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Major Optimization, Balancing and Bug Fixes!



  • Reworked Dawn Sides' marble to look more realistic and less bright.
  • Improved foliage density and placement on the lanes.
  • Improved foliage shadows in the distance.
  • Improved indirect, direct and sky lighting quality.
  • Improved Ambient Occlusion.
  • Improved vines and trees lighting.
  • Added more 3D detail to the ground.
  • Better overall post processing.
  • Optimized grass, trees & foliage to be less expensive.

Project Restructure

  • Restructured the Fault Unreal Engine project which allows the team to push patches, fixes but also add new content in a faster and more convenient fashion.
  • Fixed most hitches caused by lack of RAM, VRAM or use of HDD.
  • Heavily lowered disk size of the game (5~ GB).
  • Heavily lowered RAM & VRAM usage of the game.
  • Server code optimization which allows us to run multiple games on the same server which will reduce our server costs drastically. (We will monitor server performance throughout the weekend and make modifications to the amount of games running per server as necessary.)

(Some Hitches at the very start of the game might still occur, we are actively working on those.)


  • Improved movement animation smoothness.
  • Fixed some heroes sliding.
  • Fixed some heroes not pivoting.

Bug Fixes


  • Fixed an issue that was allowing you to sell your Trinket by pressing Undo after loading into a match.
  • Fixed an issue that was allowing you to place Wards on the other side of certain walls.
  • Fixed an issue that was causing Wards to not detect players due to certain terrain elevation.
  • Cleave damage is now calculated correctly with items.
  • Fixed an issue that was causing some abilities to get stuck when aiming them on stairs and around Towers.
  • Fixed an issue that was causing Towers to sometimes stop attacking.
  • Fixed several client crashes.
  • Fixed an issue that was causing abilities to hit enemies directly behind the player.
  • Fixed backend tracking of raptor & prime kills for weekly/daily challenges


Shadow Slip (Q):
  • Fixed an issue that was allowing Countess to Shadow Slip through walls.
  • Teleporting to an enemy that was backing will no longer take you with them and instantly kill you in their fountain.
  • Black Hole (R): Fixed an issue that was causing Gideon to be displaced by Murdock’s Shield Push (RMB) during his ultimate.
  • Deflect (Passive): Fixed an issue that was causing his passive to block more auto-attacks than intended.
Ambush (RMB):
  • Fixed the trajectory of Khameria’s leap to not go horizontally.
  • Leaping to an enemy that was backing will no longer take you with them and instantly kill you in their fountain.
Lt. Belica
  • Command Drone (E): Removed collision from the Drone that was causing players to get stuck inside it.
  • Neural Disruptor (R): Fixed an issue that was allowing Lt. Belica to target enemies through walls.
Long Arm of the Law (R):
  • Aiming reticule now lights up red when aiming at an enemy.
  • Camera now resets correctly if you continuously canceled and re-aimed the ability.
  • Song of my People (E): Fixed an issue that was preventing healing on himself or allies while they had a Red or Blue Buff.
  • Forceshield (E): Fixed an issue that was causing Forceshield to block allies auto-attacks and abilities.


Radiant Poise
  • Will now redirect aggro under Towers when used
Nirvana Jewel
  • Will now redirect aggro under Towers when used.
Quantum Shift
  • Fixed a visual bug that was causing Quantum Shift’s cooldown to not show up on the HUD.
Warlock’s Aegis
  • Fixed the Spell Shield not breaking from Lt. Belica’s Command Drone (E), Murdock’s Shield Push (RMB) and Prime Helix abilities.
  • Fixed an issue that was causing the Spell Shield to still show while in stealth.
  • Fixed an issue that was causing the Spell Shield to be seen through Fog Walls.
  • Fixed an issue that was causing Substitution to crash the server when activating it’s active ability.


  • Fixed Queen giving 2/3rds ability vamp instead of 1/3rd ability vamp on AOE effects.
  • Fixed an issue that was not allowing the player to pass through enemy minions.

Game Balance

Minions & Monsters

Jungle Minions
Jungle minions are receiving a big rework of how they function and are changing from camps that spawn one minion a minute to a maximum of five to camps that spawn three at a time and only respawn two minutes after they are killed. While stacking camps always provides an objective to take, they don't offer meaningful strategic choices when clearing ones own jungle or when invading the enemy's jungle. Junglers will now need to strategically plan their jungle routes to coincide with when camps are spawning and will enable meaningful invasions of the enemy's jungle. Hero experience gain seemed to be a bit low in the jungle and have been brought up slightly, where as jungle gold gain was a bit high.
  • Jungle minions now spawn in groups of three and will only respawn two minutes after they have died.
  • Jungle buffs no longer have two white jungle minions that spawn with them.  Health and damage for white jungle minions has stayed the same while the buffs have been made stronger overall to compensate for the change.
  • Experience gain within the jungle has been increased overall, while gold gain has been decreased slightly.

Raptors are currently being eliminated too quickly and are too easy of an objective to take. We want them to be a more significant time investment so that there is greater opportunity for teams to battle over the objective.
  • Raptor health increased from 1330 to 1650.


Plasma Blade
Plasma Blade's passive dealing energy damage is taking advantage of hero's lower base energy armour and a lower amount of energy armour in items overall, increasing its effective damage output. It's also a fairly efficient item given it's overall stats and effects, so reducing stats, changing the passive's damage type and increasing the cost should make it more of the item it is meant to be.
  • Plasma Blade gold cost increased from 3000 to 3300, attack speed reduced from 40 to 35 and passive damage type changed from Energy to Physical damage.
  • Keen Edge attack speed reduced from 40 to 35 and Physical Power increased from 28 to 31.

Warlock's Aegis
Warlock's Aegis provides a key defensive tool too frequently when compared with how often skirmishes and full team fights take place. The cooldown will eventually work only when out of combat, but until then increasing the cooldown should help with making it not overly available. Additionally, increasing the price and keeping the same overall efficiency should help deter it from being a cheaper early item.
  • Warlock's Aegis price increased from 2900 to 3000.
  • Energy Power increased from 70 to 74.
  • Cooldown increased from 30 to 60 seconds.


With the new jungle minions, Beasthunter will become a much more relevant aspect than before due to jungle minions dealing more consistent damage and the damage reduction being increased. We also wanted to make Beasthunter more of a meaningful grind and have a continued gameplay presence into the late game, instead of peaking in effect in the mid game.
  • Beasthunter percent reduction of damage received from neutral monsters increased from 10% to 15%.
  • Max stacks increased from 40 to 120.
  • Physical power per stack reduced from 0.5 to 0.25 and Health per stack reduced from 4 to 2.
  • Beasthunter now takes twice as many minions to acquire the same stats as before but now gives a greater maximum effect when fully stacked.

Given that players need little action to gain the shield from Titan, reducing its scaling on maximum health helps Titan to not be too valuable and too easy for players already going for high health items.
  • Titan shield percent of max health reduced from 8% to 5%.

A small increase on Templar should help frontliners with granting Templar's benefits to more of their allies, even when in depths of battle.
  • Templar radius increased from 1600 to 1800.

When considering the ability rotations of most heroes that could benefit from Warlock, having the bonus damage occur on the fourth ability is more synergistic with their kits than on the fifth ability. This should result in Warlock granting more opportune and effective bonus damage. We also want the bonus movement speed on kill to be quite substantial and noticeable, so a hefty increase should make it more useful and impactful.
  • Warlock bonus damage has changed from occurring on every 5th ability to every 4th ability
  • Movement speed gained on kill has increased from 15% to 35%.

  • Queen energy power per 6 minion kills increased from 1 to 1.5.

Ace is too impactful of an Aspect for ADC's and is a ubiquitous option that provides no strategic choice to players. It will eventually be removed come our Aspect rework, but to prepare for that, and to entice healthier gameplay and other Aspects, it's additional range has been reduced.
  • Reduced bonus attack range on Ace from 10% to 5%.


As a hero designed to punish decision making, his ability to do so at such a vulnerable time like the early game is very strong. Bringing down his base movement speed to be in line with the lower movement speed heroes makes him rely on his other abilities and positioning more to execute on his role, especially in the early game when boots may or may not be a factor.  Having his Q provide movement speed that starts at melee basic attack penalty will punish those who miss attacks while his Q is active and will help keep it from being too oppressive. A few seconds in late game team fights can spell disaster, so reducing the duration of his Bear Necessities unstoppable should make it rely on more skillful use.
  • Boris base movement speed reduced from 565 to 555.
  • Blood Tracker (Q): Movement speed bonus reduced from 35/40/45/50/55% to 20/24/28/32/36%, Attack speed bonus reduced from 60/70/80/90/100% to 50/62.5/75/87.5/100%.
  • Bear Necessities (E) Unstoppable duration reduced from 2/2.4/2.8/3.2/3.6 seconds to 2/2.2/2.4/2.6/2.8 seconds.

Lt. Belica
A Control Mage like Lt. Belica should deal substantial damage when itemized appropriately, but should also derive meaningful value from the elements of control found in her kit. The strength of both her damage output and control has proven to be too high, and reducing both should bring her back in-line with what Control Mages are all about.
  • Seismic Assault (Q): Energy power scaling reduced from 80% to 70% and stun duration reduced from 1.7/1.9/2.1/2.3/2.5 to 1.2/1.4/1.6/1.8/2 seconds.
  • Void Bomb (RMB) Scaling reduced from 140% to 100%.
  • Void Drone (Passive): Scaling factor reduced from 25% to 15%.

Muriel is underperforming when compared to other support options. Increasing her shields from Consecrated Ground (E) should help her perform more as an anti-burst support caster. Increasing her Alacrity (RMB) projectile speed should help improve the responsiveness of the ability.
  • Consecrated Ground (E): Shield increased from 150/190/230/270/310 to 200/260/320/380/440.
  • Alacrity (RMB): Projectile speed increased by 14%.

Narbash is proving to be a very strong support due to his sustainability in lane and how easy it is to land his Thunk ability. We want Narbash to have to make decisions about when to heal himself and his allies and when to save his mana, and we also want his Thunk ability to be more precise and rewarding to use.
  • Narbash mana regen per 100 points of missing mana reduced from 0.5 to 0.4.
  • The dimensions of the Thunk projectile reduced by nearly half.

As a late game scaling tank, Sevarog is too much of a lane bully with his ultimate and is scaling too quickly with his passive stacks. Shifting more of the stats from his passive stacks to his tiers should make his power creep slower but more chunky when reaching each tier. Also, his Subjugate's slow duration was not taking into account the root duration, and is now reduced to accommodate the root.
  • Colossal Blow (R): Cooldown increased from 40 at all levels to 55/45/35.
  • Reapers Gain (Passive): Health per stack reduced from 1.5 to 1, but bonus Health gained per tier increased from 30/40/50/60 to 50/70/100/135.
  • Subjugate (E): Slow duration reduced from 2.5 to 1.5 seconds.

Steel's Shield Charge (Q) and Shield Bash (RMB) are too oppressive across level 1 through 5, with cooldown reduction making this even worse in the late game.
  • Shield Bash (RMB): Cooldown increased from 9 to 11 seconds.
  • Shield Charge (Q): Cooldown increased from 16/14/12/10/8 to 16/14.5/13/11.5/10.

— Strange Matter Team
August 8, 2020