0.14 - Keeper of the Wild| February 11, 2016
New Champion - Grover, The Wild
Weapon - Axe
- A large axe that deals damage in short melee range.
Secondary Fire - Axe Throw
- Grover throws his Axe dealing 500 damage and Crippling the first target hit for 1.5s. Cooldown 10s.
Ability 1 - Briars & Blossoms
- Alternating Auras that provide different benefits. Grover can re-activate this ability to change between Briars that deals damage to enemies, and Blossoms that heals allies. Cooldown 2s.
Ability 2 - Vine
- Grover throws a vine, latching onto the first surface or target it touches, and then pulls himself towards it. Removes Crowd Control effects on use. Cooldown 13s.
Ultimate - Whirlwind
- Grover spins violently in circles, dealing 2800 damage over 4s to nearby enemies.
General
- The way cards are selected and equipped in match has been reworked. Players will now select all 5 cards in the Match Lobby after selecting their champion and load into the match with all 5 equipped. All cards now have 4 ranks associated with them, and must be ranked up each time you level up to increase their strength.
- The Match Lobby UI has been reworked to include the new card system and has been visually updated.
- Various improvements have been made to the compensation for lag as it relates to projectiles.
- Beacon
- Added silhouette for friendly beacon that will always be visible in world.
- Fixed an issue where visual effects were not playing when the Beacon was destroyed.
- Siege Gates
- Reduced second Gate Health by 50%.
- Fixed an issue where the Scoreboard was not working if you were changing the default keybinding.
- The death camera will cycle to an active Siege Engine if no other players are alive, rather than looking at the vault door.
- Added 'Play Again' option to the End of Match Lobby, allowing players to re-queue after a match without needing to go back to the Main Menu. Party leaders will need to queue up the group.
- Fixed an issue where players were getting stuck behind attacker spawn points in Payload.
Champions - Balance/Updates/Fixes
General
- Ultimates will no longer be charged from damage you take, meaning ultimates now charge only from damage you deal.
- The charge rate from damage dealt has been increased and is now specific to each Champion.
Barik
Rifle
- Reduced the radius of the projectile from 2 ➞ 1.5ft.
- Reduced damage from 360 ➞ 340.
Turret
- Reduced projectile speed from 325 ➞ 260 ft/s.
- Fixed ally Turrets blocking friendly fire.
Barricade
- Reduced duration from 6 ➞ 5s.
Dome Shield
- 'Dome Shield' now spawns in front of Barik.
- While summoning 'Dome Shield', Barik cannot move.
Buck
Net Shot
- Increased projectile speed from 240 ➞ 260.
- Increased projectile size from 0.9 ➞ 2.5ft.
Heroic Leap
- Buck now has full air control when airborne from 'Heroic Leap'.
Imprisonment
- This ability can now be cancelled to bring 'Imprisonment' back down after it has been raised.
- Buck is now immune to Crowd Control while 'Imprisonment' is active.
Cassie
Disengage
- This ability can now be cancelled before the shot is fired.
Scout
- Fixed issue where 'Scout' would not show enemies in the grass.
Evie
Ice Staff
- Increased Projectile Speed from 175 ➞ 190 ft/s.
Ice Storm
- Reduced damage from 150 ➞ 40 per hit.
- Increased Slow from 50 ➞ 65%.
- Now applies a Cripple, preventing the use of movement abilities.
- Reduced range from 140 ➞ 100.
Fernando
Lance
- Increased heat regen rate from 25 ➞ 100/s. This means it will take the Lance 1s to fully cool down after a 0.5s delay, making it faster than the base Overheat penalty, encouraging players to pause briefly to let their weapon cool off.
Shield
- Reduced duration from
10➞ 8s.
Immortal
- Now also prevents Fernando and all nearby allies from being afflicted by Damage Over Time effects for the duration of 'Immortal'.
Grohk
Lightning Staff
- Increased heat regen rate from 30 ➞ 75/s. This means it will take the 'Lightning Staff' 1s to fully cool down after a 0.5s delay, making it faster than the base overheat penalty encouraging players to pause briefly to let their Weapon cool off.
Chain Lightning
- No longer incurs a higher heat cost than normal weapon fire.
- No longer deals full damage to the first target. The first target now takes a diminished amount.
- Increased the amount of damage secondary targets take from 35% ➞ 50% of Weapon damage.
- Fixed third-person animations appearing twitchy when firing.
Tempest
- Increased proc rate from once every 0.3s ➞ once every0.6s.
- Increased damage from 210 ➞ 450.
- Grohk is now immune to Crowd Control while 'Tempest' is active.
Ruckus
Minigun
- Now no longer deals full damage at max range. The Minigun has a range of 100 ft, but will deal full damage to targets who are within 70 ft.
Dual Fire
- Now reduces accuracy by 10% while firing.
- Fixed third person animations appearing twitchy when firing.
Hover
- Increased flight speed and acceleration of 'Hover' by 50%.
Skye
Wrist Crossbow
- Reduced damage from 115 ➞ 90
Poison Bolts
- Increased damage per stack of Poison from 90 ➞ 150.
- No longer consumes additional ammo over the normal Weapon fire.
- No longer deals direct damage. Poison Bolts now simply applies the Poison to the target.
Time Bomb
- Now Poisons targets dealing 1200 damage over 3s rather than directly.
- Reduced delay before exploding from 3 ➞ 2.5s.
- Renamed to 'Toxic Time Bomb'.
- 'Time Bomb' now applies through deployed Shields
Cards - Balance/Updates/Fixes
Neutral Cards
- General
- Neutral Cards have been added to the game that every champion will have access to. These are a base set of cards that fit all general counter situations and allow players to quickly identify what counters the enemy players are equipped with.
- Neutral Cards cannot be earned or looted through chests.
- Resilience
- [Armor] Reduce Crowd Control by {30/45/60/75}%.
- Sterilize
- [Armor] Reduce the duration of Damage Over Time effects on you by {15/20/25/30}%.
- Shelter
- [Armor] After being hit for more than 15% of your max HP, you cannot be hit again for more than 15% of your max HP for 3s. {50/40/30/20}s CD.
- Juggernaut - Reworked
- [Armor] You take {4/6/8/10} less damage per hit.
- Exit Strategy
- [Armor] Exit combat 3s faster, and regenerate an additional {2/4/6/8}% of your max Health each second.
- Nimble
- [Armor] +{10/15/20/25}% Movement Speed.
- Cauterize
- [Weapon] Your Weapon shots reduce your target's healing by {35/50/65/80}% for 3s.
- Hamstring
- [Weapon] Your Weapon attacks slow enemies by {15/20/25/30}% for 2s.
- Bulldozer
- [Weapon] Deal +{150/200/250/300}% damage to deployables.
- Thunderstruck
- [Weapon] Hitting a stealth target with your Weapon reveals it for {2/3/4/5}s.
- Chronos - Reworked
- [Armor] Reduce the Cooldown of your abilities by {10/15/20/25}%.
- Morale Boost
- [Armor] Increase the rate at which you charge your ultimate by {10/15/20/25}%.
- Big Game
- [Weapon] Weapon shots deal bonus damage equal to {6/8/10/12}% of your target's maximum Health.
- Wrecker
- [Weapon] Your Weapon attacks deal {100/150/200/250}% increased damage to Shields.
Rarity Changes
- General
- The card rarities have been reworked to fit specific functions more cleanly, with the goal to increase clarity in understanding what an enemy player is capable of when looking at their cards. We have not documented all rarity changes here, check the vault for any specific changes.
- Common
- These are defensive cards that include counters to the three primary damage methods and Crowd Control.
- Uncommon
- These are cards centered around movement and healing.
- Rare
- These are cards focused on countering champion specializations like Shields and Pets.
- Epic
- These are ability modification cards that focus on champion enhancement.
- Legendary
- These are damage and Health oriented cards.
Barik
- Removed from the game:
- *NEW* Expose - Rare
- [Turret] Turrets give true vision to allies within {10/20/30/40}ft.
- Infuse - Reworked
- Passing through Barricade reduces the duration of DoTs by {40/60/80/100}%.
- Zero In - Reworked
- Turret attacks tag targets for 4s. Weapon shots to tagged targets burn them for {500/650/800/950} damage over 4s.
Buck
- Removed from the game:
- *NEW* Deliberation - Rare
- [Imprisonment] Reveal all enemies within {20/40/60/80}ft of Imprisonment when active.
- *NEW* Dead Zone - Rare
- [Recovery] While Recovery is active, no enemies within {20/30/40/50}ft of you receive healing.
- *NEW* Breaker - Common
- [Heroic Leap] Gain CC immunity for {2/4/6/8}s after landing from Heroic Leap.
- Seismic Wave - Reworked
- Cripple all targets for {2/3/4/5}s upon landing with Heroic Leap.
Cassie
- Removed from the game:
- *NEW* Toxic Arrows - Rare
- [Weapon] Hitting a target for 700 or more reduces the healing they receive by {40/50/60/70}% for 2s.
- *NEW* Shut Down - Rare
- [Disengage] Your shot from Disengage Cripples the target for {3/4/5/6}s.
- *NEW* Raze - Rare
- [Blast Shot] Blast Shot deals {900/1200/1500/1800} bonus damage to shields.
- *NEW* Extinguish - Common
- [Blast Shot] Blast Shot lowers the target's damage per shot by {12/15/18/21}.
- Exaction
- Fixed an issue where the bonus damage was going through damage immunity.
Evie
- Removed from the game:
- *NEW* Permafrost - Common
- [Ice Block] Each 0.1s spent in Ice Block gains you a stack of Permafrost, each stack reducing the damage of your next hit by {10/15/20/25}.
- *NEW* Frost Bound - Rare
- [Weapon] Your shots freeze enemy pets for {2/3/4/5}s.
- *NEW* Optics - Rare
- [Ice Block] During Ice Block, you reveal all stealthed targets within {30/35/40/45}ft to all teammates.
- Safeguarded - Reworked
- For 1.5s after using Blink, you cannot be hit for more than {18/20/22/24}% of your maximum Health.
- Impact - Reworked
- Gain +{45/50/55/60}% Damage for 4s after Blinking.
Fernando
- Removed from the game:
- Heat Exhaustion - Reworked
- Fireball deals {150/200/250/300}% more damage to deployables.
Grohk
- Removed from the game:
- *NEW* Crackle - Common
- [Healing Totem] Those affected take {6/9/12/15} less damage per hit.
- Gale - Reworked
- Targets affected by Healing Totem reduce Crowd Control by {25/50/75/100}%.
- Invigorate - Reworked
- Increase Attack Speed by +{15/20/25/30}%. You and nearby allies are healed for 15% of the damage you deal with your weapon attacks.
Pip
- Removed from the game:
- *NEW* Disinfect - Common
- [Healing Potion] Healing Potion reduces the duration of active Damage Over Time effects by {70/80/90/100}%.
- Masterful - Reworked
- Each consecutive hit against a target increases your damage by {2.5/3/3.5/4}% of their max HP for 3s, stacking up to 3 times. All stacks lost on missed shot.
Ruckus
- Removed from the game:
- *NEW* Double Tap - Legendary
- [Weapon] You have a {15/20/25/30}% chance to strike your target twice.
- *NEW* Well Rested - Legendary
- [Weapon] When above 80% Health, your Attack Speed is increased by {35/40/45/50}%.
- *NEW* Purge - Common
- [Emitter] Activating Emitter reduces all Damage Over Time effects on you by {70/80/90/100}%.
- Suppressive Fire - Reworked
- Dual Fire gain +{6/9/12/15}% accuracy.
Skye
- Removed from the game:
- *NEW* Smother - Epic
- [Smoke Screen] Increase the duration and radius of smoke screen by {20/30/40/50}%.
- *NEW* Tactical Reload - Epic
- [Weapon] Dealing a killing blow to a player instantly restores {6/9/12/15} ammo.
- *NEW* Billow - Common
- [Smoke Screen] While inside your own Smoke Screen, you reduce Crowd Control by {40/60/80/100}%.
- Backstab - Reworked
- When behind your target, you apply a poison dealing {3/4/5/6}% of your target's maximum HP over 3s, stacking 3 times
- Surprise Attack - Reworked
- Your first shot out of stealth applies a poison dealing {500/600/700/800} damage over 3s.
- Victory Rush - Reworked
- Gain +{60/90/120/150}% Attack Speed for 15s after getting a kill.