool she gains on Corrosive Acid now base kit with an added new effect: providing DR to teammates standing within her pool. Yagorath’s design lacks a lot of tools for her to maintain point presence, but now she has some tricks to help her team survive by her side and make a play for control.

Piercing Quills and Caustic Acid have always had a strained relationship, both being limited resource abilities that players tend to spam. We wanted to help make Quills in particular feel a bit more distinct, so we’re removing all the resource capping and instead giving it a simple cooldown between shots. This allows players to focus on Acid management better as well as makes for a more engaging tool to use at range, especially if done to help hold an objective or finish off an escaping kill in off-lanes. These changes also meant we had to adjust various Yagorath cards slightly down to account for the increased uptime, including a rework to Futile Efforts. Devour is also seeing a speed buff on how quickly she pulls people close to compensate for the changes to her survivability. All in all, these adjustments to her kit are meant to make her feel more fun to play as well as more manageable to fight against.


Bug Fixes


General


  • Fixed an issue where some Talents were not available to all players in Truly Talented.
  • Fixed an issue where some skins were improperly ordered due to mismatching exclusivity and rarity settings.

    • This involved raising the rarity of various skins to match their Limited, Unlimited, or quality statuses.

  • Updated various descriptions of skins and weapons to more accurately convey their acquisition methods.
  • Fixed an issue where certain Trials were resetting progress even after completion.

    • This issue’s persistence is due to the sheer number of Trials challenges; however, we have done a more in-depth pass this time to resolve this.

  • Fixed an issue where the Classic Maps and Siege Alpha maps did not have proper loading screens.
  • Updated KOTH to have a unique loading tip description instead of sharing one with Onslaught.
  • Fixed an issue where XP screens within the EOML didn’t hide the backlash when hovered.
  • Fixed an issue where “Next Reward” was not shown in the EOML for newer Event Passes.
  • Fixed an issue where Rejuvenate was not increasing the Healing of Pets or Illusions.