

Gl1tch’s passive is great for identifying enemy positions and dodging potentially dangerous encounters. This buff is aimed at increasing his play potential by extending the range of intel he can gather.
This small bump in ability range should help Talon in encounters where weapons he’s pulling are just out of reach.
Vy’s maximum health steal passive is very strong in reducing the time to kill of enemy opponents and increasing her own. This change is meant to reduce that capability.
We previously reduced the fire rate from 300 → 273rpm, this buff should bring the Hydra in line with the rest of the AR class.
The nightshade as a hybrid SMG/AR has been struggling relative to the SMG class and struggling relative to the AR class. This change brings its accuracy loss per shot closer to its SMG peers in an attempt to make it more viable.
The objection is slightly lagging relative to its peers in the SMG category. Given the weapons overall inaccuracy, this increase in headshot damage should make the weapon more lethal in the close and close-mid ranges.
Missing a hip fire shot tended to be quite punishing given the overall accuracy, speed, and stopping power of this weapon. This change is to reduce the likelihood of missing an initial hip fire shot and being severely punished.
The Riptide had an incredible initial and sustaining accuracy. These changes should keep the first 4-5 shots of the weapon highly accurate but reduce the ability of players to hold down firing with perfect accuracy well into their magazines. The Riptide will continue to reward players who can consistently land headshots but now players will be punished for missing headshots, by needing to stop and reset their aim.
The Conviction has exceptionally high falloff ranges. This change is in order to bring its first falloff range down a bit to be more in line with most other weapons available.
Fixer has been struggling with win-rate for an extended period of time. When he’s not used as a direct counter to high-armor foes, his kit struggles to keep up. These changes are directed at increasing his general utility in matchups against a broad set of rogues. The dramatic change to his smoke grenade cooldown should give him a much stronger ability as a Defender to hold down lanes and stall pushes, and give him a higher chance at being able to achieve his full kit synergy in single-life game modes.
Sigrid has been struggling with being a viable rogue and sits at the bottom of our rogue pool in terms of win-rate. She’s challenged when she attempts to close gaps versus lethal gadget-wielding foes and as a breacher, there’s a deep conflict there compared to Rogues who have kits that help them in those scenarios.
ViVi’s ability is strong when initially popped but rapidly fades. The shorter cooldown capabilities we’ve added here are directed at letting her experience the initial power spike of her ability more often and reduce the time between those spikes.
We previously reduced the fire rate from 750 → 600rpm, this partial revert should help it be in a more competitive state.
The Tyr falls short in almost all metrics when compared to the LR15 Fullbody. By changing its hipfire accuracy to allow for close range & some mid range flexibility, it should have more utility than its counterpart to compete effectively during close and mid range combat. Under 15 meters, players should expect to be able to land hipfire shots, and above 15 meters it should be rare to hit one.
The Devotion struggles compared to peers in the DMR category. This is a first attempt at bringing up its viability. We will be monitoring the effects of this change and looking to continue to buff it if it remains a less viable option.
This weapon can’t hit as hard or fire as fast as some peers, so to help give it a relative strength we are buffing its mid-range damage.
The Knight feels good right now and we don’t want to change that, but we observe that it’s close and mid-range TTK beats every assault rifle in the game; defeating the purpose of assault rifles. We want it to still be a strong relative choice. It’s TTK will be unaffected from 0-12m, but in the 12-17m range it will hit as hard as the assault rifle class instead of stronger than that class.
The Hydra is by far the dominant assault rifle in the game and this change should bring it more in line with its peers.
Fixer has been struggling with win-rate for an extended period of time. When he’s not used as a direct counter to high-armor foes, his kit struggles to keep up. These changes are directed at increasing his general utility in matchups against a broad set of rogues. The dramatic change to his smoke grenade cooldown should give him a much stronger ability as a Defender to hold down lanes and stall pushes, and give him a higher chance at being able to achieve his full kit synergy in single-life game modes.
Sigrid has been struggling with being a viable rogue and sits at the bottom of our rogue pool in terms of win-rate. She’s challenged when she attempts to close gaps versus lethal gadget-wielding foes and as a breacher, there’s a deep conflict there compared to Rogues who have kits that help them in those scenarios.
ViVi’s ability is strong when initially popped but rapidly fades. The shorter cooldown capabilities we’ve added here are directed at letting her experience the initial power spike of her ability more often and reduce the time between those spikes.
We previously reduced the fire rate from 750 → 600rpm, this partial revert should help it be in a more competitive state.
The Tyr falls short in almost all metrics when compared to the LR15 Fullbody. By changing its hipfire accuracy to allow for close range & some mid range flexibility, it should have more utility than its counterpart to compete effectively during close and mid range combat. Under 15 meters, players should expect to be able to land hipfire shots, and above 15 meters it should be rare to hit one.
The Devotion struggles compared to peers in the DMR category. This is a first attempt at bringing up its viability. We will be monitoring the effects of this change and looking to continue to buff it if it remains a less viable option.
This weapon can’t hit as hard or fire as fast as some peers, so to help give it a relative strength we are buffing its mid-range damage.
The Knight feels good right now and we don’t want to change that, but we observe that it’s close and mid-range TTK beats every assault rifle in the game; defeating the purpose of assault rifles. We want it to still be a strong relative choice. It’s TTK will be unaffected from 0-12m, but in the 12-17m range it will hit as hard as the assault rifle class instead of stronger than that class.
The Hydra is by far the dominant assault rifle in the game and this change should bring it more in line with its peers.
It is the first season of the year and we are opening with some changes, features and great rewards! This Season will run until the end of 3.4. Read on to see what we’ve done for ranked to see why.
In the first step of rolling out version one of a feature that was most requested by our players, we are introducing the Ranked Leaderboards. In this first version, players will be able to view the leaderboard on our official website either by directly visiting in their browser or clicking a link/QR code found in game. This leaderboard sorts by your Rogue Points that you continue to accrue as you play ranked games after reaching Rogue Rank. This leaderboard will reset at the end of the season after we reward the top players with their exclusive ranked rewards for being the top 1000/500/100 players. We are excited to watch this leaderboard closely throughout the season to see who truly are the top players in our community!
This update also comes with yet another request frequently made by players which is raising the player level cap:
In this Update we are introducing a new version of Highcastle called Highcastle Omega! This map boasts not only an amazing visual update but also new combat spaces and routes. You’ll find this map in the following Queues: