Greetings, Warriors!
It's Paragon: The Overprime.
Here are the details regarding the patch that will be applied at the start of Early Access to
ensure the best possible gameplay experience.
Please see below for details.
Early Access Patch Notes
Hero Balance Changes
[Gadget]
Speed Gate (E-Skill) Line Formation Time Adjusted
- Before: 1 sec
- Now: 0.3 sec
Dev Comments
Because Speed Gate takes too long to form, we received feedback that it could not be used in emergency situations. As a result, we adjusted the formation time so that even if the gate is formed right in front of the Hero, the Movement Speed Increase can quickly be obtained.
Obsessive Bomb (Q-Skill) Range Adjusted
- Before: 17m
- Now: 16m
Obsessive Bomb (Q-Skill) Damage Value Adjusted
- Before : 120 / 200 / 280 / 360 / 440
- Now : 120 / 190 / 260 / 330 / 400
Obsessive Bomb (Q-Skill) Magical Power Coefficient adjusted
- Before : 0.7
- Now : 0.65
Dev Comments
We believe that this skill's damage was too high compared to that of other Heroes and have adjusted the value.
[Gideon]
Distortion (RMB-Skill) Range Value Adjusted
- Before: 16m
- Now: 17m
Summon Meteor (Q-Skill) Range Value Adjusted
- Before: 16m
- Now: 17m
Dev Comments
Gideon has a shorter range compared to other Caster Heroes, putting him at a disadvantage in the laning phase.
Gideon was designed to harass enemies from a distance and finish them off with Devour (R-Skill), so we have increased his range to allow him to face off against other Caster and Ranged Heroes.
Devour (R-Skill) Pull Value Adjusted and Buff Added
- Devour's Pull strength has been increased.
Dev Comments
We have increased Pull strength so that Devour (R-skill) can be combined with other skills.
- Buff Added: Grants the Hero a 1-time Skill Immunity upon casting.
Dev Comments
Because Devour (R-Skill) required players to get into melee range to use it, there were many instances of the casting of the skill being canceled. The addition of the 'Mutant Po' item has made the situation worse.
In response to this problem, we have added a 1-time Skill Immunity.
[Feng Mao]
Auspicious Spirit (Q-Skill) Cooldown Values Adjusted
- Before: 16/14/12/10/8 sec
- Now: 16/15/14/13/12 sec
Auspicious Spirit (Q-Skill) Shield Values Adjusted
- Before: 100/180/260/340/420
- Now:100/150/200/250/300
Dev Comments
Auspicious Spirit (Q-Skill) is skill with a relatively short cooldown, which made it synergize well with cooldown reduction items and gave it too much power in the mid-to-late game.
This has allowed players to have too great of an advantage, so we have adjusted the cooldown and shield values.
[Phase]
Synchronizer (RMB-Skill) Max Duration Time Adjusted and Bugs Fixed
- Before: 50 sec
- Now: 25 sec
Flash Burst (Q-Skill) Blind Duration Time Adjusted
- Before: 2 sec
- Now: 1 sec
Dev Comments
The Blind effect limits a player's visibility, making it a powerful CC (Crowd Control) effect.
However, the duration of this powerful CC (Crowd Control) effect was too long. We have adjusted the Blind duration so that players can better counter it.
Synchronizer (RMB-Skill) Range Adjusted
- Before: 16m
- Now: 14m
Synchronizer (RMB-Skill) Disconnect Range Adjusted
- Before 18.5m
- Now: 16m
Dev Comments
We believe that this skill helps Phase snowball too hard if she gets an early lead. We adjusted the range so that skill is harder to land.
[Murdock]
Target Check (Q-Skill) Physical Power Coefficient Adjusted
- Before: 0.1 per homing bullet
- Now: 0.06 per homing bullet
Dev Comments
Despite the skill being targeted, it did too much damage, so we have adjusted the coefficient so that it can be more evenly applied throughout the game.
[Twinblast]
No Mercy (RMB-Skill) Physical Power Coefficient Adjusted
- Before: 0.3/0.325/0.35/0.375/0.4
- Now: 0.25/0.275/0.3/0.325/0.35
Dev Comments
No Mercy (RMB-Skill) triggers Critical Hit on all 3 Basic Attacks, making it a high DPS (Damage per Second) skill available mid-to-late game. Additionally, canceling the Basic Attack animation was possible. We have adjusted the coefficient on the Skill.
Burn to Ashes! (Q-Skill) Damage Values Adjusted
- Before: 20/35/50/65/80
- Now: 15/30/45/60/75
Burn to Ashes! (Q-Skill) Coefficient Adjusted
- Before: 0.3
- Now: 0.2
Dev Comments
Burn to Ashes! (Q-Skill) also allowed for Basic Attack animation canceling. Being able to have 3 grenades from Level 1 gave the Hero too much power, so we have adjusted the Damage so that other players can counter it even at Level 1.
* Base Movement Speed Adjusted
- Before: 650
- Now: 628
Dev Comments
Compared to other Rangers, Twinblast's base Movement Speed was too high. We have adjusted his Movement Speed.
[Shinbi]
Summon Phantom (Q-Skill) Mana Regen Adjusted
- Before: 2%
- Now: 5%
Dev Comments
Shinbi relies heavily on her Q-Skill during the laning phase, but the skill's Mana Cost was too high for its short cooldown, making it difficult to lane. We have adjusted the Mana Cost.
We believe that this will allow her to lane more effectively and fight continuously against opponent laners.
Phantom Dance (E-Skill) Magical Power Coefficient Adjusted
- Before: 0.2
- Now : 0.25
Dev Comments
By design, the skill requires the player to keep some distance between them and their opponent, so we have adjusted the Coefficient to offset its weakness.
[Howitzer]
Super Powerful Missile (Q-Skill) Max Range Adjusted
- Before: 20m
- Now: 18m
Dev Comments
Compared to other Caster Heroes, Howitzer had a longer range and quicker skill casting speed. Using the skill up close by Sprinting to opponents made the skill very hard to dodge.
Therefore, we have adjusted the skill range so that other Caster Heroes are able to effectively exchange damage with Howitzer.
Super Powerful Missile (Q-Skill) Damage Value Adjusted
- Before: 120/200/280/360/440
- Now: 120/190/260/330/400
Super Powerful Missile (Q-Skill) Magical Power Coefficient Adjusted
- Before: 0.7
- Now: 0.65
Dev Comments
We believe that this skill's damage was too high compared to that of other Heroes and have adjusted the value.
[Belica]
Suppress (RMB-Skill) Magical Power Coefficient Adjusted
- Before: 0.8
- Now: 0.85
Dev Comments
Unlike the skills of other Caster Heroes, this skill had a delay, making it hard to land.
Therefore we adjusted the coefficient so that it deals more damage when it lands.
Suppress (RMB-Skill) Skill Range Adjusted
- Before: 13m
- Now: 15m
Dev Comments
Belica was designed to be a mid-range Hero but has had trouble during the laning phase. We have adjusted her skill range so that she can effectively lane against other Caster Heroes.
Commander's Eye (E-Skill) Range Adjusted
- Before: 18.5m
- Now: 15m
Dev Comments
All Ranged Heroes have a set range of 15m. Because this skill has a range of 18.5m, players had to enter the skill's range to destroy Commander's Eye.
We think that Caster Heroes in particular would have the most trouble with this as they have low Attack Speeds and must worry about Mana drain. Therefore, we have adjusted the range so that Ranged Heroes can more easily destroy Commander's Eye.
Commander's Eye (E-Skill) Health Adjusted
- Before: 6
- Now: 4
Dev Comments
We have adjusted the Health so that Heroes with low Attack Speeds and Melee Heroes can destroy it even in the early game.
[Zena]
Leap Through Time (RMB-Skill) Damage Value Adjusted
- Before: 90 / 130 / 170 / 210 / 250
- Now: 60 / 95 / 130 / 165 / 200
Leap Through Time (RMB-Skill) Physical Power Coefficient Adjusted
- Before: 0.8
- Now: 0.7
Dev Comments
The base Skill Damage and Coefficient was set too high, so we have adjusted it to lower expectations.
[Kwang]
Crescent Moon (RMB-Skill)/New Moon Kwang (R-Skill) Bonus Damage Magical Power Coefficient for Basic Attack after Use Adjusted
- Before: 0.8
- Now: 0.65
Dev Comments
If a Magical Power item set is purchased, the Bonus Damage for the Basic Attack was too high, so we have adjusted the coefficient.
[Muriel]
- Glory of Osyne (RMB-Skill) Shield and Movement Speed duration adjusted
Before : 2 sec / 2.25 sec / 2.5 sec / 2.75 sec / 3 sec
Now : 3 sec / 3.25 sec / 3.5 sec / 3.75 sec / 4 sec
- Faithful Vow (R-Skill) Shield duration adjusted
Before : 3 sec
Before : 4 sec
Dev Comments
For new Warriors, we believe that using Faithful Vow (R-Skill) at the right time may be difficult, so we adjusted the duration to help with that.
[Dekker]
- Plasma Dome (E-Skill) Duration Adjusted
Before: 2 sec
Now : 4 sec
Dev Comments
The skill duration was too short, so the Attack/Movement Speed reduction effect was lacking
We adjusted the duration so that Dekker can more effectively use his debuff skill.
[Aurora]
Glacial Barrier (E-Skill) Damage Value Adjusted
- Before: 100/125/150/175/200
- Now: 115/140/165/190/215
Glacial Barrier (E-Skill) Magical Power Coefficient Adjusted
- Before: 0.6
- Now: 0.65
Glacier Explosion (R-Skill) Damage Value Adjusted
- Before: 150/270/390
- Now: 165/300/435
Glacier Explosion (R-Skill) Magical Power Coefficient Adjusted
- Before: 0.7
- Now: 0.8
Glacier Explosion (R-Skill) Bonus Damage Value Adjusted (Hero)
- Before: 70/80/100
- Now: 80/95/110
Glacier Explosion (R-Skill) Bonus Damage Magical Power Coefficient Adjusted (Hero)
- Before: 0.3
- Now: 0.4
Glacier Explosion (R-Skill) Bonus Damage Value Adjusted (T-on)
- Before: 20/30/35
- Now: 40/47.5/55
Glacier Explosion (R-Skill) Bonus Damage Magical Power Coefficient Adjusted (T-on)
- Before: 0.2
- Now: 0.3
Dev Comments
Aurora did not have many damage-oriented skills and her damage was weak, so we adjusted the overall Magical Damage and Magical Power Coefficient so that she can participate more in kills.
[The Fey]
Forest’s Will (RMB-Skill) Range Value Adjusted
- Before: 11m
- Now: 14m
Forest’s Will (RMB-Skill) Range Adjusted
- Before: 3.5m
- Now: 4.5m
Dev Comments
We wanted The Fey to be able to use her skills that deal continuous damage to dominate an area or the lane, but the short range on the skills made that very difficult. We are adjusting the range on the skills to help in overall performance.
Forest’s Warning (E-Skill) Attack Range Adjusted
- Before: Single Target
- Now: AoE Target
Dev Comments
We changed a single target Skill into an Aoe Skill so that The Fey can have a better laning phase by using the skill with Forest's Judgment (R-Skill) for a synergy.
Forest's Wind (Q-Skill) Movement Speed increased
- Before: 30%
- Now: 40%
Dev Comments
The Fey does not have any survival-related skills, so it was especially difficult to survive in the Mid Lane. To compensate for this, we have adjusted the Movement Speed increase so that The Fey can escape dangerous situations more easily.
[Countess]
Blood Ripple (E-Skill) Cooldown Adjusted
- Before: 14 sec
- Now: 13 sec/12 sec/ 11 sec/ 10 sec/ 9 sec
Dev Comments
Compared to other Caster Heroes, the cooldown on the main attack skill was too long, making it hard to come out ahead in the laning phase
We have adjusted the cooldown to address the issue.
[Serath]
Execution by Illusion (Q-Skill) Invincible Time Adjusted
- Before: Invincible for 0.25 sec per illusion
- Now: Invincible for 0.4 sec per illusion
Dev Comments
We believe that the Invincible time of 0.25 sec on Execution by Illusion was too short to be used as intended, so we have adjusted the duration to address the issue.
Execution by Illusion (Q-Skill) Delay after skill use reduced
Dev Comments
We believe that it was difficult to play dynamically due to the long delay after using the skill, so it was modified to shorten the delay after using the skill so players can attack or move faster.
Summoned Angel of Balance (R-Skill) Burn Duration Adjusted
- Before: 3 sec
- Now:4 sec
Dev Comments
After using the skill, players had to land a skill to Burn the enemy. We believe that this made it difficult to Burn the enemy, so we have adjusted the Burn duration to address the issue.
[Sparrow]
Rain of Arrows (Q-Skill) Slow Value Adjusted
- Before: 30%/35%/40%/45%/50%
- Now: 35%/40%/45%/50%/55%
Swift Arrow (E-Skill) Movement Speed Increase Adjusted
- Before: 30%
- Now: 40%
Dev Comments
Sparrow has very little survival-related skills, making her very vulnerable.
To address this issue, we increased the Movement Speed of Swift Arrow (E-Skill) and the Slow rate of Rain of Arrows (Q-Skill).
Swift Arrow (E-Skill) Attack Speed Increase Adjusted
- Before: 20%/25%/30%/35%/40%
- Now: 30%/35%/40%/45%/50%
Dev Comments
Sparrow is a Hero reliant on Basic Attacks but was far behind other Ranged Heroes when it came to damage.
To address this issue, we adjusted the Attack Speed so players can increase Attack Speed on-demand to create a synergy between Basic Attacks and Hail of Arrows (R-Skill).
[Sevarog]
Deadly Declaration (R-Skill) Skill Cooldown Adjusted
- Before: 100 sec/90 sec/80 sec
- Now: 80 sec/70 sec/60 sec
Dev Comments
We believe that the skill's cooldown was too long when compared to its damage and effect.
We have adjusted the cooldown so that the skill can be used more frequently.
[Kallari]
Faded Light (Q-Skill) Changed so that Stealth is not disabled even when hit
- Before: Stealth disabled when hit
- Now: Stealth maintained even when hit (except for Stun, Airborne, Pull, Knock Back)
Dev Comments
Because Stealth was disabled when hit, it was very hard to use.
We believe that many first-time players did not even realize that Stealth was disabled when hit.
Furthermore, the effect from the item 'Ximmia's Toy' (Magical Damage over time to all nearby enemies) easily disabling Stealth caused many players to lose Stealth and die. We have changed the Stealth mechanic on Kallari so that it is maintained even when hit, enabling Kallari to become the assassin she was designed to be.
However, Stealth is still disabled when hit by attacks that have a debuff (Stun, Airborne, Pull, Knock Back).
[Khaimera]
Orbs of Recovery (E-Skill) Health Regen Effect Adjusted
- Before: 0.50/1.0/1.50/2.0/2.50
- Now: 0.65/1.3/1.95/2.6/3.25
Dev Comments
We believe that the continuous health recovery effect, which is the design of the hero Khaimera, is lacking.
We have improved Khaimera's survivability as it was determined that it would be difficult to come out having survived combat.
Item Balance Changes
[Mana Regen Value Changed]
Mana Potion
- Before: 100 Mana recovered over 20 sec
- Now: 150 Mana recovered over 20 sec
Vitality Potion
- Before: 50 Mana recovered over 20 sec
- Now: 75 Mana recovered over 20 sec
Rechargeable Mana Ampoule
- Before: 75 Mana recovered over 15 sec
- Now: 100 Mana recovered over 20 sec
[Dekima Gemstones of Bravery/Tailwinds/Vision/Fortitude]
Mana Regen Effect Added to Dekima Gemstones of Bravery/Tailwinds/Vision/Fortitude I/II/III
- Mana Regen Effect Added: 0.4 / 0.5 / 1.5
[Dekima Gemstone of Abundance]
Mana Regen Values of Dekima Gemstone of Abundance I/II/III Adjusted
- Before: 0.4 / 0.5 / 1.5
- Now: 0.7 / 1.0 / 2.5
Dev Comments
A lot of feedback said that there was not enough Mana.
Reducing Mana Cost or changing the base Mana Recovery of individual Heroes may cause further balance issues, so we have made Mana Potions and Gemstones more effective to mitigate the lack of Mana.
[Destroyer's Stone/Stone Breaker/Bone Crasher]
Mana Regen Value for Landing Basic Attack Adjusted for Destroyer's Stone, Stone Breaker, Bone Crasher
- Before: 3 / 4 / 5
- Now: 7 / 10 / 13
Damage upon landing Magical Skills added for Destroyer's Stone/Stone Breaker/Bone Crasher
- Magical Skill Damage against Monsters: 30% / 40% / 50%
Dev Comments
We believe that there are not enough heroes that can jungle, which is hampering the diversity of strategies within the game.
We've determined that Heroes that rely on Magical Power have a hard time jungling. Therefore, we have increased Magical Skill Damage dealt to Monsters by the items above.
Obtaining more Magical Power items makes the effect more powerful.
We expect that this change will help Heroes that rely on Magical Power to jungle and contribute to the strategic aspect of the game.
* Added a UI that displays the amount of damage that can be dealt to the Prime Spirit/Guardian's upper health bar when the item is equipped.
Dev Comments
Since the damage value was not visible, many players had to estimate the damage dealt by using it. The problem was corrected by adding a numerical display UI.
Item Effect Additions/Changes
[Zinc's Claw Barrier]
Reflect Effect Value Adjusted
- Before: 20%
- Now: 7%
Dev Comments
One of the reasons Tanks Heroes were so powerful was because of Zinc's Claw Barrier.
Rather than the base stats or items stats, it was this one item that has proved too powerful for Tanks, so we decided to adjust it.
[Setar Chainsaw]
Physical Defense Ignore Effect Value Adjusted
- Before: 30%
- Now: 40%
[Elkima Blaster]
Magical Defense Ignore Effect Value Adjusted
- Before: 40%
- Now: 50%
[Dekima Cannon]
Physical Defense Ignore Effect Value Adjusted
- Before: 30%
- Now: 40%
Dev Comments
As the game progresses, there is a tendency for Tanks to become too effective due to Defensive items. The original Ignore Effect values made it hard to get through Tanks, so we have adjusted its values to deal a bit more damage to them.
[Broken Watch]
Health Recovery Value Adjusted
- Before: 200 - 370
- Now: 215 - 460
[High Priest's Consolation]
Health Recovery Value Adjusted
- Before: 200 - 285
- Now: 180 - 350
Range Decreased
- Before: 30m
- Now: 15m
Dev Comments
The team believes that the Support position is important,
so we adjusted the value on specific items to help Supports become more effective.
[Mutant Po]
Active Range Decreased
- Before: 2m
- Now: 1.5m
Dev Comments
The item's long range made it very useful for countering the Ultimate (R-Skill) of many heroes, so we have adjusted it so that players need to be closer to use it.
[Merchant's Jewelry Box]
- Physical Power Value Adjusted
- Before: 60
- Now: 40
Critical Rate Feature Change
- Before: Critical Rate 20%
- Now: Attack Speed 20%
Combined Items Change
- Before: Giant's Dagger + Plasma Cutter + Sword of Conviction + 625 Gold = 3,300 Gold
- Now: Giant's Dagger + Speed Booster + Vishanti Handgun + 1,150 Gold = 2,800 Gold
Dev Comments
It was the first item of [Merchant's Jewelry Box → Fanatic's Dessert → Treasured Sword of the Kingdom] required to hit Critical Rate 60%. The item's Critical Rate stat and skill effect synergized too well with 'Fanatic's Dessert' and 'Treasured Sword of the Kingdom'.
To prevent cookie-cutter item builds, we have changed the Critical Rate stat into an Attack Speed Increase stat to make the Merchant's Jewelry Box not a required item, but an item that is more useful for Tanks.
[Bright Stone]
Max Health/Mana Recovery Value Adjusted
- Before: 5% of Max Health/Mana recovered over 3 sec
- Now: 2% of Max Health/Mana recovered over 5 sec
[Sweet Life]
Max Health/Mana Recovery Value Adjusted
- Before: 5% of Max Health/Mana recovered over 3 sec, cannot stack within 3 sec
- Now: 2.5% of Max Health/Mana recovered over 5 sec, cannot stack within 5 sec
Dev Comments
This item had high Health/Mana Recovery allowing teams to consistently come out on top. For teams that were already ahead, the gap was made even larger as they could contribute to more kills and assists, so we have adjusted its values.
[Archon Gospel]
Magical Vamp Value Adjusted
- Before: Magical Damage Vamp increases by 2%, stacks up to 5 times
- Now: Magical Damage Vamp increases by 5%, stacks up to 3 times
Dev Comments
Because Magical Vamp is a stacking effect, Caster Heroes other than Shinbi and The Fey could not use the Vamp effect well. Other Heroes had trouble maintaining Health in lanes or had to return to base frequently to recover Health.
Therefore, we have adjusted the conditions so that all Caster Heroes can make use of the Vamp effect.
[Ximmia's Toy]
Physical Defense value adjusted
- Before: 45
- Now: 40
Dev Comments
Due to its high Physical Defense, we believe it was more efficient than intended, so the value was adjusted.
[High-end Armor]
Basic Attack Value Adjusted
- Before: 15%
- Now: 12%
Dev Comments
Currently in Paragon: The Overprime, there are many heroes that rely on Physical Power than there are heroes that rely on Magical Power.
As a result, the effect of the item was determined to be an item that applies to most heroes, so the value was adjusted.
Monster Balance Changes
[Jungle Monsters]
- Health decreased by 15%, Power decreased by 10%
Dev Comments
Because Jungle monsters had high Max Health, jungling became very boring and Heroes that rely on Magical Power took too long to jungle, making it hard to help other lanes.
We have adjusted the Health and Power values so that heroes can defeat Jungle monsters in a more flexible way.
[Camp of Eternal Life Monsters]
- Skill Change: Health Recovery → Basic Attack Damage decreased for 3 sec
[Thorn Vine Camp Monsters]
- Magical Damage Reflect effect removed
[Camp of the Abyss Monsters]
- Physical/Magical Defense Magical Defense Reduction effect removed
- Decreased the coefficient of the lasers that monsters fire from 5 → 3
Dev Comments
We thought that some Jungle monster skills were disruptive in combat, so we adjusted their values.
[Prime Guardian]
- The shockwave released after defeating the Prime Guardian changed to not damage Heroes
Dev Comments
The shockwave had a big effect on the outcome of the game.
Because the fixed percent True Damage of the shockwave had a huge effect, many players chose not to attack the Prime Guardian because it might be stolen.
We believe that this has caused less fights over Objectives and led to a boring standoff.
Therefore, we removed the Hero damage effect of the Shockwave, which we believe will incentivize more players to defeat the Prime Guardian.
- The shockwave released after defeating the Prime Guardian changed to not destroy the Core
* Core's health cannot fall below 1% when hit by a shockwave.
Dev Comments
We believe that Heroes should end games, not external factors.
We believe that because the shockwave could damage the Core, there was little chance for comebacks and many players did not realize why the game suddenly ended.
We have changed it so that the Core's health cannot fall below 1% when hit by a shockwave.
Improvements
[Competitive Draft Improvements]
- Changed so that one team cannot have the last hero ban and the first hero pick
- Changed so that a team can choose to have 1 player banning instead of 2
[Prime Guardian's Underling Summon Detection Improvement]
- Added a UI indicator that shows when the Prime Guardian's Underling is summoned
[Add Friends Feature Expanded]
- Can add Friends in the Party screen using the Party banner
[Scoreboard UI Improvement]
- AFK player color and icon changed
[Signal Board System Menu Changed]
- Ultimate Ready signal changed to → Watcher's Eye signal
[UI for Selecting 'Matching Region' upon First Launch]
- Added a UI to select a Matching Region in the Lobby when the game is first launched
[Buff Obtained by Defeating Prime Guardian Changed]
Before:
- Physical/Magical Power increase: 30
- Health/Mana Regen increase: 2
- Attack Speed increase: 15%
- Skill Cooldown decrease: 10%
Now:
- Physical/Magical Power increase: 45
- Health/Mana Regen increase: 3
- Attack Speed increase: 30%
- Skill Cooldown decrease: 15%
[Content Access During Penalty]
- Tutorials and Training Grounds can be used even when penalized
[Translation Improvements]
- Improved the translation quality of 28 languages.
[Crash Improvements]
- Fixed a problem where the game could crash mid-battle
[Respawn time Adjusted]
- Changed so that Hero Respawn time is increased 15 minutes after the game starts.
Bug Fixes
- Adjusted Shinbi's Summon Phantom (Q-Skill) casting animation
- Fixed a physics engine bug that sometimes occurred when equipping Zena's Dance Team Captain Skin
- Fixed a bug that did not apply item effects for Rampage's and Murdock's attacks when the Basic Attack key was changed from the default
- Fixed a bug that made Twinblast's guns disappear when using Equilibrium (R-Skill) while looking at the sky
- Fixed a bug that would show the Signal Board on the Minimap upon use
- Merchant's Jewelry Box item effect was changed to not affect scarecrows
- Fixed a bug that would show the in-game screen in the Results window after applying 1600x900 resolution
- Fixed a bug that did not allow for the use of the Warrior option button at the bottom of the Game Results window
- Fixed a bug that did not create footstep sounds when Murdock moved to the left
- Fixed a bug that would sometimes freeze the Matchmaking screen although all 10 players accepted
- Fixed a bug that disabled the Play button when pressing the Ready and Go Back buttons at the same time in a Custom Game
- Fixed a bug that caused the early surrendering team to lose MMR when the game ends
- Fixed a bug that caused the Cancel Ready and Cancel Matching buttons to show up simultaneously at certain times
- Fixed a bug where Rampage's Menacing Arrival (RMB-Skill) and Steel's Unstoppable Power (R-Skill) would cause them to jump in place or get stuck in mid-air
- Fixed a bug that would sometimes cause Zena to fall below the surface when using Five Stars (R-Skill)
- Fixed a bug that would sometimes not allow players to check their Profile in a Custom Game
- Fixed a bug that would cause a duplicate Hero to be picked if a player did not select a Hero within the time limit in Quick Battle
- Dekima Gemstone of Tailwinds effect changed so it shares a cooldown with the other gemstones
- Fixed a bug that would cause the Hero to rotate even without clicking on them when moving the Hero while selecting them with the mouse.
- Fixed a bug that would sometimes cause the player's Hero to get stuck in a certain location at the Core in Tutorial Step 1
- Fixed a basic crosshair animation error
- Fixed a bug that would sometimes cause the Lobby to not reload when moving there from Custom Games.
- Fixed a bug that would not properly display the RP change for players in Master+ for Competitive
- Fixed a bug that would cause the widget line to disappear late in the Shop combination screen
- Fixed a bug that would sometimes cause the Chat to not function after forming a Party
- Fixed a bug that would sometimes cause Sparrow's Hail of Arrows (R-Skill) to not deal damage
- Fixed a bug that would overlap the Party Members' Ready and the Party Leader's Appoint Party Leader buttons when pressed together
- Changed so that players can go back to the login screen if server connection is lost mid-game
- Fixed a bug that would not register a slot change when Sprinting during Kallari's Faded Light (Q-Skill)
- Fixed a bug that deals additional damage if Murdock's Enhanced Pulse Bullet (LMB-Skill) is used after Commence Bombardment (E-Skill)
- Fixed a bug that would trap enemy Heroes in the Aurora's Frozen Track (Q-Skill), making them unable to move
- Fixed a bug that would cancel the player Hero's skill casting if hit by Aurora's Glacial Barrier (E-Skill)
- Friend's online/offline status now determined by last logout time
- Changed so that Heroes can jump higher when using the jump pad
- Fixed an issue wherein the jump effect (Bunny hop) was applied excessively after using Twinblast's Mobility Enhancement (E-Skill) skill
- Duos cannot be played in placement matches (The placement test can only be played as a solo play, and warriors during the placement test cannot form a duo in any form)
- Duos cannot be played in ranks higher than master level
- The default display refresh rate on settings has been changed from 400 to 144
- The list of Recommended/Useful items for some heroes has been updated
- Serath's Execution by Illusion (Q-Skill) damage has been fixed to be applied normally after using Summoned Angel of Balance (R-Skill)
- The outer dark part of the in-game screen has been removed
- Fixed an issue wherein Phase's Synchronizer (RMB-Skill) effect was not properly applied to the heroes in stealth
Other Improvements
- Server Stabilization
- Competitive Matching and Duo Play Improved

※ Matching range between grades (Restriction of matches between grades) will be applied through a future patch.
The following may be subject to change. Please see the update notices for details.
Thank you.
