Patch History/V1.6.1

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June 17th: We’ve made changes to Predecessor Nitro to prevent matches from stalling and running longer than intended. The goal is to help games conclude earlier - before they reach a standstill - without disrupting the intended pacing.

Here’s how:

Faster Map Progression: Teams will now progress across the map more quickly, bringing it more in line with gold and XP income.

Stronger Win Conditions: When games begin to stall, one team will be better equipped with tools to close out the match decisively.

Changelog: Death timers We want to keep Nitro fast-paced, but also ensure teams have a window to capitalize on key advantages. To strike that balance, we’re slightly increasing mid-game death timers:

◆Previous: Level 13/14/15 → 30s / 32s / 34s

◆Now: Level 13/14/15 → 31s / 34s / 35s

This should give just enough breathing room for momentum without slowing the game down too much.

Tower plating We're adjusting Tower Plating to make it easier to punish early roams or lane dominance by rewarding aggressive plays. The goal is to bring down Outer Towers a bit earlier in the match.

Changes:

◆Plating resistance duration after plate destroyed: ◆Reduced from 10s → 9sArmor & MR bonus after taking a plate (based on number of attackers):

   ◆1 Hero: 400 → 100
   ◆2 Heroes; 400 → 200
   ◆3 Heroes: 400 → 300

◆Plating shuts off:

   ◆Now at 8 minutes (was 9)

Inner Towers Inner Towers should offer a solid line of defense, but they’ve been lasting a bit too long into matches. We’re adjusting their durability to make them easier to take down. With earlier pressure on Outer Towers and plating changes, Inner Towers should now come under threat at a more appropriate stage of the game.

◆Inner Tower health was reduced from 3500 to 3200.


Inhibitors We don’t want a destroyed inhibitor to feel like an instant loss, but it should still create meaningful pressure. The goal is to encourage the team that secured the inhibitor to press their advantage, without making it feel impossible for the other side to recover.

◆Increased Inhibitor respawn time from 180 to 240


Objectives We're adjusting objective timing to improve game flow and strategic opportunities. Objectives will now become available earlier to reduce downtime, especially in the late game. Orb Prime's initial spawn is being delayed by one minute to allow more time for teams to contest a second Mini Orb Prime. Additionally, the power of the Orb Prime buff is being increased to help the team that secures it push for victory more effectively.

◆Objectives respawn time down 30s

◆Fangtooth & Primal Fangtooth was 240 now 210

◆Mini Prime & Orb Prime was 240 now 210

◆Orb Prime spawn time was 13 minutes now 14 minutes

◆Orb Prime Buff that grants bonus Physical Power and Magical Power has been increased based off game time

   ◆Bonus Physical Power was 17,19,21,23,25,27,29,31,33,35 now 28,31,34,37,40,43,46,49,52,55
   ◆Bonus Magical Power was 24,28,32,36,40,44,48,52,56,60 now 45,50,55,60,65,70,75,80,85,90

Items We want Hunt to be more available so Junglers feel more empowered to make plays on big objectives.

◆Hunt cooldown timer reduced from 80s to 60s

Bug Fixes Resolved the CE-107101-0 error on PS5.

Players will no longer receive erroneous bans after disconnecting during loading screens.

Skylar’s Ultimate now correctly deals damage inside Revenant’s Ultimate.

Fixed spray previews not displaying properly in the Extras Store.

Corrected Hero name display issues on the Augments screen.

Rampage’s Boulder Throw now correctly calculates damage with Rock & Awe equipped.

Fixed incorrect gem colors for Zarus Unmaker skin.

Wukong’s clones no longer block minion pathing.

Resolved a bug where surrender wouldn’t trigger if some players were disconnected.

Addressed several crash issues for improved stability.