- Global Crit Adjustment
- The bonus damage from a Critical Strike is now 150%. This is reduced from 165%
- Tenacity Improvements
- This stat now also reduces the intensity/strength (but not the duration of):
- Vortices
- Fears/Taunts
- Intoxicates/Trembles
- Slows
- Knockbacks/Knockups
Conquest Pacing, Economy, and the Jungle
In this update, we are taking a targeted approach to address community feedback surrounding match pacing-specifically, the feeling that matches can snowball out of control too quickly. Our overarching goal for this patch is to ensure that falling behind doesn't feel like an automatic defeat, while still heavily rewarding players who actively execute good plays.
Additionally, we are dialing back the overarching power and global influence of the Jungler role, which has been dominating the mid-game economy.
Here is a breakdown of how we are addressing these goals:
1. Taming the Snowball
When a team falls behind, they need realistic avenues to climb back into the game without the system artificially handing them a victory.
- Dynamic Jungle XP: Jungle monsters now scale to the Median God Level. If you slay a monster that is higher level than you, you will earn a scaling bonus XP reward (up to +50%). This allows players who are actively finding safe farm to catch up faster.
- Every minute: Jungle Monsters level up to match the Median God Level of both teams in the match
- Slaying Jungle Monsters that are higher level than you grants bonus XP
- +10% per Level deficit (Max +50%)
- Stats
- Jungle Monsters’ combat stats are tied to their Level
- Reward scaling is still tied to time; increasing every 3 minutes
- +5% XP Reward per 3 minutes
- +2% Gold Reward per 3 minutes
- Note: Gold Fury and Fire Giant scale a bit differently. They gain 1 Level per minute and their rewards scale up with each level.
- Dynamic Lane XP: Lane Minions will not scale to the Median God Level, but the will offer a (smaller) scaling bonus XP reward (up to 30%) to players who are below the Median God Level of the enemy team.
- Slaying or assisting Lane Minions while below the Median God Level of the enemy team grants you bonus XP
- +6% per Level deficit (Max +30%)
- Bounties & Objectives: We are rewarding teams that manage to secure kills or objectives from a deficit. The Gold bonus for shutting down higher-level players has been increased to 25%. Additionally, the Bonus Objective Gold multiplier now kicks in faster (at a 7000g deficit instead of 8000g), meaning teams on the back foot will feel the benefits of securing a boss or tower sooner.
- Kill Rewards
- Increased Gold bonus for killing higher level players from +20% changed to →+25%
- Bonus Objective Rewards
- (This is the bonus Gold you get for killing anything that is a Boss or Lane Objective) This looks like a nerf, but despite the max gold bonus being 5% lower, your team reaches the maximum bonus quicker the further you fall behind
- Decreased Max Bonus Multiplier from 65% changed to →60%
- Decreased Max Team Gold Deficit from 8000g changed to →7000g
2. Reining in Jungler Power
Junglers have had too much control over the game's tempo, easily power-farming their way to massive leads and melting targets with the Pathfinder (Yellow) buff. We are pulling back their clear speed, PvP burst, and raw economic gains.
- Camp Economy Reductions: Across the board, Jungle camps (Cyclops, Fire Imps, Roaming Harpies) are providing noticeably less base XP and Gold. Junglers will now have to be more calculated with their time, as hyper-farming the jungle is less lucrative.
- Fire Imps
- Decreased base XP/Gold Reward from 70 changed to →60
- Decreased base Gold Reward from 40 changed to →25
- Cyclops Warriors (Jungle)
- Big
- Decreased base Max Health from 702 changed to →700
- Decreased base Gold Reward from 56 changed to →40
- Small
- Decreased base Max Health from 208 changed to →200
- Decreased base Gold Reward from 19 changed to →15
- Roaming Harpy
- Decreased base XP Reward from 50 changed to →45
- Back Harpies
- Elder Harpy
- Decreased base Max Health from 619 changed to →600
- Small Harpies
- Decreased base Max Health from 188 changed to →180
- Cyclops Rogues (Side Lanes)
- Decreased base Gold Reward from 45 changed to →26
- Scorpion
- Decreased base Max Health from 1350 changed to →1150
- Decreased base Gold Reward from 114 changed to →96
- Yellow Buff Adjustments: We have removed the Protection Shred debuff from the Pathfinder buff, replacing it with Tenacity, and removed Movement Speed, replacing it with Pathfinding. This reduces the Jungler's raw burst potential in early ganks, and reduces their in-combat movement speed.
- Pathfinder (Yellow Buff)
- Infamy 1: Grants 10 Pathfinding
- Infamy 2: Grants 10 Pathfinding; +5 Tenacity
- Infamy 3: Grants 15 Pathfinding; +5 Tenacity
- Infamy 4: Grants 15 Pathfinding; +15 Tenacity
- Harder Contests: Oracles are now significantly tankier, making them harder to easily solo and encouraging team coordination.
- Oracles
- Longer to clear, might be useful to bring a teammate
- Increased base Max Health from 675 changed to →700
- Increased Max Health scaling
- Increased’ leash radius to match ground artwork
3. Localizing Map Rewards
Previously, a single winning lane or an active Jungler could passively snowball the entire team through global gold and XP rewards. We are shifting the economy to reward the specific players making the plays.
- From Global to Local: T1/T2 Towers, the Moonlight Queen, and the Pyromancer have had their overarching Global Team XP/Gold drastically reduced (or removed entirely). In exchange, the Local XP and Gold for the players who actually secure these objectives have been increased.
- Towers
- Now grant local XP; global XP removed (still provides global gold)
- T1 Tower
- Increased XP Reward from 0 changed to →100
- Decreased Team XP Reward from 100 changed to →0
- T2 Tower
- Increased XP reward from 0 changed to →200
- Decreased Team XP Reward from 200 changed to →0
- Moonlight Queen
- Now grants local Gold/XP, less global Gold/XP
- Decreased base Max Health from 3250 changed to →3000
- Increased XP Reward from 0 changed to →200
- Increased Gold Reward from 0 changed to →250
- Decreased base Team XP Reward from 50 changed to →0
- Decreased base Team Gold Reward from 100 changed to →50
- Pyromancer
- Now grants local Gold/XP, less global Gold/XP
- Increased XP Reward from 0 changed to →150
- Increased Gold Reward from 0 changed to →250
- Decreased base Team XP Reward from 50 changed to →0
- Decreased base Team Gold Reward from 75 changed to →50
- Gold Pickup Nerf: The Jungle Gold Pickup now only grants +30 Gold to the player who picks it up, rather than granting +30 Gold to every teammate. The amount of gold rewarded by Moonlight Phase Shards will also halve. This stops Junglers from passively injecting massive amounts of gold into lanes they aren't even interacting with.
- Gold Pickup
- We want to change this objective long-term, but for now just a nerf.
- Grants +30 Gold to the God who picks it up. (Previously granted +30 Team Gold to each teammate)
- Can move while interacting
- Moonlight Phase Shards
- Both teams are awarded 1 Team Gold for every 2 Shards collected during each Moonlight phase. (Previously every 1 Shard)
4. Quality of Life & System Tweaks
To round out the patch, we’ve made a few systemic adjustments to improve game feel:
- Minotaur Minions: To make pushes feel better, Minotaur minions will now spawn at the front of the wave, act as melee units against gods/minions, and switch to a ranged boulder toss for sieging towers. We've also doubled the Last Hit threshold (10% changed to →20%) to ensure you can reliably secure them.
- Now spawn at the front of the wave
- Reduced aggro range
- Increased Last Hit Threshold from 10% changed to →20% of Max Health
- Target Minions and Gods with melee attacks
- Switches to ranged boulder toss vs Towers
- Assist Timers: The eligibility window for NPC assists has been doubled from 5s changed to →10s, ensuring you are properly credited for setting up plays, even if the final blow takes a moment.
- Increased duration of eligibility for NPC assists from 5s changed to →10s
- Moonlight Phase: Winning the Ritual will no longer reset the base teleporter cooldown, preventing an immediate, overwhelming map-rotation advantage right after the phase ends.
- Winning the Ritual no longer resets base teleporter cooldown