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Paladins

Developer Insights: Wave Defense & Gamemodes

Greetings Champions! This Developer Insight blog is all about Wave Defense: its development, its release, and where we’d like to take it and alternative Paladins game modes in the future. Along the way, we’ll be sharing clips from the development version to give a glimpse as to how far the mode has already come from its original prototype.

Development


It’d been a long while since Paladins received a new mode with the last “core” mode being King of the Hill, released in 2019. Ever since, the team has thrown around ideas and concepts for new modes and spins on existing experiences. However, with Siege being by far our most popular mode compared to all others, we wanted to ensure we were providing the most support possible for Siege, then add occasional fun LTMs to rotation.

This eventually led to Siege Beyond, considering changes to the Siege gamemode to keep it feeling new and fresh, similar to how MOBAs change their core mode format season to season. Some players didn’t resonate with those ideas either, so that pushed us to look into another route to adding a Siege-like mode: restoring Payload. Payload, however, is both an older mode with severe development limitations due to the age of the mode & its unique level design compared to modern gamemodes. Not any more popular than Onslaught, TDM, or King of the Hill also means balancing its support with all other side modes. This is what got us to begin exploring the original Siege maps and projects like Siege Remixed and Swift Siege as we looked to make LTMs more like mode variants.

During Siege Remixed’s development, our former level designer Shak had also been working on a side project a few on the team were passionate about: a small horde gamemode running on Primal Court. When they originally showed it to the team, it looked like this:


This video was recorded with God mode enabled as testing was mainly centered around spawning at this stage.



As you can see, it was very much a prototype & mainly played around the studio as a fun lunch break game. Over time, however, several people would poke at the prototype and add various features or aspects to it. Artists would recommend skins, a designer curated the bots being utilized, and a programmer was beginning the shell of a GameClass (basically what tells our game that something is its own game mode). As we entered Winter of 2023, the Primal Court prototype looked like this:



It was around this time that the team was planning for 2024 and the official pitch was made to create Wave Defense, at the time simply called “Horde”. (It got a little confusing internally when talking about Horde, the Item Hoard, and the Wild Hoard update.) We got the go ahead & after Moji’s rework was fully complete we went to work.

Over the latter half of Spring & early Summer, we added the two other maps players would see and unique bots for each. We added its own rules and settings, officially branching it off of Onslaught. We also brought the powerups from a previous LTM back to emulate the feel of an arcade experience. Our goals with Wave Defense were simple and hopeful: create a PvE experience for Paladins; one that was quick, approachable, and replayable. This version was the one that was released in Public Beta.

Release


Our hope when Wave Defense was released into Beta was that its popularity (measured by number of unique players) would start near Onslaught and over time become less played while we worked on a more refined version based on feedback. Instead of describing how it performed, here’s a chart of our main game modes during Wave Defense’s launch week:


Note: Competitive KBM is actually all of Ranked since we switched to Crossplay required.



Wave Defense launched at nearly double the players as Onslaught, and despite known performance issues and bugs managed to fall in line with our other main modes. This was beyond our initial expectations and encouraged the team to look into further improvements and PvE ideas. However, as Wave Defense has been developed over a year at this stage, those improvements will take some time & we’ll communicate when they are ready.

A brief tangent: Having 4 side modes that all are similar in player count is an honor, but also comes with issues. Rotating modes in and out has been our solution in the past to offer every mode players would like to see some of the time; but with Wave Defense being added and none of the modes less popular than each other, it’s a temporary solution. An idea being considered to make the Arcade LTM a full-time mode and merging modes like Team Deathmatch, King of the Hill, and Payload into it so we can continue to offer more modes while not harming matchmaking quality or time further. We’d be curious about player thoughts on this topic!

What’s Next


Our current goals with Wave Defense are to improve performance & continue to iterate on what the mode offers. On performance, we’ve already noticed an interesting trend where consoles perform much better than PCs, especially the current generation of consoles. We’re planning to dig into this and see if there are optimizations we can spread to last gen & computers, but it’ll take more time than we’ve had this specific update.

Wave Defense will be less frequent from our August update until October, replaced by an Event mode we’ll share more on soon. However, we wanted to make something to offer those looking for a harder challenge and something to earn. For select weekends during this period, Dark Tides: Champion Difficulty will be available! This is a harder version of the current Dark Tides experience, featuring stronger bots with some added abilities, as well as a new final wave that brings back Death Speakers from the original Dark Tides Event.

Those who defeat this mode during one of these weekends will earn the Limited Title Champion of the Tides to signify their conquering of the Kraken. We’re excited for players to play and maybe work towards a high-score!

We’ll continue to share updates on Wave Defense’s development and availability over time as we balance improvements to this mode as well as taking care of other modes. We’ve got changes coming to the map pools of Ranked, Siege, and TDM as well…but we’ll chat about those another day soon. Until then, enjoy Wave Defense!

Developer Insights: Event Pass

Greetings Champions! This blog kicks off a mini-series of Developer Insight posts detailing various aspects of updates released this year as well as small previews of what is arriving over the horizon. Our goal with these is to answer some frequent questions we see from the community, explain various changes and issues we’ve experienced and how we’re resolving them, and hopefully along the way showcase some of the behind the scenes it takes to develop Paladins. This first post is all about Event Passes, and specifically the 2023 variation of them.

Eventful Chests


Throughout this year, we’ve made a lot of changes to the Event Pass meant to reduce the risk of bugs in future passes & standardize how passes work from release to release to provide content more often and consistently. This started with the transition to Chests being the main way of delivering content, a change that players rightfully felt was random. We went into a little bit of detail in the Wild Hoard Update Notes, but we think we should share more to elaborate why we made the change.

In the original Battle Pass & Event Pass structure, each level needed to be created and configured from scratch with no ability to reuse the structure of previous passes. Each reward, whether it was a whole new cosmetic item or a bunch of crystals, needed to be manually added and tested every time. This meant content that worked in one pass might break in the next pass if the new item configuration had a mistake that nobody caught. To cut down on both the effort of making new Event Passes and also the chances of errors happening, we came up with tools and systems that could include more automation. This is how we landed on using chests, since we could keep the same level reward structure by giving out the same chests each pass and only need to change out the items within the chests.

Once the kinks in the new chests have been ironed out, the reduction of manual configuration should prevent bugs that would previously have taken 3-4 days of testing and fixing per patch, which doesn’t sound like a lot but that’s often the difference between several balance changes, a new LTM, or general polish and bug fixing that our designers can do with that time. It also cuts down on human error, something that really began to show with passes like Midnight Masquerade and Valor’s End. Handling all the Item configuration manually meant often we would break Items in ways that made it not only impossible for players to receive, but harder for us to fix.

However, as players have noticed, the initial implementation of this new system came with new bugs and issues that we're working on addressing. Conveying the contents of a Pass, the need to open Chests in order to receive your rewards, and general frustrations with clarity are all topics we’ve listened intently to. We’re planning to take steps to address this, starting with the next update coming later this month. To begin with, we know that the auto-rolling tech has confused many players as to what items they’ve acquired, so for now we’re disabling it.

Flashback Passes


Flashback Passes began as a way for us to offer previous Battle & Event Pass content for a great discount in-between normal Event Passes. In case some players are worried that the Flashback Passes meant less original content, so far that hasn't really been the case & was not our intent. For comparison sake, here’s 2023 versus 2024:

2023 Event Passes



  • Into the Abyss (February - May)
  • Midnight Masquerade (May - August)
  • Sand’s of Myth 2 (August - October)
  • Valor’s End (October - January 2024)

2024 Event Passes



  • Wild Hoard (January - March)
  • Flashback: Beat Botz (March - May)
  • Feudal Fables (May - July)
  • Flashback: Buried Treasure (July - October)
  • New Event Pass
  • Flashback Event Pass


You’ll notice that 1 new Event Pass is missing while 3 Flashback Passes were added, this was so we could invest more resources into the new skins this year to improve & test their visuals. Moving forward, we’re still figuring out how 2025 will look on the Event Pass front & will share info once we have it. However, we do have some changes being made based on feedback on this year’s passes and their cadence. One small change we plan on testing is adjusting Event Pass XP to be a mix of the modern curve & past Event Pass level curves to make it feel better for players.

Feudal Fables & Buried Treasure


For Feudal Fables, players had assumed that Feudal Fables was running significantly longer than we had planned, because the in-game timer indicated as much, and we didn’t update this timer before launching Tidal Surge. That’s purely an oversight on our end, & we wanted to make up for that to players as soon as we could.

Feudal Fables is returning…and Buried Treasure is staying! This is something we’ve never done before (and is still deep in testing) but we felt the best remedy to the fact that we moved on too quickly from an Event Pass was to let the 2 of them run side by side.

Players who already made progress on Feudal Fables will still have that progress & be able to finish up their passes between now and the next new Event Pass currently aimed for October. As for Buried Treasure, as a one-time only offering, we’re adding 6 Items to the Event Pass to sweeten the deal and hopefully make up for the issues experienced around launch of this Flashback. Players who already purchased it will be able to earn these as normal, and new purchasers will have 42 levels they can progress between now and October. Both passes will progress simultaneously, no need to pick which you are working on at a given time!

This system is highly experimental, being based on what we did for Anniversary back in 2023. We’re doing our due diligence to ensure this system works as players would expect and are excited for you all to get your hands on it later this month.

TL;DR


7.5 Update (August)



  • Feudal Fables Event Pass returns alongside Flashback: Buried Treasure!
  • Flashback: Buried Treasure has an additional 6 Levels added.
  • Chests will no longer auto-roll on acquisition. We will revisit this system in the future with improvements.

7.6 Update (~October)



  • A New Event Pass will be released!
  • XP adjustments will be made to make progression feel closer to past Event Passes.


Thanks for all of your support and patience while the team has been hard at work on this upcoming update. We have a lot more going on with the update coming in a few weeks, we’ll be sharing details in future blog posts touching on topics from specific Champion balance, Ranked, Wave Defense, and even a special Event! Stay tuned!

Tidal Surge Hotfix Notes

General



  • Fixed an issue where players who purchased the Event Pass weren't receiving the bonuses and some rewards.

    • We're rolling out an additional fix any players who remain in states without earned rewards over the next few days.
  • Fixed an issue where some chests within the Event Pass weren't auto rolled on acquisition.
  • Fixed an issue where the Event Pass would hang on the purchase screen when bought.
  • Fixed an issue where the Diamond Trove listed duplicate skins within its collection.

    • We're working on an additional issue where 2 skins (Outlaw Sha Lin & Ebon Star Zhin) appear as unowned even if owned for some players.
  • Fixed an issue where bot names were incorrect within TDM Training.

Champions

  • Fixed an issue where Io's Sacrifice Talent could end up in a state where she was invincible to damage.
  • Fixed an issue where Lillith's Blood Hex was not healing targets past its initial tick.

    • Both Champions have been reenabled across all queues.
  • Fixed an issue where Rei's Magic in the Blood was activating during Chain Heal as opposed to on the next cast.

Under Investigation



  • Dark Tides still has issues spawning players and offering Loadouts. This issue runs a bit deeper and will be fixed next update.
  • Rejuvenate does not affects Pets or Illusions, which is unintended and will be fixed. We're continuing to watch sentiments around the new version & will make other non-fix improvements based on feedback as well.
  • The Trial missing from Crosswind Hold is still hidden, however players will not need to complete it and can earn rewards as if it's not there. We're investigating within the Trials system issues with not receiving repeat rewards and will share more info as soon as possible.
  • Makoa can get caught in terrain mattering when and where he activates Ancient Rage. We're looking into potential solutions, but in the meantime, we recommend not jumping against walls or ceilings during activation. Being BIG can be hard sometimes.

Support



  • Our Customer Support site has been updated and revamped with a new link & more features. Start a chat as needed with the blue icon in the bottom right of the Support page & be sure to bookmark this link for use if you find yourself in need of assistance in the future! https://support.hirezstudios.com/en/

Tidal Surge Update Notes

Release Date: July 24th



Wave Defense


PvE experiences are nothing new to Paladins, from LTM scenarios to past Events like Dark Tides, we’ve always toyed around with moments where players can fight AI combatants.
However, we’ve slowly worked on a passion project that looked to create a new experience that allows players to play a more-developed vision of what those modes could be like. Presenting Wave Defense, a new rotating game mode for Paladins.

Basics



  • Survive 10 minutes against waves of combatants who slowly escalate in number and difficulty.
  • Protect the objective in order to prevent the horde from draining your tickets.
  • The horde wins if you lose 30 Tickets.

    • Dying to the Horde loses you 2 Tickets.
    • The Objective drains 1 Ticket every 3s it is left uncontested.

  • Random powerups have a chance of spawning after a kill, allowing players to claim brief buffs.

Queues


Matchmade


This version allows players to queue with randoms and enjoy Wave Defense with a full team! This is the primary method of enjoying the mode and what we intend to balance for in the future.

Private


This version allows players to play on their own or with up to 4 friends without worrying about other players. Want to try a fun challenge or test out builds? This version scales based on the number of players, with our goal being an enjoyable experience regardless.

  • This queue is in the Training tab, and the Tutorial has been pushed offscreen. To access the Tutorial, use arrow keys or the D-Pad to navigate over.

Experiences


Corrupted Burrow


Directly following the events of “Burrowed Within”, protect Brightmarsh and the Burrows from Yagorath’s brood of hatchlings and various monstrosities that are attempting to infect its heart. Moji managed to weaken the Maw’s grip on Nature, but only together as friends can you fully push back the Darkness to its seal.

Forgotten Altar


Deep within Ska’Drin ruins of Primal Court, the Pyre has hidden away an altar preserving an ancient weapon. Curious Champions are encouraged to look into it by Tiberius, but Azaan refuses to allow them to do so with ease. Acolytes and Arbiters of his will stand in between you and uncovering more about the Realm’s most ancient force.

Dark Tides


A reimagining of the original Event mode, Dark Tides takes place on Marauder’s Port, where corrupted cultists are performing a ritual to amplify the powers of the Kraken to attempt to open another Rift to fully destabilize the Realm. Once you interrupt them, prepare for denizens of the Abyss to arise and punish you for your heresy against their Lords.

Our goal with Wave Defense is to gauge player interest with this initial beta experience, and if enough enjoy it look to make updates/improvements in future releases. We hope you all enjoy!

Trial Challenges


We’ve heard feedback from the community that some of the new challenges are too long-term focused. With that in mind we’ve made the following changes:

  • Damage And Heal Players For 2,000,000 total Health ➡️ Damage And Heal Players For 1,500,000 total Health
  • Expend 15,000 Ammo ➡️ Expend 1,500 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 150,000 Ammo ➡️ Expend 15,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 500,000 Ammo ➡️ Expend 50,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Get 100 Headshots ➡️ Get 80 Headshots
  • Heal 3 Allies Within 5 Seconds 75 Times ➡️ Heal 3 Allies Within 4 Seconds 40 Times
  • Heal 4 Allies Within 5 Seconds 50 Times ➡️ Heal 4 Allies Within 4 Seconds 25 Times
  • Kill 40 Frontline Champions ➡️ Kill 30 Frontline Champions
  • Kill 60 Damage Champions ➡️ Kill 45 Damage Champions
  • Kill 60 Flank Champions ➡️ Kill 45 Flank Champions
  • Kill 60 Support Champions ➡️ Kill 45 Support Champions
  • Spray 200 Times ➡️ Spray 50 Times
  • Spray 30 Times In Onslaught or KotH Matches ➡️ Spray at least twice in 5 Non-Training Onslaught or KotH Matches
  • Spray 30 Times In Team Death Match or Payload Matches ➡️ Spray at least twice in 5 Non-Training Team Death Match or Payload Matches
  • Spray 40 Times In Siege Matches ➡️ Spray at least twice in 10 In Non-Training Siege Matches
  • Spray 100 Times In Non-Training Siege, Team Deathmatch, Or Onslaught Matches ➡️ Spray at least twice in 25 Non-Training Siege Matches

We will of course continue to monitor Trials and player feedback regarding them.

Buried Treasure Flashback Event Pass


What happens when you mix together surfers, pirates, and sea creatures? A Summer full of Flashback Fun! The Buried Treasure Flashback Event Pass brings back some of the most beloved cosmetics from the Shore Patrol and Pirate’s Treasure Battle Passes, as well as the Dark Depths Event Pass! 5 curated skins from those passes, as well as a whole host of previously exclusive cosmetics alongside a new set of Titles, are available in this trifecta of summer themes! As with the previous Flashback, players who own items within will be able to earn boosters and Crystals so everyone can join in on the party!

Ranked Season 7, Split 2


Play 5 Placement Matches


  • Reward: Golden Cache

Play 25 Matches


  • Reward: Sacred Stone Avatar


Restored Recolors, Phase 2


We've continued to bring back these Closed Beta recolors, now bringing some more classic styles that have changed or characters with specific details that required additional work. They'll be available for 160 Crystals/30,000 Gold or within the Heroic Hues Chest!
Barik

  • Artisan
  • Tinkerer

Buck

  • Alpine
  • Mesa

Cassie

  • Amaranthine
  • Azure

Drogoz

  • Lust
  • Pride
  • Wrath

Fernando

  • Gallant

Grohk

  • Deathcap
  • Lichen
  • Toadstool

Grover

  • Lavender

Jenos

  • Capricorn

Kinessa

  • Hunter
  • Tracker
  • Sharpshooter

Lex

  • Justicar
  • Peacekeep

Makoa

  • Aruba
  • Bahama

Mal’Damba

  • Hexer
  • Juju

Pip

  • Iodine
  • Uranium

Sha Lin

  • Charisma
  • Renowned

Skye

  • Aqua
  • Canary
  • Blush

Strix

  • Ghillie

Viktor

  • Olive
  • Navy

Limited Time Modes


Active from Friday - Monday 12 AM ET throughout the Tidal Surge update

New


Lian, I Shrunk the Realm!

  • Enjoy a version of TDM where every time you manage to get an Elimination, your Champion shrinks by 10% in size and health while moving faster and jumping higher. This effect can stack up to 5 times, so watch out where you step as tiny Champions fight to see who can become the smolest bean!

Updated


Truly Talented

  • Bomb King

    • New Talent: Pop n' Lock

      • Poppy Bomb now deals 500 extra damage and cripples for 2s.

  • Imani

    • Added to the Champion Pool
    • New Talent: Equilibrium

      • For 3s after using Elemental Shift, your cast speed is increased by 30%

  • Mal'Damba

    • Wekono's Curse

      • Reduced damage from 900 over 3s ➡️ 560 over 2s

  • Pip

    • New Talent: Lead Vial

      • Healing Potions now only activate when directly hitting a target, and may persist in the world for 10s after hitting a surface. Reduces cooldown of Healing Potion by 3s.

  • Seris

    • The Void Protects

      • Now caps at 500 Shielding per target

  • Zhin

    • New Talent: Blademaster

      • Deal 30% more damage to enemies within 20ft of you

    • Retaliation

      • Now makes Counter last 1s longer.

  • Yagorath

    • Added to the Champion Pool
    • New Talent: Defensive Curl

      • While in Hardening, you are immune to Anti-Heal.

Player feedback around Truly Talented was beyond what we expected, so we wanted to meet the moment and provide additional support. First, we made some focused balance changes to help existing Talents function closer to their historical versions. We also are giving Seris a limit to her Shield dominance. In addition to balance changes, we've added additional Talents to the pool including 2 new Champions: Imani and Yagorath.
While many enjoyed this mode's lack of more contemporary Champions, these two allow us to explore some ideas that make them meld better with this era of Paladins design. Let us know how they feel and whether we should continue or leave this LTM a pure nostalgia fest!


Balance


Items


Armor Plating

  • Reduced scaling per level from 7|7% ➡️ 6|6%
    Bloodbath

    • Healing amount changed to 360|360 over 3s

      • 12 Healing is applied every 0.1s

    Rejuvenate

    • Reworked to “Increase your healing output by 10|10%”


    Ever since passive Anti-Healing replaced Cauterize as a Item, Rejuvenate has been both a staple to Frontline gameplay and a difficult balancing act for the sandbox. It's ability to counteract a large chunk of Anti-Heal's effectiveness made it feel compulsory to any skilled composition while creating two distinct late game states to design around.

    This rework is meant to solve several of the issues modern Rejuvnate has caused. Firstly, by shifting who buys the Item for its benefit from reciever to caster, Frontlines and other previous buyers can have more build diversity. Supports have already had very little Item diversity, and while introducing a healing output Item makes it a likely purchase, this still would offer some new nuance between Rejuvenate and Chronos on most Supports they don't have currently. This also fixes an issue where Support players have little say in how well they heal, mattering if their teammates bought Rejuvenate or not.

    This version also would now be properly affected by Anti-Healing, meaning it's overall strength is lowered to compensate for only 1 person in an average composition needing to purchase it, as well as providing us a more predictable sandbox to continue our goal of reducing the reliance on healing. This means we can more actively monitor how various compositions and Supports affect middle and late game healing, as well as gives us more room to adjust the Anti-Healing system if needed.

    Another goal of this swap is allowing niche builds and more self-sustain choices that forgo Supports entirely. Hell or High Water Octavia and several other ideas now have an Item to further boost their potential effectiveness. This version of Rejuvenate also synergies with other Lifesteal and Healing Item/Cards, so we believe it's a better Item that has more interesting applications for everyone.


    Champions


    Cassie


    Abilities

    • Blastshot

      • Now also applies a 10% Max Health Poison over 3s

    • Disengage

      • Now also applies a 35% Freeze for 3s

        • Freeze currently behaves the same as Slow

    Ultimate

    • Scout

      • Now refills her Crossbow ammo on activation

    Caspian


    Abilities

    • Rogue’s Tempo

      • Now travels at a single projectile speed of 400
      • No longer benefits from stacks of Piercing or Sharp Momentum
      • Now applies a 1.25s Cripple instead of a Slow
      • Cooldown decreased from 11s ➡️ 9s.

      Deadly Momentum

      • Cooldown decreased from 13s ➡️ 11s

    Talents

    • Measured Cadence

      • Now travels at a single projectile speed of 400
      • No longer benefits from stacks of Piercing or Sharp Momentum
      • Now provides 15% Rogue’s Tempo Cooldown Reduction on hit instead of a Slow

    Cards

    • The Finer Things

      • Reduced scaling from 12|12% ➡️ 15|5%

    Corvus


    Talents

    • Dark Gifts

      • Increased heal from 75 ➡️ 100
      • Increased Reload Speed from 15 ➡️ 25%
      • Increased Cooldown Reduction from 15 ➡️ 20%

    • Stunning Visage

      • Now also reduces Projection’s Cooldown from 8s ➡️ 5s

    Evie


    Ultimate

    • Ice Storm

      • Now applies a themed Freeze instead of a Slow

        • Let it Slow, let it Slow!

    Io


    Talents

    • Sacrifice

      • Now indicates on Io's health bar to enemies that she will not die when Sacrifice is up.

    When we brought back the Grohk Talent Wraith in Truly Talented, we rediscovered tech to convey abilities that trigger at a health threshold. We've expanded this to Io's Sacrifice to lower confusion and frustration when fighting her and allow more choice in how you punish her.


    Kasumi


    Health

    • Increased from 2100 ➡️ 2200

    Weapon

    • Yokai Doll

      • Tightened targeting cone from 6 units ➡️ 4.5 units
      • Increased bonus Shield Damage from 200% ➡️ 250%

        • No longer can buy Wrecker

      • Cursed target damage output reduction increased from 2% ➡️ 3% per stack

    Kasumi's kit is in a pretty decent spot after relocating to the Flank class, but her Yokai Doll still is a bit less consistent than many would like. We're tightening the targeting cone on it to be more precise, making her work a bit harder but upping the consistency heavily. We also are giving her more utility though the damage output reduction Curse applies, making her more able to duel targets as well as use her Ult to start a team snowball. Finally, we're resolving a longstanding conflict with stacking her passive and the item Wrecker by buffing the passive & removing her ability to buy the Item.


    Kinessa


    Weapon

    • Carbine Rifle

      • Damage increased from 170 ➡️ 215
      • Firerate decreased from .15 ➡️ .19
      • Increased hip-fire accuracy from .75 ➡️ .9

      • Fixed an issue where her damage ranges were not functioning as intended in Carbine mode.

        • Increased maximum effective range from 55 ➡️ 100
        • Increased minimum damage range start from 115 ➡️ 175

          • Due to how her Sniper rides her Carbine, its values have historically fluctuated without our input. This should now make her weapon feel updated for modern Paladins standards.

    • Sniper Mode

      • Decreased damage from 1200 ➡️ 1000
      • Increased base damage from 30 ➡️ 100
      • Decreased charge time from 1.5s ➡️ 1s
      • Increased FOV from 25 ➡️ 38

    Abilities

    • Transporter

      • Travels 30% faster

    • Oppressor Mine

      • Now applies a 15% Slow to targets affected by it

    Ultimate

    • Headhunter

      • Increased duration from 5s to 8s
      • On activation, Kinessa loses 50% Ult charge. Carbine shots cost 2 Ult Charge & Sniper shots cost 8 Ult charge. If she ends her ultimate with any charge remaining, that amount goes towards her next Ultimate.

    Talents

    • Reposition

      • Now also reduces the distance you teleport from 100 ➡️ 75

    • Octopressor

      • Replacing Oppression
      • Moved from Card to Talent, now states “Oppressor Mines now target up to 5 enemies and can have up to 3 active at once.”

    Cards

    • Aftershock

      • New Card to replace Octopressor, states “Oppressor Mines' Slow now lingers after exit for .4|.4s.”

    • Lie in Wait

      • Reworked to "Your Sniper Mode scope zooms an additional 5|5%."

    • Beam Me Up

      • Original effect moved into base at Level 3
      • Reworked to "Reduce your damage taken by 4|4% while in Transporter"

    • Calibrate

      • Reduced effect scaling from .15s ➡️ .12s

    • Power Supply

      • Reworked to "Hitting a headshot grants you .4|.4% Ult Charge."

    We plan to release a blog to go through these changes in more depth, including the goals and methodology of these changes. For the most macro viewpoint, our goal is to shift Kinessa from a Sniper-first role to a more flexible, hybrid Damage. Her Carbine now is a much more capable weapon, while her Sniper is being emphasized as a poke tool that can clean up kills. This is both to provide her a more healthy spot in a meta, as well as allow more room for Strix in the future as the Sniper-first Champion.

    We also have done a pass on her Talents and Cards to lower the frustrations of fighting her playstyles while letting her have more freedom in buildcrafting, with the hope that these ways of play can become stronger without the painpoints that led to previous nerfs. Reposition has long been her best Talent, and with these tweaks will remain strong but require more skill to leverage. Octopressor was a card cursed to never be Level 5, and by shifting it to a Talent allows her to keep that gameplan with less complication and more Loadout space.


    Koga


    Abilities

    • Dragon Stance

      • Movement Speed bonus reduced from 25% ➡️ 15%

    Maeve


    Talents

    • Street Justice

      • Reworked to “Activating Midnight recharges Pounce. During Midnight, Pounce executes targets at or below 40% Max Health. Midnight lasts an additional 2s.”

    • Cat Burglar

      • Damage bonus increased from 25 ➡️ 30%
      • Duration increased from 3s ➡️ 5s

    • Rogue’s Gambit

      • Damage bonus increased from 15 ➡️ 20%

    Street Justice has long been a polarizing Talent, and we felt it finally time to address. While we considered bringing back Artful Dodger, we felt the player fantasy behind Street Justice was one worth preserving. So, we've now tied the execute to Maeve being in Midnight, limiting it's uptime to match all other executes in Paladins. However, we've given the Talent some added perks that make the words "Goodnight" instill fear in her opponents. The execute opportunity remains active as long as Maeve is in Midnight stance, regardless of if the target is blinded or not. We also felt buffs to both of the rival Talents would make Maeve's suite now feel properly distinct and effective as separate playstyles.


    Makoa


    Ultimate

    • Ancient Rage

      • Now increases Makoa’s size by 50%

        • You wouldn’t dare challenge him.

      • Now grants 50% Headshot Damage reduction
      • Increased bonus health from 4000 ➡️ 5500
      • Increased Anchor Swing damage from 525 ➡️ 600

    Makoa has fallen a bit to the wayside compared to the rest of Frontlines, and while his core kit feels good, he's lost a bit of impact. Ancient Rage will now be an Ultimate that can let him block more damage for his teammates, allowing for another tool in objective fights. This also serves as a noticeable buff to the effectiveness of Leviathan for those who leverage every activation.


    Moji


    Talent

    • Jubilation

      • Now also spreads 75% of Mark damage to nearby enemies

        • It makes them go Boom Boom.

    While we've been watching and listening to feedback on the strength of Moji's healing output, we don't want to rush to overcorrect her numbers and features until she's fully settled in playrate and match statistics. However, Jubilation has been underperforming and many OG Moji players have spoken on how she still doesn't have a true Flank Moji level option. So, we've added the features of her old Talent Boom Boom directly into Jubilation to offer a close-to-par Damage experience.


    Nyx


    Abilities

    • Royal Presence

      • Now displays a duration bar while active

    • Realm Breaker

      • Now can miss 2 hits before resetting combo chain

      Cards
    • True Freedom

      • Reworked to Heal for 75|75 when landing the final hit of Realm Breaker's combo

    • Devastating Blows

      • Increased bonus damage trigger range bonus from 4 → 5 units

    • The New Order

      • Increased Shield amount from 30 → 60

    Seris


    Talents

    • Forsake (replaces Mortal Reach)

      • Restore Soul now heals over .5s, but it's cooldown is increased to 3s.

    • Internal Torment (replaces Agony)

      • Rending Soul on a target with maximum Soul Orbs marks them to take 20% increased damage for 3s.

    "They just hold heal" is thrown around often in conversations around certain Supports, none more than Seris. Her channeled heal and focus on non-aggressive gameplay is part of what makes her the most popular and approachable Champion, but it's also something that has kept her unviable at a higher level where Supports need to provide more than healing numbers.

    To address this, we've created 2 new Talents specifically focused on offering more active roles for Seris in gameplay and give newer Seris players a better transition from her ease to more complex and impactful playstyles. Forsake gives Seris access to a burst heal like her sister, opening up her ability to apply pressure through damage windows between cooldowns. Internal Torment, however, offers players willing to balance her channeled heal and steep investment on stuns a powerful debuff that her whole team can utilize.


    VII


    We've rolled back all of the changes for VII we tested on PTS after gathering feedback on their concepts and impact of his playstyles. We're going back to the drawing board with him alongside a few Champions, we want to make more fundamental shifts to based on community feedback and chronic design issues. We'll share some more info over the next month!


    Strix


    Abilities

    • Scope

      • Increased FOV from 25 ➡️ 38

    We didn't want to give Kinessa so much without at least offering Strix a equally deserved FOV revert. We plan to revisit our Owl-themed marksman once we have Kinessa in a place that allows us to focus on curating his Sniping experience in ways that make him feel better on both sides of the scope.


    Terminus


    Talents

    • Undying

      • Reduced DR received from 20% ➡️ 15%

    Cards

    • Abomination

      • Reduced scaling from 2|2% ➡️ 1.75|1.75%

    • It Watches

      • Reduced scaling from 3|3% ➡️ 2.5|2.5%

    Torvald


    Weapon

    • Gauntlet

      • Reduced damage from 200 ➡️ 195

    Tiberius


    Weapon

    • Bladed Chakram

      • Now bounces 2 additional times.

    Abilities

    • Crouching Tigron

      • Startup reduced from 0.5s ➡️ 0.2s

    Ultimate

    • Blade Dance

      • Whirling Blade now has 0.2s of invulnerability on landing

    Talents

    • Predatory Instincts

      • Reworked to “Eliminations during Combat Trance reduce its next Cooldown by 25%.”

    • Vicious Assault

      • Now grants 40% DR while airborne

    Vatu


    Weapons

    • Kunai

      • Damage increased from 280 ➡️ 310
      • Fire rate decreased from .9s ➡️ 1s

    Talents

    • Enveloping Shadows

      • ICD decreased from 3s ➡️ 2s

    Vora


    Ultimate

    • Harbinger’s Wrath

      • Movement Speed during increased from 60% ➡️ 75%
      • Increased targeting angle from 80 ➡️ 100
      • Increased fire angle from 20 ➡️ 25
      • Adjusted Ultimate Camera to aid with aiming and presentation

    Vora's Ultimate is a unique tool that has both lethal and movement applications. We want to incentivize players utilizing it for its intended goal of execution so we're making the targeting more consistent and forgiving, while also adjusting the camera to better frame her target. We also are giving back some speed during her Ultimate to allow for chasing down opponents or a desperate escape from a lost fight. We're also tracking Unified in Purpose and its application of DR being based on final hit as opposed to initial.


    Willo


    Ultimate

    • Blastflower

      • Reduced damage per stack 20% ➡️ 15%

    Bug Fixes



    • Fixed an issue where Omen’s accuracy would function incorrectly client side due to specific player behavior.

      • Omen is now reenabled across the game.

    • Fixed an issue where Unified in Purpose was providing DR to Vora for scaling durations at each card level.
    • Fixed an issue where Farm to Fable and Skywhale & Friends were missing their message IDs.
    • Fixed an issue where Seris' orange and green recolors did not show up in her skin selector UI.
    • Fixed an issue where Torvald’s recolors were not properly displaying their colors.
    • Fixed an issue where Guttersnipe Maeve has missing textures in Lobby preview.
    • Fixed an issue where Verified players' checkmarks were not appearing
    • Fixed an issue where disconnecting from games caused players to lose Items or end up in a bad state.

    Under Investigation



    • Various skin recolors are missing lobby preview textures (e.g. Skye).

      • Their presentation in matches is unaffected.

    • On the Wave Defense map Dark Tides, players aren’t prompted to select a Loadout & spawn in the same spot.

      • A workaround for this is to pause & select Swap Loadout to acquire Talents & Cards.

This Week in the Realm | July 17th, 2024

Greetings Champions! Here's what happening in the Realm this week:

PTS Feedback & Changes


It's been a while! The team has been laser focused on Tidal Surge & PTS, but now that we've revealed the update and let players playtest the content, we have things to share and changes we plan to make based on player feedback.

Ranked, Season 7 Split 2


Some players noticed a lack of mention of Split 2 of Ranked in the PTS Notes. No worries, Split 2 is still starting in the Tidal Surge update with a Golden Cache and Limited Avatar to earn! We originally planned to make larger changes to Ranked, but after chatting internally and with the Partners we scraped the original vision we had for adjustments. We'll be writing a blog in a few weeks to share what we had thought up & what direction we are going in instead to let all players join the conversation. Stay tuned!

Wave Defense


We got a TON of helpful feedback on Wave Defense, from how it currently functions to areas we can expand and improve upon it in the future. For this initial release, we're going to be implementing a few updates from PTS:

  • Wave Defense will be released as "Wave Defense Public Beta" and "Wave Defense Party Beta" to be clearer around how each queue functions and their state.
  • Wave Defense will launch with more intense Wave 1, 2 and 3 than the PTS version, with Waves 2 onward featuring 2 different bot types.

    • Due to this change, we expect performance to be slightly rougher throughout, however we are working continually on optimization. We want to make the mode as fun as it can be, then slowly beef up performance.

  • In future updates, we'll be exploring some of the ideas players have shared around rewards and/or Remixed-like modifiers within the mode.

We're really grateful players are giving us the space to create something like this & hope everyone gives it a try when it releases next week!

Balance Updates


We were swinging for the fences with our mid-Year balance, and that meant a lot of hits and plenty of misses. We've been listening to all forms of feedback and have some adjustments planned for the Live version.

Armor Plating



  • Reverted CC functionality
  • Reduced scaling from 7% ➡️ 6%

While we wanted to try something a bit more nuanced to make this Item less of an obvious purchase, this idea wasn't the right one. We both heard the concerns and saw a few issues emerge that made us feel a further nerf of its strength is better for the game in the short term.


Bloodbath



  • Reduced scaling from 450 ➡️ 360

This Item was performing very well on PTS with a return to True Healing and a significant scaling increase, so we want to be a bit more cautious and bring a bit down while preserving the True Healing. We're watching the strength of this item in conjunction with Rejuvenate but want to allow players to experiment more before we act.


Rejuvenate



  • Added "Does not work with Lifesteal effects."

While this was originally a bug, after watching Rejuvenate's performance on PTS we feel leaving this in place for now is the best call. We saw a lot of polarized thoughts on this version of Rejuvenate and its impacts on Support Itemization and early vs late game, however there was enough conversation from both directions that we want to let the wider player base experience it and give feedback. We plan to watch & act quickly to bring back the previous version if too many painpoints arise over the next few weeks.



We'll share some info on additional PTS adjustments to Champions over the coming days ahead of Tidal Surge's launch on July 24th!

This Week's Community Creations



Temptation's Visage


Artist: ikohiki





End of the Fable


Artist: Cathelinos





Risen Once More


Artist: AngemonTk





Weekend Siege Remixed Modifier: Powerup Spawner & Truly Talented


To celebrate the upcoming release of Wave Defense, we planned to activate the Powerup Spawner featured in the mode for Remixed. However, player feedback also called out for another Year 7 staple to be added instead. Truly Talented rules will also be activated with Siege Remixed, with 3x Champion XP active all weekend long it's a great time to wave goodbye to this mode for now!

- EvilMojoKryptek

Tidal Surge PTS Notes

Wave Defense


PvE experiences are nothing new to Paladins, from LTM scenarios to past Events like Dark Tides, we’ve always toyed around with moments where players can fight AI combatants.
However, we’ve slowly worked on a passion project that looked to create a new experience that allows players to play a more-developed vision of what those modes could be like. Presenting Wave Defense, a new rotating game mode for Paladins.

Basics



  • Survive 10 minutes against waves of combatants who slowly escalate in number and difficulty.
  • Protect the objective in order to prevent the horde from draining your tickets.
  • The horde wins if you lose 30 Tickets.

    • Dying to the Horde loses you 1 Ticket.
    • The Objective drains 1 Ticket every 3s it is left uncontested.

  • Random powerups have a chance of spawning after a kill, allowing players to claim brief buffs.

Queues


Matchmade


This version allows players to queue with randoms and enjoy Wave Defense with a full team! This is the primary method of enjoying the mode and what we intend to balance for in the future.

Private


This version allows players to play on their own or with up to 4 friends without worrying about other players. Want to try a fun challenge or test out builds? This version scales based on the number of players, with our goal being an enjoyable experience regardless.

Experiences


Corrupted Burrow


Directly following the events of “Burrowed Within”, protect Brightmarsh and the Burrows from Yagorath’s brood of hatchlings and various monstrosities that are attempting to infect its heart. Moji managed to weaken the Maw’s grip on Nature, but only together as friends can you fully push back the Darkness to its seal.

Forgotten Altar


Deep within Ska’Drin ruins of Primal Court, the Pyre has hidden away an altar preserving an ancient weapon. Curious Champions are encouraged to look into it by Tiberius, but Azaan refuses to allow them to do so with ease. Acolytes and Arbiters of his will stand in between you and uncovering more about the Realm’s most ancient force.

Dark Tides


A reimagining of the original Event mode, Dark Tides takes place on Marauder’s Port, where corrupted cultists are performing a ritual to amplify the powers of the Kraken to attempt to open another Rift to fully destabilize the Realm. Once you interrupt them, prepare for denizens of the Abyss to arise and punish you for your heresy against their Lords.

Our goal with Wave Defense is to gauge player interest with this initial beta experience, and if enough enjoy it look to make updates/improvements in future releases. We hope you all enjoy!

Trial Challenges


We’ve heard feedback from the community that some of the new challenges are too long-term focused. With that in mind we’ve made the following changes:

  • Damage And Heal Players For 2,000,000 total Health ➡️ Damage And Heal Players For 1,500,000 total Health
  • Expend 15,000 Ammo ➡️ Expend 1,500 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 150,000 Ammo ➡️ Expend 15,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Expend 500,000 Ammo ➡️ Expend 50,000 Ammo In Non-Training Siege, Team Deathmatch, Or Onslaught Matches
  • Get 100 Headshots ➡️ Get 80 Headshots
  • Heal 3 Allies Within 5 Seconds 75 Times ➡️ Heal 3 Allies Within 4 Seconds 40 Times
  • Heal 4 Allies Within 5 Seconds 50 Times ➡️ Heal 4 Allies Within 4 Seconds 25 Times
  • Kill 40 Frontline Champions ➡️ Kill 30 Frontline Champions
  • Kill 60 Damage Champions ➡️ Kill 45 Damage Champions
  • Kill 60 Flank Champions ➡️ Kill 45 Flank Champions
  • Kill 60 Support Champions ➡️ Kill 45 Support Champions
  • Spray 200 Times ➡️ Spray 50 Times
  • Spray 30 Times In Onslaught or KotH Matches ➡️ Spray at least twice in 5 Non-Training Onslaught or KotH Matches
  • Spray 30 Times In Team Death Match or Payload Matches ➡️ Spray at least twice in 5 Non-Training Team Death Match or Payload Matches
  • Spray 40 Times In Siege Matches ➡️ Spray at least twice in 10 In Non-Training Siege Matches
  • Spray 100 Times In Non-Training Siege, Team Deathmatch, Or Onslaught Matches ➡️ Spray at least twice in 25 Non-Training Siege Matches

We will of course continue to monitor Trials and player feedback regarding them.

Buried Treasure Flashback Event Pass


What happens when you mix together surfers, pirates, and sea creatures? A Summer full of Flashback Fun! The Buried Treasure Flashback Event Pass brings back some of the most beloved cosmetics from the Shore Patrol and Pirate’s Treasure Battle Passes, as well as the Dark Depths Event Pass! 5 curated skins from those passes, as well as a whole host of previously exclusive cosmetics alongside a new set of Titles, are available in this trifecta of summer themes! As with the previous Flashback, players who own items within will be able to earn boosters and Crystals so everyone can join in on the party!

Limited Time Modes


Active from Friday - Monday 12 AM ET throughout the Tidal Surge update

New


Lian, I Shrunk the Realm!

  • Enjoy a version of TDM where every time you manage to get an Elimination, your Champion shrinks by 10% in size and health while moving faster and jumping higher. This effect can stack up to 5 times, so watch out where you step as tiny Champions fight to see who can become the smolest bean!

Updated


Truly Talented

  • Bomb King

    • New Talent: Pop n' Lock

      • Poppy Bomb now deals 500 extra damage and cripples for 2s.

  • Imani

    • Added to the Champion Pool
    • New Talent: Equilibrium

      • For 3s after using Elemental Shift, your cast speed is increased by 30%

  • Mal'Damba

    • Wekono's Curse

      • Reduced damage from 900 over 3s ➡️ 560 over 2s

  • Pip

    • New Talent: Lead Vial

      • Healing Potions now only activate when directly hitting a target, and may persist in the world for 10s after hitting a surface. Reduces cooldown of Healing Potion by 3s.

  • Seris

    • The Void Protects

      • Now caps at 500 Shielding per target

  • Zhin

    • New Talent: Blademaster

      • Deal 30% more damage to enemies within 20ft of you

    • Retaliation

      • Now makes Counter last 1s longer.

  • Yagorath

    • Added to the Champion Pool
    • New Talent: Defensive Curl

      • While in Hardening, you are immune to Anti-Heal.


Player feedback around Truly Talented was beyond what we expected, so we wanted to meet the moment and provide additional support. First, we made some focused balance changes to help existing Talents function closer to their historical versions. We also are giving Seris a limit to her Shield dominance. In addition to balance changes, we've added additional Talents to the pool including 2 new Champions: Imani and Yagorath.

While many enjoyed this mode's lack of more contemporary Champions, these two allow us to explore some ideas that make them meld better with this era of Paladins design. Let us know how they feel and whether we should continue or leave this LTM a pure nostalgia fest!



Balance


Items


Armor Plating

  • Now only active when the user is not affected by Crowd Control

Bloodbath

  • Healing amount changed to 450|450 over 3s

    • 15 Healing is applied every 0.1s

Rejuvenate

  • Reworked to “Increase your healing output by 10|10%”


Ever since passive Anti-Healing replaced Cauterize as a Item, Rejuvenate has been both a staple to Frontline gameplay and a difficult balancing act for the sandbox. It's ability to counteract a large chunk of Anti-Heal's effectiveness made it feel compulsory to any skilled composition while creating two distinct late game states to design around.

This rework is meant to solve several of the issues modern Rejuvnate has caused. Firstly, by shifting who buys the Item for its benefit from reciever to caster, Frontlines and other previous buyers can have more build diversity. Supports have already had very little Item diversity, and while introducing a healing output Item makes it a likely purchase, this still would offer some new nuance between Rejuvenate and Chronos on most Supports they don't have currently. This also fixes an issue where Support players have little say in how well they heal, mattering if their teammates bought Rejuvenate or not.

This version also would now be properly affected by Anti-Healing, meaning it's overall strength is lowered to compensate for only 1 person in an average composition needing to purchase it, as well as providing us a more predictable sandbox to continue our goal of reducing the reliance on healing. This means we can more actively monitor how various compositions and Supports affect middle and late game healing, as well as gives us more room to adjust the Anti-Healing system if needed.

Another goal of this swap is allowing niche builds and more self-sustain choices that forgo Supports entirely. Hell or High Water Octavia and several other ideas now have an Item to further boost their potential effectiveness. This version of Rejuvenate also synergies with other Lifesteal and Healing Item/Cards, so we believe it's a better Item that has more interesting applications for everyone.


Champions


Cassie


Abilities

  • Blastshot

    • Now also applies a 12% max Health Poison over 3s

  • Disengage

    • Now also applies a 35% Freeze for 3s

      • Freeze currently behaves the same as Slow

Caspian


Abilities

  • Rogue’s Tempo

    • Now travels at a single projectile speed of 400
    • No longer benefits from stacks of Piercing or Sharp Momentum
    • Now applies a 2s Cripple instead of a Slow
    • Cooldown decreased from 11s ➡️ 9s.

    Deadly Momentum

    • Cooldown decreased from 13s ➡️ 11s

Talents

  • Measured Cadence

    • Now travels at a single projectile speed of 400
    • No longer benefits from stacks of Piercing or Sharp Momentum
    • Now provides 15% Rogue’s Tempo Cooldown Reduction on hit instead of a Slow

Corvus


Talents

  • Dark Gifts

    • Increased heal from 75 → 100
    • Increased Reload Speed from 15 → 25%
    • Increased Cooldown Reduction from 15 → 20%

  • Stunning Visage

    • Now also reduces Projection’s Cooldown from 8 → 5s

Evie


Ultimate

  • Ice Storm

    • Now applies a themed Freeze instead of a Slow

      • Let it Slow, let it Slow!

Io


Talents

  • Sacrifice

    • Now indicates on Io's health bar to enemies that she will not die when Sacrifice is up.

When we brought back the Grohk Talent Wraith in Truly Talented, we rediscovered tech to convey abilities that trigger at a health threshold. We've expanded this to Io's Sacrifice to lower confusion and frustration when fighting her and allow more choice in how you punish her.


Kasumi


Health

  • Increased from 2100 ➡️ 2200

Weapon

  • Yokai Doll

    • Tightened targeting cone from 6 units ➡️ 4.5 units
    • Increased bonus Shield Damage from 200% ➡️ 250%

      • No longer can buy Wrecker

    • Cursed target damage output reduction increased from 2% ➡️ 3% per stack

Kasumi's kit is in a pretty decent spot after relocating to the Flank class, but her Yokai Doll still is a bit less consistent than many would like. We're tightening the targeting cone on it to be more precise, making her work a bit harder but upping the consistency heavily. We also are giving her more utility though the damage output reduction Curse applies, making her more able to duel targets as well as use her Ult to start a team snowball. Finally, we're resolving a longstanding conflict with stacking her passive and the item Wrecker by buffing the passive & removing her ability to buy the Item.


Kinessa


Weapon

  • Carbine Rifle

    • Damage increased from 170 ➡️ 215
    • Firerate decreased from .15 ➡️ .19
    • Increased hip-fire accuracy from .75 ➡️ .9

    • Fixed an issue where her damage ranges were not functioning as intended in Carbine mode.

      • Increased maximum effective range from 55 ➡️ 100
      • Increased minimum damage range start from 115 ➡️ 175

        • Due to how her Sniper rides her Carbine, its values have historically fluctuated without our input. This should now make her weapon feel updated for modern Paladins standards.

  • Sniper Mode

    • Decreased damage from 1200 ➡️ 1000
    • Increased base damage from 30 ➡️ 100
    • Decreased charge time from 1.5s ➡️ 1s
    • Increased FOV from 25 ➡️ 38

Abilities

  • Transporter

    • Travels 30% faster

  • Oppressor Mine

    • Now applies a 15% Slow to targets affected by it

Ultimate

  • Headhunter

    • Increased duration from 5s to 8s
    • On activation, Kinessa loses 50% Ult charge. Carbine shots cost 2 Ult Charge & Sniper shots cost 8 Ult charge. If she ends her ultimate with any charge remaining, that amount goes towards her next Ultimate.

Talents

  • Reposition

    • Now also reduces the distance you teleport from 100 ➡️ 75

  • Octopressor

    • Replacing Oppression
    • Moved from Card to Talent, now states “Oppressor Mines now target up to 5 enemies and can have up to 3 active at once.”

Cards

  • Aftershock

    • New Card to replace Octopressor, states “Oppressor Mines' Slow now lingers after exit for .4|.4s.”

  • Lie in Wait

    • Reworked to "After 1s of standing still, zoom your Sniper Mode scope by 5|5%."

  • Beam Me Up

    • Original effect moved into base at Level 3
    • Reworked to "Reduce your damage taken by 4|4% while in Transporter"

  • Calibrate

    • Reduced effect scaling from .15s ➡️ .12s

  • Power Supply

    • Reworked to "Hitting a headshot grants you .4|.4% Ult Charge."

We plan to release a blog to go through these changes in more depth, including the goals and methodology of these changes. For the most macro viewpoint, our goal is to shift Kinessa from a Sniper-first role to a more flexible, hybrid Damage. Her Carbine now is a much more capable weapon, while her Sniper is being emphasized as a poke tool that can clean up kills. This is both to provide her a more healthy spot in a meta, as well as allow more room for Strix in the future as the Sniper-first Champion.

We also have done a pass on her Talents and Cards to lower the frustrations of fighting her playstyles while letting her have more freedom in buildcrafting, with the hope that these ways of play can become stronger without the painpoints that led to previous nerfs. Reposition has long been her best Talent, and with these tweaks will remain strong but require more skill to leverage. Octopressor was a card cursed to never be Level 5, and by shifting it to a Talent allows her to keep that gameplan with less complication and more Loadout space.


Koga


Abilities

  • Dragon Stance

    • Movement Speed bonus reduced from 25% ➡️ 15%

Maeve


Talents

  • Street Justice

    • Reworked to “Activating Midnight recharges Pounce. During Midnight, Pounce executes targets at or below 40% Max Health. Midnight lasts an additional 2s.”

  • Cat Burglar

    • Damage bonus increased from 25→ 30%
    • Duration increased from 3s → 5s

  • Rogue’s Gambit

    • Damage bonus increased from 15 → 20%

Street Justice has long been a polarizing Talent, and we felt it finally time to address. While we considered bringing back Artful Dodger, we felt the player fantasy behind Street Justice was one worth preserving. So, we've now tied the execute to Maeve being in Midnight, limiting it's uptime to match all other executes in Paladins. However, we've given the Talent some added perks that make the words "Goodnight" instill fear in her opponents. The execute opportunity remains active as long as Maeve is in Midnight stance, regardless of if the target is blinded or not. We also felt buffs to both of the rival Talents would make Maeve's suite now feel properly distinct and effective as separate playstyles.


Makoa


Ultimate

  • Ancient Rage

    • Now increases Makoa’s size by 50%

      • You wouldn’t dare challenge him.

    • Now grants 50% Headshot Damage reduction
    • Increased bonus health from 4000 ➡️ 5500

Makoa has fallen a bit to the wayside compared to the rest of Frontlines, and while his core kit feels good, he's lost a bit of impact. Ancient Rage will now be an Ultimate that can let him block more damage for his teammates, allowing for another tool in objective fights. This also serves as a noticeable buff to the effectiveness of Leviathan for those who leverage every activation.


Moji


Talent

  • Jubilation

    • Now also spreads 75% of Mark damage to nearby enemies

      • It makes them go Boom Boom.

While we've been watching and listening to feedback on the strength of Moji's healing output, we don't want to rush to overcorrect her numbers and features until she's fully settled in playrate and match statistics. However, Jubilation has been underperforming and many OG Moji players have spoken on how she still doesn't have a true Flank Moji level option. So, we've added the features of her old Talent Boom Boom directly into Jubilation to offer a close-to-par Damage experience.


Nyx


Abilities

  • Royal Presence

    • Now displays a duration bar while active

  • Realm Breaker

    • Now can miss 2 hits before resetting combo chain

  • Cards

    • True Freedom

      • Reworked to Heal for 75|75 when landing the final hit of Realm Breaker's combo

    • Devastating Blows

      • Increased bonus damage trigger range bonus from 4 → 5 units

    • The New Order

      • Increased Shield amount from 30 → 60

Seris


Talents

  • Forsake (replaces Mortal Reach)

    • Restore Soul now heals over .5s, but it's cooldown is increased to 3s.

  • Internal Torment (replaces Agony)

    • Rending Soul on a target with maximum Soul Orbs marks them to take 20% increased damage for 3s.

"They just hold heal" is thrown around often in conversations around certain Supports, none more than Seris. Her channeled heal and focus on non-aggressive gameplay is part of what makes her the most popular and approachable Champion, but it's also something that has kept her unviable at a higher level where Supports need to provide more than healing numbers.

To address this, we've created 2 new Talents specifically focused on offering more active roles for Seris in gameplay and give newer Seris players a better transition from her ease to more complex and impactful playstyles. Forsake gives Seris access to a burst heal like her sister, opening up her ability to apply pressure through damage windows between cooldowns. Internal Torment, however, offers players willing to balance her channeled heal and steep investment on stuns a powerful debuff that her whole team can utilize.


VII


Abilities

  • Grappling Hook

    • Can now hook enemies towards VII at base (again)
    • Cooldown decreased from 14 → 12s
    • Decreased charges from 2 → 1

  • Explosive Dodge

    • Increased CD increased from 7 → 8s

Cards

  • The Night

    • Increased CD reduction from 0.4 → 0.5s

Talents

  • Overcharged

    • Now gives Grappling Hook a second charge
    • Increases Grappling Hook cooldown by 2s

Strix


Abilities

  • Scope

    • Increased FOV from 25 ➡️ 38

We didn't want to give Kinessa so much without at least offering Strix a equally deserved FOV revert. We plan to revisit our Owl-themed marksman once we have Kinessa in a place that allows us to focus on curating his Sniping experience in ways that make him feel better on both sides of the scope.


Terminus


Weapons

  • Massacre Axe

    • Reduced damage from 650 ➡️ 625

Talents

  • Undying

    • Reduced DR received from 20% ➡️ 15%

Torvald


Weapon

  • Gauntlet

    • Reduced damage from 200 ➡️ 195

Tiberius


Weapon

  • Bladed Chakram

    • Now bounces 2 additional times.

Abilities

  • Crouching Tigron

    • Startup reduced from 0.5s ➡️ 0.2s

Ultimate

  • Blade Dance

    • Whirling Blade now has 0.2s of invulnerability on landing

Talents

  • Predatory Instincts

    • Reworked to “Eliminations during Combat Trance reduce its next Cooldown by 25%.”

  • Vicious Assault

    • Now grants 40% DR while airborne

Vatu


Weapons

  • Kunai

    • Damage increased from 280 ➡️ 310
    • Fire rate decreased from .9s ➡️ 1s

Talents

  • Enveloping Shadows

    • ICD decreased from 3s ➡️ 2s

Vora


Ultimate

  • Harbinger’s Wrath

    • Movement Speed during increased from 60% ➡️ 75%
    • Increased targeting angle from 80 ➡️ 100
    • Increased fire angle from 20 ➡️ 25
    • Adjusted Ultimate Camera to aid with aiming and presentation

Vora's Ultimate is a unique tool that has both lethal and movement applications. We want to incentivize players utilizing it for its intended goal of execution so we're making the targeting more consistent and forgiving, while also adjusting the camera to better frame her target. We also are giving back some speed during her Ultimate to allow for chasing down opponents or a desperate escape from a lost fight. We're also tracking Unified in Purpose and its application of DR being based on final hit as opposed to initial.


Willo


Ultimate

  • Blastflower

    • Reduced damage per stack 20% ➡️ 15%

Anniversary Event

Anniversary Questline


This year, we've moved the Event to the new Questline system under Activities, where future simple progression events will be shown. We've also streamlined it to focus on the delivery of the core rewards and currencies, with other rewards available during Siege Remixed's weekend modifiers. Here is the Questline:

  • Play 1 Game during the Anniversary Event

    • Anniversary Chest

  • Play 4 Game during the Anniversary Event

    • Free Champion Token

  • Play 8 Game during the Anniversary Event

    • Free Champion Token

  • Play 12 Game during the Anniversary Event

    • Free Champion Token

  • Play 15 Game during the Anniversary Event

    • Anniversary Limited Skin Token

We've heard feedback from those with collected Free Champion Tokens who own all of the Champions & will be exploring the best way to allow those players to spend these Tokens on something worthwhile to them in the future. As for the Limited Skin tokens, we've added two skins to the selection that last year were requested:

  • Beach Bash Lian
  • Temple Raider Maeve

This now means that every single Battle Pass Limited is available in the Anniversary store, and in the future we'll be listening to feedback on where to expand it next.

Siege Remixed


For Siege Remixed, we decided to spend this year's weekend modifiers celebrating different eras of Paladins and trying out things players have wanted to see return as well as revisit the favorites. Here are the weekends and effects that will be in place:

June 21st - 24th


Closed Beta Theme | Modifier: Capture Only Gamemode
  • This version of Capture Only will be different than the early iteration in Paladins, merging the classic fight over rotating points with a round-based system similar to modern Siege.

June 28th - July 1st


Open Beta Theme | Modifier: Cards to the Max

July 5th - 8th


Season 2 Theme | Modifier: Third Person Only
  • We haven't actively developed third person gameplay in a long time, so for this weekend all Champions released after Season 2 will be unavailable in Remixed.

July 12th - 15th


Season 5 Theme | Modifier: Siege Beyond Store

July 19th - 22nd


Season 7 Theme | Modifier: Powerup Spawner
  • Returning from Old School, every Champion death will have a chance of spawning a powerup for either team to claim to swing the tide of battle.

Restored Recolors


Back in our transition from beta to release, we removed various skin recolors that the team then felt were below standards as well as adding clutter to the slowly growing library of cosmetics. As time proved that latter point right, the current team spent some time expanding and refining the Color Selector system in hopes we could then restore these skins to the game. We're excited to share with the start of this Anniversary Event that Phase 1 of these recolors are now available for their original price of 160 Crystals or 30,000 Gold.

Androxus



  • Gaunt
  • Sanguine

Ash



  • Plated
  • Tempered

Bomb King



  • Emerald
  • Ruby

Evie



  • Conjuration
  • Divination

Inara



  • Garnet
  • Amethyst
  • Celestine

Lian



  • Peridot
  • Veridian

Maeve



  • Guttersnipe
  • Riff Raff

Ruckus



  • Assembly
  • Gizmo

Seris



  • Prophecy
  • Umbral

Talus



  • Moonstone

Terminus



  • Thrall

Torvald



  • Cartography
  • Historian

Tyra



  • Conifer
  • Heartwood

Vivian



  • Deceiver

Willo



  • Lilac

Ying



  • Mystic
  • Soothsayer

Zhin



  • Greed
  • Warlord

    • Due to the level of which this skin changes Zhin's appearance, we have elevated it to Uncommon and left it outside the skin selector. It will remain at Common price for players!

Weekend Queue Bonus Giveaways and Trials Reset


As a part of this hotfix, we'll be updating Trials and resetting for a new set of rewards themed around Feudal Fables. However, we heard the feedback around the various issues the last set of Trials had and to help amend for that are giving away various rewards each weekend, including a Flashback Challenger's Spoils as well as Crystals to provide what those who completed Trials should have earned. We're still collecting all the feedback and instances of reward issues so we don't have the schedule yet but will communicate these giveaways when we can and while they are active. Thanks to everyone who has reported and been patient with us as we work on this!

2x Event Pass XP all Event, 2x Champion XP most Weekends


Simple as that. Enjoy earning all the contents of Feudal Fables faster while playing with the content above until July 24th! 2x Champion XP will also be active most modifier weekends!

This Week in the Realm | June 11th, 2024

Greetings Champions! Here's what happening in the Realm this week:

Let's Catch Up


Hello again! It's been a few weeks since we've last released one of these blogs, and we've heard a lot of questions and concerns so we want to address them here and now.

What's going on with the servers?


This is the reason we've been quieter than normal & the largest issue we've had so to address it first: Servers had begun to experience frequent disruptions a week prior to the launch of Feudal Fables. Our operations team began investigating and we discovered a few improvements we could make. However, to implement them correctly, we had to take some time to develop them. This led to the 2-3 weeks where we as a team were entirely focused on these changes (as well as releasing our usual hotfix), and we're glad to say we've seen a return to stability this past weekend and will continue to watch and support this recovery. We apologize for the lack of communication around this problem as we wanted to be cautious about our security as well not communicate in the moment before aspects of improvement were certain. We expect almost everyone playing to have a smoother experience now & encourage people to continue reports if they run into issues!

What about Ranked?


As a part of the ongoing server issues, we made the call to disable Ranked temporarily to allow us to focus efforts on certain servers as well as prevent too much volatility in player TP. We haven't done this type of sudden disable of Ranked prior, and we learned a lot from the process. We had some issues disabling Ranked decay at first but have now put it on pause until Ranked returns the 19th. When Ranked returns, players will have 1 month to continue Split 1 to earn rewards and climb the leaderboards before Split 2 launches with our next update.

In the hotfix, Trials challenges were supposed to be fixed but weren't?


We're aware! We tested these fixes in our test environment where they passed our QA process, however when we moved the fixes to the live servers, something didn't resolve between the fixed versions of the activities and the existing versions players had progressed. Trials are resetting on June 19th, so we're now looking to instead grant the affected rewards to players instead of attempting to adjust these Trials. We'll share more information on how we're giving them away shortly after the hotfix!

What's coming next?


In the short term, we'll be releasing Hotfix 2 on June 19th, which will also kick off our Anniversary Event! This will include the return of the 5 Anniversary Skins in the Anniversary Chest, the ability to play 15 games to unlock 3 Champions and 1 Limited Skin Token, as well as Siege Remixed. There will also be new modifiers for the mode and some other surprises sprinkled in. The full Event notes will be released early next week!

When July comes around, we'll be back to share information on our next update launching that month and marking the middle of Year 7. We're really excited to show off what we've been working on, however it's not quite time to share too many details. We'll be back to publishing these weekly blogs so stay tuned!

This Week's Community Creations



Summoning Spirits


Artist: SafeForWolf





Burrowed Within


Artist: SkeletonKid





Corrupted Void


Artist:Surtr





Risen Spirits


Artist: GnP





Kindred Kasumi


Artist: Kousomii





Weekend LTM: Choose Any Siege


The fan favorite returns from a long hiatus, play Siege with multiple copies of Champions allowed on a single team!

- EvilMojoKryptek

Feudal Fables Hotfix 1 | June 6th, 2024

General



  • Match IDs now are visible in the scoreboard during the match.
  • Fixed an issue where Akazukin Moji was not using the proper loading art when entering a match.
  • Fixed an issue where select Trials were not completing when players reached 100% on their progress.

    • This includes all the Ammo challenges and some Spray & Objective challenges.


Champions


Bomb King



  • Fixed an issue where Cuddle King had his wick and cap clipping through aspects of his model.

Fernando



  • Fixed an issue where Aegis was causing Chivalry to have an erroneous 2s cooldown.

Furia



  • Fixed an issue where some Furia skins would jitter during certain animations.
  • Fixed an issue where Shrine Guardian Furia's VFX would desync from their effects.

Lillith



  • Fixed an issue where Heart of Crimson was dealing less damage than intended on Cursed Accord
  • Fixed an issue where Death Wings' cost was not reduced to the proper value.

Moji



  • Fixed an issue where Magic Shield was affecting Deployable, Pets, and Illusions
  • Adjusted functionality and intention of Magic Shield's self-shielding

    • Magic Shield now applies a 600 Health Shield to Moji every .25s, capping at 600. In effect, this makes her survivability during much higher but can still have her health chipped into between ticks.

Paladins Chronicles: Burrowed Within

This is the first entry of Paladins Chronicles released on Steam, continuing the current ongoing Series 2 that can be found either on the website archive or on our Wiki. This entry is a direct continuation of He Who Persists and Shattered Goddess, Restored Faith for those who wish to be caught up. Without futher ado...

Burrowed Within



As the portal snaps shut behind them, Azaan takes a moment to breathe in the familiar air of the Realm. His contemplation is interrupted by Moji’s waving finger.

“Now, before you go running off…” Moji states sternly as Po-Li seems to shake their heads signaling no.

“I sense the Abyss. What abomination is released here?” Azaan ignores the Leipori’s call for patience as he launches himself into the air. However, he begins to quickly fall and barely catches himself as he lands. Moji pulls Po-Li out of the way and sighs deeply.

“When Nyx emerged from the Abyss and took your silly star station, she redecorated it to weaken you. You’ll barely be able to handle this, but you have to.” She continues onward, gesturing towards Azaan to walk begrudgingly behind her.

“You’re probably hungry. What kind of food do Pyre Lords eat anyways?” She attempts to make small talk but Azaan simply grunts in reply.

They emerge from an alleyway into the center of Brightmarsh, the once-vacant home of the Vulpin. Azaan is caught by surprise when he notices families running and plumes of fire rising from various homes.

Noticing his reaction, Moji explains, “They had started moving back, thinking the conflicts were over. You defeated Yagorath. Then the Magistrate defeats the Resistance. And then the Abyss comes back, right?.” Moji states this as a matter of fact, but he feels her tone conveys a level of judgment he has not experienced in a long time.

He quickly starts to will himself forward faster, walking amongst the houses, and scanning the city for the evil he feels in his bones. Moji directs Po-Li as they scamper forward to keep up with Azaan. “So then the Abyss rises and defeats the Paladins. And then Vora of the Maw defeats Raum. And now we’ve ended up with Raum, and the Maw have moved in too. Why would the Maw move here?”

“I know not what those parasites want with your forest, but I will see to the removal of whatever demon plights you.” Azaan charges his hammer. “Then, I will leave for their queen.” Azaan directs them around the town, Moji quickly hands out treats to heal the fleeing Vulpin while he charges his hammer.

“You're leaving after? Weren't you a human once? Didn’t you have families to defend…friends to protect?” She begins to question him but as she does, he suddenly dashes forward through a building as it succumbs to its structural damage. She barely manages to shield herself before arriving on the other side to see Raum rampaging through the town center.

A Vulpin bounced through the air around the demon, who Moji identifies as Pip, raining potions from his launcher, and directing the demon away from the repopulated district. Above them floats Willo, the faerie blasting volley after volley of seeds towards the demon lord. Even though they look drained and tired, the two appear to be having more fun than filled with fear, Pip guiding the raging force into the zones of control cast by his ally.

Moji joined Azaan’s side once again. “The fighting has gone on for hours while they try to tire him out.” Moji mimics Azaan’s monotone voice as she commands him forward. ”I trust you can send him packing. Then, you will stay for a meal.” He sneers as he rises into the air once more, already set on his actions.

“I will purge you, beast!” Azaan shouts as he throws his hammer forward and blasts towards the conflict. Pip barely jumps out of the way in time as the ground ignites with Pyre's blaze. “Hot hot hot!” he yelps as Willo cackles and flutters towards Moji.

“Aw, is the fun over?” Willo groans as she shakes her wand in the direction of Raum and Azaan’s clash, spreading pollen across the ground.

Pip leaps in to join them and slides onto the ground. “Hardly. There are still plenty of Vulpin here. And now we have a second big bully to worry about.” He glares at Moji who crosses her arms in retort.

“Oh sure, you aren't tired, you can hold him off forever. I got you a solution, that's what you asked for. Those two aren't even our biggest problem.” She gestures an arm out and magic slowly ripples from beneath her, highlighting a path into the nearby forest.

“What are you on about, Mo-mo?” Willo replies to her. She stretches her wings and inquisitvely flies upward to look ahead, leaving Moji behind on the ground.

“Can NONE of you see it? This place stinks. With Darkness, I mean. It’s crawling below our feet.” She raises a paw off her saddle, and Po-Li raises a paw off of the ground. As she says this, Pip scrapes the bark off of a nearby root and pulls out a flask of blue liquid.

“There is a concerning lack of growth…” He mutters to himself, but his thought is interrupted by a crash echoing in the distance. The three turn to see an Azaan shaped hole in a stone wall with Raum charging towards it.

“Should we be helping him?” Willo asks hopefully.

Moji and Pip both turn to her and shrug. They hear a loud thump as Azaan meets Raum’s shoulder with his fist.

“He’ll be fiiiiiine. I'm sure he'll learn to ask for help if he ever needs it,” Moji giggles. She swirls more magic to bring light into the treeline, “and we have a Yagorath to find.”

“Well, would you look at that?…” Pip finishes taking an extract from the root, and looks at it floating in the flask of liquid. “This has Maw remnants in it, and I foresee some… interesting experiments.” He shakes the flask between two fingers. “You were right”, he admits “lead the way.”!”

With her allies finally convinced, she guides them down the trail deeper into the Enchanted Forest. Willo zips from branch to branch as Pip continues to analyze the roots for more anomalies.

As they move deeper, they slowly watch the Forest twist and bend into tendrils, resembling the Darkness that once consumed the Shattered Desert. “Grovey always told me that one day we’d need to step up.” Moji thinks to herself. “I hoped the wars would end and I could help heal the Forest…but wars never end.”

They hear a roar in the distance, one that rumbles the ground below them and turns into a groan. The three quickly hasten, as a light glimmers between the trunks. As they approach, they witness a form of Yagorath – smaller in size but still menacing – slowly draining energy from a large Crystal nestled in a cradling canopy. It bleeds a greenish-blue magic that slowly turns muddy red as it enters the Devourer’s quills.

“What do we do?” Pip whispers as he pulls the group down into a bush.

“Do we have a choice, Fire Thief? We have to fight.” Willo excitedly prepares her wand. Moji stares at the two, covered in scratches, and still breathing heavily from their previous bout. She looks down at Po-Li and focuses on a question. Her familiar stares back at her, two eyes focused and two aloof. Both of the heads respond, Li with a slight nod and Po enthusiastically head bobbing .

She turns to her companions, suddenly serious. “You two follow my lead. We’re all going to come out of this okay, I’ll make sure of it.” She tightly grips the reins to her faithful mount. The other two are surprised at her conviction but nod in agreement. She waves her hands and envelops the three of them with a magic shield. She takes a deep breath and charges out of the bush. As she leaps forward, Po spits a glob of magic to take Yagorath’s attention and Li sprays their allies and the damage done to the canopy to repair it.

The form of Yagorath lurches around and faces the group, a faint smile forming across her wide jaw.

“Oh, my meal comes with mints. How lovely.” She lunges toward Moji, but Willo lands a seedling directly in her mouth, forcing her head to blow backwards and unrooting her from the ground temporarily. As the seedlings explode, Pip bounces into action, launching a flask where she rooted that attempts to hold her where she’s planted. She rolls up and begins to reposition, shrinking the arena with pools of acid. Settling in front of Moji, she stands tall – once more blocking their view of the canopy – unhinging her jaw to launch quills towards them all.

Without hesitation, Moji dashes in front of her allies and blocks the hits, pivoting her stance to continue facing their foe as Po-Li circles around Yagorath. Moji slides to a stop as Pip quickly tosses a potion at Po-Li’s feet. Yagorath chuckles and bares her jaw. The Leipori and the Worm stare for a moment as the familiar grinds its feet into the ground, unsure whether to act first or wait for the other to make their move.

“Oh, dear. Your misplaced hope only makes you a more delicious treat.” Yagorath begins to rip the air out from the space, dragging Moji towards her. Pip and Willo attempt to volley her once more, but a tail rises to shield the blasts.

“I’ll have you know, I’m the expert in how delicious treats are.” Moji retorts and waves her hands forward, conjuring a treat and letting it lodge itself in Yagorath’s mouth. Yagorath begins to reply but her voice pauses and her form begins to shudder.

“What, too sweet for you?” Moji scampers away from the vortex as Yagorath begins to contort and gasp. The two behind her begin to rain fire once more as Yagorath is forced into a curl to protect herself. However, right before Moji expects the spell to take effect, Yagorath bursts from her shell and knocks all of them back.

“You disgusting amalgam, worthless vermin, I WILL CONSUME YOU ALL!” She lashes out and rolls directly towards Moji in response, flaming with acid dripping down to the ground. Moji and Po-Li both look back at their friends and decide to stand their ground, spraying and spitting toward the invader of their home.

Just before Yagorath clashes against the Leipori, roots spring from the ground and shield Moji.“The spirits do not rest,”a low voice calls out. Yagorath scrapes against them until she rolls away. She stands tall and looks around, a look of concern in her eyes. Trees begin to reach for her, and flowers spray pollen to attempt to blind her. Disgruntled, she hisses and begins to roll away. A nearby tree’s bark slowly creaks open as Grover steps out. Pip and Willo also join him above Moji, who is resting on the ground next to an exhausted Po-Li.

“Grovey? That you?” She weakly says, but with excitement in her voice.

“I am here, little one. You did well. The whole forest owes you gratitude,” He extends a hand out to help her back onto her mount and slowly restores them, “Yagorath escaped, but many spirits were saved.”

As the healing magic envelops her, Moji feels a rush of purpose. She’s spent so long away from home that she had forgotten why she fought: her friends. She slowly channels her magic and rises slightly, feeding it to Po-Li. Pip and Grover, coming to the same conclusion, smile at Moji while Willo rolls her eyes at the burst of green magic that explodes around them.

Filled with determination, Moji turns Po-Li towards Brightmarsh and points. “The fight isn’t over, let’s help them all!” She leads the charge, with all her allies in tow.

As they emerge from the Forest, they find the remaining Vulpin have evacuated to safer structures. Azaan and Raum continue to brawl, fist to fist, with both looking severely weakened. Raum has souls falling from his skin as Azaan’s fire is now dimming with every clash. As they reach the edge of the opening, Raum slams his hooves into the ground and Azaan is pulled to his knees.

“Unworthy Pyre Lord. I will end you!” Raum rips his gun from a portal and it begins to whirl to life once more. But as it does, a barrier surrounds Azaan and Moji coughs into her sleeve to garner attention from the outskirts. Raum turns towards the group and huffs.

“That Unworthy Pyre Lord is my friend. If you want him, you’ll stand and fight us. So…I’d recommend you flee. You seem to be good at that.” Moji smirks as Grover summons his axe and the blasters beside her reload, ready to rejoin the fight.

Raum roars out in drained frustration, sizing all of his new foes up. After a moment, he stomps twice into the ground, turns, and rushes into the distance away from the Forest.

As Moji drops the protective shield, Azaan comes to his feet.

“You let that wretch get away?!” Azaan protests as he slams his hammer into the ground.

“Today. He’s gone today, but you’ll get him one day. If those two couldn’t stop him, what chance did you have?” She gestures to her friends. “As for you, you are staying and having a meal. The only thing eternal in life is hunger, Zaanny.”

Azaan stares blankly as Po-Li rushes over to lick him. For a brief moment, he feels a sense of connection he had lost a long time ago, a core humanity locked behind Pyre's virtue. He lets his guard down and his shoulders drop.

“I enjoy… stew.”

Moji smiles at the response and gestures with her hands.

“Then let’s get you some stew, big guy!” She giggles as the Vulpins return to their homes. And the group… the friends… go to rest.

Paladins Chronicles are short stories meant to enrich the world of Paladins & serve as context for future events. This is a part of Series 2, which is focused on expanding players’ knowledge of the Realm. please provide us your feedback on socials!