Contents Contents ................................ ................................ ................................ ................................ 1 Introduction ................................ ................................ ................................ ........................... 3 Gamemodes ................................ ................................ ................................ .......................... 4 Item Store ................................ ................................ ................................ .............................. 6 Old Item Store ................................ ................................ ................................ ................................ 7 New Item Store ................................ ................................ ................................ .............................. 9 Androxus ................................ ................................ ................................ .............................. 14 Atlas ................................ ................................ ................................ ................................ ..... 15 Azaan ................................ ................................ ................................ ................................ ... 16 Barik ................................ ................................ ................................ ................................ ..... 17 Buck ................................ ................................ ................................ ................................ ..... 18 Cassie ................................ ................................ ................................ ................................ ... 19 Corvus ................................ ................................ ................................ ................................ .. 20 Drogoz ................................ ................................ ................................ ................................ .. 21 Evie ................................ ................................ ................................ ................................ ...... 23 Fernando ................................ ................................ ................................ .............................. 24 Furia ................................ ................................ ................................ ................................ ..... 26 Grohk ................................ ................................ ................................ ................................ ... 28 Grover ................................ ................................ ................................ ................................ .. 29 Imani ................................ ................................ ................................ ................................ .... 30 Io ................................ ................................ ................................ ................................ .......... 31 Jenos ................................ ................................ ................................ ................................ .... 33 Khan ................................ ................................ ................................ ................................ ..... 35 Kinessa ................................ ................................ ................................ ................................ 37 Koga ................................ ................................ ................................ ................................ ..... 38 Lex ................................ ................................ ................................ ................................ ........ 40 Lian ................................ ................................ ................................ ................................ ...... 41 Maeve ................................ ................................ ................................ ................................ .. 43 Makoa ................................ ................................ ................................ ................................ .. 44 Moji ................................ ................................ ................................ ................................ ...... 45 Octavia ................................ ................................ ................................ ................................ 46 Pip ................................ ................................ ................................ ................................ ........ 47 Raum ................................ ................................ ................................ ................................ .... 49 Rei ................................ ................................ ................................ ................................ ........ 50 Ruckus ................................ ................................ ................................ ................................ .. 52 Saati ................................ ................................ ................................ ................................ ..... 54 Seris ................................ ................................ ................................ ................................ ..... 55 Sha Lin ................................ ................................ ................................ ................................ .. 56 Skye ................................ ................................ ................................ ................................ ...... 57 Strix ................................ ................................ ................................ ................................ ...... 60 Talus ................................ ................................ ................................ ................................ ..... 61 Terminus ................................ ................................ ................................ .............................. 63 Tiberius ................................ ................................ ................................ ................................ 64 Torvald ................................ ................................ ................................ ................................ 65 Tyra ................................ ................................ ................................ ................................ ...... 67 Vatu ................................ ................................ ................................ ................................ ..... 68 Viktor ................................ ................................ ................................ ................................ ... 69 Vivian ................................ ................................ ................................ ................................ ... 70 Vora ................................ ................................ ................................ ................................ ..... 71 Willo ................................ ................................ ................................ ................................ ..... 72 Yagorath ................................ ................................ ................................ .............................. 73 Ying ................................ ................................ ................................ ................................ ...... 74 Zhin ................................ ................................ ................................ ................................ ...... 75 Introduction Hello person who’s reading this. My name is ‘Skyeeee’ and I had some issues with Paladins recently, that I made my own Patch Note idea. Sorry in advance if my English isn’ t perfect. I’m trying to correct as much as possible, but since it’s the general language I’m trying to translate most of it. Before continuing, I’d like to say that I will not cover any maps, behind - the - scenes stuff, new cosmetics and new champions. I wil l just talk about the champions itself, the gameplay and what really matters during a match. I think everyone can agree with me that Timber Mill is a terrible map, but I won’t go over a 3d blueprint of the map to introduce new ways to flank, less high grou nd or any more of that. What I think the game needs is a balance in Champions and Items/Cards. Before continuing again, I have never made an own Patch Note and I do want to say I used a certain document (which is on the Paladins Wiki, somewhere) that used Winrates, Banrates, DPS, HPS, Items, etc. It really helped me along the way so for whoever made that, you are an amazing person! Some changes were unexpected and some are just plain obvious, purely to that document. I did check some other websites and doc uments, but they all seemed quite the same. This has been made before Season 5 started and ended before the Betty La Bomba release. I did apply the changes that were going to happen in the next Season, like the Azaan nerf and the Tyra Cripple being remove d in the Monstercat Patch. Any further details that I won’t mention about a certain thing, please let me know through the comments, DMs or any other way of communicating. I’d love the support! Gamemodes I think most of the community can agree with m e that there are low amounts of Gamemodes to pick from. Although I do like the Limited Gamemodes I do want to criticize it a bit, with the main argument being too boring / overplayed and too short. I don’t want to compare Paladins with Overwatch, but tak e a look at Overwatch’s Gamemodes for example. They have Random Champ, 3v3, Control and many more, while Paladins has only 3 in total: TDM, Onslaught (KOTH) and Siege (Siege: Beyond exists too, but I think this fits under Siege itself). I really love this game and I would want to see this game grow and I honestly want more Gamemodes to make it even more fun for newer and veteran players. I’ve listed a few Gamemodes that I wanted to see in the base Gamemode or as a new Limited Gamemode. 1. Pick Any – The Gamemode everybody loves, messes around with and obviously the most fun one to play. Everyone that plays this Gamemode actually wants to try something fun instead of playing for real and getting a good comp. Making this base game would be absolutely wonder ful and it wouldn’t take much coding, right? Now, there is a slight downfall to this and that is Siege itself. It might be a bit longer queue, tougher matchmaking and just unfair all game long. But, if the community was a bit bigger, this would easily be a fun base Gamemode. 2. Payload – I think the second most requested Gamemode to be brought back. I do have to say this: I don’t hate Payload, but the Gamemode is overrated. It’s fun for a few matches but that’s it. So maybe taking this as a temporarily Gamemod e would be the perfect solution. For players that don’t know Payload: You push a cart (like in Siege), but you have a time limit. The time gets boosted if you reach a checkpoint and you win if you reach 100% of the track. If both teams didn’t manage to pus h 100%, the team with the highest percentage would win. Bringing old maps back would be bad, due to the new champions. Maybe use the Siege maps for this Gamemode would be ideal! 3. Random Champion – You play a Siege map, but you can’t pick what you’re going t o play. This can lead to chaos, but it might be fun as a temporarily Gamemode (which already has been, right?) 4. 3v3 – Instead of the casual 5v5 matches you have, you can queue up to two friends for a maybe more communicative match in a 3v3. Siege, Onslaugh t or Payload can be played in this mode at random. 5. Magistrate vs. Resistance – Maybe a strange one, but why not have a Gamemode that actually is like the lore? We have all these different groups but I think 90% of the community doesn’t care or doesn’t know what they are. Why not make use for it? 6. Aim For The Head – Just an Onslaught match, but headshots do 2x damage instead of 1.5x. Limited event only. Item Store The problem I had with the Item Store is that every game it felt repetitive: Playing as Suppor t, always buying Chronos, Nimble and sometimes even Morale. As damage, flank or frontline it was Cauterize and then what, Haven? Since Haven is now all damage reduction the game felt too easy sometimes. For newer players it’s like a dream come true, but fo r us Veterans it was a bad change. Since Season 5, Cauterize is now going to be base - game which means the game will feel easier overtime. But, I do like the concept of making it base - game because it allows newer players to get the effect without always buy ing it. Out of statistics, it was around 90% average per champion of all games played that players bought Cauterize; as long as you know what it did, you knew you had to buy it as a non - support or as damage support. Making it base - game does allow the play er to buy other items. This can be a buff, to buy early Wrecker or Bulldozer, but it can also be a nerf for certain champions like Skye with Illuminate. I wanted to make the item store a bit more alive, diverse and maybe even a bit more interesting. I had this thought around 2019 at the start of the year, where I finally began to understand each champion and its positives and negatives. And items can really turn the game around, mostly if it can help you out to survive longer. So for the changes in the it em store I wanted to bring back a few older items that got removed or changed over - time and I wanted to add a certain item buff for each Class there is. I re - arranged a few items as well to maybe even make it a bit more balanced and also I wanted to nerf/b uff some items. And somethings just stayed the way as it is nowadays. With the new Cauterize feature, it does mean I had to think about Supports and Frontlines the most: Are they going to become much weaker from this or maybe even stronger? Are damages goi ng to burst harder now since Cauterize isn’t an item anymore? Can a Frontline hold point with his/her shield when Wrecker is the new Primary Item for Damages? I had so many question about it, but I think my solution was quite simple: Nerf Wrecker a bit and maybe let champions with no shields take over. In conclusion: There was a lot to think about and I can really understand how hard it is to balance things. Hi - Rez and Evil Mojo are going fantastic, but it would be really nice if the item store could be e ven better. This is my take on my new item store idea. Old Item Store Defense (Blue) Illuminate Increase the range at which you see nearby stealthed targets by 15 units. 150 – 300 – 450. Resilience Reduce the duration and effectiveness of Crowd Control and Slows by 25%. 200 – 400 – 600. Guardian Increase the effectiveness of Shields you create by 7%. This does not affect most cards and passives. 300 – 600 – 900. Haven Reduce the damage you take from attacks by 5.5%. 300 – 600 – 900. Utility (Yellow) Nimble Gain +7% Movement Speed. 150 – 300 – 450. Master Riding Increase your Mount Speed by 15%. 250 – 500 – 750. Morale Boost Increase your Ultimate Charge rate by 10%. 250 – 500 – 750. Chronos Reduce the Cooldown of all your abili ties by 10%. 300 – 600 – 900. Healing (Green) Rejuvenate Receive 8% more healing from other players. 200 – 400 – 600. Kill To Heal Getting a Kill or Elimination heals you for 300 Health. 200 – 400 – 600. Life Rip Your weapon shots gain 10% Lifesteal. 200 – 400 – 600. Veteran Increase your base Maximum Health by 5%. 200 – 400 – 600. Offense (Red) Bulldozer Your weapon shots deal +25% damage to Deployables. 150 – 300 – 450. Deft Hands Increase your Reload Speed by 20%. 250 – 500 – 750. Wrecker Your weapon attacks deal 30% increased Damage to shields. 250 – 500 – 750. Provision Restore 15% of your Maximum Ammo after earning an Elimination. 250 – 500 – 750. New Item Store Blue – Tank (Buffs on HP, Healing Received and DR) Frontlines get a 50c discount on all blue items and levels. Veteran Increase your base Maximum Health by 5%. 200 – 400 – 600. (150 – 350 – 550 for Frontlines) Rejuvenate Receive 10% more healing from other players. 200 – 400 – 600. (150 – 350 – 550 for Frontlines) Blast Shields Reduce the damage you take from Area - of - Effect Attacks by 7.5%. 250 – 500 – 750. (200 – 450 – 700 for Frontlines) Haven Reduce the damage you take from Direct Attacks by 7.5%. 250 – 500 – 750. (20 0 – 450 – 700 for Frontlines) Guardian (Frontline Only) Increase the effect of your Shield by 10%. 300 – 600 – 900. (No discount valued) • Ash – Increases the Health of Shield • Atlas – Increases the size and duration of Atlas’ Shield • Azaan – Increases the Health of Shield(s) • Barik – Increases the Health of Shield • Fernando – Increases the Health of Shield • Inara – Increases the Health of Walls • Khan – Increases the Health of Shield • Makoa – Increases the size of Shield • Raum – Increases Soul Armor Capacity • Ruck us – Increases the Health of Shield • Terminus – Reduces the Siphon usage • Torvald – Increases the Health of your Shield and given to an ally • Yagorath – Increase your Ultimate Health Pool Yellow – Healing (Buffs on Ability, Speed and Healing given) Supports get a 50c discount on all yellow items and levels. Nimble Gain +8% Movement Speed. 200 – 400 – 600. (150 – 350 – 550 for Supports) Master Riding Increase your Mount Speed by 15%. 250 – 500 – 750. (200 – 450 – 700 for Supports) Morale Boost I ncrease your Ultimate Charge rate by 12.5%. 250 – 500 – 750. (200 – 450 – 700 for Supports) Chronos Reduce the Cooldown of all your abilities by 10%. 300 – 600 – 900. (250 – 550 – 850 for Supports) Fireflies (Support Only) Increase your Healing abili ties by 5%. 300 – 600 – 900. (No discount valued) • Corvus – Increases Abyssal Reconstruction and Marked Allies • Furia – Increases Kindle Soul (and Pyre Strike if talent equipped) • Grohk – Increases Totem heals (and Staff if talent equipped) • Grover – Increase s Blossom heals • Io – Increases Moonlight (and Luna if talent equipped) • Jenos – Increases Astral Mark heals • Mal’Damba – Increases both Gourd & Mending Spirits heals • Pip – Increases Mega Potion (and Potion Launcher if talent equipped) • Rei – Increases Chain Heal heals • Seris – Increases Restore Soul [SPOILER!] (and Rend Soul if talent equipped) • Ying – Increases Illusion (and Shatter if talent equipped) Green – Champion (Buffs on Sustain, CC and Stealth) Flanks get a 50c discount on all green items and levels. Life Rip Your weapon shots deal 5% Lifesteal. Can not be affected by Cauterize. 200 – 400 – 600. (150 – 350 – 550 for Flanks) Resilience Reduce the duration and effectiveness of Crowd Control and Slows by 25%. 200 – 400 – 600. (150 – 350 – 550 for Flanks) Kill To Heal Getting a Kill or Elimination heals you for 200 Health. Can not be affected by Cauterize. 250 – 500 – 750. (200 – 450 – 700 for Flanks) Illuminate Increase the range at which you see nearby stealthed targets by 15 units. 250 – 500 – 750. (200 – 450 – 700 for Flanks) Trickster (Flank Only) Increases the Movement from Movement Abilities by 7%. 300 – 600 – 900. (No discount valued) • Androxus – Increases Nether Step dash speed • Buck – Increases Heroic Leap height and distance • Evie – Increases Blink distance and Soar duration • Koga – Increases Agility speed and Skewer distance • Lex – Increases Combat Slide speed • Maeve – Increases Prowl speed and Pounce distance • Moji – Increases Scamper distance (including Bunny Hop) • Skye – Increases Stealth speed • Talus – Increases Blitz Upper distance and speed • VII – Increases Explosive Dodge distance • Vatu – Increases Ambush and Dash distance • Vora – Increases Tendril grab distance • Zhin – Increases Smolder speed and Whirl distance Red – Damage (Buffs on Damage Numbers) Damages get a 50c discount on all red items and levels. Bulldozer Your weapon shots deal +30% damage to Deployables. 200 – 400 – 600. (150 – 350 – 550 for Damages) Deft Hands Increase your Reload Spee d by 20%. 250 – 500 – 750. (200 – 450 – 700 for Damages) Wrecker Your weapon shots deal +30% damage to Shields. 250 – 500 – 750. (200 – 450 – 700 for Damages) Provision Restore 25% of your Maximum Ammo after earning an Elimination. 300 – 600 – 900. (250 – 550 – 850 for Damages) Aggression (Damage Only) Deal +5% bonus damage with your Primary Weapon(s) to targets above 70% Health. 300 – 600 – 900. (No discount valued) • Bomb King – Works on Detonation • Cassie – Doesn’t work for all Cassies abili ties. Damage increase from Exaction doesn’t stack • Dredge – Works for Reload as well • Drogoz – Doesn’t work for Salvo • Imani – Works for both Fire and Ice • Kinessa – Works for Scoped as well. Doesn’t work for Headhunter • Lian – Doesn’t work for all Lian’s abilities. Damage increase from Precision doesn’t stack • Octavia – Works for Scoped as well • Saati – Doesn’t work for Ricochet’ shots. Damage increase from Window of Opportunity doesn’t stack • Sha Lin – Doesn’t work for Rapid Shot • Strix – Works for Pistol and Scoped as well • Tiberius – Doesn’t work during Combat Trance • Tyra – Damage increase from Hunter’s Mark doesn’t stack • Viktor – Works for Scoped as well • Vivian – Works for Scoped as well • Willo – During Flight you do gain bonus damage As noticed, I made some huge changes to it. One of the biggest changes in here is the fact that you can get cheaper items playing as a certain role. What I noticed is Flanks buy more Life Rip and Kill to Heal over Morale Boost for example. Frontlines take Haven and Veteran more often as Bulldozer and so on. By reducing the price of certain items you can maintain the role you are a bit better and it feels like you’re stronger overall. And buying Illuminate against a Sha Lin that snipes all game would be pointless as a Support, but feels more alive when playing as a Flank. The prices I was uncertain to change. I did want to nerf Illuminate, because buying it resolves in a one - way fight 80 - 90% of the time. Making one ability completely useless is quite strong, mostly if you are pla ying as another damage or flank. This goes the same for Wrecker, Provision, Morale Boost, Nimble and the old additions of Damage Reduction. With the price increase and base - Cauterize, I think it can still be a first item against those characters, but it wo uld be a lot more pricy or weaker/stronger. Now the game can be more interesting, more diversity and overall, more fun to play! The [Role] - Only items was also something in my mind for a long time. I like the addition of Guardian, but it felt useless most of the time if you were playing Frontline, since half of them don’t got any Shields. With these [Role] - Only items I wanted to help each individual champion with something that can be bought for a really expensive price, but could potentially help your team mates out more and better. So with each new item, I also added what will be buffed while buying this item and playing as a certain champion would give you the buff under the increased stats. So for example, playing as Corvus would give you +5% Healing per level but it also mentions that it increases the Healing on Abyssal Construction and the Marked Allies like this: Increases the Healing of Abyssal Construction by +5% (per level). With these new items, I also hope a lot more matches become unique, interes ting and obviously less repetitive. Further question about certain changes, I will answer personally to you. Explaining every item in detail will go up to half a page per item. Androxus Talents Cursed Revolver Reduced Damage 600 560. Reduce its Fire Rate 0.5s 0.55s. Defiant Fist *Old* Successful hits with your revolver increases the damage of the next Defiance by 15%, stacking up to 100%. *NEW* Defiance now does 950 damage, but reduce the cooldown by 1s. Abilities Revolver Reduce its Damage 520 500. Reduce its Fire Rate 0.36s 0.4s. Nether Step Increase the cooldown 10s 12s. Cards Abyssal Touch Reduce the Cooldown of Nether Step by (1.2|1.2)s (1.5|1.5)s after hitting a champion with Defiance. Watchful *Old* R educe all active cooldowns by (10|10)% after getting an Elimination. *NEW* Reduce all active cooldowns by (10|10)% after getting a Kill. Androxus is in a really, maybe even too good state. With a ~85% playrate on Cursed Revolver it means that you almost encountered it every time you’d see an Androxus. It also has the highest DPS (Damage per Second) stat on Androxus with a difference of almost 20. Androxus is somehow in the top 5 banrates as well, which means he’s a bit too strong. I wanted to tac kle his main damage here: Cursed Revolver. I want to reduce the damage of it because the damage was a bit too high. I want to give more variety in playstyles as well, so I changed his least played talent, Defiant Fist, and changed it to a more consistent d amage output. On abilities, Androxus has one of the best, maybe even the best mobility in the game. By increasing the Cooldown by a bit, means that it’s getting a bit lower damage output as well. By ambushing with his Nether Step, doing this every ten seconds was a bit too strong to keep up. I also wanted to change two cards, to make Defiant Fist more playable and again reduce Andro’s Movement. Atlas Talents Unstable Fissure When you use Second Chance, you also Rewind enemies within 20 30 units 3s into the past. Abilities Chrono - Cannon Decrease base effective range 50 45 units. Exile Enemies now don’t interfere with capturing/contesting point. Atlas isn’t the strongest offtank in the game, but he can still be really irritating to play against. In high tiers, Atlas is one of the top tier tanks due to its ability to lower HP after healing and just bringing his Shield up. Unstable Fissure was never being played, even though I like the concept of it. So I decided to add a few units to it, so it maybe gets played more often. But this does mean I want to reduce the damage over range. Atlas plays more close/mid ranged and using his fully charged weapon did maximum damage most of the time. This little change would mean that Atlas can be a bit more aggressive without it being noticed. One of the more vocal points for Atlas was his Ultimate. It’s a really unique concept of banishing players from moving or interfered with for 4s. But I actually don’t know if this is a feature or a bug at th is point. Banishing from the playing field is what Atlas’ Ultimate should do, but if you banished someone on the payload or point they would still contest and even gain credits for it, while being invulnerable to Damage or Crowd Control. It can be really f rustrating when you want to banish them to capture the point, but they still contest it without doing anything. Azaan Abilities Judgement Reduce the damage attack chain 525, 525, 630 500, 500, 650. Azaan hasn’t been added to Ranked yet, thank god, but I think everyone can agree with me that Azaan had too much sustain. While he is being nerfed in that section, the only thing I can do is wait and see if it’s going to be broken still or balanced. The problem I had with Azaan was his DR dur ing his Conviction (which is being removed) and his overall healing gained from his cards and talent. Persistence is being nerfed pretty hard, as it should be, but I might be dumb here because I really didn’t think it was that annoying. I mean, Lifesteal w ith a passive Damage Reduction was pretty tough sometimes, but the fact that his Ire gives you bonus damage (+12%) and also MORE Damage Reduction (+20%) was a bit too strong and almost unkillable. Since they are going to nerf his healing and Persistence, I want to tackle something else I was struggling with, his damage. By nerfing his damage in a way the bonus damage can’t be extremely annoying, it might be a bit more fair for a Flank or a Support to have a bit more sustain against a Frontline that had so much sustain he was unkillable. Since his range was pretty big too, I was going to change that as well, but HiRez did a good job nerfing that as well! Barik Talents Fortify Increase the maximum Health of Barricade by 2000 1500 and reduce its C ooldown by 3s. Abilities Barricade Increase the default Health of Barricade 3750 4250. Decrease the duration from 6s 5s. Cards Foundation Increase the duration of Barricade by (0.6|0.6)s (0.7|0.7)s. One Man’s Scrap When a Turret is d estroyed, reduce your active Cooldowns by (5|5)% (4|4)%. Barik is by far the most played tank in the game. With over 150.000 Ranked matches, Fortify is being played 2/3 of the time. One of the biggest reasons because of it, Barik’s sustain gets boosted more than the other two talents. I don’t know why Barik’s Forgefire got nerfed, but honestly I do think 35% was a bit too quick for an Ultimate. Cauterize will now be base - game, so for Damages Wrecker might be their first item now. I wanted to ne rf/buff Barik’s Shield of this reason alone. I buffed the Base Health of his Shield to give the other two talents a better chance of having sustain, while Fortify keeps the exact same Health you would’ve gotten as usual. But, I did want to reduce Barik’s s ustain by removing 1s duration on the Shield. I don’t think it’ll do much, but if people buy Wrecker the Shield might go down a lot faster, so this change might be unnoticeable. Even so, if there is no Wrecker on the enemy team and you do want to increase the duration, there is always the Card Foundation. By removing the 1s duration, I did want to buff this Card a bit to gain a bit more duration back. One of the weirdest cards Barik has is One Man’s Scrap, which is actually his best Card in my opinion. Ju st place your Turret in fire and you get free CD Reduction. So by nerfing it 1% per level, this opinion might be reverted. Buck Cards Bully Gain (12|12)% (10|10)% Lifesteal against targets slowed by Net Shot. Buck is in a balanced state right n ow, where some talents are playing differently and better than the others, but it wouldn’t need a nerf, buff or rework. Depending on what you play, Buck is strong in any aspect that you’re building him on. One card stood out the most that felt quite overpo wered and while playing with it, it just felt busted. There is (or was, I don’t know) a bug in the game where this card did not function as it should’ve been. This card grants you Lifesteal to targets being hit by Net Shot. But for some reason if I did 20 0 damage from like 50 units, I got like 250 Health back from the Lifesteal... So I don’t know what went wrong here, but either way, 12% per level is a bit too strong for sustaining, so I nerfed it by 2% per level to see if it helped or not. Cassie Talents Exaction For 8s 4s after using Dodge Roll, your next weapon shot’s damage is increased by 30%. Abilities Crossbow Reduce the damage 680 655. Dodge Roll Reduce the Base Cooldown 7s 6s. Cards Incitement Reduce the Cooldown of Dodge Roll by (1|1)s (0.8|0.8)s if you hit an enemy with your first weapon shot after using Dodge Roll. Cassie is overall in a balanced state. It does take a decent amount of skill to play Cassie consistently good and I do respect those pla yers. Myself on Cassie is strong, but I did notice some weird, but broken mechanics in Cassie herself. I thought Cassie at first was utterly broken due to the burst given to by the talent Impulse, but to be fair, it’s weaker than Exaction if played well. But on a closer look, Exaction had a 8s timer on the bonus damage, which honestly is ridiculous. The Base Cooldown was 7s, so your first shot after Dodge Roll almost did 30% more damage. I decided to nerf it to make it a bit more skill based. For good play ers, this isn’t a nerf, but I can understand the nerf for lower ranks if you’re not used to Cassie yet. That’s why I decided to give Cassie a Cooldown reduction on her Dodge Roll anyway, to make her a bit more mobile and for newer players to learn Exaction if they wanted to. But with this change, I did have to nerf the card Incitement, due to being a tat bit broken then, so by reducing it by 0.2s per level, players that run this card at level 5 should notice low to no difference. Corvus Talent s Spreading Influence Decrease the percentage of healing given to Marked Allies by 20% 15%, but you can have two Marks out at a time. Abilities Mark of Fate Marked allies now receive 55% 50% of healing done by Corvus’ main target. Healing a Mark ed Ally heals them for 10% 15% more. Corvus’ only talent that is effective as healer is Spreading Influence and to be honest here, I don’t think the other talent is bad, but it just feels one - sided all the time playing Corvus. I didn’t want to nerf S.I . hard, because it’s not broken or anything, but I wish Corvus gets played more as an off healer (like Torv, goes with the flank to support him with heals). By increasing the healing done to a Marked ally, this may be changed. I don’t know if this is going to be broken, but I don’t think it affects the game that much. By changing the playstyle of Corvus a bit to reduce healing to Marked Allies, but increase the healing you give a Marked Ally should help this along the way. Drogoz Talents W.Y.R.M. Jets *Old* Increase your Movement speed while using your Booster. *NEW* Reign of Terror Salvo now activates instantly, does 400 damage per rocket and have its Cooldown reduced by 5s, but it only fires 4 shots. Abilities Rocket Launcher Fire explosi ve rockets every 0.85s 0.8s in an area, dealing 850 damage. Reload time is 1.8s 1.7s. Thrust Now has better flight mechanics to maneuver a lot better, faster and more accurate (a worse version of WYRM Jets). Dragon Punch Now has 10% damage reduction during Dragon Punch flight. Cards Follow The Scent *Old* Increase the size of your Fire Spit by (24|24)%. *New* Increase the explosion size of your Fire Spit by (3|3)%. Drogoz is by far one of the most interesting characters to ta ke a look at. With the new additions to the game, Drogoz has a shit ton of counters and is rarely in a good matchup. Playing against a Maeve, Androxus or Vatu is near to impossible once they set sight on you. I wish Hi - Rez would stop adding these champions , because Drogoz is just so bad nowadays in those situations, you just get battered every time you spawn. Anyway, I wanted to change his talent WYRM Jets. Not because it’s bad, but it’s what Drogoz needs in the air: Mobility. I don’t want to make WYRM bas e, but a slightly nerfed version of it. This way, the (good) old talent Reign of Terror is back in the game. Not only that, but the damage is increased as well! On abilities, as mentioned before, Drogoz now has better mobility and something strange to ch ange, but I wanted to give Drogoz an increased Fire Rate and reduced Reload Time, just to get those damage numbers a bit higher. Also, something nobody actually cares about probably, is the Damage Reduction on Dragon Punch. It was either a free kill and th en die instantly or get away easily, or you die midflight. By adding a bit more sustain, Drogoz’ ultimate should feel a bit stronger now and more durable.